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fix damage text max values
[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_MAX_SHORT 255 // 2^15 (signed short) / DAMAGETEXT_PRECISION_MULTIPLIER - 1
5
6 REGISTER_MUTATOR(damagetext, true);
7
8 #if defined(CSQC) || defined(MENUQC)
9 // no translatable cvar description please
10 AUTOCVAR_SAVE(cl_damagetext,                    bool,   true,      "Draw damage dealt where you hit the enemy");
11 AUTOCVAR_SAVE(cl_damagetext_format,             string, "-{total}", "How to format the damage text. {health}, {armor}, {total}");
12 STATIC_INIT(DamageText_LegacyFormat) {
13     if (strstrofs(autocvar_cl_damagetext_format, "{", 0) < 0) autocvar_cl_damagetext_format = "-{total}";
14 }
15 AUTOCVAR_SAVE(cl_damagetext_color,              vector, '1 1 0',    "Damage text color");
16 AUTOCVAR_SAVE(cl_damagetext_color_per_weapon,   bool,   false,      "Damage text uses weapon color");
17 AUTOCVAR_SAVE(cl_damagetext_size,               float,  8,          "Damage text font size");
18 AUTOCVAR_SAVE(cl_damagetext_alpha_start,        float,  1,          "Damage text initial alpha");
19 AUTOCVAR_SAVE(cl_damagetext_alpha_lifetime,     float,  3,          "Damage text lifetime in seconds");
20 AUTOCVAR_SAVE(cl_damagetext_velocity,           vector, '0 0 20',   "Damage text move direction");
21 AUTOCVAR_SAVE(cl_damagetext_offset,             vector, '0 -40 0',  "Damage text offset");
22 AUTOCVAR_SAVE(cl_damagetext_accumulate_range,   float,  30,         "Damage text spawned within this range is accumulated");
23 AUTOCVAR_SAVE(cl_damagetext_friendlyfire,       bool,   true,       "Show damage text for friendlyfire too");
24 AUTOCVAR_SAVE(cl_damagetext_friendlyfire_color, vector, '1 0 0',    "Damage text color for friendlyfire");
25 #endif
26
27 #ifdef CSQC
28 CLASS(DamageText, Object)
29     ATTRIB(DamageText, m_color, vector, autocvar_cl_damagetext_color);
30     ATTRIB(DamageText, m_color_friendlyfire, vector, autocvar_cl_damagetext_friendlyfire_color);
31     ATTRIB(DamageText, m_size, float, autocvar_cl_damagetext_size);
32     ATTRIB(DamageText, alpha, float, autocvar_cl_damagetext_alpha_start);
33     ATTRIB(DamageText, fade_rate, float, 1 / autocvar_cl_damagetext_alpha_lifetime);
34     ATTRIB(DamageText, velocity, vector, autocvar_cl_damagetext_velocity);
35     ATTRIB(DamageText, m_group, int, 0);
36     ATTRIB(DamageText, m_friendlyfire, bool, false);
37     ATTRIB(DamageText, m_damage, int, 0);
38     ATTRIB(DamageText, m_armordamage, int, 0);
39     ATTRIB(DamageText, m_deathtype, int, 0);
40     ATTRIB(DamageText, time_prev, float, time);
41
42     void DamageText_draw2d(DamageText this) {
43         float dt = time - this.time_prev;
44         this.time_prev = time;
45         setorigin(this, this.origin + dt * this.velocity);
46         this.alpha -= dt * this.fade_rate;
47         if (this.alpha < 0) delete(this);
48         vector pos = project_3d_to_2d(this.origin) + autocvar_cl_damagetext_offset;
49         if (pos.z >= 0 && this.m_size > 0) {
50             pos.z = 0;
51             vector rgb;
52             if (this.m_friendlyfire) {
53                 rgb = this.m_color_friendlyfire;
54             }
55             else {
56                 rgb = this.m_color;
57             }
58             if (autocvar_cl_damagetext_color_per_weapon) {
59                 Weapon w = DEATH_WEAPONOF(this.m_deathtype);
60                 if (w != WEP_Null) rgb = w.wpcolor;
61             }
62             string s = autocvar_cl_damagetext_format;
63             s = strreplace("{health}", sprintf("%d", rint(this.m_damage / DAMAGETEXT_PRECISION_MULTIPLIER)), s);
64             s = strreplace("{armor}",  sprintf("%d", rint(this.m_armordamage / DAMAGETEXT_PRECISION_MULTIPLIER)), s);
65             s = strreplace("{total}",  sprintf("%d", rint((this.m_damage + this.m_armordamage) / DAMAGETEXT_PRECISION_MULTIPLIER)), s);
66             drawcolorcodedstring2_builtin(pos, s, this.m_size * '1 1 0', rgb, this.alpha, DRAWFLAG_NORMAL);
67         }
68     }
69     ATTRIB(DamageText, draw2d, void(DamageText), DamageText_draw2d);
70
71     void DamageText_update(DamageText this, vector _origin, int _health, int _armor, int _deathtype) {
72         this.m_damage = _health;
73         this.m_armordamage = _armor;
74         this.m_deathtype = _deathtype;
75         setorigin(this, _origin);
76         this.alpha = 1;
77     }
78
79     CONSTRUCTOR(DamageText, int _group, vector _origin, int _health, int _armor, int _deathtype, bool _friendlyfire) {
80         CONSTRUCT(DamageText);
81         this.m_group = _group;
82         this.m_friendlyfire = _friendlyfire;
83         DamageText_update(this, _origin, _health, _armor, _deathtype);
84                 IL_PUSH(g_drawables_2d, this);
85     }
86 ENDCLASS(DamageText)
87 #endif
88
89 REGISTER_NET_TEMP(damagetext)
90
91 #ifdef SVQC
92 AUTOCVAR(sv_damagetext, int, 2, _("<= 0: disabled, >= 1: spectators, >= 2: players, >= 3: all players"));
93 #define SV_DAMAGETEXT_DISABLED()        (autocvar_sv_damagetext <= 0 /* disabled */)
94 #define SV_DAMAGETEXT_SPECTATORS_ONLY() (autocvar_sv_damagetext >= 1 /* spectators only */)
95 #define SV_DAMAGETEXT_PLAYERS()         (autocvar_sv_damagetext >= 2 /* players */)
96 #define SV_DAMAGETEXT_ALL()             (autocvar_sv_damagetext >= 3 /* all players */)
97 MUTATOR_HOOKFUNCTION(damagetext, PlayerDamaged) {
98     if (SV_DAMAGETEXT_DISABLED()) return;
99     const entity attacker = M_ARGV(0, entity);
100     const entity hit = M_ARGV(1, entity); if (hit == attacker) return;
101     const float health = M_ARGV(2, float);
102     const float armor = M_ARGV(3, float);
103     const int deathtype = M_ARGV(5, int);
104     const vector location = hit.origin;
105     FOREACH_CLIENT(IS_REAL_CLIENT(it), LAMBDA(
106         if (
107             (SV_DAMAGETEXT_ALL()) ||
108             (SV_DAMAGETEXT_PLAYERS() && it == attacker) ||
109             (SV_DAMAGETEXT_SPECTATORS_ONLY() && IS_SPEC(it) && it.enemy == attacker) ||
110             (SV_DAMAGETEXT_SPECTATORS_ONLY() && IS_OBSERVER(it))
111         ) {
112             int flags = SAME_TEAM(hit, attacker); // BIT(0)
113             if (health > DAMAGETEXT_MAX_SHORT) flags |= BIT(1);
114             if (armor > DAMAGETEXT_MAX_SHORT) flags |= BIT(2);
115
116             msg_entity = it;
117             WriteHeader(MSG_ONE, damagetext);
118             WriteEntity(MSG_ONE, hit);
119             WriteCoord(MSG_ONE, location.x);
120             WriteCoord(MSG_ONE, location.y);
121             WriteCoord(MSG_ONE, location.z);
122             WriteInt24_t(MSG_ONE, deathtype);
123             WriteByte(MSG_ONE, flags);
124
125             // we need to send a few decimal places to minimize errors when accumulating damage
126             // sending them multiplied saves bandwidth compared to using WriteCoord,
127             // however if the multiplied damage would be too much for (signed) short, we send an int24
128             if (health > DAMAGETEXT_MAX_SHORT) WriteInt24_t(MSG_ONE, health * DAMAGETEXT_PRECISION_MULTIPLIER);
129             else WriteShort(MSG_ONE, health * DAMAGETEXT_PRECISION_MULTIPLIER);
130             if (armor > DAMAGETEXT_MAX_SHORT) WriteInt24_t(MSG_ONE, armor * DAMAGETEXT_PRECISION_MULTIPLIER);
131             else WriteShort(MSG_ONE, armor * DAMAGETEXT_PRECISION_MULTIPLIER);
132         }
133     ));
134 }
135 #endif
136
137 #ifdef CSQC
138 NET_HANDLE(damagetext, bool isNew)
139 {
140     int group = ReadShort();
141     vector location = vec3(ReadCoord(), ReadCoord(), ReadCoord());
142     int deathtype = ReadInt24_t();
143     int flags = ReadByte();
144     bool friendlyfire = flags & 1;
145
146     int health, armor;
147     if (flags & BIT(1)) health = ReadInt24_t();
148     else health = ReadShort();
149     if (flags & BIT(2)) armor = ReadInt24_t();
150     else armor = ReadShort();
151
152     return = true;
153     if (autocvar_cl_damagetext) {
154         if (friendlyfire && !autocvar_cl_damagetext_friendlyfire) {
155             return;
156         }
157         if (autocvar_cl_damagetext_accumulate_range) {
158             for (entity e = findradius(location, autocvar_cl_damagetext_accumulate_range); e; e = e.chain) {
159                 if (e.instanceOfDamageText && e.m_group == group) {
160                     DamageText_update(e, location, e.m_damage + health, e.m_armordamage + armor, deathtype);
161                     return;
162                 }
163             }
164         }
165         make_impure(NEW(DamageText, group, location, health, armor, deathtype, friendlyfire));
166     }
167 }
168 #endif
169
170 #ifdef MENUQC
171
172 #include <menu/gamesettings.qh>
173
174 CLASS(XonoticDamageTextSettings, XonoticTab)
175     REGISTER_SETTINGS(damagetext, NEW(XonoticDamageTextSettings));
176     ATTRIB(XonoticDamageTextSettings, title, string, _("Damage text"));
177     ATTRIB(XonoticDamageTextSettings, intendedWidth, float, 0.9);
178     ATTRIB(XonoticDamageTextSettings, rows, float, 15.5);
179     ATTRIB(XonoticDamageTextSettings, columns, float, 5);
180     INIT(XonoticDamageTextSettings) { this.configureDialog(this); }
181     METHOD(XonoticDamageTextSettings, showNotify, void(entity this)) { loadAllCvars(this); }
182     METHOD(XonoticDamageTextSettings, fill, void(entity this))
183     {
184         entity e;
185         this.gotoRC(this, 0, 1); this.setFirstColumn(this, this.currentColumn);
186             this.TD(this, 1, 3, makeXonoticCheckBox(0, "cl_damagetext", _("Draw damage numbers")));
187         this.TR(this);
188             this.TD(this, 1, 1, e = makeXonoticTextLabel(0, _("Font size:")));
189                 setDependent(e, "cl_damagetext", 1, 1);
190             this.TD(this, 1, 2, e = makeXonoticSlider(0, 50, 1, "cl_damagetext_size"));
191                 setDependent(e, "cl_damagetext", 1, 1);
192         this.TR(this);
193             this.TD(this, 1, 1, e = makeXonoticTextLabel(0, _("Accumulate range:")));
194                 setDependent(e, "cl_damagetext", 1, 1);
195             this.TD(this, 1, 2, e = makeXonoticSlider(0, 500, 1, "cl_damagetext_accumulate_range"));
196                 setDependent(e, "cl_damagetext", 1, 1);
197         this.TR(this);
198             this.TD(this, 1, 1, e = makeXonoticTextLabel(0, _("Lifetime:")));
199                 setDependent(e, "cl_damagetext", 1, 1);
200             this.TD(this, 1, 2, e = makeXonoticSlider(0, 10, 1, "cl_damagetext_alpha_lifetime"));
201                 setDependent(e, "cl_damagetext", 1, 1);
202         this.TR(this);
203             this.TD(this, 1, 1, e = makeXonoticTextLabel(0, _("Color:")));
204                 setDependent(e, "cl_damagetext", 1, 1);
205             this.TD(this, 2, 2, e = makeXonoticColorpickerString("cl_damagetext_color", "cl_damagetext_color"));
206                 setDependent(e, "cl_damagetext", 1, 1);
207         this.TR(this);
208         this.TR(this);
209             this.TD(this, 1, 3, e = makeXonoticCheckBox(0, "cl_damagetext_friendlyfire", _("Draw damage numbers for friendly fire")));
210                 setDependent(e, "cl_damagetext", 1, 1);
211         this.TR(this);
212             this.TD(this, 1, 1, e = makeXonoticTextLabel(0, _("Color:")));
213                 setDependentAND(e, "cl_damagetext", 1, 1, "cl_damagetext_friendlyfire", 1, 1);
214             this.TD(this, 2, 2, e = makeXonoticColorpickerString("cl_damagetext_friendlyfire_color", "cl_damagetext_friendlyfire_color"));
215                 setDependentAND(e, "cl_damagetext", 1, 1, "cl_damagetext_friendlyfire", 1, 1);
216         this.TR(this);
217     }
218 ENDCLASS(XonoticDamageTextSettings)
219 #endif