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Damagetext: add {health(ph)}: shows potential_health too if different from health...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / mutators / mutator / damagetext / damagetext.qc
1 #include "damagetext.qh"
2
3 #define DAMAGETEXT_PRECISION_MULTIPLIER 128
4 #define DAMAGETEXT_SHORT_LIMIT 256 // the smallest value that we can't send as short - 2^15 (signed short) / DAMAGETEXT_PRECISION_MULTIPLIER
5
6 const int DTFLAG_SAMETEAM = BIT(0);
7 const int DTFLAG_BIG_HEALTH = BIT(1);
8 const int DTFLAG_BIG_ARMOR = BIT(2);
9 const int DTFLAG_BIG_POTENTIAL = BIT(3);
10 const int DTFLAG_NO_ARMOR = BIT(4);
11 const int DTFLAG_NO_POTENTIAL = BIT(5);
12
13 REGISTER_MUTATOR(damagetext, true);
14
15 #if defined(CSQC) || defined(MENUQC)
16 // no translatable cvar description please
17 AUTOCVAR_SAVE(cl_damagetext,                        bool,   true,       "Draw damage dealt where you hit the enemy");
18 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, {health(ph)}: shows potential_health too if different from health, {total(p)}: shows potential too if different from total");
19 STATIC_INIT(DamageText_LegacyFormat) {
20     if (strstrofs(autocvar_cl_damagetext_format, "{", 0) < 0) autocvar_cl_damagetext_format = "-{total}";
21 }
22 AUTOCVAR_SAVE(cl_damagetext_color,                  vector, '1 1 0',    "Damage text color");
23 AUTOCVAR_SAVE(cl_damagetext_color_per_weapon,       bool,   false,      "Damage text uses weapon color");
24 AUTOCVAR_SAVE(cl_damagetext_size,                   float,  8,          "Damage text font size");
25 AUTOCVAR_SAVE(cl_damagetext_alpha_start,            float,  1,          "Damage text initial alpha");
26 AUTOCVAR_SAVE(cl_damagetext_alpha_lifetime,         float,  3,          "Damage text lifetime in seconds");
27 AUTOCVAR_SAVE(cl_damagetext_velocity,               vector, '0 0 20',   "Damage text move direction");
28 AUTOCVAR_SAVE(cl_damagetext_offset,                 vector, '0 -40 0',  "Damage text offset");
29 AUTOCVAR_SAVE(cl_damagetext_accumulate_range,       float,  30,         "Damage text spawned within this range is accumulated");
30 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");
31 AUTOCVAR_SAVE(cl_damagetext_friendlyfire,           bool,   true,       "Show damage text for friendlyfire too");
32 AUTOCVAR_SAVE(cl_damagetext_friendlyfire_color,     vector, '1 0 0',    "Damage text color for friendlyfire");
33 #endif
34
35 #ifdef CSQC
36 CLASS(DamageText, Object)
37     ATTRIB(DamageText, m_color, vector, autocvar_cl_damagetext_color);
38     ATTRIB(DamageText, m_color_friendlyfire, vector, autocvar_cl_damagetext_friendlyfire_color);
39     ATTRIB(DamageText, m_size, float, autocvar_cl_damagetext_size);
40     ATTRIB(DamageText, alpha, float, autocvar_cl_damagetext_alpha_start);
41     ATTRIB(DamageText, fade_rate, float, 1 / autocvar_cl_damagetext_alpha_lifetime);
42     ATTRIB(DamageText, velocity, vector, autocvar_cl_damagetext_velocity);
43     ATTRIB(DamageText, m_group, int, 0);
44     ATTRIB(DamageText, m_friendlyfire, bool, false);
45     ATTRIB(DamageText, m_damage, int, 0);
46     ATTRIB(DamageText, m_armordamage, int, 0);
47     ATTRIB(DamageText, m_potential_damage, int, 0);
48     ATTRIB(DamageText, m_deathtype, int, 0);
49     ATTRIB(DamageText, time_prev, float, time);
50
51     void DamageText_draw2d(DamageText this) {
52         float dt = time - this.time_prev;
53         this.time_prev = time;
54         setorigin(this, this.origin + dt * this.velocity);
55         this.alpha -= dt * this.fade_rate;
56         if (this.alpha < 0) delete(this);
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             }
64             else {
65                 rgb = this.m_color;
66             }
67             if (autocvar_cl_damagetext_color_per_weapon) {
68                 Weapon w = DEATH_WEAPONOF(this.m_deathtype);
69                 if (w != WEP_Null) rgb = w.wpcolor;
70             }
71             string s = autocvar_cl_damagetext_format;
72             s = strreplace("{health}", sprintf("%d", rint(this.m_damage / DAMAGETEXT_PRECISION_MULTIPLIER)), s);
73             s = strreplace("{armor}",  sprintf("%d", rint(this.m_armordamage / DAMAGETEXT_PRECISION_MULTIPLIER)), s);
74             s = strreplace("{total}",  sprintf("%d", rint((this.m_damage + this.m_armordamage) / DAMAGETEXT_PRECISION_MULTIPLIER)), s);
75             s = strreplace("{potential}",  sprintf("%d", rint(this.m_potential_damage/DAMAGETEXT_PRECISION_MULTIPLIER)), s);
76             s = strreplace("{potential_health}",  sprintf("%d", rint((this.m_potential_damage - this.m_armordamage)/DAMAGETEXT_PRECISION_MULTIPLIER)), s);
77
78             s = strreplace("{health(ph)}", (
79                                 (rint(this.m_damage / DAMAGETEXT_PRECISION_MULTIPLIER) == rint((this.m_potential_damage - this.m_armordamage) / DAMAGETEXT_PRECISION_MULTIPLIER))
80                                 ? sprintf("%d",      rint(this.m_damage / DAMAGETEXT_PRECISION_MULTIPLIER))
81                                 : sprintf("%d (%d)", rint(this.m_damage / DAMAGETEXT_PRECISION_MULTIPLIER), rint((this.m_potential_damage - this.m_armordamage) / DAMAGETEXT_PRECISION_MULTIPLIER))
82                 ), s);
83             s = strreplace("{total(p)}", (
84                                 (rint((this.m_damage + this.m_armordamage) / DAMAGETEXT_PRECISION_MULTIPLIER) == rint(this.m_potential_damage / DAMAGETEXT_PRECISION_MULTIPLIER))
85                                 ? sprintf("%d",      rint((this.m_damage + this.m_armordamage) / DAMAGETEXT_PRECISION_MULTIPLIER))
86                                 : sprintf("%d (%d)", rint((this.m_damage + this.m_armordamage) / DAMAGETEXT_PRECISION_MULTIPLIER), rint(this.m_potential_damage/DAMAGETEXT_PRECISION_MULTIPLIER))
87                 ), s);
88             drawcolorcodedstring2_builtin(pos, s, this.m_size * '1 1 0', rgb, this.alpha, DRAWFLAG_NORMAL);
89         }
90     }
91     ATTRIB(DamageText, draw2d, void(DamageText), DamageText_draw2d);
92
93     void DamageText_update(DamageText this, vector _origin, int _health, int _armor, int _potential_damage, int _deathtype) {
94         this.m_damage = _health;
95         this.m_armordamage = _armor;
96         this.m_potential_damage = _potential_damage;
97         this.m_deathtype = _deathtype;
98         setorigin(this, _origin);
99         this.alpha = autocvar_cl_damagetext_alpha_start;
100     }
101
102     CONSTRUCTOR(DamageText, int _group, vector _origin, int _health, int _armor, int _potential_damage, int _deathtype, bool _friendlyfire) {
103         CONSTRUCT(DamageText);
104         this.m_group = _group;
105         this.m_friendlyfire = _friendlyfire;
106         DamageText_update(this, _origin, _health, _armor, _potential_damage, _deathtype);
107                 IL_PUSH(g_drawables_2d, this);
108     }
109 ENDCLASS(DamageText)
110 #endif
111
112 REGISTER_NET_TEMP(damagetext)
113
114 #ifdef SVQC
115 AUTOCVAR(sv_damagetext, int, 2, _("<= 0: disabled, >= 1: spectators, >= 2: players, >= 3: all players"));
116 #define SV_DAMAGETEXT_DISABLED()        (autocvar_sv_damagetext <= 0 /* disabled */)
117 #define SV_DAMAGETEXT_SPECTATORS_ONLY() (autocvar_sv_damagetext >= 1 /* spectators only */)
118 #define SV_DAMAGETEXT_PLAYERS()         (autocvar_sv_damagetext >= 2 /* players */)
119 #define SV_DAMAGETEXT_ALL()             (autocvar_sv_damagetext >= 3 /* all players */)
120 MUTATOR_HOOKFUNCTION(damagetext, PlayerDamaged) {
121     if (SV_DAMAGETEXT_DISABLED()) return;
122     const entity attacker = M_ARGV(0, entity);
123     const entity hit = M_ARGV(1, entity); if (hit == attacker) return;
124     const float health = M_ARGV(2, float);
125     const float armor = M_ARGV(3, float);
126     const int deathtype = M_ARGV(5, int);
127     const float potential_damage = M_ARGV(6, float);
128     const vector location = hit.origin;
129     FOREACH_CLIENT(IS_REAL_CLIENT(it), LAMBDA(
130         if (
131             (SV_DAMAGETEXT_ALL()) ||
132             (SV_DAMAGETEXT_PLAYERS() && it == attacker) ||
133             (SV_DAMAGETEXT_SPECTATORS_ONLY() && IS_SPEC(it) && it.enemy == attacker) ||
134             (SV_DAMAGETEXT_SPECTATORS_ONLY() && IS_OBSERVER(it))
135         ) {
136             int flags = 0;
137             if (SAME_TEAM(hit, attacker)) flags |= DTFLAG_SAMETEAM;
138             if (health >= DAMAGETEXT_SHORT_LIMIT) flags |= DTFLAG_BIG_HEALTH;
139             if (armor >= DAMAGETEXT_SHORT_LIMIT) flags |= DTFLAG_BIG_ARMOR;
140             if (potential_damage >= DAMAGETEXT_SHORT_LIMIT) flags |= DTFLAG_BIG_POTENTIAL;
141             if (!armor) flags |= DTFLAG_NO_ARMOR;
142             if (fabs((armor + health) - potential_damage) < 0.0001) flags |= DTFLAG_NO_POTENTIAL;
143
144             msg_entity = it;
145             WriteHeader(MSG_ONE, damagetext);
146             WriteEntity(MSG_ONE, hit);
147             WriteCoord(MSG_ONE, location.x);
148             WriteCoord(MSG_ONE, location.y);
149             WriteCoord(MSG_ONE, location.z);
150             WriteInt24_t(MSG_ONE, deathtype);
151             WriteByte(MSG_ONE, flags);
152
153             // we need to send a few decimal places to minimize errors when accumulating damage
154             // sending them multiplied saves bandwidth compared to using WriteCoord,
155             // however if the multiplied damage would be too much for (signed) short, we send an int24
156             if (flags & DTFLAG_BIG_HEALTH) WriteInt24_t(MSG_ONE, health * DAMAGETEXT_PRECISION_MULTIPLIER);
157             else WriteShort(MSG_ONE, health * DAMAGETEXT_PRECISION_MULTIPLIER);
158             if (!(flags & DTFLAG_NO_ARMOR))
159             {
160                 if (flags & DTFLAG_BIG_ARMOR) WriteInt24_t(MSG_ONE, armor * DAMAGETEXT_PRECISION_MULTIPLIER);
161                 else WriteShort(MSG_ONE, armor * DAMAGETEXT_PRECISION_MULTIPLIER);
162             }
163             if (!(flags & DTFLAG_NO_POTENTIAL))
164             {
165                 if (flags & DTFLAG_BIG_POTENTIAL) WriteInt24_t(MSG_ONE, potential_damage * DAMAGETEXT_PRECISION_MULTIPLIER);
166                 else WriteShort(MSG_ONE, potential_damage * DAMAGETEXT_PRECISION_MULTIPLIER);
167                         }
168         }
169     ));
170 }
171 #endif
172
173 #ifdef CSQC
174 NET_HANDLE(damagetext, bool isNew)
175 {
176     int group = ReadShort();
177     vector location = vec3(ReadCoord(), ReadCoord(), ReadCoord());
178     int deathtype = ReadInt24_t();
179     int flags = ReadByte();
180     bool friendlyfire = flags & DTFLAG_SAMETEAM;
181
182     int health, armor, potential_damage;
183     if (flags & DTFLAG_BIG_HEALTH) health = ReadInt24_t();
184     else health = ReadShort();
185     if (flags & DTFLAG_NO_ARMOR) armor = 0;
186     else if (flags & DTFLAG_BIG_ARMOR) armor = ReadInt24_t();
187     else armor = ReadShort();
188     if (flags & DTFLAG_NO_POTENTIAL) potential_damage = health + armor;
189     else if (flags & DTFLAG_BIG_POTENTIAL) potential_damage = ReadInt24_t();
190     else potential_damage = ReadShort();
191
192     return = true;
193     if (autocvar_cl_damagetext) {
194         if (friendlyfire && !autocvar_cl_damagetext_friendlyfire) {
195             return;
196         }
197         if (autocvar_cl_damagetext_accumulate_range) {
198             for (entity e = findradius(location, autocvar_cl_damagetext_accumulate_range); e; e = e.chain) {
199                 if (e.instanceOfDamageText && e.m_group == group && e.alpha > autocvar_cl_damagetext_accumulate_alpha_rel * autocvar_cl_damagetext_alpha_start) {
200                     DamageText_update(e, location, e.m_damage + health, e.m_armordamage + armor, e.m_potential_damage + potential_damage, deathtype);
201                     return;
202                 }
203             }
204         }
205         make_impure(NEW(DamageText, group, location, health, armor, potential_damage, deathtype, friendlyfire));
206     }
207 }
208 #endif
209
210 #ifdef MENUQC
211
212 #include <menu/gamesettings.qh>
213
214 CLASS(XonoticDamageTextSettings, XonoticTab)
215     REGISTER_SETTINGS(damagetext, NEW(XonoticDamageTextSettings));
216     ATTRIB(XonoticDamageTextSettings, title, string, _("Damage text"));
217     ATTRIB(XonoticDamageTextSettings, intendedWidth, float, 0.9);
218     ATTRIB(XonoticDamageTextSettings, rows, float, 15.5);
219     ATTRIB(XonoticDamageTextSettings, columns, float, 5);
220     INIT(XonoticDamageTextSettings) { this.configureDialog(this); }
221     METHOD(XonoticDamageTextSettings, showNotify, void(entity this)) { loadAllCvars(this); }
222     METHOD(XonoticDamageTextSettings, fill, void(entity this))
223     {
224         entity e;
225         this.gotoRC(this, 0, 1); this.setFirstColumn(this, this.currentColumn);
226             this.TD(this, 1, 3, makeXonoticCheckBox(0, "cl_damagetext", _("Draw damage numbers")));
227         this.TR(this);
228             this.TD(this, 1, 1, e = makeXonoticTextLabel(0, _("Font size:")));
229                 setDependent(e, "cl_damagetext", 1, 1);
230             this.TD(this, 1, 2, e = makeXonoticSlider(0, 50, 1, "cl_damagetext_size"));
231                 setDependent(e, "cl_damagetext", 1, 1);
232         this.TR(this);
233             this.TD(this, 1, 1, e = makeXonoticTextLabel(0, _("Accumulate range:")));
234                 setDependent(e, "cl_damagetext", 1, 1);
235             this.TD(this, 1, 2, e = makeXonoticSlider(0, 500, 1, "cl_damagetext_accumulate_range"));
236                 setDependent(e, "cl_damagetext", 1, 1);
237         this.TR(this);
238             this.TD(this, 1, 1, e = makeXonoticTextLabel(0, _("Lifetime:")));
239                 setDependent(e, "cl_damagetext", 1, 1);
240             this.TD(this, 1, 2, e = makeXonoticSlider(0, 10, 1, "cl_damagetext_alpha_lifetime"));
241                 setDependent(e, "cl_damagetext", 1, 1);
242         this.TR(this);
243             this.TD(this, 1, 1, e = makeXonoticTextLabel(0, _("Color:")));
244                 setDependent(e, "cl_damagetext", 1, 1);
245             this.TD(this, 2, 2, e = makeXonoticColorpickerString("cl_damagetext_color", "cl_damagetext_color"));
246                 setDependent(e, "cl_damagetext", 1, 1);
247         this.TR(this);
248         this.TR(this);
249         // friendly fire
250             this.TD(this, 1, 3, e = makeXonoticCheckBox(0, "cl_damagetext_friendlyfire", _("Draw damage numbers for friendly fire")));
251                 setDependent(e, "cl_damagetext", 1, 1);
252         this.TR(this);
253             this.TD(this, 1, 1, e = makeXonoticTextLabel(0, _("Color:")));
254                 setDependentAND(e, "cl_damagetext", 1, 1, "cl_damagetext_friendlyfire", 1, 1);
255             this.TD(this, 2, 2, e = makeXonoticColorpickerString("cl_damagetext_friendlyfire_color", "cl_damagetext_friendlyfire_color"));
256                 setDependentAND(e, "cl_damagetext", 1, 1, "cl_damagetext_friendlyfire", 1, 1);
257         this.TR(this);
258     }
259 ENDCLASS(XonoticDamageTextSettings)
260 #endif