1 #include "cl_damagetext.qh"
3 // no translatable cvar description please
4 AUTOCVAR_SAVE(cl_damagetext, bool, true, "Draw damage dealt where you hit the enemy");
5 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");
6 AUTOCVAR_SAVE(cl_damagetext_format_verbose, bool, false, "{health} shows {potential_health} too when they differ; {total} shows {potential} too when they differ");
7 AUTOCVAR_SAVE(cl_damagetext_format_hide_redundant, bool, false, "hide {armor} if 0; hide {potential} and {potential_health} when same as actual");
8 STATIC_INIT(DamageText_LegacyFormat) {
9 // damagetext used to be off by default and the cvar got saved in people's configs along with the old format
10 // enable damagetext while updating the format for a one time effect
11 if (strstrofs(autocvar_cl_damagetext_format, "{", 0) < 0) {
12 localcmd("\nseta cl_damagetext 1\n");
13 localcmd("\nseta cl_damagetext_format -{total}\n");
16 AUTOCVAR_SAVE(cl_damagetext_color, vector, '1 1 0', "Damage text color");
17 AUTOCVAR_SAVE(cl_damagetext_color_per_weapon, bool, false, "Damage text uses weapon color");
18 AUTOCVAR_SAVE(cl_damagetext_size_min, float, 10, "Damage text font size for small damage");
19 AUTOCVAR_SAVE(cl_damagetext_size_min_damage, float, 25, "How much damage is considered small");
20 AUTOCVAR_SAVE(cl_damagetext_size_max, float, 16, "Damage text font size for large damage");
21 AUTOCVAR_SAVE(cl_damagetext_size_max_damage, float, 140, "How much damage is considered large");
22 AUTOCVAR_SAVE(cl_damagetext_alpha_start, float, 1, "Damage text initial alpha");
23 AUTOCVAR_SAVE(cl_damagetext_alpha_lifetime, float, 3, "Damage text lifetime in seconds");
24 AUTOCVAR_SAVE(cl_damagetext_velocity, vector, '0 0 20', "Damage text move direction");
25 AUTOCVAR_SAVE(cl_damagetext_offset, vector, '0 -40 0', "Damage text offset");
26 AUTOCVAR_SAVE(cl_damagetext_accumulate_range, float, 30, "Damage text spawned within this range is accumulated");
27 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");
28 AUTOCVAR_SAVE(cl_damagetext_friendlyfire, bool, true, "Show damage text for friendlyfire too");
29 AUTOCVAR_SAVE(cl_damagetext_friendlyfire_color, vector, '1 0 0', "Damage text color for friendlyfire");
31 CLASS(DamageText, Object)
32 ATTRIB(DamageText, m_color, vector, autocvar_cl_damagetext_color);
33 ATTRIB(DamageText, m_color_friendlyfire, vector, autocvar_cl_damagetext_friendlyfire_color);
34 ATTRIB(DamageText, m_size, float, autocvar_cl_damagetext_size_min);
35 ATTRIB(DamageText, alpha, float, autocvar_cl_damagetext_alpha_start);
36 ATTRIB(DamageText, fade_rate, float, 1 / autocvar_cl_damagetext_alpha_lifetime);
37 ATTRIB(DamageText, velocity, vector, autocvar_cl_damagetext_velocity);
38 ATTRIB(DamageText, m_group, int, 0);
39 ATTRIB(DamageText, m_friendlyfire, bool, false);
40 ATTRIB(DamageText, m_healthdamage, int, 0);
41 ATTRIB(DamageText, m_armordamage, int, 0);
42 ATTRIB(DamageText, m_potential_damage, int, 0);
43 ATTRIB(DamageText, m_deathtype, int, 0);
44 ATTRIB(DamageText, time_prev, float, time);
45 ATTRIB(DamageText, text, string, string_null);
46 ATTRIB(DamageText, m_screen_coords, bool, false);
48 void DamageText_draw2d(DamageText this) {
49 float dt = time - this.time_prev;
50 this.time_prev = time;
51 this.alpha -= dt * this.fade_rate;
57 if (this.m_screen_coords) {
58 setorigin(this, this.origin + dt * '0 -20 0'); // TODO unhardcode
59 screen_pos = this.origin;
61 setorigin(this, this.origin + dt * this.velocity); // TODO why this.velocity instead of cvar?
62 screen_pos = project_3d_to_2d(this.origin) + autocvar_cl_damagetext_offset;
64 if (screen_pos.z >= 0 && this.m_size > 0) {
67 if (this.m_friendlyfire) {
68 rgb = this.m_color_friendlyfire;
72 if (autocvar_cl_damagetext_color_per_weapon) {
73 Weapon w = DEATH_WEAPONOF(this.m_deathtype);
74 if (w != WEP_Null) rgb = w.wpcolor;
77 vector drawfontscale_save = drawfontscale;
78 drawfontscale = (this.m_size / autocvar_cl_damagetext_size_max) * '1 1 0';
79 drawcolorcodedstring2_builtin(screen_pos, this.text, autocvar_cl_damagetext_size_max * '1 1 0', rgb, this.alpha, DRAWFLAG_NORMAL);
80 drawfontscale = drawfontscale_save;
83 ATTRIB(DamageText, draw2d, void(DamageText), DamageText_draw2d);
85 void DamageText_update(DamageText this, vector _origin, int _health, int _armor, int _potential_damage, int _deathtype) {
86 this.m_healthdamage = _health;
87 this.m_armordamage = _armor;
88 this.m_potential_damage = _potential_damage;
89 this.m_deathtype = _deathtype;
90 setorigin(this, _origin);
91 this.alpha = autocvar_cl_damagetext_alpha_start;
93 int health = rint(this.m_healthdamage / DAMAGETEXT_PRECISION_MULTIPLIER);
94 int armor = rint(this.m_armordamage / DAMAGETEXT_PRECISION_MULTIPLIER);
95 int total = rint((this.m_healthdamage + this.m_armordamage) / DAMAGETEXT_PRECISION_MULTIPLIER);
96 int potential = rint(this.m_potential_damage / DAMAGETEXT_PRECISION_MULTIPLIER);
97 int potential_health = rint((this.m_potential_damage - this.m_armordamage) / DAMAGETEXT_PRECISION_MULTIPLIER);
99 bool redundant = almost_equals_eps(this.m_healthdamage + this.m_armordamage, this.m_potential_damage, 5);
101 string s = autocvar_cl_damagetext_format;
102 s = strreplace("{armor}", (
103 (this.m_armordamage == 0 && autocvar_cl_damagetext_format_hide_redundant)
105 : sprintf("%d", armor)
107 s = strreplace("{potential}", (
108 (redundant && autocvar_cl_damagetext_format_hide_redundant)
110 : sprintf("%d", potential)
112 s = strreplace("{potential_health}", (
113 (redundant && autocvar_cl_damagetext_format_hide_redundant)
115 : sprintf("%d", potential_health)
118 s = strreplace("{health}", (
119 (health == potential_health || !autocvar_cl_damagetext_format_verbose)
120 ? sprintf("%d", health)
121 : sprintf("%d (%d)", health, potential_health)
123 s = strreplace("{total}", (
124 (total == potential || !autocvar_cl_damagetext_format_verbose)
125 ? sprintf("%d", total)
126 : sprintf("%d (%d)", total, potential)
129 // futureproofing: remove any remaining (unknown) format strings in case we add new ones in the future
130 // so players can use them on new servers and still have working damagetext on old ones
132 int opening_pos = strstrofs(s, "{", 0);
133 if (opening_pos == -1) break;
134 int closing_pos = strstrofs(s, "}", opening_pos);
135 if (closing_pos == -1 || closing_pos <= opening_pos) break;
137 substring(s, 0, opening_pos),
138 substring_range(s, closing_pos + 1, strlen(s))
142 if (this.text) strunzone(this.text);
143 this.text = strzone(s);
145 float size_range = autocvar_cl_damagetext_size_max - autocvar_cl_damagetext_size_min;
146 float damage_range = autocvar_cl_damagetext_size_max_damage - autocvar_cl_damagetext_size_min_damage;
147 float scale_factor = size_range / damage_range;
149 autocvar_cl_damagetext_size_min,
150 (potential - autocvar_cl_damagetext_size_min_damage) * scale_factor + autocvar_cl_damagetext_size_min,
151 autocvar_cl_damagetext_size_max);
154 CONSTRUCTOR(DamageText, int _group, vector _origin, bool _screen_coords, int _health, int _armor, int _potential_damage, int _deathtype, bool _friendlyfire) {
155 CONSTRUCT(DamageText);
156 this.m_group = _group;
157 this.m_friendlyfire = _friendlyfire;
158 this.m_screen_coords = _screen_coords;
159 DamageText_update(this, _origin, _health, _armor, _potential_damage, _deathtype);
160 IL_PUSH(g_drawables_2d, this);
163 DESTRUCTOR(DamageText) {
164 if (this.text) strunzone(this.text);
168 NET_HANDLE(damagetext, bool isNew)
170 int server_entity_index = ReadShort();
171 int deathtype = ReadInt24_t();
172 int flags = ReadByte();
173 bool friendlyfire = flags & DTFLAG_SAMETEAM;
175 int health, armor, potential_damage;
176 if (flags & DTFLAG_BIG_HEALTH) health = ReadInt24_t();
177 else health = ReadShort();
178 if (flags & DTFLAG_NO_ARMOR) armor = 0;
179 else if (flags & DTFLAG_BIG_ARMOR) armor = ReadInt24_t();
180 else armor = ReadShort();
181 if (flags & DTFLAG_NO_POTENTIAL) potential_damage = health + armor;
182 else if (flags & DTFLAG_BIG_POTENTIAL) potential_damage = ReadInt24_t();
183 else potential_damage = ReadShort();
186 if (!autocvar_cl_damagetext) return;
187 if (friendlyfire && !autocvar_cl_damagetext_friendlyfire) return;
189 int client_entity_index = server_entity_index - 1;
190 entity entcs = entcs_receiver(client_entity_index);
191 if (!entcs || !entcs.has_origin) {
192 vector screen_pos = '0 0 0';
193 screen_pos.x = vid_conwidth * 0.45; // TODO unhardcode
194 screen_pos.y = vid_conheight * 0.45;
196 // TODO when hitting multiple enemies dmgtext would overlap
197 make_impure(NEW(DamageText, server_entity_index, screen_pos, true, health, armor, potential_damage, deathtype, friendlyfire));
199 if (autocvar_cl_damagetext_accumulate_range) {
200 for (entity e = findradius(entcs.origin, autocvar_cl_damagetext_accumulate_range); e; e = e.chain) {
201 if (e.instanceOfDamageText
202 && !e.m_screen_coords // we're using origin for both world coords and screen coords so avoid mismatches
203 && e.m_group == server_entity_index
204 && e.alpha > autocvar_cl_damagetext_accumulate_alpha_rel * autocvar_cl_damagetext_alpha_start) {
205 DamageText_update(e, entcs.origin, e.m_healthdamage + health, e.m_armordamage + armor, e.m_potential_damage + potential_damage, deathtype);
210 make_impure(NEW(DamageText, server_entity_index, entcs.origin, false, health, armor, potential_damage, deathtype, friendlyfire));