static struct gworld
{
- struct subworld_gen
- {
-
- }
- subworld_gen;
-
/* gameplay */
struct respawn_point
{
u32 achievement_zones_count,
achievement_zones_cap;
- struct subworld_routes
- {
- struct route_node
- {
- v3f co, right, up, h;
- u32 next[2];
-
- u32 special_type, special_id, current_refs, ref_count;
- u32 route_ids[4]; /* Gates can be linked into up to four routes */
- }
- *nodes;
-
- u32 node_count,
- node_cap;
-
- struct route
- {
- u32 track_id;
- v4f colour;
-
- u32 start;
- mdl_submesh sm;
-
- int active;
- float factive;
-
- double best_lap, latest_pass; /* Session */
-
- struct
- {
- GLuint vao, vbo, ebo;
-
- u32 indices_head;
- u32 vertex_head;
-
- float last_notch;
-
- 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;
-
- m4x3f scoreboard_transform;
- }
- *routes;
-
- double time, rewind_from, rewind_to, last_use;
-
- u32 route_count,
- route_cap;
-
- struct route_gate
- {
- struct teleport_gate
- {
- v3f co[2];
- v4f q[2];
- v2f dims;
-
- m4x3f to_world, recv_to_world, transport;
- }
- gate;
-
- u32 node_id;
-
- struct route_timing
- {
- u32 version; /* Incremented on every teleport */
- double time;
- }
- timing;
- }
- *gates;
-
- struct route_collector
- {
- struct route_timing timing;
- }
- *collectors;
-
- u32 gate_count,
- gate_cap,
- collector_count,
- collector_cap;
-
- u32 active_gate,
- current_run_version;
-
- scene scene_lines;
- }
- routes;
-
struct subworld_sfd
{
scene mesh;
}
world ;
+typedef struct teleport_gate teleport_gate;
+struct teleport_gate
+{
+ v3f co[2];
+ v4f q[2];
+ v2f dims;
+
+ m4x3f to_world, recv_to_world, transport;
+};
+
+struct subworld_routes
+{
+ struct route_node
+ {
+ v3f co, right, up, h;
+ u32 next[2];
+
+ u32 special_type, special_id, current_refs, ref_count;
+ u32 route_ids[4]; /* Gates can be linked into up to four routes */
+ }
+ *nodes;
+
+ u32 node_count,
+ node_cap;
+
+ struct route
+ {
+ u32 track_id;
+ v4f colour;
+
+ u32 start;
+ mdl_submesh sm;
+
+ int active;
+ float factive;
+
+ double best_lap, latest_pass; /* Session */
+
+ struct
+ {
+ GLuint vao, vbo, ebo;
+
+ u32 indices_head;
+ u32 vertex_head;
+
+ float last_notch;
+
+ 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;
+
+ m4x3f scoreboard_transform;
+ }
+ *routes;
+
+ double time, rewind_from, rewind_to, last_use;
+
+ u32 route_count,
+ route_cap;
+
+ struct route_gate
+ {
+ teleport_gate gate;
+ u32 node_id;
+
+ struct route_timing
+ {
+ u32 version; /* Incremented on every teleport */
+ double time;
+ }
+ timing;
+ }
+ *gates;
+
+ struct route_collector
+ {
+ struct route_timing timing;
+ }
+ *collectors;
+
+ u32 gate_count,
+ gate_cap,
+ collector_count,
+ collector_cap;
+
+ u32 active_gate,
+ current_run_version;
+
+ scene scene_lines;
+}
+static world_routes;
+
+
/*
* API
*/
/*
* Submodules
*/
+
#include "world_routes.h"
#include "world_sfd.h"
#include "world_render.h"
int closest = 0;
float min_dist = INFINITY;
- for( int i=0; i<world.routes.route_count; i++ )
+ for( int i=0; i<world_routes.route_count; i++ )
{
- float d = v3_dist2( world.routes.routes[i].scoreboard_transform[3], pos );
+ float d = v3_dist2( world_routes.routes[i].scoreboard_transform[3], pos );
if( d < min_dist )
{
world.active_route_board = closest;
struct subworld_sfd *sfd = &world.sfd;
- struct route *route = &world.routes.routes[closest];
+ struct route *route = &world_routes.routes[closest];
u32 id = route->track_id;