#include "game.h"

namespace game
{
    bool intermission = false;
    int maptime = 0, maprealtime = 0, maplimit = -1;
    int respawnent = -1;
    int lasthit = 0, lastspawnattempt = 0;
    int moveentropy = 0;
    VARP(mouselook, 0, 1, 1);

    int following = -1, followdir = 0;

    fpsent *player1 = NULL;         // our client
    vector<fpsent *> players;       // other clients
    int savedammo[NUMGUNS];

    bool clientoption(const char *arg) { return false; }


    void setdynlightactivity(int *who, int *active)
    {
       if (*who > 32767 || *who <= 0) return;
       else if (!*active) entities::dynlightsactive[*who] = false;
       else entities::dynlightsactive[*who] = true;
    }
    COMMAND(setdynlightactivity, "ii");

    void taunt()
    {
        if(player1->state!=CS_ALIVE || player1->physstate<PHYS_SLOPE) return;
        if(lastmillis-player1->lasttaunt<1000) return;
        player1->lasttaunt = lastmillis;
        addmsg(N_TAUNT, "rc", player1);
    }
    COMMAND(taunt, "");

    ICOMMAND(getfollow, "", (),
    {
        fpsent *f = followingplayer();
        intret(f ? f->clientnum : -1);
    });

    void follow(char *arg)
    {
        if(arg[0] ? player1->state==CS_SPECTATOR : following>=0)
        {
        following = arg[0] ? parseplayer(arg) : -1;
            if(following==player1->clientnum) following = -1;
            followdir = 0;
            conoutf("follow %s", following>=0 ? "on" : "off");
        }
    }
    COMMAND(follow, "s");

    void nextfollow(int dir)
    {
        if(player1->state!=CS_SPECTATOR || clients.empty())
        {
            stopfollowing();
            return;
        }
        int cur = following >= 0 ? following : (dir < 0 ? clients.length() - 1 : 0);
        loopv(clients)
        {
            cur = (cur + dir + clients.length()) % clients.length();
            if(clients[cur] && clients[cur]->state!=CS_SPECTATOR)
            {
                if(following<0) conoutf("follow on");
                following = cur;
                followdir = dir;
                return;
            }
        }
        stopfollowing();
    }
    ICOMMAND(nextfollow, "i", (int *dir), nextfollow(*dir < 0 ? -1 : 1));

    const char *getclientmap() { return clientmap; }

    void resetgamestate()
    {
        if(m_classicsp)
        {
            clearmovables();
            clearmonsters();                 // all monsters back at their spawns for editing
            entities::resettriggers();
        }
        clearprojectiles();
        clearbouncers();
    }

    fpsent *spawnstate(fpsent *d)              // reset player state not persistent accross spawns
    {
        d->respawn();
        d->spawnstate(gamemode);
        return d;
    }

    void respawnself()
    {
        if(paused || ispaused()) return;
        if(m_mp(gamemode))
        {
            if(player1->respawned!=player1->lifesequence)
              {
                addmsg(N_TRYSPAWN, "rc", player1);
                player1->respawned = player1->lifesequence;
            }
        }
        else
        {
            spawnplayer(player1);
            showscores(false);
//             lasthit = 0;
            if(cmode) cmode->respawned(player1);
        }
    }

    fpsent *pointatplayer()
    {
        loopv(players) if(players[i] != player1 && intersect(players[i], player1->o, worldpos)) return players[i];
        return NULL;
    }

    void stopfollowing()
    {
        if(following<0) return;
        following = -1;
        followdir = 0;
        conoutf("follow off");
    }

    fpsent *followingplayer()
    {
        if(player1->state!=CS_SPECTATOR || following<0) return NULL;
        fpsent *target = getclient(following);
        if(target && target->state!=CS_SPECTATOR) return target;
        return NULL;
    }

    fpsent *hudplayer()
    {
        if(thirdperson) return player1;
        fpsent *target = followingplayer();
        return target ? target : player1;
    }

    void setupcamera()
    {
        fpsent *target = followingplayer();
        if(target)
        {
            player1->yaw = target->yaw;
            player1->pitch = target->state==CS_DEAD ? 0 : target->pitch;
            player1->o = target->o;
            player1->resetinterp();
        }
    }

    bool detachcamera()
    {
        fpsent *d = hudplayer();
        return d->state==CS_DEAD;
    }

    bool collidecamera()
    {
        switch(player1->state)
        {
            case CS_EDITING: return false;
            case CS_SPECTATOR: return followingplayer()!=NULL;
        }
        return true;
    }

    VARP(smoothmove, 0, 75, 100);
    VARP(smoothdist, 0, 32, 64);

    void predictplayer(fpsent *d, bool move)
    {
        d->o = d->newpos;
        d->yaw = d->newyaw;
        d->pitch = d->newpitch;
        d->roll = d->newroll;
        if(move)
        {
            moveplayer(d, 1, false);
            d->newpos = d->o;
        }
        float k = 1.0f - float(lastmillis - d->smoothmillis)/smoothmove;
        if(k>0)
        {
            d->o.add(vec(d->deltapos).mul(k));
            d->yaw += d->deltayaw*k;
            if(d->yaw<0) d->yaw += 360;
            else if(d->yaw>=360) d->yaw -= 360;
            d->pitch += d->deltapitch*k;
            d->roll += d->deltaroll*k;
        }
    }

    void otherplayers(int curtime)
    {
        loopv(players)
        {
            fpsent *d = players[i];
            if(d == player1 || d->ai) continue;

            if(d->state==CS_DEAD && d->ragdoll) moveragdoll(d);
            else if(!intermission)
            {
                if(lastmillis - d->lastaction >= d->gunwait) d->gunwait = 0;
                if(d->quadmillis) entities::checkquad(curtime, d);
            }

            const int lagtime = totalmillis-d->lastupdate;
            if(!lagtime || intermission) continue;
            else if(lagtime>1000 && d->state==CS_ALIVE)
            {
                d->state = CS_LAGGED;
                continue;
            }
            if(d->state==CS_ALIVE || d->state==CS_EDITING)
            {
                if(smoothmove && d->smoothmillis>0) predictplayer(d, true);
                else moveplayer(d, 1, false);
            }
            else if(d->state==CS_DEAD && !d->ragdoll && lastmillis-d->lastpain<2000) moveplayer(d, 1, true);
        }
    }

    VARFP(slowmosp, 0, 0, 1,
    {
        if(m_sp && !slowmosp) setvar("gamespeed", 100);
    });

    void checkslowmo()
    {
        static int lastslowmohealth = 0;
        setvar("gamespeed", intermission ? 100 : clamp(player1->health, 25, 200), true, false);
        if(player1->health<player1->maxhealth && lastmillis-max(maptime, lastslowmohealth)>player1->health*player1->health/2)
        {
            lastslowmohealth = lastmillis;
            player1->health++;
        }
    }

    void updateworld()        // main game update loop
    {
        if(!maptime) { maptime = lastmillis; maprealtime = totalmillis; return; }
        if(!curtime) { gets2c(); if(player1->clientnum>=0) c2sinfo(); return; }

        physicsframe();
        ai::navigate();
        if(player1->state != CS_DEAD && !intermission)
        {
            if(player1->quadmillis) entities::checkquad(curtime, player1);
        }
        updateweapons(curtime);
        otherplayers(curtime);
        ai::update();
        moveragdolls();
        gets2c();
        updatemovables(curtime);
        updatemonsters(curtime);
        if(player1->state == CS_DEAD)
        {
            if(player1->ragdoll) moveragdoll(player1);
            else if(lastmillis-player1->lastpain<2000)
            {
                player1->move = player1->strafe = 0;
                moveplayer(player1, 10, true);
            }
        }
        else if(!intermission)
        {
            if(player1->ragdoll) cleanragdoll(player1);
            if(!mouselook)
            {
                player1->move = clamp(1, -1, moveentropy);
                if(moveentropy < 0)
                    moveentropy += min(-moveentropy, curtime);
                else
                    moveentropy -= min(moveentropy, curtime);
            }
            moveplayer(player1, 10, true);
            swayhudgun(curtime);
            entities::checkitems(player1);
            if(m_sp)
            {
                if(slowmosp) checkslowmo();
                if(m_classicsp) entities::checktriggers();
            }
            else if(cmode) cmode->checkitems(player1);
        }
        if(player1->clientnum>=0) c2sinfo();   // do this last, to reduce the effective frame lag

    }

    void spawnplayer(fpsent *d)   // place at random spawn
    {
        if(cmode) cmode->pickspawn(d);
        else findplayerspawn(d, d==player1 && respawnent>=0 ? respawnent : -1);
        spawnstate(d);
        if(d==player1)
        {
            if(editmode) d->state = CS_EDITING;
            else if(d->state != CS_SPECTATOR) d->state = CS_ALIVE;
        }
        else d->state = CS_ALIVE;
    }

    VARP(spawnwait, 0, 0, 1000);

    void respawn()
    {
        if(player1->state==CS_DEAD)
        {
            player1->attacking = false;
            int wait = cmode ? cmode->respawnwait(player1) : 0;
            if(wait>0)
            {
                lastspawnattempt = lastmillis;
                //conoutf(CON_GAMEINFO, "\f2you must wait %d second%s before respawn!", wait, wait!=1 ? "s" : "");
                return;
            }
            if(lastmillis < player1->lastpain + spawnwait) return;
            if(m_dmsp) { changemap(clientmap, gamemode); return; }    // if we die in SP we try the same map again
            respawnself();
        }
    }

    // inputs

    void doattack(bool on)
    {
        if(intermission) return;
        if((player1->attacking = on)) respawn();
    }
    ICOMMAND(attack, "D", (int *down), { doattack(*down!=0); });

    bool canjump()
    {
        if(!intermission) respawn();
        return player1->state!=CS_DEAD && !intermission;
    }

    bool allowmove(physent *d)
    {
        if(d->type!=ENT_PLAYER) return true;
        return !((fpsent *)d)->lasttaunt || lastmillis-((fpsent *)d)->lasttaunt>=1000;
    }

    VARP(hitsound, 0, 0, 1);

    void damaged(int damage, fpsent *d, fpsent *actor, bool local)
    {
        if((d->state!=CS_ALIVE && d->state != CS_LAGGED && d->state != CS_SPAWNING) || intermission) return;

        if(local) damage = d->dodamage(damage);
        else if(actor==player1) return;

        fpsent *h = hudplayer();
        if(h!=player1 && actor==h && d!=actor)
        {
            if(hitsound && lasthit != lastmillis) playsound(S_HIT);
            lasthit = lastmillis;
        }
        if(d==h)
        {
            damageblend(damage);
            damagecompass(damage, actor->o);
        }
        damageeffect(damage, d, d!=h);

        ai::damaged(d, actor);

        if(m_sp && slowmosp && d==player1 && d->health < 1) d->health = 1;

        if(d->health<=0) { if(local) killed(d, actor); }
        else if(d==h) playsound(S_PAIN6);
        else playsound(S_PAIN1+rnd(5), &d->o);
    }

    VARP(deathscore, 0, 1, 1);

    void deathstate(fpsent *d, bool restore)
    {
        d->state = CS_DEAD;
        d->lastpain = lastmillis;
        if(!restore) gibeffect(max(-d->health, 0), d->vel, d);
        if(d==player1)
        {
            if(deathscore) showscores(true);
            disablezoom();
            if(!restore) loopi(NUMGUNS) savedammo[i] = player1->ammo[i];
            d->attacking = false;
            if(!restore) d->deaths++;
            //d->pitch = 0;
            d->roll = 0;
            playsound(S_DIE1+rnd(2));
        }
        else
        {
            d->move = d->strafe = 0;
            d->resetinterp();
            d->smoothmillis = 0;
            playsound(S_DIE1+rnd(2), &d->o);
        }
    }

    void killed(fpsent *d, fpsent *actor)
    {
        if(d->state==CS_EDITING)
        {
            d->editstate = CS_DEAD;
            if(d==player1) d->deaths++;
            else d->resetinterp();
            return;
        }
        else if((d->state!=CS_ALIVE && d->state != CS_LAGGED && d->state != CS_SPAWNING) || intermission) return;

        fpsent *h = followingplayer();
        if(!h) h = player1;
        int contype = d==h || actor==h ? CON_FRAG_SELF : CON_FRAG_OTHER;
        string dname, aname;
        copystring(dname, d==player1 ? "you" : colorname(d));
        copystring(aname, actor==player1 ? "you" : colorname(actor));
        if(d==actor || actor->type==ENT_INANIMATE)
            conoutf(contype, "\f2%s did something very dangerous%s", dname, d==player1 ? "!" : "");

        deathstate(d);
        ai::killed(d, actor);
    }

    void timeupdate(int secs)
    {
        if(secs > 0)
        {
            maplimit = lastmillis + secs*1000;
        }
        else
        {
            intermission = true;
            player1->attacking = false;
            if(cmode) cmode->gameover();
            conoutf(CON_GAMEINFO, "\f2intermission:");
            conoutf(CON_GAMEINFO, "\f2game has ended!");
            showscores(true);
            disablezoom();

            if(identexists("intermission")) execute("intermission");
        }
    }

    ICOMMAND(getfrags, "", (), intret(player1->frags));
    ICOMMAND(getflags, "", (), intret(player1->flags));
    ICOMMAND(getdeaths, "", (), intret(player1->deaths));
    ICOMMAND(getaccuracy, "", (), intret((player1->totaldamage*100)/max(player1->totalshots, 1)));
    ICOMMAND(gettotaldamage, "", (), intret(player1->totaldamage));
    ICOMMAND(gettotalshots, "", (), intret(player1->totalshots));

    vector<fpsent *> clients;

    fpsent *newclient(int cn)   // ensure valid entity
    {
        if(cn < 0 || cn > max(0xFF, MAXCLIENTS + MAXBOTS))
        {
            neterr("clientnum", false);
            return NULL;
        }

        if(cn == player1->clientnum) return player1;

        while(cn >= clients.length()) clients.add(NULL);
        if(!clients[cn])
        {
            fpsent *d = new fpsent;
            d->clientnum = cn;
            clients[cn] = d;
            players.add(d);
        }
        return clients[cn];
    }

    fpsent *getclient(int cn)   // ensure valid entity
    {
        if(cn == player1->clientnum) return player1;
        return clients.inrange(cn) ? clients[cn] : NULL;
    }

    void clientdisconnected(int cn, bool notify)
    {
        if(!clients.inrange(cn)) return;
        if(following==cn)
        {
            if(followdir) nextfollow(followdir);
            else stopfollowing();
        }
        unignore(cn);
        fpsent *d = clients[cn];
        if(!d) return;
        if(notify && d->name[0]) conoutf("player %s disconnected", colorname(d));
        removeweapons(d);
        removetrackedparticles(d);
        removetrackeddynlights(d);
        if(cmode) cmode->removeplayer(d);
        players.removeobj(d);
        DELETEP(clients[cn]);
        cleardynentcache();
    }

    void clearclients(bool notify)
    {
        loopv(clients) if(clients[i]) clientdisconnected(i, notify);
    }

    void initclient()
    {
        player1 = spawnstate(new fpsent);
        players.add(player1);
    }

    VARP(showmodeinfo, 0, 1, 1);

    void setwindowcaption()
    {
        defformatstring(capt)("Sandbox %s: %s - %s", version, server::modename(gamemode, "unknown"), getclientmap()[0] ? getclientmap() : "[new map]");
        SDL_WM_SetCaption(capt, NULL);
    }
    void startgame()
    {
        clearmovables();
        clearmonsters();
        clearprojectiles();
        clearbouncers();
        clearragdolls();

        // reset perma-state
        loopv(players)
        {
            fpsent *d = players[i];
            d->frags = d->flags = 0;
            d->deaths = 0;
            d->totaldamage = 0;
            d->totalshots = 0;
            d->maxhealth = 100;
            d->lifesequence = -1;
            d->respawned = d->suicided = -2;
        }

        setclientmode();

        intermission = false;
        maptime = maprealtime = 0;
        maplimit = -1;

        if(cmode)
        {
            cmode->preload();
            cmode->setup();
        }

        conoutf(CON_GAMEINFO, "\f2game mode is %s", server::modename(gamemode));

        if(m_sp)
        {
            defformatstring(scorename)("bestscore_%s", getclientmap());
            const char *best = getalias(scorename);
            if(*best) conoutf(CON_GAMEINFO, "\f2try to beat your best score so far: %s", best);
        }
        else
        {
            const char *info = m_valid(gamemode) ? gamemodes[gamemode - STARTGAMEMODE].info : NULL;
            if(showmodeinfo && info) conoutf(CON_GAMEINFO, "\f0%s", info);
        }

        if(player1->playermodel != playermodel) switchplayermodel(playermodel);

        showscores(false);
        disablezoom();
        lasthit = 0;

        if(identexists("mapstart")) execute("mapstart");
    }

    void startmap(const char *name)   // called just after a map load
    {
        ai::savewaypoints();
        ai::clearwaypoints(true);
        for(int i = 0; i != 32767; i++)
        {
            entities::dynlightsactive[i] = true;
        }

        respawnent = -1; // so we don't respawn at an old spot
        if(!m_mp(gamemode)) spawnplayer(player1);
        else findplayerspawn(player1, -1);
        entities::resetspawns();
        copystring(clientmap, name ? name : "");

        sendmapinfo();
    }

    const char *getmapinfo()
    {
        return showmodeinfo && m_valid(gamemode) ? gamemodes[gamemode - STARTGAMEMODE].info : NULL;
    }

    void physicstrigger(physent *d, bool local, int floorlevel, int waterlevel, int material)
    {
        if(d->state!=CS_ALIVE||d->type==ENT_INANIMATE) return;
        switch(material)
        {
            case MAT_LAVA:
                if (waterlevel==0) break;
                playsound(S_BURN, d==player1 ? NULL : &d->o);
                loopi(60)
                {
                    vec o = d->o;
                    o.z -= d->eyeheight *i/60.0f;
                    regular_particle_flame(PART_FLAME, o, 6, 2, 0x903020, 3, 2.0f);
                    regular_particle_flame(PART_SMOKE, vec(o.x, o.y, o.z + 8.0f), 6, 2, 0x303020, 1, 4.0f, 100.0f, 2000.0f, -20);
                }
                break;
            case MAT_WATER:
                if (waterlevel==0) break;
                playsound(waterlevel > 0 ? S_SPLASH1 : S_SPLASH2 , d==player1 ? NULL : &d->o);
                particle_splash(PART_WATER, 200, 200, d->o, (watercolor.x<<16) | (watercolor.y<<8) | watercolor.z, 0.5);
                break;
            default:
                if (floorlevel==0) break;
                playsound(floorlevel > 0 ? S_JUMP : S_LAND, local ? NULL : &d->o);
                break;
        }
    }

    void dynentcollide(physent *d, physent *o, const vec &dir)
    {
        switch(o->type)
        {
            case ENT_AI: if(dir.z > 0) stackmonster((monster *)o, d); break;
            case ENT_INANIMATE: if(dir.z > 0) stackmovable((movable *)o, d); break;
        }
    }

    void msgsound(int n, physent *d)
    {
        if(!d || d==player1)
        {
            addmsg(N_SOUND, "ci", d, n);
            playsound(n);
        }
        else
        {
            if(d->type==ENT_PLAYER && ((fpsent *)d)->ai)
                addmsg(N_SOUND, "ci", d, n);
            playsound(n, &d->o);
        }
    }

    int numdynents() { return players.length()+monsters.length()+movables.length(); }

    dynent *iterdynents(int i)
    {
        if(i<players.length()) return players[i];
        i -= players.length();
        if(i<monsters.length()) return (dynent *)monsters[i];
        i -= monsters.length();
        if(i<movables.length()) return (dynent *)movables[i];
        return NULL;
    }

    bool duplicatename(fpsent *d, const char *name = NULL)
    {
        if(!name) name = d->name;
        loopv(players) if(d!=players[i] && !strcmp(name, players[i]->name)) return true;
        return false;
    }

    const char *colorname(fpsent *d, const char *name, const char *prefix)
    {
        if(!name) name = d->name;
        if(name[0] && !duplicatename(d, name) && d->aitype == AI_NONE) return name;
        static string cname[3];
        static int cidx = 0;
        cidx = (cidx+1)%3;
        formatstring(cname[cidx])(d->aitype == AI_NONE ? "%s%s \fs\f5(%d)\fr" : "%s%s \fs\f5[%d]\fr", prefix, name, d->clientnum);
        return cname[cidx];
    }

    void suicide(physent *d)
    {
        if(d==player1 || (d->type==ENT_PLAYER && ((fpsent *)d)->ai))
        {
            if(d->state!=CS_ALIVE) return;
            fpsent *pl = (fpsent *)d;
            if(!m_mp(gamemode)) killed(pl, pl);
            else if(pl->suicided!=pl->lifesequence)
            {
                addmsg(N_SUICIDE, "rc", pl);
                pl->suicided = pl->lifesequence;
            }
        }
        else if(d->type==ENT_AI) suicidemonster((monster *)d);
        else if(d->type==ENT_INANIMATE) suicidemovable((movable *)d);
    }
    ICOMMAND(nap, "", (), suicide(player1));

    bool needminimap() { return m_ctf || m_protect || m_hold || m_capture || m_collect; }

    void drawicon(int icon, float x, float y, float sz)
    {
        settexture("data/fps/hud/items");
        glBegin(GL_TRIANGLE_STRIP);
        float tsz = 0.25f, tx = tsz*(icon%4), ty = tsz*(icon/4);
        glTexCoord2f(tx,     ty);     glVertex2f(x,    y);
        glTexCoord2f(tx+tsz, ty);     glVertex2f(x+sz, y);
        glTexCoord2f(tx,     ty+tsz); glVertex2f(x,    y+sz);
        glTexCoord2f(tx+tsz, ty+tsz); glVertex2f(x+sz, y+sz);
        glEnd();
    }

    float abovegameplayhud(int w, int h)
    {
        switch(hudplayer()->state)
        {
            case CS_EDITING:
            case CS_SPECTATOR:
                return 1;
            default:
                return 1650.0f/1800.0f;
        }
    }

    int ammohudup[3] = { GUN_CG, GUN_RL, GUN_GL },
        ammohuddown[3] = { GUN_RIFLE, GUN_SG, GUN_PISTOL },
        ammohudcycle[7] = { -1, -1, -1, -1, -1, -1, -1 };

    ICOMMAND(ammohudup, "V", (tagval *args, int numargs),
    {
        loopi(3) ammohudup[i] = i < numargs ? getweapon(args[i].getstr()) : -1;
    });

    ICOMMAND(ammohuddown, "V", (tagval *args, int numargs),
    {
        loopi(3) ammohuddown[i] = i < numargs ? getweapon(args[i].getstr()) : -1;
    });

    ICOMMAND(ammohudcycle, "V", (tagval *args, int numargs),
    {
        loopi(7) ammohudcycle[i] = i < numargs ? getweapon(args[i].getstr()) : -1;
    });

    VARP(ammohud, 0, 1, 1);

    void drawammohud(fpsent *d)
    {
        float x = HICON_X + 2*HICON_STEP, y = HICON_Y, sz = HICON_SIZE;
        glPushMatrix();
        glScalef(1/3.2f, 1/3.2f, 1);
        float xup = (x+sz)*3.2f, yup = y*3.2f + 0.1f*sz;
        loopi(3)
        {
            int gun = ammohudup[i];
            if(gun < GUN_FIST || gun > GUN_PISTOL || gun == d->gunselect || !d->ammo[gun]) continue;
            drawicon(HICON_FIST+gun, xup, yup, sz);
            yup += sz;
        }
        float xdown = x*3.2f - sz, ydown = (y+sz)*3.2f - 0.1f*sz;
        loopi(3)
        {
            int gun = ammohuddown[3-i-1];
            if(gun < GUN_FIST || gun > GUN_PISTOL || gun == d->gunselect || !d->ammo[gun]) continue;
            ydown -= sz;
            drawicon(HICON_FIST+gun, xdown, ydown, sz);
        }
        int offset = 0, num = 0;
        loopi(7)
        {
            int gun = ammohudcycle[i];
            if(gun < GUN_FIST || gun > GUN_PISTOL) continue;
            if(gun == d->gunselect) offset = i + 1;
            else if(d->ammo[gun]) num++;
        }
        float xcycle = (x+sz/2)*3.2f + 0.5f*num*sz, ycycle = y*3.2f-sz;
        loopi(7)
        {
            int gun = ammohudcycle[(i + offset)%7];
            if(gun < GUN_FIST || gun > GUN_PISTOL || gun == d->gunselect || !d->ammo[gun]) continue;
            xcycle -= sz;
            drawicon(HICON_FIST+gun, xcycle, ycycle, sz);
        }
        glPopMatrix();
    }


    void drawhudicons(fpsent *d)
    {
        glPushMatrix();
        glScalef(2, 2, 1);

        draw_textf("%d", (HICON_X + HICON_SIZE + HICON_SPACE)/2, HICON_TEXTY/2, d->state==CS_DEAD ? 0 : d->health);
        if(d->state!=CS_DEAD)
        {
            if(d->armour) draw_textf("%d", (HICON_X + HICON_STEP + HICON_SIZE + HICON_SPACE)/2, HICON_TEXTY/2, d->armour);
            draw_textf("%d", (HICON_X + 2*HICON_STEP + HICON_SIZE + HICON_SPACE)/2, HICON_TEXTY/2, d->ammo[d->gunselect]);
        }

        glPopMatrix();

        drawicon(HICON_HEALTH, HICON_X, HICON_Y);
        if(d->state!=CS_DEAD)
        {
            if(d->armour) drawicon(HICON_BLUE_ARMOUR+d->armourtype, HICON_X + HICON_STEP, HICON_Y);
            drawicon(HICON_FIST+d->gunselect, HICON_X + 2*HICON_STEP, HICON_Y);
            if(d->quadmillis) drawicon(HICON_QUAD, HICON_X + 3*HICON_STEP, HICON_Y);
            if(ammohud) drawammohud(d);
        }
    }

    void gameplayhud(int w, int h)
    {
        glPushMatrix();
        glScalef(h/1800.0f, h/1800.0f, 1);

        if(player1->state==CS_SPECTATOR)
        {
            int pw, ph, tw, th, fw, fh;
            text_bounds("  ", pw, ph);
            text_bounds("SPECTATOR", tw, th);
            th = max(th, ph);
            fpsent *f = followingplayer();
            text_bounds(f ? colorname(f) : " ", fw, fh);
            fh = max(fh, ph);
            draw_text("SPECTATOR", w*1800/h - tw - pw, 1650 - th - fh);
            if(f) draw_text(colorname(f), w*1800/h - fw - pw, 1650 - fh);
        }

        fpsent *d = hudplayer();
        if(d->state!=CS_EDITING)
        {
            if(d->state!=CS_SPECTATOR) drawhudicons(d);
            if(cmode) cmode->drawhud(d, w, h);
        }

        glPopMatrix();
    }

    int clipconsole(int w, int h)
    {
        if(cmode) return cmode->clipconsole(w, h);
        return 0;
    }

    VARP(teamcrosshair, 0, 1, 1);
    VARP(hitcrosshair, 0, 425, 1000);

    const char *defaultcrosshair(int index)
    {
        switch(index)
        {
            case 3: return "packages/crosshairs/edit.png";
            case 2: return "packages/crosshairs/hit.png";
            case 1: return "packages/crosshairs/teammate.png";
            default: return "packages/crosshairs/default.png";
        }
    }

    int selectcrosshair(float &r, float &g, float &b)
    {
        fpsent *d = hudplayer();
        if(editmode) { r = g = 0.5f; b = 1; return 3; }
        if(d->state==CS_SPECTATOR || d->state==CS_DEAD) return -1;

        if(d->state!=CS_ALIVE) return 0;

        int crosshair = 0;
        if(lasthit && lastmillis - lasthit < hitcrosshair) crosshair = 2;
        else if(teamcrosshair)
        {
            dynent *o = intersectclosest(d->o, worldpos, d);
            if(o && o->type==ENT_PLAYER && isteam(((fpsent *)o)->team, d->team))
            {
                crosshair = 1;
                r = g = 0;
            }
        }

        if(crosshair!=1 && !editmode && !m_insta)
        {
            if(d->health<=25) { r = 1.0f; g = b = 0; }
            else if(d->health<=50) { r = 1.0f; g = 0.5f; b = 0; }
        }
        if(d->gunwait) { r *= 0.5f; g *= 0.5f; b *= 0.5f; }

        return crosshair;
    }

    void lighteffects(dynent *e, vec &color, vec &dir)
    {
#if 0
        fpsent *d = (fpsent *)e;
        if(d->state!=CS_DEAD && d->quadmillis)
        {
            float t = 0.5f + 0.5f*sinf(2*M_PI*lastmillis/1000.0f);
            color.y = color.y*(1-t) + t;
        }
#endif
    }

    bool showenthelpers()
    {
        if(m_edit || editmode) return true;
        return false;
    }

    bool allowdoublejump() {return false;}
    void updatecamera() {}
    bool mousemove(int &dx, int &dy, float &cursens)
    {
        if(!mouselook)
        {
            //remember, vertical coordinates are flipped
            moveentropy -= dy * cursens;
            moveentropy = clamp(500, -500, moveentropy);
            dy = 0;
        }
        //we return false since we don't want to do yaw manipulation here
        return false;
    }
    bool recomputecamera(physent *&camera1, physent &tempcamera, bool &detachedcamera, float &thirdpersondistance) {return false;}
    void writemapdata(stream *f) {}

    // any data written into this vector will get saved with the map data. Must take care to do own versioning, and endianess if applicable. Will not get called when loading maps from other games, so provide defaults.
    void writegamedata(vector<char> &extras) {}
    void readgamedata(vector<char> &extras) {}

    const char *autoexec() { return "autoexec.cfg"; }
    const char *savedservers() { return "data/fps/servers.cfg"; }
    void loadconfigs()
    {
        execfile("auth.cfg", false);
    }

    VARP(allowdownload, 0, 0, 1); //offtools: download stuff if server supports it

    //offtools: scriptprefix
    SVARP(scriptprefix, "data/script/");

    //__offtools__: fallback on missing texture
    void texturefailed(char *file, int slot)
    {
        if (multiplayer(false) && m_edit)// && allowdownload)
        {
            conoutf("debug: file requested by texture command doesnt exists: %s", file);
            addmsg(N_TEXTUREREQUEST, "rsi", file, slot);
        }
    }

    //__offtools__: fallback on missing mapmodel
    void mmodelfailed(const char *name, int idx)
    {
        conoutf("mmodel failed %s : %d", name, idx);

        if (multiplayer(false) && m_edit)// && allowdownload)
        {
            conoutf("[debug]: dummy - download requested mmodel \"%s\" from server", name);
        }
    }
    //__offtools__: fallback on missing map
    void mapfailed(const char *name)
    {
        conoutf("map failed %s", name);

        if (multiplayer(false) && m_edit)// && allowdownload)
        {
            conoutf("[debug]: dummy - download requested map \"%s\" from server", name);
        }
    }
    //__offtools__ moviecube needs this, usefull to query model animations (especially addional ones)
    void registeranimation(char *dir, char* anim, int num) {}
}
