/* =========================================================================== Return to Castle Wolfenstein single player GPL Source Code Copyright (C) 1999-2010 id Software LLC, a ZeniMax Media company. This file is part of the Return to Castle Wolfenstein single player GPL Source Code (“RTCW SP Source Code”). RTCW SP Source Code 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 3 of the License, or (at your option) any later version. RTCW SP Source Code 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 RTCW SP Source Code. If not, see . In addition, the RTCW SP Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the RTCW SP Source Code. If not, please request a copy in writing from id Software at the address below. If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA. =========================================================================== */ /***************************************************************************** * name: be_aas_bsp.h * * desc: AAS * * *****************************************************************************/ #ifdef AASINTERN //loads the given BSP file int AAS_LoadBSPFile( void ); //dump the loaded BSP data void AAS_DumpBSPData( void ); //unlink the given entity from the bsp tree leaves void AAS_UnlinkFromBSPLeaves( bsp_link_t *leaves ); //link the given entity to the bsp tree leaves of the given model bsp_link_t *AAS_BSPLinkEntity( vec3_t absmins, vec3_t absmaxs, int entnum, int modelnum ); //calculates collision with given entity qboolean AAS_EntityCollision( int entnum, vec3_t start, vec3_t boxmins, vec3_t boxmaxs, vec3_t end, int contentmask, bsp_trace_t *trace ); //for debugging void AAS_PrintFreeBSPLinks( char *str ); // #endif //AASINTERN #define MAX_EPAIRKEY 128 //trace through the world bsp_trace_t AAS_Trace( vec3_t start, vec3_t mins, vec3_t maxs, vec3_t end, int passent, int contentmask ); //returns the contents at the given point int AAS_PointContents( vec3_t point ); //returns true when p2 is in the PVS of p1 qboolean AAS_inPVS( vec3_t p1, vec3_t p2 ); //returns true when p2 is in the PHS of p1 qboolean AAS_inPHS( vec3_t p1, vec3_t p2 ); //returns true if the given areas are connected qboolean AAS_AreasConnected( int area1, int area2 ); //creates a list with entities totally or partly within the given box int AAS_BoxEntities( vec3_t absmins, vec3_t absmaxs, int *list, int maxcount ); //gets the mins, maxs and origin of a BSP model void AAS_BSPModelMinsMaxsOrigin( int modelnum, vec3_t angles, vec3_t mins, vec3_t maxs, vec3_t origin ); //handle to the next bsp entity int AAS_NextBSPEntity( int ent ); //return the value of the BSP epair key int AAS_ValueForBSPEpairKey( int ent, char *key, char *value, int size ); //get a vector for the BSP epair key int AAS_VectorForBSPEpairKey( int ent, char *key, vec3_t v ); //get a float for the BSP epair key int AAS_FloatForBSPEpairKey( int ent, char *key, float *value ); //get an integer for the BSP epair key int AAS_IntForBSPEpairKey( int ent, char *key, int *value );