+
+VG_STATIC void world_unload(void)
+{
+ /* free meshes */
+ mesh_free( &world.mesh_geo );
+ mesh_free( &world.mesh_no_collide );
+ mesh_free( &world.mesh_route_lines );
+ mesh_free( &world.mesh_water );
+
+ world.time = 0.0;
+ world.rewind_from = 0.0;
+ world.rewind_to = 0.0;
+ world.last_use = 0.0;
+ world.active_gate = 0;
+ world.current_run_version = 2;
+ world.active_route_board = 0;
+ v3_zero( world.render_gate_pos );
+
+ for( int i=0; i<vg_list_size(world.ui_bars); i++ )
+ {
+ struct route_ui_bar *uib = &world.ui_bars[i];
+ uib->segment_start = 0;
+ uib->segment_count = 0;
+ uib->fade_start = 0;
+ uib->fade_count = 0;
+ uib->fade_timer_start = 0.0;
+ uib->xpos = 0.0f;
+ }
+
+ /* delete the entire block of memory */
+ vg_linear_clear( world.dynamic_vgl );
+
+ /* clean dangling pointers */
+ world.meta = NULL;
+
+ world.scene_geo = NULL;
+ world.scene_lines = NULL;
+ world.scene_no_collide = NULL;
+
+ world.geo_bh = NULL;
+ world.trigger_bh = NULL;
+ world.audio_bh = NULL;
+
+ world.spawns = NULL;
+ world.spawn_count = 0;
+
+ world.audio_things = NULL;
+ world.audio_things_count = 0;
+
+ world.logic_entities = NULL;
+ world.logic_entity_count = 0;
+
+ world.logic_actions = NULL;
+ world.logic_action_count = 0;
+
+ world.triggers = NULL;
+ world.trigger_count = 0;
+
+ world.nodes = NULL;
+ world.node_count = 0;
+
+ world.routes = NULL;
+ world.route_count = 0;
+
+ world.gates = NULL;
+ world.gate_count = 0;
+
+ world.collectors = NULL;
+ world.collector_count = 0;
+
+ world.water.enabled = 0;
+}
+
+VG_STATIC void world_load(void)
+{
+ world_unload();
+
+ world.meta = mdl_load_full( world.dynamic_vgl, world.world_name );
+ vg_info( "Loading world: %s\n", world.world_name );
+
+ /* dynamic allocations */
+ world_ents_allocate();
+ world_routes_allocate();
+
+ /* meta processing */
+ world_routes_process();
+ world_entities_process();
+
+ /* main bulk */
+ world_generate();
+ world_routes_generate();
+ world_post_process();