/* 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. */ // world.h typedef struct { vec3_t normal; float dist; } plane_t; typedef struct { // if true, the entire trace was in solid qboolean allsolid; // if true, the initial point was in solid qboolean startsolid; // if true, the trace passed through empty somewhere qboolean inopen; // if true, the trace passed through water somewhere qboolean inwater; // fraction of the total distance that was traveled before impact // (1.0 = did not hit anything) double fraction; // final position double endpos[3]; // surface normal at impact plane_t plane; // entity the surface is on edict_t *ent; // if not zero, treats this value as empty, and all others as solid (impact // on content change) int startcontents; // the contents that was hit at the end or impact point int endcontents; } trace_t; #define MOVE_NORMAL 0 #define MOVE_NOMONSTERS 1 #define MOVE_MISSILE 2 void SV_ClearWorld (void); // called after the world model has been loaded, before linking any entities void SV_UnlinkEdict (edict_t *ent); // call before removing an entity, and before trying to move one, // so it doesn't clip against itself // flags ent->v.modified void SV_LinkEdict (edict_t *ent, qboolean touch_triggers); // Needs to be called any time an entity changes origin, mins, maxs, or solid // flags ent->v.modified // sets ent->v.absmin and ent->v.absmax // if touchtriggers, calls prog functions for the intersected triggers extern int SV_HullPointContents (hull_t *hull, int num, vec3_t p); // LordHavoc: waste of time to wrap it //int SV_PointContents (vec3_t p); #define SV_PointContents(testpoint) SV_HullPointContents(&sv.worldmodel->hulls[0], 0, (testpoint)) // returns the CONTENTS_* value from the world at the given point. // does not check any entities at all // the non-true version remaps the water current contents to content_water edict_t *SV_TestEntityPosition (edict_t *ent); trace_t SV_Move (vec3_t start, vec3_t mins, vec3_t maxs, vec3_t end, int type, edict_t *passedict); // mins and maxs are reletive // if the entire move stays in a solid volume, trace.allsolid will be set // if the starting point is in a solid, it will be allowed to move out // to an open area // nomonsters is used for line of sight or edge testing, where mosnters // shouldn't be considered solid objects // passedict is explicitly excluded from clipping checks (normally NULL) int SV_RecursiveHullCheck (int num, double p1f, double p2f, double p1[3], double p2[3]); typedef struct { hull_t *hull; trace_t *trace; double start[3]; double dist[3]; } RecursiveHullCheckTraceInfo_t; // LordHavoc: FIXME: this is not thread safe, if threading matters here, pass // this as a struct to RecursiveHullCheck, RecursiveHullCheck_Impact, etc... extern RecursiveHullCheckTraceInfo_t RecursiveHullCheckInfo;