diff --git a/src/game.rs b/src/game.rs index 64ac7a3..1809ef8 100644 --- a/src/game.rs +++ b/src/game.rs @@ -2282,6 +2282,17 @@ impl Game { } if e.think <= 0.0 { e.think = 0.4 + self.rng.f() * 0.3; + // a new creature builds its own bed in the lair soon after its arrival + if e.bed.is_none() && self.counts[1] > 0 && !matches!(e.job, Job::Attack(_) | Job::Leave | Job::Rally) && self.rng.f() < 0.15 { + let cur = e.tile(); + if let Some(p) = self.map.search(cur, self.map.walk_cost(), |i| self.map.t[i].kind == Kind::Lair && self.map.t[i].bed == 0, true) { + let b = p.last().copied().unwrap_or(cur); + self.map.t[b].bed = me; + e.bed = Some(b); + let (bx, by) = xy(b); + self.fx(8, bx as f32 + 0.5, by as f32 + 0.5, 0.0, 0.0, 0.6, 0xff40d0ff); + } + } if !matches!(e.job, Job::Attack(_) | Job::Leave) { let radius = if e.job == Job::Rally { 8.5 } else { 7.0 }; if let Some(id) = self.nearest_enemy(e, radius) { diff --git a/src/gfx.rs b/src/gfx.rs index 19368c5..0efea75 100644 --- a/src/gfx.rs +++ b/src/gfx.rs @@ -62,6 +62,8 @@ pub const T_DIAMOND: u32 = 119; pub const D_SILVER: u32 = 121; // treasury content pub const D_RUBY: u32 = 122; pub const D_DIAMOND: u32 = 123; +pub const D_RUBBLE: u32 = 124; // floor decals: pebbles and fragments +pub const D_CRACK: u32 = 125; // a long crack through several stones pub struct Gfx { pub atlas: Texture2D, @@ -149,7 +151,7 @@ impl Canvas { } } -// flagstone pattern with grout +// flagstone pattern with grout; stones are whole, cracked or broken (chipped corner with grit) fn stones(x: i32, y: i32, v: u32, base: (i32, i32, i32), grout: (i32, i32, i32), var: i32) -> Color { let row = y / 8; let off = if row % 2 == 1 { 4 } else { 0 }; @@ -157,6 +159,31 @@ fn stones(x: i32, y: i32, v: u32, base: (i32, i32, i32), grout: (i32, i32, i32), if y % 8 == 0 || sx % 8 == 0 { return shade(grout, (rnd(x, y, v + 7) * 6.0) as i32); } + let (lx, ly) = (sx % 8, y % 8); // position inside the stone (1..7) + let damage = hash((x + off) / 8, row, v + 17) % 9; + match damage { + // a crack running across the stone + 0 | 1 => { + let k = (hash((x + off) / 8, row, v + 18) % 3) as i32; + let on = if damage == 0 { lx + k == ly || lx + k == ly + 1 && ly % 3 == 0 } else { 8 - lx == ly + k - 1 }; + if on { + return shade(grout, -6); + } + } + // broken corner: the piece is missing, grit lies in the hole + 2 => { + if lx + ly < 5 { + return if hash(x, y, v + 19) % 3 == 0 { shade(base, -18) } else { shade(grout, (rnd(x, y, v + 20) * 10.0) as i32 - 4) }; + } + } + // shattered: several small fragments + 3 => { + if (lx * 3 + ly * 5 + v as i32) % 7 == 0 || lx == ly / 2 + 2 { + return shade(grout, 2); + } + } + _ => {} + } let stone = hash((x + off) / 8, row, v + 3) % 5; let d = (rnd(x, y, v) * var as f32) as i32 - var / 2 + stone as i32 * 3 - 6; // highlight top/left, shadow bottom/right @@ -699,6 +726,26 @@ fn gen_atlas() -> Image { let h = hash(cu, cv, seed) % 3; Some(if e { lo } else if h == 0 || (u % 4 == 1 && v % 4 == 1) { hi } else if d > 0.65 { lo } else { mid }) }; + // floor decals + cv.cell(D_RUBBLE, |x, y| { + for k in 0..9 { + let gx = 1 + (hash(k, 5, 220) % 14) as i32; + let gy = 1 + (hash(k, 6, 220) % 14) as i32; + let s = (hash(k, 7, 220) % 3) as i32; + if (x - gx).abs() + (y - gy).abs() <= s { + return Some(if y < gy { c(120, 110, 104) } else if (x + y) % 2 == 0 { c(84, 76, 72) } else { c(66, 60, 56) }); + } + } + None + }); + cv.cell(D_CRACK, |x, y| { + let cx = 8.0 + ((y as f32) * 0.7).sin() * 3.0 + (y as f32 * 1.9).sin(); + if (x as f32 - cx).abs() < 0.7 || (y > 9 && (x as f32 - cx - (y - 9) as f32 * 0.8).abs() < 0.6) { + Some(Color::from_rgba(20, 14, 14, 200)) + } else { + None + } + }); cv.cell(D_RUBY, |x, y| gems(x, y, 200, c(255, 150, 170), c(215, 30, 60), c(120, 12, 36))); cv.cell(D_DIAMOND, |x, y| gems(x, y, 210, c(255, 255, 255), c(170, 232, 255), c(80, 150, 200))); cv.img diff --git a/src/main.rs b/src/main.rs index 6e6a0a6..030000c 100644 --- a/src/main.rs +++ b/src/main.rs @@ -10,6 +10,7 @@ mod i18n; mod map; mod menu; mod platform; +mod props; mod render3d; mod save; mod settings; diff --git a/src/props.rs b/src/props.rs new file mode 100644 index 0000000..826dc62 --- /dev/null +++ b/src/props.rs @@ -0,0 +1,439 @@ +// Room furniture and creature beds, drawn every frame near the camera so they can move: +// training dummies spin while in use, torture wheels turn, candles and braziers flicker, +// books float above the lecterns. Every creature builds its own bed in the lair (a web for +// the spider, a fur pile for the ogre, ...); it disappears with its owner. +// Solid parts are drawn with the default material (flat colours), glowing parts in the glow pass. + +use crate::game::*; +use crate::map::*; +use crate::render3d::{disc, line3, Cam}; +use macroquad::prelude::*; +use std::collections::{HashMap, HashSet}; + +fn hash(x: i32, y: i32, s: u32) -> u32 { + let mut h = (x as u32).wrapping_mul(374761393) ^ (y as u32).wrapping_mul(668265263) ^ s.wrapping_mul(2246822519); + h = (h ^ (h >> 13)).wrapping_mul(1274126177); + h ^ (h >> 16) +} + +fn rgb(r: u8, g: u8, b: u8, light: f32) -> Color { + Color::new(r as f32 / 255.0 * light, g as f32 / 255.0 * light, b as f32 / 255.0 * light, 1.0) +} + +fn cube(p: Vec3, s: Vec3, c: Color) { + draw_cube(p, s, None, c); +} + +// what is going on in the rooms this frame +struct Use { + busy: HashSet, // tiles where a creature trains, studies or prays + tortured: HashSet, // torture tiles with a prisoner on them + beds: HashMap, // bed owner (entity id + 1) -> kind +} + +fn usage(g: &Game) -> Use { + let mut u = Use { busy: HashSet::new(), tortured: HashSet::new(), beds: HashMap::new() }; + for e in &g.ents { + if !e.alive { + continue; + } + match e.job { + Job::Train(t) | Job::Study(t) | Job::Pray(t) if e.working || e.path.is_empty() => { + u.busy.insert(t); + } + _ => {} + } + if e.captive == 3 { + u.tortured.insert(e.tile()); + } + if !e.hero || e.captive == 0 { + u.beds.insert(e.id + 1, e.kind); + } + } + u +} + +// tiles around the camera (the view is a rotated rectangle; a square around it is enough) +fn visible(cam: &Cam) -> (i32, i32, i32, i32) { + let r = (cam.zoom * 1.1) as i32 + 2; + let (cx, cz) = (cam.tx as i32, cam.tz as i32); + ((cx - r).max(0), (cz - r).max(0), (cx + r).min(mw() as i32 - 1), (cz + r).min(mh() as i32 - 1)) +} + +fn light_of(t: &Tile) -> f32 { + if t.owner == Owner::Player { + 0.85 + } else { + 0.55 + } +} + +pub fn draw_props_solid(g: &Game, cam: &Cam, t: f32) { + let u = usage(g); + let (x0, z0, x1, z1) = visible(cam); + for z in z0..=z1 { + for x in x0..=x1 { + let i = idx(x, z); + let tile = &g.map.t[i]; + let l = light_of(tile); + let c = vec3(x as f32 + 0.5, 0.0, z as f32 + 0.5); + let h = hash(x, z, 77); + match tile.kind { + Kind::Lair if tile.bed != 0 => { + if let Some(&kind) = u.beds.get(&tile.bed) { + bed(kind, c, h, l, t); + } + } + Kind::Treasury if chest_tile(x, z) => chest(c, h, l, tile.gold as f32 / TREASURY_TILE, tile.res), + Kind::Training if (x + z) % 2 == 0 => training(c, h, l, t, u.busy.contains(&i) || u.busy.iter().any(|&b| adj8(b, i))), + Kind::Torture if (x + z) % 2 == 1 => torture(c, h, l, t, u.tortured.contains(&i) || u.tortured.iter().any(|&b| adj8(b, i))), + Kind::Temple if x % 3 == 1 && z % 3 == 1 => temple(c, h, l), + Kind::Temple if (x + z) % 2 == 0 && h % 3 == 0 => candle_stand(c + vec3(((h >> 4) % 5) as f32 * 0.1 - 0.2, 0.0, ((h >> 8) % 5) as f32 * 0.1 - 0.2), l), + Kind::Library if z % 2 == 0 => shelf(c, h, l), + Kind::Library if h % 3 == 0 => lectern(c, l), + _ => {} + } + } + } +} + +pub fn draw_props_glow(g: &Game, cam: &Cam, t: f32) { + let u = usage(g); + let (x0, z0, x1, z1) = visible(cam); + for z in z0..=z1 { + for x in x0..=x1 { + let i = idx(x, z); + let tile = &g.map.t[i]; + let c = vec3(x as f32 + 0.5, 0.0, z as f32 + 0.5); + let h = hash(x, z, 77); + let k = (x * 13 + z * 7) as f32; + match tile.kind { + Kind::Torture if (x + z) % 2 == 1 && h % 3 == 2 => { + // brazier coals + for n in 0..4 { + let a = n as f32 * 1.6 + k; + let f = 0.7 + 0.3 * (t * 7.0 + a).sin(); + draw_sphere(c + vec3(a.cos() * 0.1, 0.55 + 0.03 * f, a.sin() * 0.1), 0.06 * f, None, Color::new(1.0, 0.35 + 0.2 * f, 0.05, 0.95)); + } + draw_sphere(c + vec3(0.0, 0.62, 0.0), 0.16, None, Color::new(1.0, 0.4, 0.1, 0.25)); + } + Kind::Temple if x % 3 == 1 && z % 3 == 1 => { + // candles on the altar and the eternal flame + for n in [-0.32f32, 0.32] { + flame(c + vec3(n, 0.68, -0.18), t, k + n); + } + let f = 1.0 + 0.15 * (t * 5.0 + k).sin(); + draw_sphere(c + vec3(0.0, 0.62, 0.15), 0.1 * f, None, Color::new(1.0, 0.45, 0.1, 0.9)); + draw_sphere(c + vec3(0.0, 0.66, 0.15), 0.2 * f, None, Color::new(1.0, 0.3, 0.05, 0.2)); + } + Kind::Temple if (x + z) % 2 == 0 && h % 3 == 0 => { + let off = vec3(((h >> 4) % 5) as f32 * 0.1 - 0.2, 0.0, ((h >> 8) % 5) as f32 * 0.1 - 0.2); + flame(c + off + vec3(0.0, 0.52, 0.0), t, k); + } + Kind::Library if z % 2 != 0 && h % 3 == 0 => { + // books floating above the lectern while someone studies, otherwise resting + let busy = u.busy.contains(&i) || u.busy.iter().any(|&b| adj8(b, i)); + let n = if busy { 3 } else { 1 }; + for b in 0..n { + let a = t * 0.9 + b as f32 * 2.1 + k; + let y = 0.85 + (t * 1.7 + b as f32).sin() * 0.06 + b as f32 * 0.1; + let r = if busy { 0.32 } else { 0.0 }; + let col = [Color::new(0.9, 0.3, 0.3, 1.0), Color::new(0.3, 0.5, 0.95, 1.0), Color::new(0.4, 0.85, 0.4, 1.0)][b % 3]; + draw_cube(c + vec3(a.cos() * r, y, a.sin() * r), vec3(0.14, 0.04, 0.1), None, col); + if busy { + draw_sphere(c + vec3(a.cos() * r, y, a.sin() * r), 0.09, None, Color::new(0.7, 0.6, 1.0, 0.2)); + } + } + } + Kind::Lair if tile.bed != 0 => { + // the flame priestess sleeps on embers + if let Some(EK::Priestess) = u.beds.get(&tile.bed) { + for n in 0..3 { + let a = n as f32 * 2.1 + k; + let f = 0.6 + 0.4 * (t * 4.0 + a).sin(); + draw_sphere(c + vec3(a.cos() * 0.22, 0.06, a.sin() * 0.22), 0.05 * f, None, Color::new(1.0, 0.45, 0.1, 0.9)); + } + } + } + _ => {} + } + } + } +} + +// treasury tiles with a chest (instead of a heap) +pub fn chest_tile(x: i32, z: i32) -> bool { + (x * 7 + z * 13).rem_euclid(3) == 0 +} + +// a chest: closed when empty, open and filled up to its content otherwise +fn chest(c: Vec3, h: u32, l: f32, fill: f32, res: u8) { + // quarter turns only: positions are rotated, box sizes swap width and depth + let q = h % 4; + let rot = q as f32 * std::f32::consts::FRAC_PI_2; + let (ca, sa) = (rot.cos(), rot.sin()); + let at = |dx: f32, dz: f32, y: f32| c + vec3(dx * ca - dz * sa, y, dx * sa + dz * ca); + let cube = |p: Vec3, s: Vec3, col: Color| cube(p, if q % 2 == 1 { vec3(s.z, s.y, s.x) } else { s }, col); + let wood = rgb(110, 70, 36, l); + let band = rgb(170, 140, 70, l); + cube(at(0.0, 0.0, 0.16), vec3(0.56, 0.32, 0.4), wood); + cube(at(0.0, 0.0, 0.16), vec3(0.58, 0.05, 0.42), band); + cube(at(0.0, 0.21, 0.18), vec3(0.08, 0.1, 0.02), band); + let fill = fill.clamp(0.0, 1.0); + if fill < 0.02 { + cube(at(0.0, 0.0, 0.36), vec3(0.58, 0.08, 0.42), wood); + return; + } + // open lid leaning back + cube(at(0.0, -0.24, 0.5), vec3(0.58, 0.32, 0.06), wood); + // content: the treasure kind decides the colour, the amount the height (heaped when full) + let col = match res { + 1 => rgb(205, 210, 225, 1.0), + 2 => rgb(220, 40, 70, 1.0), + 3 => rgb(180, 235, 255, 1.0), + _ => rgb(240, 196, 60, 1.0), + }; + let top = 0.06 + fill * 0.26; + cube(at(0.0, 0.0, top * 0.5 + 0.02), vec3(0.5, top, 0.34), col); + if fill > 0.7 { + cube(at(0.05, 0.02, top + 0.05), vec3(0.3, 0.08, 0.22), col); + for n in 0..3 { + let (dx, dz) = (((h >> (n * 3)) % 5) as f32 * 0.08 - 0.16, ((h >> (n * 2)) % 3) as f32 * 0.06 - 0.06); + cube(at(dx, dz, top + 0.1), vec3(0.06, 0.03, 0.06), rgb(255, 240, 180, 1.0)); + } + } +} + +fn adj8(a: usize, b: usize) -> bool { + let (ax, ay) = xy(a); + let (bx, by) = xy(b); + (ax - bx).abs() <= 1 && (ay - by).abs() <= 1 +} + +fn flame(p: Vec3, t: f32, k: f32) { + let f = 1.0 + 0.2 * (t * 11.0 + k).sin() + 0.1 * (t * 23.0 + k * 3.0).sin(); + draw_sphere(p, 0.035 * f, None, Color::new(1.0, 0.85, 0.4, 1.0)); + draw_sphere(p + vec3(0.0, 0.03, 0.0), 0.06 * f, None, Color::new(1.0, 0.5, 0.1, 0.35)); +} + +// ---------------------------------------------------------------- beds + +fn bed(kind: EK, c: Vec3, h: u32, l: f32, t: f32) { + let rot = (h % 4) as f32 * 0.4 - 0.6; + let (ca, sa) = (rot.cos(), rot.sin()); + let at = |dx: f32, dz: f32, y: f32| c + vec3(dx * ca - dz * sa, y, dx * sa + dz * ca); + match kind { + EK::Kobold => { + // straw pile + for n in 0..7 { + let (dx, dz) = (((h >> (n * 3)) % 7) as f32 * 0.08 - 0.24, ((h >> (n * 2 + 1)) % 7) as f32 * 0.08 - 0.24); + cube(at(dx, dz, 0.04), vec3(0.28, 0.06, 0.12), rgb(200, 170, 70, l * (0.85 + (n % 3) as f32 * 0.08))); + } + } + EK::Spider => { + // a web spanned flat over the floor and up to an imaginary corner + let wc = Color::new(0.85 * l + 0.1, 0.85 * l + 0.1, 0.9 * l + 0.1, 0.9); + let centre = c + vec3(0.0, 0.05, 0.0); + for n in 0..8 { + let a = n as f32 * std::f32::consts::FRAC_PI_4 + rot; + line3(centre, centre + vec3(a.cos() * 0.45, 0.0, a.sin() * 0.45), 0.015, wc); + } + for ring in 1..=3 { + let r = ring as f32 * 0.14; + for n in 0..8 { + let a0 = n as f32 * std::f32::consts::FRAC_PI_4 + rot; + let a1 = a0 + std::f32::consts::FRAC_PI_4; + line3(centre + vec3(a0.cos() * r, 0.0, a0.sin() * r), centre + vec3(a1.cos() * r, 0.0, a1.sin() * r), 0.012, wc); + } + } + // a few strands going up + for n in 0..3 { + let a = n as f32 * 2.1 + rot; + line3(centre + vec3(a.cos() * 0.4, 0.0, a.sin() * 0.4), centre + vec3(a.cos() * 0.15, 0.6, a.sin() * 0.15), 0.012, wc); + } + } + EK::Mage => { + // cushion with a starry blanket + cube(at(0.0, 0.0, 0.06), vec3(0.62, 0.12, 0.5), rgb(70, 50, 120, l)); + cube(at(0.0, 0.08, 0.13), vec3(0.6, 0.03, 0.34), rgb(40, 30, 90, l)); + for n in 0..4 { + let (dx, dz) = (((h >> (n * 4)) % 5) as f32 * 0.1 - 0.2, ((h >> (n * 4 + 2)) % 3) as f32 * 0.1 - 0.0); + cube(at(dx, dz, 0.15), vec3(0.04, 0.02, 0.04), rgb(240, 210, 90, 1.0)); + } + cube(at(0.0, -0.18, 0.15), vec3(0.3, 0.08, 0.14), rgb(200, 190, 220, l)); + } + EK::Ogre => { + // heap of furs with a gnawed bone + for n in 0..5 { + let a = n as f32 * 1.3 + rot; + cube(c + vec3(a.cos() * 0.15, 0.05 + (n % 2) as f32 * 0.04, a.sin() * 0.15), vec3(0.38, 0.1, 0.3), rgb(110 + (n * 12) as u8, 76, 44, l)); + } + cube(at(0.32, 0.2, 0.06), vec3(0.24, 0.04, 0.05), rgb(230, 220, 200, l)); + } + EK::Jailer => { + // plank bunk with chains + cube(at(0.0, 0.0, 0.12), vec3(0.72, 0.06, 0.4), rgb(90, 66, 44, l)); + for (dx, dz) in [(-0.3, -0.15), (0.3, -0.15), (-0.3, 0.15), (0.3, 0.15)] { + cube(at(dx, dz, 0.05), vec3(0.06, 0.1, 0.06), rgb(70, 50, 34, l)); + } + for n in 0..6 { + cube(at(-0.3 + n as f32 * 0.12, 0.24, 0.03 + (n % 2) as f32 * 0.02), vec3(0.08, 0.03, 0.04), rgb(120, 120, 130, l)); + } + } + EK::Priestess => { + // ember cushion (glowing coals in the glow pass) + cube(at(0.0, 0.0, 0.05), vec3(0.6, 0.1, 0.48), rgb(150, 40, 30, l)); + cube(at(0.0, 0.0, 0.11), vec3(0.4, 0.03, 0.3), rgb(220, 110, 40, l)); + } + EK::Chainbreaker => { + // a hollow of broken rocks and a burst chain + for n in 0..7 { + let a = n as f32 * 0.9 + rot; + cube(c + vec3(a.cos() * 0.36, 0.08, a.sin() * 0.36), vec3(0.18, 0.16 + (n % 3) as f32 * 0.05, 0.18), rgb(90, 86, 92, l * (0.8 + (n % 2) as f32 * 0.2))); + } + for n in 0..3 { + cube(at(-0.1 + n as f32 * 0.1, 0.05, 0.03), vec3(0.08, 0.03, 0.04), rgb(130, 130, 140, l)); + } + } + _ => { + // defected heroes: a proper camp bed with a white sheet + cube(at(0.0, 0.0, 0.14), vec3(0.42, 0.05, 0.78), rgb(120, 86, 52, l)); + cube(at(0.0, 0.05, 0.18), vec3(0.38, 0.04, 0.5), rgb(220, 220, 228, l)); + cube(at(0.0, -0.28, 0.2), vec3(0.3, 0.06, 0.14), rgb(240, 240, 245, l)); + for (dx, dz) in [(-0.18, -0.35), (0.18, -0.35), (-0.18, 0.35), (0.18, 0.35)] { + cube(at(dx, dz, 0.06), vec3(0.05, 0.12, 0.05), rgb(100, 70, 44, l)); + } + } + } + let _ = t; +} + +// ---------------------------------------------------------------- training hall + +fn training(c: Vec3, h: u32, l: f32, t: f32, busy: bool) { + match h % 3 { + 0 => { + // spinning dummy: post, straw body, two arms + let spin = if busy { t * 6.0 } else { (h % 7) as f32 }; + cube(c + vec3(0.0, 0.35, 0.0), vec3(0.08, 0.7, 0.08), rgb(100, 70, 44, l)); + cube(c + vec3(0.0, 0.5, 0.0), vec3(0.2, 0.28, 0.2), rgb(200, 170, 100, l)); + cube(c + vec3(0.0, 0.72, 0.0), vec3(0.14, 0.14, 0.14), rgb(210, 180, 120, l)); + let (ax, az) = (spin.cos() * 0.3, spin.sin() * 0.3); + line3(c + vec3(-ax, 0.58, -az), c + vec3(ax, 0.58, az), 0.06, rgb(120, 84, 50, l)); + cube(c + vec3(0.0, 0.03, 0.0), vec3(0.34, 0.06, 0.34), rgb(80, 56, 36, l)); + } + 1 => { + // weapon rack: frame with swords and an axe + cube(c + vec3(-0.3, 0.3, 0.0), vec3(0.06, 0.6, 0.06), rgb(100, 70, 44, l)); + cube(c + vec3(0.3, 0.3, 0.0), vec3(0.06, 0.6, 0.06), rgb(100, 70, 44, l)); + cube(c + vec3(0.0, 0.56, 0.0), vec3(0.66, 0.05, 0.08), rgb(110, 78, 48, l)); + for n in 0..3 { + let x = -0.15 + n as f32 * 0.15; + cube(c + vec3(x, 0.3, 0.03), vec3(0.03, 0.46, 0.02), rgb(190, 195, 205, l)); + cube(c + vec3(x, 0.12, 0.03), vec3(0.1, 0.02, 0.03), rgb(110, 80, 40, l)); + } + } + _ => { + // target board on a stand, wobbling when hit + let wob = if busy { (t * 14.0).sin() * 0.05 } else { 0.0 }; + cube(c + vec3(0.0, 0.25, 0.1), vec3(0.06, 0.5, 0.06), rgb(100, 70, 44, l)); + let p = c + vec3(wob, 0.55, 0.0); + for (k, (s, col)) in [(0.5, rgb(230, 225, 210, l)), (0.36, rgb(200, 40, 40, l)), (0.22, rgb(230, 225, 210, l)), (0.1, rgb(200, 40, 40, l))].iter().enumerate() { + cube(p - vec3(0.0, 0.0, k as f32 * 0.01), vec3(*s, *s, 0.04), *col); + } + } + } +} + +// ---------------------------------------------------------------- torture chamber + +fn torture(c: Vec3, h: u32, l: f32, t: f32, busy: bool) { + match h % 3 { + 0 => { + // the wheel turns while a prisoner is on it + let a0 = if busy { t * 1.5 } else { 0.3 }; + let hub = c + vec3(0.0, 0.5, 0.0); + cube(c + vec3(-0.28, 0.25, 0.0), vec3(0.06, 0.5, 0.06), rgb(80, 56, 36, l)); + cube(c + vec3(0.28, 0.25, 0.0), vec3(0.06, 0.5, 0.06), rgb(80, 56, 36, l)); + let col = rgb(120, 84, 50, l); + for n in 0..8 { + let a = a0 + n as f32 * std::f32::consts::FRAC_PI_4; + let b = a + std::f32::consts::FRAC_PI_4; + let p = |a: f32| hub + vec3(0.0, a.sin() * 0.36, a.cos() * 0.36); + line3(hub, p(a), 0.03, col); + line3(p(a), p(b), 0.05, col); + } + cube(hub, vec3(0.62, 0.06, 0.06), rgb(90, 90, 100, l)); + } + 1 => { + // iron maiden, slightly open + cube(c + vec3(0.0, 0.42, 0.06), vec3(0.4, 0.84, 0.2), rgb(70, 70, 80, l)); + cube(c + vec3(0.0, 0.78, 0.06), vec3(0.3, 0.12, 0.2), rgb(90, 90, 100, l)); + cube(c + vec3(-0.12, 0.42, -0.14), vec3(0.18, 0.8, 0.04), rgb(80, 80, 92, l)); + for n in 0..4 { + cube(c + vec3(0.08, 0.2 + n as f32 * 0.16, -0.06), vec3(0.03, 0.03, 0.12), rgb(170, 170, 180, l)); + } + cube(c + vec3(0.0, 0.5, 0.17), vec3(0.08, 0.08, 0.02), rgb(160, 40, 40, l)); + } + _ => { + // brazier on three legs with pokers (the coals glow in the glow pass) + for n in 0..3 { + let a = n as f32 * 2.094; + line3(c + vec3(a.cos() * 0.2, 0.0, a.sin() * 0.2), c + vec3(a.cos() * 0.08, 0.45, a.sin() * 0.08), 0.03, rgb(60, 60, 66, l)); + } + cube(c + vec3(0.0, 0.5, 0.0), vec3(0.32, 0.08, 0.32), rgb(50, 46, 46, l)); + line3(c + vec3(0.05, 0.52, 0.0), c + vec3(0.3, 0.8, 0.1), 0.02, rgb(120, 120, 130, l)); + } + } +} + +// ---------------------------------------------------------------- temple + +fn temple(c: Vec3, h: u32, l: f32) { + // altar: stone block, red cloth, two candles (flames in the glow pass), a fire bowl behind + cube(c + vec3(0.0, 0.22, -0.1), vec3(0.9, 0.44, 0.42), rgb(70, 56, 72, l)); + cube(c + vec3(0.0, 0.45, -0.1), vec3(0.94, 0.04, 0.46), rgb(90, 74, 92, l)); + cube(c + vec3(0.0, 0.3, 0.12), vec3(0.4, 0.3, 0.02), rgb(160, 40, 40, l)); + cube(c + vec3(0.0, 0.3, 0.13), vec3(0.08, 0.08, 0.01), rgb(230, 190, 80, 1.0)); + for n in [-0.32f32, 0.32] { + cube(c + vec3(n, 0.56, -0.18), vec3(0.05, 0.18, 0.05), rgb(230, 220, 200, l)); + } + cube(c + vec3(0.0, 0.3, 0.15), vec3(0.1, 0.6, 0.1), rgb(60, 50, 62, l)); + cube(c + vec3(0.0, 0.58, 0.15), vec3(0.24, 0.06, 0.24), rgb(90, 70, 40, l)); + let _ = h; +} + +fn candle_stand(c: Vec3, l: f32) { + cube(c + vec3(0.0, 0.2, 0.0), vec3(0.04, 0.4, 0.04), rgb(150, 120, 60, l)); + cube(c + vec3(0.0, 0.02, 0.0), vec3(0.14, 0.04, 0.14), rgb(150, 120, 60, l)); + cube(c + vec3(0.0, 0.45, 0.0), vec3(0.05, 0.1, 0.05), rgb(230, 220, 200, l)); +} + +// ---------------------------------------------------------------- library + +fn shelf(c: Vec3, h: u32, l: f32) { + cube(c + vec3(0.0, 0.45, 0.0), vec3(0.86, 0.9, 0.3), rgb(70, 44, 28, l)); + let colors = [(150, 40, 40), (40, 80, 140), (60, 120, 60), (160, 130, 50), (100, 60, 120), (180, 170, 150)]; + for row in 0..3 { + let y = 0.18 + row as f32 * 0.28; + cube(c + vec3(0.0, y - 0.1, 0.0), vec3(0.8, 0.03, 0.32), rgb(90, 60, 38, l)); + let mut x = -0.36; + let mut n = 0; + while x < 0.34 { + let w = 0.05 + ((h >> ((n + row * 5) % 24)) % 3) as f32 * 0.02; + let (r, gg, b) = colors[(hash(n, row, h) % 6) as usize]; + let ht = 0.16 + ((h >> (n % 20)) % 3) as f32 * 0.025; + cube(c + vec3(x + w * 0.5, y - 0.08 + ht * 0.5, -0.02), vec3(w * 0.9, ht, 0.24), rgb(r, gg, b, l)); + x += w; + n += 1; + } + } +} + +fn lectern(c: Vec3, l: f32) { + cube(c + vec3(0.0, 0.3, 0.0), vec3(0.1, 0.6, 0.1), rgb(90, 60, 38, l)); + cube(c + vec3(0.0, 0.62, 0.0), vec3(0.42, 0.04, 0.3), rgb(110, 74, 46, l)); + cube(c + vec3(0.0, 0.66, 0.0), vec3(0.3, 0.02, 0.2), rgb(230, 222, 200, l)); + cube(c + vec3(0.0, 0.67, 0.0), vec3(0.01, 0.02, 0.2), rgb(120, 40, 40, l)); + disc(c + vec3(0.0, 0.01, 0.0), 0.25, Color::new(0.0, 0.0, 0.0, 0.25), 12); +} diff --git a/src/render3d.rs b/src/render3d.rs index 0d758d4..8e99c2d 100644 --- a/src/render3d.rs +++ b/src/render3d.rs @@ -587,16 +587,25 @@ fn build_chunk(map: &Map, amb: &[f32], cx: i32, cz: i32, atlas: &Texture2D, wall } // room decor let dc = col(Vec3::splat(amb_at(amb, xf + 0.5, zf + 0.5)), 1.0); - match t.kind { - Kind::Lair => { - let (a, b) = cell_uv(D_BED); - mb.quad( - [vec3(xf + 0.05, 0.02, zf + 0.05), vec3(xf + 0.95, 0.02, zf + 0.05), vec3(xf + 0.95, 0.02, zf + 0.95), vec3(xf + 0.05, 0.02, zf + 0.95)], - [vec2(a.x, a.y), vec2(b.x, a.y), vec2(b.x, b.y), vec2(a.x, b.y)], - [dc; 4], - [Vec3::Y; 4], - ); + // wear and tear: grit and cracks on plain floors + if matches!(t.kind, Kind::Floor) { + let hsh = (x as u32).wrapping_mul(2654435761) ^ (z as u32).wrapping_mul(2246822519); + let hsh = (hsh ^ (hsh >> 15)).wrapping_mul(2246822519); + let decal = match hsh % 11 { + 0 | 1 => Some(D_RUBBLE), + 2 => Some(D_CRACK), + _ => None, + }; + if let Some(d) = decal { + let (a, b) = cell_uv(d); + // rotate by a quarter turn for variety + let uv = [vec2(a.x, a.y), vec2(b.x, a.y), vec2(b.x, b.y), vec2(a.x, b.y)]; + let r = (hsh >> 8) as usize % 4; + let uv = [uv[r % 4], uv[(r + 1) % 4], uv[(r + 2) % 4], uv[(r + 3) % 4]]; + mb.quad([vec3(xf, 0.012, zf), vec3(xf + 1.0, 0.012, zf), vec3(xf + 1.0, 0.012, zf + 1.0), vec3(xf, 0.012, zf + 1.0)], uv, [dc; 4], [Vec3::Y; 4]); } + } + match t.kind { Kind::Farm => { let pos = [(0.3, 0.3), (0.7, 0.4), (0.45, 0.72)]; for (k, &(ox, oz)) in pos.iter().enumerate() { @@ -605,12 +614,10 @@ fn build_chunk(map: &Map, amb: &[f32], cx: i32, cz: i32, atlas: &Texture2D, wall } } } - Kind::Training if (x + z) % 2 == 0 => mb.cross(xf + 0.5, zf + 0.5, 0.7, 0.75, D_DUMMY, dc), - Kind::Library if z % 2 == 0 => mb.cross(xf + 0.5, zf + 0.5, 0.9, 0.85, D_SHELF, dc), - Kind::Torture if (x + z) % 2 == 1 => mb.cross(xf + 0.5, zf + 0.5, 0.8, 0.8, D_RACK, dc), - Kind::Temple if x % 3 == 1 && z % 3 == 1 => mb.cross(xf + 0.5, zf + 0.5, 0.8, 0.8, D_ALTAR, dc), + // training, torture, temple and library furniture and the beds: props.rs // each treasury tile shows what it holds (up to TREASURY_TILE) - Kind::Treasury if t.gold > 10 => { + // (every third treasury tile holds a chest instead, see props.rs) + Kind::Treasury if t.gold > 10 && !crate::props::chest_tile(x, z) => { let fill = (t.gold as f32 / TREASURY_TILE).clamp(0.0, 1.0); let s = 0.35 + 0.55 * fill; let sprite = [D_COINS, D_SILVER, D_RUBY, D_DIAMOND][(t.res & 3) as usize]; @@ -885,7 +892,7 @@ impl R3d { } let (cx, cy) = g.map.core; let hp = (g.core_hp / CORE_HP).clamp(0.0, 1.0); - push(vec3(cx as f32 + 1.5, 1.2, cy as f32 + 1.5), 7.0, vec3(1.0, 0.25, 0.2), 1.1 + 0.2 * (t * 3.0).sin() * (1.5 - hp), 100.0); + push(vec3(cx as f32 + 1.5, 1.6, cy as f32 + 1.5), 7.0, vec3(1.0, 0.25, 0.2), 1.1 + 0.2 * (t * 3.0).sin() * (1.5 - hp), 100.0); for (k, &(px, py)) in g.map.portals.iter().enumerate() { let owned = g.map.portal_owned(k); push(vec3(px as f32 + 1.5, 0.8, py as f32 + 1.5), 6.0, vec3(0.7, 0.3, 1.0), if owned { 1.0 } else { 0.35 }, 20.0); @@ -1013,6 +1020,7 @@ impl R3d { } draw_landmarks_solid(g, t); draw_towers_solid(g); + crate::props::draw_props_solid(g, cam, t); // ---- unlit glow / overlays gl_use_material(&self.glow); @@ -1044,6 +1052,7 @@ impl R3d { // translucent glows and effects last (they write depth, see glow_material) draw_landmarks_glow(g, t); draw_towers_glow(g, t); + crate::props::draw_props_glow(g, cam, t); for f in &g.fx { draw_fx(f, t); } @@ -1265,7 +1274,7 @@ thread_local! { } // Thick 3D line as a camera-facing quad (GL lines don't work with custom materials) -fn line3(a: Vec3, b: Vec3, w: f32, color: Color) { +pub fn line3(a: Vec3, b: Vec3, w: f32, color: Color) { let eye = EYE.with(|e| e.get()); let side = (b - a).cross(eye).normalize_or_zero() * (w * 0.5); let c = [(color.r * 255.0) as u8, (color.g * 255.0) as u8, (color.b * 255.0) as u8, (color.a * 255.0) as u8]; @@ -1273,7 +1282,7 @@ fn line3(a: Vec3, b: Vec3, w: f32, color: Color) { draw_mesh(&Mesh { vertices: vec![v(a - side), v(a + side), v(b + side), v(b - side)], indices: vec![0, 1, 2, 0, 2, 3], texture: None }); } -fn disc(c: Vec3, r: f32, color: Color, seg: usize) { +pub fn disc(c: Vec3, r: f32, color: Color, seg: usize) { let mut v = Vec::with_capacity(seg + 1); let cc = [(color.r * 255.0) as u8, (color.g * 255.0) as u8, (color.b * 255.0) as u8, (color.a * 255.0) as u8]; v.push(Vertex { position: c, uv: Vec2::ZERO, color: cc, normal: Vec4::Y }); @@ -1298,11 +1307,31 @@ fn ring(c: Vec3, r: f32, color: Color) { } fn draw_landmarks_solid(g: &Game, t: f32) { - // core pedestal + // soul core: stepped obsidian pedestal with four spikes holding the orb let (cx, cy) = g.map.core; let c = vec3(cx as f32 + 1.5, 0.0, cy as f32 + 1.5); - draw_cube(c + vec3(0.0, 0.15, 0.0), vec3(2.4, 0.3, 2.4), None, Color::from_rgba(45, 16, 20, 255)); - draw_cube(c + vec3(0.0, 0.4, 0.0), vec3(1.4, 0.2, 1.4), None, Color::from_rgba(70, 26, 30, 255)); + draw_cube(c + vec3(0.0, 0.08, 0.0), vec3(2.8, 0.16, 2.8), None, Color::from_rgba(34, 14, 18, 255)); + draw_cube(c + vec3(0.0, 0.22, 0.0), vec3(2.1, 0.14, 2.1), None, Color::from_rgba(48, 18, 24, 255)); + draw_cube(c + vec3(0.0, 0.35, 0.0), vec3(1.3, 0.14, 1.3), None, Color::from_rgba(66, 24, 30, 255)); + for (k, (dx, dz)) in [(-1.15f32, -1.15f32), (1.15, -1.15), (1.15, 1.15), (-1.15, 1.15)].iter().enumerate() { + let b = c + vec3(*dx, 0.0, *dz); + draw_cube(b + vec3(0.0, 0.45, 0.0), vec3(0.26, 0.9, 0.26), None, Color::from_rgba(28, 20, 26, 255)); + draw_cube(b + vec3(0.0, 1.05, 0.0), vec3(0.16, 0.3, 0.16), None, Color::from_rgba(40, 28, 36, 255)); + draw_cube(b + vec3(0.0, 1.26, 0.0), vec3(0.08, 0.14, 0.08), None, Color::from_rgba(180, 140, 60, 255)); + // claws reaching for the orb + line3(b + vec3(0.0, 1.0, 0.0), c + vec3(dx * 0.45, 1.55 - (k % 2) as f32 * 0.1, dz * 0.45), 0.07, Color::from_rgba(36, 24, 30, 255)); + } + // portal circles: eight standing stones of different height + for &(px, py) in &g.map.portals { + let pc = vec3(px as f32 + 1.5, 0.0, py as f32 + 1.5); + for k in 0..8 { + let a = k as f32 * 0.785 + 0.39; + let h = 0.8 + ((k * 5 + px as usize) % 4) as f32 * 0.15; + let p = pc + vec3(a.cos() * 1.5, h * 0.5, a.sin() * 1.5); + draw_cube(p, vec3(0.28, h, 0.28), None, Color::from_rgba(52 + (k * 3) as u8, 44, 62, 255)); + draw_cube(p + vec3(0.0, h * 0.5 + 0.04, 0.0), vec3(0.22, 0.08, 0.22), None, Color::from_rgba(70, 60, 82, 255)); + } + } // gate pillars let (gx, gz) = g.gate_center(); if g.gate_hp > 0.0 { @@ -1321,30 +1350,70 @@ fn draw_landmarks_solid(g: &Game, t: f32) { } fn draw_landmarks_glow(g: &Game, t: f32) { - // soul core + // soul core: pulsing orb (faster and more unsteady when hurt), energy threads to the + // spikes, runes circling around it let (cx, cy) = g.map.core; let hp = (g.core_hp / CORE_HP).clamp(0.0, 1.0); - let pulse = 1.0 + (t * (2.0 + (1.0 - hp) * 6.0)).sin() * 0.06; - let c = vec3(cx as f32 + 1.5, 1.15 + (t * 1.3).sin() * 0.06, cy as f32 + 1.5); - draw_sphere(c, 0.75 * pulse, None, Color::new(0.4 + 0.5 * hp, 0.05, 0.08, 1.0)); - draw_sphere(c, 0.95 * pulse, None, Color::new(1.0, 0.2, 0.15, 0.25)); - draw_sphere(c + vec3(-0.2, 0.25, 0.2), 0.18, None, Color::new(1.0, 0.85, 0.7, 0.8)); - // portals - for (pk, &(px, py)) in g.map.portals.iter().enumerate() { - let owned = g.map.portal_owned(pk); - let pc = vec3(px as f32 + 1.5, 0.03, py as f32 + 1.5); - let arm = if owned { Color::new(0.8, 0.4, 1.0, 1.0) } else { Color::new(0.45, 0.42, 0.5, 1.0) }; - disc(pc, 1.35, if owned { Color::new(0.2, 0.05, 0.3, 0.9) } else { Color::new(0.1, 0.1, 0.12, 0.9) }, 32); - let speed = if owned { 1.6 } else { 0.3 }; - for a in 0..3 { - for k in 0..18 { - let f = k as f32 / 18.0; - let ang = t * speed + a as f32 * 2.094 + f * 4.0; - let r = f * 1.3; - let p = pc + vec3(ang.cos() * r, 0.1 + (1.0 - f) * 0.5, ang.sin() * r); - draw_cube(p, Vec3::splat(0.05 + 0.06 * (1.0 - f)), None, Color::new(arm.r, arm.g, arm.b, 0.4 + 0.6 * (1.0 - f))); - } + let beat = t * (2.0 + (1.0 - hp) * 6.0); + let pulse = 1.0 + beat.sin() * 0.06 + if hp < 0.4 { (t * 31.0).sin() * 0.03 } else { 0.0 }; + let base = vec3(cx as f32 + 1.5, 0.0, cy as f32 + 1.5); + let c = base + vec3(0.0, 1.6 + (t * 1.3).sin() * 0.06, 0.0); + draw_sphere(c, 0.62 * pulse, None, Color::new(0.4 + 0.5 * hp, 0.04, 0.07, 1.0)); + draw_sphere(c, 0.32 * pulse, None, Color::new(1.0, 0.5 + 0.3 * hp, 0.4, 0.55)); + draw_sphere(c, 0.85 * pulse, None, Color::new(1.0, 0.2, 0.15, 0.22)); + draw_sphere(c, 1.15 * pulse, None, Color::new(1.0, 0.1, 0.1, 0.08)); + draw_sphere(c + vec3(-0.18, 0.2, 0.18), 0.13, None, Color::new(1.0, 0.85, 0.7, 0.8)); + for (k, (dx, dz)) in [(-1.15f32, -1.15f32), (1.15, -1.15), (1.15, 1.15), (-1.15, 1.15)].iter().enumerate() { + let tip = base + vec3(*dx, 1.33, *dz); + let flick = 0.5 + 0.5 * (t * 5.0 + k as f32 * 1.7).sin(); + let mid = (tip + c) * 0.5 + vec3((t * 7.0 + k as f32).sin() * 0.08, 0.15, (t * 6.0 + k as f32).cos() * 0.08); + let col = Color::new(1.0, 0.25 + 0.3 * flick, 0.2, 0.35 + 0.45 * flick * hp.max(0.3)); + line3(tip, mid, 0.04, col); + line3(mid, c, 0.04, col); + draw_sphere(tip + vec3(0.0, 0.05, 0.0), 0.07, None, Color::new(1.0, 0.6, 0.3, 0.6 + 0.4 * flick)); } + for k in 0..6 { + let a = t * 0.7 + k as f32 * 1.047; + let p = c + vec3(a.cos() * 1.05, (t * 1.1 + k as f32).sin() * 0.25, a.sin() * 1.05); + draw_cube(p, vec3(0.1, 0.16, 0.04), None, Color::new(1.0, 0.7, 0.3, 0.85)); + } + // portals: a circle of standing stones with runes, the vortex, a column of light, sparks + for (pk, &(px, py)) in g.map.portals.iter().enumerate() { + let owned = g.map.portal_owned(pk); + let pc = vec3(px as f32 + 1.5, 0.03, py as f32 + 1.5); + let arm = if owned { Color::new(0.8, 0.4, 1.0, 1.0) } else { Color::new(0.45, 0.42, 0.5, 1.0) }; + disc(pc, 1.35, if owned { Color::new(0.2, 0.05, 0.3, 0.9) } else { Color::new(0.1, 0.1, 0.12, 0.9) }, 32); + let speed = if owned { 1.6 } else { 0.3 }; + for a in 0..3 { + for k in 0..18 { + let f = k as f32 / 18.0; + let ang = t * speed + a as f32 * 2.094 + f * 4.0; + let r = f * 1.3; + let p = pc + vec3(ang.cos() * r, 0.1 + (1.0 - f) * 0.5, ang.sin() * r); + draw_cube(p, Vec3::splat(0.05 + 0.06 * (1.0 - f)), None, Color::new(arm.r, arm.g, arm.b, 0.4 + 0.6 * (1.0 - f))); + } + } + // runes on the stones + for k in 0..8 { + let a = k as f32 * 0.785 + 0.39; + let glow = 0.5 + 0.5 * (t * 2.0 + k as f32 * 0.8).sin(); + let h = 0.45 + (k % 3) as f32 * 0.12; + let p = pc + vec3(a.cos() * 1.4, h, a.sin() * 1.4); + draw_cube(p, vec3(0.08, 0.14, 0.08), None, Color::new(arm.r, arm.g, arm.b, if owned { 0.4 + 0.6 * glow } else { 0.25 })); + } + if owned { + // column of light and rising sparks + for k in 0..5 { + let y = 0.4 + k as f32 * 0.5; + draw_sphere(pc + vec3(0.0, y, 0.0), 0.35 - k as f32 * 0.05, None, Color::new(0.75, 0.45, 1.0, 0.1)); + } + for k in 0..10 { + let ph = (t * 0.6 + k as f32 * 0.37).fract(); + let a = k as f32 * 2.4 + t * 0.5; + let p = pc + vec3(a.cos() * (0.3 + 0.5 * ph), 0.2 + ph * 2.4, a.sin() * (0.3 + 0.5 * ph)); + draw_cube(p, Vec3::splat(0.05), None, Color::new(0.9, 0.7, 1.0, 1.0 - ph)); + } + } } // gate light if g.gate_hp > 0.0 {