// cg_info.c -- display information while data is being loading

#include "cg_local.h"
#include "wolfcam_local.h"

#define MAX_LOADING_PLAYER_ICONS	16
#define MAX_LOADING_ITEM_ICONS		26

static int			loadingPlayerIconCount;
static int			loadingItemIconCount;
static qhandle_t	loadingPlayerIcons[MAX_LOADING_PLAYER_ICONS];
static qhandle_t	loadingItemIcons[MAX_LOADING_ITEM_ICONS];


/*
===================
CG_DrawLoadingIcons
===================
*/
static void CG_DrawLoadingIcons( void ) {
	int		n;
	int		x, y;

	// JOSEPH 5-2-00 Per MAXX
	return;
	
	for( n = 0; n < loadingPlayerIconCount; n++ ) {
		x = 16 + n * 78;
		y = 324;
		CG_DrawPic( x, y, 64, 64, loadingPlayerIcons[n] );
	}

	for( n = 0; n < loadingItemIconCount; n++ ) {
		y = 400;
		if( n >= 13 ) {
			y += 40;
		}
		x = 16 + n % 13 * 48;
		CG_DrawPic( x, y, 32, 32, loadingItemIcons[n] );
	}
}


/*
======================
CG_LoadingString

======================
*/
void CG_LoadingString( const char *s ) {
	Q_strncpyz( cg.infoScreenText, s, sizeof( cg.infoScreenText ) );

	if(s && s[0]!=0)
		CG_Printf(va("LOADING... %s\n",s));	//----(SA)	added so you can see from the console what's going on

	trap_UpdateScreen();
}

/*
===================
CG_LoadingItem
===================
*/
void CG_LoadingItem( int itemNum ) {
	gitem_t		*item;

	item = &bg_itemlist[itemNum];
	
	if(item->giType == IT_KEY)	// do not show keys at level startup //----(SA) 
		return;

//----(SA)	Max Kaufman request that we don't show any pacifier stuff for items
	return;
//----(SA)	end


	if ( item->icon && loadingItemIconCount < MAX_LOADING_ITEM_ICONS ) {
		loadingItemIcons[loadingItemIconCount++] = trap_R_RegisterShaderNoMip( item->icon );
	}

	CG_LoadingString( item->pickup_name );
}

/*
===================
CG_LoadingClient
===================
*/
void CG_LoadingClient( int clientNum ) {
	const char		*info;
	char			*skin;
	char			personality[MAX_QPATH];
	char			model[MAX_QPATH];
	char			iconName[MAX_QPATH];

	if(cgs.gametype == GT_SINGLE_PLAYER  && clientNum > 0)	// for now only show the player's icon in SP games
		return;

	info = CG_ConfigString( CS_PLAYERS + clientNum );

	Q_strncpyz( model, Info_ValueForKey( info, "model" ), sizeof( model ) );
	skin = Q_strrchr( model, '/' );
	if ( skin ) {
		*skin++ = '\0';
	} else {
		skin = "default";
	}

	Com_sprintf( iconName, MAX_QPATH, "models/players/%s/icon_%s.tga", model, skin );

// (SA) ignore player icons for the moment
	if(!(cg_entities[clientNum].currentState.aiChar)) {
//		if ( loadingPlayerIconCount < MAX_LOADING_PLAYER_ICONS ) {
//			loadingPlayerIcons[loadingPlayerIconCount++] = trap_R_RegisterShaderNoMip( iconName );
//		}
	}

	Q_strncpyz( personality, Info_ValueForKey( info, "n" ), sizeof(personality) );
	Q_CleanStr( personality );

	if( cgs.gametype == GT_SINGLE_PLAYER ) {
		trap_S_RegisterSound( va( "sound/player/announce/%s.wav", personality ) );
	}

	CG_LoadingString( personality );
}

/*
====================
CG_DrawStats
====================
*/

typedef struct {
	char	*label;
	int		YOfs;
	int		labelX;
	int		labelFlags;
	vec4_t	*labelColor;

	char	*format;
	int		formatX;
	int		formatFlags;
	vec4_t	*formatColor;

	int		numVars;
} statsItem_t;

// this defines the layout of the mission stats
// NOTE: these must match the stats sent in AICast_ScriptAction_ChangeLevel()
static statsItem_t statsItems[] = {
	//{ "MISSION STATS",		110, 40,		UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW,		&colorWhite,		"",		600,	UI_SMALLFONT|UI_DROPSHADOW|UI_RIGHT,		&colorWhite,	0 },

	{ "Kills",		170, 40,		UI_SMALLFONT|UI_DROPSHADOW,		&colorWhite,		"%3i/%3i",		600,	UI_SMALLFONT|UI_DROPSHADOW|UI_RIGHT,		&colorWhite,	2 },
	{ " Nazis",		40, 40,		UI_EXSMALLFONT|UI_DROPSHADOW,	&colorWhite,		"%3i/%3i",		600,	UI_EXSMALLFONT|UI_DROPSHADOW|UI_RIGHT,		&colorWhite,	2 },
	{ " Monsters",	15, 40,		UI_EXSMALLFONT|UI_DROPSHADOW,	&colorWhite,		"%3i/%3i",		600,	UI_EXSMALLFONT|UI_DROPSHADOW|UI_RIGHT,		&colorWhite,	2 },

	{ "Time",		30, 40,		UI_SMALLFONT|UI_DROPSHADOW,		&colorWhite,		"%2ih %2im %2is",	600,	UI_SMALLFONT|UI_DROPSHADOW|UI_RIGHT,		&colorWhite,	3 },

	{ "Secrets",	30, 40,		UI_SMALLFONT|UI_DROPSHADOW,		&colorWhite,		"%i/%i",			600,	UI_SMALLFONT|UI_DROPSHADOW|UI_RIGHT,		&colorWhite,	2 },

	{ "Attempts",	30, 40,		UI_SMALLFONT|UI_DROPSHADOW,		&colorWhite,		"%i",			600,	UI_SMALLFONT|UI_DROPSHADOW|UI_RIGHT,		&colorWhite,	1 },

	{ NULL }
};

void CG_DrawStats( char *stats ) {
	int i, y, v, j;
	#define MAX_STATS_VARS	64
	int	vars[MAX_STATS_VARS];
	char *str, *token;
	char *formatStr = NULL; // TTimo: init
	int		varIndex;
	char	string[MAX_QPATH];

	UI_DrawProportionalString( 320, 120, "MISSION STATS",
		UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, colorWhite );

	Q_strncpyz( string, stats, sizeof(string) );
	str = string;
	// convert commas to spaces
	for (i=0; str[i]; i++) {
		if (str[i]==',') str[i] = ' ';
	}

	for (i=0, y=0, v=0; statsItems[i].label; i++ ) {
		y += statsItems[i].YOfs;

		UI_DrawProportionalString( statsItems[i].labelX, y, statsItems[i].label,
			statsItems[i].labelFlags, *statsItems[i].labelColor );

		if (statsItems[i].numVars) {
			varIndex = v;
			for (j=0; j<statsItems[i].numVars; j++) {
				token = COM_Parse( &str );
				if (!token || !token[0]) {
					CG_Error( "error parsing mission stats\n" );
					return;
				}

				vars[v++] = atoi(token);
			}

			// build the formatStr
			switch (statsItems[i].numVars) {
			case 1:
				formatStr = va(statsItems[i].format, vars[varIndex]);
				break;
			case 2:
				formatStr = va(statsItems[i].format, vars[varIndex], vars[varIndex+1]);
				break;
			case 3:
				formatStr = va(statsItems[i].format, vars[varIndex], vars[varIndex+1], vars[varIndex+2]);
				break;
			case 4:
				formatStr = va(statsItems[i].format, vars[varIndex], vars[varIndex+1], vars[varIndex+2], vars[varIndex+3]);
				break;
			}

			UI_DrawProportionalString( statsItems[i].formatX, y, formatStr,
				statsItems[i].formatFlags, *statsItems[i].formatColor );
		}
	}
}

/*
====================
CG_DrawInformation

Draw all the status / pacifier stuff during level loading
====================
*/
void CG_DrawInformation( void ) {
	const char	*s;
	const char	*info;
	const char	*sysInfo;
	int			y;
	int			value;
	qhandle_t	levelshot=0; // TTimo: init
//	qhandle_t	detail;
	char		buf[1024];
	static int lastDraw=0;	// Ridah, so we don't draw the screen more often than we need to
	int ms;
	static int callCount=0;
	float		percentDone;

	int			expectedHunk;
	char		hunkBuf[MAX_QPATH];

	vec4_t	color;

	if (cg.snap && (strlen( cg_missionStats.string ) <= 1)) {
		return;		// we are in the world, no need to draw information
	}

	if (callCount) {	// reject recursive calls
		return;
	}

	ms = trap_Milliseconds();
	if ((lastDraw <= ms) && (lastDraw > ms - 100)) {
		return;
	}
	lastDraw = ms;

	callCount++;

	info = CG_ConfigString( CS_SERVERINFO );
	sysInfo = CG_ConfigString( CS_SYSTEMINFO );

	trap_Cvar_VariableStringBuffer( "com_expectedhunkusage", hunkBuf, MAX_QPATH );
	expectedHunk = atoi(hunkBuf);


	s = Info_ValueForKey( info, "mapname" );
	if(s && s[0]!=0) {	// there is often no 's'
		if (strlen( cg_missionStats.string ) > 1 && cg_missionStats.string[0] == 's') {
			levelshot = trap_R_RegisterShaderNoMip( va( "levelshots/pre_%s_stats.tga", s ) );
		} else {	// show briefing screen
			if(s && s[0]!=0)	// there is often no 's'
				levelshot = trap_R_RegisterShaderNoMip( va( "levelshots/%s.tga", s ) );
		}
	}
	if (!levelshot) {
		levelshot = trap_R_RegisterShaderNoMip( "menu/art/unknownmap" );
	}
	trap_R_SetColor( NULL );
	CG_DrawPic( 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, levelshot );

	// blend a detail texture over it
	//detail = trap_R_RegisterShader( "levelShotDetail" );
	//trap_R_DrawStretchPic( 0, 0, cgs.glconfig.vidWidth, cgs.glconfig.vidHeight, 0, 0, 2.5, 2, detail );


// (SA) commented out for Drew
//	UI_DrawProportionalString( 320, 16, va( "Loading %s", Info_ValueForKey( info, "mapname" ) ), UI_SMALLFONT|UI_CENTER|UI_DROPSHADOW, colorWhite );
    UI_DrawProportionalString (16, 16, "wolfcam-rtcw version " WOLFCAM_VERSION,  //UI_SMALLFONT|UI_CENTER|UI_DROPSHADOW, colorWhite );
           UI_EXSMALLFONT|UI_DROPSHADOW, colorYellow);

	// show the loading progress
	VectorSet( color, 0.8, 0.8, 0.8 );
	color[3] = 0.8;

	if (strlen( cg_missionStats.string ) > 1 && cg_missionStats.string[0] == 's') {
		vec2_t	xy = { 190, 470 };
		vec2_t	wh = { 260, 10 };
		
		// draw the mission stats while loading
		if (!Q_strncmp( cg_missionStats.string, "s=", 2 )) {
			CG_DrawStats( cg_missionStats.string+2 );
		}

		if (cg_waitForFire.integer == 1) {
			// waiting for server to finish loading the map
			UI_DrawProportionalString( 320, xy[1] + wh[1] - 10, "press fire to continue",
				UI_CENTER|UI_EXSMALLFONT|UI_DROPSHADOW, color );
		} else if (expectedHunk > 0) {
			percentDone = (float)(cg_hunkUsed.integer+cg_soundAdjust.integer) / (float)(expectedHunk);
			if (percentDone > 0.97)	// never actually show 100%, since we are not in the game yet
				percentDone = 0.97;
			CG_HorizontalPercentBar( xy[0] + 10, xy[1] + wh[1] - 10, wh[0] - 20, 10, percentDone );
		} else if (expectedHunk == -2) {
			// we're ready, press a key to start playing
			if ((ms%1000) < 700) {	// flashing to get our attention
				UI_DrawProportionalString( 320, xy[1] + wh[1] - 10, "press fire to begin",
					UI_CENTER|UI_EXSMALLFONT|UI_DROPSHADOW, color );
			}
		} else {
			UI_DrawProportionalString( 320, xy[1] + wh[1] - 10, "please wait",
				UI_CENTER|UI_EXSMALLFONT|UI_DROPSHADOW, color );
		}
		
		trap_UpdateScreen();
		callCount--;
		return;
	}

	// Ridah, in single player, cheats disabled, don't show unnecessary information
	// DHM - Nerve :: maybe temp, but we want to display the same as single player right now
	if (cgs.gametype == GT_SINGLE_PLAYER || cgs.gametype >= GT_WOLF ) {
		vec2_t	xy = { 200, 468 };
		vec2_t	wh = { 240, 10 };
		
		// show the server motd
		CG_DrawMotd();

		// show the percent complete bar
		if (expectedHunk > 0) {
			percentDone = (float)(cg_hunkUsed.integer+cg_soundAdjust.integer) / (float)(expectedHunk);
			if (percentDone > 0.97)
				percentDone = 0.97;
			CG_HorizontalPercentBar( xy[0], xy[1], wh[0], wh[1], percentDone );
		} else if (expectedHunk == -2) {
			// we're ready, press a key to start playing
			if ((ms%1000) < 700) {	// flashing to get our attention
				UI_DrawProportionalString( 320, xy[1] - 2, "press fire to begin",
					UI_CENTER|UI_EXSMALLFONT|UI_DROPSHADOW, color );
			}
		}

		trap_UpdateScreen();
		callCount--;
		return;
	}
	// done.

	// draw the icons of thiings as they are loaded
	CG_DrawLoadingIcons();

	// the first 150 rows are reserved for the client connection
	// screen to write into
	if ( cg.infoScreenText[0] ) {
		UI_DrawProportionalString( 320, 128, va("Loading... %s", cg.infoScreenText),
			UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, colorWhite );
	} else {
		UI_DrawProportionalString( 320, 128, "Awaiting snapshot...",
			UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, colorWhite );
	}

	// draw info string information
	y = 180;

	// don't print server lines if playing a local game
	trap_Cvar_VariableStringBuffer( "sv_running", buf, sizeof( buf ) );
	if ( !atoi( buf ) ) {
		// server hostname
		s = Info_ValueForKey( info, "sv_hostname" );
		UI_DrawProportionalString( 320, y, s,
			UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, colorWhite );
		y += PROP_HEIGHT;

		// server-specific message of the day
		s = CG_ConfigString( CS_MOTD );
		if ( s[0] ) {
			UI_DrawProportionalString( 320, y, s,
				UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, colorWhite );
			y += PROP_HEIGHT;
		}

		// some extra space after hostname and motd
		y += 10;
	}

	// map-specific message (long map name)
	s = CG_ConfigString( CS_MESSAGE );
	if ( s[0] ) {
		UI_DrawProportionalString( 320, y, s,
			UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, colorWhite );
		y += PROP_HEIGHT;
	}

	// cheats warning
	s = Info_ValueForKey( sysInfo, "sv_cheats" );
	if ( s[0] == '1' ) {
		UI_DrawProportionalString( 320, y, "CHEATS ARE ENABLED",
			UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, colorWhite );
		y += PROP_HEIGHT;
	}

	// game type
	switch ( cgs.gametype ) {
	case GT_FFA:
		s = "Free For All";
		break;
	case GT_SINGLE_PLAYER:
		s = "Single Player";
		break;
	case GT_TOURNAMENT:
		s = "Tournament";
		break;
	case GT_TEAM:
		s = "Team Deathmatch";
		break;
	case GT_CTF:
		s = "Capture The Flag";
		break;
	// JPW NERVE
	case GT_WOLF:
		s = "Wolfenstein Multiplayer";
		break;
	// jpw
	// NERVE - SMF
	case GT_WOLF_STOPWATCH:
		s = "WolfMP Stopwatch";
		break;
	case GT_WOLF_CP:
		s = "WolfMP Checkpoint";
		break;
	// -NERVE - SMF
	// JPW NERVE
	case GT_WOLF_CPH:
		s = "WolfMP Capture & Hold";
		break;
	// jpw
	default:
		s = "Unknown Gametype";
		break;
	}
	UI_DrawProportionalString( 320, y, s,
		UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, colorWhite );
	y += PROP_HEIGHT;
		
	value = atoi( Info_ValueForKey( info, "timelimit" ) );
	if ( value ) {
		UI_DrawProportionalString( 320, y, va( "timelimit %i", value ),
			UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, colorWhite );
		y += PROP_HEIGHT;
	}

	if (cgs.gametype != GT_CTF && cgs.gametype != GT_SINGLE_PLAYER) {
		value = atoi( Info_ValueForKey( info, "fraglimit" ) );
		if ( value ) {
			UI_DrawProportionalString( 320, y, va( "fraglimit %i", value ),
				UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, colorWhite );
			y += PROP_HEIGHT;
		}
	}

	if (cgs.gametype == GT_CTF) {
		value = atoi( Info_ValueForKey( info, "capturelimit" ) );
		if ( value ) {
			UI_DrawProportionalString( 320, y, va( "capturelimit %i", value ),
				UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, colorWhite );
			y += PROP_HEIGHT;
		}
	}

	callCount--;
}
