/*
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., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.

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

#include "client.h"
#include "cmd.h"
#include "console.h"
#include "cvar.h"
#include "draw.h"
#include "quakedef.h"
#include "screen.h"
#include "view.h"

#ifdef NQ_HACK
#include "host.h"
#endif

/*
 * 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.
 */

#ifdef NQ_HACK
cvar_t scr_ofsx = { "scr_ofsx", "0" };
cvar_t scr_ofsy = { "scr_ofsy", "0" };
cvar_t scr_ofsz = { "scr_ofsz", "0" };
#endif

#ifdef QW_HACK
cvar_t v_contentblend = { "v_contentblend", "1" };
frame_t *view_frame;
player_state_t *view_message;
#endif

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

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

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

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

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

cvar_t crosshair = { "crosshair", "0", CVAR_CONFIG };
cvar_t crosshaircolor = { "crosshaircolor", "79", CVAR_CONFIG };
cvar_t cl_crossx = { "cl_crossx", "0", CVAR_CONFIG };
cvar_t cl_crossy = { "cl_crossy", "0", CVAR_CONFIG };

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

float v_dmg_time, v_dmg_roll, v_dmg_pitch;

/*
===============
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 = fabsf(side);

    value = cl_rollangle.value;

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

    return side * sign;
}


/*
===============
V_CalcBob
===============
*/
static float
V_CalcBob(const vec3_t velocity)
{
    static double bobtime = 0.0;
    static float bob = 0.0f;
    float cycle;

    /* Avoid divide-by-zero, don't bob */
    if (!cl_bobcycle.value)
	return 0.0f;

    /* If not on ground, just use the old value */
    if (!cl.onground)
        return bob;

    bobtime += host_frametime;
#ifdef NQ_HACK
    bobtime = cl.time; // Stops bobbing when gameplay is paused
#endif
    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 velocity in the xy plane
// (don't count Z, or jumping messes it up)

    bob = sqrtf(velocity[0] * velocity[0] + velocity[1] * velocity[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" };
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 (fabsf(cl.cmd.forwardmove) < cl_forwardspeed.value)
	    cl.driftmove = 0;
	else
	    cl.driftmove += host_frametime;

	if (cl.driftmove > v_centermove.value)
	    if (lookspring.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;

    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", CVAR_CONFIG };

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

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

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
//
    const vec_t *player_origin = cl_entities[cl.viewentity].origin;
    const vec_t *player_angles = cl_entities[cl.viewentity].angles;

    VectorSubtract(from, player_origin, from);
    VectorNormalize(from);

    AngleVectors(player_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.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 = g = b = a = 0;

    if (gl_cshiftpercent.value) {
	for (j = 0; j < NUM_CSHIFTS; j++) {
	    a2 = ((cl.cshifts[j].percent * gl_cshiftpercent.value) / 100.0) / 255.0;
	    if (!a2)
		continue;
	    a = a + a2 * (1 - 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;
    qboolean force;

    V_CalcPowerupCshift();

    /* 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 (force) {
	for (i = 0; i < 256; i++) {
	    ramps[0][i] = gammatable[i] << 8;
	    ramps[1][i] = gammatable[i] << 8;
	    ramps[2][i] = gammatable[i] << 8;
	}
	if (VID_IsFullScreen() && VID_SetGammaRamp)
	    VID_SetGammaRamp(ramps);
	//VID_ShiftPalette(NULL);
    }
}
#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);
}

/*
==============
V_BoundOffsets
==============
*/
static void
V_BoundOffsets(const vec3_t origin)
{
    /*
     * Absolutely bound refresh reletive to entity clipping hull
     * so the view can never be inside a solid wall
     */
    if (r_refdef.vieworg[0] < origin[0] - 14)
	r_refdef.vieworg[0] = origin[0] - 14;
    else if (r_refdef.vieworg[0] > origin[0] + 14)
	r_refdef.vieworg[0] = origin[0] + 14;
    if (r_refdef.vieworg[1] < origin[1] - 14)
	r_refdef.vieworg[1] = origin[1] - 14;
    else if (r_refdef.vieworg[1] > origin[1] + 14)
	r_refdef.vieworg[1] = origin[1] + 14;
    if (r_refdef.vieworg[2] < origin[2] - 22)
	r_refdef.vieworg[2] = origin[2] - 22;
    else if (r_refdef.vieworg[2] > origin[2] + 30)
	r_refdef.vieworg[2] = origin[2] + 30;
}

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

Idle swaying
==============
*/
static 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_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;

// always 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;
    vec3_t angles;
    float bob;
    static float oldz = 0;

    /* Origin and angles for the player model */
    vec_t *player_origin = cl_entities[cl.viewentity].origin;
    vec_t *player_angles = cl_entities[cl.viewentity].angles;

    V_DriftPitch();

// 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
    player_angles[YAW] = cl.viewangles[YAW];	// the model should face the view dir
    player_angles[PITCH] = -cl.viewangles[PITCH];	// the model should face the view dir

    bob = V_CalcBob(cl.velocity);

// refresh position
    VectorCopy(player_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
// disappear 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] = -player_angles[PITCH]; // because entity pitches are actually backward
    angles[YAW] = player_angles[YAW];
    angles[ROLL] = player_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(player_origin);

// set up gun position
    VectorCopy(cl.viewangles, view->angles);

    CalcGunAngle();

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

    for (i = 0; i < 3; i++)
	view->origin[i] += forward[i] * bob * 0.4;
    view->origin[2] += bob;

    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 && player_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 > player_origin[2])
	    oldz = player_origin[2];
	if (player_origin[2] - oldz > 12)
	    oldz = player_origin[2] - 12;
	r_refdef.vieworg[2] += oldz - player_origin[2];
	view->origin[2] += oldz - player_origin[2];
    } else
	oldz = player_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
==================
*/
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();
    R_RenderView();

#ifndef GLQUAKE
    if (crosshair.value)
	Draw_Crosshair();
#endif

}

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

void
V_AddCommands()
{
    Cmd_AddCommand("v_cshift", V_cshift_f);
    Cmd_AddCommand("bf", V_BonusFlash_f);
    Cmd_AddCommand("centerview", V_StartPitchDrift);
}

void
V_RegisterVariables()
{
    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(&crosshaircolor);
    Cvar_RegisterVariable(&cl_crossx);
    Cvar_RegisterVariable(&cl_crossy);
#ifdef GLQUAKE
    Cvar_RegisterVariable(&gl_cshiftpercent);
#endif

    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);

    Cvar_RegisterVariable(&v_gamma);
}

/*
=============
V_Init
=============
*/
void
V_Init(void)
{
    BuildGammaTable(1.0);	// no gamma yet
}
