/*
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 2
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, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.

*/
// view.c -- player eye positioning

#include "quakedef.h"
#include "r_local.h"

/*

The view is allowed to move slightly from it's true position for bobbing,
but if it exceeds 8 pixels linear distance (spherical, not box), the list of
entities sent from the server may not include everything in the pvs, especially
when crossing a water boudnary.

*/

cvar_t    lcd_x = {"lcd_x","0"};
cvar_t    lcd_yaw = {"lcd_yaw","0"};

cvar_t  scr_ofsx = {"scr_ofsx","0", false};
cvar_t  scr_ofsy = {"scr_ofsy","0", false};
cvar_t  scr_ofsz = {"scr_ofsz","0", false};

cvar_t  cl_rollspeed = {"cl_rollspeed", "200"};
cvar_t  cl_rollangle = {"cl_rollangle", "2.0"};

cvar_t  cl_bob = {"cl_bob","0.02", false};
cvar_t  cl_bobcycle = {"cl_bobcycle","0.6", false};
cvar_t  cl_bobup = {"cl_bobup","0.5", false};

cvar_t  v_kicktime = {"v_kicktime", "0.5", false};
cvar_t  v_kickroll = {"v_kickroll", "0.6", false};
cvar_t  v_kickpitch = {"v_kickpitch", "0.6", false};

cvar_t  v_iyaw_cycle = {"v_iyaw_cycle", "2", false};
cvar_t  v_iroll_cycle = {"v_iroll_cycle", "0.5", false};
cvar_t  v_ipitch_cycle = {"v_ipitch_cycle", "1", false};
cvar_t  v_iyaw_level = {"v_iyaw_level", "0.3", false};
cvar_t  v_iroll_level = {"v_iroll_level", "0.1", false};
cvar_t  v_ipitch_level = {"v_ipitch_level", "0.3", false};

cvar_t  v_idlescale = {"v_idlescale", "0", false};

cvar_t  crosshair = {"crosshair", "0", true};
cvar_t  cl_crossx = {"cl_crossx", "0", false};
cvar_t  cl_crossy = {"cl_crossy", "0", false};

cvar_t  gl_cshiftpercent = {"gl_cshiftpercent", "100", false};

float v_dmg_time, v_dmg_roll, v_dmg_pitch;

extern  int     in_forward, in_forward2, in_back;


/*
===============
V_CalcRoll

Used by view and sv_user
===============
*/
vec3_t  forward, right, up;

float V_CalcRoll (vec3_t angles, vec3_t velocity)
{
  float sign;
  float side;
  float value;
  
  AngleVectors (angles, forward, right, up);
  side = DotProduct (velocity, right);
  sign = side < 0 ? -1 : 1;
  side = fabs(side);
  
  value = cl_rollangle.value;
//  if (cl.inwater)
//    value *= 6;

  if (side < cl_rollspeed.value)
    side = side * value / cl_rollspeed.value;
  else
    side = value;
  
  return side*sign;
  
}


/*
===============
V_CalcBob

===============
*/
float V_CalcBob (void)
{
  float bob;
  float cycle;
  
  cycle = cl.time - (int)(cl.time/cl_bobcycle.value)*cl_bobcycle.value;
  cycle /= cl_bobcycle.value;
  if (cycle < cl_bobup.value)
    cycle = M_PI * cycle / cl_bobup.value;
  else
    cycle = M_PI + M_PI*(cycle-cl_bobup.value)/(1.0 - cl_bobup.value);

// bob is proportional to velocity in the xy plane
// (don't count Z, or jumping messes it up)

  bob = sqrt(cl.velocity[0]*cl.velocity[0] + cl.velocity[1]*cl.velocity[1]) * cl_bob.value;
//Con_Printf ("speed: %5.1f\n", Length(cl.velocity));
  bob = bob*0.3 + bob*0.7*sin(cycle);
  if (bob > 4)
    bob = 4;
  else if (bob < -7)
    bob = -7;
  return bob;
  
}


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


cvar_t  v_centermove = {"v_centermove", "0.15", false};
cvar_t  v_centerspeed = {"v_centerspeed","500"};


void V_StartPitchDrift (void)
{
#if 1
  if (cl.laststop == cl.time)
  {
    return;   // something else is keeping it from drifting
  }
#endif
  if (cl.nodrift || !cl.pitchvel)
  {
    cl.pitchvel = v_centerspeed.value;
    cl.nodrift = false;
    cl.driftmove = 0;
  }
}

void V_StopPitchDrift (void)
{
  cl.laststop = cl.time;
  cl.nodrift = true;
  cl.pitchvel = 0;
}

/*
===============
V_DriftPitch

Moves the client pitch angle towards cl.idealpitch sent by the server.

If the user is adjusting pitch manually, either with lookup/lookdown,
mlook and mouse, or klook and keyboard, pitch drifting is constantly stopped.

Drifting is enabled when the center view key is hit, mlook is released and
lookspring is non 0, or when 
===============
*/
void V_DriftPitch (void)
{
  float   delta, move;

  if (noclip_anglehack || !cl.onground || cls.demoplayback )
  {
    cl.driftmove = 0;
    cl.pitchvel = 0;
    return;
  }

// don't count small mouse motion
  if (cl.nodrift)
  {
    if ( fabs(cl.cmd.forwardmove) < cl_forwardspeed.value)
      cl.driftmove = 0;
    else
      cl.driftmove += host_frametime;
  
    if ( cl.driftmove > v_centermove.value)
    {
      V_StartPitchDrift ();
    }
    return;
  }
  
  delta = cl.idealpitch - cl.viewangles[PITCH];

  if (!delta)
  {
    cl.pitchvel = 0;
    return;
  }

  move = host_frametime * cl.pitchvel;
  cl.pitchvel += host_frametime * v_centerspeed.value;
  
//Con_Printf ("move: %f (%f)\n", move, host_frametime);

  if (delta > 0)
  {
    if (move > delta)
    {
      cl.pitchvel = 0;
      move = delta;
    }
    cl.viewangles[PITCH] += move;
  }
  else if (delta < 0)
  {
    if (move > -delta)
    {
      cl.pitchvel = 0;
      move = -delta;
    }
    cl.viewangles[PITCH] -= move;
  }
}





/*
============================================================================== 
 
            PALETTE FLASHES 
 
============================================================================== 
*/ 
 
 
cshift_t  cshift_empty = { {130,80,50}, 0 };
cshift_t  cshift_water = { {130,80,50}, 128 };
cshift_t  cshift_slime = { {0,25,5}, 150 };
cshift_t  cshift_lava = { {255,80,0}, 150 };

cvar_t    v_gamma = {"gamma", "1", true};

byte    gammatable[256];  // palette is sent through this

#ifdef  GLQUAKE
byte    ramps[3][256];
float   v_blend[4];   // rgba 0.0 - 1.0
#endif  // GLQUAKE

void BuildGammaTable (float g)
{
  register int   i, inf;
  
  if (g == 1.0)
  {
    for (i=0 ; i<256 ; i++)
      gammatable[i] = i;
    return;
  }
  
  for (i=0 ; i<256 ; i++)
  {
    inf = 255 * pow ( (i+0.5)/255.5 , g ) + 0.5;
    if (inf < 0)
      inf = 0;
    if (inf > 255)
      inf = 255;
    gammatable[i] = inf;
  }
}

/*
=================
V_CheckGamma
=================
*/
qboolean V_CheckGamma (void)
{
  static float oldgammavalue;
  
  if (v_gamma.value == oldgammavalue)
    return false;
  oldgammavalue = v_gamma.value;
  
  BuildGammaTable (v_gamma.value);
  vid.recalc_refdef = 1;        // force a surface cache flush
  
  return true;
}



/*
===============
V_ParseDamage
===============
*/
void V_ParseDamage (void)
{
  int   armor, blood;
  vec3_t  from;
  int   i;
  vec3_t  forward, right, up;
  entity_t  *ent;
  float side;
  float count;
  
  armor = MSG_ReadByte ();
  blood = MSG_ReadByte ();
  for (i=0 ; i<3 ; i++)
    from[i] = MSG_ReadCoord ();

  count = blood*0.5 + armor*0.5;
  if (count < 10)
    count = 10;

  cl.faceanimtime = cl.time + 0.2;    // but sbar face into pain frame

  cl.cshifts[CSHIFT_DAMAGE].percent += 3*count;
  if (cl.cshifts[CSHIFT_DAMAGE].percent < 0)
    cl.cshifts[CSHIFT_DAMAGE].percent = 0;
  if (cl.cshifts[CSHIFT_DAMAGE].percent > 150)
    cl.cshifts[CSHIFT_DAMAGE].percent = 150;

  if (armor > blood)    
  {
    cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 200;
    cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 100;
    cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 100;
  }
  else if (armor)
  {
    cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 220;
    cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 50;
    cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 50;
  }
  else
  {
    cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 255;
    cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 0;
    cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 0;
  }

//
// calculate view angle kicks
//
  ent = &cl_entities[cl.viewentity];
  
  VectorSubtract (from, ent->origin, from);
  VectorNormalize (from);
  
  AngleVectors (ent->angles, forward, right, up);

  side = DotProduct (from, right);
  v_dmg_roll = count*side*v_kickroll.value;
  
  side = DotProduct (from, forward);
  v_dmg_pitch = count*side*v_kickpitch.value;

  v_dmg_time = v_kicktime.value;
}


/*
==================
V_cshift_f
==================
*/
void V_cshift_f (void)
{
  cshift_empty.destcolor[0] = atoi(Cmd_Argv(1));
  cshift_empty.destcolor[1] = atoi(Cmd_Argv(2));
  cshift_empty.destcolor[2] = atoi(Cmd_Argv(3));
  cshift_empty.percent = atoi(Cmd_Argv(4));
}


/*
==================
V_BonusFlash_f

When you run over an item, the server sends this command
==================
*/
void V_BonusFlash_f (void)
{
  cl.cshifts[CSHIFT_BONUS].destcolor[0] = 215;
  cl.cshifts[CSHIFT_BONUS].destcolor[1] = 186;
  cl.cshifts[CSHIFT_BONUS].destcolor[2] = 69;
  cl.cshifts[CSHIFT_BONUS].percent = 50;
}

/*
=============
V_SetContentsColor

Underwater, lava, etc each has a color shift
=============
*/
void V_SetContentsColor (int contents)
{
  switch (contents)
  {
  case CONTENTS_EMPTY:
  case CONTENTS_SOLID:
    cl.cshifts[CSHIFT_CONTENTS] = cshift_empty;
    break;
  case CONTENTS_LAVA:
    cl.cshifts[CSHIFT_CONTENTS] = cshift_lava;
    break;
  case CONTENTS_SLIME:
    cl.cshifts[CSHIFT_CONTENTS] = cshift_slime;
    break;
  default:
    cl.cshifts[CSHIFT_CONTENTS] = cshift_water;
  }
}

/*
=============
V_CalcPowerupCshift
=============
*/
void V_CalcPowerupCshift (void)
{
  if (cl.items & IT_QUAD)
  {
    cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
    cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 0;
    cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 255;
    cl.cshifts[CSHIFT_POWERUP].percent = 30;
    return;
  }
  else if (cl.items & IT_SUIT)
  {
    cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
    cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
    cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
    cl.cshifts[CSHIFT_POWERUP].percent = 20;
    return;
  }
  else if (cl.items & IT_INVISIBILITY)
  {
    cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 100;
    cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 100;
    cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 100;
    cl.cshifts[CSHIFT_POWERUP].percent = 100;
    return;
  }
  else if (cl.items & IT_INVULNERABILITY)
  {
    cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 255;
    cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
    cl.cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
    cl.cshifts[CSHIFT_POWERUP].percent = 30;
    return;
  }
  else
    cl.cshifts[CSHIFT_POWERUP].percent = 0;
}

/*
=============
V_CalcBlend
=============
*/
#ifdef  GLQUAKE
void V_CalcBlend (void)
{
  float r, g, b;
  register float a, a2;
  register int   j;

  r = 0;
  g = 0;
  b = 0;
  a = 0;

  for (j=0 ; j<NUM_CSHIFTS ; j++) 
  {
    if (!gl_cshiftpercent.value)
      continue;

    a2 = ((cl.cshifts[j].percent * gl_cshiftpercent.value) / 100.0) / 255.0;

//    a2 = cl.cshifts[j].percent/255.0;
    if (!a2)
      continue;
    a = a + a2*(1-a);
//Con_Printf ("j:%i a:%f\n", j, a);
    a2 = a2/a;
    r = r*(1-a2) + cl.cshifts[j].destcolor[0]*a2;
    g = g*(1-a2) + cl.cshifts[j].destcolor[1]*a2;
    b = b*(1-a2) + cl.cshifts[j].destcolor[2]*a2;
  }

  v_blend[0] = r/255.0;
  v_blend[1] = g/255.0;
  v_blend[2] = b/255.0;
  v_blend[3] = a;
  if (v_blend[3] > 1)
    v_blend[3] = 1;
  if (v_blend[3] < 0)
    v_blend[3] = 0;
}
#endif

/*
=============
V_UpdatePalette
=============
*/
#ifdef  GLQUAKE
void V_UpdatePalette (void)
{
  register int   i, j;
  qboolean  new;
  register byte  *basepal, *newpal;
  static byte  pal[768];
  register float r,g,b,a;
  register int   ir, ig, ib, ia;
  qboolean force;

  V_CalcPowerupCshift ();
  
  new = false;
  
  for (i=0 ; i<NUM_CSHIFTS ; i++)
  {
    if (cl.cshifts[i].percent != cl.prev_cshifts[i].percent)
    {
      new = true;
      cl.prev_cshifts[i].percent = cl.cshifts[i].percent;
    }
    for (j=0 ; j<3 ; j++)
      if (cl.cshifts[i].destcolor[j] != cl.prev_cshifts[i].destcolor[j])
      {
        new = true;
        cl.prev_cshifts[i].destcolor[j] = cl.cshifts[i].destcolor[j];
      }
  }
  
// drop the damage value
  cl.cshifts[CSHIFT_DAMAGE].percent -= host_frametime*150;
  if (cl.cshifts[CSHIFT_DAMAGE].percent <= 0)
    cl.cshifts[CSHIFT_DAMAGE].percent = 0;

// drop the bonus value
  cl.cshifts[CSHIFT_BONUS].percent -= host_frametime*100;
  if (cl.cshifts[CSHIFT_BONUS].percent <= 0)
    cl.cshifts[CSHIFT_BONUS].percent = 0;

  force = V_CheckGamma ();
  if (!new && !force)
    return;
  
  V_CalcBlend ();

  a = v_blend[3];
  r = 255*v_blend[0]*a;
  g = 255*v_blend[1]*a;
  b = 255*v_blend[2]*a;

  a = 1-a;
  for (i=0 ; i<256 ; i++)
  {
    ia = i*a;
    ir = ia + r;
    ig = ia + g;
    ib = ia + b;
    if (ir > 255)
      ir = 255;
    if (ig > 255)
      ig = 255;
    if (ib > 255)
      ib = 255;

    ramps[0][i] = gammatable[ir];
    ramps[1][i] = gammatable[ig];
    ramps[2][i] = gammatable[ib];
  }

  basepal = host_basepal;
  newpal = pal;
  
  for (i=0 ; i<256 ; i++)
  {
    ir = basepal[0];
    ig = basepal[1];
    ib = basepal[2];
    basepal += 3;
    
    newpal[0] = ramps[0][ir];
    newpal[1] = ramps[1][ig];
    newpal[2] = ramps[2][ib];
    newpal += 3;
  }
  
  //VID_ShiftPalette (pal); 
  VID_SetPalette (pal); 
}
#else // !GLQUAKE
void V_UpdatePalette (void)
{
  int   i, j;
  qboolean  new;
  byte  *basepal, *newpal;
  byte  pal[768];
  int   r,g,b;
  qboolean force;

  V_CalcPowerupCshift ();
  
  new = false;
  
  for (i=0 ; i<NUM_CSHIFTS ; i++)
  {
    if (cl.cshifts[i].percent != cl.prev_cshifts[i].percent)
    {
      new = true;
      cl.prev_cshifts[i].percent = cl.cshifts[i].percent;
    }
    for (j=0 ; j<3 ; j++)
      if (cl.cshifts[i].destcolor[j] != cl.prev_cshifts[i].destcolor[j])
      {
        new = true;
        cl.prev_cshifts[i].destcolor[j] = cl.cshifts[i].destcolor[j];
      }
  }
  
// drop the damage value
  cl.cshifts[CSHIFT_DAMAGE].percent -= host_frametime*150;
  if (cl.cshifts[CSHIFT_DAMAGE].percent <= 0)
    cl.cshifts[CSHIFT_DAMAGE].percent = 0;

// drop the bonus value
  cl.cshifts[CSHIFT_BONUS].percent -= host_frametime*100;
  if (cl.cshifts[CSHIFT_BONUS].percent <= 0)
    cl.cshifts[CSHIFT_BONUS].percent = 0;

  force = V_CheckGamma ();
  if (!new && !force)
    return;
      
  basepal = host_basepal;
  newpal = pal;
  
  for (i=0 ; i<256 ; i++)
  {
    r = basepal[0];
    g = basepal[1];
    b = basepal[2];
    basepal += 3;
  
    for (j=0 ; j<NUM_CSHIFTS ; j++) 
    {
      r += (cl.cshifts[j].percent*(cl.cshifts[j].destcolor[0]-r))>>8;
      g += (cl.cshifts[j].percent*(cl.cshifts[j].destcolor[1]-g))>>8;
      b += (cl.cshifts[j].percent*(cl.cshifts[j].destcolor[2]-b))>>8;
    }
    
    newpal[0] = gammatable[r];
    newpal[1] = gammatable[g];
    newpal[2] = gammatable[b];
    newpal += 3;
  }

  VID_ShiftPalette (pal); 
}
#endif  // !GLQUAKE


/* 
============================================================================== 
 
            VIEW RENDERING 
 
============================================================================== 
*/ 

float angledelta (float a)
{
  a = anglemod(a);
  if (a > 180)
    a -= 360;
  return a;
}

/*
==================
CalcGunAngle
==================
*/
void CalcGunAngle (void)
{ 
  float yaw, pitch, move;
  static float oldyaw = 0;
  static float oldpitch = 0;
  
  yaw = r_refdef.viewangles[YAW];
  pitch = -r_refdef.viewangles[PITCH];

  yaw = angledelta(yaw - r_refdef.viewangles[YAW]) * 0.4;
  if (yaw > 10)
    yaw = 10;
  if (yaw < -10)
    yaw = -10;
  pitch = angledelta(-pitch - r_refdef.viewangles[PITCH]) * 0.4;
  if (pitch > 10)
    pitch = 10;
  if (pitch < -10)
    pitch = -10;
  move = host_frametime*20;
  if (yaw > oldyaw)
  {
    if (oldyaw + move < yaw)
      yaw = oldyaw + move;
  }
  else
  {
    if (oldyaw - move > yaw)
      yaw = oldyaw - move;
  }
  
  if (pitch > oldpitch)
  {
    if (oldpitch + move < pitch)
      pitch = oldpitch + move;
  }
  else
  {
    if (oldpitch - move > pitch)
      pitch = oldpitch - move;
  }
  
  oldyaw = yaw;
  oldpitch = pitch;

  cl.viewent.angles[YAW] = r_refdef.viewangles[YAW] + yaw;
  cl.viewent.angles[PITCH] = - (r_refdef.viewangles[PITCH] + pitch);

  cl.viewent.angles[ROLL] -= v_idlescale.value * sin(cl.time*v_iroll_cycle.value) * v_iroll_level.value;
  cl.viewent.angles[PITCH] -= v_idlescale.value * sin(cl.time*v_ipitch_cycle.value) * v_ipitch_level.value;
  cl.viewent.angles[YAW] -= v_idlescale.value * sin(cl.time*v_iyaw_cycle.value) * v_iyaw_level.value;
}

/*
==============
V_BoundOffsets
==============
*/
void V_BoundOffsets (void)
{
  entity_t  *ent;
  
  ent = &cl_entities[cl.viewentity];

// absolutely bound refresh reletive to entity clipping hull
// so the view can never be inside a solid wall

  if (r_refdef.vieworg[0] < ent->origin[0] - 14)
    r_refdef.vieworg[0] = ent->origin[0] - 14;
  else if (r_refdef.vieworg[0] > ent->origin[0] + 14)
    r_refdef.vieworg[0] = ent->origin[0] + 14;
  if (r_refdef.vieworg[1] < ent->origin[1] - 14)
    r_refdef.vieworg[1] = ent->origin[1] - 14;
  else if (r_refdef.vieworg[1] > ent->origin[1] + 14)
    r_refdef.vieworg[1] = ent->origin[1] + 14;
  if (r_refdef.vieworg[2] < ent->origin[2] - 22)
    r_refdef.vieworg[2] = ent->origin[2] - 22;
  else if (r_refdef.vieworg[2] > ent->origin[2] + 30)
    r_refdef.vieworg[2] = ent->origin[2] + 30;
}

/*
==============
V_AddIdle

Idle swaying
==============
*/
void V_AddIdle (void)
{
  r_refdef.viewangles[ROLL] += v_idlescale.value * sin(cl.time*v_iroll_cycle.value) * v_iroll_level.value;
  r_refdef.viewangles[PITCH] += v_idlescale.value * sin(cl.time*v_ipitch_cycle.value) * v_ipitch_level.value;
  r_refdef.viewangles[YAW] += v_idlescale.value * sin(cl.time*v_iyaw_cycle.value) * v_iyaw_level.value;
}


/*
==============
V_CalcViewRoll

Roll is induced by movement and damage
==============
*/
void V_CalcViewRoll (void)
{
  float   side;
    
  side = V_CalcRoll (cl_entities[cl.viewentity].angles, cl.velocity);
  r_refdef.viewangles[ROLL] += side;

  if (v_dmg_time > 0)
  {
    r_refdef.viewangles[ROLL] += v_dmg_time/v_kicktime.value*v_dmg_roll;
    r_refdef.viewangles[PITCH] += v_dmg_time/v_kicktime.value*v_dmg_pitch;
    v_dmg_time -= host_frametime;
  }

  if (cl.stats[STAT_HEALTH] <= 0)
  {
    r_refdef.viewangles[ROLL] = 80; // dead view angle
    return;
  }

}


/*
==================
V_CalcIntermissionRefdef

==================
*/
void V_CalcIntermissionRefdef (void)
{
  entity_t  *ent, *view;
  float   old;

// ent is the player model (visible when out of body)
  ent = &cl_entities[cl.viewentity];
// view is the weapon model (only visible from inside body)
  view = &cl.viewent;

  VectorCopy (ent->origin, r_refdef.vieworg);
  VectorCopy (ent->angles, r_refdef.viewangles);
  view->model = NULL;

// allways idle in intermission
  old = v_idlescale.value;
  v_idlescale.value = 1;
  V_AddIdle ();
  v_idlescale.value = old;
}

/*
==================
V_CalcRefdef

==================
*/
void V_CalcRefdef (void)
{
  entity_t  *ent, *view;
  int     i;
  vec3_t    forward, right, up;
  vec3_t    angles;
  float   bob;
  static float oldz = 0;

  V_DriftPitch ();

// ent is the player model (visible when out of body)
  ent = &cl_entities[cl.viewentity];
// view is the weapon model (only visible from inside body)
  view = &cl.viewent;
  

// transform the view offset by the model's matrix to get the offset from
// model origin for the view
  ent->angles[YAW] = cl.viewangles[YAW];  // the model should face
                    // the view dir
  ent->angles[PITCH] = -cl.viewangles[PITCH]; // the model should face
                    // the view dir
                    
  
  bob = V_CalcBob ();
  
// refresh position
  VectorCopy (ent->origin, r_refdef.vieworg);
  r_refdef.vieworg[2] += cl.viewheight + bob;

// never let it sit exactly on a node line, because a water plane can
// dissapear when viewed with the eye exactly on it.
// the server protocol only specifies to 1/16 pixel, so add 1/32 in each axis
  r_refdef.vieworg[0] += 1.0/32;
  r_refdef.vieworg[1] += 1.0/32;
  r_refdef.vieworg[2] += 1.0/32;

  VectorCopy (cl.viewangles, r_refdef.viewangles);
  V_CalcViewRoll ();
  V_AddIdle ();

// offsets
  angles[PITCH] = -ent->angles[PITCH];  // because entity pitches are
                      //  actually backward
  angles[YAW] = ent->angles[YAW];
  angles[ROLL] = ent->angles[ROLL];

  AngleVectors (angles, forward, right, up);

  for (i=0 ; i<3 ; i++)
    r_refdef.vieworg[i] += scr_ofsx.value*forward[i]
      + scr_ofsy.value*right[i]
      + scr_ofsz.value*up[i];
  
  
  V_BoundOffsets ();
    
// set up gun position
  VectorCopy (cl.viewangles, view->angles);
  
  CalcGunAngle ();

  VectorCopy (ent->origin, view->origin);
  view->origin[2] += cl.viewheight;

  for (i=0 ; i<3 ; i++)
  {
    view->origin[i] += forward[i]*bob*0.4;
//    view->origin[i] += right[i]*bob*0.4;
//    view->origin[i] += up[i]*bob*0.8;
  }
  view->origin[2] += bob;

// fudge position around to keep amount of weapon visible
// roughly equal with different FOV

#if 0
  if (cl.model_precache[cl.stats[STAT_WEAPON]] && strcmp (cl.model_precache[cl.stats[STAT_WEAPON]]->name,  "progs/v_shot2.mdl"))
#endif
  if (scr_viewsize.value == 110)
    view->origin[2] += 1;
  else if (scr_viewsize.value == 100)
    view->origin[2] += 2;
  else if (scr_viewsize.value == 90)
    view->origin[2] += 1;
  else if (scr_viewsize.value == 80)
    view->origin[2] += 0.5;

  view->model = cl.model_precache[cl.stats[STAT_WEAPON]];
  view->frame = cl.stats[STAT_WEAPONFRAME];
  view->colormap = vid.colormap;

// set up the refresh position
  VectorAdd (r_refdef.viewangles, cl.punchangle, r_refdef.viewangles);

// smooth out stair step ups
if (cl.onground && ent->origin[2] - oldz > 0)
{
  float steptime;
  
  steptime = cl.time - cl.oldtime;
  if (steptime < 0)
//FIXME   I_Error ("steptime < 0");
    steptime = 0;

  oldz += steptime * 80;
  if (oldz > ent->origin[2])
    oldz = ent->origin[2];
  if (ent->origin[2] - oldz > 12)
    oldz = ent->origin[2] - 12;
  r_refdef.vieworg[2] += oldz - ent->origin[2];
  view->origin[2] += oldz - ent->origin[2];
}
else
  oldz = ent->origin[2];

  if (chase_active.value)
    Chase_Update ();
}

/*
==================
V_RenderView

The player's clipping box goes from (-16 -16 -24) to (16 16 32) from
the entity origin, so any view position inside that will be valid
==================
*/
extern vrect_t  scr_vrect;

void V_RenderView (void)
{
  if (con_forcedup)
    return;

// don't allow cheats in multiplayer
  if (cl.maxclients > 1)
  {
    Cvar_Set ("scr_ofsx", "0");
    Cvar_Set ("scr_ofsy", "0");
    Cvar_Set ("scr_ofsz", "0");
  }

  if (cl.intermission)
  { // intermission / finale rendering
    V_CalcIntermissionRefdef ();  
  }
  else
  {
    if (!cl.paused /* && (sv.maxclients > 1 || key_dest == key_game) */ )
      V_CalcRefdef ();
  }

  R_PushDlights ();

  if (lcd_x.value)
  {
    //
    // render two interleaved views
    //
    int   i;

    vid.rowbytes <<= 1;
    vid.aspect *= 0.5;

    r_refdef.viewangles[YAW] -= lcd_yaw.value;
    for (i=0 ; i<3 ; i++)
      r_refdef.vieworg[i] -= right[i]*lcd_x.value;
    R_RenderView ();

    vid.buffer += vid.rowbytes>>1;

    R_PushDlights ();

    r_refdef.viewangles[YAW] += lcd_yaw.value*2;
    for (i=0 ; i<3 ; i++)
      r_refdef.vieworg[i] += 2*right[i]*lcd_x.value;
    R_RenderView ();

    vid.buffer -= vid.rowbytes>>1;

    r_refdef.vrect.height <<= 1;

    vid.rowbytes >>= 1;
    vid.aspect *= 2;
  }
  else
  {
    R_RenderView ();
  }

#ifndef GLQUAKE
  if (crosshair.value)
    Draw_Character (scr_vrect.x + scr_vrect.width/2 + cl_crossx.value, 
      scr_vrect.y + scr_vrect.height/2 + cl_crossy.value, '+');
#endif
    
}

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

/*
=============
V_Init
=============
*/
void V_Init (void)
{
  Cmd_AddCommand ("v_cshift", V_cshift_f);  
  Cmd_AddCommand ("bf", V_BonusFlash_f);
  Cmd_AddCommand ("centerview", V_StartPitchDrift);

  Cvar_RegisterVariable (&lcd_x);
  Cvar_RegisterVariable (&lcd_yaw);

  Cvar_RegisterVariable (&v_centermove);
  Cvar_RegisterVariable (&v_centerspeed);

  Cvar_RegisterVariable (&v_iyaw_cycle);
  Cvar_RegisterVariable (&v_iroll_cycle);
  Cvar_RegisterVariable (&v_ipitch_cycle);
  Cvar_RegisterVariable (&v_iyaw_level);
  Cvar_RegisterVariable (&v_iroll_level);
  Cvar_RegisterVariable (&v_ipitch_level);

  Cvar_RegisterVariable (&v_idlescale);
  Cvar_RegisterVariable (&crosshair);
  Cvar_RegisterVariable (&cl_crossx);
  Cvar_RegisterVariable (&cl_crossy);
  Cvar_RegisterVariable (&gl_cshiftpercent);

  Cvar_RegisterVariable (&scr_ofsx);
  Cvar_RegisterVariable (&scr_ofsy);
  Cvar_RegisterVariable (&scr_ofsz);
  Cvar_RegisterVariable (&cl_rollspeed);
  Cvar_RegisterVariable (&cl_rollangle);
  Cvar_RegisterVariable (&cl_bob);
  Cvar_RegisterVariable (&cl_bobcycle);
  Cvar_RegisterVariable (&cl_bobup);

  Cvar_RegisterVariable (&v_kicktime);
  Cvar_RegisterVariable (&v_kickroll);
  Cvar_RegisterVariable (&v_kickpitch); 
  
  BuildGammaTable (1.0);  // no gamma yet
  Cvar_RegisterVariable (&v_gamma);
}


