#include "damagetext.qh"
+#include "lib/math.qh"
+
#define DAMAGETEXT_PRECISION_MULTIPLIER 128
#define DAMAGETEXT_SHORT_LIMIT 256 // the smallest value that we can't send as short - 2^15 (signed short) / DAMAGETEXT_PRECISION_MULTIPLIER
AUTOCVAR_SAVE(cl_damagetext, bool, true, "Draw damage dealt where you hit the enemy");
AUTOCVAR_SAVE(cl_damagetext_format, string, "-{total}", "How to format the damage text. {health}, {armor}, {total}, {potential}: full damage not capped to target's health, {potential_health}: health damage not capped to target's health");
AUTOCVAR_SAVE(cl_damagetext_format_verbose, bool, false, "{health} shows {potential_health} too when they differ; {total} shows {potential} too when they differ");
+AUTOCVAR_SAVE(cl_damagetext_format_hide_redundant, bool, false, "hide {armor} if 0; hide {potential} and {potential_health} when same as actual");
STATIC_INIT(DamageText_LegacyFormat) {
- if (strstrofs(autocvar_cl_damagetext_format, "{", 0) < 0) autocvar_cl_damagetext_format = "-{total}";
+ // damagetext used to be off by default and the cvar got saved in people's configs along with the old format
+ // enable damagetext while updating the format for a one time effect
+ if (strstrofs(autocvar_cl_damagetext_format, "{", 0) < 0) {
+ localcmd("\nseta cl_damagetext 1\n");
+ localcmd("\nseta cl_damagetext_format -{total}\n");
+ };
}
AUTOCVAR_SAVE(cl_damagetext_color, vector, '1 1 0', "Damage text color");
AUTOCVAR_SAVE(cl_damagetext_color_per_weapon, bool, false, "Damage text uses weapon color");
-AUTOCVAR_SAVE(cl_damagetext_size, float, 8, "Damage text font size");
+AUTOCVAR_SAVE(cl_damagetext_size_min, float, 10, "Damage text font size for small damage");
+AUTOCVAR_SAVE(cl_damagetext_size_min_damage, float, 25, "How much damage is considered small");
+AUTOCVAR_SAVE(cl_damagetext_size_max, float, 16, "Damage text font size for large 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");
CLASS(DamageText, Object)
ATTRIB(DamageText, m_color, vector, autocvar_cl_damagetext_color);
ATTRIB(DamageText, m_color_friendlyfire, vector, autocvar_cl_damagetext_friendlyfire_color);
- ATTRIB(DamageText, m_size, float, autocvar_cl_damagetext_size);
+ ATTRIB(DamageText, m_size, float, autocvar_cl_damagetext_size_min);
ATTRIB(DamageText, alpha, float, autocvar_cl_damagetext_alpha_start);
ATTRIB(DamageText, fade_rate, float, 1 / autocvar_cl_damagetext_alpha_lifetime);
ATTRIB(DamageText, velocity, vector, autocvar_cl_damagetext_velocity);
ATTRIB(DamageText, m_group, int, 0);
ATTRIB(DamageText, m_friendlyfire, bool, false);
- ATTRIB(DamageText, m_damage, int, 0);
+ ATTRIB(DamageText, m_healthdamage, int, 0);
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, text, string, string_null);
void DamageText_draw2d(DamageText this) {
float dt = time - this.time_prev;
vector rgb;
if (this.m_friendlyfire) {
rgb = this.m_color_friendlyfire;
- }
- else {
+ } else {
rgb = this.m_color;
}
if (autocvar_cl_damagetext_color_per_weapon) {
Weapon w = DEATH_WEAPONOF(this.m_deathtype);
if (w != WEP_Null) rgb = w.wpcolor;
}
- int health = rint(this.m_damage / DAMAGETEXT_PRECISION_MULTIPLIER);
- int total = rint((this.m_damage + this.m_armordamage) / DAMAGETEXT_PRECISION_MULTIPLIER);
- int potential = rint(this.m_potential_damage / DAMAGETEXT_PRECISION_MULTIPLIER);
- int potential_health = rint((this.m_potential_damage - this.m_armordamage) / DAMAGETEXT_PRECISION_MULTIPLIER);
- string s = autocvar_cl_damagetext_format;
- s = strreplace("{armor}", sprintf("%d", rint(this.m_armordamage / DAMAGETEXT_PRECISION_MULTIPLIER)), s);
- s = strreplace("{potential}", sprintf("%d", potential), s);
- s = strreplace("{potential_health}", sprintf("%d", potential_health), s);
-
- s = strreplace("{health}", (
- (health == potential_health || !autocvar_cl_damagetext_format_verbose)
- ? sprintf("%d", health)
- : sprintf("%d (%d)", health, potential_health)
- ), s);
- s = strreplace("{total}", (
- (total == potential || !autocvar_cl_damagetext_format_verbose)
- ? sprintf("%d", total)
- : sprintf("%d (%d)", total, potential)
- ), s);
- drawcolorcodedstring2_builtin(pos, s, this.m_size * '1 1 0', rgb, this.alpha, DRAWFLAG_NORMAL);
+ vector drawfontscale_save = drawfontscale;
+ drawfontscale = (this.m_size / autocvar_cl_damagetext_size_max) * '1 1 0';
+ drawcolorcodedstring2_builtin(pos, this.text, autocvar_cl_damagetext_size_max * '1 1 0', rgb, this.alpha, DRAWFLAG_NORMAL);
+ drawfontscale = drawfontscale_save;
}
}
ATTRIB(DamageText, draw2d, void(DamageText), DamageText_draw2d);
void DamageText_update(DamageText this, vector _origin, int _health, int _armor, int _potential_damage, int _deathtype) {
- this.m_damage = _health;
+ this.m_healthdamage = _health;
this.m_armordamage = _armor;
this.m_potential_damage = _potential_damage;
this.m_deathtype = _deathtype;
setorigin(this, _origin);
this.alpha = autocvar_cl_damagetext_alpha_start;
+
+ int health = rint(this.m_healthdamage / DAMAGETEXT_PRECISION_MULTIPLIER);
+ int armor = rint(this.m_armordamage / DAMAGETEXT_PRECISION_MULTIPLIER);
+ int total = rint((this.m_healthdamage + this.m_armordamage) / DAMAGETEXT_PRECISION_MULTIPLIER);
+ int potential = rint(this.m_potential_damage / DAMAGETEXT_PRECISION_MULTIPLIER);
+ int potential_health = rint((this.m_potential_damage - this.m_armordamage) / DAMAGETEXT_PRECISION_MULTIPLIER);
+
+ bool redundant = almost_equals_eps(this.m_healthdamage + this.m_armordamage, this.m_potential_damage, 5);
+
+ string s = autocvar_cl_damagetext_format;
+ s = strreplace("{armor}", (
+ (this.m_armordamage == 0 && autocvar_cl_damagetext_format_hide_redundant)
+ ? ""
+ : sprintf("%d", armor)
+ ), s);
+ s = strreplace("{potential}", (
+ (redundant && autocvar_cl_damagetext_format_hide_redundant)
+ ? ""
+ : sprintf("%d", potential)
+ ), s);
+ s = strreplace("{potential_health}", (
+ (redundant && autocvar_cl_damagetext_format_hide_redundant)
+ ? ""
+ : sprintf("%d", potential_health)
+ ), s);
+
+ s = strreplace("{health}", (
+ (health == potential_health || !autocvar_cl_damagetext_format_verbose)
+ ? sprintf("%d", health)
+ : sprintf("%d (%d)", health, potential_health)
+ ), s);
+ s = strreplace("{total}", (
+ (total == potential || !autocvar_cl_damagetext_format_verbose)
+ ? sprintf("%d", total)
+ : sprintf("%d (%d)", total, potential)
+ ), s);
+
+ // futureproofing: remove any remaining (unknown) format strings in case we add new ones in the future
+ // so players can use them on new servers and still have working damagetext on old ones
+ while (true) {
+ int opening_pos = strstrofs(s, "{", 0);
+ if (opening_pos == -1) break;
+ int closing_pos = strstrofs(s, "}", opening_pos);
+ if (closing_pos == -1 || closing_pos <= opening_pos) break;
+ s = strcat(
+ substring(s, 0, opening_pos),
+ substring_range(s, closing_pos + 1, strlen(s))
+ );
+ }
+
+ 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);
}
CONSTRUCTOR(DamageText, int _group, vector _origin, int _health, int _armor, int _potential_damage, int _deathtype, bool _friendlyfire) {
DamageText_update(this, _origin, _health, _armor, _potential_damage, _deathtype);
IL_PUSH(g_drawables_2d, this);
}
+
+ DESTRUCTOR(DamageText) {
+ if (this.text) strunzone(this.text);
+ }
ENDCLASS(DamageText)
#endif
REGISTER_NET_TEMP(damagetext)
#ifdef SVQC
-AUTOCVAR(sv_damagetext, int, 2, _("<= 0: disabled, >= 1: spectators, >= 2: players, >= 3: all players"));
+AUTOCVAR(sv_damagetext, int, 2, "<= 0: disabled, >= 1: spectators, >= 2: players, >= 3: all players");
#define SV_DAMAGETEXT_DISABLED() (autocvar_sv_damagetext <= 0 /* disabled */)
#define SV_DAMAGETEXT_SPECTATORS_ONLY() (autocvar_sv_damagetext >= 1 /* spectators only */)
#define SV_DAMAGETEXT_PLAYERS() (autocvar_sv_damagetext >= 2 /* players */)
if (armor >= DAMAGETEXT_SHORT_LIMIT) flags |= DTFLAG_BIG_ARMOR;
if (potential_damage >= DAMAGETEXT_SHORT_LIMIT) flags |= DTFLAG_BIG_POTENTIAL;
if (!armor) flags |= DTFLAG_NO_ARMOR;
- if (fabs((armor + health) - potential_damage) < 0.0001) flags |= DTFLAG_NO_POTENTIAL;
+ if (almost_equals_eps(armor + health, potential_damage, 5)) flags |= DTFLAG_NO_POTENTIAL;
msg_entity = it;
WriteHeader(MSG_ONE, damagetext);
if (autocvar_cl_damagetext_accumulate_range) {
for (entity e = findradius(location, autocvar_cl_damagetext_accumulate_range); e; e = e.chain) {
if (e.instanceOfDamageText && e.m_group == group && e.alpha > autocvar_cl_damagetext_accumulate_alpha_rel * autocvar_cl_damagetext_alpha_start) {
- DamageText_update(e, location, e.m_damage + health, e.m_armordamage + armor, e.m_potential_damage + potential_damage, deathtype);
+ DamageText_update(e, location, e.m_healthdamage + health, e.m_armordamage + armor, e.m_potential_damage + potential_damage, deathtype);
return;
}
}
this.gotoRC(this, 0, 1); this.setFirstColumn(this, this.currentColumn);
this.TD(this, 1, 3, makeXonoticCheckBox(0, "cl_damagetext", _("Draw damage numbers")));
this.TR(this);
- this.TD(this, 1, 1, e = makeXonoticTextLabel(0, _("Font size:")));
+ this.TD(this, 1, 1, e = makeXonoticTextLabel(0, _("Font size minimum:")));
+ setDependent(e, "cl_damagetext", 1, 1);
+ this.TD(this, 1, 2, e = makeXonoticSlider(0, 50, 1, "cl_damagetext_size_min"));
+ setDependent(e, "cl_damagetext", 1, 1);
+ this.TR(this);
+ this.TD(this, 1, 1, e = makeXonoticTextLabel(0, _("Font size maximum:")));
setDependent(e, "cl_damagetext", 1, 1);
- this.TD(this, 1, 2, e = makeXonoticSlider(0, 50, 1, "cl_damagetext_size"));
+ this.TD(this, 1, 2, e = makeXonoticSlider(0, 50, 1, "cl_damagetext_size_max"));
setDependent(e, "cl_damagetext", 1, 1);
this.TR(this);
this.TD(this, 1, 1, e = makeXonoticTextLabel(0, _("Accumulate range:")));