+ struct nonlocal_gate
+ {
+ struct teleport_gate gate;
+ mdl_node *node;
+
+ u32 target_map_index, working;
+ }
+ *nonlocal_gates;
+ u32 nonlocalgate_count;
+
+ struct route_collector
+ {
+ struct route_timing timing;
+ }
+ *collectors;
+ u32 collector_count;
+
+
+ /* logic
+ * ----------------------------------------------------
+ */
+
+ /* world geometry */
+ scene *scene_geo,
+ *scene_no_collide,
+ *scene_lines;
+
+ /* spacial mappings */
+ bh_tree *audio_bh,
+ *trigger_bh,
+ *geo_bh;
+
+ /* graphics */
+ glmesh mesh_route_lines;
+ glmesh mesh_geo,
+ mesh_no_collide,
+ mesh_water;
+
+ rigidbody rb_geo; /* todo.. ... */
+};
+
+VG_STATIC struct world_global
+{
+ /*
+ * Allocated as system memory
+ * --------------------------------------------------------------------------
+ */
+ void *generic_heap,
+ *audio_heap; /* sub buffer of the audio buffer */
+
+ /* rendering */
+ glmesh skydome;
+ mdl_submesh dome_upper, dome_lower;
+
+ glmesh mesh_gate_surface;
+
+ double sky_time, sky_rate, sky_target_rate;
+
+ /* gates, TODO: active_gate should also know which instance */
+ u32 active_gate,
+ current_run_version;
+ double time, rewind_from, rewind_to, last_use;
+
+ /* water rendering */
+ struct
+ {
+ struct framebuffer fbreflect, fbdepth;
+ }
+ water;
+
+ /* split flap display */
+ struct
+ {
+ mdl_submesh *sm_module, *sm_card;
+ glmesh mesh_base, mesh_display;
+
+ u32 w, h;
+ float *buffer;
+ }
+ sfd;
+
+ /* timing bars, fixed maximum amount */
+ struct route_ui_bar
+ {
+ GLuint vao, vbo, ebo;
+
+ u32 indices_head;
+ u32 vertex_head;
+
+ struct route_ui_segment
+ {
+ float length;
+ u32 vertex_start, vertex_count,
+ index_start, index_count, notches;
+ }
+ segments[k_max_ui_segments];
+
+ u32 segment_start, segment_count, fade_start, fade_count;
+ double fade_timer_start;
+ float xpos;
+ }
+ ui_bars[16];
+
+ v3f render_gate_pos;
+ int active_route_board;
+ int in_trigger;
+
+ int switching_to_new_world;
+
+ world_instance worlds[4];
+ u32 world_count;
+ u32 active_world;
+}
+world_global;
+
+VG_STATIC world_instance *get_active_world( void )
+{
+ return &world_global.worlds[ world_global.active_world ];
+}
+
+/*
+ * API
+ */
+
+VG_STATIC
+int ray_hit_is_ramp( world_instance *world, ray_hit *hit );
+
+VG_STATIC
+struct world_material *ray_hit_material( world_instance *world, ray_hit *hit );
+
+VG_STATIC
+void ray_world_get_tri( world_instance *world, ray_hit *hit, v3f tri[3] );
+
+VG_STATIC
+int ray_world( world_instance *world, v3f pos, v3f dir, ray_hit *hit );
+
+/*
+ * Submodules
+ */
+
+#include "world_routes.h"
+#include "world_sfd.h"
+#include "world_render.h"
+#include "world_water.h"
+#include "world_gen.h"
+#include "world_gate.h"
+
+/*
+ * -----------------------------------------------------------------------------
+ * Events
+ * -----------------------------------------------------------------------------
+ */
+
+VG_STATIC int world_stop_sound( int argc, const char *argv[] )
+{
+ world_instance *world = get_active_world();
+
+ /*
+ * None of our world audio runs as one shots, they always have a player.
+ * Therefore it is safe to delete clip data after the players are
+ * disconnected
+ */
+ audio_lock();
+ for( int i=0; i<world->audio_things_count; i++ )
+ {
+ struct world_audio_thing *at = &world->audio_things[i];
+
+ if( audio_player_is_playing( &at->player ) )
+ {
+ u32 cflags = audio_player_get_flags( &at->player );
+ audio_player_set_flags( &at->player, cflags | AUDIO_FLAG_KILL );
+ }
+ }
+ audio_unlock();
+
+ return 0;
+}
+
+VG_STATIC int world_change_world( int argc, const char *argv[] )
+{
+#if 0
+ world_instance *world = get_active_world();
+
+ if( argc == 0 )
+ {
+ vg_info( "%s\n", world.world_name );
+ return 0;
+ }
+ else
+ {
+ vg_info( "Switching world...\n" );
+ strcpy( world.world_name, argv[0] );
+ world.switching_to_new_world = 1;
+ world_stop_sound( 0, NULL );
+ }
+#endif
+
+ return 0;