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 (world coordinated)");
25 AUTOCVAR_SAVE(cl_damagetext_offset, vector, '0 -40 0', "Damage text offset (screen coordinates)");
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");
30 AUTOCVAR_SAVE(cl_damagetext_2d_pos, vector, '0.47 0.47 0', "2D damage text initial position (X and Y between 0 and 1)");
31 AUTOCVAR_SAVE(cl_damagetext_2d_alpha_start, float, 1, "2D damage text initial alpha");
32 AUTOCVAR_SAVE(cl_damagetext_2d_alpha_lifetime, float, 1.5, "2D damage text lifetime (alpha fading) in seconds");
33 AUTOCVAR_SAVE(cl_damagetext_2d_size_lifetime, float, 3, "2D damage text lifetime (size shrinking) in seconds");
34 AUTOCVAR_SAVE(cl_damagetext_2d_velocity, vector, '-20 0 0', "2D damage text move direction (screen coordinates)");
36 CLASS(DamageText, Object)
37 ATTRIB(DamageText, m_color, vector, autocvar_cl_damagetext_color);
38 ATTRIB(DamageText, m_color_friendlyfire, vector, autocvar_cl_damagetext_friendlyfire_color);
39 ATTRIB(DamageText, m_size, float, autocvar_cl_damagetext_size_min);
40 ATTRIB(DamageText, alpha, float, autocvar_cl_damagetext_alpha_start);
41 ATTRIB(DamageText, fade_rate, float, 0);
42 ATTRIB(DamageText, m_shrink_rate, float, 0);
43 ATTRIB(DamageText, m_group, int, 0);
44 ATTRIB(DamageText, m_friendlyfire, bool, false);
45 ATTRIB(DamageText, m_healthdamage, int, 0);
46 ATTRIB(DamageText, m_armordamage, int, 0);
47 ATTRIB(DamageText, m_potential_damage, int, 0);
48 ATTRIB(DamageText, m_deathtype, int, 0);
49 ATTRIB(DamageText, hit_time, float, 0);
50 ATTRIB(DamageText, text, string, string_null);
51 ATTRIB(DamageText, m_screen_coords, bool, false);
53 void DamageText_draw2d(DamageText this) {
54 float since_hit = time - this.hit_time;
55 float size = this.m_size - since_hit * this.m_shrink_rate * this.m_size;
56 float alpha_ = this.alpha - since_hit * this.fade_rate;
62 if (this.m_screen_coords) {
63 screen_pos = this.origin + since_hit * autocvar_cl_damagetext_2d_velocity;
65 screen_pos = project_3d_to_2d(this.origin + since_hit * autocvar_cl_damagetext_velocity) + autocvar_cl_damagetext_offset;
67 if (screen_pos.z >= 0 && size > 0) {
70 if (this.m_friendlyfire) {
71 rgb = this.m_color_friendlyfire;
75 if (autocvar_cl_damagetext_color_per_weapon) {
76 Weapon w = DEATH_WEAPONOF(this.m_deathtype);
77 if (w != WEP_Null) rgb = w.wpcolor;
80 vector drawfontscale_save = drawfontscale;
81 drawfontscale = (size / autocvar_cl_damagetext_size_max) * '1 1 0';
82 drawcolorcodedstring2_builtin(screen_pos, this.text, autocvar_cl_damagetext_size_max * '1 1 0', rgb, alpha_, DRAWFLAG_NORMAL);
83 drawfontscale = drawfontscale_save;
86 ATTRIB(DamageText, draw2d, void(DamageText), DamageText_draw2d);
88 void DamageText_update(DamageText this, vector _origin, int _health, int _armor, int _potential_damage, int _deathtype) {
89 this.m_healthdamage = _health;
90 this.m_armordamage = _armor;
91 this.m_potential_damage = _potential_damage;
92 this.m_deathtype = _deathtype;
93 setorigin(this, _origin);
94 if (this.m_screen_coords) {
95 this.alpha = autocvar_cl_damagetext_2d_alpha_start;
97 this.alpha = autocvar_cl_damagetext_alpha_start;
101 int health = rint(this.m_healthdamage / DAMAGETEXT_PRECISION_MULTIPLIER);
102 int armor = rint(this.m_armordamage / DAMAGETEXT_PRECISION_MULTIPLIER);
103 int total = rint((this.m_healthdamage + this.m_armordamage) / DAMAGETEXT_PRECISION_MULTIPLIER);
104 int potential = rint(this.m_potential_damage / DAMAGETEXT_PRECISION_MULTIPLIER);
105 int potential_health = rint((this.m_potential_damage - this.m_armordamage) / DAMAGETEXT_PRECISION_MULTIPLIER);
107 bool redundant = almost_equals_eps(this.m_healthdamage + this.m_armordamage, this.m_potential_damage, 5);
109 string s = autocvar_cl_damagetext_format;
110 s = strreplace("{armor}", (
111 (this.m_armordamage == 0 && autocvar_cl_damagetext_format_hide_redundant)
113 : sprintf("%d", armor)
115 s = strreplace("{potential}", (
116 (redundant && autocvar_cl_damagetext_format_hide_redundant)
118 : sprintf("%d", potential)
120 s = strreplace("{potential_health}", (
121 (redundant && autocvar_cl_damagetext_format_hide_redundant)
123 : sprintf("%d", potential_health)
126 s = strreplace("{health}", (
127 (health == potential_health || !autocvar_cl_damagetext_format_verbose)
128 ? sprintf("%d", health)
129 : sprintf("%d (%d)", health, potential_health)
131 s = strreplace("{total}", (
132 (total == potential || !autocvar_cl_damagetext_format_verbose)
133 ? sprintf("%d", total)
134 : sprintf("%d (%d)", total, potential)
137 // futureproofing: remove any remaining (unknown) format strings in case we add new ones in the future
138 // so players can use them on new servers and still have working damagetext on old ones
140 int opening_pos = strstrofs(s, "{", 0);
141 if (opening_pos == -1) break;
142 int closing_pos = strstrofs(s, "}", opening_pos);
143 if (closing_pos == -1 || closing_pos <= opening_pos) break;
145 substring(s, 0, opening_pos),
146 substring_range(s, closing_pos + 1, strlen(s))
150 if (this.text) strunzone(this.text);
151 this.text = strzone(s);
153 float size_range = autocvar_cl_damagetext_size_max - autocvar_cl_damagetext_size_min;
154 float damage_range = autocvar_cl_damagetext_size_max_damage - autocvar_cl_damagetext_size_min_damage;
155 float scale_factor = size_range / damage_range;
157 autocvar_cl_damagetext_size_min,
158 (potential - autocvar_cl_damagetext_size_min_damage) * scale_factor + autocvar_cl_damagetext_size_min,
159 autocvar_cl_damagetext_size_max);
162 CONSTRUCTOR(DamageText, int _group, vector _origin, bool _screen_coords, int _health, int _armor, int _potential_damage, int _deathtype, bool _friendlyfire) {
163 CONSTRUCT(DamageText);
164 this.m_group = _group;
165 this.m_friendlyfire = _friendlyfire;
166 this.m_screen_coords = _screen_coords;
167 if (_screen_coords) {
168 this.fade_rate = 1 / autocvar_cl_damagetext_2d_alpha_lifetime;
169 this.m_shrink_rate = 1 / autocvar_cl_damagetext_2d_size_lifetime;
170 //this.m_shrink_rate = autocvar_cl_damagetext_2d_shrink_rate;
172 this.fade_rate = 1 / autocvar_cl_damagetext_alpha_lifetime;
173 this.m_shrink_rate = 0;
175 DamageText_update(this, _origin, _health, _armor, _potential_damage, _deathtype);
176 IL_PUSH(g_drawables_2d, this);
179 DESTRUCTOR(DamageText) {
180 if (this.text) strunzone(this.text);
185 DamageText screen_damagetext_first;
186 int screen_damagetext_count = 0;
188 NET_HANDLE(damagetext, bool isNew)
190 int server_entity_index = ReadShort();
191 int deathtype = ReadInt24_t();
192 int flags = ReadByte();
193 bool friendlyfire = flags & DTFLAG_SAMETEAM;
195 int health, armor, potential_damage;
196 if (flags & DTFLAG_BIG_HEALTH) health = ReadInt24_t();
197 else health = ReadShort();
198 if (flags & DTFLAG_NO_ARMOR) armor = 0;
199 else if (flags & DTFLAG_BIG_ARMOR) armor = ReadInt24_t();
200 else armor = ReadShort();
201 if (flags & DTFLAG_NO_POTENTIAL) potential_damage = health + armor;
202 else if (flags & DTFLAG_BIG_POTENTIAL) potential_damage = ReadInt24_t();
203 else potential_damage = ReadShort();
206 if (!autocvar_cl_damagetext) return;
207 if (friendlyfire && !autocvar_cl_damagetext_friendlyfire) return;
209 int client_entity_index = server_entity_index - 1;
210 entity entcs = entcs_receiver(client_entity_index);
211 if (!entcs || !entcs.has_origin) { // TODO also when off-screen or too close (optional)
212 // screen coords only
213 vector screen_pos = '0 0 0';
214 screen_pos.x = vid_conwidth * autocvar_cl_damagetext_2d_pos.x;
215 screen_pos.y = vid_conheight * autocvar_cl_damagetext_2d_pos.y;
217 IL_EACH(g_drawables_2d, it.instanceOfDamageText && it.m_screen_coords && it.m_group == server_entity_index, {
218 DamageText_update(it, screen_pos, it.m_healthdamage + health, it.m_armordamage + armor, it.m_potential_damage + potential_damage, deathtype);
222 // TODO when hitting multiple enemies dmgtext would overlap
223 screen_damagetext_first = screen_damagetext_first;
225 make_impure(NEW(DamageText, server_entity_index, screen_pos, true, health, armor, potential_damage, deathtype, friendlyfire));
228 if (autocvar_cl_damagetext_accumulate_range) {
229 for (entity e = findradius(entcs.origin, autocvar_cl_damagetext_accumulate_range); e; e = e.chain) {
230 if (e.instanceOfDamageText
231 && !e.m_screen_coords // we're using origin for both world coords and screen coords so avoid mismatches
232 && e.m_group == server_entity_index
233 && e.alpha > autocvar_cl_damagetext_accumulate_alpha_rel * autocvar_cl_damagetext_alpha_start) {
234 DamageText_update(e, entcs.origin, e.m_healthdamage + health, e.m_armordamage + armor, e.m_potential_damage + potential_damage, deathtype);
239 make_impure(NEW(DamageText, server_entity_index, entcs.origin, false, health, armor, potential_damage, deathtype, friendlyfire));