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Merge branch 'master' into terencehill/scoreboard_panel_2
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / mutators / mutator / damagetext / damagetext.qc
1 #ifndef MUTATOR_DAMAGETEXT_H
2 #define MUTATOR_DAMAGETEXT_H
3
4 #ifdef MENUQC
5 #include <menu/xonotic/tab.qh>
6 #endif
7
8 #endif
9
10 #ifdef IMPLEMENTATION
11 REGISTER_MUTATOR(damagetext, true);
12
13 #if defined(CSQC) || defined(MENUQC)
14 // no translatable cvar description please
15 AUTOCVAR_SAVE(cl_damagetext,                    bool,   true,      "Draw damage dealt where you hit the enemy");
16 AUTOCVAR_SAVE(cl_damagetext_format,             string, "-{total}", "How to format the damage text. {health}, {armor}, {total}");
17 STATIC_INIT(DamageText_LegacyFormat) {
18     if (strstrofs(autocvar_cl_damagetext_format, "{", 0) < 0) autocvar_cl_damagetext_format = "-{total}";
19 }
20 AUTOCVAR_SAVE(cl_damagetext_color,              vector, '1 1 0',    "Damage text color");
21 AUTOCVAR_SAVE(cl_damagetext_color_per_weapon,   bool,   false,      "Damage text uses weapon color");
22 AUTOCVAR_SAVE(cl_damagetext_size,               float,  8,          "Damage text font size");
23 AUTOCVAR_SAVE(cl_damagetext_alpha_start,        float,  1,          "Damage text initial alpha");
24 AUTOCVAR_SAVE(cl_damagetext_alpha_lifetime,     float,  3,          "Damage text lifetime in seconds");
25 AUTOCVAR_SAVE(cl_damagetext_velocity,           vector, '0 0 20',   "Damage text move direction");
26 AUTOCVAR_SAVE(cl_damagetext_offset,             vector, '0 -40 0',  "Damage text offset");
27 AUTOCVAR_SAVE(cl_damagetext_accumulate_range,   float,  30,         "Damage text spawned within this range is accumulated");
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 #endif
31
32 #ifdef CSQC
33 CLASS(DamageText, Object)
34     ATTRIB(DamageText, m_color, vector, autocvar_cl_damagetext_color)
35     ATTRIB(DamageText, m_color_friendlyfire, vector, autocvar_cl_damagetext_friendlyfire_color)
36     ATTRIB(DamageText, m_size, float, autocvar_cl_damagetext_size)
37     ATTRIB(DamageText, alpha, float, autocvar_cl_damagetext_alpha_start)
38     ATTRIB(DamageText, fade_rate, float, 1 / autocvar_cl_damagetext_alpha_lifetime)
39     ATTRIB(DamageText, velocity, vector, autocvar_cl_damagetext_velocity)
40     ATTRIB(DamageText, m_group, int, 0)
41     ATTRIB(DamageText, m_friendlyfire, bool, false)
42     ATTRIB(DamageText, m_damage, int, 0)
43     ATTRIB(DamageText, m_armordamage, int, 0)
44     ATTRIB(DamageText, m_deathtype, int, 0)
45     ATTRIB(DamageText, time_prev, float, time)
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) delete(this);
53         vector pos = project_3d_to_2d(this.origin) + autocvar_cl_damagetext_offset;
54         if (pos.z >= 0 && this.m_size > 0) {
55             pos.z = 0;
56             vector rgb;
57             if (this.m_friendlyfire) {
58                 rgb = this.m_color_friendlyfire;
59             }
60             else {
61                 rgb = this.m_color;
62             }
63             if (autocvar_cl_damagetext_color_per_weapon) {
64                 Weapon w = DEATH_WEAPONOF(this.m_deathtype);
65                 if (w != WEP_Null) rgb = w.wpcolor;
66             }
67             string s = autocvar_cl_damagetext_format;
68             s = strreplace("{health}", sprintf("%d", this.m_damage), s);
69             s = strreplace("{armor}",  sprintf("%d", this.m_armordamage), s);
70             s = strreplace("{total}",  sprintf("%d", this.m_damage + this.m_armordamage), s);
71             drawcolorcodedstring2_builtin(pos, s, this.m_size * '1 1 0', rgb, this.alpha, DRAWFLAG_NORMAL);
72         }
73     }
74     ATTRIB(DamageText, draw2d, void(DamageText), DamageText_draw2d)
75
76     void DamageText_update(DamageText this, vector _origin, int _health, int _armor, int _deathtype) {
77         this.m_damage = _health;
78         this.m_armordamage = _armor;
79         this.m_deathtype = _deathtype;
80         setorigin(this, _origin);
81         this.alpha = 1;
82     }
83
84     CONSTRUCTOR(DamageText, int _group, vector _origin, int _health, int _armor, int _deathtype, bool _friendlyfire) {
85         CONSTRUCT(DamageText);
86         this.m_group = _group;
87         this.m_friendlyfire = _friendlyfire;
88         DamageText_update(this, _origin, _health, _armor, _deathtype);
89                 IL_PUSH(g_drawables_2d, this);
90     }
91 ENDCLASS(DamageText)
92 #endif
93
94 REGISTER_NET_TEMP(damagetext)
95
96 #ifdef SVQC
97 AUTOCVAR(sv_damagetext, int, 2, _("<= 0: disabled, >= 1: spectators, >= 2: players, >= 3: all players"));
98 #define SV_DAMAGETEXT_DISABLED()        (autocvar_sv_damagetext <= 0 /* disabled */)
99 #define SV_DAMAGETEXT_SPECTATORS_ONLY() (autocvar_sv_damagetext >= 1 /* spectators only */)
100 #define SV_DAMAGETEXT_PLAYERS()         (autocvar_sv_damagetext >= 2 /* players */)
101 #define SV_DAMAGETEXT_ALL()             (autocvar_sv_damagetext >= 3 /* all players */)
102 MUTATOR_HOOKFUNCTION(damagetext, PlayerDamaged) {
103     if (SV_DAMAGETEXT_DISABLED()) return;
104     const entity attacker = M_ARGV(0, entity);
105     const entity hit = M_ARGV(1, entity); if (hit == attacker) return;
106     const int health = M_ARGV(2, int);
107     const int armor = M_ARGV(3, int);
108     const int deathtype = M_ARGV(5, int);
109     const vector location = hit.origin;
110     FOREACH_CLIENT(IS_REAL_CLIENT(it), LAMBDA(
111         if (
112             (SV_DAMAGETEXT_ALL()) ||
113             (SV_DAMAGETEXT_PLAYERS() && it == attacker) ||
114             (SV_DAMAGETEXT_SPECTATORS_ONLY() && IS_SPEC(it) && it.enemy == attacker) ||
115             (SV_DAMAGETEXT_SPECTATORS_ONLY() && IS_OBSERVER(it))
116         ) {
117             msg_entity = it;
118             WriteHeader(MSG_ONE, damagetext);
119             WriteShort(MSG_ONE, rint(health));
120             WriteShort(MSG_ONE, rint(armor));
121             WriteEntity(MSG_ONE, hit);
122             WriteCoord(MSG_ONE, location.x);
123             WriteCoord(MSG_ONE, location.y);
124             WriteCoord(MSG_ONE, location.z);
125             WriteInt24_t(MSG_ONE, deathtype);
126             WriteByte(MSG_ONE, SAME_TEAM(hit, attacker));
127         }
128     ));
129 }
130 #endif
131
132 #ifdef CSQC
133 NET_HANDLE(damagetext, bool isNew)
134 {
135     int health = ReadShort();
136     int armor = ReadShort();
137     int group = ReadShort();
138     vector location = vec3(ReadCoord(), ReadCoord(), ReadCoord());
139     int deathtype = ReadInt24_t();
140     bool friendlyfire = ReadByte();
141     return = true;
142     if (autocvar_cl_damagetext) {
143         if (friendlyfire && !autocvar_cl_damagetext_friendlyfire) {
144             return;
145         }
146         if (autocvar_cl_damagetext_accumulate_range) {
147             for (entity e = findradius(location, autocvar_cl_damagetext_accumulate_range); e; e = e.chain) {
148                 if (e.instanceOfDamageText && e.m_group == group) {
149                     DamageText_update(e, location, e.m_damage + health, e.m_armordamage + armor, deathtype);
150                     return;
151                 }
152             }
153         }
154         make_impure(NEW(DamageText, group, location, health, armor, deathtype, friendlyfire));
155     }
156 }
157 #endif
158
159 #ifdef MENUQC
160 CLASS(XonoticDamageTextSettings, XonoticTab)
161     #include <menu/gamesettings.qh>
162     REGISTER_SETTINGS(damagetext, NEW(XonoticDamageTextSettings));
163     ATTRIB(XonoticDamageTextSettings, title, string, _("Damage text"))
164     ATTRIB(XonoticDamageTextSettings, intendedWidth, float, 0.9)
165     ATTRIB(XonoticDamageTextSettings, rows, float, 15.5)
166     ATTRIB(XonoticDamageTextSettings, columns, float, 5)
167     INIT(XonoticDamageTextSettings) { this.configureDialog(this); }
168     METHOD(XonoticDamageTextSettings, showNotify, void(entity this)) { loadAllCvars(this); }
169     METHOD(XonoticDamageTextSettings, fill, void(entity this))
170     {
171         entity e;
172         this.gotoRC(this, 0, 1); this.setFirstColumn(this, this.currentColumn);
173             this.TD(this, 1, 3, makeXonoticCheckBox(0, "cl_damagetext", _("Draw damage numbers")));
174         this.TR(this);
175             this.TD(this, 1, 1, e = makeXonoticTextLabel(0, _("Font size:")));
176                 setDependent(e, "cl_damagetext", 1, 1);
177             this.TD(this, 1, 2, e = makeXonoticSlider(0, 50, 1, "cl_damagetext_size"));
178                 setDependent(e, "cl_damagetext", 1, 1);
179         this.TR(this);
180             this.TD(this, 1, 1, e = makeXonoticTextLabel(0, _("Accumulate range:")));
181                 setDependent(e, "cl_damagetext", 1, 1);
182             this.TD(this, 1, 2, e = makeXonoticSlider(0, 500, 1, "cl_damagetext_accumulate_range"));
183                 setDependent(e, "cl_damagetext", 1, 1);
184         this.TR(this);
185             this.TD(this, 1, 1, e = makeXonoticTextLabel(0, _("Lifetime:")));
186                 setDependent(e, "cl_damagetext", 1, 1);
187             this.TD(this, 1, 2, e = makeXonoticSlider(0, 10, 1, "cl_damagetext_alpha_lifetime"));
188                 setDependent(e, "cl_damagetext", 1, 1);
189         this.TR(this);
190             this.TD(this, 1, 1, e = makeXonoticTextLabel(0, _("Color:")));
191                 setDependent(e, "cl_damagetext", 1, 1);
192             this.TD(this, 2, 2, e = makeXonoticColorpickerString("cl_damagetext_color", "cl_damagetext_color"));
193                 setDependent(e, "cl_damagetext", 1, 1);
194         this.TR(this);
195         this.TR(this);
196         // friendly fire
197             this.TD(this, 1, 3, e = makeXonoticCheckBox(0, "cl_damagetext_friendlyfire", _("Draw damage numbers for friendly fire")));
198                 setDependent(e, "cl_damagetext", 1, 1);
199         this.TR(this);
200             this.TD(this, 1, 1, e = makeXonoticTextLabel(0, _("Color (Friendly Fire):")));
201                 setDependentAND(e, "cl_damagetext", 1, 1, "cl_damagetext_friendlyfire", 1, 1);
202             this.TD(this, 2, 2, e = makeXonoticColorpickerString("cl_damagetext_friendlyfire_color", "cl_damagetext_friendlyfire_color"));
203                 setDependentAND(e, "cl_damagetext", 1, 1, "cl_damagetext_friendlyfire", 1, 1);
204         this.TR(this);
205     }
206 ENDCLASS(XonoticDamageTextSettings)
207 #endif
208 #endif