From af330c09b74b5ee29c16e04a3a408eeca1e3b3ce Mon Sep 17 00:00:00 2001 From: Richard Zink Date: Sun, 8 Nov 2026 00:06:36 +0100 Subject: [PATCH] The dead leave remains for good: a pool of blood and bones, armour bits from heroes, splinters from machines; dust where they fall Co-Authored-By: Claude Opus 5.5 --- src/gfx.rs | 2 +- src/render3d.rs | 80 ++++++++++++++++++++++++++++++++++++++++++++++--- 2 files changed, 77 insertions(+), 5 deletions(-) diff --git a/src/gfx.rs b/src/gfx.rs index 27b7887..108e9ef 100644 --- a/src/gfx.rs +++ b/src/gfx.rs @@ -2484,7 +2484,7 @@ pub fn gear_tier(level: u32) -> u32 { ((level.max(1) - 1) / 2).min(GEAR_TIERS - 1) } -fn is_hero_kind(k: EK) -> bool { +pub fn is_hero_kind(k: EK) -> bool { matches!(k, EK::Knight | EK::Archer | EK::Priest | EK::Dwarf | EK::Paladin | EK::Giant | EK::Fairy | EK::BattleMage | EK::Thief | EK::Monk | EK::Ranger | EK::Inquisitor) } diff --git a/src/render3d.rs b/src/render3d.rs index 71a3aaa..b5fa461 100644 --- a/src/render3d.rs +++ b/src/render3d.rs @@ -1267,6 +1267,7 @@ pub struct R3d { dying: Vec, // units shown dying (see update_dying) seen: Vec, // the units of the last frame (their last looks) seen_time: f32, // the game time of the last frame + remains: Vec<(f32, f32, f32, EK, u32)>, // what the dead leave (for good): x, z, since, kind, a seed } // a unit that has just died, shown falling for DEATH_T seconds of game time (only the renderer @@ -1282,6 +1283,7 @@ struct Dying { t0: f32, } const DEATH_T: f32 = 1.4; +const MAX_REMAINS: usize = 400; // the remains of the dead lying on the floor (the oldest give way) // The 3D resolution setting refers to a window 1080 device pixels high: smaller windows use a // proportionally smaller divisor, so the 3D pixels keep their size relative to the window. @@ -1331,7 +1333,7 @@ fn chunk_sig(map: &Map, cx: i32, cz: i32) -> u64 { impl R3d { pub fn new() -> R3d { - R3d { lit: lit_material(), glow: glow_material(), opaque: opaque_material(), chunks: Vec::new(), ncx: 0, ncz: 0, outlines: true, wall_sub: 3, max_lights: MAX_LIGHTS, pixel_rows: crate::settings::PIXEL_ART_ROWS as u32, target: None, lava: Vec::new(), chunks_hd: false, chunks_holiday: 0, dying: Vec::new(), seen: Vec::new(), seen_time: 0.0 } + R3d { lit: lit_material(), glow: glow_material(), opaque: opaque_material(), chunks: Vec::new(), ncx: 0, ncz: 0, outlines: true, wall_sub: 3, max_lights: MAX_LIGHTS, pixel_rows: crate::settings::PIXEL_ART_ROWS as u32, target: None, lava: Vec::new(), chunks_hd: false, chunks_holiday: 0, dying: Vec::new(), seen: Vec::new(), seen_time: 0.0, remains: Vec::new() } } // Changing the wall detail rebuilds all chunks @@ -1693,11 +1695,12 @@ impl R3d { draw_cube(vec3(x, 0.55, z), vec3(0.07, 0.3, 0.07), None, Color::from_rgba(70, 45, 28, 255)); } } + // the materials of the furniture and the buildings in the graphics style's resolution + crate::props::set_materials(if self.chunks_hd { &gfx.materials } else { &gfx.materials_px }); draw_landmarks_solid(g, t); draw_towers_solid(g); - // the furniture's materials in the graphics style's resolution - crate::props::set_materials(if self.chunks_hd { &gfx.materials } else { &gfx.materials_px }); crate::props::draw_props_solid(g, cam, t); + self.draw_remains(g); draw_parts_solid(g); draw_traps_solid(g, t); @@ -1757,6 +1760,66 @@ impl R3d { self.draw_2d(g, gfx, cam, &m, t); } + // what the dead leave, for good: a pool of blood and a few bones (heroes: dented armour and + // a broken blade; machines, stone and clockwork: splinters and rubble instead of blood); + // dust puffs where a body hits the ground + fn draw_remains(&self, g: &Game) { + for &(x, z, since, kind, seed) in &self.remains { + let age = g.time - since; + if age < 0.0 || !g.map.shown(idx(x as i32, z as i32)) { + continue; + } + let hero = crate::gfx::is_hero_kind(kind); + let sink = 0.0; + let lifeless = matches!(kind, EK::Ram | EK::Catapult | EK::Gargoyle | EK::Cogling); + let off0 = |k: u32| ((((seed.wrapping_mul(2654435761) ^ k.wrapping_mul(40503)) >> 7) % 1000) as f32 / 1000.0 - 0.5) * 0.4; + if lifeless { + let wood = if matches!(kind, EK::Ram | EK::Catapult) { Color::from_rgba(110, 76, 44, 255) } else { Color::from_rgba(96, 94, 100, 255) }; + for k in 0..5u32 { + crate::props::auto_cube(vec3(x + off0(k + 20) * 1.2, 0.02, z + off0(k + 30) * 1.2), vec3(0.09, 0.04, 0.05 + (k % 2) as f32 * 0.08), wood); + } + continue; + } + // the pool of blood, spread a little in the first seconds + let spread = (age / 2.0).min(1.0); + for k in 0..4u32 { + let r = (0.12 + off0(k + 40).abs() * 0.4) * (0.5 + 0.5 * spread); + draw_cube(vec3(x + off0(k + 50) * 0.6, 0.006 + k as f32 * 0.001, z + off0(k + 60) * 0.6), vec3(r, 0.004, r * 0.8), None, Color::from_rgba(92, 10, 14, 255)); + } + let off = off0; + let bone = Color::from_rgba(214, 204, 182, 255); + let iron = Color::from_rgba(120, 122, 132, 255); + for k in 0..3u32 { + let p = vec3(x + off(k * 2), 0.02 - sink, z + off(k * 2 + 1)); + if k % 2 == 0 { + crate::props::auto_cube(p, vec3(0.16, 0.03, 0.03), bone); + } else { + crate::props::auto_cube(p, vec3(0.03, 0.03, 0.14), bone); + } + } + if hero { + crate::props::auto_cube(vec3(x + off(7), 0.04 - sink, z + off(8)), vec3(0.1, 0.07, 0.1), iron); + crate::props::auto_cube(vec3(x + off(9), 0.015 - sink, z + off(10)), vec3(0.2, 0.02, 0.03), iron); + } else { + crate::props::auto_cube(vec3(x + off(7), 0.04 - sink, z + off(8)), vec3(0.08, 0.07, 0.08), bone); + } + } + // dust where the dying hit the ground + for d in &self.dying { + let el = g.time - d.t0; + if !(0.3..1.2).contains(&el) { + continue; + } + let f = (el - 0.3) / 0.9; + for k in 0..6 { + let a = k as f32 * 1.05 + d.id as f32; + let r = 0.15 + f * 0.35; + let p = vec3(d.x + a.cos() * r, 0.05 + f * 0.15, d.z + a.sin() * r); + draw_cube(p, Vec3::splat(0.06 + f * 0.08), None, Color::new(0.55, 0.5, 0.45, 0.5 * (1.0 - f))); + } + } + } + // units that vanished since the last frame died (or left): they are shown falling for a // moment; a new game, a loaded one or a jump in time starts afresh fn update_dying(&mut self, g: &Game) { @@ -1768,14 +1831,23 @@ impl R3d { .collect(); if g.time < self.seen_time || g.time > self.seen_time + 2.0 { self.dying.clear(); + self.remains.clear(); } else { let gone: Vec = self.seen.iter().filter(|d| !now.iter().any(|e| e.id == d.id)).copied().collect(); // many at once: not deaths but a change of the map if gone.len() <= 24 { - self.dying.extend(gone.into_iter().map(|d| Dying { t0: g.time, ..d })); + for d in gone { + self.dying.push(Dying { t0: g.time, ..d }); + // the remains appear when the body has sunk + self.remains.push((d.x, d.z, g.time + DEATH_T, d.kind, d.id)); + } } } self.dying.retain(|d| g.time - d.t0 < DEATH_T); + // they stay; only the oldest give way when there are very many + if self.remains.len() > MAX_REMAINS { + self.remains.drain(..self.remains.len() - MAX_REMAINS); + } self.seen = now; self.seen_time = g.time; }