some audio things
[carveJwlIkooP6JGAAIwe30JlM.git] / world.h
diff --git a/world.h b/world.h
index 5b27ef7951b7479ad9c715bef7abafb5f366e65c..69def4c85875df63fa9bd9a9c0d207738b94daeb 100644 (file)
--- a/world.h
+++ b/world.h
@@ -4,11 +4,11 @@
 
 #include "common.h"
 
-VG_STATIC int ray_world( v3f pos, v3f dir, ray_hit *hit );
-
 #ifndef WORLD_H
 #define WORLD_H
 
+typedef struct world_instance world_instance;
+
 #include "vg/vg_loader.h"
 
 #include "network.h"
@@ -19,13 +19,14 @@ VG_STATIC int ray_world( v3f pos, v3f dir, ray_hit *hit );
 #include "bvh.h"
 #include "model.h"
 
-#include "shaders/terrain.h"
-#include "shaders/sky.h"
-#include "shaders/standard.h"
-#include "shaders/vblend.h"
-#include "shaders/gpos.h"
-#include "shaders/blitcolour.h"
-#include "shaders/alphatest.h"
+#include "shaders/scene_standard.h"
+#include "shaders/scene_standard_alphatest.h"
+#include "shaders/scene_vertex_blend.h"
+#include "shaders/scene_terrain.h"
+#include "shaders/scene_depth.h"
+#include "shaders/scene_position.h"
+
+#include "shaders/model_sky.h"
 
 typedef struct teleport_gate teleport_gate;
 
@@ -52,26 +53,22 @@ enum geo_type
    k_geo_type_water = 2
 };
 
-VG_STATIC struct gworld
+static const float k_light_cube_size = 8.0f;
+
+struct world_instance 
 {
-   /*
-    * Allocated as system memory
-    * --------------------------------------------------------------------------
+   /* This is a small flag we use to changelevel.
+    * It will not be cleared until all sounds stop playing 
     */
 
-   /* rendering */
-   glmesh skydome;
-   mdl_submesh dome_upper, dome_lower;
-
-   glmesh mesh_gate_surface;
+   /* Fixed items
+    * -------------------------------------------------------
+    */
 
-   double sky_time, sky_rate, sky_target_rate;
+   char  world_name[ 64 ];
 
-   /* water rendering */
    struct
    {
-      struct framebuffer fbreflect, fbdepth;
-
       boxf depthbounds;
       int depth_computed;
 
@@ -81,48 +78,49 @@ VG_STATIC struct gworld
    }
    water;
 
-   /* split flap display */
-   struct
+   /* STD140 */
+   struct ub_world_lighting
    {
-      mdl_submesh *sm_module, *sm_card;
-      glmesh mesh_base, mesh_display;
-
-      u32 w, h;
-      float *buffer;
+      v4f g_cube_min,
+          g_cube_inv_range;
+
+      v4f g_water_plane,
+          g_depth_bounds;
+
+      v4f g_daysky_colour;
+      v4f g_nightsky_colour;
+      v4f g_sunset_colour;
+      v4f g_ambient_colour;
+      v4f g_sunset_ambient;
+      v4f g_sun_colour;
+      v4f g_sun_dir;
+
+      float g_water_fog;
+      float g_time;
+      float g_shadow_length;
+      float g_shadow_spread;
+
+      float g_time_of_day;
+      float g_day_phase;
+      float g_sunset_phase;
+
+      int g_light_preview;
+      int g_shadow_samples;
+
+      int g_debug_indices;
+      int g_debug_complexity;
    }
-   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];
+   ub_lighting;
+   GLuint ubo_lighting;
+   int    ubo_bind_point;
 
-      u32 segment_start, segment_count, fade_start, fade_count;
-      double fade_timer_start;
-      float xpos;
-   }
-   ui_bars[16];
+   GLuint tbo_light_entities,
+          tex_light_entities,
+          tex_light_cubes;
 
-   v3f render_gate_pos;
-   int active_route_board;
-   int in_trigger;
+   v3i light_cubes;
 
-   /* This is a small flag we use to changelevel.
-    * It will not be cleared until all sounds stop playing 
-    */
-   int   switching_to_new_world;
-   char  world_name[ 64 ];
+   struct framebuffer heightmap;
 
    /*
     * Dynamically allocated when world_load is called.
@@ -133,9 +131,6 @@ VG_STATIC struct gworld
     * (world_gen.h)
     * --------------------------------------------------------------------------
     */
-   void *dynamic_vgl, 
-        *audio_vgl;  /* sub buffer of the audio buffer */
-
    /*
     * Main world .mdl 
     */
@@ -226,6 +221,21 @@ VG_STATIC struct gworld
    * logic_achievements;
    u32 achievement_count;
 
+   /* 
+    * Lights
+    */
+   struct world_light
+   {
+      mdl_node *node;
+      struct classtype_world_light *inf;
+      m4x3f inverse_world;
+      v2f angle_sin_cos;
+
+      /* enabled.. etc? 
+       * TODO: we should order entities in the binary by their type */
+   }
+   * lights;
+   u32 light_count;
 
    /*
     * Routes (world_routes.h)
@@ -268,7 +278,7 @@ VG_STATIC struct gworld
          v4f q[2];
          v2f dims;
 
-         m4x3f to_world, recv_to_world, transport;
+         m4x3f to_world, transport;
       }
       gate;
 
@@ -284,6 +294,16 @@ VG_STATIC struct gworld
    *gates;
    u32 gate_count;
 
+   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;
@@ -296,49 +316,118 @@ VG_STATIC struct gworld
     * ----------------------------------------------------
     */
 
-   u32 active_gate,
-       current_run_version;
-   double time, rewind_from, rewind_to, last_use;
-
    /* world geometry */
    scene *scene_geo, 
          *scene_no_collide,
          *scene_lines;
 
-   struct grind_edge
-   {
-      v3f p0, p1;
-   }
-   *grind_edges;
-   u32 grind_edge_count;
-
    /* spacial mappings */
    bh_tree *audio_bh,
            *trigger_bh,
-           *geo_bh,
-           *grind_bh;
+           *geo_bh;
 
    /* graphics */
    glmesh mesh_route_lines;
-
    glmesh mesh_geo, 
           mesh_no_collide,
           mesh_water;
 
-   mdl_submesh sm_foliage_main;
    rigidbody rb_geo; /* todo.. ... */
+};
+
+VG_STATIC struct world_global
+{
+   /*
+    * Allocated as system memory
+    * --------------------------------------------------------------------------
+    */
+   void *generic_heap;
+
+   /* 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;
+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( ray_hit *hit );
-VG_STATIC struct world_material *ray_hit_material( ray_hit *hit );
-VG_STATIC void ray_world_get_tri( ray_hit *hit, v3f tri[3] );
-VG_STATIC int ray_world( v3f pos, v3f dir, ray_hit *hit );
+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
@@ -359,15 +448,17 @@ VG_STATIC int ray_world( v3f pos, v3f dir, ray_hit *hit );
 
 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++ )
+   for( int i=0; i<world->audio_things_count; i++ )
    {
-      struct world_audio_thing *at = &world.audio_things[i];
+      struct world_audio_thing *at = &world->audio_things[i];
 
       if( audio_player_is_playing( &at->player ) )
       {
@@ -382,6 +473,9 @@ VG_STATIC int world_stop_sound( int argc, const char *argv[] )
 
 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 );
@@ -394,12 +488,14 @@ VG_STATIC int world_change_world( int argc, const char *argv[] )
       world.switching_to_new_world = 1;
       world_stop_sound( 0, NULL );
    }
+#endif
 
    return 0;
 }
 
 VG_STATIC void world_init(void)
 {
+#if 0
    vg_var_push( (struct vg_var){
       .name = "water_enable",
       .data = &world.water.enabled,
@@ -407,6 +503,7 @@ VG_STATIC void world_init(void)
       .opt_i32 = { .min=0, .max=1, .clamp=1 },
       .persistent = 0
    });
+#endif
 
        vg_function_push( (struct vg_cmd)
    {
@@ -420,14 +517,17 @@ VG_STATIC void world_init(void)
                .function = world_change_world
        });
 
-   world.sky_rate = 1.0;
-   world.sky_target_rate = 1.0;
+   world_global.sky_rate = 1.0;
+   world_global.sky_target_rate = 1.0;
+
+   shader_scene_standard_register();
+   shader_scene_standard_alphatest_register();
+   shader_scene_vertex_blend_register();
+   shader_scene_terrain_register();
+   shader_scene_depth_register();
+   shader_scene_position_register();
 
-   shader_terrain_register();
-   shader_sky_register();
-   shader_gpos_register();
-   shader_blitcolour_register();
-   shader_alphatest_register();
+   shader_model_sky_register();
 
    vg_info( "Loading world resources\n" );
    
@@ -435,11 +535,11 @@ VG_STATIC void world_init(void)
    mdl_context *msky = mdl_load_full( vg_mem.scratch, "models/rs_skydome.mdl" );
 
    mdl_node *nupper = mdl_node_from_name( msky, "dome_complete" );
-   world.dome_upper = *mdl_node_submesh( msky, nupper, 0 );
+   world_global.dome_upper = *mdl_node_submesh( msky, nupper, 0 );
 
    vg_acquire_thread_sync();
    {
-      mdl_unpack_glmesh( msky, &world.skydome );
+      mdl_unpack_glmesh( msky, &world_global.skydome );
    }
    vg_release_thread_sync();
 
@@ -454,22 +554,26 @@ VG_STATIC void world_init(void)
 
    /* Allocate dynamic world memory arena */
    u32 max_size = 76*1024*1024;
-   world.dynamic_vgl = vg_create_linear_allocator( vg_mem.rtmemory, max_size,
-                                                   VG_MEMORY_SYSTEM );
+   world_global.generic_heap = vg_create_linear_allocator( vg_mem.rtmemory, 
+                                                           max_size,
+                                                           VG_MEMORY_SYSTEM );
 }
 
 VG_STATIC void world_audio_init(void)
 {
+#if 0
    u32 size = vg_linear_remaining( vg_audio.audio_pool ) 
                - sizeof(vg_linear_allocator);
 
-   world.audio_vgl = vg_create_linear_allocator( vg_audio.audio_pool, 
-                                                 size, VG_MEMORY_SYSTEM );
+   world_global.audio_heap = vg_create_linear_allocator( vg_audio.audio_pool, 
+                                                         size, 
+                                                         VG_MEMORY_SYSTEM );
+#endif
 }
 
-VG_STATIC void world_trigger_achievement( u32 uid )
+VG_STATIC void world_trigger_achievement( world_instance *world, u32 uid )
 {
-   struct logic_achievement *ach = &world.logic_achievements[ uid ];
+   struct logic_achievement *ach = &world->logic_achievements[ uid ];
 
    if( ach->achieved )
       return;
@@ -480,20 +584,22 @@ VG_STATIC void world_trigger_achievement( u32 uid )
    ach->achieved = 1;
 }
 
-VG_STATIC void world_run_relay( struct relay_target *rt );
-VG_STATIC void world_trigger_relay( u32 uid )
+VG_STATIC void world_run_relay( world_instance *world, 
+                                struct relay_target *rt );
+
+VG_STATIC void world_trigger_relay( world_instance *world, u32 uid )
 {
-   struct logic_relay *relay = &world.logic_relays[ uid ];
+   struct logic_relay *relay = &world->logic_relays[ uid ];
 
    for( int i=0; i<relay->target_count; i++ )
    {
-      world_run_relay( &relay->targets[i] );
+      world_run_relay( world, &relay->targets[i] );
    }
 }
 
-VG_STATIC void world_trigger_audio( u32 uid )
+VG_STATIC void world_trigger_audio( world_instance *world, u32 uid )
 {
-   struct world_audio_thing *wat = &world.audio_things[ uid ];
+   struct world_audio_thing *wat = &world->audio_things[ uid ];
 
    audio_lock();
    audio_player_playclip( &wat->player, 
@@ -501,12 +607,13 @@ VG_STATIC void world_trigger_audio( u32 uid )
    audio_unlock();
 }
 
-VG_STATIC void world_run_relay( struct relay_target *rt )
+VG_STATIC void world_run_relay( world_instance *world,
+                                struct relay_target *rt )
 {
    struct entity_instruction
    {
       enum classtype classtype;
-      void (*p_trigger)( u32 uid );
+      void (*p_trigger)( world_instance *world, u32 uid );
    }
    entity_instructions[] =
    {
@@ -521,7 +628,7 @@ VG_STATIC void world_run_relay( struct relay_target *rt )
 
       if( instr->classtype == rt->classtype )
       {
-         instr->p_trigger( rt->sub_id );
+         instr->p_trigger( world, rt->sub_id );
          return;
       }
    }
@@ -529,8 +636,42 @@ VG_STATIC void world_run_relay( struct relay_target *rt )
    vg_error( "Don't know how to trigger classtype %d\n", rt->classtype );
 }
 
-VG_STATIC void world_update( v3f pos )
+VG_STATIC void world_update( world_instance *world, v3f pos )
 {
+   /* TEMP!!!!!! */
+   static double g_time = 0.0;
+   g_time += vg.time_delta * (1.0/(k_day_length*60.0));
+
+
+   struct ub_world_lighting *state = &world->ub_lighting;
+
+   state->g_time = g_time;
+   state->g_debug_indices = k_debug_light_indices;
+   state->g_light_preview = k_light_preview;
+   state->g_debug_complexity = k_debug_light_complexity;
+
+   state->g_time_of_day = vg_fractf( g_time );
+   state->g_day_phase   = cosf( state->g_time_of_day * VG_PIf * 2.0f );
+   state->g_sunset_phase= cosf( state->g_time_of_day * VG_PIf * 4.0f + VG_PIf );
+
+   state->g_day_phase    =       state->g_day_phase    * 0.5f + 0.5f;
+   state->g_sunset_phase = powf( state->g_sunset_phase * 0.5f + 0.5f, 6.0f );
+
+   float a = state->g_time_of_day * VG_PIf * 2.0f;
+   state->g_sun_dir[0] = sinf( a );
+   state->g_sun_dir[1] = cosf( a );
+   state->g_sun_dir[2] = 0.2f;
+   v3_normalize( state->g_sun_dir );
+
+
+
+   glBindBuffer( GL_UNIFORM_BUFFER, world->ubo_lighting );
+   glBufferSubData( GL_UNIFORM_BUFFER, 0, 
+                    sizeof(struct ub_world_lighting), &world->ub_lighting );
+   /* TEMP!!!!!! */
+
+
+#if 0
    if( world.switching_to_new_world )
    {
       int all_stopped = 1;
@@ -557,23 +698,25 @@ VG_STATIC void world_update( v3f pos )
       }
    }
 
-   world.sky_time += world.sky_rate * vg.time_delta;
-   world.sky_rate = vg_lerp( world.sky_rate, world.sky_target_rate, 
-                                 vg.time_delta * 5.0 );
+#endif
+   world_global.sky_time += world_global.sky_rate * vg.time_delta;
+   world_global.sky_rate = vg_lerp( world_global.sky_rate, 
+                                    world_global.sky_target_rate, 
+                                    vg.time_delta * 5.0 );
 
-   world_routes_update();
+   world_routes_update( world );
 #if 0
    world_routes_debug();
 #endif
    
-   if( world.route_count > 0 )
+   if( world->route_count > 0 )
    {
       int closest = 0;
       float min_dist = INFINITY;
 
-      for( int i=0; i<world.route_count; i++ )
+      for( int i=0; i<world->route_count; i++ )
       {
-         float d = v3_dist2( world.routes[i].scoreboard_transform[3], pos );
+         float d = v3_dist2( world->routes[i].scoreboard_transform[3], pos );
 
          if( d < min_dist )
          {
@@ -582,12 +725,13 @@ VG_STATIC void world_update( v3f pos )
          }
       }
 
-      if( (world.active_route_board != closest) || network_scores_updated )
+      if( (world_global.active_route_board != closest) 
+          || network_scores_updated )
       {
          network_scores_updated = 0;
-         world.active_route_board = closest;
+         world_global.active_route_board = closest;
 
-         struct route *route = &world.routes[closest];
+         struct route *route = &world->routes[closest];
 
          u32 id = route->track_id;
 
@@ -605,9 +749,9 @@ VG_STATIC void world_update( v3f pos )
    }
 
    int in_trigger = 0;
-   for( int i=0; i<world.trigger_count; i++ )
+   for( int i=0; i<world->trigger_count; i++ )
    {
-      struct trigger_zone *zone = &world.triggers[i];
+      struct trigger_zone *zone = &world->triggers[i];
 
       v3f local;
       m4x3_mulv( zone->inv_transform, pos, local );
@@ -618,9 +762,9 @@ VG_STATIC void world_update( v3f pos )
       {
          in_trigger = 1;
 
-         if( !world.in_trigger )
+         if( !world_global.in_trigger )
          {
-            world_run_relay( &zone->target );
+            world_run_relay( world, &zone->target );
          }
       }
 
@@ -629,7 +773,27 @@ VG_STATIC void world_update( v3f pos )
                                                         0xff00ff00 );
    }
 
-   world.in_trigger = in_trigger;
+   if( k_debug_light_indices )
+   {
+      for( int i=0; i<world->light_count; i++ )
+      {
+         struct world_light *light = &world->lights[i];
+         struct classtype_world_light *inf = light->inf;
+
+         u32 colour = 0xff000000;
+         u8 r = inf->colour[0] * 255.0f,
+            g = inf->colour[1] * 255.0f,
+            b = inf->colour[2] * 255.0f;
+
+         colour |= r;
+         colour |= g << 8;
+         colour |= b << 16;
+
+         vg_line_pt3( light->node->co, 0.25f, colour );
+      }
+   }
+
+   world_global.in_trigger = in_trigger;
    sfd_update();
 }
 
@@ -639,21 +803,24 @@ VG_STATIC void world_update( v3f pos )
  * -----------------------------------------------------------------------------
  */
 
-VG_STATIC void ray_world_get_tri( ray_hit *hit, v3f tri[3] )
+VG_STATIC void ray_world_get_tri( world_instance *world,
+                                  ray_hit *hit, v3f tri[3] )
 {
    for( int i=0; i<3; i++ )
-      v3_copy( world.scene_geo->arrvertices[ hit->tri[i] ].co, tri[i] );
+      v3_copy( world->scene_geo->arrvertices[ hit->tri[i] ].co, tri[i] );
 }
 
-VG_STATIC int ray_world( v3f pos, v3f dir, ray_hit *hit )
+VG_STATIC int ray_world( world_instance *world,
+                         v3f pos, v3f dir, ray_hit *hit )
 {
-   return scene_raycast( world.scene_geo, world.geo_bh, pos, dir, hit );
+   return scene_raycast( world->scene_geo, world->geo_bh, pos, dir, hit );
 }
 
 /*
  * Cast a sphere from a to b and see what time it hits
  */
-VG_STATIC int spherecast_world( v3f pa, v3f pb, float r, float *t, v3f n )
+VG_STATIC int spherecast_world( world_instance *world,
+                                v3f pa, v3f pb, float r, float *t, v3f n )
 {
    bh_iter it;
    bh_iter_init( 0, &it );
@@ -678,9 +845,9 @@ VG_STATIC int spherecast_world( v3f pa, v3f pb, float r, float *t, v3f n )
    float min_t = 1.0f;
 
    int idx;
-   while( bh_next( world.geo_bh, &it, region, &idx ) )
+   while( bh_next( world->geo_bh, &it, region, &idx ) )
    {
-      u32 *ptri = &world.scene_geo->arrindices[ idx*3 ];
+      u32 *ptri = &world->scene_geo->arrindices[ idx*3 ];
       v3f tri[3];
 
       boxf box;
@@ -688,7 +855,7 @@ VG_STATIC int spherecast_world( v3f pa, v3f pb, float r, float *t, v3f n )
 
       for( int j=0; j<3; j++ )
       {
-         v3_copy( world.scene_geo->arrvertices[ptri[j]].co, tri[j] );
+         v3_copy( world->scene_geo->arrvertices[ptri[j]].co, tri[j] );
          box_addpt( box, tri[j] );
       }
 
@@ -715,11 +882,13 @@ VG_STATIC int spherecast_world( v3f pa, v3f pb, float r, float *t, v3f n )
    return hit;
 }
 
-VG_STATIC struct world_material *world_tri_index_material( u32 index )
+VG_STATIC 
+struct world_material *world_tri_index_material( world_instance *world, 
+                                                 u32 index )
 {
-   for( int i=1; i<world.material_count; i++ )
+   for( int i=1; i<world->material_count; i++ )
    {
-      struct world_material *mat = &world.materials[i];
+      struct world_material *mat = &world->materials[i];
 
       if( (index >= mat->sm_geo.vertex_start) &&
           (index  < mat->sm_geo.vertex_start+mat->sm_geo.vertex_count ) )
@@ -729,17 +898,19 @@ VG_STATIC struct world_material *world_tri_index_material( u32 index )
    }
 
    /* error material */
-   return &world.materials[0];
+   return &world->materials[0];
 }
 
-VG_STATIC struct world_material *world_contact_material( rb_ct *ct )
+VG_STATIC struct world_material *world_contact_material( world_instance *world,
+                                                         rb_ct *ct )
 {
-   return world_tri_index_material( ct->element_id );
+   return world_tri_index_material( world, ct->element_id );
 }
 
-VG_STATIC struct world_material *ray_hit_material( ray_hit *hit )
+VG_STATIC struct world_material *ray_hit_material( world_instance *world,
+                                                   ray_hit *hit )
 {
-   return world_tri_index_material( hit->tri[0] );
+   return world_tri_index_material( world, hit->tri[0] );
 }
 
 #endif /* WORLD_H */