]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/mutators/mutator/damagetext/cl_damagetext.qc
Refactor damagetext to use a new linked list instead of proximity search and fix...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / mutators / mutator / damagetext / cl_damagetext.qc
index 5f8d8e68230623cb7fad6700b059895c72b5ff49..9a23879aeeb64add4a9c478394fb87e5199554a9 100644 (file)
@@ -1,43 +1,5 @@
 #include "cl_damagetext.qh"
 
-// 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}, {potential}: full damage not capped to target's health, {potential_health}: health damage not capped to target's health");
-AUTOCVAR_SAVE(cl_damagetext_format_verbose,         bool,   false,      "{health} shows {potential_health} too when they differ; {total} shows {potential} too when they differ");
-AUTOCVAR_SAVE(cl_damagetext_format_hide_redundant,  bool,   false,      "hide {armor} if 0; hide {potential} and {potential_health} when same as actual");
-STATIC_INIT(DamageText_LegacyFormat) {
-    // damagetext used to be off by default and the cvar got saved in people's configs along with the old format
-    // enable damagetext while updating the format for a one time effect
-    if (strstrofs(autocvar_cl_damagetext_format, "{", 0) < 0) {
-        localcmd("\nseta cl_damagetext 1\n");
-        localcmd("\nseta cl_damagetext_format -{total}\n");
-    };
-}
-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_min,               float,  10,          "Damage text font size for small damage");
-AUTOCVAR_SAVE(cl_damagetext_size_min_damage,        float,  25,          "How much damage is considered small");
-AUTOCVAR_SAVE(cl_damagetext_size_max,               float,  16,         "Damage text font size for large damage");
-AUTOCVAR_SAVE(cl_damagetext_size_max_damage,        float,  140,        "How much damage is considered large");
-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 (world coordinates)");
-AUTOCVAR_SAVE(cl_damagetext_offset,                 vector, '0 -40 0',  "Damage text offset (screen coordinates)");
-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");
-
-AUTOCVAR_SAVE(cl_damagetext_2d,                     bool,   true,       "Show damagetext in 2D coordinated if the enemy's location is not known");
-AUTOCVAR_SAVE(cl_damagetext_2d_pos,                 vector, '0.47 0.53 0',     "2D damage text initial position (X and Y between 0 and 1)");
-AUTOCVAR_SAVE(cl_damagetext_2d_alpha_start,         float,  1,          "2D damage text initial alpha");
-AUTOCVAR_SAVE(cl_damagetext_2d_alpha_lifetime,      float,  1.3,        "2D damage text lifetime (alpha fading) in seconds");
-AUTOCVAR_SAVE(cl_damagetext_2d_size_lifetime,       float,  3,          "2D damage text lifetime (size shrinking) in seconds");
-AUTOCVAR_SAVE(cl_damagetext_2d_velocity,            vector, '-25 0 0',  "2D damage text move direction (screen coordinates)");
-AUTOCVAR_SAVE(cl_damagetext_2d_overlap_offset,      vector, '0 -15 0',  "Offset 2D damage text by this much to prevent overlapping (screen coordinates)");
-AUTOCVAR_SAVE(cl_damagetext_2d_close_range,         float,  125,        "Always use 2D damagetext for hits closer that this");
-AUTOCVAR_SAVE(cl_damagetext_2d_out_of_view,         bool,   true,       "Always use 2D damagetext for hits that occured off-screen");
-
 CLASS(DamageText, Object)
     ATTRIB(DamageText, m_color, vector, autocvar_cl_damagetext_color);
     ATTRIB(DamageText, m_color_friendlyfire, vector, autocvar_cl_damagetext_friendlyfire_color);
@@ -55,23 +17,49 @@ CLASS(DamageText, Object)
     ATTRIB(DamageText, text, string, string_null);
     ATTRIB(DamageText, m_screen_coords, bool, false);
 
-    STATIC_ATTRIB(DamageText, screen_first, DamageText, NULL);
     STATIC_ATTRIB(DamageText, screen_count, int, 0);
 
     void DamageText_draw2d(DamageText this) {
         float since_hit = time - this.hit_time;
+        // can't use `dt = hit_time - prev_update_time` because shrinking wouldn't be linear
         float size = this.m_size - since_hit * this.m_shrink_rate * this.m_size;
         float alpha_ = this.alpha - since_hit * this.fade_rate;
         if (alpha_ <= 0 || size <= 0) {
+            IL_REMOVE(g_damagetext, this);
             delete(this);
             return;
         }
+
         vector screen_pos;
         if (this.m_screen_coords) {
             screen_pos = this.origin + since_hit * autocvar_cl_damagetext_2d_velocity;
         } else {
-            screen_pos = project_3d_to_2d(this.origin + since_hit * autocvar_cl_damagetext_velocity) + autocvar_cl_damagetext_offset;
+            vector forward, right, up;
+            MAKE_VECTORS(view_angles, forward, right, up);
+            vector world_offset = since_hit * autocvar_cl_damagetext_velocity_world + autocvar_cl_damagetext_offset_world;
+            vector world_pos = this.origin + world_offset.x * forward + world_offset.y * right + world_offset.z * up;
+            screen_pos = project_3d_to_2d(world_pos) + since_hit * autocvar_cl_damagetext_velocity_screen + autocvar_cl_damagetext_offset_screen;
         }
+        screen_pos.y += size / 2;
+
+        // strip trailing spaces
+        string dtext = this.text;
+        int j = strlen(dtext) - 1;
+        while (substring(dtext, j, 1) == " " && j >= 0)
+            --j;
+        if (j < strlen(dtext) - 1)
+            dtext = substring(dtext, 0, j + 1);
+
+        // strip leading spaces
+        j = 0;
+        while (substring(dtext, j, 1) == " " && j < strlen(dtext))
+            ++j;
+        if (j > 0)
+            dtext = substring(dtext, j, strlen(dtext) - j);
+
+        // Center damage text
+        screen_pos.x -= stringwidth(dtext, true, hud_fontsize * 2) * 0.5;
+
         if (screen_pos.z >= 0) {
             screen_pos.z = 0;
             vector rgb;
@@ -87,24 +75,26 @@ CLASS(DamageText, Object)
 
             vector drawfontscale_save = drawfontscale;
             drawfontscale = (size / autocvar_cl_damagetext_size_max) * '1 1 0';
+            screen_pos.y -= drawfontscale.x * size / 2;
             drawcolorcodedstring2_builtin(screen_pos, this.text, autocvar_cl_damagetext_size_max * '1 1 0', rgb, alpha_, DRAWFLAG_NORMAL);
             drawfontscale = drawfontscale_save;
         }
     }
     ATTRIB(DamageText, draw2d, void(DamageText), DamageText_draw2d);
 
-    void DamageText_update(DamageText this, vector _origin, int _health, int _armor, int _potential_damage, int _deathtype) {
+    void DamageText_update(DamageText this, vector _origin, bool screen_coords, int _health, int _armor, int _potential_damage, int _deathtype) {
         this.m_healthdamage = _health;
         this.m_armordamage = _armor;
         this.m_potential_damage = _potential_damage;
         this.m_deathtype = _deathtype;
+        this.hit_time = time;
         setorigin(this, _origin);
+        this.m_screen_coords = screen_coords;
         if (this.m_screen_coords) {
             this.alpha = autocvar_cl_damagetext_2d_alpha_start;
         } else {
             this.alpha = autocvar_cl_damagetext_alpha_start;
         }
-        this.hit_time = time;
 
         int health = rint(this.m_healthdamage / DAMAGETEXT_PRECISION_MULTIPLIER);
         int armor = rint(this.m_armordamage / DAMAGETEXT_PRECISION_MULTIPLIER);
@@ -168,28 +158,33 @@ CLASS(DamageText, Object)
         this.m_friendlyfire = _friendlyfire;
         this.m_screen_coords = _screen_coords;
         if (_screen_coords) {
-            this.fade_rate = 1 / autocvar_cl_damagetext_2d_alpha_lifetime;
-            this.m_shrink_rate = 1 / autocvar_cl_damagetext_2d_size_lifetime;
+            if (autocvar_cl_damagetext_2d_alpha_lifetime)
+                this.fade_rate = 1 / autocvar_cl_damagetext_2d_alpha_lifetime;
+            if (autocvar_cl_damagetext_2d_size_lifetime)
+                this.m_shrink_rate = 1 / autocvar_cl_damagetext_2d_size_lifetime;
         } else {
-            this.fade_rate = 1 / autocvar_cl_damagetext_alpha_lifetime;
+            if (autocvar_cl_damagetext_alpha_lifetime)
+                this.fade_rate = 1 / autocvar_cl_damagetext_alpha_lifetime;
             this.m_shrink_rate = 0;
         }
-        DamageText_update(this, _origin, _health, _armor, _potential_damage, _deathtype);
-        IL_PUSH(g_drawables_2d, this);
+        DamageText_update(this, _origin, _screen_coords, _health, _armor, _potential_damage, _deathtype);
+        IL_PUSH(g_damagetext, this);
     }
 
     DESTRUCTOR(DamageText) {
         strfree(this.text);
-        if (this == DamageText_screen_first) {
-            // start from 0 offset again, hopefully, others (if any) will have faded away by now
-            DamageText_screen_first = NULL;
-            DamageText_screen_count = 0;
-        }
+        --DamageText_screen_count;
     }
 ENDCLASS(DamageText)
 
+float current_alpha(entity damage_text) {
+    // alpha doesn't change - actual alpha is always calculated from the initial value
+    return damage_text.alpha - (time - damage_text.hit_time) * damage_text.fade_rate;
+}
+
 NET_HANDLE(damagetext, bool isNew)
 {
+    make_pure(this);
     int server_entity_index = ReadByte();
     int deathtype = ReadInt24_t();
     int flags = ReadByte();
@@ -206,8 +201,12 @@ NET_HANDLE(damagetext, bool isNew)
     else potential_damage = ReadShort();
 
     return = true;
-    if (!autocvar_cl_damagetext) return;
-    if (friendlyfire && !autocvar_cl_damagetext_friendlyfire) return;
+    if (!isNew) return;
+    if (autocvar_cl_damagetext == 0) return;
+    if (friendlyfire) {
+        if (autocvar_cl_damagetext_friendlyfire == 0) return;
+        if (autocvar_cl_damagetext_friendlyfire == 1 && health == 0 && armor == 0) return;
+    }
 
     int client_entity_index = server_entity_index - 1;
     entity entcs = entcs_receiver(client_entity_index);
@@ -219,38 +218,24 @@ NET_HANDLE(damagetext, bool isNew)
 
     if (can_use_3d && !prefer_2d) {
         // world coords
-        if (autocvar_cl_damagetext_accumulate_range) {
-            for (entity e = findradius(entcs.origin, autocvar_cl_damagetext_accumulate_range); e; e = e.chain) {
-                if (e.instanceOfDamageText
-                    && !e.m_screen_coords // we're using origin for both world coords and screen coords so avoid mismatches
-                    && e.m_group == server_entity_index
-                    && e.alpha > autocvar_cl_damagetext_accumulate_alpha_rel * autocvar_cl_damagetext_alpha_start) {
-                    DamageText_update(e, entcs.origin, e.m_healthdamage + health, e.m_armordamage + armor, e.m_potential_damage + potential_damage, deathtype);
-                    return;
-                }
+        IL_EACH(g_damagetext, it.m_group == server_entity_index, {
+            if (current_alpha(it) > autocvar_cl_damagetext_accumulate_alpha_rel * autocvar_cl_damagetext_alpha_start) {
+                DamageText_update(it, entcs.origin, false, it.m_healthdamage + health, it.m_armordamage + armor, it.m_potential_damage + potential_damage, deathtype);
+                return;
             }
-        }
-        make_impure(NEW(DamageText, server_entity_index, entcs.origin, false, health, armor, potential_damage, deathtype, friendlyfire));
+        });
+       ++DamageText_screen_count; //3D DamageTexts can later be changed into 2D, increment this just in case
+        NEW(DamageText, server_entity_index, entcs.origin, false, health, armor, potential_damage, deathtype, friendlyfire);
     } else if (autocvar_cl_damagetext_2d && spectatee_status != -1) {
-        // never show 2d damagetext when observing - might be a bug in .has_origin
-
         // screen coords only
         vector screen_pos = vec2(vid_conwidth * autocvar_cl_damagetext_2d_pos.x, vid_conheight * autocvar_cl_damagetext_2d_pos.y);
-        IL_EACH(g_drawables_2d, it.instanceOfDamageText && it.m_screen_coords && it.m_group == server_entity_index, {
-            DamageText_update(it, screen_pos, it.m_healthdamage + health, it.m_armordamage + armor, it.m_potential_damage + potential_damage, deathtype);
+        IL_EACH(g_damagetext, it.m_group == server_entity_index, {
+            DamageText_update(it, screen_pos, true, it.m_healthdamage + health, it.m_armordamage + armor, it.m_potential_damage + potential_damage, deathtype);
             return;
         });
 
-        // when hitting multiple enemies, dmgtext would overlap
-        if (DamageText_screen_first == NULL) {
-            DamageText dt = NEW(DamageText, server_entity_index, screen_pos, true, health, armor, potential_damage, deathtype, friendlyfire);
-            make_impure(dt);
-            DamageText_screen_first = dt;
-            DamageText_screen_count = 1;
-        } else {
-            screen_pos += autocvar_cl_damagetext_2d_overlap_offset * DamageText_screen_count;
-            DamageText_screen_count++;
-            make_impure(NEW(DamageText, server_entity_index, screen_pos, true, health, armor, potential_damage, deathtype, friendlyfire));
-        }
+        // offset when hitting multiple enemies, dmgtext would overlap
+        screen_pos += autocvar_cl_damagetext_2d_overlap_offset * DamageText_screen_count++;
+        NEW(DamageText, server_entity_index, screen_pos, true, health, armor, potential_damage, deathtype, friendlyfire);
     }
 }