-#ifndef MUTATOR_DAMAGETEXT_H
-#define MUTATOR_DAMAGETEXT_H
+#include "damagetext.qh"
-#ifdef MENUQC
-#include <menu/xonotic/tab.qh>
-#endif
+#include "lib/math.qh"
-#endif
+#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
+
+const int DTFLAG_SAMETEAM = BIT(0);
+const int DTFLAG_BIG_HEALTH = BIT(1);
+const int DTFLAG_BIG_ARMOR = BIT(2);
+const int DTFLAG_BIG_POTENTIAL = BIT(3);
+const int DTFLAG_NO_ARMOR = BIT(4);
+const int DTFLAG_NO_POTENTIAL = BIT(5);
-#ifdef IMPLEMENTATION
REGISTER_MUTATOR(damagetext, true);
-#if defined(CSQC) || defined(MENUQC)
+// || defined(MENUQC)
+#if defined(CSQC)
// no translatable cvar description please
-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}");
+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_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");
-AUTOCVAR_SAVE(cl_damagetext_offset, vector, '0 -40 0', "Damage text offset");
-AUTOCVAR_SAVE(cl_damagetext_accumulate_range, float, 30, "Damage text spawned within this range is accumulated");
-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_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_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");
+AUTOCVAR_SAVE(cl_damagetext_offset, vector, '0 -40 0', "Damage text offset");
+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");
#endif
#ifdef CSQC
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;
}
- string s = autocvar_cl_damagetext_format;
- s = strreplace("{health}", sprintf("%d", this.m_damage), s);
- s = strreplace("{armor}", sprintf("%d", this.m_armordamage), s);
- s = strreplace("{total}", sprintf("%d", this.m_damage + this.m_armordamage), 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 _deathtype) {
- this.m_damage = _health;
+ void DamageText_update(DamageText this, vector _origin, int _health, int _armor, int _potential_damage, int _deathtype) {
+ this.m_healthdamage = _health;
this.m_armordamage = _armor;
+ this.m_potential_damage = _potential_damage;
this.m_deathtype = _deathtype;
setorigin(this, _origin);
- this.alpha = 1;
+ 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 _deathtype, bool _friendlyfire) {
+ CONSTRUCTOR(DamageText, int _group, vector _origin, int _health, int _armor, int _potential_damage, int _deathtype, bool _friendlyfire) {
CONSTRUCT(DamageText);
this.m_group = _group;
this.m_friendlyfire = _friendlyfire;
- DamageText_update(this, _origin, _health, _armor, _deathtype);
+ 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 (SV_DAMAGETEXT_DISABLED()) return;
const entity attacker = M_ARGV(0, entity);
const entity hit = M_ARGV(1, entity); if (hit == attacker) return;
- const int health = M_ARGV(2, int);
- const int armor = M_ARGV(3, int);
+ const float health = M_ARGV(2, float);
+ const float armor = M_ARGV(3, float);
const int deathtype = M_ARGV(5, int);
+ const float potential_damage = M_ARGV(6, float);
const vector location = hit.origin;
FOREACH_CLIENT(IS_REAL_CLIENT(it), LAMBDA(
if (
(SV_DAMAGETEXT_SPECTATORS_ONLY() && IS_SPEC(it) && it.enemy == attacker) ||
(SV_DAMAGETEXT_SPECTATORS_ONLY() && IS_OBSERVER(it))
) {
+ int flags = 0;
+ if (SAME_TEAM(hit, attacker)) flags |= DTFLAG_SAMETEAM;
+ if (health >= DAMAGETEXT_SHORT_LIMIT) flags |= DTFLAG_BIG_HEALTH;
+ 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 (almost_equals_eps(armor + health, potential_damage, 5)) flags |= DTFLAG_NO_POTENTIAL;
+
msg_entity = it;
WriteHeader(MSG_ONE, damagetext);
- WriteShort(MSG_ONE, rint(health));
- WriteShort(MSG_ONE, rint(armor));
WriteEntity(MSG_ONE, hit);
WriteCoord(MSG_ONE, location.x);
WriteCoord(MSG_ONE, location.y);
WriteCoord(MSG_ONE, location.z);
WriteInt24_t(MSG_ONE, deathtype);
- WriteByte(MSG_ONE, SAME_TEAM(hit, attacker));
+ WriteByte(MSG_ONE, flags);
+
+ // we need to send a few decimal places to minimize errors when accumulating damage
+ // sending them multiplied saves bandwidth compared to using WriteCoord,
+ // however if the multiplied damage would be too much for (signed) short, we send an int24
+ if (flags & DTFLAG_BIG_HEALTH) WriteInt24_t(MSG_ONE, health * DAMAGETEXT_PRECISION_MULTIPLIER);
+ else WriteShort(MSG_ONE, health * DAMAGETEXT_PRECISION_MULTIPLIER);
+ if (!(flags & DTFLAG_NO_ARMOR))
+ {
+ if (flags & DTFLAG_BIG_ARMOR) WriteInt24_t(MSG_ONE, armor * DAMAGETEXT_PRECISION_MULTIPLIER);
+ else WriteShort(MSG_ONE, armor * DAMAGETEXT_PRECISION_MULTIPLIER);
+ }
+ if (!(flags & DTFLAG_NO_POTENTIAL))
+ {
+ if (flags & DTFLAG_BIG_POTENTIAL) WriteInt24_t(MSG_ONE, potential_damage * DAMAGETEXT_PRECISION_MULTIPLIER);
+ else WriteShort(MSG_ONE, potential_damage * DAMAGETEXT_PRECISION_MULTIPLIER);
+ }
}
));
}
#ifdef CSQC
NET_HANDLE(damagetext, bool isNew)
{
- int health = ReadShort();
- int armor = ReadShort();
int group = ReadShort();
vector location = vec3(ReadCoord(), ReadCoord(), ReadCoord());
int deathtype = ReadInt24_t();
- bool friendlyfire = ReadByte();
+ int flags = ReadByte();
+ bool friendlyfire = flags & DTFLAG_SAMETEAM;
+
+ int health, armor, potential_damage;
+ if (flags & DTFLAG_BIG_HEALTH) health = ReadInt24_t();
+ else health = ReadShort();
+ if (flags & DTFLAG_NO_ARMOR) armor = 0;
+ else if (flags & DTFLAG_BIG_ARMOR) armor = ReadInt24_t();
+ else armor = ReadShort();
+ if (flags & DTFLAG_NO_POTENTIAL) potential_damage = health + armor;
+ else if (flags & DTFLAG_BIG_POTENTIAL) potential_damage = ReadInt24_t();
+ else potential_damage = ReadShort();
+
return = true;
if (autocvar_cl_damagetext) {
if (friendlyfire && !autocvar_cl_damagetext_friendlyfire) {
}
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) {
- DamageText_update(e, location, e.m_damage + health, e.m_armordamage + armor, deathtype);
+ 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_healthdamage + health, e.m_armordamage + armor, e.m_potential_damage + potential_damage, deathtype);
return;
}
}
}
- make_impure(NEW(DamageText, group, location, health, armor, deathtype, friendlyfire));
+ make_impure(NEW(DamageText, group, location, health, armor, potential_damage, deathtype, friendlyfire));
}
}
#endif
#ifdef MENUQC
+
+#include <menu/gamesettings.qh>
+
CLASS(XonoticDamageTextSettings, XonoticTab)
- #include <menu/gamesettings.qh>
REGISTER_SETTINGS(damagetext, NEW(XonoticDamageTextSettings));
ATTRIB(XonoticDamageTextSettings, title, string, _("Damage text"));
ATTRIB(XonoticDamageTextSettings, intendedWidth, float, 0.9);
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"));
+ 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_max"));
setDependent(e, "cl_damagetext", 1, 1);
this.TR(this);
this.TD(this, 1, 1, e = makeXonoticTextLabel(0, _("Accumulate range:")));
this.TD(this, 1, 3, e = makeXonoticCheckBox(0, "cl_damagetext_friendlyfire", _("Draw damage numbers for friendly fire")));
setDependent(e, "cl_damagetext", 1, 1);
this.TR(this);
- this.TD(this, 1, 1, e = makeXonoticTextLabel(0, _("Color (Friendly Fire):")));
+ this.TD(this, 1, 1, e = makeXonoticTextLabel(0, _("Color:")));
setDependentAND(e, "cl_damagetext", 1, 1, "cl_damagetext_friendlyfire", 1, 1);
this.TD(this, 2, 2, e = makeXonoticColorpickerString("cl_damagetext_friendlyfire_color", "cl_damagetext_friendlyfire_color"));
setDependentAND(e, "cl_damagetext", 1, 1, "cl_damagetext_friendlyfire", 1, 1);
}
ENDCLASS(XonoticDamageTextSettings)
#endif
-#endif