// Copyright (C) 2001-2002 Raven Software.
//
// cg_view.c -- setup all the parameters (position, angle, etc)
// for a 3D rendering
#include "cg_local.h"

#if !defined(CL_LIGHT_H_INC)
	#include "cg_lights.h"
#endif

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

  MODEL TESTING

The viewthing and gun positioning tools from Q2 have been integrated and
enhanced into a single model testing facility.

Model viewing can begin with either "testmodel <modelname>" or "testgun <modelname>".

The names must be the full pathname after the basedir, like 
"models/weapons/v_launch/tris.md3" or "players/male/tris.md3"

Testmodel will create a fake entity 100 units in front of the current view
position, directly facing the viewer.  It will remain immobile, so you can
move around it to view it from different angles.

Testgun will cause the model to follow the player around and supress the real
view weapon model.  The default frame 0 of most guns is completely off screen,
so you will probably have to cycle a couple frames to see it.

"nextframe", "prevframe", "nextskin", and "prevskin" commands will change the
frame or skin of the testmodel.  These are bound to F5, F6, F7, and F8 in
q3default.cfg.

If a gun is being tested, the "gun_x", "gun_y", and "gun_z" variables will let
you adjust the positioning.

Note that none of the model testing features update while the game is paused, so
it may be convenient to test with deathmatch set to 1 so that bringing down the
console doesn't pause the game.

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

/*
=================
CG_TestModel_f

Creates an entity in front of the current position, which
can then be moved around
=================
*/
void CG_TestModel_f (void) 
{
	vec3_t		angles;

	memset( &cg.testModelEntity, 0, sizeof(cg.testModelEntity) );
	if ( trap_Argc() < 2 ) 
	{
		return;
	}

	Q_strncpyz (cg.testModelName, CG_Argv( 1 ), MAX_QPATH );
	cg.testModelEntity.hModel = trap_R_RegisterModel( cg.testModelName );

	if ( trap_Argc() == 3 ) 
	{
		cg.testModelEntity.backlerp = atof( CG_Argv( 2 ) );
		cg.testModelEntity.frame = 1;
		cg.testModelEntity.oldframe = 0;
	}
	
	if (! cg.testModelEntity.hModel ) 
	{
		Com_Printf( "Can't register model\n" );
		return;
	}

	VectorMA( cg.refdef.vieworg, 100, cg.refdef.viewaxis[0], cg.testModelEntity.origin );

	angles[PITCH] = 0;
	angles[YAW] = 180 + cg.refdef.viewangles[1];
	angles[ROLL] = 0;

	AnglesToAxis( angles, cg.testModelEntity.axis );
}

void CG_TestModelNextFrame_f (void) 
{
	cg.testModelEntity.frame++;
	Com_Printf( "frame %i\n", cg.testModelEntity.frame );
}

void CG_TestModelPrevFrame_f (void) 
{
	cg.testModelEntity.frame--;
	if ( cg.testModelEntity.frame < 0 ) 
	{
		cg.testModelEntity.frame = 0;
	}

	Com_Printf( "frame %i\n", cg.testModelEntity.frame );
}

void CG_TestModelNextSkin_f (void) 
{
	cg.testModelEntity.skinNum++;
	Com_Printf( "skin %i\n", cg.testModelEntity.skinNum );
}

void CG_TestModelPrevSkin_f (void) 
{
	cg.testModelEntity.skinNum--;
	if ( cg.testModelEntity.skinNum < 0 ) 
	{
		cg.testModelEntity.skinNum = 0;
	}
	Com_Printf( "skin %i\n", cg.testModelEntity.skinNum );
}

static void CG_AddTestModel (void) 
{
	// re-register the model, because the level may have changed
	cg.testModelEntity.hModel = trap_R_RegisterModel( cg.testModelName );
	if (! cg.testModelEntity.hModel ) 
	{
		Com_Printf ("Can't register model\n");
		return;
	}

	trap_R_AddRefEntityToScene( &cg.testModelEntity );
}

/*
=================
CG_CalcVrect

Sets the coordinates of the rendered window
=================
*/
static void CG_CalcVrect (void) 
{
	int		size;

	size = 100;

	cg.refdef.width = cgs.glconfig.vidWidth*size/100;
	cg.refdef.width &= ~1;

	cg.refdef.height = cgs.glconfig.vidHeight*size/100;
	cg.refdef.height &= ~1;

	cg.refdef.x = (cgs.glconfig.vidWidth - cg.refdef.width)/2;
	cg.refdef.y = (cgs.glconfig.vidHeight - cg.refdef.height)/2;
}

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

//==============================================================================
//==============================================================================
// this causes a compiler bug on mac MrC compiler
static void CG_StepOffset( void ) 
{
	int		timeDelta;
	
	// smooth out stair climbing
	timeDelta = cg.time - cg.stepTime;
	if ( timeDelta < STEP_TIME ) 
	{
		cg.refdef.vieworg[2] -= cg.stepChange * (STEP_TIME - timeDelta) / STEP_TIME;
	}
}

#define CAMERA_DAMP_INTERVAL	50

static vec3_t	cameramins = { -4, -4, -4 };
static vec3_t	cameramaxs = { 4, 4, 4 };
vec3_t	camerafwd, cameraup;

vec3_t	cameraFocusAngles,			cameraFocusLoc;
vec3_t	cameraIdealTarget,			cameraIdealLoc;
vec3_t	cameraCurTarget={0,0,0},	cameraCurLoc={0,0,0};
vec3_t	cameraOldLoc={0,0,0},		cameraNewLoc={0,0,0};
int		cameraLastFrame=0;

/*
===============
Notes on the camera viewpoint in and out...

cg.refdef.vieworg
--at the start of the function holds the player actor's origin (center of player model).
--it is set to the final view location of the camera at the end of the camera code.
cg.refdef.viewangles
--at the start holds the client's view angles
--it is set to the final view angle of the camera at the end of the camera code.

===============
*/
  
/*
===============
CG_CalcTargetThirdPersonViewLocation

===============
*/
static void CG_CalcIdealThirdPersonViewTarget(void)
{
	// Initialize IdealTarget
	VectorCopy(cg.refdef.vieworg, cameraFocusLoc);

	// Add in the new viewheight
	cameraFocusLoc[2] += cg.snap->ps.viewheight;

	// Add in a vertical offset from the viewpoint, which puts the actual target above the head, regardless of angle.
	VectorMA(cameraFocusLoc, 1, cameraup, cameraIdealTarget);
}

	

/*
===============
CG_CalcTargetThirdPersonViewLocation

===============
*/
static void CG_CalcIdealThirdPersonViewLocation(void)
{
	VectorMA(cameraIdealTarget, -(cg_thirdPersonRange.value), camerafwd, cameraIdealLoc);
}



static void CG_ResetThirdPersonViewDamp(void)
{
	trace_t trace;

	// Cap the pitch within reasonable limits
	if (cameraFocusAngles[PITCH] > 89.0)
	{
		cameraFocusAngles[PITCH] = 89.0;
	}
	else if (cameraFocusAngles[PITCH] < -89.0)
	{
		cameraFocusAngles[PITCH] = -89.0;
	}

	AngleVectors(cameraFocusAngles, camerafwd, NULL, cameraup);

	// Set the cameraIdealTarget
	CG_CalcIdealThirdPersonViewTarget();

	// Set the cameraIdealLoc
	CG_CalcIdealThirdPersonViewLocation();

	// Now, we just set everything to the new positions.
	VectorCopy(cameraIdealLoc, cameraCurLoc);
	VectorCopy(cameraIdealTarget, cameraCurTarget);

	// First thing we do is trace from the first person viewpoint out to the new target location.
	CG_Trace(&trace, cameraFocusLoc, cameramins, cameramaxs, cameraCurTarget, cg.snap->ps.clientNum, MASK_SOLID|CONTENTS_PLAYERCLIP);
	if (trace.fraction <= 1.0)
	{
		VectorCopy(trace.endpos, cameraCurTarget);
	}

	// Now we trace from the new target location to the new view location, to make sure there is nothing in the way.
	CG_Trace(&trace, cameraCurTarget, cameramins, cameramaxs, cameraCurLoc, cg.snap->ps.clientNum, MASK_SOLID|CONTENTS_PLAYERCLIP);
	if (trace.fraction <= 1.0)
	{
		VectorCopy(trace.endpos, cameraCurLoc);
	}

	cameraLastFrame = cg.time;
}

// This is called every frame.
static void CG_UpdateThirdPersonTargetDamp(void)
{
	trace_t trace;
	vec3_t	targetdiff;
	float	dampfactor, dtime, ratio;
	float	damp = 1.0f;

	// Set the cameraIdealTarget
	// Automatically get the ideal target, to avoid jittering.
	CG_CalcIdealThirdPersonViewTarget();

	if ( damp >=1.0)
	{	// No damping.
		VectorCopy(cameraIdealTarget, cameraCurTarget);
	}
	else if ( damp >=0.0)
	{	
		// Calculate the difference from the current position to the new one.
		VectorSubtract(cameraIdealTarget, cameraCurTarget, targetdiff);

		// Now we calculate how much of the difference we cover in the time allotted.
		// The equation is (Damp)^(time)
		dampfactor = 1.0-damp;	// We must exponent the amount LEFT rather than the amount bled off
		dtime = (float)(cg.time-cameraLastFrame) * (1.0/(float)CAMERA_DAMP_INTERVAL);	// Our dampfactor is geared towards a time interval equal to "1".

		// Note that since there are a finite number of "practical" delta millisecond values possible, 
		// the ratio should be initialized into a chart ultimately.
		ratio = powf(dampfactor, (int)dtime);
		
		// This value is how much distance is "left" from the ideal.
		VectorMA(cameraIdealTarget, -ratio, targetdiff, cameraCurTarget);
		/////////////////////////////////////////////////////////////////////////////////////////////////////////
	}

	// Now we trace to see if the new location is cool or not.

	// First thing we do is trace from the first person viewpoint out to the new target location.
	CG_Trace(&trace, cameraFocusLoc, cameramins, cameramaxs, cameraCurTarget, cg.snap->ps.clientNum, MASK_SOLID|CONTENTS_PLAYERCLIP);
	if (trace.fraction < 1.0)
	{
		VectorCopy(trace.endpos, cameraCurTarget);
	}

	// Note that previously there was an upper limit to the number of physics traces that are done through the world
	// for the sake of camera collision, since it wasn't calced per frame.  Now it is calculated every frame.
	// This has the benefit that the camera is a lot smoother now (before it lerped between tested points),
	// however two full volume traces each frame is a bit scary to think about.
}

// This can be called every interval, at the user's discretion.
static void CG_UpdateThirdPersonCameraDamp(void)
{
	trace_t trace;
	vec3_t	locdiff;
	float dampfactor, dtime, ratio;
	float damp = 1.0f;

	// Set the cameraIdealLoc
	CG_CalcIdealThirdPersonViewLocation();
	
	
	// First thing we do is calculate the appropriate damping factor for the camera.
	dampfactor=0.0;
	if (damp != 0.0)
	{
		double pitch;

		// Note that the camera pitch has already been capped off to 89.
		pitch = Q_fabs(cameraFocusAngles[PITCH]);

		// The higher the pitch, the larger the factor, so as you look up, it damps a lot less.
		pitch /= 89.0;	
		dampfactor = (1.0-damp)*(pitch*pitch);

		dampfactor += damp;
	}

	if (dampfactor>=1.0)
	{	// No damping.
		VectorCopy(cameraIdealLoc, cameraCurLoc);
	}
	else if (dampfactor>=0.0)
	{	
		// Calculate the difference from the current position to the new one.
		VectorSubtract(cameraIdealLoc, cameraCurLoc, locdiff);

		// Now we calculate how much of the difference we cover in the time allotted.
		// The equation is (Damp)^(time)
		dampfactor = 1.0-dampfactor;	// We must exponent the amount LEFT rather than the amount bled off
		dtime = (float)(cg.time-cameraLastFrame) * (1.0/(float)CAMERA_DAMP_INTERVAL);	// Our dampfactor is geared towards a time interval equal to "1".

		// Note that since there are a finite number of "practical" delta millisecond values possible, 
		// the ratio should be initialized into a chart ultimately.
		ratio = powf(dampfactor, (int)dtime);
		
		// This value is how much distance is "left" from the ideal.
		VectorMA(cameraIdealLoc, -ratio, locdiff, cameraCurLoc);
		/////////////////////////////////////////////////////////////////////////////////////////////////////////
	}

	// Now we trace from the new target location to the new view location, to make sure there is nothing in the way.
	CG_Trace(&trace, cameraCurTarget, cameramins, cameramaxs, cameraCurLoc, cg.snap->ps.clientNum, MASK_SOLID|CONTENTS_PLAYERCLIP);
	if (trace.fraction < 1.0)
	{
		VectorCopy( trace.endpos, cameraCurLoc );
		//FIXME: when the trace hits movers, it gets very very jaggy... ?
		/*
		//this doesn't actually help any
		if ( trace.entityNum != ENTITYNUM_WORLD )
		{
			centity_t *cent = &cg_entities[trace.entityNum];
			gentity_t *gent = &g_entities[trace.entityNum];
			if ( cent != NULL && gent != NULL )
			{
				if ( cent->currentState.pos.trType == TR_LINEAR || cent->currentState.pos.trType == TR_LINEAR_STOP )
				{
					vec3_t	diff;
					VectorSubtract( cent->lerpOrigin, gent->currentOrigin, diff );
					VectorAdd( cameraCurLoc, diff, cameraCurLoc );
				}
			}
		}
		*/
	}

	// Note that previously there was an upper limit to the number of physics traces that are done through the world
	// for the sake of camera collision, since it wasn't calced per frame.  Now it is calculated every frame.
	// This has the benefit that the camera is a lot smoother now (before it lerped between tested points),
	// however two full volume traces each frame is a bit scary to think about.
}

/*
===============`
CG_OffsetThirdPersonView

===============
*/
extern vmCvar_t cg_thirdPersonHorzOffset;
static void CG_OffsetThirdPersonView( void ) 
{
	vec3_t diff;

	// Set camera viewing direction.
	VectorCopy( cg.refdef.viewangles, cameraFocusAngles );

	// if dead, look at killer
	if ( 0 && cg.snap->ps.stats[STAT_HEALTH] <= 0 ) 
	{
		cameraFocusAngles[YAW] = cg.snap->ps.stats[STAT_DEAD_YAW];
		cameraFocusAngles[PITCH] = 90;
	}
	else
	{	// Add in the third Person Angle.
		cameraFocusAngles[YAW] += cg_thirdPersonYaw.value;
		cameraFocusAngles[PITCH] += cg_thirdPersonPitch.value;
	}

	// The next thing to do is to see if we need to calculate a new camera target location.

	// If we went back in time for some reason, or if we just started, reset the sample.
	if (cameraLastFrame == 0 || cameraLastFrame > cg.time)
	{
		CG_ResetThirdPersonViewDamp();
	}
	else
	{
		// Cap the pitch within reasonable limits
		if (cameraFocusAngles[PITCH] > 89.0)
		{
			cameraFocusAngles[PITCH] = 89.0;
		}
		else if (cameraFocusAngles[PITCH] < -89.0)
		{
			cameraFocusAngles[PITCH] = -89.0;
		}

		AngleVectors(cameraFocusAngles, camerafwd, NULL, cameraup);

		// Move the target to the new location.
		CG_UpdateThirdPersonTargetDamp();
		CG_UpdateThirdPersonCameraDamp();
	}

	// Now interestingly, the Quake method is to calculate a target focus point above the player, and point the camera at it.
	// We won't do that for now.

	// We must now take the angle taken from the camera target and location.
	VectorSubtract(cameraCurTarget, cameraCurLoc, diff);
	VectorNormalize(diff);
	vectoangles(diff, cg.refdef.viewangles);

	// Temp: just move the camera to the side a bit
	if ( cg_thirdPersonHorzOffset.value != 0.0f )
	{
		AnglesToAxis( cg.refdef.viewangles, cg.refdef.viewaxis );
		VectorMA( cameraCurLoc, cg_thirdPersonHorzOffset.value, cg.refdef.viewaxis[1], cameraCurLoc );
	}

	// ...and of course we should copy the new view location to the proper spot too.
	VectorCopy(cameraCurLoc, cg.refdef.vieworg);

	cameraLastFrame=cg.time;
}



/*
===============
CG_OffsetThirdPersonView

===============
*//*
#define	FOCUS_DISTANCE	512
static void CG_OffsetThirdPersonView( void ) {
	vec3_t		forward, right, up;
	vec3_t		view;
	vec3_t		focusAngles;
	trace_t		trace;
	static vec3_t	mins = { -4, -4, -4 };
	static vec3_t	maxs = { 4, 4, 4 };
	vec3_t		focusPoint;
	float		focusDist;
	float		forwardScale, sideScale;

	cg.refdef.vieworg[2] += cg.predictedPlayerState.viewheight;

	VectorCopy( cg.refdef.viewangles, focusAngles );

	// if dead, look at killer
	if ( cg.predictedPlayerState.stats[STAT_HEALTH] <= 0 ) {
		focusAngles[YAW] = cg.predictedPlayerState.stats[STAT_DEAD_YAW];
		cg.refdef.viewangles[YAW] = cg.predictedPlayerState.stats[STAT_DEAD_YAW];
	}

	if ( focusAngles[PITCH] > 45 ) {
		focusAngles[PITCH] = 45;		// don't go too far overhead
	}
	AngleVectors( focusAngles, forward, NULL, NULL );

	VectorMA( cg.refdef.vieworg, FOCUS_DISTANCE, forward, focusPoint );

	VectorCopy( cg.refdef.vieworg, view );

	view[2] += 8;

	cg.refdef.viewangles[PITCH] *= 0.5;

	AngleVectors( cg.refdef.viewangles, forward, right, up );

	forwardScale = cos( cg_thirdPersonAngle.value / 180 * M_PI );
	sideScale = sin( cg_thirdPersonAngle.value / 180 * M_PI );
	VectorMA( view, -cg_thirdPersonRange.value * forwardScale, forward, view );
	VectorMA( view, -cg_thirdPersonRange.value * sideScale, right, view );

	// trace a ray from the origin to the viewpoint to make sure the view isn't
	// in a solid block.  Use an 8 by 8 block to prevent the view from near clipping anything

	if (!cg_cameraMode.integer) {
		CG_Trace( &trace, cg.refdef.vieworg, mins, maxs, view, cg.predictedPlayerState.clientNum, MASK_SOLID );

		if ( trace.fraction != 1.0 ) {
			VectorCopy( trace.endpos, view );
			view[2] += (1.0 - trace.fraction) * 32;
			// try another trace to this position, because a tunnel may have the ceiling
			// close enogh that this is poking out

			CG_Trace( &trace, cg.refdef.vieworg, mins, maxs, view, cg.predictedPlayerState.clientNum, MASK_SOLID );
			VectorCopy( trace.endpos, view );
		}
	}


	VectorCopy( view, cg.refdef.vieworg );

	// select pitch to look at focus point from vieword
	VectorSubtract( focusPoint, cg.refdef.vieworg, focusPoint );
	focusDist = sqrt( focusPoint[0] * focusPoint[0] + focusPoint[1] * focusPoint[1] );
	if ( focusDist < 1 ) {
		focusDist = 1;	// should never happen
	}
	cg.refdef.viewangles[PITCH] = -180 / M_PI * atan2( focusPoint[2], focusDist );
	cg.refdef.viewangles[YAW] -= cg_thirdPersonAngle.value;
}


// this causes a compiler bug on mac MrC compiler
static void CG_StepOffset( void ) {
	int		timeDelta;
	
	// smooth out stair climbing
	timeDelta = cg.time - cg.stepTime;
	if ( timeDelta < STEP_TIME ) {
		cg.refdef.vieworg[2] -= cg.stepChange 
			* (STEP_TIME - timeDelta) / STEP_TIME;
	}
}*/

/*
===============
CG_OffsetFirstPersonView
===============
*/
static void CG_OffsetFirstPersonView( void ) 
{
	float	*origin;
	float	*angles;
	float	bob;
	float	ratio;
	float	delta;
	float	speed;
	float	f;
	vec3_t	predictedVelocity;
	int		timeDelta;
	vec3_t	right;

	if ( cg.snap->ps.pm_type == PM_INTERMISSION ) {
		return;
	}

	origin = cg.refdef.vieworg;
	angles = cg.refdef.viewangles;

	// If dead, fall to the ground
	if ( cg.snap->ps.pm_type == PM_DEAD )
	{
		int		atime;
		int		htime;
		float	f;
		
		atime = (cg.time - cg.deathTime);
		if ( atime > 450)
		{
			atime = 450;
		}

		htime = (cg.time - cg.deathTime);
		if ( htime > 350)
		{
			htime = 350;
		}

		f = (float)atime / 450.0f;
		cg.refdef.viewangles[ROLL] += ((cg.deathTime&0x100)?-1:1) * 40 * f;
		cg.refdef.viewangles[PITCH] -= ((cg.deathTime&0x010)?-1:1) * 20 * f;
		cg.refdef.viewangles[YAW] -= ((cg.deathTime&0x001)?-1:1) * 40 * f;

		f = (float)htime / 400.0f;
		cg.refdef.vieworg[2] += (f * cg.predictedPlayerState.viewheight * 0.90f);

		return;
	}

	// add angles based on damage kick
	if ( cg.damageTime ) 
	{
		ratio = cg.time - cg.damageTime;
		if ( ratio < DAMAGE_DEFLECT_TIME ) 
		{
			ratio /= DAMAGE_DEFLECT_TIME;
			angles[PITCH] += ratio * cg.v_dmg_pitch;

			if ( cg.v_dmg_roll != 255 )
			{
				angles[ROLL] += ratio * cg.v_dmg_roll;
			}
		} 
		else 
		{
			ratio = 1.0 - ( ratio - DAMAGE_DEFLECT_TIME ) / DAMAGE_RETURN_TIME;
			if ( ratio > 0 ) 
			{
				angles[PITCH] += ratio * cg.v_dmg_pitch;

				if ( cg.v_dmg_roll != 255 )
				{
					angles[ROLL] += ratio * cg.v_dmg_roll;
				}
			}
		}
	}

	// add pitch based on fall kick
#if 0
	ratio = ( cg.time - cg.landTime) / FALL_TIME;
	if (ratio < 0)
		ratio = 0;
	angles[PITCH] += ratio * cg.fall_value;
#endif

	// add angles based on velocity
	VectorCopy( cg.predictedPlayerState.velocity, predictedVelocity );

	delta = DotProduct ( predictedVelocity, cg.refdef.viewaxis[0]);
	angles[PITCH] += delta * cg_runpitch.value;
	
	delta = DotProduct ( predictedVelocity, cg.refdef.viewaxis[1]);
	angles[ROLL] -= delta * cg_runroll.value;

	// add angles based on bob

	// make sure the bob is visible even at low speeds
	speed = cg.xyspeed > 200 ? cg.xyspeed : 200;

	delta = cg.bobfracsin * cg_bobpitch.value * speed;
	if ((cg.predictedPlayerState.pm_flags & PMF_DUCKED) && (cg.predictedPlayerState.groundEntityNum!=ENTITYNUM_NONE))
		delta *= 3;		// crouching
	angles[PITCH] += delta;
	delta = cg.bobfracsin * cg_bobroll.value * speed;
	if ((cg.predictedPlayerState.pm_flags & PMF_DUCKED) && (cg.predictedPlayerState.groundEntityNum!=ENTITYNUM_NONE))
		delta *= 3;		// crouching accentuates roll
	if (cg.bobcycle & 1)
		delta = -delta;
	angles[ROLL] += delta;

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

	// add view height
	origin[2] += cg.predictedPlayerState.viewheight;

	// smooth out duck height changes
	timeDelta = cg.time - cg.duckTime;
	if ( timeDelta < DUCK_TIME) {
		cg.refdef.vieworg[2] -= cg.duckChange 
			* (DUCK_TIME - timeDelta) / DUCK_TIME;
	}

	// add bob height
	bob = cg.bobfracsin * cg.xyspeed * cg_bobup.value;
	if (bob > 6) {
		bob = 6;
	}

	origin[2] += bob;


	// add fall height
	delta = cg.time - cg.landTime;
	if ( delta < LAND_DEFLECT_TIME ) {
		f = delta / LAND_DEFLECT_TIME;
		cg.refdef.vieworg[2] += cg.landChange * f;
	} else if ( delta < LAND_DEFLECT_TIME + LAND_RETURN_TIME ) {
		delta -= LAND_DEFLECT_TIME;
		f = 1.0 - ( delta / LAND_RETURN_TIME );
		cg.refdef.vieworg[2] += cg.landChange * f;
	}

	// add step offset
	CG_StepOffset();

	// add kick offset

	if( cg.predictedPlayerState.pm_flags & PMF_LEANING )
	{
		float leanOffset;

		leanOffset = (float)(cg.predictedPlayerState.leanTime - LEAN_TIME) / LEAN_TIME * LEAN_OFFSET;
		angles[ROLL] += leanOffset / 4;
		AngleVectors( cg.predictedPlayerState.viewangles, NULL, right, NULL );
		VectorMA( origin, leanOffset, right, origin );
	}

	// Make sure view doesnt invert on itself
	angles[PITCH] = Com_Clampf ( -89, 89, angles[PITCH] );
}


/*
====================
CG_CalcFovFromX

Calcs Y FOV from given X FOV
====================
*/
#define	WAVE_AMPLITUDE	1
#define	WAVE_FREQUENCY	0.4

qboolean CG_CalcFOVFromX( float fov_x ) 
{
	float	x;
//	float	phase;
//	float	v;
//	int		contents;
	float	fov_y;
	qboolean	inwater;

	x = cg.refdef.width / tan( fov_x / 360 * M_PI );
	fov_y = atan2( cg.refdef.height, x );
	fov_y = fov_y * 360 / M_PI;

	// there's a problem with this, it only takes the leafbrushes into account, not the entity brushes,
	//	so if you give slime/water etc properties to a func_door area brush in order to move the whole water 
	//	level up/down this doesn't take into account the door position, so warps the view the whole time
	//	whether the water is up or not. Fortunately there's only one slime area in Trek that you can be under,
	//	so lose it...
#if 0
/*
	// warp if underwater
	contents = CG_PointContents( cg.refdef.vieworg, -1 );
	if ( contents & ( CONTENTS_WATER | CONTENTS_LAVA ) ){
		phase = cg.time / 1000.0 * WAVE_FREQUENCY * M_PI * 2;
		v = WAVE_AMPLITUDE * sin( phase );
		fov_x += v;
		fov_y -= v;
		inwater = qtrue;
	}
	else {
		inwater = qfalse;
	}
*/
#else
	inwater = qfalse;
#endif


	// set it
	cg.refdef.fov_x = fov_x;
	cg.refdef.fov_y = fov_y;

	return (inwater);
}

/*
====================
CG_CalcFov

Fixed fov at intermissions, otherwise account for fov variable and zooms.
====================
*/
#define	WAVE_AMPLITUDE	1
#define	WAVE_FREQUENCY	0.4

static int CG_CalcFov( void ) {
	float	x;
	float	phase;
	float	v;
	int		contents;
	float	fov_x, fov_y;
	float	zoomFov;
	float	f;
	int		inwater;

	if ( cg.predictedPlayerState.pm_type == PM_INTERMISSION ) {
		// if in intermission, use a fixed value
		fov_x = 90;
	}
	else
	{
		// user selectable
		if ( cgs.dmflags & DF_FIXED_FOV )
		{
			// dmflag to prevent wide fov for all clients
			fov_x = 90;
		}
		else
		{
			fov_x = cg_fov.value;
			if ( fov_x < 1 )
			{
				fov_x = 1;
			}
			else if ( fov_x > 160 )
			{
				fov_x = 160;
			}
		}

		// If cheats arent enabled then 80 is the lowest and 100 is the highest
		if ( !cg.cheats )
		{
			if ( fov_x < 80 )
			{
				fov_x = 80;
			}
			else if ( fov_x > 100 )
			{
				fov_x = 100;
			}
		}

		if ( cg.predictedPlayerState.pm_flags & PMF_ZOOMED )
		{
			zoomFov = (float)cg.predictedPlayerState.zoomFov;

			if (!cg.predictedPlayerState.pm_flags & PMF_ZOOM_LOCKED )
			{
				zoomFov -= cg.frametime * 0.05f;

				if (zoomFov < MAX_ZOOM_FOV)
				{
					zoomFov = MAX_ZOOM_FOV;
				}
				else if (zoomFov > cg_fov.value)
				{
					zoomFov = cg_fov.value;
				}
				else
				{	// Still zooming
					static zoomSoundTime = 0;

					if (zoomSoundTime < cg.time || zoomSoundTime > cg.time + 10000)
					{
						zoomSoundTime = cg.time + 300;
					}
				}
			}

			fov_x = zoomFov;
		}
		else 
		{
			f = ( cg.time - cg.predictedPlayerState.zoomTime ) / ZOOM_OUT_TIME;
			if ( f > 1.0 ) 
			{
				fov_x = fov_x;
			} 
			else 
			{
				fov_x = cg.predictedPlayerState.zoomFov + f * ( fov_x - cg.predictedPlayerState.zoomFov );
			}
		}
	}

	x = cg.refdef.width / tan( fov_x / 360 * M_PI );
	fov_y = atan2( cg.refdef.height, x );
	fov_y = fov_y * 360 / M_PI;

	// warp if underwater
	contents = CG_PointContents( cg.refdef.vieworg, -1 );
	if ( contents & ( CONTENTS_WATER | CONTENTS_LAVA ) ){
		phase = cg.time / 1000.0 * WAVE_FREQUENCY * M_PI * 2;
		v = WAVE_AMPLITUDE * sin( phase );
		fov_x += v;
		fov_y -= v;
		inwater = qtrue;
	}
	else {
		inwater = qfalse;
	}

	// set it
	cg.refdef.fov_x = fov_x;
	cg.refdef.fov_y = fov_y;

	if ( !(cg.predictedPlayerState.pm_flags&PMF_ZOOMED) )
	{
		cg.zoomSensitivity = 1;
	} 
	else
	{
		cg.zoomSensitivity = cg.refdef.fov_y / 75.0;
	}

	return inwater;
}

static void CG_DamageBlendBlob( void )
{
	int			t = 250;
	int			maxTime = DAMAGE_TIME;
	vec3_t		lineStart;
	vec3_t		lineEnd;
	vec3_t		rgb1;
	vec3_t		rgb2;
	qboolean	dmgIsToTheLeft;
	qboolean	dmgIsAbove;
	qboolean	unknownDir;
	float		alphaVal;
	float		cvarScale;

	if (cg_damageindicator.value <= 0) 
	{
		return;
	}

	t = cg.time - cg.damageTime;
	if ( t <= 0 || t >= maxTime )
	{
		return;
	}

	// here we use cg.damageY as a value to indicate how much above you the damage is and
	//cg.damageX as a value to indicate how much to your left the damage is

	// draw a "line" using the cgs.media.damageDirShader
	dmgIsToTheLeft  = (cg.damageX > 0);
	dmgIsAbove		= (cg.damageY < 0);
	unknownDir		= (cg.v_dmg_roll == 255);
	alphaVal		= ( 1.0 - ((float)t / maxTime) );
	cvarScale		= 1.0f * cg_damageindicator.value;

	VectorSet(rgb1, 1, 1, 1);
	VectorSet(rgb2, 1, 1, 1);

	// draw the left/right indicator if it's far enough from center
	if ( (fabs(cg.damageX) > 25) || unknownDir)
	{
		VectorMA(cg.refdef.vieworg, 20, cg.refdef.viewaxis[0], lineStart);
		VectorMA(lineStart, (dmgIsToTheLeft?6:-6), cg.refdef.viewaxis[1], lineStart);
		VectorMA(lineStart, (dmgIsToTheLeft?2:-2)*cvarScale, cg.refdef.viewaxis[1], lineEnd);

		trap_FX_AddLine( lineStart, lineEnd, 
							5.0f*cvarScale, 5.0f*cvarScale, 0.0f,
							alphaVal, alphaVal, 0.0f,
							rgb1, rgb2, 0.0f,
							1, cgs.media.damageDirShader, FX_DEPTH_HACK );
	}
	if (unknownDir)
	{
		// dmg from unknown direction...display all four directions
		VectorMA(cg.refdef.vieworg, 20, cg.refdef.viewaxis[0], lineStart);
		VectorMA(lineStart, (dmgIsToTheLeft?-6:6), cg.refdef.viewaxis[1], lineStart);
		VectorMA(lineStart, (dmgIsToTheLeft?-2:2)*cvarScale, cg.refdef.viewaxis[1], lineEnd);

		trap_FX_AddLine( lineStart, lineEnd, 
							5.0f*cvarScale, 5.0f*cvarScale, 0.0f,
							alphaVal, alphaVal, 0.0f,
							rgb1, rgb2, 0.0f,
							1, cgs.media.damageDirShader, FX_DEPTH_HACK );
	}

	// draw the above/below indicator
	if ( (fabs(cg.damageY) > 15) || unknownDir)
	{
		VectorMA(cg.refdef.vieworg, 20, cg.refdef.viewaxis[0], lineStart);
		VectorMA(lineStart, (dmgIsAbove?6:-6), cg.refdef.viewaxis[2], lineStart);
		VectorMA(lineStart, (dmgIsAbove?2:-2)*cvarScale, cg.refdef.viewaxis[2], lineEnd);

		trap_FX_AddLine( lineStart, lineEnd, 
							5.0f*cvarScale, 5.0f*cvarScale, 0.0f,
							alphaVal, alphaVal, 0.0f,
							rgb1, rgb2, 0.0f,
							1, cgs.media.damageDirShader, FX_DEPTH_HACK );
	}
	if (unknownDir)
	{
		VectorMA(cg.refdef.vieworg, 20, cg.refdef.viewaxis[0], lineStart);
		VectorMA(lineStart, (dmgIsAbove?-6:6), cg.refdef.viewaxis[2], lineStart);
		VectorMA(lineStart, (dmgIsAbove?-2:2)*cvarScale, cg.refdef.viewaxis[2], lineEnd);

		trap_FX_AddLine( lineStart, lineEnd, 
							5.0f*cvarScale, 5.0f*cvarScale, 0.0f,
							alphaVal, alphaVal, 0.0f,
							rgb1, rgb2, 0.0f,
							1, cgs.media.damageDirShader, FX_DEPTH_HACK );
	}
}

/*
===============
CG_CalcViewValues

Sets cg.refdef view values
===============
*/
static int CG_CalcViewValues( void ) 
{
	playerState_t	*ps;

	memset( &cg.refdef, 0, sizeof( cg.refdef ) );

	// strings for in game rendering
	// Q_strncpyz( cg.refdef.text[0], "Park Ranger", sizeof(cg.refdef.text[0]) );
	// Q_strncpyz( cg.refdef.text[1], "19", sizeof(cg.refdef.text[1]) );

	// calculate size of 3D view
	CG_CalcVrect();

	ps = &cg.predictedPlayerState;
/*
	if (cg.cameraMode) {
		vec3_t origin, angles;
		if (trap_getCameraInfo(cg.time, &origin, &angles)) {
			VectorCopy(origin, cg.refdef.vieworg);
			angles[ROLL] = 0;
			VectorCopy(angles, cg.refdef.viewangles);
			AnglesToAxis( cg.refdef.viewangles, cg.refdef.viewaxis );
			return CG_CalcFov();
		} else {
			cg.cameraMode = qfalse;
		}
	}
*/
	// intermission view
	if ( ps->pm_type == PM_INTERMISSION ) 
	{
		VectorCopy( ps->origin, cg.refdef.vieworg );
		VectorCopy( ps->viewangles, cg.refdef.viewangles );
		AnglesToAxis( cg.refdef.viewangles, cg.refdef.viewaxis );
		return CG_CalcFov();
	}

	cg.bobcycle = ( ps->bobCycle & 128 ) >> 7;
	cg.bobfracsin = fabs( sin( ( ps->bobCycle & 127 ) / 127.0 * M_PI ) );
	cg.xyspeed = sqrt( ps->velocity[0] * ps->velocity[0] +
		ps->velocity[1] * ps->velocity[1] );


	VectorCopy( ps->origin, cg.refdef.vieworg );
	VectorCopy( ps->viewangles, cg.refdef.viewangles );

	if (cg_cameraOrbit.integer) 
	{
		if (cg.time > cg.nextOrbitTime) 
		{
			cg.nextOrbitTime = cg.time + cg_cameraOrbitDelay.integer;
			cg_thirdPersonYaw.value += cg_cameraOrbit.value;
		}
	}

	// add error decay
	if ( cg_errorDecay.value > 0 ) 
	{
		int		t;
		float	f;

		t = cg.time - cg.predictedErrorTime;
		f = ( cg_errorDecay.value - t ) / cg_errorDecay.value;
		if ( f > 0 && f < 1 ) {
			VectorMA( cg.refdef.vieworg, f, cg.predictedError, cg.refdef.vieworg );
		} else {
			cg.predictedErrorTime = 0;
		}
	}

	if ( cg.renderingThirdPerson && !(cg.snap->ps.pm_flags & PMF_ZOOMED) ) 
	{
		// back away from character
		CG_OffsetThirdPersonView();
	} 
	else 
	{
		// offset for local bobbing and kicks
		CG_OffsetFirstPersonView();
	}

	CG_UpdateCameraShake ( cg.refdef.vieworg, cg.refdef.viewangles );

	// position eye reletive to origin
	AnglesToAxis( cg.refdef.viewangles, cg.refdef.viewaxis );

	if ( cg.hyperspace ) {
		cg.refdef.rdflags |= RDF_NOWORLDMODEL | RDF_HYPERSPACE;
	}

	// field of view
	return CG_CalcFov();
}

/*
=====================
CG_AddBufferedSound
=====================
*/
void CG_AddBufferedSound( sfxHandle_t sfx ) {
	if ( !sfx )
		return;
	cg.soundBuffer[cg.soundBufferIn] = sfx;
	cg.soundBufferIn = (cg.soundBufferIn + 1) % MAX_SOUNDBUFFER;
	if (cg.soundBufferIn == cg.soundBufferOut) {
		cg.soundBufferOut++;
	}
}

/*
=====================
CG_PlayBufferedSounds
=====================
*/
static void CG_PlayBufferedSounds( void ) {
	if ( cg.soundTime < cg.time ) {
		if (cg.soundBufferOut != cg.soundBufferIn && cg.soundBuffer[cg.soundBufferOut]) {
			trap_S_StartLocalSound(cg.soundBuffer[cg.soundBufferOut], CHAN_ANNOUNCER);
			cg.soundBuffer[cg.soundBufferOut] = 0;
			cg.soundBufferOut = (cg.soundBufferOut + 1) % MAX_SOUNDBUFFER;
			cg.soundTime = cg.time + 750;
		}
	}
}

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

/*
=================
CG_UpdateRogerWilco

Updates the roger wilco team you are on
=================
*/
void CG_UpdateRogerWilco ( void )
{
	qboolean dead = qfalse;

	if ( !rw_enabled.integer )
	{
		return;
	}

	if ( cgs.clientinfo[cg.clientNum].team != TEAM_SPECTATOR )
	{
		if ( cgs.gametypeData->respawnType == RT_NONE )
		{
			if ( cg.predictedPlayerState.pm_flags & (PMF_GHOST|PMF_FOLLOW) || cg.predictedPlayerState.pm_type == PM_DEAD )
			{
				dead = qtrue;
			}
		}		
	}

	trap_RW_SetTeam(cgs.clientinfo[cg.clientNum].team, dead);
}

/*
=================
CG_DrawActiveFrame

Generates and draws a game scene and status information at the given time.
=================
*/
void CG_DrawActiveFrame( int serverTime, stereoFrame_t stereoView, qboolean demoPlayback ) {
	int		inwater;

	cg.time = serverTime;
	cg.demoPlayback = demoPlayback;

	// update cvars
	CG_UpdateCvars();

	// if we are only updating the screen as a loading
	// pacifier, don't even try to read snapshots
	if ( cg.infoScreenText[0] != 0 ) {
		CG_DrawInformation();
		return;
	}

	trap_FX_AdjustTime( cg.time );

	CG_UpdateRogerWilco ( );

	CG_RunLightStyles();

	// any looped sounds will be respecified as entities
	// are added to the render list
	trap_S_ClearLoopingSounds(qfalse);

	// clear all the render lists
	trap_R_ClearScene();

	// set up cg.snap and possibly cg.nextSnap
	CG_ProcessSnapshots();

	// if we haven't received any snapshots yet, all
	// we can draw is the information screen
	if ( !cg.snap || ( cg.snap->snapFlags & SNAPFLAG_NOT_ACTIVE ) ) {
		CG_DrawInformation();
		return;
	}

	// Handle last weapon selection
	if ( cg.weaponSelect != cg.weaponOldSelect )
	{
		cg.weaponLastSelect = cg.weaponOldSelect;
		cg.weaponOldSelect = cg.weaponSelect;
	}

	// let the client system know what our weapon and zoom settings are
	if ( cg.weaponMenuUp )
	{
		trap_SetUserCmdValue( (cg.weaponMenuSelect | WP_DELAYED_CHANGE_BIT), cg.zoomSensitivity );
	}
	else
	{
		trap_SetUserCmdValue( cg.weaponSelect, cg.zoomSensitivity );
	}

	// this counter will be bumped for every valid scene we generate
	cg.clientFrame++;

	// update cg.predictedPlayerState
	CG_PredictPlayerState();

	// update the scores from the playerstate
	if ( cgs.scores1 != cg.predictedPlayerState.persistant[PERS_RED_SCORE] )
	{		
		cgs.scores1 = cg.predictedPlayerState.persistant[PERS_RED_SCORE];
		trap_Cvar_Set ( "ui_info_redscore", va("%d", cgs.scores1 ) );
	}

	if ( cgs.scores2 != cg.predictedPlayerState.persistant[PERS_BLUE_SCORE] )
	{
		cgs.scores2 = cg.predictedPlayerState.persistant[PERS_BLUE_SCORE];
		trap_Cvar_Set ( "ui_info_bluescore", va("%d", cgs.scores2 ) );
	}

	// decide on third person view
	if ( cg.snap->ps.persistant[PERS_TEAM] == TEAM_SPECTATOR || (cg.snap->ps.pm_flags & PMF_GHOST))
	{
		cg.renderingThirdPerson = qfalse;
	}
	else if ( cg.snap->ps.pm_type == PM_DEAD )
	{
		cg.renderingThirdPerson = cg_thirdPerson.integer;
	}
	else
	{
		if ( cg.snap->ps.pm_flags & PMF_ZOOMED )
		{
			cg.renderingThirdPerson = qfalse;
		}
		else if ( cg.snap->ps.pm_flags & PMF_FOLLOW )
		{
			cg.renderingThirdPerson = qtrue;
		}
		else
		{
			cg.renderingThirdPerson = cg_thirdPerson.integer || (cg.snap->ps.stats[STAT_HEALTH] <= 0);
		}
	}

	// build cg.refdef
	inwater = CG_CalcViewValues();
	
	// first person blend blobs, done after AnglesToAxis
	if ( !cg.renderingThirdPerson ) {
		CG_DamageBlendBlob();
	}

	// Load deferred models
	if ( cg.deferredPlayerLoading > 10 ) 
	{
		CG_LoadDeferredPlayers();
		cg.deferredPlayerLoading = 0;
	}

	// build the render lists
	if ( !cg.hyperspace ) 
	{
		CG_AddPacketEntities();			// adter calcViewValues, so predicted player state is correct
		CG_AddLocalEntities();
		CG_DrawMiscEnts();
	}

	if ( cg.snap->ps.stats[STAT_HEALTH] > 0 )
	{
		CG_AnimateViewWeapon(&cg.predictedPlayerState);
		CG_AddViewWeapon( &cg.predictedPlayerState );
	}

	if ( !cg.hyperspace ) 
	{
		trap_FX_AddScheduledEffects();
	}

	// add buffered sounds
	CG_PlayBufferedSounds();

	// play buffered voice chats
	CG_PlayBufferedVoiceChats();

	// finish up the rest of the refdef
	if ( cg.testModelEntity.hModel ) {
		CG_AddTestModel();
	}
	cg.refdef.time = cg.time;
	memcpy( cg.refdef.areamask, cg.snap->areamask, sizeof( cg.refdef.areamask ) );

	// update audio positions
	if ( !cg.mMapChange )
	{
		trap_AS_UpdateAmbientSet( CG_ConfigString( CS_AMBIENT_SOUNDSETS ), cg.refdef.vieworg );	// MUST be before trap_S_Respatialize()!	-ste
		trap_S_Respatialize( cg.snap->ps.clientNum, cg.refdef.vieworg, cg.refdef.viewaxis, inwater );
	}

	// make sure the lagometerSample and frame timing isn't done twice when in stereo
	if ( stereoView != STEREO_RIGHT ) {
		cg.frametime = cg.time - cg.oldTime;
		if ( cg.frametime < 0 ) {
			cg.frametime = 0;
		}
		cg.oldTime = cg.time;
		CG_AddLagometerFrameInfo();
	}

	// actually issue the rendering calls
	CG_DrawActive( stereoView );

	if ( cg_stats.integer ) 
	{
		Com_Printf( "cg.clientFrame:%i\n", cg.clientFrame );
	}
}

/*
=================
CG_CameraShake

Shakes the camera a bit (used in grenades)
=================
*/
#define MAX_SHAKE_INTENSITY			2.0f
#define DEFAULT_EXPLOSION_RADIUS	400

void CG_CameraShake ( float* origin, float intensity, int radius, int time )
{
	vec3_t	dir;
	float	dist, intensityScale;
	float	realIntensity;

	VectorSubtract( cg.refdef.vieworg, origin, dir );
	dist = VectorNormalize( dir );

	// Apparently the SoF2 camera shake function takes a time, but not a radius.
	//	when someone feels like fixing this, we can be a bit more flexible
	radius = DEFAULT_EXPLOSION_RADIUS;

	//Use the dir to add kick to the explosion
	if ( dist > radius )
		return;

	intensityScale = 1 - ( dist / (float) radius );
	realIntensity = intensity * intensityScale;

	if ( realIntensity > MAX_SHAKE_INTENSITY )
		realIntensity = MAX_SHAKE_INTENSITY;

	cg.shakeIntensity = realIntensity;
	cg.shakeDuration = time;
	cg.shakeStart = cg.time;
}

/*
=================
CG_UpdateCameraShake

Updates the camera shake
=================
*/
void CG_UpdateCameraShake ( vec3_t origin, vec3_t angles )
{
	vec3_t	moveDir;
	float	intensity_scale;
	float	intensity;
	int		i;

	if ( cg.shakeDuration <= 0 )
		return;

	if ( cg.time > ( cg.shakeStart + cg.shakeDuration ) )
	{
		cg.shakeIntensity = 0;
		cg.shakeDuration = 0;
		cg.shakeStart = 0;
		return;
	}

	//intensity_scale now also takes into account FOV with 90.0 as normal
	intensity_scale = 1.0f - ( (float) ( cg.time - cg.shakeStart ) / (float) cg.shakeDuration ) * (((cg.refdef.fov_x+cg.refdef.fov_y)/2.0f)/90.0f);
	intensity = cg.shakeIntensity * intensity_scale;

	for ( i = 0; i < 3; i++ )
	{
		moveDir[i] = flrand(-intensity, intensity );
	}

	//FIXME: Lerp

	//Move the camera
	VectorAdd( origin, moveDir, origin );

	for ( i = 0; i < 3; i++ )
	{
		moveDir[i] = flrand(-intensity, intensity );
	}

	//FIXME: Lerp

	//Move the angles
	VectorAdd( angles, moveDir, angles );
}
