1 #ifndef MUTATOR_DAMAGETEXT_H
2 #define MUTATOR_DAMAGETEXT_H
5 #include <menu/xonotic/tab.qc>
11 REGISTER_MUTATOR(damagetext, true);
13 #if defined(CSQC) || defined(MENUQC)
14 // no translatable cvar description please
15 AUTOCVAR_SAVE(cl_damagetext, bool, false, "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 AUTOCVAR_SAVE(cl_damagetext_color, vector, '1 1 0', "Damage text color");
18 AUTOCVAR_SAVE(cl_damagetext_color_per_weapon, bool, false, "Damage text uses weapon color");
19 AUTOCVAR_SAVE(cl_damagetext_size, float, 8, "Damage text font size");
20 AUTOCVAR_SAVE(cl_damagetext_alpha_start, float, 1, "Damage text initial alpha");
21 AUTOCVAR_SAVE(cl_damagetext_alpha_lifetime, float, 3, "Damage text lifetime in seconds");
22 AUTOCVAR_SAVE(cl_damagetext_velocity, vector, '0 0 20', "Damage text move direction");
23 AUTOCVAR_SAVE(cl_damagetext_offset, vector, '0 -40 0', "Damage text offset");
24 AUTOCVAR_SAVE(cl_damagetext_accumulate_range, float, 30, "Damage text spawned within this range is accumulated");
28 CLASS(DamageText, Object)
29 ATTRIB(DamageText, m_color, vector, autocvar_cl_damagetext_color)
30 ATTRIB(DamageText, m_size, float, autocvar_cl_damagetext_size)
31 ATTRIB(DamageText, alpha, float, autocvar_cl_damagetext_alpha_start)
32 ATTRIB(DamageText, fade_rate, float, 1 / autocvar_cl_damagetext_alpha_lifetime)
33 ATTRIB(DamageText, velocity, vector, autocvar_cl_damagetext_velocity)
34 ATTRIB(DamageText, m_group, int, 0)
35 ATTRIB(DamageText, m_damage, int, 0)
36 ATTRIB(DamageText, m_armordamage, int, 0)
37 ATTRIB(DamageText, m_deathtype, int, 0)
38 ATTRIB(DamageText, time_prev, float, time)
40 void DamageText_draw2d(DamageText this) {
41 float dt = time - this.time_prev;
42 this.time_prev = time;
43 setorigin(this, this.origin + dt * this.velocity);
44 this.alpha -= dt * this.fade_rate;
45 if (this.alpha < 0) remove(this);
46 vector pos = project_3d_to_2d(this.origin) + autocvar_cl_damagetext_offset;
47 if (pos.z >= 0 && this.m_size > 0) {
49 vector rgb = this.m_color;
50 if (autocvar_cl_damagetext_color_per_weapon) {
51 Weapon w = DEATH_WEAPONOF(this.m_deathtype);
52 if (w != WEP_Null) rgb = w.wpcolor;
54 string s = autocvar_cl_damagetext_format;
55 s = strreplace("{health}", sprintf("%d", this.m_damage), s);
56 s = strreplace("{armor}", sprintf("%d", this.m_armordamage), s);
57 s = strreplace("{total}", sprintf("%d", this.m_damage + this.m_armordamage), s);
58 drawcolorcodedstring2(pos, s, this.m_size * '1 1 0', rgb, this.alpha, DRAWFLAG_NORMAL);
61 ATTRIB(DamageText, draw2d, void(DamageText), DamageText_draw2d)
63 void DamageText_update(DamageText this, vector _origin, int _health, int _armor, int _deathtype) {
64 this.m_damage = _health;
65 this.m_armordamage = _armor;
66 this.m_deathtype = _deathtype;
67 setorigin(this, _origin);
71 CONSTRUCTOR(DamageText, int _group, vector _origin, int _health, int _armor, int _deathtype) {
72 CONSTRUCT(DamageText);
73 this.m_group = _group;
74 DamageText_update(this, _origin, _health, _armor, _deathtype);
79 REGISTER_NET_TEMP(damagetext)
82 AUTOCVAR(sv_damagetext, int, 2, _("<= 0: disabled, >= 1: spectators, >= 2: players, >= 3: all players"));
83 #define SV_DAMAGETEXT_DISABLED() (autocvar_sv_damagetext <= 0 /* disabled */)
84 #define SV_DAMAGETEXT_SPECTATORS_ONLY() (autocvar_sv_damagetext >= 1 /* spectators only */)
85 #define SV_DAMAGETEXT_PLAYERS() (autocvar_sv_damagetext >= 2 /* players */)
86 #define SV_DAMAGETEXT_ALL() (autocvar_sv_damagetext >= 3 /* all players */)
87 MUTATOR_HOOKFUNCTION(damagetext, PlayerDamaged) {
88 if (SV_DAMAGETEXT_DISABLED()) return;
89 const entity attacker = MUTATOR_ARGV(0, entity);
90 const entity hit = MUTATOR_ARGV(1, entity); if (hit == attacker) return;
91 const int health = MUTATOR_ARGV(0, int);
92 const int armor = MUTATOR_ARGV(1, int);
93 const int deathtype = MUTATOR_ARGV(2, int);
94 const vector location = hit.origin;
95 FOREACH_CLIENT(IS_REAL_CLIENT(it), LAMBDA(
97 (SV_DAMAGETEXT_ALL()) ||
98 (SV_DAMAGETEXT_PLAYERS() && it == attacker) ||
99 (SV_DAMAGETEXT_SPECTATORS_ONLY() && IS_SPEC(it) && it.enemy == attacker) ||
100 (SV_DAMAGETEXT_SPECTATORS_ONLY() && IS_OBSERVER(it))
103 WriteHeader(MSG_ONE, damagetext);
104 WriteShort(MSG_ONE, rint(health));
105 WriteShort(MSG_ONE, rint(armor));
106 WriteEntity(MSG_ONE, hit);
107 WriteCoord(MSG_ONE, location.x);
108 WriteCoord(MSG_ONE, location.y);
109 WriteCoord(MSG_ONE, location.z);
110 WriteInt24_t(MSG_ONE, deathtype);
117 NET_HANDLE(damagetext, bool isNew)
119 int health = ReadShort();
120 int armor = ReadShort();
121 int group = ReadShort();
122 vector location = vec3(ReadCoord(), ReadCoord(), ReadCoord());
123 int deathtype = ReadInt24_t();
125 if (autocvar_cl_damagetext) {
126 if (autocvar_cl_damagetext_accumulate_range) {
127 for (entity e = findradius(location, autocvar_cl_damagetext_accumulate_range); e; e = e.chain) {
128 if (e.instanceOfDamageText && e.m_group == group) {
129 DamageText_update(e, location, e.m_damage + health, e.m_armordamage + armor, deathtype);
134 NEW(DamageText, group, location, health, armor, deathtype);
140 CLASS(XonoticDamageTextSettings, XonoticTab)
141 #include <menu/gamesettings.qh>
142 REGISTER_SETTINGS(damagetext, NEW(XonoticDamageTextSettings));
143 ATTRIB(XonoticDamageTextSettings, title, string, _("Damage text"))
144 ATTRIB(XonoticDamageTextSettings, intendedWidth, float, 0.9)
145 ATTRIB(XonoticDamageTextSettings, rows, float, 15.5)
146 ATTRIB(XonoticDamageTextSettings, columns, float, 5)
147 INIT(XonoticDamageTextSettings) { this.configureDialog(this); }
148 METHOD(XonoticDamageTextSettings, showNotify, void(entity this)) { loadAllCvars(this); }
149 METHOD(XonoticDamageTextSettings, fill, void(entity this))
151 this.gotoRC(this, 0, 1); this.setFirstColumn(this, this.currentColumn);
152 this.TD(this, 1, 3, makeXonoticCheckBox(0, "cl_damagetext", _("Draw damage numbers")));
154 this.TD(this, 1, 1, makeXonoticTextLabel(0, _("Font size:")));
155 this.TD(this, 1, 2, makeXonoticSlider(0, 50, 1, "cl_damagetext_size"));
157 this.TD(this, 1, 1, makeXonoticTextLabel(0, _("Accumulate range:")));
158 this.TD(this, 1, 2, makeXonoticSlider(0, 500, 1, "cl_damagetext_accumulate_range"));
160 this.TD(this, 1, 1, makeXonoticTextLabel(0, _("Lifetime:")));
161 this.TD(this, 1, 2, makeXonoticSlider(0, 10, 1, "cl_damagetext_alpha_lifetime"));
163 this.TD(this, 1, 1, makeXonoticTextLabel(0, _("Color:")));
164 this.TD(this, 2, 2, makeXonoticColorpickerString("cl_damagetext_color", "cl_damagetext_color"));
166 ENDCLASS(XonoticDamageTextSettings)