+
+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 );
+
+ /* 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.instance_cache_count = 0;
+ world.water.enabled = 0;
+}
+
+VG_STATIC void world_load( const char *mdl_file )
+{
+ world_unload();
+
+ world.meta = mdl_load_full( world.dynamic_vgl, mdl_file );
+ vg_info( "Loading world: %s\n", mdl_file );
+
+ /* 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();