1 #ifndef MUTATOR_DAMAGETEXT_H
2 #define MUTATOR_DAMAGETEXT_H
5 #include <menu/xonotic/tab.qh>
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 STATIC_INIT(DamageText_LegacyFormat) {
18 if (strstrofs(autocvar_cl_damagetext_format, "{", 0) < 0) autocvar_cl_damagetext_format = "-{total}";
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");
31 CLASS(DamageText, Object)
32 ATTRIB(DamageText, m_color, vector, autocvar_cl_damagetext_color)
33 ATTRIB(DamageText, m_size, float, autocvar_cl_damagetext_size)
34 ATTRIB(DamageText, alpha, float, autocvar_cl_damagetext_alpha_start)
35 ATTRIB(DamageText, fade_rate, float, 1 / autocvar_cl_damagetext_alpha_lifetime)
36 ATTRIB(DamageText, velocity, vector, autocvar_cl_damagetext_velocity)
37 ATTRIB(DamageText, m_group, int, 0)
38 ATTRIB(DamageText, m_damage, int, 0)
39 ATTRIB(DamageText, m_armordamage, int, 0)
40 ATTRIB(DamageText, m_deathtype, int, 0)
41 ATTRIB(DamageText, time_prev, float, time)
43 void DamageText_draw2d(DamageText this) {
44 float dt = time - this.time_prev;
45 this.time_prev = time;
46 setorigin(this, this.origin + dt * this.velocity);
47 this.alpha -= dt * this.fade_rate;
48 if (this.alpha < 0) remove(this);
49 vector pos = project_3d_to_2d(this.origin) + autocvar_cl_damagetext_offset;
50 if (pos.z >= 0 && this.m_size > 0) {
52 vector rgb = this.m_color;
53 if (autocvar_cl_damagetext_color_per_weapon) {
54 Weapon w = DEATH_WEAPONOF(this.m_deathtype);
55 if (w != WEP_Null) rgb = w.wpcolor;
57 string s = autocvar_cl_damagetext_format;
58 s = strreplace("{health}", sprintf("%d", this.m_damage), s);
59 s = strreplace("{armor}", sprintf("%d", this.m_armordamage), s);
60 s = strreplace("{total}", sprintf("%d", this.m_damage + this.m_armordamage), s);
61 drawcolorcodedstring2_builtin(pos, s, this.m_size * '1 1 0', rgb, this.alpha, DRAWFLAG_NORMAL);
64 ATTRIB(DamageText, draw2d, void(DamageText), DamageText_draw2d)
66 void DamageText_update(DamageText this, vector _origin, int _health, int _armor, int _deathtype) {
67 this.m_damage = _health;
68 this.m_armordamage = _armor;
69 this.m_deathtype = _deathtype;
70 setorigin(this, _origin);
74 CONSTRUCTOR(DamageText, int _group, vector _origin, int _health, int _armor, int _deathtype) {
75 CONSTRUCT(DamageText);
76 this.m_group = _group;
77 DamageText_update(this, _origin, _health, _armor, _deathtype);
82 REGISTER_NET_TEMP(damagetext)
85 AUTOCVAR(sv_damagetext, int, 2, _("<= 0: disabled, >= 1: spectators, >= 2: players, >= 3: all players"));
86 #define SV_DAMAGETEXT_DISABLED() (autocvar_sv_damagetext <= 0 /* disabled */)
87 #define SV_DAMAGETEXT_SPECTATORS_ONLY() (autocvar_sv_damagetext >= 1 /* spectators only */)
88 #define SV_DAMAGETEXT_PLAYERS() (autocvar_sv_damagetext >= 2 /* players */)
89 #define SV_DAMAGETEXT_ALL() (autocvar_sv_damagetext >= 3 /* all players */)
90 MUTATOR_HOOKFUNCTION(damagetext, PlayerDamaged) {
91 if (SV_DAMAGETEXT_DISABLED()) return;
92 const entity attacker = M_ARGV(0, entity);
93 const entity hit = M_ARGV(1, entity); if (hit == attacker) return;
94 const int health = M_ARGV(2, int);
95 const int armor = M_ARGV(3, int);
96 const int deathtype = M_ARGV(5, int);
97 const vector location = hit.origin;
98 FOREACH_CLIENT(IS_REAL_CLIENT(it), LAMBDA(
100 (SV_DAMAGETEXT_ALL()) ||
101 (SV_DAMAGETEXT_PLAYERS() && it == attacker) ||
102 (SV_DAMAGETEXT_SPECTATORS_ONLY() && IS_SPEC(it) && it.enemy == attacker) ||
103 (SV_DAMAGETEXT_SPECTATORS_ONLY() && IS_OBSERVER(it))
106 WriteHeader(MSG_ONE, damagetext);
107 WriteShort(MSG_ONE, rint(health));
108 WriteShort(MSG_ONE, rint(armor));
109 WriteEntity(MSG_ONE, hit);
110 WriteCoord(MSG_ONE, location.x);
111 WriteCoord(MSG_ONE, location.y);
112 WriteCoord(MSG_ONE, location.z);
113 WriteInt24_t(MSG_ONE, deathtype);
120 NET_HANDLE(damagetext, bool isNew)
122 int health = ReadShort();
123 int armor = ReadShort();
124 int group = ReadShort();
125 vector location = vec3(ReadCoord(), ReadCoord(), ReadCoord());
126 int deathtype = ReadInt24_t();
128 if (autocvar_cl_damagetext) {
129 if (autocvar_cl_damagetext_accumulate_range) {
130 for (entity e = findradius(location, autocvar_cl_damagetext_accumulate_range); e; e = e.chain) {
131 if (e.instanceOfDamageText && e.m_group == group) {
132 DamageText_update(e, location, e.m_damage + health, e.m_armordamage + armor, deathtype);
137 NEW(DamageText, group, location, health, armor, deathtype);
143 CLASS(XonoticDamageTextSettings, XonoticTab)
144 #include <menu/gamesettings.qh>
145 REGISTER_SETTINGS(damagetext, NEW(XonoticDamageTextSettings));
146 ATTRIB(XonoticDamageTextSettings, title, string, _("Damage text"))
147 ATTRIB(XonoticDamageTextSettings, intendedWidth, float, 0.9)
148 ATTRIB(XonoticDamageTextSettings, rows, float, 15.5)
149 ATTRIB(XonoticDamageTextSettings, columns, float, 5)
150 INIT(XonoticDamageTextSettings) { this.configureDialog(this); }
151 METHOD(XonoticDamageTextSettings, showNotify, void(entity this)) { loadAllCvars(this); }
152 METHOD(XonoticDamageTextSettings, fill, void(entity this))
155 this.gotoRC(this, 0, 1); this.setFirstColumn(this, this.currentColumn);
156 this.TD(this, 1, 3, makeXonoticCheckBox(0, "cl_damagetext", _("Draw damage numbers")));
158 this.TD(this, 1, 1, e = makeXonoticTextLabel(0, _("Font size:")));
159 setDependent(e, "cl_damagetext", 1, 1);
160 this.TD(this, 1, 2, e = makeXonoticSlider(0, 50, 1, "cl_damagetext_size"));
161 setDependent(e, "cl_damagetext", 1, 1);
163 this.TD(this, 1, 1, e = makeXonoticTextLabel(0, _("Accumulate range:")));
164 setDependent(e, "cl_damagetext", 1, 1);
165 this.TD(this, 1, 2, e = makeXonoticSlider(0, 500, 1, "cl_damagetext_accumulate_range"));
166 setDependent(e, "cl_damagetext", 1, 1);
168 this.TD(this, 1, 1, e = makeXonoticTextLabel(0, _("Lifetime:")));
169 setDependent(e, "cl_damagetext", 1, 1);
170 this.TD(this, 1, 2, e = makeXonoticSlider(0, 10, 1, "cl_damagetext_alpha_lifetime"));
171 setDependent(e, "cl_damagetext", 1, 1);
173 this.TD(this, 1, 1, e = makeXonoticTextLabel(0, _("Color:")));
174 setDependent(e, "cl_damagetext", 1, 1);
175 this.TD(this, 2, 2, e = makeXonoticColorpickerString("cl_damagetext_color", "cl_damagetext_color"));
176 setDependent(e, "cl_damagetext", 1, 1);
178 ENDCLASS(XonoticDamageTextSettings)