/*
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.c -- world query functions

#include "quakedef.h"

/*

entities never clip against themselves, or their owner

line of sight checks trace->crosscontent, but bullets don't

*/


typedef struct
{
  vec3_t    boxmins, boxmaxs;// enclose the test object along entire move
  float   *mins, *maxs; // size of the moving object
  vec3_t    mins2, maxs2; // size when clipping against mosnters
  float   *start, *end;
  trace_t   trace;
  int     type;
  edict_t   *passedict;
} moveclip_t;


int SV_HullPointContents (hull_t *hull, int num, vec3_t p);

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

HULL BOXES

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


static  hull_t    box_hull;
static  dclipnode_t box_clipnodes[6];
static  mplane_t  box_planes[6];

/*
===================
SV_InitBoxHull

Set up the planes and clipnodes so that the six floats of a bounding box
can just be stored out and get a proper hull_t structure.
===================
*/
void SV_InitBoxHull (void)
{
  int   i;
  int   side;

  box_hull.clipnodes = box_clipnodes;
  box_hull.planes = box_planes;
  box_hull.firstclipnode = 0;
  box_hull.lastclipnode = 5;

  for (i=0 ; i<6 ; i++)
  {
    box_clipnodes[i].planenum = i;
    
    side = i&1;
    
    box_clipnodes[i].children[side] = CONTENTS_EMPTY;
    if (i != 5)
      box_clipnodes[i].children[side^1] = i + 1;
    else
      box_clipnodes[i].children[side^1] = CONTENTS_SOLID;
    
    box_planes[i].type = i>>1;
    box_planes[i].normal[i>>1] = 1;
  }
  
}


/*
===================
SV_HullForBox

To keep everything totally uniform, bounding boxes are turned into small
BSP trees instead of being compared directly.
===================
*/
hull_t  *SV_HullForBox (vec3_t mins, vec3_t maxs)
{
  box_planes[0].dist = maxs[0];
  box_planes[1].dist = mins[0];
  box_planes[2].dist = maxs[1];
  box_planes[3].dist = mins[1];
  box_planes[4].dist = maxs[2];
  box_planes[5].dist = mins[2];

  return &box_hull;
}



/*
================
SV_HullForEntity

Returns a hull that can be used for testing or clipping an object of mins/maxs
size.
Offset is filled in to contain the adjustment that must be added to the
testing object's origin to get a point to use with the returned hull.
================
*/
hull_t *SV_HullForEntity (edict_t *ent, vec3_t mins, vec3_t maxs, vec3_t offset)
{
  model_t   *model;
  vec3_t    size;
  vec3_t    hullmins, hullmaxs;
  hull_t    *hull;

// decide which clipping hull to use, based on the size
  if (ent->v.solid == SOLID_BSP)
  { // explicit hulls in the BSP model
    if (ent->v.movetype != MOVETYPE_PUSH)
      Sys_Error ("SOLID_BSP without MOVETYPE_PUSH");

    model = sv.models[ (int)ent->v.modelindex ];

    if (!model || model->type != mod_brush)
      Sys_Error ("MOVETYPE_PUSH with a non bsp model");

    VectorSubtract (maxs, mins, size);
    if (size[0] < 3)
      hull = &model->hulls[0];
    else if (size[0] <= 32)
      hull = &model->hulls[1];
    else
      hull = &model->hulls[2];

// calculate an offset value to center the origin
    VectorSubtract (hull->clip_mins, mins, offset);
    VectorAdd (offset, ent->v.origin, offset);
  }
  else
  { // create a temp hull from bounding box sizes

    VectorSubtract (ent->v.mins, maxs, hullmins);
    VectorSubtract (ent->v.maxs, mins, hullmaxs);
    hull = SV_HullForBox (hullmins, hullmaxs);
    
    VectorCopy (ent->v.origin, offset);
  }


  return hull;
}

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

ENTITY AREA CHECKING

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

typedef struct areanode_s
{
  int   axis;   // -1 = leaf node
  float dist;
  struct areanode_s *children[2];
  link_t  trigger_edicts;
  link_t  solid_edicts;
} areanode_t;

#define AREA_DEPTH  4
#define AREA_NODES  32

static  areanode_t  sv_areanodes[AREA_NODES];
static  int     sv_numareanodes;

/*
===============
SV_CreateAreaNode

===============
*/
areanode_t *SV_CreateAreaNode (int depth, vec3_t mins, vec3_t maxs)
{
  areanode_t  *anode;
  vec3_t    size;
  vec3_t    mins1, maxs1, mins2, maxs2;

  anode = &sv_areanodes[sv_numareanodes];
  sv_numareanodes++;

  ClearLink (&anode->trigger_edicts);
  ClearLink (&anode->solid_edicts);
  
  if (depth == AREA_DEPTH)
  {
    anode->axis = -1;
    anode->children[0] = anode->children[1] = NULL;
    return anode;
  }
  
  VectorSubtract (maxs, mins, size);
  if (size[0] > size[1])
    anode->axis = 0;
  else
    anode->axis = 1;
  
  anode->dist = 0.5 * (maxs[anode->axis] + mins[anode->axis]);
  VectorCopy (mins, mins1); 
  VectorCopy (mins, mins2); 
  VectorCopy (maxs, maxs1); 
  VectorCopy (maxs, maxs2); 
  
  maxs1[anode->axis] = mins2[anode->axis] = anode->dist;
  
  anode->children[0] = SV_CreateAreaNode (depth+1, mins2, maxs2);
  anode->children[1] = SV_CreateAreaNode (depth+1, mins1, maxs1);

  return anode;
}

/*
===============
SV_ClearWorld

===============
*/
void SV_ClearWorld (void)
{
  SV_InitBoxHull ();
  
  memset (sv_areanodes, 0, sizeof(sv_areanodes));
  sv_numareanodes = 0;
  SV_CreateAreaNode (0, sv.worldmodel->mins, sv.worldmodel->maxs);
}


/*
===============
SV_UnlinkEdict

===============
*/
void SV_UnlinkEdict (edict_t *ent)
{
  if (!ent->area.prev)
    return;   // not linked in anywhere
  RemoveLink (&ent->area);
  ent->area.prev = ent->area.next = NULL;
}


/*
====================
SV_TouchLinks
====================
*/
void SV_TouchLinks ( edict_t *ent, areanode_t *node )
{
  link_t    *l, *next;
  edict_t   *touch;
  int     old_self, old_other;

// touch linked edicts
  for (l = node->trigger_edicts.next ; l != &node->trigger_edicts ; l = next)
  {
    next = l->next;
    touch = EDICT_FROM_AREA(l);
    if (touch == ent)
      continue;
    if (!touch->v.touch || touch->v.solid != SOLID_TRIGGER)
      continue;
    if (ent->v.absmin[0] > touch->v.absmax[0]
    || ent->v.absmin[1] > touch->v.absmax[1]
    || ent->v.absmin[2] > touch->v.absmax[2]
    || ent->v.absmax[0] < touch->v.absmin[0]
    || ent->v.absmax[1] < touch->v.absmin[1]
    || ent->v.absmax[2] < touch->v.absmin[2] )
      continue;
    old_self = pr_global_struct->self;
    old_other = pr_global_struct->other;

    pr_global_struct->self = EDICT_TO_PROG(touch);
    pr_global_struct->other = EDICT_TO_PROG(ent);
    pr_global_struct->time = sv.time;
    PR_ExecuteProgram (touch->v.touch);

    pr_global_struct->self = old_self;
    pr_global_struct->other = old_other;
  }
  
// recurse down both sides
  if (node->axis == -1)
    return;
  
  if ( ent->v.absmax[node->axis] > node->dist )
    SV_TouchLinks ( ent, node->children[0] );
  if ( ent->v.absmin[node->axis] < node->dist )
    SV_TouchLinks ( ent, node->children[1] );
}


/*
===============
SV_FindTouchedLeafs

===============
*/
void SV_FindTouchedLeafs (edict_t *ent, mnode_t *node)
{
  mplane_t  *splitplane;
  mleaf_t   *leaf;
  int     sides;
  int     leafnum;

  if (node->contents == CONTENTS_SOLID)
    return;
  
// add an efrag if the node is a leaf

  if ( node->contents < 0)
  {
    if (ent->num_leafs == MAX_ENT_LEAFS)
      return;

    leaf = (mleaf_t *)node;
    leafnum = leaf - sv.worldmodel->leafs - 1;

    ent->leafnums[ent->num_leafs] = leafnum;
    ent->num_leafs++;     
    return;
  }
  
// NODE_MIXED

  splitplane = node->plane;
  sides = BOX_ON_PLANE_SIDE(ent->v.absmin, ent->v.absmax, splitplane);
  
// recurse down the contacted sides
  if (sides & 1)
    SV_FindTouchedLeafs (ent, node->children[0]);
    
  if (sides & 2)
    SV_FindTouchedLeafs (ent, node->children[1]);
}

/*
===============
SV_LinkEdict

===============
*/
void SV_LinkEdict (edict_t *ent, qboolean touch_triggers)
{
  areanode_t  *node;

  if (ent->area.prev)
    SV_UnlinkEdict (ent); // unlink from old position
    
  if (ent == sv.edicts)
    return;   // don't add the world

  if (ent->free)
    return;

// set the abs box

#ifdef QUAKE2
  if (ent->v.solid == SOLID_BSP && 
  (ent->v.angles[0] || ent->v.angles[1] || ent->v.angles[2]) )
  { // expand for rotation
    float   max, v;
    int     i;

    max = 0;
    for (i=0 ; i<3 ; i++)
    {
      v =fabs( ent->v.mins[i]);
      if (v > max)
        max = v;
      v =fabs( ent->v.maxs[i]);
      if (v > max)
        max = v;
    }
    for (i=0 ; i<3 ; i++)
    {
      ent->v.absmin[i] = ent->v.origin[i] - max;
      ent->v.absmax[i] = ent->v.origin[i] + max;
    }
  }
  else
#endif
  {
    VectorAdd (ent->v.origin, ent->v.mins, ent->v.absmin);  
    VectorAdd (ent->v.origin, ent->v.maxs, ent->v.absmax);
  }

//
// to make items easier to pick up and allow them to be grabbed off
// of shelves, the abs sizes are expanded
//
  if ((int)ent->v.flags & FL_ITEM)
  {
    ent->v.absmin[0] -= 15;
    ent->v.absmin[1] -= 15;
    ent->v.absmax[0] += 15;
    ent->v.absmax[1] += 15;
  }
  else
  { // because movement is clipped an epsilon away from an actual edge,
    // we must fully check even when bounding boxes don't quite touch
    ent->v.absmin[0] -= 1;
    ent->v.absmin[1] -= 1;
    ent->v.absmin[2] -= 1;
    ent->v.absmax[0] += 1;
    ent->v.absmax[1] += 1;
    ent->v.absmax[2] += 1;
  }
  
// link to PVS leafs
  ent->num_leafs = 0;
  if (ent->v.modelindex)
    SV_FindTouchedLeafs (ent, sv.worldmodel->nodes);

  if (ent->v.solid == SOLID_NOT)
    return;

// find the first node that the ent's box crosses
  node = sv_areanodes;
  while (1)
  {
    if (node->axis == -1)
      break;
    if (ent->v.absmin[node->axis] > node->dist)
      node = node->children[0];
    else if (ent->v.absmax[node->axis] < node->dist)
      node = node->children[1];
    else
      break;    // crosses the node
  }
  
// link it in 

  if (ent->v.solid == SOLID_TRIGGER)
    InsertLinkBefore (&ent->area, &node->trigger_edicts);
  else
    InsertLinkBefore (&ent->area, &node->solid_edicts);
  
// if touch_triggers, touch all entities at this node and decend for more
  if (touch_triggers)
    SV_TouchLinks ( ent, sv_areanodes );
}



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

POINT TESTING IN HULLS

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

#if !id386

/*
==================
SV_HullPointContents

==================
*/
int SV_HullPointContents (hull_t *hull, int num, vec3_t p)
{
  float   d;
  dclipnode_t *node;
  mplane_t  *plane;

  while (num >= 0)
  {
    if (num < hull->firstclipnode || num > hull->lastclipnode)
      Sys_Error ("SV_HullPointContents: bad node number");
  
    node = hull->clipnodes + num;
    plane = hull->planes + node->planenum;
    
    if (plane->type < 3)
      d = p[plane->type] - plane->dist;
    else
      d = DotProduct (plane->normal, p) - plane->dist;
    if (d < 0)
      num = node->children[1];
    else
      num = node->children[0];
  }
  
  return num;
}

#endif  // !id386


/*
==================
SV_PointContents

==================
*/
int SV_PointContents (vec3_t p)
{
  int   cont;

  cont = SV_HullPointContents (&sv.worldmodel->hulls[0], 0, p);
  if (cont <= CONTENTS_CURRENT_0 && cont >= CONTENTS_CURRENT_DOWN)
    cont = CONTENTS_WATER;
  return cont;
}

int SV_TruePointContents (vec3_t p)
{
  return SV_HullPointContents (&sv.worldmodel->hulls[0], 0, p);
}

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

/*
============
SV_TestEntityPosition

This could be a lot more efficient...
============
*/
edict_t *SV_TestEntityPosition (edict_t *ent)
{
  trace_t trace;

  trace = SV_Move (ent->v.origin, ent->v.mins, ent->v.maxs, ent->v.origin, 0, ent);
  
  if (trace.startsolid)
    return sv.edicts;
    
  return NULL;
}


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

LINE TESTING IN HULLS

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

// 1/32 epsilon to keep floating point happy
#define DIST_EPSILON  (0.03125)

/*
==================
SV_RecursiveHullCheck

==================
*/
qboolean SV_RecursiveHullCheck (hull_t *hull, int num, float p1f, float p2f, vec3_t p1, vec3_t p2, trace_t *trace)
{
  dclipnode_t *node;
  mplane_t  *plane;
  float   t1, t2;
  float   frac;
  int     i;
  vec3_t    mid;
  int     side;
  float   midf;

// check for empty
  if (num < 0)
  {
    if (num != CONTENTS_SOLID)
    {
      trace->allsolid = false;
      if (num == CONTENTS_EMPTY)
        trace->inopen = true;
      else
        trace->inwater = true;
    }
    else
      trace->startsolid = true;
    return true;    // empty
  }

  if (num < hull->firstclipnode || num > hull->lastclipnode)
    Sys_Error ("SV_RecursiveHullCheck: bad node number");

//
// find the point distances
//
  node = hull->clipnodes + num;
  plane = hull->planes + node->planenum;

  if (plane->type < 3)
  {
    t1 = p1[plane->type] - plane->dist;
    t2 = p2[plane->type] - plane->dist;
  }
  else
  {
    t1 = DotProduct (plane->normal, p1) - plane->dist;
    t2 = DotProduct (plane->normal, p2) - plane->dist;
  }
  
#if 1
  if (t1 >= 0 && t2 >= 0)
    return SV_RecursiveHullCheck (hull, node->children[0], p1f, p2f, p1, p2, trace);
  if (t1 < 0 && t2 < 0)
    return SV_RecursiveHullCheck (hull, node->children[1], p1f, p2f, p1, p2, trace);
#else
  if ( (t1 >= DIST_EPSILON && t2 >= DIST_EPSILON) || (t2 > t1 && t1 >= 0) )
    return SV_RecursiveHullCheck (hull, node->children[0], p1f, p2f, p1, p2, trace);
  if ( (t1 <= -DIST_EPSILON && t2 <= -DIST_EPSILON) || (t2 < t1 && t1 <= 0) )
    return SV_RecursiveHullCheck (hull, node->children[1], p1f, p2f, p1, p2, trace);
#endif

// put the crosspoint DIST_EPSILON pixels on the near side
  if (t1 < 0)
    frac = (t1 + DIST_EPSILON)/(t1-t2);
  else
    frac = (t1 - DIST_EPSILON)/(t1-t2);
  if (frac < 0)
    frac = 0;
  if (frac > 1)
    frac = 1;
    
  midf = p1f + (p2f - p1f)*frac;
  for (i=0 ; i<3 ; i++)
    mid[i] = p1[i] + frac*(p2[i] - p1[i]);

  side = (t1 < 0);

// move up to the node
  if (!SV_RecursiveHullCheck (hull, node->children[side], p1f, midf, p1, mid, trace) )
    return false;

#ifdef PARANOID
  if (SV_HullPointContents (sv_hullmodel, mid, node->children[side])
  == CONTENTS_SOLID)
  {
    Con_Printf ("mid PointInHullSolid\n");
    return false;
  }
#endif
  
  if (SV_HullPointContents (hull, node->children[side^1], mid)
  != CONTENTS_SOLID)
// go past the node
    return SV_RecursiveHullCheck (hull, node->children[side^1], midf, p2f, mid, p2, trace);
  
  if (trace->allsolid)
    return false;   // never got out of the solid area
    
//==================
// the other side of the node is solid, this is the impact point
//==================
  if (!side)
  {
    VectorCopy (plane->normal, trace->plane.normal);
    trace->plane.dist = plane->dist;
  }
  else
  {
    VectorSubtract (vec3_origin, plane->normal, trace->plane.normal);
    trace->plane.dist = -plane->dist;
  }

  while (SV_HullPointContents (hull, hull->firstclipnode, mid)
  == CONTENTS_SOLID)
  { // shouldn't really happen, but does occasionally
    frac -= 0.1;
    if (frac < 0)
    {
      trace->fraction = midf;
      VectorCopy (mid, trace->endpos);
      Con_DPrintf ("backup past 0\n");
      return false;
    }
    midf = p1f + (p2f - p1f)*frac;
    for (i=0 ; i<3 ; i++)
      mid[i] = p1[i] + frac*(p2[i] - p1[i]);
  }

  trace->fraction = midf;
  VectorCopy (mid, trace->endpos);

  return false;
}


/*
==================
SV_ClipMoveToEntity

Handles selection or creation of a clipping hull, and offseting (and
eventually rotation) of the end points
==================
*/
trace_t SV_ClipMoveToEntity (edict_t *ent, vec3_t start, vec3_t mins, vec3_t maxs, vec3_t end)
{
  trace_t   trace;
  vec3_t    offset;
  vec3_t    start_l, end_l;
  hull_t    *hull;

// fill in a default trace
  memset (&trace, 0, sizeof(trace_t));
  trace.fraction = 1;
  trace.allsolid = true;
  VectorCopy (end, trace.endpos);

// get the clipping hull
  hull = SV_HullForEntity (ent, mins, maxs, offset);

  VectorSubtract (start, offset, start_l);
  VectorSubtract (end, offset, end_l);

#ifdef QUAKE2
  // rotate start and end into the models frame of reference
  if (ent->v.solid == SOLID_BSP && 
  (ent->v.angles[0] || ent->v.angles[1] || ent->v.angles[2]) )
  {
    vec3_t  a;
    vec3_t  forward, right, up;
    vec3_t  temp;

    AngleVectors (ent->v.angles, forward, right, up);

    VectorCopy (start_l, temp);
    start_l[0] = DotProduct (temp, forward);
    start_l[1] = -DotProduct (temp, right);
    start_l[2] = DotProduct (temp, up);

    VectorCopy (end_l, temp);
    end_l[0] = DotProduct (temp, forward);
    end_l[1] = -DotProduct (temp, right);
    end_l[2] = DotProduct (temp, up);
  }
#endif

// trace a line through the apropriate clipping hull
  SV_RecursiveHullCheck (hull, hull->firstclipnode, 0, 1, start_l, end_l, &trace);

#ifdef QUAKE2
  // rotate endpos back to world frame of reference
  if (ent->v.solid == SOLID_BSP && 
  (ent->v.angles[0] || ent->v.angles[1] || ent->v.angles[2]) )
  {
    vec3_t  a;
    vec3_t  forward, right, up;
    vec3_t  temp;

    if (trace.fraction != 1)
    {
      VectorSubtract (vec3_origin, ent->v.angles, a);
      AngleVectors (a, forward, right, up);

      VectorCopy (trace.endpos, temp);
      trace.endpos[0] = DotProduct (temp, forward);
      trace.endpos[1] = -DotProduct (temp, right);
      trace.endpos[2] = DotProduct (temp, up);

      VectorCopy (trace.plane.normal, temp);
      trace.plane.normal[0] = DotProduct (temp, forward);
      trace.plane.normal[1] = -DotProduct (temp, right);
      trace.plane.normal[2] = DotProduct (temp, up);
    }
  }
#endif

// fix trace up by the offset
  if (trace.fraction != 1)
    VectorAdd (trace.endpos, offset, trace.endpos);

// did we clip the move?
  if (trace.fraction < 1 || trace.startsolid  )
    trace.ent = ent;

  return trace;
}

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

/*
====================
SV_ClipToLinks

Mins and maxs enclose the entire area swept by the move
====================
*/
void SV_ClipToLinks ( areanode_t *node, moveclip_t *clip )
{
  link_t    *l, *next;
  edict_t   *touch;
  trace_t   trace;

// touch linked edicts
  for (l = node->solid_edicts.next ; l != &node->solid_edicts ; l = next)
  {
    next = l->next;
    touch = EDICT_FROM_AREA(l);
    if (touch->v.solid == SOLID_NOT)
      continue;
    if (touch == clip->passedict)
      continue;
    if (touch->v.solid == SOLID_TRIGGER)
      Sys_Error ("Trigger in clipping list");

    if (clip->type == MOVE_NOMONSTERS && touch->v.solid != SOLID_BSP)
      continue;

    if (clip->boxmins[0] > touch->v.absmax[0]
    || clip->boxmins[1] > touch->v.absmax[1]
    || clip->boxmins[2] > touch->v.absmax[2]
    || clip->boxmaxs[0] < touch->v.absmin[0]
    || clip->boxmaxs[1] < touch->v.absmin[1]
    || clip->boxmaxs[2] < touch->v.absmin[2] )
      continue;

    if (clip->passedict && clip->passedict->v.size[0] && !touch->v.size[0])
      continue; // points never interact

  // might intersect, so do an exact clip
    if (clip->trace.allsolid)
      return;
    if (clip->passedict)
    {
      if (PROG_TO_EDICT(touch->v.owner) == clip->passedict)
        continue; // don't clip against own missiles
      if (PROG_TO_EDICT(clip->passedict->v.owner) == touch)
        continue; // don't clip against owner
    }

    if ((int)touch->v.flags & FL_MONSTER)
      trace = SV_ClipMoveToEntity (touch, clip->start, clip->mins2, clip->maxs2, clip->end);
    else
      trace = SV_ClipMoveToEntity (touch, clip->start, clip->mins, clip->maxs, clip->end);
    if (trace.allsolid || trace.startsolid ||
    trace.fraction < clip->trace.fraction)
    {
      trace.ent = touch;
      if (clip->trace.startsolid)
      {
        clip->trace = trace;
        clip->trace.startsolid = true;
      }
      else
        clip->trace = trace;
    }
    else if (trace.startsolid)
      clip->trace.startsolid = true;
  }
  
// recurse down both sides
  if (node->axis == -1)
    return;

  if ( clip->boxmaxs[node->axis] > node->dist )
    SV_ClipToLinks ( node->children[0], clip );
  if ( clip->boxmins[node->axis] < node->dist )
    SV_ClipToLinks ( node->children[1], clip );
}


/*
==================
SV_MoveBounds
==================
*/
void SV_MoveBounds (vec3_t start, vec3_t mins, vec3_t maxs, vec3_t end, vec3_t boxmins, vec3_t boxmaxs)
{
#if 0
// debug to test against everything
boxmins[0] = boxmins[1] = boxmins[2] = -9999;
boxmaxs[0] = boxmaxs[1] = boxmaxs[2] = 9999;
#else
  int   i;
  
  for (i=0 ; i<3 ; i++)
  {
    if (end[i] > start[i])
    {
      boxmins[i] = start[i] + mins[i] - 1;
      boxmaxs[i] = end[i] + maxs[i] + 1;
    }
    else
    {
      boxmins[i] = end[i] + mins[i] - 1;
      boxmaxs[i] = start[i] + maxs[i] + 1;
    }
  }
#endif
}

/*
==================
SV_Move
==================
*/
trace_t SV_Move (vec3_t start, vec3_t mins, vec3_t maxs, vec3_t end, int type, edict_t *passedict)
{
  moveclip_t  clip;
  int     i;

  memset ( &clip, 0, sizeof ( moveclip_t ) );

// clip to world
  clip.trace = SV_ClipMoveToEntity ( sv.edicts, start, mins, maxs, end );

  clip.start = start;
  clip.end = end;
  clip.mins = mins;
  clip.maxs = maxs;
  clip.type = type;
  clip.passedict = passedict;

  if (type == MOVE_MISSILE)
  {
    for (i=0 ; i<3 ; i++)
    {
      clip.mins2[i] = -15;
      clip.maxs2[i] = 15;
    }
  }
  else
  {
    VectorCopy (mins, clip.mins2);
    VectorCopy (maxs, clip.maxs2);
  }
  
// create the bounding box of the entire move
  SV_MoveBounds ( start, clip.mins2, clip.maxs2, end, clip.boxmins, clip.boxmaxs );

// clip to entities
  SV_ClipToLinks ( sv_areanodes, &clip );

  return clip.trace;
}

