/*
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"}; // FIXME: make this work sometime...

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  crosshaircolor = {"crosshaircolor", "79", true};

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

#ifdef GLQUAKE
cvar_t  gl_cshiftpercent = {"gl_cshiftpercent", "100", false};
#endif

cvar_t  v_contentblend = {"v_contentblend", "1", false};

float v_dmg_time, v_dmg_roll, v_dmg_pitch;

extern  int     in_forward, in_forward2, in_back;

frame_t   *view_frame;
player_state_t    *view_message;

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

===============
*/
float V_CalcRoll (vec3_t angles, vec3_t velocity)
{
  vec3_t  forward, right, up;
  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 (side < cl_rollspeed.value)
    side = side * value / cl_rollspeed.value;
  else
    side = value;
  
  return side*sign;
  
}


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

===============
*/
float V_CalcBob (void)
{
  static  double  bobtime;
  static float  bob;
  float cycle;
  
  if (cl.spectator)
    return 0;

  if (onground == -1)
    return bob;   // just use old value

  bobtime += host_frametime;
  cycle = bobtime - (int)(bobtime/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 simulated velocity in the xy plane
// (don't count Z, or jumping messes it up)

  bob = sqrt(cl.simvel[0]*cl.simvel[0] + cl.simvel[1]*cl.simvel[1]) * cl_bob.value;
  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 (view_message->onground == -1 || cls.demoplayback )
  {
    cl.driftmove = 0;
    cl.pitchvel = 0;
    return;
  }

// don't count small mouse motion
  if (cl.nodrift)
  {
    if ( fabs(cl.frames[(cls.netchan.outgoing_sequence-1)&UPDATE_MASK].cmd.forwardmove) < 200)
      cl.driftmove = 0;
    else
      cl.driftmove += host_frametime;
  
    if ( cl.driftmove > v_centermove.value)
    {
      V_StartPitchDrift ();
    }
    return;
  }
  
  delta = 0 - 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)
{
  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;
  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
//
  VectorSubtract (from, cl.simorg, from);
  VectorNormalize (from);
  
  AngleVectors (cl.simangles, 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)
{
  if (!v_contentblend.value) {
    cl.cshifts[CSHIFT_CONTENTS] = cshift_empty;
    return;
  }

  switch (contents)
  {
  case CONTENTS_EMPTY:
    cl.cshifts[CSHIFT_CONTENTS] = cshift_empty;
    break;
  case CONTENTS_LAVA:
    cl.cshifts[CSHIFT_CONTENTS] = cshift_lava;
    break;
  case CONTENTS_SOLID:
  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.stats[STAT_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;
  }
  else if (cl.stats[STAT_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;
  }
  else if (cl.stats[STAT_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;
  }
  else if (cl.stats[STAT_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;
  }
  else
    cl.cshifts[CSHIFT_POWERUP].percent = 0;
}


/*
=============
V_CalcBlend
=============
*/
#ifdef  GLQUAKE
void V_CalcBlend (void)
{
  float r, g, b, a, a2;
  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/2)/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)
{
  int   i, j;
  qboolean  new;
  byte  *basepal, *newpal;
  byte  pal[768];
  float r,g,b,a;
  int   ir, ig, ib;
  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 ();

//Con_Printf("b: %4.2f %4.2f %4.2f %4.6f\n", v_blend[0],  v_blend[1], v_blend[2], v_blend[3]);

  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++)
  {
    ir = i*a + r;
    ig = i*a + g;
    ib = i*a + 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); 
}
#else // !GLQUAKE
/*
=============
V_UpdatePalette
=============
*/
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);
}

/*
==============
V_BoundOffsets
==============
*/
void V_BoundOffsets (void)
{
// absolutely bound refresh reletive to entity clipping hull
// so the view can never be inside a solid wall

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

  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_CalcViewRoll

Roll is induced by movement and damage
==============
*/
void V_CalcViewRoll (void)
{
  float   side;
    
  side = V_CalcRoll (cl.simangles, cl.simvel);
  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;
  }

}


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

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

// view is the weapon model
  view = &cl.viewent;

  VectorCopy (cl.simorg, r_refdef.vieworg);
  VectorCopy (cl.simangles, 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  *view;
  int     i;
  vec3_t    forward, right, up;
  float   bob;
  static float oldz = 0;

  V_DriftPitch ();

// view is the weapon model (only visible from inside body)
  view = &cl.viewent;

  bob = V_CalcBob ();
  
// refresh position from simulated origin
  VectorCopy (cl.simorg, r_refdef.vieworg);

  r_refdef.vieworg[2] += 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 1/8 pixel, so add 1/16 in each axis
  r_refdef.vieworg[0] += 1.0/16;
  r_refdef.vieworg[1] += 1.0/16;
  r_refdef.vieworg[2] += 1.0/16;

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

  if (view_message->flags & PF_GIB)
    r_refdef.vieworg[2] += 8; // gib view height
  else if (view_message->flags & PF_DEAD)
    r_refdef.vieworg[2] -= 16;  // corpse view height
  else
    r_refdef.vieworg[2] += 22;  // view height

  if (view_message->flags & PF_DEAD)    // PF_GIB will also set PF_DEAD
    r_refdef.viewangles[ROLL] = 80; // dead view angle


// offsets
  AngleVectors (cl.simangles, forward, right, up);
  
// set up gun position
  VectorCopy (cl.simangles, view->angles);
  
  CalcGunAngle ();

  VectorCopy (cl.simorg, view->origin);
  view->origin[2] += 22;

  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 (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;

  if (view_message->flags & (PF_GIB|PF_DEAD) )
    view->model = NULL;
  else
    view->model = cl.model_precache[cl.stats[STAT_WEAPON]];
  view->frame = view_message->weaponframe;
  view->colormap = vid.colormap;

// set up the refresh position
  r_refdef.viewangles[PITCH] += cl.punchangle;

// smooth out stair step ups
  if ( (view_message->onground != -1) && (cl.simorg[2] - oldz > 0) )
  {
    float steptime;
    
    steptime = host_frametime;
  
    oldz += steptime * 80;
    if (oldz > cl.simorg[2])
      oldz = cl.simorg[2];
    if (cl.simorg[2] - oldz > 12)
      oldz = cl.simorg[2] - 12;
    r_refdef.vieworg[2] += oldz - cl.simorg[2];
    view->origin[2] += oldz - cl.simorg[2];
  }
  else
    oldz = cl.simorg[2];
}

/*
=============
DropPunchAngle
=============
*/
void DropPunchAngle (void)
{
  cl.punchangle -= 10*host_frametime;
  if (cl.punchangle < 0)
    cl.punchangle = 0;
}

/*
==================
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 (cl.simangles[ROLL])
//    Sys_Error ("cl.simangles[ROLL]"); // DEBUG
cl.simangles[ROLL] = 0; // FIXME @@@ 

  if (cls.state != ca_active)
    return;

  view_frame = &cl.frames[cls.netchan.incoming_sequence & UPDATE_MASK];
  view_message = &view_frame->playerstate[cl.playernum];

  DropPunchAngle ();
  if (cl.intermission)
  { // intermission / finale rendering
    V_CalcIntermissionRefdef ();  
  }
  else
  {
    V_CalcRefdef ();
  }

  R_PushDlights ();
  R_RenderView ();
  
#ifndef GLQUAKE
  if (crosshair.value)
    Draw_Crosshair();
#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 (&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_contentblend);

  Cvar_RegisterVariable (&v_idlescale);
  Cvar_RegisterVariable (&crosshaircolor);
  Cvar_RegisterVariable (&crosshair);
  Cvar_RegisterVariable (&cl_crossx);
  Cvar_RegisterVariable (&cl_crossy);
#ifdef GLQUAKE
  Cvar_RegisterVariable (&gl_cshiftpercent);
#endif

  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);
}


