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Allow damagetext to be disabled at varying levels
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / mutators / mutator / damagetext.qc
1 REGISTER_MUTATOR(damagetext, true);
2
3 #ifdef CSQC
4 string autocvar_cl_damagetext_format = "-%3$d";
5 vector autocvar_cl_damagetext_color = '1 1 0';
6 float autocvar_cl_damagetext_size = 8;
7 float autocvar_cl_damagetext_alpha_start = 1;
8 float autocvar_cl_damagetext_alpha_lifetime = 3;
9 vector autocvar_cl_damagetext_velocity = '0 0 20';
10 vector autocvar_cl_damagetext_offset = '0 -40 0';
11 float autocvar_cl_damagetext_accumulate_range = 30;
12
13 CLASS(DamageText, Object)
14     ATTRIB(DamageText, m_color, vector, autocvar_cl_damagetext_color)
15     ATTRIB(DamageText, m_size, float, autocvar_cl_damagetext_size)
16     ATTRIB(DamageText, alpha, float, autocvar_cl_damagetext_alpha_start)
17     ATTRIB(DamageText, fade_rate, float, 1 / autocvar_cl_damagetext_alpha_lifetime)
18     ATTRIB(DamageText, velocity, vector, autocvar_cl_damagetext_velocity)
19     ATTRIB(DamageText, m_group, int, 0)
20     ATTRIB(DamageText, m_damage, int, 0)
21     ATTRIB(DamageText, m_armordamage, int, 0)
22     ATTRIB(DamageText, time_prev, float, time)
23
24     void DamageText_draw() {
25         entity this = self;
26         float dt = time - this.time_prev;
27         this.time_prev = time;
28         setorigin(this, this.origin + dt * this.velocity);
29         this.alpha -= dt * this.fade_rate;
30         if (this.alpha < 0) remove(this);
31         vector pos = project_3d_to_2d(this.origin) + autocvar_cl_damagetext_offset;
32         if (pos.z >= 0 && this.m_size > 0) {
33             pos.z = 0;
34             string s = sprintf(autocvar_cl_damagetext_format, this.m_damage, this.m_armordamage, this.m_damage + this.m_armordamage);
35             drawcolorcodedstring2(pos, s, this.m_size * '1 1 0', this.m_color, this.alpha, DRAWFLAG_NORMAL);
36         }
37     }
38     ATTRIB(DamageText, draw2d, void(), DamageText_draw)
39
40     void DamageText_update(DamageText this, vector _origin, int _health, int _armor) {
41         this.m_damage = _health;
42         this.m_armordamage = _armor;
43         setorigin(this, _origin);
44         this.alpha = 1;
45     }
46
47     CONSTRUCTOR(DamageText, int _group, vector _origin, int _health, int _armor) {
48         CONSTRUCT(DamageText);
49         this.m_group = _group;
50         DamageText_update(this, _origin, _health, _armor);
51         return this;
52     }
53 ENDCLASS(DamageText)
54 #endif
55
56 #ifdef SVQC
57 int autocvar_sv_damagetext = 2;
58 #define SV_DAMAGETEXT_DISABLED()        (autocvar_sv_damagetext <= 0 /* disabled */)
59 #define SV_DAMAGETEXT_SPECTATORS_ONLY() (autocvar_sv_damagetext >= 1 /* spectators only */)
60 #define SV_DAMAGETEXT_PLAYERS()         (autocvar_sv_damagetext >= 2 /* players */)
61 #define SV_DAMAGETEXT_ALL()             (autocvar_sv_damagetext >= 3 /* all players */)
62 MUTATOR_HOOKFUNCTION(damagetext, PlayerDamaged) {
63     if (SV_DAMAGETEXT_DISABLED()) return;
64     const entity attacker = mutator_argv_entity_0;
65     const entity hit = mutator_argv_entity_1; if (hit == attacker) return;
66     const int health = mutator_argv_int_0;
67     const int armor = mutator_argv_int_1;
68     const vector location = hit.origin;
69     entity e;
70     FOR_EACH_REALCLIENT(e) if (
71         (SV_DAMAGETEXT_ALL()) ||
72         (SV_DAMAGETEXT_PLAYERS() && e == attacker) ||
73         (SV_DAMAGETEXT_SPECTATORS_ONLY() && IS_SPEC(e) && e.enemy == attacker) ||
74         (SV_DAMAGETEXT_SPECTATORS_ONLY() && IS_OBSERVER(e))
75     ) {
76         msg_entity = e;
77         WriteByte(MSG_ONE, SVC_TEMPENTITY);
78         WriteMutator(MSG_ONE, damagetext);
79         WriteShort(MSG_ONE, health);
80         WriteShort(MSG_ONE, armor);
81         WriteEntity(MSG_ONE, hit);
82         WriteCoord(MSG_ONE, location.x);
83         WriteCoord(MSG_ONE, location.y);
84         WriteCoord(MSG_ONE, location.z);
85     }
86 }
87 #endif
88
89 #ifdef CSQC
90 bool autocvar_cl_damagetext = false;
91 MUTATOR_HOOKFUNCTION(damagetext, CSQC_Parse_TempEntity) {
92     if (MUTATOR_RETURNVALUE) return false;
93     if (!ReadMutatorEquals(mutator_argv_int_0, damagetext)) return false;
94     int health = ReadShort();
95     int armor = ReadShort();
96     int group = ReadShort();
97     vector location = vec3(ReadCoord(), ReadCoord(), ReadCoord());
98     if (autocvar_cl_damagetext) {
99         if (autocvar_cl_damagetext_accumulate_range) {
100             for (entity e = findradius(location, autocvar_cl_damagetext_accumulate_range); e; e = e.chain) {
101                 if (e.instanceOfDamageText && e.m_group == group) {
102                     DamageText_update(e, location, e.m_damage + health, e.m_armordamage + armor);
103                     return true;
104                 }
105             }
106         }
107         NEW(DamageText, group, location, health, armor);
108     }
109     return true;
110 }
111 #endif