X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Fmutators%2Fmutator%2Fdamagetext%2Fdamagetext.qc;h=538c817fad9a41e9d1a50d616b6ce5ddce3f5b6b;hb=276fce59023e7aa1d8f25069b88ed3803bac08a5;hp=878a854fb79ccc27bcbe6ffdd7c1fe7a7900a76e;hpb=cf7d70cea2066703aad74fce5931e635471904f3;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/mutators/mutator/damagetext/damagetext.qc b/qcsrc/common/mutators/mutator/damagetext/damagetext.qc index 878a854fb..538c817fa 100644 --- a/qcsrc/common/mutators/mutator/damagetext/damagetext.qc +++ b/qcsrc/common/mutators/mutator/damagetext/damagetext.qc @@ -1,32 +1,35 @@ -#ifndef MUTATOR_DAMAGETEXT_H -#define MUTATOR_DAMAGETEXT_H +#include "damagetext.qh" -#ifdef MENUQC -#include -#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 -#endif +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) // 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}, {potential_health}"); STATIC_INIT(DamageText_LegacyFormat) { if (strstrofs(autocvar_cl_damagetext_format, "{", 0) < 0) autocvar_cl_damagetext_format = "-{total}"; } -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, 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_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 @@ -41,6 +44,7 @@ CLASS(DamageText, Object) ATTRIB(DamageText, m_friendlyfire, bool, false); ATTRIB(DamageText, m_damage, 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); @@ -65,27 +69,30 @@ CLASS(DamageText, Object) 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); + s = strreplace("{health}", sprintf("%d", rint(this.m_damage / DAMAGETEXT_PRECISION_MULTIPLIER)), s); + s = strreplace("{armor}", sprintf("%d", rint(this.m_armordamage / DAMAGETEXT_PRECISION_MULTIPLIER)), s); + s = strreplace("{total}", sprintf("%d", rint((this.m_damage + this.m_armordamage) / DAMAGETEXT_PRECISION_MULTIPLIER)), s); + s = strreplace("{potential}", sprintf("%d", rint(this.m_potential_damage/DAMAGETEXT_PRECISION_MULTIPLIER)), s); + s = strreplace("{potential_health}", sprintf("%d", rint((this.m_potential_damage - this.m_armordamage)/DAMAGETEXT_PRECISION_MULTIPLIER)), s); drawcolorcodedstring2_builtin(pos, s, this.m_size * '1 1 0', rgb, this.alpha, DRAWFLAG_NORMAL); } } ATTRIB(DamageText, draw2d, void(DamageText), DamageText_draw2d); - void DamageText_update(DamageText this, vector _origin, int _health, int _armor, int _deathtype) { + void DamageText_update(DamageText this, vector _origin, int _health, int _armor, int _potential_damage, int _deathtype) { this.m_damage = _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; } - 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); } ENDCLASS(DamageText) @@ -103,9 +110,10 @@ MUTATOR_HOOKFUNCTION(damagetext, PlayerDamaged) { 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 ( @@ -114,16 +122,38 @@ MUTATOR_HOOKFUNCTION(damagetext, PlayerDamaged) { (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 (fabs((armor + health) - potential_damage) < 0.0001) 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); + } } )); } @@ -132,12 +162,22 @@ MUTATOR_HOOKFUNCTION(damagetext, PlayerDamaged) { #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) { @@ -145,20 +185,22 @@ NET_HANDLE(damagetext, bool isNew) } 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_damage + 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 + CLASS(XonoticDamageTextSettings, XonoticTab) - #include REGISTER_SETTINGS(damagetext, NEW(XonoticDamageTextSettings)); ATTRIB(XonoticDamageTextSettings, title, string, _("Damage text")); ATTRIB(XonoticDamageTextSettings, intendedWidth, float, 0.9); @@ -197,7 +239,7 @@ CLASS(XonoticDamageTextSettings, XonoticTab) 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); @@ -205,4 +247,3 @@ CLASS(XonoticDamageTextSettings, XonoticTab) } ENDCLASS(XonoticDamageTextSettings) #endif -#endif