Merge branch 'master' into martin-t/damagetext
[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 // || defined(MENUQC)
16 #if defined(CSQC)
17 // no translatable cvar description please
18 AUTOCVAR_SAVE(cl_damagetext,                        bool,   true,       "Draw damage dealt where you hit the enemy");
19 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");
20 AUTOCVAR_SAVE(cl_damagetext_format_verbose,         bool,   false,      "{health} shows {potential_health} too when they differ; {total} shows {potential} too when they differ");
21 AUTOCVAR_SAVE(cl_damagetext_format_hide_redundant,  bool,   false,      "hide {armor} if 0; hide {potential} and {potential_health} when same as actual");
22 STATIC_INIT(DamageText_LegacyFormat) {
23     // damagetext used to be off by default and the cvar got saved in people's configs along with the old format
24     // enable damagetext while updating the format for a one time effect
25     if (strstrofs(autocvar_cl_damagetext_format, "{", 0) < 0) {
26         localcmd("\nseta cl_damagetext 1\n");
27         localcmd("\nseta cl_damagetext_format -{total}\n");
28     };
29 }
30 AUTOCVAR_SAVE(cl_damagetext_color,                  vector, '1 1 0',    "Damage text color");
31 AUTOCVAR_SAVE(cl_damagetext_color_per_weapon,       bool,   false,      "Damage text uses weapon color");
32 AUTOCVAR_SAVE(cl_damagetext_size_min,               float,  8,          "Damage text font size for small damage");
33 AUTOCVAR_SAVE(cl_damagetext_size_min_damage,        float,  0,          "How much damage is considered small");
34 AUTOCVAR_SAVE(cl_damagetext_size_max,               float,  16,         "Damage text font size for large damage");
35 AUTOCVAR_SAVE(cl_damagetext_size_max_damage,        float,  100,        "How much damage is considered large");
36 AUTOCVAR_SAVE(cl_damagetext_alpha_start,            float,  1,          "Damage text initial alpha");
37 AUTOCVAR_SAVE(cl_damagetext_alpha_lifetime,         float,  3,          "Damage text lifetime in seconds");
38 AUTOCVAR_SAVE(cl_damagetext_velocity,               vector, '0 0 20',   "Damage text move direction");
39 AUTOCVAR_SAVE(cl_damagetext_offset,                 vector, '0 -40 0',  "Damage text offset");
40 AUTOCVAR_SAVE(cl_damagetext_accumulate_range,       float,  30,         "Damage text spawned within this range is accumulated");
41 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");
42 AUTOCVAR_SAVE(cl_damagetext_friendlyfire,           bool,   true,       "Show damage text for friendlyfire too");
43 AUTOCVAR_SAVE(cl_damagetext_friendlyfire_color,     vector, '1 0 0',    "Damage text color for friendlyfire");
44 #endif
45
46 #ifdef CSQC
47 CLASS(DamageText, Object)
48     ATTRIB(DamageText, m_color, vector, autocvar_cl_damagetext_color);
49     ATTRIB(DamageText, m_color_friendlyfire, vector, autocvar_cl_damagetext_friendlyfire_color);
50     ATTRIB(DamageText, m_size, float, autocvar_cl_damagetext_size_min);
51     ATTRIB(DamageText, alpha, float, autocvar_cl_damagetext_alpha_start);
52     ATTRIB(DamageText, fade_rate, float, 1 / autocvar_cl_damagetext_alpha_lifetime);
53     ATTRIB(DamageText, velocity, vector, autocvar_cl_damagetext_velocity);
54     ATTRIB(DamageText, m_group, int, 0);
55     ATTRIB(DamageText, m_friendlyfire, bool, false);
56     ATTRIB(DamageText, m_healthdamage, int, 0);
57     ATTRIB(DamageText, m_armordamage, int, 0);
58     ATTRIB(DamageText, m_potential_damage, int, 0);
59     ATTRIB(DamageText, m_deathtype, int, 0);
60     ATTRIB(DamageText, time_prev, float, time);
61     ATTRIB(DamageText, text, string, string_null);
62
63     void DamageText_draw2d(DamageText this) {
64         float dt = time - this.time_prev;
65         this.time_prev = time;
66         setorigin(this, this.origin + dt * this.velocity);
67         this.alpha -= dt * this.fade_rate;
68         if (this.alpha < 0) delete(this);
69         vector pos = project_3d_to_2d(this.origin) + autocvar_cl_damagetext_offset;
70         if (pos.z >= 0 && this.m_size > 0) {
71             pos.z = 0;
72             vector rgb;
73             if (this.m_friendlyfire) {
74                 rgb = this.m_color_friendlyfire;
75             } else {
76                 rgb = this.m_color;
77             }
78             if (autocvar_cl_damagetext_color_per_weapon) {
79                 Weapon w = DEATH_WEAPONOF(this.m_deathtype);
80                 if (w != WEP_Null) rgb = w.wpcolor;
81             }
82
83             vector drawfontscale_save = drawfontscale;
84             drawfontscale = (this.m_size / autocvar_cl_damagetext_size_max) * '1 1 0';
85             drawcolorcodedstring2_builtin(pos, this.text, autocvar_cl_damagetext_size_max * '1 1 0', rgb, this.alpha, DRAWFLAG_NORMAL);
86             drawfontscale = drawfontscale_save;
87         }
88     }
89     ATTRIB(DamageText, draw2d, void(DamageText), DamageText_draw2d);
90
91     void DamageText_update(DamageText this, vector _origin, int _health, int _armor, int _potential_damage, int _deathtype) {
92         this.m_healthdamage = _health;
93         this.m_armordamage = _armor;
94         this.m_potential_damage = _potential_damage;
95         this.m_deathtype = _deathtype;
96         setorigin(this, _origin);
97         this.alpha = autocvar_cl_damagetext_alpha_start;
98
99         int health = rint(this.m_healthdamage / DAMAGETEXT_PRECISION_MULTIPLIER);
100         int armor = rint(this.m_armordamage / DAMAGETEXT_PRECISION_MULTIPLIER);
101         int total = rint((this.m_healthdamage + this.m_armordamage) / DAMAGETEXT_PRECISION_MULTIPLIER);
102         int potential = rint(this.m_potential_damage / DAMAGETEXT_PRECISION_MULTIPLIER);
103         int potential_health = rint((this.m_potential_damage - this.m_armordamage) / DAMAGETEXT_PRECISION_MULTIPLIER);
104
105         string s = autocvar_cl_damagetext_format;
106         s = strreplace("{armor}", (
107             (this.m_armordamage == 0 && autocvar_cl_damagetext_format_hide_redundant)
108                 ? ""
109                 : sprintf("%d", armor)
110             ), s);
111         s = strreplace("{potential}", (
112             (this.m_potential_damage == this.m_healthdamage + this.m_armordamage && autocvar_cl_damagetext_format_hide_redundant)
113                 ? ""
114                 : sprintf("%d", potential)
115             ), s);
116         s = strreplace("{potential_health}", (
117             (this.m_potential_damage - this.m_armordamage == this.m_healthdamage && autocvar_cl_damagetext_format_hide_redundant)
118                 ? ""
119                 : sprintf("%d", potential_health)
120             ), s);
121
122         s = strreplace("{health}", (
123             (health == potential_health || !autocvar_cl_damagetext_format_verbose)
124                 ? sprintf("%d",      health)
125                 : sprintf("%d (%d)", health, potential_health)
126             ), s);
127         s = strreplace("{total}", (
128             (total == potential || !autocvar_cl_damagetext_format_verbose)
129                 ? sprintf("%d",      total)
130                 : sprintf("%d (%d)", total, potential)
131             ), s);
132
133         // futureproofing: remove any remaining (unknown) format strings in case we add new ones in the future
134         // so players can use them on new servers and still have working damagetext on old ones
135         while (true) {
136             int opening_pos = strstrofs(s, "{", 0);
137             if (opening_pos == -1) break;
138             int closing_pos = strstrofs(s, "}", opening_pos);
139             if (closing_pos == -1 || closing_pos <= opening_pos) break;
140             s = strcat(
141                 substring(s, 0, opening_pos),
142                 substring_range(s, closing_pos + 1, strlen(s))
143             );
144         }
145
146         if (this.text) strunzone(this.text);
147         this.text = strzone(s);
148
149         float size_range = autocvar_cl_damagetext_size_max - autocvar_cl_damagetext_size_min;
150         float damage_range = autocvar_cl_damagetext_size_max_damage - autocvar_cl_damagetext_size_min_damage;
151         float scale_factor = size_range / damage_range;
152         this.m_size = bound(
153             autocvar_cl_damagetext_size_min,
154             (potential - autocvar_cl_damagetext_size_min_damage) * scale_factor + autocvar_cl_damagetext_size_min,
155             autocvar_cl_damagetext_size_max);
156     }
157
158     CONSTRUCTOR(DamageText, int _group, vector _origin, int _health, int _armor, int _potential_damage, int _deathtype, bool _friendlyfire) {
159         CONSTRUCT(DamageText);
160         this.m_group = _group;
161         this.m_friendlyfire = _friendlyfire;
162         DamageText_update(this, _origin, _health, _armor, _potential_damage, _deathtype);
163                 IL_PUSH(g_drawables_2d, this);
164     }
165
166     DESTRUCTOR(DamageText) {
167         if (this.text) strunzone(this.text);
168     }
169 ENDCLASS(DamageText)
170 #endif
171
172 REGISTER_NET_TEMP(damagetext)
173
174 #ifdef SVQC
175 AUTOCVAR(sv_damagetext, int, 2, "<= 0: disabled, >= 1: spectators, >= 2: players, >= 3: all players");
176 #define SV_DAMAGETEXT_DISABLED()        (autocvar_sv_damagetext <= 0 /* disabled */)
177 #define SV_DAMAGETEXT_SPECTATORS_ONLY() (autocvar_sv_damagetext >= 1 /* spectators only */)
178 #define SV_DAMAGETEXT_PLAYERS()         (autocvar_sv_damagetext >= 2 /* players */)
179 #define SV_DAMAGETEXT_ALL()             (autocvar_sv_damagetext >= 3 /* all players */)
180 MUTATOR_HOOKFUNCTION(damagetext, PlayerDamaged) {
181     if (SV_DAMAGETEXT_DISABLED()) return;
182     const entity attacker = M_ARGV(0, entity);
183     const entity hit = M_ARGV(1, entity); if (hit == attacker) return;
184     const float health = M_ARGV(2, float);
185     const float armor = M_ARGV(3, float);
186     const int deathtype = M_ARGV(5, int);
187     const float potential_damage = M_ARGV(6, float);
188     const vector location = hit.origin;
189     FOREACH_CLIENT(IS_REAL_CLIENT(it), LAMBDA(
190         if (
191             (SV_DAMAGETEXT_ALL()) ||
192             (SV_DAMAGETEXT_PLAYERS() && it == attacker) ||
193             (SV_DAMAGETEXT_SPECTATORS_ONLY() && IS_SPEC(it) && it.enemy == attacker) ||
194             (SV_DAMAGETEXT_SPECTATORS_ONLY() && IS_OBSERVER(it))
195         ) {
196             int flags = 0;
197             if (SAME_TEAM(hit, attacker)) flags |= DTFLAG_SAMETEAM;
198             if (health >= DAMAGETEXT_SHORT_LIMIT) flags |= DTFLAG_BIG_HEALTH;
199             if (armor >= DAMAGETEXT_SHORT_LIMIT) flags |= DTFLAG_BIG_ARMOR;
200             if (potential_damage >= DAMAGETEXT_SHORT_LIMIT) flags |= DTFLAG_BIG_POTENTIAL;
201             if (!armor) flags |= DTFLAG_NO_ARMOR;
202             if (fabs((armor + health) - potential_damage) < 0.0001) flags |= DTFLAG_NO_POTENTIAL;
203
204             msg_entity = it;
205             WriteHeader(MSG_ONE, damagetext);
206             WriteEntity(MSG_ONE, hit);
207             WriteCoord(MSG_ONE, location.x);
208             WriteCoord(MSG_ONE, location.y);
209             WriteCoord(MSG_ONE, location.z);
210             WriteInt24_t(MSG_ONE, deathtype);
211             WriteByte(MSG_ONE, flags);
212
213             // we need to send a few decimal places to minimize errors when accumulating damage
214             // sending them multiplied saves bandwidth compared to using WriteCoord,
215             // however if the multiplied damage would be too much for (signed) short, we send an int24
216             if (flags & DTFLAG_BIG_HEALTH) WriteInt24_t(MSG_ONE, health * DAMAGETEXT_PRECISION_MULTIPLIER);
217             else WriteShort(MSG_ONE, health * DAMAGETEXT_PRECISION_MULTIPLIER);
218             if (!(flags & DTFLAG_NO_ARMOR))
219             {
220                 if (flags & DTFLAG_BIG_ARMOR) WriteInt24_t(MSG_ONE, armor * DAMAGETEXT_PRECISION_MULTIPLIER);
221                 else WriteShort(MSG_ONE, armor * DAMAGETEXT_PRECISION_MULTIPLIER);
222             }
223             if (!(flags & DTFLAG_NO_POTENTIAL))
224             {
225                 if (flags & DTFLAG_BIG_POTENTIAL) WriteInt24_t(MSG_ONE, potential_damage * DAMAGETEXT_PRECISION_MULTIPLIER);
226                 else WriteShort(MSG_ONE, potential_damage * DAMAGETEXT_PRECISION_MULTIPLIER);
227                         }
228         }
229     ));
230 }
231 #endif
232
233 #ifdef CSQC
234 NET_HANDLE(damagetext, bool isNew)
235 {
236     int group = ReadShort();
237     vector location = vec3(ReadCoord(), ReadCoord(), ReadCoord());
238     int deathtype = ReadInt24_t();
239     int flags = ReadByte();
240     bool friendlyfire = flags & DTFLAG_SAMETEAM;
241
242     int health, armor, potential_damage;
243     if (flags & DTFLAG_BIG_HEALTH) health = ReadInt24_t();
244     else health = ReadShort();
245     if (flags & DTFLAG_NO_ARMOR) armor = 0;
246     else if (flags & DTFLAG_BIG_ARMOR) armor = ReadInt24_t();
247     else armor = ReadShort();
248     if (flags & DTFLAG_NO_POTENTIAL) potential_damage = health + armor;
249     else if (flags & DTFLAG_BIG_POTENTIAL) potential_damage = ReadInt24_t();
250     else potential_damage = ReadShort();
251
252     return = true;
253     if (autocvar_cl_damagetext) {
254         if (friendlyfire && !autocvar_cl_damagetext_friendlyfire) {
255             return;
256         }
257         if (autocvar_cl_damagetext_accumulate_range) {
258             for (entity e = findradius(location, autocvar_cl_damagetext_accumulate_range); e; e = e.chain) {
259                 if (e.instanceOfDamageText && e.m_group == group && e.alpha > autocvar_cl_damagetext_accumulate_alpha_rel * autocvar_cl_damagetext_alpha_start) {
260                     DamageText_update(e, location, e.m_healthdamage + health, e.m_armordamage + armor, e.m_potential_damage + potential_damage, deathtype);
261                     return;
262                 }
263             }
264         }
265         make_impure(NEW(DamageText, group, location, health, armor, potential_damage, deathtype, friendlyfire));
266     }
267 }
268 #endif
269
270 #ifdef MENUQC
271
272 #include <menu/gamesettings.qh>
273
274 CLASS(XonoticDamageTextSettings, XonoticTab)
275     REGISTER_SETTINGS(damagetext, NEW(XonoticDamageTextSettings));
276     ATTRIB(XonoticDamageTextSettings, title, string, _("Damage text"));
277     ATTRIB(XonoticDamageTextSettings, intendedWidth, float, 0.9);
278     ATTRIB(XonoticDamageTextSettings, rows, float, 15.5);
279     ATTRIB(XonoticDamageTextSettings, columns, float, 5);
280     INIT(XonoticDamageTextSettings) { this.configureDialog(this); }
281     METHOD(XonoticDamageTextSettings, showNotify, void(entity this)) { loadAllCvars(this); }
282     METHOD(XonoticDamageTextSettings, fill, void(entity this))
283     {
284         entity e;
285         this.gotoRC(this, 0, 1); this.setFirstColumn(this, this.currentColumn);
286             this.TD(this, 1, 3, makeXonoticCheckBox(0, "cl_damagetext", _("Draw damage numbers")));
287         this.TR(this);
288             this.TD(this, 1, 1, e = makeXonoticTextLabel(0, _("Font size minimum:")));
289                 setDependent(e, "cl_damagetext", 1, 1);
290             this.TD(this, 1, 2, e = makeXonoticSlider(0, 50, 1, "cl_damagetext_size_min"));
291                 setDependent(e, "cl_damagetext", 1, 1);
292         this.TR(this);
293             this.TD(this, 1, 1, e = makeXonoticTextLabel(0, _("Font size maximum:")));
294                 setDependent(e, "cl_damagetext", 1, 1);
295             this.TD(this, 1, 2, e = makeXonoticSlider(0, 50, 1, "cl_damagetext_size_max"));
296                 setDependent(e, "cl_damagetext", 1, 1);
297         this.TR(this);
298             this.TD(this, 1, 1, e = makeXonoticTextLabel(0, _("Accumulate range:")));
299                 setDependent(e, "cl_damagetext", 1, 1);
300             this.TD(this, 1, 2, e = makeXonoticSlider(0, 500, 1, "cl_damagetext_accumulate_range"));
301                 setDependent(e, "cl_damagetext", 1, 1);
302         this.TR(this);
303             this.TD(this, 1, 1, e = makeXonoticTextLabel(0, _("Lifetime:")));
304                 setDependent(e, "cl_damagetext", 1, 1);
305             this.TD(this, 1, 2, e = makeXonoticSlider(0, 10, 1, "cl_damagetext_alpha_lifetime"));
306                 setDependent(e, "cl_damagetext", 1, 1);
307         this.TR(this);
308             this.TD(this, 1, 1, e = makeXonoticTextLabel(0, _("Color:")));
309                 setDependent(e, "cl_damagetext", 1, 1);
310             this.TD(this, 2, 2, e = makeXonoticColorpickerString("cl_damagetext_color", "cl_damagetext_color"));
311                 setDependent(e, "cl_damagetext", 1, 1);
312         this.TR(this);
313         this.TR(this);
314         // friendly fire
315             this.TD(this, 1, 3, e = makeXonoticCheckBox(0, "cl_damagetext_friendlyfire", _("Draw damage numbers for friendly fire")));
316                 setDependent(e, "cl_damagetext", 1, 1);
317         this.TR(this);
318             this.TD(this, 1, 1, e = makeXonoticTextLabel(0, _("Color:")));
319                 setDependentAND(e, "cl_damagetext", 1, 1, "cl_damagetext_friendlyfire", 1, 1);
320             this.TD(this, 2, 2, e = makeXonoticColorpickerString("cl_damagetext_friendlyfire_color", "cl_damagetext_friendlyfire_color"));
321                 setDependentAND(e, "cl_damagetext", 1, 1, "cl_damagetext_friendlyfire", 1, 1);
322         this.TR(this);
323     }
324 ENDCLASS(XonoticDamageTextSettings)
325 #endif