/*
  Copyright (C) 2010-2011  Charles Pence <charles@charlespence.net>
  Copyright (C) 1996-1997  Id Software, Inc.

  This program is free software: you can redistribute it and/or modify
  it under the terms of the GNU General Public License as published by
  the Free Software Foundation, either version 3 of the License, or
  (at your option) any later version.

  This program is distributed in the hope that it will be useful,
  but WITHOUT ANY WARRANTY; without even the implied warranty of
  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
  GNU General Public License for more details.

  You should have received a copy of the GNU General Public License
  along with this program.  If not, see <http://www.gnu.org/licenses/>.
*/
#include "pch.h"
#include "quakedef.h"


#define STAT_MINUS        10    // num frame for '-' stats digit
glpic_t        *sb_nums[2][11];
glpic_t        *sb_colon, *sb_slash;
glpic_t        *sb_ibar;
glpic_t        *sb_sbar;
glpic_t        *sb_scorebar;

glpic_t      *sb_weapons[7][8];   // 0 is active, 1 is owned, 2-5 are flashes
glpic_t      *sb_ammo[4];
glpic_t        *sb_sigil[4];
glpic_t        *sb_armor[4];
glpic_t        *sb_items[32];

glpic_t    *sb_faces[7][2];        // 0 is gibbed, 1 is dead, 2-6 are alive
                            // 0 is static, 1 is temporary animation
glpic_t    *sb_face_invis;
glpic_t    *sb_face_quad;
glpic_t    *sb_face_invuln;
glpic_t    *sb_face_invis_invuln;

qboolean    sb_showscores;

int            sb_lines;            // scan lines to draw

void Sbar_MiniDeathmatchOverlay (void);
void Sbar_DeathmatchOverlay (void);
void M_DrawPic (int x, int y, glpic_t *pic);

/*
===============
Sbar_ShowScores

Tab key down
===============
*/
void Sbar_ShowScores (void)
{
    if (sb_showscores)
        return;
    sb_showscores = true;
}

/*
===============
Sbar_DontShowScores

Tab key up
===============
*/
void Sbar_DontShowScores (void)
{
    sb_showscores = false;
}


/*
===============
Sbar_Init
===============
*/
void Sbar_Init (void)
{
    int        i;

    for (i=0 ; i<10 ; i++)
    {
        sb_nums[0][i] = Draw_PicFromWad (va("num_%i",i));
        sb_nums[1][i] = Draw_PicFromWad (va("anum_%i",i));
    }

    sb_nums[0][10] = Draw_PicFromWad ("num_minus");
    sb_nums[1][10] = Draw_PicFromWad ("anum_minus");

    sb_colon = Draw_PicFromWad ("num_colon");
    sb_slash = Draw_PicFromWad ("num_slash");

    sb_weapons[0][0] = Draw_PicFromWad ("inv_shotgun");
    sb_weapons[0][1] = Draw_PicFromWad ("inv_sshotgun");
    sb_weapons[0][2] = Draw_PicFromWad ("inv_nailgun");
    sb_weapons[0][3] = Draw_PicFromWad ("inv_snailgun");
    sb_weapons[0][4] = Draw_PicFromWad ("inv_rlaunch");
    sb_weapons[0][5] = Draw_PicFromWad ("inv_srlaunch");
    sb_weapons[0][6] = Draw_PicFromWad ("inv_lightng");

    sb_weapons[1][0] = Draw_PicFromWad ("inv2_shotgun");
    sb_weapons[1][1] = Draw_PicFromWad ("inv2_sshotgun");
    sb_weapons[1][2] = Draw_PicFromWad ("inv2_nailgun");
    sb_weapons[1][3] = Draw_PicFromWad ("inv2_snailgun");
    sb_weapons[1][4] = Draw_PicFromWad ("inv2_rlaunch");
    sb_weapons[1][5] = Draw_PicFromWad ("inv2_srlaunch");
    sb_weapons[1][6] = Draw_PicFromWad ("inv2_lightng");

    for (i=0 ; i<5 ; i++)
    {
        sb_weapons[2+i][0] = Draw_PicFromWad (va("inva%i_shotgun",i+1));
        sb_weapons[2+i][1] = Draw_PicFromWad (va("inva%i_sshotgun",i+1));
        sb_weapons[2+i][2] = Draw_PicFromWad (va("inva%i_nailgun",i+1));
        sb_weapons[2+i][3] = Draw_PicFromWad (va("inva%i_snailgun",i+1));
        sb_weapons[2+i][4] = Draw_PicFromWad (va("inva%i_rlaunch",i+1));
        sb_weapons[2+i][5] = Draw_PicFromWad (va("inva%i_srlaunch",i+1));
        sb_weapons[2+i][6] = Draw_PicFromWad (va("inva%i_lightng",i+1));
    }

    sb_ammo[0] = Draw_PicFromWad ("sb_shells");
    sb_ammo[1] = Draw_PicFromWad ("sb_nails");
    sb_ammo[2] = Draw_PicFromWad ("sb_rocket");
    sb_ammo[3] = Draw_PicFromWad ("sb_cells");

    sb_armor[0] = Draw_PicFromWad ("sb_armor1");
    sb_armor[1] = Draw_PicFromWad ("sb_armor2");
    sb_armor[2] = Draw_PicFromWad ("sb_armor3");
    sb_armor[3] = Draw_PicFromWad ("disc");

    sb_items[0] = Draw_PicFromWad ("sb_key1");
    sb_items[1] = Draw_PicFromWad ("sb_key2");
    sb_items[2] = Draw_PicFromWad ("sb_invis");
    sb_items[3] = Draw_PicFromWad ("sb_invuln");
    sb_items[4] = Draw_PicFromWad ("sb_suit");
    sb_items[5] = Draw_PicFromWad ("sb_quad");

    sb_sigil[0] = Draw_PicFromWad ("sb_sigil1");
    sb_sigil[1] = Draw_PicFromWad ("sb_sigil2");
    sb_sigil[2] = Draw_PicFromWad ("sb_sigil3");
    sb_sigil[3] = Draw_PicFromWad ("sb_sigil4");

    sb_faces[4][0] = Draw_PicFromWad ("face1");
    sb_faces[4][1] = Draw_PicFromWad ("face_p1");
    sb_faces[3][0] = Draw_PicFromWad ("face2");
    sb_faces[3][1] = Draw_PicFromWad ("face_p2");
    sb_faces[2][0] = Draw_PicFromWad ("face3");
    sb_faces[2][1] = Draw_PicFromWad ("face_p3");
    sb_faces[1][0] = Draw_PicFromWad ("face4");
    sb_faces[1][1] = Draw_PicFromWad ("face_p4");
    sb_faces[0][0] = Draw_PicFromWad ("face5");
    sb_faces[0][1] = Draw_PicFromWad ("face_p5");

    sb_face_invis = Draw_PicFromWad ("face_invis");
    sb_face_invuln = Draw_PicFromWad ("face_invul2");
    sb_face_invis_invuln = Draw_PicFromWad ("face_inv2");
    sb_face_quad = Draw_PicFromWad ("face_quad");

    Cmd_AddCommand ("+showscores", Sbar_ShowScores);
    Cmd_AddCommand ("-showscores", Sbar_DontShowScores);

    sb_sbar = Draw_PicFromWad ("sbar");
    sb_ibar = Draw_PicFromWad ("ibar");
    sb_scorebar = Draw_PicFromWad ("scorebar");
}


//=============================================================================

// drawing routines are relative to the status bar location

/*
=============
Sbar_DrawPic
=============
*/
void Sbar_DrawPic (int x, int y, glpic_t *pic)
{
    if (cl.gametype == GAME_DEATHMATCH)
        Draw_Pic (x /* + ((vid.width - 320)>>1)*/, y + (vid.height-SBAR_HEIGHT), pic);
    else
        Draw_Pic (x + ((vid.width - 320)>>1), y + (vid.height-SBAR_HEIGHT), pic);
}

/*
=============
Sbar_DrawTransPic
=============
*/
void Sbar_DrawTransPic (int x, int y, glpic_t *pic)
{
    if (cl.gametype == GAME_DEATHMATCH)
        Draw_Pic (x /*+ ((vid.width - 320)>>1)*/, y + (vid.height-SBAR_HEIGHT), pic);
    else
        Draw_Pic (x + ((vid.width - 320)>>1), y + (vid.height-SBAR_HEIGHT), pic);
}

/*
================
Sbar_DrawCharacter

Draws one solid graphics character
================
*/
void Sbar_DrawCharacter (int x, int y, int num)
{
    if (cl.gametype == GAME_DEATHMATCH)
        Draw_Character ( x /*+ ((vid.width - 320)>>1) */ + 4 , y + vid.height-SBAR_HEIGHT, num);
    else
        Draw_Character ( x + ((vid.width - 320)>>1) + 4 , y + vid.height-SBAR_HEIGHT, num);
}

/*
================
Sbar_DrawString
================
*/
void Sbar_DrawString (int x, int y, char *str)
{
    if (cl.gametype == GAME_DEATHMATCH)
        Draw_String (x /*+ ((vid.width - 320)>>1)*/, y+ vid.height-SBAR_HEIGHT, str);
    else
        Draw_String (x + ((vid.width - 320)>>1), y+ vid.height-SBAR_HEIGHT, str);
}

/*
=============
Sbar_itoa
=============
*/
int Sbar_itoa (int num, char *buf)
{
    char    *str;
    int        pow10;
    int        dig;

    str = buf;

    if (num < 0)
    {
        *str++ = '-';
        num = -num;
    }

    for (pow10 = 10 ; num >= pow10 ; pow10 *= 10)
    ;

    do
    {
        pow10 /= 10;
        dig = num/pow10;
        *str++ = '0'+dig;
        num -= dig*pow10;
    } while (pow10 != 1);

    *str = 0;

    return str-buf;
}


/*
=============
Sbar_DrawNum
=============
*/
void Sbar_DrawNum (int x, int y, int num, int digits, int color)
{
    char            str[12];
    char            *ptr;
    int                l, frame;

    l = Sbar_itoa (num, str);
    ptr = str;
    if (l > digits)
        ptr += (l-digits);
    if (l < digits)
        x += (digits-l)*24;

    while (*ptr)
    {
        if (*ptr == '-')
            frame = STAT_MINUS;
        else
            frame = *ptr -'0';

        Sbar_DrawTransPic (x,y,sb_nums[color][frame]);
        x += 24;
        ptr++;
    }
}

//=============================================================================

int        fragsort[MAX_SCOREBOARD];

char    scoreboardtext[MAX_SCOREBOARD][20];
int        scoreboardtop[MAX_SCOREBOARD];
int        scoreboardbottom[MAX_SCOREBOARD];
int        scoreboardcount[MAX_SCOREBOARD];
int        scoreboardlines;

/*
===============
Sbar_SortFrags
===============
*/
void Sbar_SortFrags (void)
{
    int        i, j, k;

// sort by frags
    scoreboardlines = 0;
    for (i=0 ; i<cl.maxclients ; i++)
    {
        if (cl.scores[i].name[0])
        {
            fragsort[scoreboardlines] = i;
            scoreboardlines++;
        }
    }

    for (i=0 ; i<scoreboardlines ; i++)
        for (j=0 ; j<scoreboardlines-1-i ; j++)
            if (cl.scores[fragsort[j]].frags < cl.scores[fragsort[j+1]].frags)
            {
                k = fragsort[j];
                fragsort[j] = fragsort[j+1];
                fragsort[j+1] = k;
            }
}

int    Sbar_ColorForMap (int m)
{
    return m < 128 ? m + 8 : m + 8;
}

/*
===============
Sbar_UpdateScoreboard
===============
*/
void Sbar_UpdateScoreboard (void)
{
    int        i, k;
    int        top, bottom;
    scoreboard_t    *s;

    Sbar_SortFrags ();

// draw the text
    memset (scoreboardtext, 0, sizeof(scoreboardtext));

    for (i=0 ; i<scoreboardlines; i++)
    {
        k = fragsort[i];
        s = &cl.scores[k];
        sprintf (&scoreboardtext[i][1], "%3i %s", s->frags, s->name);

        top = s->colors & 0xf0;
        bottom = (s->colors & 15) <<4;
        scoreboardtop[i] = Sbar_ColorForMap (top);
        scoreboardbottom[i] = Sbar_ColorForMap (bottom);
    }
}



/*
===============
Sbar_SoloScoreboard
===============
*/
void Sbar_SoloScoreboard (void)
{
    char    str[80];
    int        minutes, seconds, tens, units;
    int        l;

    sprintf (str,"Monsters:%3i /%3i", cl.stats[STAT_MONSTERS], cl.stats[STAT_TOTALMONSTERS]);
    Sbar_DrawString (8, 4, str);

    sprintf (str,"Secrets :%3i /%3i", cl.stats[STAT_SECRETS], cl.stats[STAT_TOTALSECRETS]);
    Sbar_DrawString (8, 12, str);

// time
    minutes = cl.time / 60;
    seconds = cl.time - 60*minutes;
    tens = seconds / 10;
    units = seconds - 10*tens;
    sprintf (str,"Time :%3i:%i%i", minutes, tens, units);
    Sbar_DrawString (184, 4, str);

// draw level name
    l = strlen (cl.levelname);
    Sbar_DrawString (232 - l*4, 12, cl.levelname);
}

/*
===============
Sbar_DrawScoreboard
===============
*/
void Sbar_DrawScoreboard (void)
{
    Sbar_SoloScoreboard ();
    if (cl.gametype == GAME_DEATHMATCH)
        Sbar_DeathmatchOverlay ();
}

//=============================================================================

/*
===============
Sbar_DrawInventory
===============
*/
void Sbar_DrawInventory (void)
{
    int        i;
    char    num[6];
    float    time;
    int        flashon;

    Sbar_DrawPic (0, -24, sb_ibar);

// weapons
    for (i=0 ; i<7 ; i++)
    {
        if (cl.items & (IT_SHOTGUN<<i) )
        {
            time = cl.item_gettime[i];
            flashon = (int)((cl.time - time)*10);
            if (flashon >= 10)
            {
                if ( cl.stats[STAT_ACTIVEWEAPON] == (IT_SHOTGUN<<i)  )
                    flashon = 1;
                else
                    flashon = 0;
            }
            else
                flashon = (flashon%5) + 2;

         Sbar_DrawPic (i*24, -16, sb_weapons[flashon][i]);
        }
    }

// ammo counts
    for (i=0 ; i<4 ; i++)
    {
        sprintf (num, "%3i",cl.stats[STAT_SHELLS+i] );
        if (num[0] != ' ')
            Sbar_DrawCharacter ( (6*i+1)*8 - 2, -24, 18 + num[0] - '0');
        if (num[1] != ' ')
            Sbar_DrawCharacter ( (6*i+2)*8 - 2, -24, 18 + num[1] - '0');
        if (num[2] != ' ')
            Sbar_DrawCharacter ( (6*i+3)*8 - 2, -24, 18 + num[2] - '0');
    }

    flashon = 0;
   // items
   for (i=0 ; i<6 ; i++)
      if (cl.items & (1<<(17+i)))
      {
         time = cl.item_gettime[17+i];
         if (!time || time < cl.time - 2 || !flashon)
           Sbar_DrawPic (192 + i*16, -16, sb_items[i]);
      }

    // sigils
    for (i=0 ; i<4 ; i++)
    {
        if (cl.items & (1<<(28+i)))
        {
            time = cl.item_gettime[28+i];
            if (!time || time < cl.time - 2 || !flashon)
                Sbar_DrawPic (320-32 + i*8, -16, sb_sigil[i]);
        }
    }
}

//=============================================================================

/*
===============
Sbar_DrawFrags
===============
*/
void Sbar_DrawFrags (void)
{
    int                i, k, l;
    int                top, bottom;
    int                x, y, f;
    int                xofs;
    char            num[12];
    scoreboard_t    *s;

    Sbar_SortFrags ();

// draw the text
    l = scoreboardlines <= 4 ? scoreboardlines : 4;

    x = 23;
    if (cl.gametype == GAME_DEATHMATCH)
        xofs = 0;
    else
        xofs = (vid.width - 320)>>1;
    y = vid.height - SBAR_HEIGHT - 23;

    for (i=0 ; i<l ; i++)
    {
        k = fragsort[i];
        s = &cl.scores[k];
        if (!s->name[0])
            continue;

    // draw background
        top = s->colors & 0xf0;
        bottom = (s->colors & 15)<<4;
        top = Sbar_ColorForMap (top);
        bottom = Sbar_ColorForMap (bottom);

        Draw_Fill (xofs + x*8 + 10, y, 28, 4, top);
        Draw_Fill (xofs + x*8 + 10, y+4, 28, 3, bottom);

    // draw number
        f = s->frags;
        sprintf (num, "%3i",f);

        Sbar_DrawCharacter ( (x+1)*8 , -24, num[0]);
        Sbar_DrawCharacter ( (x+2)*8 , -24, num[1]);
        Sbar_DrawCharacter ( (x+3)*8 , -24, num[2]);

        if (k == cl.viewentity - 1)
        {
            Sbar_DrawCharacter (x*8+2, -24, 16);
            Sbar_DrawCharacter ( (x+4)*8-4, -24, 17);
        }
        x+=4;
    }
}

//=============================================================================


/*
===============
Sbar_DrawFace
===============
*/
void Sbar_DrawFace (void)
{
    int        f, anim;

    if ( (cl.items & (IT_INVISIBILITY | IT_INVULNERABILITY) )
    == (IT_INVISIBILITY | IT_INVULNERABILITY) )
    {
        Sbar_DrawPic (112, 0, sb_face_invis_invuln);
        return;
    }
    if (cl.items & IT_QUAD)
    {
        Sbar_DrawPic (112, 0, sb_face_quad );
        return;
    }
    if (cl.items & IT_INVISIBILITY)
    {
        Sbar_DrawPic (112, 0, sb_face_invis );
        return;
    }
    if (cl.items & IT_INVULNERABILITY)
    {
        Sbar_DrawPic (112, 0, sb_face_invuln);
        return;
    }

    if (cl.stats[STAT_HEALTH] >= 100)
        f = 4;
    else
        f = cl.stats[STAT_HEALTH] / 20;

    if (cl.time <= cl.faceanimtime)
        anim = 1;
    else
        anim = 0;
    Sbar_DrawPic (112, 0, sb_faces[f][anim]);
}

/*
===============
Sbar_Draw
===============
*/
void Sbar_Draw (void)
{
    if (scr_con_current == vid.height)
        return;        // console is full screen

    if (sb_lines > 24)
    {
        Sbar_DrawInventory ();
        if (cl.maxclients != 1)
            Sbar_DrawFrags ();
    }

    if (sb_showscores || cl.stats[STAT_HEALTH] <= 0)
    {
        Sbar_DrawPic (0, 0, sb_scorebar);
        Sbar_DrawScoreboard ();
    }
    else if (sb_lines)
    {
        Sbar_DrawPic (0, 0, sb_sbar);

   // armor
        if (cl.items & IT_INVULNERABILITY)
        {
            Sbar_DrawNum (24, 0, 666, 3, 1);
            Sbar_DrawPic (0, 0, sb_armor[3]);
        }
        else
        {
            Sbar_DrawNum (24, 0, cl.stats[STAT_ARMOR], 3
            , cl.stats[STAT_ARMOR] <= 25);
            if (cl.items & IT_ARMOR3)
                Sbar_DrawPic (0, 0, sb_armor[2]);
            else if (cl.items & IT_ARMOR2)
                Sbar_DrawPic (0, 0, sb_armor[1]);
            else if (cl.items & IT_ARMOR1)
                Sbar_DrawPic (0, 0, sb_armor[0]);
        }

    // face
        Sbar_DrawFace ();

    // health
        Sbar_DrawNum (136, 0, cl.stats[STAT_HEALTH], 3
        , cl.stats[STAT_HEALTH] <= 25);

    // ammo icon
        if (cl.items & IT_SHELLS)
            Sbar_DrawPic (224, 0, sb_ammo[0]);
        else if (cl.items & IT_NAILS)
            Sbar_DrawPic (224, 0, sb_ammo[1]);
        else if (cl.items & IT_ROCKETS)
            Sbar_DrawPic (224, 0, sb_ammo[2]);
        else if (cl.items & IT_CELLS)
            Sbar_DrawPic (224, 0, sb_ammo[3]);

        Sbar_DrawNum (248, 0, cl.stats[STAT_AMMO], 3,
                      cl.stats[STAT_AMMO] <= 10);
    }

    if (vid.width > 320) {
        if (cl.gametype == GAME_DEATHMATCH)
            Sbar_MiniDeathmatchOverlay ();
    }
}

//=============================================================================

/*
==================
Sbar_IntermissionNumber

==================
*/
void Sbar_IntermissionNumber (int x, int y, int num, int digits, int color)
{
    char            str[12];
    char            *ptr;
    int                l, frame;

    l = Sbar_itoa (num, str);
    ptr = str;
    if (l > digits)
        ptr += (l-digits);
    if (l < digits)
        x += (digits-l)*24;

    while (*ptr)
    {
        if (*ptr == '-')
            frame = STAT_MINUS;
        else
            frame = *ptr -'0';

        Draw_Pic (x,y,sb_nums[color][frame]);
        x += 24;
        ptr++;
    }
}

/*
==================
Sbar_DeathmatchOverlay

==================
*/
void Sbar_DeathmatchOverlay (void)
{
    glpic_t            *pic;
    int                i, k, l;
    int                top, bottom;
    int                x, y, f;
    char            num[12];
    scoreboard_t    *s;

    pic = Draw_PicFromFile ("gfx/ranking.lmp");
    M_DrawPic ((320-pic->wad_width)/2, 8, pic);

// scores
    Sbar_SortFrags ();

// draw the text
    l = scoreboardlines;

    x = 80 + ((vid.width - 320)>>1);
    y = 40;
    for (i=0 ; i<l ; i++)
    {
        k = fragsort[i];
        s = &cl.scores[k];
        if (!s->name[0])
            continue;

    // draw background
        top = s->colors & 0xf0;
        bottom = (s->colors & 15)<<4;
        top = Sbar_ColorForMap (top);
        bottom = Sbar_ColorForMap (bottom);

        Draw_Fill ( x, y, 40, 4, top);
        Draw_Fill ( x, y+4, 40, 4, bottom);

    // draw number
        f = s->frags;
        sprintf (num, "%3i",f);

        Draw_Character ( x+8 , y, num[0]);
        Draw_Character ( x+16 , y, num[1]);
        Draw_Character ( x+24 , y, num[2]);

        if (k == cl.viewentity - 1)
            Draw_Character ( x - 8, y, 12);

#if 0
{
    int                total;
    int                n, minutes, tens, units;

    // draw time
        total = cl.completed_time - s->entertime;
        minutes = (int)total/60;
        n = total - minutes*60;
        tens = n/10;
        units = n%10;

        sprintf (num, "%3i:%i%i", minutes, tens, units);

        Draw_String ( x+48 , y, num);
}
#endif

    // draw name
        Draw_String (x+64, y, s->name);

        y += 10;
    }
}

/*
==================
Sbar_DeathmatchOverlay

==================
*/
void Sbar_MiniDeathmatchOverlay (void)
{
    int                i, k;
    int                top, bottom;
    int                x, y, f;
    char            num[12];
    scoreboard_t    *s;
    int                numlines;

    if (vid.width < 512 || !sb_lines)
        return;

// scores
    Sbar_SortFrags ();

// draw the text
    y = vid.height - sb_lines;
    numlines = sb_lines/8;
    if (numlines < 3)
        return;

    //find us
    for (i = 0; i < scoreboardlines; i++)
        if (fragsort[i] == cl.viewentity - 1)
            break;

    if (i == scoreboardlines) // we're not there
            i = 0;
    else // figure out start
            i = i - numlines/2;

    if (i > scoreboardlines - numlines)
            i = scoreboardlines - numlines;
    if (i < 0)
            i = 0;

    x = 324;
    for (/* */; i < scoreboardlines && y < (int)vid.height - 8 ; i++)
    {
        k = fragsort[i];
        s = &cl.scores[k];
        if (!s->name[0])
            continue;

    // draw background
        top = s->colors & 0xf0;
        bottom = (s->colors & 15)<<4;
        top = Sbar_ColorForMap (top);
        bottom = Sbar_ColorForMap (bottom);

        Draw_Fill ( x, y+1, 40, 3, top);
        Draw_Fill ( x, y+4, 40, 4, bottom);

    // draw number
        f = s->frags;
        sprintf (num, "%3i",f);

        Draw_Character ( x+8 , y, num[0]);
        Draw_Character ( x+16 , y, num[1]);
        Draw_Character ( x+24 , y, num[2]);

        if (k == cl.viewentity - 1) {
            Draw_Character ( x, y, 16);
            Draw_Character ( x + 32, y, 17);
        }

#if 0
{
    int                total;
    int                n, minutes, tens, units;

    // draw time
        total = cl.completed_time - s->entertime;
        minutes = (int)total/60;
        n = total - minutes*60;
        tens = n/10;
        units = n%10;

        sprintf (num, "%3i:%i%i", minutes, tens, units);

        Draw_String ( x+48 , y, num);
}
#endif

    // draw name
        Draw_String (x+48, y, s->name);

        y += 8;
    }
}

/*
==================
Sbar_IntermissionOverlay

==================
*/
void Sbar_IntermissionOverlay (void)
{
    glpic_t    *pic;
    int        dig;
    int        num;

    if (cl.gametype == GAME_DEATHMATCH)
    {
        Sbar_DeathmatchOverlay ();
        return;
    }

    pic = Draw_PicFromFile ("gfx/complete.lmp");
    Draw_Pic (64, 24, pic);

    pic = Draw_PicFromFile ("gfx/inter.lmp");
    Draw_Pic (0, 56, pic);

// time
    dig = cl.completed_time/60;
    Sbar_IntermissionNumber (160, 64, dig, 3, 0);
    num = cl.completed_time - dig*60;
    Draw_Pic (234,64,sb_colon);
    Draw_Pic (246,64,sb_nums[0][num/10]);
    Draw_Pic (266,64,sb_nums[0][num%10]);

    Sbar_IntermissionNumber (160, 104, cl.stats[STAT_SECRETS], 3, 0);
    Draw_Pic (232,104,sb_slash);
    Sbar_IntermissionNumber (240, 104, cl.stats[STAT_TOTALSECRETS], 3, 0);

    Sbar_IntermissionNumber (160, 144, cl.stats[STAT_MONSTERS], 3, 0);
    Draw_Pic (232,144,sb_slash);
    Sbar_IntermissionNumber (240, 144, cl.stats[STAT_TOTALMONSTERS], 3, 0);

}


/*
==================
Sbar_FinaleOverlay

==================
*/
void Sbar_FinaleOverlay (void)
{
    glpic_t    *pic;

    pic = Draw_PicFromFile ("gfx/finale.lmp");
    Draw_Pic ( (vid.width-pic->wad_width)/2, 16, pic);
}
