]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/common/mutators/mutator/damagetext/cl_damagetext.qc
Merge branch 'terencehill/vec2_optimizations' into 'master'
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / mutators / mutator / damagetext / cl_damagetext.qc
1 #include "cl_damagetext.qh"
2
3 // no translatable cvar description please
4 AUTOCVAR_SAVE(cl_damagetext,                        bool,   true,       "Draw damage dealt where you hit the enemy");
5 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");
6 AUTOCVAR_SAVE(cl_damagetext_format_verbose,         bool,   false,      "{health} shows {potential_health} too when they differ; {total} shows {potential} too when they differ");
7 AUTOCVAR_SAVE(cl_damagetext_format_hide_redundant,  bool,   false,      "hide {armor} if 0; hide {potential} and {potential_health} when same as actual");
8 STATIC_INIT(DamageText_LegacyFormat) {
9     // damagetext used to be off by default and the cvar got saved in people's configs along with the old format
10     // enable damagetext while updating the format for a one time effect
11     if (strstrofs(autocvar_cl_damagetext_format, "{", 0) < 0) {
12         localcmd("\nseta cl_damagetext 1\n");
13         localcmd("\nseta cl_damagetext_format -{total}\n");
14     };
15 }
16 AUTOCVAR_SAVE(cl_damagetext_color,                  vector, '1 1 0',    "Damage text color");
17 AUTOCVAR_SAVE(cl_damagetext_color_per_weapon,       bool,   false,      "Damage text uses weapon color");
18 AUTOCVAR_SAVE(cl_damagetext_size_min,               float,  10,          "Damage text font size for small damage");
19 AUTOCVAR_SAVE(cl_damagetext_size_min_damage,        float,  25,          "How much damage is considered small");
20 AUTOCVAR_SAVE(cl_damagetext_size_max,               float,  16,         "Damage text font size for large damage");
21 AUTOCVAR_SAVE(cl_damagetext_size_max_damage,        float,  140,        "How much damage is considered large");
22 AUTOCVAR_SAVE(cl_damagetext_alpha_start,            float,  1,          "Damage text initial alpha");
23 AUTOCVAR_SAVE(cl_damagetext_alpha_lifetime,         float,  3,          "Damage text lifetime in seconds");
24 AUTOCVAR_SAVE(cl_damagetext_velocity,               vector, '0 0 20',   "Damage text move direction");
25 AUTOCVAR_SAVE(cl_damagetext_offset,                 vector, '0 -40 0',  "Damage text offset");
26 AUTOCVAR_SAVE(cl_damagetext_accumulate_range,       float,  30,         "Damage text spawned within this range is accumulated");
27 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");
28 AUTOCVAR_SAVE(cl_damagetext_friendlyfire,           bool,   true,       "Show damage text for friendlyfire too");
29 AUTOCVAR_SAVE(cl_damagetext_friendlyfire_color,     vector, '1 0 0',    "Damage text color for friendlyfire");
30
31 CLASS(DamageText, Object)
32     ATTRIB(DamageText, m_color, vector, autocvar_cl_damagetext_color);
33     ATTRIB(DamageText, m_color_friendlyfire, vector, autocvar_cl_damagetext_friendlyfire_color);
34     ATTRIB(DamageText, m_size, float, autocvar_cl_damagetext_size_min);
35     ATTRIB(DamageText, alpha, float, autocvar_cl_damagetext_alpha_start);
36     ATTRIB(DamageText, fade_rate, float, 1 / autocvar_cl_damagetext_alpha_lifetime);
37     ATTRIB(DamageText, velocity, vector, autocvar_cl_damagetext_velocity);
38     ATTRIB(DamageText, m_group, int, 0);
39     ATTRIB(DamageText, m_friendlyfire, bool, false);
40     ATTRIB(DamageText, m_healthdamage, int, 0);
41     ATTRIB(DamageText, m_armordamage, int, 0);
42     ATTRIB(DamageText, m_potential_damage, int, 0);
43     ATTRIB(DamageText, m_deathtype, int, 0);
44     ATTRIB(DamageText, time_prev, float, time);
45     ATTRIB(DamageText, text, string, string_null);
46
47     void DamageText_draw2d(DamageText this) {
48         float dt = time - this.time_prev;
49         this.time_prev = time;
50         setorigin(this, this.origin + dt * this.velocity);
51         this.alpha -= dt * this.fade_rate;
52         if (this.alpha < 0)
53         {
54             delete(this);
55             return;
56         }
57         vector pos = project_3d_to_2d(this.origin) + autocvar_cl_damagetext_offset;
58         if (pos.z >= 0 && this.m_size > 0) {
59             pos.z = 0;
60             vector rgb;
61             if (this.m_friendlyfire) {
62                 rgb = this.m_color_friendlyfire;
63             } else {
64                 rgb = this.m_color;
65             }
66             if (autocvar_cl_damagetext_color_per_weapon) {
67                 Weapon w = DEATH_WEAPONOF(this.m_deathtype);
68                 if (w != WEP_Null) rgb = w.wpcolor;
69             }
70
71             vector drawfontscale_save = drawfontscale;
72             drawfontscale = (this.m_size / autocvar_cl_damagetext_size_max) * '1 1 0';
73             drawcolorcodedstring2_builtin(pos, this.text, autocvar_cl_damagetext_size_max * '1 1 0', rgb, this.alpha, DRAWFLAG_NORMAL);
74             drawfontscale = drawfontscale_save;
75         }
76     }
77     ATTRIB(DamageText, draw2d, void(DamageText), DamageText_draw2d);
78
79     void DamageText_update(DamageText this, vector _origin, int _health, int _armor, int _potential_damage, int _deathtype) {
80         this.m_healthdamage = _health;
81         this.m_armordamage = _armor;
82         this.m_potential_damage = _potential_damage;
83         this.m_deathtype = _deathtype;
84         setorigin(this, _origin);
85         this.alpha = autocvar_cl_damagetext_alpha_start;
86
87         int health = rint(this.m_healthdamage / DAMAGETEXT_PRECISION_MULTIPLIER);
88         int armor = rint(this.m_armordamage / DAMAGETEXT_PRECISION_MULTIPLIER);
89         int total = rint((this.m_healthdamage + this.m_armordamage) / DAMAGETEXT_PRECISION_MULTIPLIER);
90         int potential = rint(this.m_potential_damage / DAMAGETEXT_PRECISION_MULTIPLIER);
91         int potential_health = rint((this.m_potential_damage - this.m_armordamage) / DAMAGETEXT_PRECISION_MULTIPLIER);
92
93         bool redundant = almost_equals_eps(this.m_healthdamage + this.m_armordamage, this.m_potential_damage, 5);
94
95         string s = autocvar_cl_damagetext_format;
96         s = strreplace("{armor}", (
97             (this.m_armordamage == 0 && autocvar_cl_damagetext_format_hide_redundant)
98                 ? ""
99                 : sprintf("%d", armor)
100             ), s);
101         s = strreplace("{potential}", (
102             (redundant && autocvar_cl_damagetext_format_hide_redundant)
103                 ? ""
104                 : sprintf("%d", potential)
105             ), s);
106         s = strreplace("{potential_health}", (
107             (redundant && autocvar_cl_damagetext_format_hide_redundant)
108                 ? ""
109                 : sprintf("%d", potential_health)
110             ), s);
111
112         s = strreplace("{health}", (
113             (health == potential_health || !autocvar_cl_damagetext_format_verbose)
114                 ? sprintf("%d",      health)
115                 : sprintf("%d (%d)", health, potential_health)
116             ), s);
117         s = strreplace("{total}", (
118             (total == potential || !autocvar_cl_damagetext_format_verbose)
119                 ? sprintf("%d",      total)
120                 : sprintf("%d (%d)", total, potential)
121             ), s);
122
123         // futureproofing: remove any remaining (unknown) format strings in case we add new ones in the future
124         // so players can use them on new servers and still have working damagetext on old ones
125         while (true) {
126             int opening_pos = strstrofs(s, "{", 0);
127             if (opening_pos == -1) break;
128             int closing_pos = strstrofs(s, "}", opening_pos);
129             if (closing_pos == -1 || closing_pos <= opening_pos) break;
130             s = strcat(
131                 substring(s, 0, opening_pos),
132                 substring_range(s, closing_pos + 1, strlen(s))
133             );
134         }
135
136         if (this.text) strunzone(this.text);
137         this.text = strzone(s);
138
139         float size_range = autocvar_cl_damagetext_size_max - autocvar_cl_damagetext_size_min;
140         float damage_range = autocvar_cl_damagetext_size_max_damage - autocvar_cl_damagetext_size_min_damage;
141         float scale_factor = size_range / damage_range;
142         this.m_size = bound(
143             autocvar_cl_damagetext_size_min,
144             (potential - autocvar_cl_damagetext_size_min_damage) * scale_factor + autocvar_cl_damagetext_size_min,
145             autocvar_cl_damagetext_size_max);
146     }
147
148     CONSTRUCTOR(DamageText, int _group, vector _origin, int _health, int _armor, int _potential_damage, int _deathtype, bool _friendlyfire) {
149         CONSTRUCT(DamageText);
150         this.m_group = _group;
151         this.m_friendlyfire = _friendlyfire;
152         DamageText_update(this, _origin, _health, _armor, _potential_damage, _deathtype);
153                 IL_PUSH(g_drawables_2d, this);
154     }
155
156     DESTRUCTOR(DamageText) {
157         if (this.text) strunzone(this.text);
158     }
159 ENDCLASS(DamageText)
160
161 NET_HANDLE(damagetext, bool isNew)
162 {
163     int group = ReadShort();
164     vector location = vec3(ReadCoord(), ReadCoord(), ReadCoord());
165     int deathtype = ReadInt24_t();
166     int flags = ReadByte();
167     bool friendlyfire = flags & DTFLAG_SAMETEAM;
168
169     int health, armor, potential_damage;
170     if (flags & DTFLAG_BIG_HEALTH) health = ReadInt24_t();
171     else health = ReadShort();
172     if (flags & DTFLAG_NO_ARMOR) armor = 0;
173     else if (flags & DTFLAG_BIG_ARMOR) armor = ReadInt24_t();
174     else armor = ReadShort();
175     if (flags & DTFLAG_NO_POTENTIAL) potential_damage = health + armor;
176     else if (flags & DTFLAG_BIG_POTENTIAL) potential_damage = ReadInt24_t();
177     else potential_damage = ReadShort();
178
179     return = true;
180     if (autocvar_cl_damagetext) {
181         if (friendlyfire && !autocvar_cl_damagetext_friendlyfire) {
182             return;
183         }
184         if (autocvar_cl_damagetext_accumulate_range) {
185             for (entity e = findradius(location, autocvar_cl_damagetext_accumulate_range); e; e = e.chain) {
186                 if (e.instanceOfDamageText && e.m_group == group && e.alpha > autocvar_cl_damagetext_accumulate_alpha_rel * autocvar_cl_damagetext_alpha_start) {
187                     DamageText_update(e, location, e.m_healthdamage + health, e.m_armordamage + armor, e.m_potential_damage + potential_damage, deathtype);
188                     return;
189                 }
190             }
191         }
192         make_impure(NEW(DamageText, group, location, health, armor, potential_damage, deathtype, friendlyfire));
193     }
194 }