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Damagetext: simplify format specifier
[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, "-{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");
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 = 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);
59         }
60     }
61     ATTRIB(DamageText, draw2d, void(DamageText), DamageText_draw2d)
62
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);
68         this.alpha = 1;
69     }
70
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);
75     }
76 ENDCLASS(DamageText)
77 #endif
78
79 REGISTER_NET_TEMP(damagetext)
80
81 #ifdef SVQC
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(
96         if (
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))
101         ) {
102             msg_entity = 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);
111         }
112     ));
113 }
114 #endif
115
116 #ifdef CSQC
117 NET_HANDLE(damagetext, bool isNew)
118 {
119     int health = ReadShort();
120     int armor = ReadShort();
121     int group = ReadShort();
122     vector location = vec3(ReadCoord(), ReadCoord(), ReadCoord());
123     int deathtype = ReadInt24_t();
124     return = true;
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);
130                     return;
131                 }
132             }
133         }
134         NEW(DamageText, group, location, health, armor, deathtype);
135     }
136 }
137 #endif
138
139 #ifdef MENUQC
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))
150     {
151         this.gotoRC(this, 0, 1); this.setFirstColumn(this, this.currentColumn);
152             this.TD(this, 1, 3, makeXonoticCheckBox(0, "cl_damagetext", _("Draw damage numbers")));
153         this.TR(this);
154             this.TD(this, 1, 1, makeXonoticTextLabel(0, _("Font size:")));
155             this.TD(this, 1, 2, makeXonoticSlider(0, 50, 1, "cl_damagetext_size"));
156         this.TR(this);
157             this.TD(this, 1, 1, makeXonoticTextLabel(0, _("Accumulate range:")));
158             this.TD(this, 1, 2, makeXonoticSlider(0, 500, 1, "cl_damagetext_accumulate_range"));
159         this.TR(this);
160             this.TD(this, 1, 1, makeXonoticTextLabel(0, _("Lifetime:")));
161             this.TD(this, 1, 2, makeXonoticSlider(0, 10, 1, "cl_damagetext_alpha_lifetime"));
162         this.TR(this);
163             this.TD(this, 1, 1, makeXonoticTextLabel(0, _("Color:")));
164             this.TD(this, 2, 2, makeXonoticColorpickerString("cl_damagetext_color", "cl_damagetext_color"));
165     }
166 ENDCLASS(XonoticDamageTextSettings)
167 #endif
168 #endif