#include "cg_local.h"
#include "../ui/ui_shared.h"

extern displayContextDef_t cgDC;


// set in CG_ParseTeamInfo

//static int sortedTeamPlayers[TEAM_MAXOVERLAY];
//static int numSortedTeamPlayers;
int drawTeamOverlayModificationCount = -1;

//static char systemChat[256];
//static char teamChat1[256];
//static char teamChat2[256];

void CG_InitTeamChat(void) {
  memset(teamChat1, 0, sizeof(teamChat1));
  memset(teamChat2, 0, sizeof(teamChat2));
  memset(systemChat, 0, sizeof(systemChat));
}

void CG_SetPrintString(int type, const char *p) {
  if (type == SYSTEM_PRINT) {
    strcpy(systemChat, p);
  } else {
    strcpy(teamChat2, teamChat1);
    strcpy(teamChat1, p);
  }
}

void CG_CheckOrderPending(void) {
	if (cgs.gametype < GT_CTF) {
		return;
	}
	if (cgs.orderPending) {
		//clientInfo_t *ci = cgs.clientinfo + sortedTeamPlayers[cg_currentSelectedPlayer.integer];
		const char *p1, *p2, *b;
		p1 = p2 = b = NULL;
		switch (cgs.currentOrder) {
			case TEAMTASK_OFFENSE:
				p1 = VOICECHAT_ONOFFENSE;
				p2 = VOICECHAT_OFFENSE;
				b = "+button7; wait; -button7";
			break;
			case TEAMTASK_DEFENSE:
				p1 = VOICECHAT_ONDEFENSE;
				p2 = VOICECHAT_DEFEND;
				b = "+button8; wait; -button8";
			break;					
			case TEAMTASK_PATROL:
				p1 = VOICECHAT_ONPATROL;
				p2 = VOICECHAT_PATROL;
				b = "+button9; wait; -button9";
			break;
			case TEAMTASK_FOLLOW: 
				p1 = VOICECHAT_ONFOLLOW;
				p2 = VOICECHAT_FOLLOWME;
				b = "+button10; wait; -button10";
			break;
			case TEAMTASK_CAMP:
				p1 = VOICECHAT_ONCAMPING;
				p2 = VOICECHAT_CAMP;
			break;
			case TEAMTASK_RETRIEVE:
				p1 = VOICECHAT_ONGETFLAG;
				p2 = VOICECHAT_RETURNFLAG;
			break;
			case TEAMTASK_ESCORT:
				p1 = VOICECHAT_ONFOLLOWCARRIER;
				p2 = VOICECHAT_FOLLOWFLAGCARRIER;
			break;
		}

		if (cg_currentSelectedPlayer.integer == numSortedTeamPlayers) {
			// to everyone
			trap_SendConsoleCommand(va("cmd vsay_team %s\n", p2));
		} else {
			// for the player self
			if (sortedTeamPlayers[cg_currentSelectedPlayer.integer] == cg.snap->ps.clientNum && p1) {
				trap_SendConsoleCommand(va("teamtask %i\n", cgs.currentOrder));
				//trap_SendConsoleCommand(va("cmd say_team %s\n", p2));
				trap_SendConsoleCommand(va("cmd vsay_team %s\n", p1));
			} else if (p2) {
				//trap_SendConsoleCommand(va("cmd say_team %s, %s\n", ci->name,p));
				trap_SendConsoleCommand(va("cmd vtell %d %s\n", sortedTeamPlayers[cg_currentSelectedPlayer.integer], p2));
			}
		}
		if (b) {
			trap_SendConsoleCommand(b);
		}
		cgs.orderPending = qfalse;
	}
}

static void CG_SetSelectedPlayerName() {
  if (cg_currentSelectedPlayer.integer >= 0 && cg_currentSelectedPlayer.integer < numSortedTeamPlayers) {
		clientInfo_t *ci = cgs.clientinfo + sortedTeamPlayers[cg_currentSelectedPlayer.integer];
	  if (ci) {
			trap_Cvar_Set("cg_selectedPlayerName", ci->name);
			trap_Cvar_Set("cg_selectedPlayer", va("%d", sortedTeamPlayers[cg_currentSelectedPlayer.integer]));
			cgs.currentOrder = ci->teamTask;
	  }
	} else {
		trap_Cvar_Set("cg_selectedPlayerName", "Everyone");
	}
}
int CG_GetSelectedPlayer() {
	if (cg_currentSelectedPlayer.integer < 0 || cg_currentSelectedPlayer.integer >= numSortedTeamPlayers) {
		cg_currentSelectedPlayer.integer = 0;
	}
	return cg_currentSelectedPlayer.integer;
}

void CG_SelectNextPlayer(void) {
	CG_CheckOrderPending();
	if (cg_currentSelectedPlayer.integer >= 0 && cg_currentSelectedPlayer.integer < numSortedTeamPlayers) {
		cg_currentSelectedPlayer.integer++;
	} else {
		cg_currentSelectedPlayer.integer = 0;
	}
	CG_SetSelectedPlayerName();
}

void CG_SelectPrevPlayer(void) {
	CG_CheckOrderPending();
	if (cg_currentSelectedPlayer.integer > 0 && cg_currentSelectedPlayer.integer < numSortedTeamPlayers) {
		cg_currentSelectedPlayer.integer--;
	} else {
		cg_currentSelectedPlayer.integer = numSortedTeamPlayers;
	}
	CG_SetSelectedPlayerName();
}


qhandle_t CG_StatusHandle(int task) {
	qhandle_t h = cgs.media.assaultShader;
	switch (task) {
		case TEAMTASK_OFFENSE :
			h = cgs.media.assaultShader;
			break;
		case TEAMTASK_DEFENSE :
			h = cgs.media.defendShader;
			break;
		case TEAMTASK_PATROL :
			h = cgs.media.patrolShader;
			break;
		case TEAMTASK_FOLLOW :
			h = cgs.media.followShader;
			break;
		case TEAMTASK_CAMP :
			h = cgs.media.campShader;
			break;
		case TEAMTASK_RETRIEVE :
			h = cgs.media.retrieveShader; 
			break;
		case TEAMTASK_ESCORT :
			h = cgs.media.escortShader; 
			break;
		default : 
			h = cgs.media.assaultShader;
			break;
	}
	return h;
}


float CG_GetValue(int ownerDraw) {
	centity_t	*cent;
 	clientInfo_t *ci;
	playerState_t	*ps;

  cent = &cg_entities[cg.snap->ps.clientNum];
	ps = &cg.snap->ps;

  switch (ownerDraw) {
  case CG_SELECTEDPLAYER_ARMOR:
    ci = cgs.clientinfo + sortedTeamPlayers[CG_GetSelectedPlayer()];
    return ci->armor;
    break;
  case CG_SELECTEDPLAYER_HEALTH:
    ci = cgs.clientinfo + sortedTeamPlayers[CG_GetSelectedPlayer()];
    return ci->health;
    break;
  case CG_PLAYER_ARMOR_VALUE:
		return ps->stats[STAT_ARMOR];
    break;
  case CG_PLAYER_AMMO_VALUE:
		if ( cent->currentState.weapon ) 
		{
			return ps->ammo[weaponData[cent->currentState.weapon].ammoIndex];
		}
    break;
  case CG_PLAYER_SCORE:
	  return cg.snap->ps.persistant[PERS_SCORE];
    break;
  case CG_PLAYER_HEALTH:
		return ps->stats[STAT_HEALTH];
    break;
  case CG_RED_SCORE:
		return cgs.scores1;
    break;
  case CG_BLUE_SCORE:
		return cgs.scores2;
    break;
  case CG_PLAYER_FORCE_VALUE:
		return ps->fd.forcePower;
    break;
  default:
    break;
  }
	return -1;
}

qboolean CG_OtherTeamHasFlag(void) {
	if (cgs.gametype == GT_CTF || cgs.gametype == GT_CTY) {
		int team = cg.snap->ps.persistant[PERS_TEAM];
		if (team == TEAM_RED && cgs.redflag == FLAG_TAKEN) {
			return qtrue;
		} else if (team == TEAM_BLUE && cgs.blueflag == FLAG_TAKEN) {
			return qtrue;
		} else {
			return qfalse;
		}
	}
	return qfalse;
}

qboolean CG_YourTeamHasFlag(void) {
	if (cgs.gametype == GT_CTF || cgs.gametype == GT_CTY) {
		int team = cg.snap->ps.persistant[PERS_TEAM];
		if (team == TEAM_RED && cgs.blueflag == FLAG_TAKEN) {
			return qtrue;
		} else if (team == TEAM_BLUE && cgs.redflag == FLAG_TAKEN) {
			return qtrue;
		} else {
			return qfalse;
		}
	}
	return qfalse;
}

// THINKABOUTME: should these be exclusive or inclusive.. 
// 
qboolean CG_OwnerDrawVisible(int flags) {

	if (flags & CG_SHOW_TEAMINFO) {
		return (cg_currentSelectedPlayer.integer == numSortedTeamPlayers);
	}

	if (flags & CG_SHOW_NOTEAMINFO) {
		return !(cg_currentSelectedPlayer.integer == numSortedTeamPlayers);
	}

	if (flags & CG_SHOW_OTHERTEAMHASFLAG) {
		return CG_OtherTeamHasFlag();
	}

	if (flags & CG_SHOW_YOURTEAMHASENEMYFLAG) {
		return CG_YourTeamHasFlag();
	}

	if (flags & (CG_SHOW_BLUE_TEAM_HAS_REDFLAG | CG_SHOW_RED_TEAM_HAS_BLUEFLAG)) {
		if (flags & CG_SHOW_BLUE_TEAM_HAS_REDFLAG && (cgs.redflag == FLAG_TAKEN || cgs.flagStatus == FLAG_TAKEN_RED)) {
			return qtrue;
		} else if (flags & CG_SHOW_RED_TEAM_HAS_BLUEFLAG && (cgs.blueflag == FLAG_TAKEN || cgs.flagStatus == FLAG_TAKEN_BLUE)) {
			return qtrue;
		}
		return qfalse;
	}

	if (flags & CG_SHOW_ANYTEAMGAME) {
		if( cgs.gametype >= GT_TEAM) {
			return qtrue;
		}
	}

	if (flags & CG_SHOW_ANYNONTEAMGAME) {
		if( cgs.gametype < GT_TEAM) {
			return qtrue;
		}
	}

	if (flags & CG_SHOW_CTF) {
		if( cgs.gametype == GT_CTF || cgs.gametype == GT_CTY ) {
			return qtrue;
		}
	}

	if (flags & CG_SHOW_HEALTHCRITICAL) {
		if (cg.snap->ps.stats[STAT_HEALTH] < 25) {
			return qtrue;
		}
	}

	if (flags & CG_SHOW_HEALTHOK) {
		if (cg.snap->ps.stats[STAT_HEALTH] >= 25) {
			return qtrue;
		}
	}

	if (flags & CG_SHOW_SINGLEPLAYER) {
		if( cgs.gametype == GT_SINGLE_PLAYER ) {
			return qtrue;
		}
	}

	if (flags & CG_SHOW_TOURNAMENT) {
		if( cgs.gametype == GT_TOURNAMENT ) {
			return qtrue;
		}
	}

	if (flags & CG_SHOW_DURINGINCOMINGVOICE) {
	}

	if (flags & CG_SHOW_IF_PLAYER_HAS_FLAG) {
		if (cg.snap->ps.powerups[PW_REDFLAG] || cg.snap->ps.powerups[PW_BLUEFLAG] || cg.snap->ps.powerups[PW_NEUTRALFLAG]) {
			return qtrue;
		}
	}
	return qfalse;
}


const char *CG_GetKillerText(void) {
	static const char *s = "";
	if ( cg.killerName[0] ) {
		s = va("%s %s", CG_GetStripEdString("INGAMETEXT", "KILLEDBY"), cg.killerName );
	}
	return s;
}


const char *CG_GetGameStatusText(void) {
	static const char *s = "";
	if ( cgs.gametype < GT_TEAM) {
		if (cg.snap->ps.persistant[PERS_TEAM] != TEAM_SPECTATOR ) 
		{
			char sPlaceWith[256];
			trap_SP_GetStringTextString("INGAMETEXT_PLACE_WITH", sPlaceWith, sizeof(sPlaceWith));

			s = va("%s %s %i",CG_PlaceString( cg.snap->ps.persistant[PERS_RANK] + 1 ), sPlaceWith, cg.snap->ps.persistant[PERS_SCORE] );
		}
	} else {
		if ( cg.teamScores[0] == cg.teamScores[1] ) {
			s = va("Teams are tied at %i", cg.teamScores[0] );
		} else if ( cg.teamScores[0] >= cg.teamScores[1] ) {
			s = va("Red leads Blue, %i to %i", cg.teamScores[0], cg.teamScores[1] );
		} else {
			s = va("Blue leads Red, %i to %i", cg.teamScores[1], cg.teamScores[0] );
		}
	}
	return s;
}
	
const char *CG_GameTypeString(void) {
	if ( cgs.gametype == GT_FFA ) {
		return "Free For All";
	} else if ( cgs.gametype == GT_HOLOCRON ) {
		return "Holocron FFA";
	} else if ( cgs.gametype == GT_JEDIMASTER ) {
		return "Jedi Master";
	} else if ( cgs.gametype == GT_TEAM ) {
		return "Team FFA";
	} else if ( cgs.gametype == GT_SAGA ) {
		return "N/A";
	} else if ( cgs.gametype == GT_CTF ) {
		return "Capture the Flag";
	} else if ( cgs.gametype == GT_CTY ) {
		return "Capture the Ysalamiri";
	}
	return "";
}
						 
extern int MenuFontToHandle(int iMenuFont);

// maxX param is initially an X limit, but is also used as feedback. 0 = text was clipped to fit within, else maxX = next pos
//
static void CG_Text_Paint_Limit(float *maxX, float x, float y, float scale, vec4_t color, const char* text, float adjust, int limit, int iMenuFont) 
{
	qboolean bIsTrailingPunctuation;

	// this is kinda dirty, but...
	//
	int iFontIndex = MenuFontToHandle(iMenuFont);
	
	//float fMax = *maxX;
	int iPixelLen = trap_R_Font_StrLenPixels(text, iFontIndex, scale);
	if (x + iPixelLen > *maxX)
	{
		// whole text won't fit, so we need to print just the amount that does...
		//  Ok, this is slow and tacky, but only called occasionally, and it works...
		//
		char sTemp[4096]={0};	// lazy assumption
		const char *psText = text;
		char *psOut = &sTemp[0];
		char *psOutLastGood = psOut;
		unsigned int uiLetter;

		while (*psText && (x + trap_R_Font_StrLenPixels(sTemp, iFontIndex, scale)<=*maxX) 
			   && psOut < &sTemp[sizeof(sTemp)-1]	// sanity
				)
		{
			int iAdvanceCount;
			psOutLastGood = psOut;			

			uiLetter = trap_AnyLanguage_ReadCharFromString(psText, &iAdvanceCount, &bIsTrailingPunctuation);
			psText += iAdvanceCount;

			if (uiLetter > 255)
			{
				*psOut++ = uiLetter>>8;
				*psOut++ = uiLetter&0xFF;
			}
			else
			{
				*psOut++ = uiLetter&0xFF;
			}
		}
		*psOutLastGood = '\0';

		*maxX = 0;	// feedback
		CG_Text_Paint(x, y, scale, color, sTemp, adjust, limit, ITEM_TEXTSTYLE_NORMAL, iMenuFont);
	}
	else
	{
		// whole text fits fine, so print it all...
		//
		*maxX = x + iPixelLen;	// feedback the next position, as the caller expects		
		CG_Text_Paint(x, y, scale, color, text, adjust, limit, ITEM_TEXTSTYLE_NORMAL, iMenuFont);
	}
}



#define PIC_WIDTH 12

void CG_DrawNewTeamInfo(rectDef_t *rect, float text_x, float text_y, float scale, vec4_t color, qhandle_t shader) {
	int xx;
	float y;
	int i, j, len, count;
	const char *p;
	vec4_t		hcolor;
	float pwidth, lwidth, maxx, leftOver;
	clientInfo_t *ci;
	gitem_t	*item;
	qhandle_t h;

	// max player name width
	pwidth = 0;
	count = (numSortedTeamPlayers > 8) ? 8 : numSortedTeamPlayers;
	for (i = 0; i < count; i++) {
		ci = cgs.clientinfo + sortedTeamPlayers[i];
		if ( ci->infoValid && ci->team == cg.snap->ps.persistant[PERS_TEAM]) {
			len = CG_Text_Width( ci->name, scale, 0);
			if (len > pwidth)
				pwidth = len;
		}
	}

	// max location name width
	lwidth = 0;
	for (i = 1; i < MAX_LOCATIONS; i++) {
		p = CG_ConfigString(CS_LOCATIONS + i);
		if (p && *p) {
			len = CG_Text_Width(p, scale, 0);
			if (len > lwidth)
				lwidth = len;
		}
	}

	y = rect->y;

	for (i = 0; i < count; i++) {
		ci = cgs.clientinfo + sortedTeamPlayers[i];
		if ( ci->infoValid && ci->team == cg.snap->ps.persistant[PERS_TEAM]) {

			xx = rect->x + 1;
			for (j = 0; j <= PW_NUM_POWERUPS; j++) {
				if (ci->powerups & (1 << j)) {

					item = BG_FindItemForPowerup( j );

					if (item) {
						CG_DrawPic( xx, y, PIC_WIDTH, PIC_WIDTH, trap_R_RegisterShader( item->icon ) );
						xx += PIC_WIDTH;
					}
				}
			}

			// FIXME: max of 3 powerups shown properly
			xx = rect->x + (PIC_WIDTH * 3) + 2;

			CG_GetColorForHealth( ci->health, ci->armor, hcolor );
			trap_R_SetColor(hcolor);
			CG_DrawPic( xx, y + 1, PIC_WIDTH - 2, PIC_WIDTH - 2, cgs.media.heartShader );

			//Com_sprintf (st, sizeof(st), "%3i %3i", ci->health,	ci->armor);
			//CG_Text_Paint(xx, y + text_y, scale, hcolor, st, 0, 0); 

			// draw weapon icon
			xx += PIC_WIDTH + 1;

// weapon used is not that useful, use the space for task
#if 0
			if ( cg_weapons[ci->curWeapon].weaponIcon ) {
				CG_DrawPic( xx, y, PIC_WIDTH, PIC_WIDTH, cg_weapons[ci->curWeapon].weaponIcon );
			} else {
				CG_DrawPic( xx, y, PIC_WIDTH, PIC_WIDTH, cgs.media.deferShader );
			}
#endif

			trap_R_SetColor(NULL);
			if (cgs.orderPending) {
				// blink the icon
				if ( cg.time > cgs.orderTime - 2500 && (cg.time >> 9 ) & 1 ) {
					h = 0;
				} else {
					h = CG_StatusHandle(cgs.currentOrder);
				}
			}	else {
				h = CG_StatusHandle(ci->teamTask);
			}

			if (h) {
				CG_DrawPic( xx, y, PIC_WIDTH, PIC_WIDTH, h);
			}

			xx += PIC_WIDTH + 1;

			leftOver = rect->w - xx;
			maxx = xx + leftOver / 3;



			CG_Text_Paint_Limit(&maxx, xx, y + text_y, scale, color, ci->name, 0, 0, FONT_MEDIUM); 

			p = CG_ConfigString(CS_LOCATIONS + ci->location);
			if (!p || !*p) {
				p = "unknown";
			}

			xx += leftOver / 3 + 2;
			maxx = rect->w - 4;

			CG_Text_Paint_Limit(&maxx, xx, y + text_y, scale, color, p, 0, 0, FONT_MEDIUM); 
			y += text_y + 2;
			if ( y + text_y + 2 > rect->y + rect->h ) {
				break;
			}

		}
	}
}


void CG_DrawTeamSpectators(rectDef_t *rect, float scale, vec4_t color, qhandle_t shader) {
	if (cg.spectatorLen) {
		float maxX;

		if (cg.spectatorWidth == -1) {
			cg.spectatorWidth = 0;
			cg.spectatorPaintX = rect->x + 1;
			cg.spectatorPaintX2 = -1;
		}

		if (cg.spectatorOffset > cg.spectatorLen) {
			cg.spectatorOffset = 0;
			cg.spectatorPaintX = rect->x + 1;
			cg.spectatorPaintX2 = -1;
		}

		if (cg.time > cg.spectatorTime) {
			cg.spectatorTime = cg.time + 10;
			if (cg.spectatorPaintX <= rect->x + 2) {
				if (cg.spectatorOffset < cg.spectatorLen) {
					cg.spectatorPaintX += CG_Text_Width(&cg.spectatorList[cg.spectatorOffset], scale, 1) - 1;
					cg.spectatorOffset++;
				} else {
					cg.spectatorOffset = 0;
					if (cg.spectatorPaintX2 >= 0) {
						cg.spectatorPaintX = cg.spectatorPaintX2;
					} else {
						cg.spectatorPaintX = rect->x + rect->w - 2;
					}
					cg.spectatorPaintX2 = -1;
				}
			} else {
				cg.spectatorPaintX--;
				if (cg.spectatorPaintX2 >= 0) {
					cg.spectatorPaintX2--;
				}
			}
		}

		maxX = rect->x + rect->w - 2;
		CG_Text_Paint_Limit(&maxX, cg.spectatorPaintX, rect->y + rect->h - 3, scale, color, &cg.spectatorList[cg.spectatorOffset], 0, 0, FONT_MEDIUM); 
		if (cg.spectatorPaintX2 >= 0) {
			float maxX2 = rect->x + rect->w - 2;
			CG_Text_Paint_Limit(&maxX2, cg.spectatorPaintX2, rect->y + rect->h - 3, scale, color, cg.spectatorList, 0, cg.spectatorOffset, FONT_MEDIUM); 
		}
		if (cg.spectatorOffset && maxX > 0) {
			// if we have an offset ( we are skipping the first part of the string ) and we fit the string
			if (cg.spectatorPaintX2 == -1) {
						cg.spectatorPaintX2 = rect->x + rect->w - 2;
			}
		} else {
			cg.spectatorPaintX2 = -1;
		}

	}
}



void CG_DrawMedal(int ownerDraw, rectDef_t *rect, float scale, vec4_t color, qhandle_t shader) {
	score_t *score = &cg.scores[cg.selectedScore];
	float value = 0;
	char *text = NULL;
	color[3] = 0.25;

	switch (ownerDraw) {
		case CG_ACCURACY:
			value = score->accuracy;
			break;
		case CG_ASSISTS:
			value = score->assistCount;
			break;
		case CG_DEFEND:
			value = score->defendCount;
			break;
		case CG_EXCELLENT:
			value = score->excellentCount;
			break;
		case CG_IMPRESSIVE:
			value = score->impressiveCount;
			break;
		case CG_PERFECT:
			value = score->perfect;
			break;
		case CG_GAUNTLET:
			value = score->guantletCount;
			break;
		case CG_CAPTURES:
			value = score->captures;
			break;
	}

	if (value > 0) {
		if (ownerDraw != CG_PERFECT) {
			if (ownerDraw == CG_ACCURACY) {
				text = va("%i%%", (int)value);
				if (value > 50) {
					color[3] = 1.0;
				}
			} else {
				text = va("%i", (int)value);
				color[3] = 1.0;
			}
		} else {
			if (value) {
				color[3] = 1.0;
			}
			text = "Wow";
		}
	}

	trap_R_SetColor(color);
	CG_DrawPic( rect->x, rect->y, rect->w, rect->h, shader );

	if (text) {
		color[3] = 1.0;
		value = CG_Text_Width(text, scale, 0);
		CG_Text_Paint(rect->x + (rect->w - value) / 2, rect->y + rect->h + 10 , scale, color, text, 0, 0, 0, FONT_MEDIUM); 
	}
	trap_R_SetColor(NULL);

}

	
//
void CG_OwnerDraw(float x, float y, float w, float h, float text_x, float text_y, int ownerDraw, int ownerDrawFlags, int align, float special, float scale, vec4_t color, qhandle_t shader, int textStyle,int font) {

//Ignore all this, at least for now. May put some stat stuff back in menu files later.
#if 0
	rectDef_t rect;

  if ( cg_drawStatus.integer == 0 ) {
		return;
	}

	//if (ownerDrawFlags != 0 && !CG_OwnerDrawVisible(ownerDrawFlags)) {
	//	return;
	//}

  rect.x = x;
  rect.y = y;
  rect.w = w;
  rect.h = h;

  switch (ownerDraw) {
  case CG_PLAYER_ARMOR_ICON:
    CG_DrawPlayerArmorIcon(&rect, ownerDrawFlags & CG_SHOW_2DONLY);
    break;
  case CG_PLAYER_ARMOR_ICON2D:
    CG_DrawPlayerArmorIcon(&rect, qtrue);
    break;
  case CG_PLAYER_ARMOR_VALUE:
    CG_DrawPlayerArmorValue(&rect, scale, color, shader, textStyle);
    break;
  case CG_PLAYER_FORCE_VALUE:
    CG_DrawPlayerForceValue(&rect, scale, color, shader, textStyle);
	return ;
  case CG_PLAYER_AMMO_ICON:
    CG_DrawPlayerAmmoIcon(&rect, ownerDrawFlags & CG_SHOW_2DONLY);
    break;
  case CG_PLAYER_AMMO_ICON2D:
    CG_DrawPlayerAmmoIcon(&rect, qtrue);
    break;
  case CG_PLAYER_AMMO_VALUE:
    CG_DrawPlayerAmmoValue(&rect, scale, color, shader, textStyle);
    break;
  case CG_SELECTEDPLAYER_HEAD:
    CG_DrawSelectedPlayerHead(&rect, ownerDrawFlags & CG_SHOW_2DONLY, qfalse);
    break;
  case CG_VOICE_HEAD:
    CG_DrawSelectedPlayerHead(&rect, ownerDrawFlags & CG_SHOW_2DONLY, qtrue);
    break;
  case CG_VOICE_NAME:
    CG_DrawSelectedPlayerName(&rect, scale, color, qtrue, textStyle);
    break;
  case CG_SELECTEDPLAYER_STATUS:
    CG_DrawSelectedPlayerStatus(&rect);
    break;
  case CG_SELECTEDPLAYER_ARMOR:
    CG_DrawSelectedPlayerArmor(&rect, scale, color, shader, textStyle);
    break;
  case CG_SELECTEDPLAYER_HEALTH:
    CG_DrawSelectedPlayerHealth(&rect, scale, color, shader, textStyle);
    break;
  case CG_SELECTEDPLAYER_NAME:
    CG_DrawSelectedPlayerName(&rect, scale, color, qfalse, textStyle);
    break;
  case CG_SELECTEDPLAYER_LOCATION:
    CG_DrawSelectedPlayerLocation(&rect, scale, color, textStyle);
    break;
  case CG_SELECTEDPLAYER_WEAPON:
    CG_DrawSelectedPlayerWeapon(&rect);
    break;
  case CG_SELECTEDPLAYER_POWERUP:
    CG_DrawSelectedPlayerPowerup(&rect, ownerDrawFlags & CG_SHOW_2DONLY);
    break;
  case CG_PLAYER_HEAD:
    CG_DrawPlayerHead(&rect, ownerDrawFlags & CG_SHOW_2DONLY);
    break;
  case CG_PLAYER_ITEM:
    CG_DrawPlayerItem(&rect, scale, ownerDrawFlags & CG_SHOW_2DONLY);
    break;
  case CG_PLAYER_SCORE:
    CG_DrawPlayerScore(&rect, scale, color, shader, textStyle);
    break;
  case CG_PLAYER_HEALTH:
    CG_DrawPlayerHealth(&rect, scale, color, shader, textStyle);
    break;
  case CG_RED_SCORE:
    CG_DrawRedScore(&rect, scale, color, shader, textStyle);
    break;
  case CG_BLUE_SCORE:
    CG_DrawBlueScore(&rect, scale, color, shader, textStyle);
    break;
  case CG_RED_NAME:
    CG_DrawRedName(&rect, scale, color, textStyle);
    break;
  case CG_BLUE_NAME:
    CG_DrawBlueName(&rect, scale, color, textStyle);
    break;
  case CG_BLUE_FLAGHEAD:
    CG_DrawBlueFlagHead(&rect);
    break;
  case CG_BLUE_FLAGSTATUS:
    CG_DrawBlueFlagStatus(&rect, shader);
    break;
  case CG_BLUE_FLAGNAME:
    CG_DrawBlueFlagName(&rect, scale, color, textStyle);
    break;
  case CG_RED_FLAGHEAD:
    CG_DrawRedFlagHead(&rect);
    break;
  case CG_RED_FLAGSTATUS:
    CG_DrawRedFlagStatus(&rect, shader);
    break;
  case CG_RED_FLAGNAME:
    CG_DrawRedFlagName(&rect, scale, color, textStyle);
    break;
  case CG_PLAYER_LOCATION:
    CG_DrawPlayerLocation(&rect, scale, color, textStyle);
    break;
  case CG_TEAM_COLOR:
    CG_DrawTeamColor(&rect, color);
    break;
  case CG_CTF_POWERUP:
    CG_DrawCTFPowerUp(&rect);
    break;
  case CG_AREA_POWERUP:
		CG_DrawAreaPowerUp(&rect, align, special, scale, color);
    break;
  case CG_PLAYER_STATUS:
    CG_DrawPlayerStatus(&rect);
    break;
  case CG_PLAYER_HASFLAG:
    CG_DrawPlayerHasFlag(&rect, qfalse);
    break;
  case CG_PLAYER_HASFLAG2D:
    CG_DrawPlayerHasFlag(&rect, qtrue);
    break;
  case CG_AREA_SYSTEMCHAT:
    CG_DrawAreaSystemChat(&rect, scale, color, shader);
    break;
  case CG_AREA_TEAMCHAT:
    CG_DrawAreaTeamChat(&rect, scale, color, shader);
    break;
  case CG_AREA_CHAT:
    CG_DrawAreaChat(&rect, scale, color, shader);
    break;
  case CG_GAME_TYPE:
    CG_DrawGameType(&rect, scale, color, shader, textStyle);
    break;
  case CG_GAME_STATUS:
    CG_DrawGameStatus(&rect, scale, color, shader, textStyle);
		break;
  case CG_KILLER:
    CG_DrawKiller(&rect, scale, color, shader, textStyle);
		break;
	case CG_ACCURACY:
	case CG_ASSISTS:
	case CG_DEFEND:
	case CG_EXCELLENT:
	case CG_IMPRESSIVE:
	case CG_PERFECT:
	case CG_GAUNTLET:
	case CG_CAPTURES:
		CG_DrawMedal(ownerDraw, &rect, scale, color, shader);
		break;
  case CG_SPECTATORS:
		CG_DrawTeamSpectators(&rect, scale, color, shader);
		break;
  case CG_TEAMINFO:
		if (cg_currentSelectedPlayer.integer == numSortedTeamPlayers) {
			CG_DrawNewTeamInfo(&rect, text_x, text_y, scale, color, shader);
		}
		break;
  case CG_CAPFRAGLIMIT:
    CG_DrawCapFragLimit(&rect, scale, color, shader, textStyle);
		break;
  case CG_1STPLACE:
    CG_Draw1stPlace(&rect, scale, color, shader, textStyle);
		break;
  case CG_2NDPLACE:
    CG_Draw2ndPlace(&rect, scale, color, shader, textStyle);
		break;
  default:
    break;
  }
#endif
}

void CG_MouseEvent(int x, int y) {
	int n;

	if ( (cg.predictedPlayerState.pm_type == PM_NORMAL || cg.predictedPlayerState.pm_type == PM_FLOAT || cg.predictedPlayerState.pm_type == PM_SPECTATOR) && cg.showScores == qfalse) {
    trap_Key_SetCatcher(0);
		return;
	}

	cgs.cursorX+= x;
	if (cgs.cursorX < 0)
		cgs.cursorX = 0;
	else if (cgs.cursorX > 640)
		cgs.cursorX = 640;

	cgs.cursorY += y;
	if (cgs.cursorY < 0)
		cgs.cursorY = 0;
	else if (cgs.cursorY > 480)
		cgs.cursorY = 480;

	n = Display_CursorType(cgs.cursorX, cgs.cursorY);
	cgs.activeCursor = 0;
	if (n == CURSOR_ARROW) {
		cgs.activeCursor = cgs.media.selectCursor;
	} else if (n == CURSOR_SIZER) {
		cgs.activeCursor = cgs.media.sizeCursor;
	}

  if (cgs.capturedItem) {
	  Display_MouseMove(cgs.capturedItem, x, y);
  } else {
	  Display_MouseMove(NULL, cgs.cursorX, cgs.cursorY);
  }

}

/*
==================
CG_HideTeamMenus
==================

*/
void CG_HideTeamMenu() {
  Menus_CloseByName("teamMenu");
  Menus_CloseByName("getMenu");
}

/*
==================
CG_ShowTeamMenus
==================

*/
void CG_ShowTeamMenu() {
  Menus_OpenByName("teamMenu");
}




/*
==================
CG_EventHandling
==================
 type 0 - no event handling
      1 - team menu
      2 - hud editor

*/
void CG_EventHandling(int type) {
	cgs.eventHandling = type;
  if (type == CGAME_EVENT_NONE) {
    CG_HideTeamMenu();
  } else if (type == CGAME_EVENT_TEAMMENU) {
    //CG_ShowTeamMenu();
  } else if (type == CGAME_EVENT_SCOREBOARD) {
  }

}



void CG_KeyEvent(int key, qboolean down) {

	if (!down) {
		return;
	}

	if ( cg.predictedPlayerState.pm_type == PM_NORMAL || cg.predictedPlayerState.pm_type == PM_NORMAL || (cg.predictedPlayerState.pm_type == PM_SPECTATOR && cg.showScores == qfalse)) {
		CG_EventHandling(CGAME_EVENT_NONE);
    trap_Key_SetCatcher(0);
		return;
	}

  //if (key == trap_Key_GetKey("teamMenu") || !Display_CaptureItem(cgs.cursorX, cgs.cursorY)) {
    // if we see this then we should always be visible
  //  CG_EventHandling(CGAME_EVENT_NONE);
  //  trap_Key_SetCatcher(0);
  //}



  Display_HandleKey(key, down, cgs.cursorX, cgs.cursorY);

	if (cgs.capturedItem) {
		cgs.capturedItem = NULL;
	}	else {
		if (key == A_MOUSE2 && down) {
			cgs.capturedItem = Display_CaptureItem(cgs.cursorX, cgs.cursorY);
		}
	}
}

int CG_ClientNumFromName(const char *p) {
  int i;
  for (i = 0; i < cgs.maxclients; i++) {
    if (cgs.clientinfo[i].infoValid && Q_stricmp(cgs.clientinfo[i].name, p) == 0) {
      return i;
    }
  }
  return -1;
}

void CG_ShowResponseHead(void) {
  Menus_OpenByName("voiceMenu");
	trap_Cvar_Set("cl_conXOffset", "72");
	cg.voiceTime = cg.time;
}

void CG_RunMenuScript(char **args) {
}

qboolean CG_DeferMenuScript (char **args) 
{
	return qfalse;
}

void CG_GetTeamColor(vec4_t *color) {
  if (cg.snap->ps.persistant[PERS_TEAM] == TEAM_RED) {
    (*color)[0] = 1.0f;
    (*color)[3] = 0.25f;
    (*color)[1] = (*color)[2] = 0.0f;
  } else if (cg.snap->ps.persistant[PERS_TEAM] == TEAM_BLUE) {
    (*color)[0] = (*color)[1] = 0.0f;
    (*color)[2] = 1.0f;
    (*color)[3] = 0.25f;
  } else {
    (*color)[0] = (*color)[2] = 0.0f;
    (*color)[1] = 0.17f;
    (*color)[3] = 0.25f;
	}
}

