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

Return to Castle Wolfenstein multiplayer GPL Source Code
Copyright (C) 1999-2010 id Software LLC, a ZeniMax Media company. 

This file is part of the Return to Castle Wolfenstein multiplayer GPL Source Code (RTCW MP Source Code).  

RTCW MP 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 MP 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 MP Source Code.  If not, see <http://www.gnu.org/licenses/>.

In addition, the RTCW MP 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 MP 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 );

