]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/mutators/mutator/damagetext/cl_damagetext.qc
map_ranges()
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / mutators / mutator / damagetext / cl_damagetext.qc
index 5290e0dc32966d1a75aa4dbd610a440b53022840..53042b8ef2779199c1a8412c138eacc2ab9c59bf 100644 (file)
@@ -21,18 +21,22 @@ AUTOCVAR_SAVE(cl_damagetext_size_max,               float,  16,         "Damage
 AUTOCVAR_SAVE(cl_damagetext_size_max_damage,        float,  140,        "How much damage is considered large");
 AUTOCVAR_SAVE(cl_damagetext_alpha_start,            float,  1,          "Damage text initial alpha");
 AUTOCVAR_SAVE(cl_damagetext_alpha_lifetime,         float,  3,          "Damage text lifetime in seconds");
-AUTOCVAR_SAVE(cl_damagetext_velocity,               vector, '0 0 20',   "Damage text move direction (world coordinated)");
+AUTOCVAR_SAVE(cl_damagetext_velocity,               vector, '0 0 20',   "Damage text move direction (world coordinates)");
 AUTOCVAR_SAVE(cl_damagetext_offset,                 vector, '0 -40 0',  "Damage text offset (screen coordinates)");
 AUTOCVAR_SAVE(cl_damagetext_accumulate_range,       float,  30,         "Damage text spawned within this range is accumulated");
 AUTOCVAR_SAVE(cl_damagetext_accumulate_alpha_rel,   float,  0.65,       "Only update existing damage text when it's above this much percentage (0 to 1) of the starting alpha");
 AUTOCVAR_SAVE(cl_damagetext_friendlyfire,           bool,   true,       "Show damage text for friendlyfire too");
 AUTOCVAR_SAVE(cl_damagetext_friendlyfire_color,     vector, '1 0 0',    "Damage text color for friendlyfire");
-AUTOCVAR_SAVE(cl_damagetext_2d_pos,                 vector, '0.47 0.47 0',     "2D damage text initial position (X and Y between 0 and 1)");
+
+AUTOCVAR_SAVE(cl_damagetext_2d,                     bool,   true,       "Show damagetext in 2D coordinated if the enemy's location is not known");
+AUTOCVAR_SAVE(cl_damagetext_2d_pos,                 vector, '0.47 0.53 0',     "2D damage text initial position (X and Y between 0 and 1)");
 AUTOCVAR_SAVE(cl_damagetext_2d_alpha_start,         float,  1,          "2D damage text initial alpha");
-AUTOCVAR_SAVE(cl_damagetext_2d_alpha_lifetime,      float,  1.5,        "2D damage text lifetime (alpha fading) in seconds");
-//AUTOCVAR_SAVE(cl_damagetext_2d_shrink_rate,         float,  0.3,        "How much to shrink 2D damage text in 1 second");
+AUTOCVAR_SAVE(cl_damagetext_2d_alpha_lifetime,      float,  1.3,        "2D damage text lifetime (alpha fading) in seconds");
 AUTOCVAR_SAVE(cl_damagetext_2d_size_lifetime,       float,  3,          "2D damage text lifetime (size shrinking) in seconds");
-AUTOCVAR_SAVE(cl_damagetext_2d_velocity,            vector, '-20 0 0',  "2D damage text move direction (screen coordinates)");
+AUTOCVAR_SAVE(cl_damagetext_2d_velocity,            vector, '-25 0 0',  "2D damage text move direction (screen coordinates)");
+AUTOCVAR_SAVE(cl_damagetext_2d_overlap_offset,      vector, '0 -15 0',  "Offset 2D damage text by this much to prevent overlapping (screen coordinates)");
+AUTOCVAR_SAVE(cl_damagetext_2d_close_range,         float,  125,        "Always use 2D damagetext for hits closer that this");
+AUTOCVAR_SAVE(cl_damagetext_2d_out_of_view,         bool,   true,       "Always use 2D damagetext for hits that occured off-screen");
 
 CLASS(DamageText, Object)
     ATTRIB(DamageText, m_color, vector, autocvar_cl_damagetext_color);
@@ -47,34 +51,28 @@ CLASS(DamageText, Object)
     ATTRIB(DamageText, m_armordamage, int, 0);
     ATTRIB(DamageText, m_potential_damage, int, 0);
     ATTRIB(DamageText, m_deathtype, int, 0);
-    //ATTRIB(DamageText, time_prev, float, time);
-    ATTRIB(DamageText, hit_time, float, 0); // TODO
+    ATTRIB(DamageText, hit_time, float, 0);
     ATTRIB(DamageText, text, string, string_null);
     ATTRIB(DamageText, m_screen_coords, bool, false);
 
+    STATIC_ATTRIB(DamageText, screen_first, DamageText, NULL);
+    STATIC_ATTRIB(DamageText, screen_count, int, 0);
+
     void DamageText_draw2d(DamageText this) {
-        //float dt = time - this.time_prev;
-        //this.time_prev = time;
-        //this.m_size -= dt * this.m_shrink_rate * this.m_size; // TODO this is wrong
-        //this.alpha -= dt * this.fade_rate;
         float since_hit = time - this.hit_time;
         float size = this.m_size - since_hit * this.m_shrink_rate * this.m_size;
         float alpha_ = this.alpha - since_hit * this.fade_rate;
-        if (alpha_ < 0) {
+        if (alpha_ <= 0 || size <= 0) {
             delete(this);
             return;
         }
         vector screen_pos;
         if (this.m_screen_coords) {
-            //setorigin(this, this.origin + dt * autocvar_cl_damagetext_2d_velocity);
-            //screen_pos = this.origin;
             screen_pos = this.origin + since_hit * autocvar_cl_damagetext_2d_velocity;
         } else {
-            //setorigin(this, this.origin + dt * autocvar_cl_damagetext_velocity);
-            //screen_pos = project_3d_to_2d(this.origin) + autocvar_cl_damagetext_offset;
             screen_pos = project_3d_to_2d(this.origin + since_hit * autocvar_cl_damagetext_velocity) + autocvar_cl_damagetext_offset;
         }
-        if (screen_pos.z >= 0 && size > 0) {
+        if (screen_pos.z >= 0) {
             screen_pos.z = 0;
             vector rgb;
             if (this.m_friendlyfire) {
@@ -160,13 +158,9 @@ CLASS(DamageText, Object)
         if (this.text) strunzone(this.text);
         this.text = strzone(s);
 
-        float size_range = autocvar_cl_damagetext_size_max - autocvar_cl_damagetext_size_min;
-        float damage_range = autocvar_cl_damagetext_size_max_damage - autocvar_cl_damagetext_size_min_damage;
-        float scale_factor = size_range / damage_range;
-        this.m_size = bound(
-            autocvar_cl_damagetext_size_min,
-            (potential - autocvar_cl_damagetext_size_min_damage) * scale_factor + autocvar_cl_damagetext_size_min,
-            autocvar_cl_damagetext_size_max);
+        this.m_size = map_bound_ranges(potential,
+            autocvar_cl_damagetext_size_min_damage, autocvar_cl_damagetext_size_max_damage,
+            autocvar_cl_damagetext_size_min, autocvar_cl_damagetext_size_max);
     }
 
     CONSTRUCTOR(DamageText, int _group, vector _origin, bool _screen_coords, int _health, int _armor, int _potential_damage, int _deathtype, bool _friendlyfire) {
@@ -177,7 +171,6 @@ CLASS(DamageText, Object)
         if (_screen_coords) {
             this.fade_rate = 1 / autocvar_cl_damagetext_2d_alpha_lifetime;
             this.m_shrink_rate = 1 / autocvar_cl_damagetext_2d_size_lifetime;
-            //this.m_shrink_rate = autocvar_cl_damagetext_2d_shrink_rate;
         } else {
             this.fade_rate = 1 / autocvar_cl_damagetext_alpha_lifetime;
             this.m_shrink_rate = 0;
@@ -188,16 +181,17 @@ CLASS(DamageText, Object)
 
     DESTRUCTOR(DamageText) {
         if (this.text) strunzone(this.text);
+        if (this == DamageText_screen_first) {
+            // start from 0 offset again, hopefully, others (if any) will have faded away by now
+            DamageText_screen_first = NULL;
+            DamageText_screen_count = 0;
+        }
     }
 ENDCLASS(DamageText)
 
-// TODO
-DamageText screen_damagetext_first;
-int screen_damagetext_count = 0;
-
 NET_HANDLE(damagetext, bool isNew)
 {
-    int server_entity_index = ReadShort();
+    int server_entity_index = ReadByte();
     int deathtype = ReadInt24_t();
     int flags = ReadByte();
     bool friendlyfire = flags & DTFLAG_SAMETEAM;
@@ -218,26 +212,13 @@ NET_HANDLE(damagetext, bool isNew)
 
     int client_entity_index = server_entity_index - 1;
     entity entcs = entcs_receiver(client_entity_index);
-    if (!entcs || !entcs.has_origin) { // TODO also when off-screen or too close (optional)
-        // screen coords only
-        vector screen_pos = '0 0 0';
-        screen_pos.x = vid_conwidth * autocvar_cl_damagetext_2d_pos.x;
-        screen_pos.y = vid_conheight * autocvar_cl_damagetext_2d_pos.y;
-        /*LOG_INFOF("%d %d %v\n", autocvar_cl_damagetext_2d_pos.x, autocvar_cl_damagetext_2d_pos.y, screen_pos);
-        LOG_INFOF("%d %d %v\n", autocvar_cl_damagetext_2d_pos_x, autocvar_cl_damagetext_2d_pos_y, screen_pos);
-        float a = autocvar_cl_damagetext_2d_pos.x;
-        LOG_INFOF("%d %v\n", a, autocvar_cl_damagetext_2d_pos);*/
-
-        IL_EACH(g_drawables_2d, it.instanceOfDamageText && it.m_screen_coords && it.m_group == server_entity_index, {
-            DamageText_update(it, screen_pos, it.m_healthdamage + health, it.m_armordamage + armor, it.m_potential_damage + potential_damage, deathtype);
-            return;
-        });
 
-        // TODO when hitting multiple enemies dmgtext would overlap
-        screen_damagetext_first = screen_damagetext_first;
+    bool can_use_3d = entcs && entcs.has_origin;
+    bool too_close = vdist(entcs.origin - view_origin, <, autocvar_cl_damagetext_2d_close_range);
+    bool prefer_in_view = autocvar_cl_damagetext_2d_out_of_view && !projected_on_screen(project_3d_to_2d(entcs.origin));
+    bool prefer_2d = spectatee_status != -1 && autocvar_cl_damagetext_2d && (too_close || prefer_in_view);
 
-        make_impure(NEW(DamageText, server_entity_index, screen_pos, true, health, armor, potential_damage, deathtype, friendlyfire));
-    } else {
+    if (can_use_3d && !prefer_2d) {
         // world coords
         if (autocvar_cl_damagetext_accumulate_range) {
             for (entity e = findradius(entcs.origin, autocvar_cl_damagetext_accumulate_range); e; e = e.chain) {
@@ -251,5 +232,24 @@ NET_HANDLE(damagetext, bool isNew)
             }
         }
         make_impure(NEW(DamageText, server_entity_index, entcs.origin, false, health, armor, potential_damage, deathtype, friendlyfire));
+    } else if (autocvar_cl_damagetext_2d) {
+        // screen coords only
+        vector screen_pos = vec2(vid_conwidth * autocvar_cl_damagetext_2d_pos.x, vid_conheight * autocvar_cl_damagetext_2d_pos.y);
+        IL_EACH(g_drawables_2d, it.instanceOfDamageText && it.m_screen_coords && it.m_group == server_entity_index, {
+            DamageText_update(it, screen_pos, it.m_healthdamage + health, it.m_armordamage + armor, it.m_potential_damage + potential_damage, deathtype);
+            return;
+        });
+
+        // when hitting multiple enemies, dmgtext would overlap
+        if (DamageText_screen_first == NULL) {
+            DamageText dt = NEW(DamageText, server_entity_index, screen_pos, true, health, armor, potential_damage, deathtype, friendlyfire);
+            make_impure(dt);
+            DamageText_screen_first = dt;
+            DamageText_screen_count = 1;
+        } else {
+            screen_pos += autocvar_cl_damagetext_2d_overlap_offset * DamageText_screen_count;
+            DamageText_screen_count++;
+            make_impure(NEW(DamageText, server_entity_index, screen_pos, true, health, armor, potential_damage, deathtype, friendlyfire));
+        }
     }
 }