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Merge branch 'master' into morphed/hagar
[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.qc>
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,   false,      "Draw damage dealt where you hit the enemy");
16 AUTOCVAR_SAVE(cl_damagetext_format,             string, "-%3$$d",   "How to format the damage text. 1$ is health, 2$ is armor, 3$ is both");
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");
25 #endif
26
27 #ifdef CSQC
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)
39
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) {
48             pos.z = 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;
53             }
54             string s = sprintf(autocvar_cl_damagetext_format, this.m_damage, this.m_armordamage, this.m_damage + this.m_armordamage);
55             drawcolorcodedstring2(pos, s, this.m_size * '1 1 0', rgb, this.alpha, DRAWFLAG_NORMAL);
56         }
57     }
58     ATTRIB(DamageText, draw2d, void(DamageText), DamageText_draw2d)
59
60     void DamageText_update(DamageText this, vector _origin, int _health, int _armor, int _deathtype) {
61         this.m_damage = _health;
62         this.m_armordamage = _armor;
63         this.m_deathtype = _deathtype;
64         setorigin(this, _origin);
65         this.alpha = 1;
66     }
67
68     CONSTRUCTOR(DamageText, int _group, vector _origin, int _health, int _armor, int _deathtype) {
69         CONSTRUCT(DamageText);
70         this.m_group = _group;
71         DamageText_update(this, _origin, _health, _armor, _deathtype);
72     }
73 ENDCLASS(DamageText)
74 #endif
75
76 REGISTER_NET_TEMP(damagetext)
77
78 #ifdef SVQC
79 AUTOCVAR(sv_damagetext, int, 2, _("<= 0: disabled, >= 1: spectators, >= 2: players, >= 3: all players"));
80 #define SV_DAMAGETEXT_DISABLED()        (autocvar_sv_damagetext <= 0 /* disabled */)
81 #define SV_DAMAGETEXT_SPECTATORS_ONLY() (autocvar_sv_damagetext >= 1 /* spectators only */)
82 #define SV_DAMAGETEXT_PLAYERS()         (autocvar_sv_damagetext >= 2 /* players */)
83 #define SV_DAMAGETEXT_ALL()             (autocvar_sv_damagetext >= 3 /* all players */)
84 MUTATOR_HOOKFUNCTION(damagetext, PlayerDamaged) {
85     if (SV_DAMAGETEXT_DISABLED()) return;
86     const entity attacker = MUTATOR_ARGV(0, entity);
87     const entity hit = MUTATOR_ARGV(1, entity); if (hit == attacker) return;
88     const int health = MUTATOR_ARGV(0, int);
89     const int armor = MUTATOR_ARGV(1, int);
90     const int deathtype = MUTATOR_ARGV(2, int);
91     const vector location = hit.origin;
92     FOREACH_CLIENT(IS_REAL_CLIENT(it), LAMBDA(
93         if (
94             (SV_DAMAGETEXT_ALL()) ||
95             (SV_DAMAGETEXT_PLAYERS() && it == attacker) ||
96             (SV_DAMAGETEXT_SPECTATORS_ONLY() && IS_SPEC(it) && it.enemy == attacker) ||
97             (SV_DAMAGETEXT_SPECTATORS_ONLY() && IS_OBSERVER(it))
98         ) {
99             msg_entity = it;
100             WriteHeader(MSG_ONE, damagetext);
101             WriteShort(MSG_ONE, health);
102             WriteShort(MSG_ONE, armor);
103             WriteEntity(MSG_ONE, hit);
104             WriteCoord(MSG_ONE, location.x);
105             WriteCoord(MSG_ONE, location.y);
106             WriteCoord(MSG_ONE, location.z);
107             WriteInt24_t(MSG_ONE, deathtype);
108         }
109     ));
110 }
111 #endif
112
113 #ifdef CSQC
114 NET_HANDLE(damagetext, bool isNew)
115 {
116     int health = ReadShort();
117     int armor = ReadShort();
118     int group = ReadShort();
119     vector location = vec3(ReadCoord(), ReadCoord(), ReadCoord());
120     int deathtype = ReadInt24_t();
121     return = true;
122     if (autocvar_cl_damagetext) {
123         if (autocvar_cl_damagetext_accumulate_range) {
124             for (entity e = findradius(location, autocvar_cl_damagetext_accumulate_range); e; e = e.chain) {
125                 if (e.instanceOfDamageText && e.m_group == group) {
126                     DamageText_update(e, location, e.m_damage + health, e.m_armordamage + armor, deathtype);
127                     return;
128                 }
129             }
130         }
131         NEW(DamageText, group, location, health, armor, deathtype);
132     }
133 }
134 #endif
135
136 #ifdef MENUQC
137 CLASS(XonoticDamageTextSettings, XonoticTab)
138     #include <menu/gamesettings.qh>
139     REGISTER_SETTINGS(damagetext, NEW(XonoticDamageTextSettings));
140     ATTRIB(XonoticDamageTextSettings, title, string, _("Damage text"))
141     ATTRIB(XonoticDamageTextSettings, intendedWidth, float, 0.9)
142     ATTRIB(XonoticDamageTextSettings, rows, float, 15.5)
143     ATTRIB(XonoticDamageTextSettings, columns, float, 5)
144     INIT(XonoticDamageTextSettings) { this.configureDialog(this); }
145     METHOD(XonoticDamageTextSettings, showNotify, void(entity this)) { loadAllCvars(this); }
146     METHOD(XonoticDamageTextSettings, fill, void(entity this))
147     {
148         this.gotoRC(this, 0, 1); this.setFirstColumn(this, this.currentColumn);
149             this.TD(this, 1, 3, makeXonoticCheckBox(0, "cl_damagetext", _("Draw damage numbers")));
150         this.TR(this);
151             this.TD(this, 1, 1, makeXonoticTextLabel(0, _("Font size:")));
152             this.TD(this, 1, 2, makeXonoticSlider(0, 50, 1, "cl_damagetext_size"));
153         this.TR(this);
154             this.TD(this, 1, 1, makeXonoticTextLabel(0, _("Accumulate range:")));
155             this.TD(this, 1, 2, makeXonoticSlider(0, 500, 1, "cl_damagetext_accumulate_range"));
156         this.TR(this);
157             this.TD(this, 1, 1, makeXonoticTextLabel(0, _("Lifetime:")));
158             this.TD(this, 1, 2, makeXonoticSlider(0, 10, 1, "cl_damagetext_alpha_lifetime"));
159         this.TR(this);
160             this.TD(this, 1, 1, makeXonoticTextLabel(0, _("Color:")));
161             this.TD(this, 2, 2, makeXonoticColorpickerString("cl_damagetext_color", "cl_damagetext_color"));
162     }
163 ENDCLASS(XonoticDamageTextSettings)
164 #endif
165 #endif