-#ifndef MUTATOR_DAMAGETEXT_H
-#define MUTATOR_DAMAGETEXT_H
+#include "damagetext.qh"
-#ifdef MENUQC
-#include <menu/xonotic/tab.qh>
-#endif
+#define DAMAGETEXT_PRECISION_MULTIPLIER 128
+#define DAMAGETEXT_SHORT_LIMIT 256 // the smallest value that we can't send as short - 2^15 (signed short) / DAMAGETEXT_PRECISION_MULTIPLIER
-#endif
+const int DTFLAG_SAMETEAM = BIT(0);
+const int DTFLAG_BIG_HEALTH = BIT(1);
+const int DTFLAG_BIG_ARMOR = BIT(2);
+const int DTFLAG_BIG_POTENTIAL = BIT(3);
+const int DTFLAG_NO_ARMOR = BIT(4);
+const int DTFLAG_NO_POTENTIAL = BIT(5);
-#ifdef IMPLEMENTATION
REGISTER_MUTATOR(damagetext, true);
#if defined(CSQC) || defined(MENUQC)
// no translatable cvar description please
-AUTOCVAR_SAVE(cl_damagetext, bool, true, "Draw damage dealt where you hit the enemy");
-AUTOCVAR_SAVE(cl_damagetext_format, string, "-{total}", "How to format the damage text. {health}, {armor}, {total}");
+AUTOCVAR_SAVE(cl_damagetext, bool, true, "Draw damage dealt where you hit the enemy");
+AUTOCVAR_SAVE(cl_damagetext_format, string, "-{total}", "How to format the damage text. {health}, {armor}, {total}, {potential}, {potential_health}");
STATIC_INIT(DamageText_LegacyFormat) {
if (strstrofs(autocvar_cl_damagetext_format, "{", 0) < 0) autocvar_cl_damagetext_format = "-{total}";
}
-AUTOCVAR_SAVE(cl_damagetext_color, vector, '1 1 0', "Damage text color");
-AUTOCVAR_SAVE(cl_damagetext_color_per_weapon, bool, false, "Damage text uses weapon color");
-AUTOCVAR_SAVE(cl_damagetext_size, float, 8, "Damage text font size");
-AUTOCVAR_SAVE(cl_damagetext_alpha_start, float, 1, "Damage text initial alpha");
-AUTOCVAR_SAVE(cl_damagetext_alpha_lifetime, float, 3, "Damage text lifetime in seconds");
-AUTOCVAR_SAVE(cl_damagetext_velocity, vector, '0 0 20', "Damage text move direction");
-AUTOCVAR_SAVE(cl_damagetext_offset, vector, '0 -40 0', "Damage text offset");
-AUTOCVAR_SAVE(cl_damagetext_accumulate_range, float, 30, "Damage text spawned within this range is accumulated");
-AUTOCVAR_SAVE(cl_damagetext_friendlyfire, bool, true, "Show damage text for friendlyfire too");
-AUTOCVAR_SAVE(cl_damagetext_friendlyfire_color, vector, '1 0 0', "Damage text color for friendlyfire");
+AUTOCVAR_SAVE(cl_damagetext_color, vector, '1 1 0', "Damage text color");
+AUTOCVAR_SAVE(cl_damagetext_color_per_weapon, bool, false, "Damage text uses weapon color");
+AUTOCVAR_SAVE(cl_damagetext_size, float, 8, "Damage text font size");
+AUTOCVAR_SAVE(cl_damagetext_alpha_start, float, 1, "Damage text initial alpha");
+AUTOCVAR_SAVE(cl_damagetext_alpha_lifetime, float, 3, "Damage text lifetime in seconds");
+AUTOCVAR_SAVE(cl_damagetext_velocity, vector, '0 0 20', "Damage text move direction");
+AUTOCVAR_SAVE(cl_damagetext_offset, vector, '0 -40 0', "Damage text offset");
+AUTOCVAR_SAVE(cl_damagetext_accumulate_range, float, 30, "Damage text spawned within this range is accumulated");
+AUTOCVAR_SAVE(cl_damagetext_accumulate_alpha_rel, float, 0.65, "Only update existing damage text when it's above this much percentage (0 to 1) of the starting alpha");
+AUTOCVAR_SAVE(cl_damagetext_friendlyfire, bool, true, "Show damage text for friendlyfire too");
+AUTOCVAR_SAVE(cl_damagetext_friendlyfire_color, vector, '1 0 0', "Damage text color for friendlyfire");
#endif
#ifdef CSQC
CLASS(DamageText, Object)
- ATTRIB(DamageText, m_color, vector, autocvar_cl_damagetext_color)
- ATTRIB(DamageText, m_color_friendlyfire, vector, autocvar_cl_damagetext_friendlyfire_color)
- ATTRIB(DamageText, m_size, float, autocvar_cl_damagetext_size)
- ATTRIB(DamageText, alpha, float, autocvar_cl_damagetext_alpha_start)
- ATTRIB(DamageText, fade_rate, float, 1 / autocvar_cl_damagetext_alpha_lifetime)
- ATTRIB(DamageText, velocity, vector, autocvar_cl_damagetext_velocity)
- ATTRIB(DamageText, m_group, int, 0)
- ATTRIB(DamageText, m_friendlyfire, bool, false)
- ATTRIB(DamageText, m_damage, int, 0)
- ATTRIB(DamageText, m_armordamage, int, 0)
- ATTRIB(DamageText, m_deathtype, int, 0)
- ATTRIB(DamageText, time_prev, float, time)
+ ATTRIB(DamageText, m_color, vector, autocvar_cl_damagetext_color);
+ ATTRIB(DamageText, m_color_friendlyfire, vector, autocvar_cl_damagetext_friendlyfire_color);
+ ATTRIB(DamageText, m_size, float, autocvar_cl_damagetext_size);
+ ATTRIB(DamageText, alpha, float, autocvar_cl_damagetext_alpha_start);
+ ATTRIB(DamageText, fade_rate, float, 1 / autocvar_cl_damagetext_alpha_lifetime);
+ ATTRIB(DamageText, velocity, vector, autocvar_cl_damagetext_velocity);
+ ATTRIB(DamageText, m_group, int, 0);
+ ATTRIB(DamageText, m_friendlyfire, bool, false);
+ ATTRIB(DamageText, m_damage, int, 0);
+ ATTRIB(DamageText, m_armordamage, int, 0);
+ ATTRIB(DamageText, m_potential_damage, int, 0);
+ ATTRIB(DamageText, m_deathtype, int, 0);
+ ATTRIB(DamageText, time_prev, float, time);
void DamageText_draw2d(DamageText this) {
float dt = time - this.time_prev;
this.time_prev = time;
setorigin(this, this.origin + dt * this.velocity);
this.alpha -= dt * this.fade_rate;
- if (this.alpha < 0) remove(this);
+ if (this.alpha < 0) delete(this);
vector pos = project_3d_to_2d(this.origin) + autocvar_cl_damagetext_offset;
if (pos.z >= 0 && this.m_size > 0) {
pos.z = 0;
if (w != WEP_Null) rgb = w.wpcolor;
}
string s = autocvar_cl_damagetext_format;
- s = strreplace("{health}", sprintf("%d", this.m_damage), s);
- s = strreplace("{armor}", sprintf("%d", this.m_armordamage), s);
- s = strreplace("{total}", sprintf("%d", this.m_damage + this.m_armordamage), s);
+ s = strreplace("{health}", sprintf("%d", rint(this.m_damage / DAMAGETEXT_PRECISION_MULTIPLIER)), s);
+ s = strreplace("{armor}", sprintf("%d", rint(this.m_armordamage / DAMAGETEXT_PRECISION_MULTIPLIER)), s);
+ s = strreplace("{total}", sprintf("%d", rint((this.m_damage + this.m_armordamage) / DAMAGETEXT_PRECISION_MULTIPLIER)), s);
+ s = strreplace("{potential}", sprintf("%d", rint(this.m_potential_damage/DAMAGETEXT_PRECISION_MULTIPLIER)), s);
+ s = strreplace("{potential_health}", sprintf("%d", rint((this.m_potential_damage - this.m_armordamage)/DAMAGETEXT_PRECISION_MULTIPLIER)), s);
drawcolorcodedstring2_builtin(pos, s, this.m_size * '1 1 0', rgb, this.alpha, DRAWFLAG_NORMAL);
}
}
- ATTRIB(DamageText, draw2d, void(DamageText), DamageText_draw2d)
+ ATTRIB(DamageText, draw2d, void(DamageText), DamageText_draw2d);
- void DamageText_update(DamageText this, vector _origin, int _health, int _armor, int _deathtype) {
+ void DamageText_update(DamageText this, vector _origin, int _health, int _armor, int _potential_damage, int _deathtype) {
this.m_damage = _health;
this.m_armordamage = _armor;
+ this.m_potential_damage = _potential_damage;
this.m_deathtype = _deathtype;
setorigin(this, _origin);
- this.alpha = 1;
+ this.alpha = autocvar_cl_damagetext_alpha_start;
}
- CONSTRUCTOR(DamageText, int _group, vector _origin, int _health, int _armor, int _deathtype, bool _friendlyfire) {
+ CONSTRUCTOR(DamageText, int _group, vector _origin, int _health, int _armor, int _potential_damage, int _deathtype, bool _friendlyfire) {
CONSTRUCT(DamageText);
this.m_group = _group;
this.m_friendlyfire = _friendlyfire;
- DamageText_update(this, _origin, _health, _armor, _deathtype);
+ DamageText_update(this, _origin, _health, _armor, _potential_damage, _deathtype);
+ IL_PUSH(g_drawables_2d, this);
}
ENDCLASS(DamageText)
#endif
if (SV_DAMAGETEXT_DISABLED()) return;
const entity attacker = M_ARGV(0, entity);
const entity hit = M_ARGV(1, entity); if (hit == attacker) return;
- const int health = M_ARGV(2, int);
- const int armor = M_ARGV(3, int);
+ const float health = M_ARGV(2, float);
+ const float armor = M_ARGV(3, float);
const int deathtype = M_ARGV(5, int);
+ const float potential_damage = M_ARGV(6, float);
const vector location = hit.origin;
FOREACH_CLIENT(IS_REAL_CLIENT(it), LAMBDA(
if (
(SV_DAMAGETEXT_SPECTATORS_ONLY() && IS_SPEC(it) && it.enemy == attacker) ||
(SV_DAMAGETEXT_SPECTATORS_ONLY() && IS_OBSERVER(it))
) {
+ int flags = 0;
+ if (SAME_TEAM(hit, attacker)) flags |= DTFLAG_SAMETEAM;
+ if (health >= DAMAGETEXT_SHORT_LIMIT) flags |= DTFLAG_BIG_HEALTH;
+ if (armor >= DAMAGETEXT_SHORT_LIMIT) flags |= DTFLAG_BIG_ARMOR;
+ if (potential_damage >= DAMAGETEXT_SHORT_LIMIT) flags |= DTFLAG_BIG_POTENTIAL;
+ if (!armor) flags |= DTFLAG_NO_ARMOR;
+ if (fabs((armor + health) - potential_damage) < 0.0001) flags |= DTFLAG_NO_POTENTIAL;
+
msg_entity = it;
WriteHeader(MSG_ONE, damagetext);
- WriteShort(MSG_ONE, rint(health));
- WriteShort(MSG_ONE, rint(armor));
WriteEntity(MSG_ONE, hit);
WriteCoord(MSG_ONE, location.x);
WriteCoord(MSG_ONE, location.y);
WriteCoord(MSG_ONE, location.z);
WriteInt24_t(MSG_ONE, deathtype);
- WriteByte(MSG_ONE, SAME_TEAM(hit, attacker));
+ WriteByte(MSG_ONE, flags);
+
+ // we need to send a few decimal places to minimize errors when accumulating damage
+ // sending them multiplied saves bandwidth compared to using WriteCoord,
+ // however if the multiplied damage would be too much for (signed) short, we send an int24
+ if (flags & DTFLAG_BIG_HEALTH) WriteInt24_t(MSG_ONE, health * DAMAGETEXT_PRECISION_MULTIPLIER);
+ else WriteShort(MSG_ONE, health * DAMAGETEXT_PRECISION_MULTIPLIER);
+ if (!(flags & DTFLAG_NO_ARMOR))
+ {
+ if (flags & DTFLAG_BIG_ARMOR) WriteInt24_t(MSG_ONE, armor * DAMAGETEXT_PRECISION_MULTIPLIER);
+ else WriteShort(MSG_ONE, armor * DAMAGETEXT_PRECISION_MULTIPLIER);
+ }
+ if (!(flags & DTFLAG_NO_POTENTIAL))
+ {
+ if (flags & DTFLAG_BIG_POTENTIAL) WriteInt24_t(MSG_ONE, potential_damage * DAMAGETEXT_PRECISION_MULTIPLIER);
+ else WriteShort(MSG_ONE, potential_damage * DAMAGETEXT_PRECISION_MULTIPLIER);
+ }
}
));
}
#ifdef CSQC
NET_HANDLE(damagetext, bool isNew)
{
- int health = ReadShort();
- int armor = ReadShort();
int group = ReadShort();
vector location = vec3(ReadCoord(), ReadCoord(), ReadCoord());
int deathtype = ReadInt24_t();
- bool friendlyfire = ReadByte();
+ int flags = ReadByte();
+ bool friendlyfire = flags & DTFLAG_SAMETEAM;
+
+ int health, armor, potential_damage;
+ if (flags & DTFLAG_BIG_HEALTH) health = ReadInt24_t();
+ else health = ReadShort();
+ if (flags & DTFLAG_NO_ARMOR) armor = 0;
+ else if (flags & DTFLAG_BIG_ARMOR) armor = ReadInt24_t();
+ else armor = ReadShort();
+ if (flags & DTFLAG_NO_POTENTIAL) potential_damage = health + armor;
+ else if (flags & DTFLAG_BIG_POTENTIAL) potential_damage = ReadInt24_t();
+ else potential_damage = ReadShort();
+
return = true;
if (autocvar_cl_damagetext) {
if (friendlyfire && !autocvar_cl_damagetext_friendlyfire) {
}
if (autocvar_cl_damagetext_accumulate_range) {
for (entity e = findradius(location, autocvar_cl_damagetext_accumulate_range); e; e = e.chain) {
- if (e.instanceOfDamageText && e.m_group == group) {
- DamageText_update(e, location, e.m_damage + health, e.m_armordamage + armor, deathtype);
+ if (e.instanceOfDamageText && e.m_group == group && e.alpha > autocvar_cl_damagetext_accumulate_alpha_rel * autocvar_cl_damagetext_alpha_start) {
+ DamageText_update(e, location, e.m_damage + health, e.m_armordamage + armor, e.m_potential_damage + potential_damage, deathtype);
return;
}
}
}
- make_impure(NEW(DamageText, group, location, health, armor, deathtype, friendlyfire));
+ make_impure(NEW(DamageText, group, location, health, armor, potential_damage, deathtype, friendlyfire));
}
}
#endif
#ifdef MENUQC
+
+#include <menu/gamesettings.qh>
+
CLASS(XonoticDamageTextSettings, XonoticTab)
- #include <menu/gamesettings.qh>
REGISTER_SETTINGS(damagetext, NEW(XonoticDamageTextSettings));
- ATTRIB(XonoticDamageTextSettings, title, string, _("Damage text"))
- ATTRIB(XonoticDamageTextSettings, intendedWidth, float, 0.9)
- ATTRIB(XonoticDamageTextSettings, rows, float, 15.5)
- ATTRIB(XonoticDamageTextSettings, columns, float, 5)
+ ATTRIB(XonoticDamageTextSettings, title, string, _("Damage text"));
+ ATTRIB(XonoticDamageTextSettings, intendedWidth, float, 0.9);
+ ATTRIB(XonoticDamageTextSettings, rows, float, 15.5);
+ ATTRIB(XonoticDamageTextSettings, columns, float, 5);
INIT(XonoticDamageTextSettings) { this.configureDialog(this); }
METHOD(XonoticDamageTextSettings, showNotify, void(entity this)) { loadAllCvars(this); }
METHOD(XonoticDamageTextSettings, fill, void(entity this))
this.TD(this, 1, 3, e = makeXonoticCheckBox(0, "cl_damagetext_friendlyfire", _("Draw damage numbers for friendly fire")));
setDependent(e, "cl_damagetext", 1, 1);
this.TR(this);
- this.TD(this, 1, 1, e = makeXonoticTextLabel(0, _("Color (Friendly Fire):")));
+ this.TD(this, 1, 1, e = makeXonoticTextLabel(0, _("Color:")));
setDependentAND(e, "cl_damagetext", 1, 1, "cl_damagetext_friendlyfire", 1, 1);
this.TD(this, 2, 2, e = makeXonoticColorpickerString("cl_damagetext_friendlyfire_color", "cl_damagetext_friendlyfire_color"));
setDependentAND(e, "cl_damagetext", 1, 1, "cl_damagetext_friendlyfire", 1, 1);
}
ENDCLASS(XonoticDamageTextSettings)
#endif
-#endif