/*
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", true}; // saved in the config file - edited
cvar_t	scr_ofsz = {"scr_ofsz","0", false};

cvar_t	v_deathtilt = {"v_deathtilt", "1"}; // Edited
cvar_t	v_deathtiltangle = {"v_deathtiltangle", "80"}; // Edited
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};
cvar_t	gl_polyblend = {"gl_polyblend", "1", false}; // gl_polyblend
int	gl_polyblend_old; // gl_polyblend

cvar_t	cl_nobob = {"cl_nobob","0", true}; // cl_nobob

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);
    if (cl_nobob.value) { // cl_nobob
        return 0;    // cl_nobob
    }
    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","200"}; // 500 // edited


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)
{
    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;
    } 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;
    } 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;
    } 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;
    } 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/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();

    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
void V_UpdatePalette(void)
{
    int		i, j;
    qboolean	new;
    byte	*basepal, *newpal;
    byte	pal[768];
    int		r,g,b;
    qboolean force;


    return;	//do don't support changing paletts on runtime as the textures are converted to true color during loading
    //not returning here causes the red-level bug after the death in lava

    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();
// gl_polyblend begin
    if (!force) { // no gamma changes
        if (gl_polyblend_old == gl_polyblend.value) { // gl_polyblend hasn't changed
            if (!gl_polyblend_old) { // no pallete changes allowed
                return;
            } else if (!new) { // no pallette changes
                return;
            }
        }
    }
    gl_polyblend_old = gl_polyblend.value;
    /* gl_polyblend end
    	if (!new && !force)
    		return;
    // gl_polyblend */

    basepal = host_basepal;
    newpal = pal;

    for (i=0 ; i<256 ; i++) {
        r = basepal[0];
        g = basepal[1];
        b = basepal[2];
        basepal += 3;

        if (gl_polyblend.value != 0) // gl_polyblend
            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) {
        // begin
        vec3_t		v_dmg;
        float		dmg;
        v_dmg[0] = v_dmg_time/v_kicktime.value*v_dmg_pitch;
        v_dmg[1] = 0;
        v_dmg[2] = v_dmg_time/v_kicktime.value*v_dmg_roll;
        dmg = Length(v_dmg);
        if (dmg >= 1.0 && cl_vibration.value != 2) {
#ifdef _arch_dreamcast
            extern byte dc_vibe[2][4];
            dmg = fabs(dmg)/2.0;
            if (dmg > 7.0) {
                dmg = 7.0;
            }
            dc_vibe[0][0] = (1 << 4); // PURUPURU_SPECIAL_MOTOR1
            dc_vibe[0][1] = ((int)dmg << 4)|(8 << 4); // PURUPURU_EFFECT1_INTENSITY(x)|PURUPURU_EFFECT1_PULSE
            dc_vibe[0][2] = ((int)dmg << 4)|8; // PURUPURU_EFFECT2_UINTENSITY|PURUPURU_EFFECT2_PULSE //0;
            dc_vibe[0][3] = 6;//0x10;
#endif
            vibration_update[0] = true;
//			Con_Printf("%f\n", dmg);
        }
        // end
        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;
    }
    // begin
    // é menor que zero, então mudamos o v_dmg_time pra -666
    // pra que o Vibration_Stop só seja ativado neste frame
    else if (v_dmg_time != -666.0) { // hack to stop the vibration in this frame only
        v_dmg_time = -666.0;
        if (cl_vibration.value != 2) {
            Vibration_Stop(0);
        }
    }
    // end

    if (cl.stats[STAT_HEALTH] <= 0 && !chase_active.value && v_deathtilt.value) { // edited
        r_refdef.viewangles[ROLL] = v_deathtiltangle.value;	// dead view angle
        return;
    }

}


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

==================
*/
void V_CalcIntermissionRefdef(void)
{
    entity_t	*ent, *view;
    float		old;
    // begin
    // reset damage angle, so the view angle won't be wrong when the next map starts
    if (v_dmg_time != -666.0) {
        v_dmg_time = -666.0;
        Vibration_Stop(0);
        Vibration_Stop(1);
    }
    // end
// 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


    if (!cl_nobob.value) { // cl_nobob
        bob = V_CalcBob();
    } else {
        bob = 0;    // cl_nobob
    }

// 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);

    // begin
    if (chase_active.value)
        for (i=0 ; i<3 ; i++) {
            r_refdef.vieworg[i] += forward[i] + right[i] + up[i];
        }
    else
        // end
        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;
    if (!cl_nobob.value) { // cl_nobob
        view->origin[2] += 2;    // cl_nobob
    }

// 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;
extern cvar_t r_stereo_separation; // stereo 3D
extern int		r_stereo_side; // stereo 3D

void V_RenderView(void)
{
    if (con_forcedup) {
        return;
    }
    /* // removed - begin
    // 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");
    	}
    */ // removed - end

    // stereo 3D - begin
    if (r_stereo_separation.value) {
        extern void R_RenderView_(void);
        int			i;
        vec3_t		vieworg, forward, right, up;

        if (cl.intermission) {
            V_CalcIntermissionRefdef();
        } else {
            V_CalcRefdef();
        }
        VectorCopy(r_refdef.vieworg, vieworg);
        AngleVectors(r_refdef.viewangles, forward, right, up);
        // left side
        r_stereo_side = 0;
        r_viewchanged = true;
        vid.recalc_refdef = true;
        for (i=0 ; i<3 ; i++) {
            r_refdef.vieworg[i] = vieworg[i] + forward[i] + right[i]*r_stereo_separation.value + up[i];
        }
//		r_refdef.vrect.x
        R_PushDlights();
        R_RenderView_();
        // right side
        r_stereo_side = 1;
        r_viewchanged = true;
        vid.recalc_refdef = true;
        for (i=0 ; i<3 ; i++) {
            r_refdef.vieworg[i] = vieworg[i] + forward[i] - right[i]*r_stereo_separation.value + up[i];
        }
        R_PushDlights();
        R_RenderView_();
        /*
        		scr_vrect.x -= (scr_vrect.width + 2);
        		scr_vrect.width = scr_vrect.width*2 + 2;
        */
        return;
    }
    // stereo 3D - end

    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.vrect.height >>= (r_framecount&1); // Edited

        /*		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 <<= (r_framecount&1);

        vid.rowbytes >>= 1;
//		vid.aspect *= 2.0; // fixed
        /*		// begin
        		D_EnableBackBufferAccess ();
        		for (i=0; i<(r_refdef.vrect.height/2); i++)
        		{
        			extern pixel_t	*d_viewbuffer;
        			memcpy((byte *)vid.buffer[(i+1)*r_refdef.vrect.width], (byte *)vid.buffer[i*r_refdef.vrect.width], r_refdef.vrect.width);
        		}
        		D_DisableBackBufferAccess ();
        */		// end
    } else {
        R_RenderView();
    }
    /* // removed - begin
    #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
    */ // removed - end
}

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

/*
=============
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(&gl_polyblend);  // gl_polyblend
    Cvar_RegisterVariable(&cl_nobob);  // cl_nobob
    Cvar_RegisterVariable(&v_deathtilt);  // Edited
    Cvar_RegisterVariable(&v_deathtiltangle);  // Edited

    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);
}


