/*
Copyright (C) 1996-2001 Id Software, Inc.
Copyright (C) 2002-2009 John Fitzgibbons and others
Copyright (C) 2010-2014 QuakeSpasm developers

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.hpp"

/*

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.

*/

convar scr_ofsx{"scr_ofsx", "0"};
convar scr_ofsy{"scr_ofsy", "0"};
convar scr_ofsz{"scr_ofsz", "0"};

convar cl_rollspeed{"cl_rollspeed", "200"};
convar cl_rollangle{"cl_rollangle", "2.0"};

convar cl_bob{"cl_bob", "0.02"};
convar cl_bobcycle{"cl_bobcycle", "0.6"};
convar cl_bobup{"cl_bobup", "0.5"};

convar v_kicktime{"v_kicktime", "0.5"};
convar v_kickroll{"v_kickroll", "0.6"};
convar v_kickpitch{"v_kickpitch", "0.6"};
convar v_gunkick{"v_gunkick", "1"}; //johnfitz

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

convar v_idlescale{"v_idlescale", "0"};

convar crosshair = {"crosshair", "0", {.archive = true}};

convar gl_cshiftpercent{"gl_cshiftpercent", "100"};
convar gl_cshiftpercent_contents{"gl_cshiftpercent_contents", "100"}; // QuakeSpasm
convar gl_cshiftpercent_damage{"gl_cshiftpercent_damage", "100"}; // QuakeSpasm
convar gl_cshiftpercent_bonus{"gl_cshiftpercent_bonus", "100"}; // QuakeSpasm
convar gl_cshiftpercent_powerup{"gl_cshiftpercent_powerup", "100"}; // QuakeSpasm

convar r_viewmodel_quake{"r_viewmodel_quake", "0", {.archive = true}};

vec3_t v_punchangles[2];
//johnfitz -- copied from cl.punchangle.  0 is current, 1 is previous value. never the same unless map just loaded

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

Used by view and sv_user
===============
*/
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 (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;

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

    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;
    //console::info ("speed: %5.1f\n", VectorLength(cl.velocity));
    bob = bob * 0.3 + bob * 0.7 * sin(cycle);
    if (bob > 4)
        bob = 4;
    else if (bob < -7)
        bob = -7;
    return bob;
}


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


convar v_centermove{"v_centermove", "0.15"};
convar 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)
    //FIXME: noclip_anglehack is set on the server, so in a nonlocal game this won't work.
    {
        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) {
            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;

    //console::info ("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;
    }
}

/*
==============================================================================

	VIEW BLENDING

==============================================================================
*/

static cshift_t cshift_empty = {{130, 80, 50}, 0};
static cshift_t cshift_water = {{130, 80, 50}, 128};
static cshift_t cshift_slime = {{0, 25, 5}, 150};
static cshift_t cshift_lava = {{255, 80, 0}, 150};

static float v_dmg_time, v_dmg_roll, v_dmg_pitch;

float v_blend[4]; // rgba 0.0 - 1.0

//johnfitz -- deleted BuildGammaTable(), V_CheckGamma(), gammatable[], and ramps[][]

/*
===============
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 = net_message.read_byte().value();
    blood = net_message.read_byte().value();
    for (i = 0; i < 3; i++)
        from[i] = net_message.read_coord(static_cast<net::rmq_flags>(cl.protocolflags)).value();

    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(command::argv(1).value_or("").c_str());
    cshift_empty.destcolor[1] = atoi(command::argv(2).value_or("").c_str());
    cshift_empty.destcolor[2] = atoi(command::argv(3).value_or("").c_str());
    cshift_empty.percent = atoi(command::argv(4).value_or("").c_str());
}


/*
==================
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:
        case CONTENTS_SKY: //johnfitz -- no blend in sky
            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
=============
*/
void V_CalcBlend(void) {
    float r, g, b, a, a2;
    int j;
    convar *cshiftpercent_cvars[NUM_CSHIFTS] = {
        &gl_cshiftpercent_contents,
        &gl_cshiftpercent_damage,
        &gl_cshiftpercent_bonus,
        &gl_cshiftpercent_powerup
    };

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

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

        //johnfitz -- only apply leaf contents color shifts during intermission
        if (cl.intermission && j != CSHIFT_CONTENTS)
            continue;
        //johnfitz

        a2 = ((cl.cshifts[j].percent * gl_cshiftpercent.value) / 100.0) / 255.0;
        // QuakeSpasm -- also scale by the specific gl_cshiftpercent_* cvar
        a2 *= (cshiftpercent_cvars[j]->value / 100.0);
        // QuakeSpasm
        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;
}

/*
=============
V_UpdateBlend -- johnfitz -- V_UpdatePalette cleaned up and renamed
=============
*/
void V_UpdateBlend(void) {
    int i, j;
    bool blend_changed;

    V_CalcPowerupCshift();

    blend_changed = false;

    for (i = 0; i < NUM_CSHIFTS; i++) {
        if (cl.cshifts[i].percent != cl.prev_cshifts[i].percent) {
            blend_changed = 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]) {
                blend_changed = 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;

    if (blend_changed)
        V_CalcBlend();
}

/*
============
V_PolyBlend -- johnfitz -- moved here from gl_rmain.c, and rewritten to use glOrtho
============
*/
void V_PolyBlend(void) {
    if (!gl_polyblend.value || !v_blend[3])
        return;

    GL_DisableMultitexture();

    glDisable(GL_ALPHA_TEST);
    glDisable(GL_TEXTURE_2D);
    glDisable(GL_DEPTH_TEST);
    glEnable(GL_BLEND);

    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    glOrtho(0, 1, 1, 0, -99999, 99999);
    glMatrixMode(GL_MODELVIEW);
    glLoadIdentity();

    glBegin(GL_QUADS);

    glColor4fv(v_blend); // inside glBegin / glEnd to workaround an AMD driver bug

    glVertex2f(0, 0);
    glVertex2f(1, 0);
    glVertex2f(1, 1);
    glVertex2f(0, 1);
    glEnd();

    glDisable(GL_BLEND);
    glEnable(GL_DEPTH_TEST);
    glEnable(GL_TEXTURE_2D);
    glEnable(GL_ALPHA_TEST);
}

/*
==============================================================================

	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;
    static vec3_t punch = {0, 0, 0}; //johnfitz -- v_gunkick
    float delta; //johnfitz -- v_gunkick

    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);

    if (cl.maxclients <= 1) //johnfitz -- moved cheat-protection here from V_RenderView
        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[2] += bob;

    //johnfitz -- removed all gun position fudging code (was used to keep gun from getting covered by sbar)
    //MarkV -- restored this with r_viewmodel_quake cvar
    if (r_viewmodel_quake.value) {
        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 (ent->lerpflags & LERP_FINISH) {
        view->lerpflags |= LERP_FINISH;
        view->lerpfinish = ent->lerpfinish;
    } else
        view->lerpflags &= ~LERP_FINISH;

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

    //johnfitz -- v_gunkick
    if (v_gunkick.value == 1) //original quake kick
        VectorAdd(r_refdef.viewangles, cl.punchangle, r_refdef.viewangles);
    if (v_gunkick.value == 2) //lerped kick
    {
        for (i = 0; i < 3; i++)
            if (punch[i] != v_punchangles[0][i]) {
                //speed determined by how far we need to lerp in 1/10th of a second
                delta = (v_punchangles[0][i] - v_punchangles[1][i]) * host_frametime * 10;

                if (delta > 0)
                    punch[i] = std::min(punch[i]+delta, v_punchangles[0][i]);
                else if (delta < 0)
                    punch[i] = std::max(punch[i]+delta, v_punchangles[0][i]);
            }

        VectorAdd(r_refdef.viewangles, punch, r_refdef.viewangles);
    }
    //johnfitz

    // smooth out stair step ups
    if (!noclip_anglehack && cl.onground && ent->origin[2] - oldz > 0) //johnfitz -- added exception for noclip
    //FIXME: noclip_anglehack is set on the server, so in a nonlocal game this won't work.
    {
        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_UpdateForDrawing(); //johnfitz
}

/*
==================
V_RestoreAngles

Resets the viewentity angles to the last values received from the server
(undoing the manual adjustments performed by V_CalcRefdef)
==================
*/
void V_RestoreAngles(void) {
    entity_t *ent = &cl_entities[cl.viewentity];
    VectorCopy(ent->msg_angles[0], ent->angles);
}

/*
==================
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 (console::forced_up)
        return;

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

    //johnfitz -- removed lcd code

    R_RenderView();

    V_PolyBlend(); //johnfitz -- moved here from R_Renderview ();
}

/*
==============================================================================

	INIT

==============================================================================
*/

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

    v_centermove.inscribe();
    v_centerspeed.inscribe();

    v_iyaw_cycle.inscribe();
    v_iroll_cycle.inscribe();
    v_ipitch_cycle.inscribe();
    v_iyaw_level.inscribe();
    v_iroll_level.inscribe();
    v_ipitch_level.inscribe();

    v_idlescale.inscribe();
    crosshair.inscribe();
    gl_cshiftpercent.inscribe();
    gl_cshiftpercent_contents.inscribe(); // QuakeSpasm
    gl_cshiftpercent_damage.inscribe(); // QuakeSpasm
    gl_cshiftpercent_bonus.inscribe(); // QuakeSpasm
    gl_cshiftpercent_powerup.inscribe(); // QuakeSpasm

    scr_ofsx.inscribe();
    scr_ofsy.inscribe();
    scr_ofsz.inscribe();
    cl_rollspeed.inscribe();
    cl_rollangle.inscribe();
    cl_bob.inscribe();
    cl_bobcycle.inscribe();
    cl_bobup.inscribe();

    v_kicktime.inscribe();
    v_kickroll.inscribe();
    v_kickpitch.inscribe();
    v_gunkick.inscribe(); //johnfitz

    r_viewmodel_quake.inscribe(); //MarkV
}
