1 #include "damagetext.qh"
3 #define DAMAGETEXT_PRECISION_MULTIPLIER 128
4 #define DAMAGETEXT_SHORT_LIMIT 256 // the smallest value that we can't send as short - 2^15 (signed short) / DAMAGETEXT_PRECISION_MULTIPLIER
6 REGISTER_MUTATOR(damagetext, true);
8 #if defined(CSQC) || defined(MENUQC)
9 // no translatable cvar description please
10 AUTOCVAR_SAVE(cl_damagetext, bool, true, "Draw damage dealt where you hit the enemy");
11 AUTOCVAR_SAVE(cl_damagetext_format, string, "-{total}", "How to format the damage text. {health}, {armor}, {total}");
12 STATIC_INIT(DamageText_LegacyFormat) {
13 if (strstrofs(autocvar_cl_damagetext_format, "{", 0) < 0) autocvar_cl_damagetext_format = "-{total}";
15 AUTOCVAR_SAVE(cl_damagetext_color, vector, '1 1 0', "Damage text color");
16 AUTOCVAR_SAVE(cl_damagetext_color_per_weapon, bool, false, "Damage text uses weapon color");
17 AUTOCVAR_SAVE(cl_damagetext_size, float, 8, "Damage text font size");
18 AUTOCVAR_SAVE(cl_damagetext_alpha_start, float, 1, "Damage text initial alpha");
19 AUTOCVAR_SAVE(cl_damagetext_alpha_lifetime, float, 3, "Damage text lifetime in seconds");
20 AUTOCVAR_SAVE(cl_damagetext_velocity, vector, '0 0 20', "Damage text move direction");
21 AUTOCVAR_SAVE(cl_damagetext_offset, vector, '0 -40 0', "Damage text offset");
22 AUTOCVAR_SAVE(cl_damagetext_accumulate_range, float, 30, "Damage text spawned within this range is accumulated");
23 AUTOCVAR_SAVE(cl_damagetext_accumulate_alpha, float, 0.65, "Only update existing damage text when it's above this much alpha");
24 AUTOCVAR_SAVE(cl_damagetext_friendlyfire, bool, true, "Show damage text for friendlyfire too");
25 AUTOCVAR_SAVE(cl_damagetext_friendlyfire_color, vector, '1 0 0', "Damage text color for friendlyfire");
29 CLASS(DamageText, Object)
30 ATTRIB(DamageText, m_color, vector, autocvar_cl_damagetext_color);
31 ATTRIB(DamageText, m_color_friendlyfire, vector, autocvar_cl_damagetext_friendlyfire_color);
32 ATTRIB(DamageText, m_size, float, autocvar_cl_damagetext_size);
33 ATTRIB(DamageText, alpha, float, autocvar_cl_damagetext_alpha_start);
34 ATTRIB(DamageText, fade_rate, float, 1 / autocvar_cl_damagetext_alpha_lifetime);
35 ATTRIB(DamageText, velocity, vector, autocvar_cl_damagetext_velocity);
36 ATTRIB(DamageText, m_group, int, 0);
37 ATTRIB(DamageText, m_friendlyfire, bool, false);
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) delete(this);
49 vector pos = project_3d_to_2d(this.origin) + autocvar_cl_damagetext_offset;
50 if (pos.z >= 0 && this.m_size > 0) {
53 if (this.m_friendlyfire) {
54 rgb = this.m_color_friendlyfire;
59 if (autocvar_cl_damagetext_color_per_weapon) {
60 Weapon w = DEATH_WEAPONOF(this.m_deathtype);
61 if (w != WEP_Null) rgb = w.wpcolor;
63 string s = autocvar_cl_damagetext_format;
64 s = strreplace("{health}", sprintf("%d", rint(this.m_damage / DAMAGETEXT_PRECISION_MULTIPLIER)), s);
65 s = strreplace("{armor}", sprintf("%d", rint(this.m_armordamage / DAMAGETEXT_PRECISION_MULTIPLIER)), s);
66 s = strreplace("{total}", sprintf("%d", rint((this.m_damage + this.m_armordamage) / DAMAGETEXT_PRECISION_MULTIPLIER)), s);
67 drawcolorcodedstring2_builtin(pos, s, this.m_size * '1 1 0', rgb, this.alpha, DRAWFLAG_NORMAL);
70 ATTRIB(DamageText, draw2d, void(DamageText), DamageText_draw2d);
72 void DamageText_update(DamageText this, vector _origin, int _health, int _armor, int _deathtype) {
73 this.m_damage = _health;
74 this.m_armordamage = _armor;
75 this.m_deathtype = _deathtype;
76 setorigin(this, _origin);
77 this.alpha = autocvar_cl_damagetext_alpha_start;
80 CONSTRUCTOR(DamageText, int _group, vector _origin, int _health, int _armor, int _deathtype, bool _friendlyfire) {
81 CONSTRUCT(DamageText);
82 this.m_group = _group;
83 this.m_friendlyfire = _friendlyfire;
84 DamageText_update(this, _origin, _health, _armor, _deathtype);
85 IL_PUSH(g_drawables_2d, this);
90 REGISTER_NET_TEMP(damagetext)
93 AUTOCVAR(sv_damagetext, int, 2, _("<= 0: disabled, >= 1: spectators, >= 2: players, >= 3: all players"));
94 #define SV_DAMAGETEXT_DISABLED() (autocvar_sv_damagetext <= 0 /* disabled */)
95 #define SV_DAMAGETEXT_SPECTATORS_ONLY() (autocvar_sv_damagetext >= 1 /* spectators only */)
96 #define SV_DAMAGETEXT_PLAYERS() (autocvar_sv_damagetext >= 2 /* players */)
97 #define SV_DAMAGETEXT_ALL() (autocvar_sv_damagetext >= 3 /* all players */)
98 MUTATOR_HOOKFUNCTION(damagetext, PlayerDamaged) {
99 if (SV_DAMAGETEXT_DISABLED()) return;
100 const entity attacker = M_ARGV(0, entity);
101 const entity hit = M_ARGV(1, entity); if (hit == attacker) return;
102 const float health = M_ARGV(2, float);
103 const float armor = M_ARGV(3, float);
104 const int deathtype = M_ARGV(5, int);
105 const vector location = hit.origin;
106 FOREACH_CLIENT(IS_REAL_CLIENT(it), LAMBDA(
108 (SV_DAMAGETEXT_ALL()) ||
109 (SV_DAMAGETEXT_PLAYERS() && it == attacker) ||
110 (SV_DAMAGETEXT_SPECTATORS_ONLY() && IS_SPEC(it) && it.enemy == attacker) ||
111 (SV_DAMAGETEXT_SPECTATORS_ONLY() && IS_OBSERVER(it))
113 int flags = SAME_TEAM(hit, attacker); // BIT(0)
114 if (health >= DAMAGETEXT_SHORT_LIMIT) flags |= BIT(1);
115 if (armor >= DAMAGETEXT_SHORT_LIMIT) flags |= BIT(2);
118 WriteHeader(MSG_ONE, damagetext);
119 WriteEntity(MSG_ONE, hit);
120 WriteCoord(MSG_ONE, location.x);
121 WriteCoord(MSG_ONE, location.y);
122 WriteCoord(MSG_ONE, location.z);
123 WriteInt24_t(MSG_ONE, deathtype);
124 WriteByte(MSG_ONE, flags);
126 // we need to send a few decimal places to minimize errors when accumulating damage
127 // sending them multiplied saves bandwidth compared to using WriteCoord,
128 // however if the multiplied damage would be too much for (signed) short, we send an int24
129 if (health >= DAMAGETEXT_SHORT_LIMIT) WriteInt24_t(MSG_ONE, health * DAMAGETEXT_PRECISION_MULTIPLIER);
130 else WriteShort(MSG_ONE, health * DAMAGETEXT_PRECISION_MULTIPLIER);
131 if (armor >= DAMAGETEXT_SHORT_LIMIT) WriteInt24_t(MSG_ONE, armor * DAMAGETEXT_PRECISION_MULTIPLIER);
132 else WriteShort(MSG_ONE, armor * DAMAGETEXT_PRECISION_MULTIPLIER);
139 NET_HANDLE(damagetext, bool isNew)
141 int group = ReadShort();
142 vector location = vec3(ReadCoord(), ReadCoord(), ReadCoord());
143 int deathtype = ReadInt24_t();
144 int flags = ReadByte();
145 bool friendlyfire = flags & 1;
148 if (flags & BIT(1)) health = ReadInt24_t();
149 else health = ReadShort();
150 if (flags & BIT(2)) armor = ReadInt24_t();
151 else armor = ReadShort();
154 if (autocvar_cl_damagetext) {
155 if (friendlyfire && !autocvar_cl_damagetext_friendlyfire) {
158 if (autocvar_cl_damagetext_accumulate_range) {
159 for (entity e = findradius(location, autocvar_cl_damagetext_accumulate_range); e; e = e.chain) {
160 if (e.instanceOfDamageText && e.m_group == group && e.alpha > autocvar_cl_damagetext_accumulate_alpha) {
161 DamageText_update(e, location, e.m_damage + health, e.m_armordamage + armor, deathtype);
166 make_impure(NEW(DamageText, group, location, health, armor, deathtype, friendlyfire));
173 #include <menu/gamesettings.qh>
175 CLASS(XonoticDamageTextSettings, XonoticTab)
176 REGISTER_SETTINGS(damagetext, NEW(XonoticDamageTextSettings));
177 ATTRIB(XonoticDamageTextSettings, title, string, _("Damage text"));
178 ATTRIB(XonoticDamageTextSettings, intendedWidth, float, 0.9);
179 ATTRIB(XonoticDamageTextSettings, rows, float, 15.5);
180 ATTRIB(XonoticDamageTextSettings, columns, float, 5);
181 INIT(XonoticDamageTextSettings) { this.configureDialog(this); }
182 METHOD(XonoticDamageTextSettings, showNotify, void(entity this)) { loadAllCvars(this); }
183 METHOD(XonoticDamageTextSettings, fill, void(entity this))
186 this.gotoRC(this, 0, 1); this.setFirstColumn(this, this.currentColumn);
187 this.TD(this, 1, 3, makeXonoticCheckBox(0, "cl_damagetext", _("Draw damage numbers")));
189 this.TD(this, 1, 1, e = makeXonoticTextLabel(0, _("Font size:")));
190 setDependent(e, "cl_damagetext", 1, 1);
191 this.TD(this, 1, 2, e = makeXonoticSlider(0, 50, 1, "cl_damagetext_size"));
192 setDependent(e, "cl_damagetext", 1, 1);
194 this.TD(this, 1, 1, e = makeXonoticTextLabel(0, _("Accumulate range:")));
195 setDependent(e, "cl_damagetext", 1, 1);
196 this.TD(this, 1, 2, e = makeXonoticSlider(0, 500, 1, "cl_damagetext_accumulate_range"));
197 setDependent(e, "cl_damagetext", 1, 1);
199 this.TD(this, 1, 1, e = makeXonoticTextLabel(0, _("Lifetime:")));
200 setDependent(e, "cl_damagetext", 1, 1);
201 this.TD(this, 1, 2, e = makeXonoticSlider(0, 10, 1, "cl_damagetext_alpha_lifetime"));
202 setDependent(e, "cl_damagetext", 1, 1);
204 this.TD(this, 1, 1, e = makeXonoticTextLabel(0, _("Color:")));
205 setDependent(e, "cl_damagetext", 1, 1);
206 this.TD(this, 2, 2, e = makeXonoticColorpickerString("cl_damagetext_color", "cl_damagetext_color"));
207 setDependent(e, "cl_damagetext", 1, 1);
210 this.TD(this, 1, 3, e = makeXonoticCheckBox(0, "cl_damagetext_friendlyfire", _("Draw damage numbers for friendly fire")));
211 setDependent(e, "cl_damagetext", 1, 1);
213 this.TD(this, 1, 1, e = makeXonoticTextLabel(0, _("Color:")));
214 setDependentAND(e, "cl_damagetext", 1, 1, "cl_damagetext_friendlyfire", 1, 1);
215 this.TD(this, 2, 2, e = makeXonoticColorpickerString("cl_damagetext_friendlyfire_color", "cl_damagetext_friendlyfire_color"));
216 setDependentAND(e, "cl_damagetext", 1, 1, "cl_damagetext_friendlyfire", 1, 1);
219 ENDCLASS(XonoticDamageTextSettings)