1 #ifndef MUTATOR_DAMAGETEXT_H
2 #define MUTATOR_DAMAGETEXT_H
5 #include "../../../menu/xonotic/tab.qc"
11 REGISTER_MUTATOR(damagetext, true);
13 #if defined(CSQC) || defined(MENUQC)
14 AUTOCVAR_SAVE(cl_damagetext, bool, false, _("Draw damage dealt. 0: disabled, 1: enabled"));
15 AUTOCVAR_SAVE(cl_damagetext_format, string, "-%3$d", _("How to format the damage text. 1$ is health, 2$ is armor, 3$ is both"));
16 AUTOCVAR_SAVE(cl_damagetext_color, vector, '1 1 0', _("Default damage text color"));
17 AUTOCVAR_SAVE(cl_damagetext_size, float, 8, _("Damage text font size"));
18 AUTOCVAR_SAVE(cl_damagetext_alpha_start, float, 1, _("Damage text initial alpha"));
19 AUTOCVAR_SAVE(cl_damagetext_alpha_lifetime, float, 3, _("Damage text lifetime in seconds"));
20 AUTOCVAR_SAVE(cl_damagetext_velocity, vector, '0 0 20', _("Damage text move direction"));
21 AUTOCVAR_SAVE(cl_damagetext_offset, vector, '0 -40 0', _("Damage text offset"));
22 AUTOCVAR_SAVE(cl_damagetext_accumulate_range, float, 30, _("Damage text spawned within this range is accumulated"));
26 CLASS(DamageText, Object)
27 ATTRIB(DamageText, m_color, vector, autocvar_cl_damagetext_color)
28 ATTRIB(DamageText, m_size, float, autocvar_cl_damagetext_size)
29 ATTRIB(DamageText, alpha, float, autocvar_cl_damagetext_alpha_start)
30 ATTRIB(DamageText, fade_rate, float, 1 / autocvar_cl_damagetext_alpha_lifetime)
31 ATTRIB(DamageText, velocity, vector, autocvar_cl_damagetext_velocity)
32 ATTRIB(DamageText, m_group, int, 0)
33 ATTRIB(DamageText, m_damage, int, 0)
34 ATTRIB(DamageText, m_armordamage, int, 0)
35 ATTRIB(DamageText, time_prev, float, time)
37 void DamageText_draw2d(DamageText this) {
38 float dt = time - this.time_prev;
39 this.time_prev = time;
40 setorigin(this, this.origin + dt * this.velocity);
41 this.alpha -= dt * this.fade_rate;
42 if (this.alpha < 0) remove(this);
43 vector pos = project_3d_to_2d(this.origin) + autocvar_cl_damagetext_offset;
44 if (pos.z >= 0 && this.m_size > 0) {
46 string s = sprintf(autocvar_cl_damagetext_format, this.m_damage, this.m_armordamage, this.m_damage + this.m_armordamage);
47 drawcolorcodedstring2(pos, s, this.m_size * '1 1 0', this.m_color, this.alpha, DRAWFLAG_NORMAL);
50 ATTRIB(DamageText, draw2d, void(DamageText), DamageText_draw2d)
52 void DamageText_update(DamageText this, vector _origin, int _health, int _armor) {
53 this.m_damage = _health;
54 this.m_armordamage = _armor;
55 setorigin(this, _origin);
59 CONSTRUCTOR(DamageText, int _group, vector _origin, int _health, int _armor) {
60 CONSTRUCT(DamageText);
61 this.m_group = _group;
62 DamageText_update(this, _origin, _health, _armor);
68 AUTOCVAR(sv_damagetext, int, 2, _("<= 0: disabled, >= 1: spectators, >= 2: players, >= 3: all players"));
69 #define SV_DAMAGETEXT_DISABLED() (autocvar_sv_damagetext <= 0 /* disabled */)
70 #define SV_DAMAGETEXT_SPECTATORS_ONLY() (autocvar_sv_damagetext >= 1 /* spectators only */)
71 #define SV_DAMAGETEXT_PLAYERS() (autocvar_sv_damagetext >= 2 /* players */)
72 #define SV_DAMAGETEXT_ALL() (autocvar_sv_damagetext >= 3 /* all players */)
73 MUTATOR_HOOKFUNCTION(damagetext, PlayerDamaged) {
74 if (SV_DAMAGETEXT_DISABLED()) return;
75 const entity attacker = mutator_argv_entity_0;
76 const entity hit = mutator_argv_entity_1; if (hit == attacker) return;
77 const int health = mutator_argv_int_0;
78 const int armor = mutator_argv_int_1;
79 const vector location = hit.origin;
81 FOR_EACH_REALCLIENT(e) if (
82 (SV_DAMAGETEXT_ALL()) ||
83 (SV_DAMAGETEXT_PLAYERS() && e == attacker) ||
84 (SV_DAMAGETEXT_SPECTATORS_ONLY() && IS_SPEC(e) && e.enemy == attacker) ||
85 (SV_DAMAGETEXT_SPECTATORS_ONLY() && IS_OBSERVER(e))
88 WriteByte(MSG_ONE, SVC_TEMPENTITY);
89 WriteMutator(MSG_ONE, damagetext);
90 WriteShort(MSG_ONE, health);
91 WriteShort(MSG_ONE, armor);
92 WriteEntity(MSG_ONE, hit);
93 WriteCoord(MSG_ONE, location.x);
94 WriteCoord(MSG_ONE, location.y);
95 WriteCoord(MSG_ONE, location.z);
101 MUTATOR_HOOKFUNCTION(damagetext, CSQC_Parse_TempEntity) {
102 if (MUTATOR_RETURNVALUE) return false;
103 if (!ReadMutatorEquals(mutator_argv_int_0, damagetext)) return false;
104 int health = ReadShort();
105 int armor = ReadShort();
106 int group = ReadShort();
107 vector location = vec3(ReadCoord(), ReadCoord(), ReadCoord());
108 if (autocvar_cl_damagetext) {
109 if (autocvar_cl_damagetext_accumulate_range) {
110 for (entity e = findradius(location, autocvar_cl_damagetext_accumulate_range); e; e = e.chain) {
111 if (e.instanceOfDamageText && e.m_group == group) {
112 DamageText_update(e, location, e.m_damage + health, e.m_armordamage + armor);
117 NEW(DamageText, group, location, health, armor);
124 CLASS(XonoticDamageTextSettings, XonoticTab)
125 #include "../../../menu/gamesettings.qh"
126 REGISTER_SETTINGS(damagetext, NEW(XonoticDamageTextSettings));
127 ATTRIB(XonoticDamageTextSettings, title, string, _("Damage text"))
128 ATTRIB(XonoticDamageTextSettings, intendedWidth, float, 0.9)
129 ATTRIB(XonoticDamageTextSettings, rows, float, 13)
130 ATTRIB(XonoticDamageTextSettings, columns, float, 5)
131 INIT(XonoticDamageTextSettings) { this.configureDialog(this); }
132 METHOD(XonoticDamageTextSettings, showNotify, void(entity this)) { loadAllCvars(this); }
133 METHOD(XonoticDamageTextSettings, fill, void(entity this))
135 this.gotoRC(this, 0, 1); this.setFirstColumn(this, this.currentColumn);
136 this.TD(this, 1, 3, makeXonoticCheckBox(0, "cl_damagetext", _("Draw damage numbers")));
138 this.TD(this, 1, 1, makeXonoticTextLabel(0, _("Font size:")));
139 this.TD(this, 1, 2, makeXonoticSlider(0, 50, 1, "cl_damagetext_size"));
141 this.TD(this, 1, 1, makeXonoticTextLabel(0, _("Accumulate range:")));
142 this.TD(this, 1, 2, makeXonoticSlider(0, 500, 1, "cl_damagetext_accumulate_range"));
144 this.TD(this, 1, 1, makeXonoticTextLabel(0, _("Lifetime:")));
145 this.TD(this, 1, 2, makeXonoticSlider(0, 10, 1, "cl_damagetext_alpha_lifetime"));
147 this.TD(this, 1, 1, makeXonoticTextLabel(0, _("Color:")));
148 this.TD(this, 2, 2, makeXonoticColorpickerString("cl_damagetext_color", "cl_damagetext_color"));
150 ENDCLASS(XonoticDamageTextSettings)