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1 #include "damagetext.qh"
2
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
5
6 const int DTFLAG_SAMETEAM = BIT(0);
7 const int DTFLAG_BIG_HEALTH = BIT(1);
8 const int DTFLAG_BIG_ARMOR = BIT(2);
9 const int DTFLAG_BIG_POTENTIAL = BIT(3);
10 const int DTFLAG_NO_ARMOR = BIT(4);
11 const int DTFLAG_NO_POTENTIAL = BIT(5);
12
13 REGISTER_MUTATOR(damagetext, true);
14
15 #if defined(CSQC) || defined(MENUQC)
16 // no translatable cvar description please
17 AUTOCVAR_SAVE(cl_damagetext,                        bool,   true,       "Draw damage dealt where you hit the enemy");
18 AUTOCVAR_SAVE(cl_damagetext_format,                 string, "-{total}", "How to format the damage text. {health}, {armor}, {total}, {potential}, {potential_health}");
19 STATIC_INIT(DamageText_LegacyFormat) {
20     if (strstrofs(autocvar_cl_damagetext_format, "{", 0) < 0) autocvar_cl_damagetext_format = "-{total}";
21 }
22 AUTOCVAR_SAVE(cl_damagetext_color,                  vector, '1 1 0',    "Damage text color");
23 AUTOCVAR_SAVE(cl_damagetext_color_per_weapon,       bool,   false,      "Damage text uses weapon color");
24 AUTOCVAR_SAVE(cl_damagetext_size,                   float,  8,          "Damage text font size");
25 AUTOCVAR_SAVE(cl_damagetext_alpha_start,            float,  1,          "Damage text initial alpha");
26 AUTOCVAR_SAVE(cl_damagetext_alpha_lifetime,         float,  3,          "Damage text lifetime in seconds");
27 AUTOCVAR_SAVE(cl_damagetext_velocity,               vector, '0 0 20',   "Damage text move direction");
28 AUTOCVAR_SAVE(cl_damagetext_offset,                 vector, '0 -40 0',  "Damage text offset");
29 AUTOCVAR_SAVE(cl_damagetext_accumulate_range,       float,  30,         "Damage text spawned within this range is accumulated");
30 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");
31 AUTOCVAR_SAVE(cl_damagetext_friendlyfire,           bool,   true,       "Show damage text for friendlyfire too");
32 AUTOCVAR_SAVE(cl_damagetext_friendlyfire_color,     vector, '1 0 0',    "Damage text color for friendlyfire");
33 #endif
34
35 #ifdef CSQC
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);
40     ATTRIB(DamageText, alpha, float, autocvar_cl_damagetext_alpha_start);
41     ATTRIB(DamageText, fade_rate, float, 1 / autocvar_cl_damagetext_alpha_lifetime);
42     ATTRIB(DamageText, velocity, vector, autocvar_cl_damagetext_velocity);
43     ATTRIB(DamageText, m_group, int, 0);
44     ATTRIB(DamageText, m_friendlyfire, bool, false);
45     ATTRIB(DamageText, m_damage, 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, time_prev, float, time);
50
51     void DamageText_draw2d(DamageText this) {
52         float dt = time - this.time_prev;
53         this.time_prev = time;
54         setorigin(this, this.origin + dt * this.velocity);
55         this.alpha -= dt * this.fade_rate;
56         if (this.alpha < 0) delete(this);
57         vector pos = project_3d_to_2d(this.origin) + autocvar_cl_damagetext_offset;
58         if (pos.z >= 0 && this.m_size > 0) {
59             pos.z = 0;
60             vector rgb;
61             if (this.m_friendlyfire) {
62                 rgb = this.m_color_friendlyfire;
63             }
64             else {
65                 rgb = this.m_color;
66             }
67             if (autocvar_cl_damagetext_color_per_weapon) {
68                 Weapon w = DEATH_WEAPONOF(this.m_deathtype);
69                 if (w != WEP_Null) rgb = w.wpcolor;
70             }
71             string s = autocvar_cl_damagetext_format;
72             s = strreplace("{health}", sprintf("%d", rint(this.m_damage / DAMAGETEXT_PRECISION_MULTIPLIER)), s);
73             s = strreplace("{armor}",  sprintf("%d", rint(this.m_armordamage / DAMAGETEXT_PRECISION_MULTIPLIER)), s);
74             s = strreplace("{total}",  sprintf("%d", rint((this.m_damage + this.m_armordamage) / DAMAGETEXT_PRECISION_MULTIPLIER)), s);
75             s = strreplace("{potential}",  sprintf("%d", rint(this.m_potential_damage/DAMAGETEXT_PRECISION_MULTIPLIER)), s);
76             s = strreplace("{potential_health}",  sprintf("%d", rint((this.m_potential_damage - this.m_armordamage)/DAMAGETEXT_PRECISION_MULTIPLIER)), s);
77             drawcolorcodedstring2_builtin(pos, s, this.m_size * '1 1 0', rgb, this.alpha, DRAWFLAG_NORMAL);
78         }
79     }
80     ATTRIB(DamageText, draw2d, void(DamageText), DamageText_draw2d);
81
82     void DamageText_update(DamageText this, vector _origin, int _health, int _armor, int _potential_damage, int _deathtype) {
83         this.m_damage = _health;
84         this.m_armordamage = _armor;
85         this.m_potential_damage = _potential_damage;
86         this.m_deathtype = _deathtype;
87         setorigin(this, _origin);
88         this.alpha = autocvar_cl_damagetext_alpha_start;
89     }
90
91     CONSTRUCTOR(DamageText, int _group, vector _origin, int _health, int _armor, int _potential_damage, int _deathtype, bool _friendlyfire) {
92         CONSTRUCT(DamageText);
93         this.m_group = _group;
94         this.m_friendlyfire = _friendlyfire;
95         DamageText_update(this, _origin, _health, _armor, _potential_damage, _deathtype);
96                 IL_PUSH(g_drawables_2d, this);
97     }
98 ENDCLASS(DamageText)
99 #endif
100
101 REGISTER_NET_TEMP(damagetext)
102
103 #ifdef SVQC
104 AUTOCVAR(sv_damagetext, int, 2, _("<= 0: disabled, >= 1: spectators, >= 2: players, >= 3: all players"));
105 #define SV_DAMAGETEXT_DISABLED()        (autocvar_sv_damagetext <= 0 /* disabled */)
106 #define SV_DAMAGETEXT_SPECTATORS_ONLY() (autocvar_sv_damagetext >= 1 /* spectators only */)
107 #define SV_DAMAGETEXT_PLAYERS()         (autocvar_sv_damagetext >= 2 /* players */)
108 #define SV_DAMAGETEXT_ALL()             (autocvar_sv_damagetext >= 3 /* all players */)
109 MUTATOR_HOOKFUNCTION(damagetext, PlayerDamaged) {
110     if (SV_DAMAGETEXT_DISABLED()) return;
111     const entity attacker = M_ARGV(0, entity);
112     const entity hit = M_ARGV(1, entity); if (hit == attacker) return;
113     const float health = M_ARGV(2, float);
114     const float armor = M_ARGV(3, float);
115     const int deathtype = M_ARGV(5, int);
116     const float potential_damage = M_ARGV(6, float);
117     const vector location = hit.origin;
118     FOREACH_CLIENT(IS_REAL_CLIENT(it), LAMBDA(
119         if (
120             (SV_DAMAGETEXT_ALL()) ||
121             (SV_DAMAGETEXT_PLAYERS() && it == attacker) ||
122             (SV_DAMAGETEXT_SPECTATORS_ONLY() && IS_SPEC(it) && it.enemy == attacker) ||
123             (SV_DAMAGETEXT_SPECTATORS_ONLY() && IS_OBSERVER(it))
124         ) {
125             int flags = 0;
126             if (SAME_TEAM(hit, attacker)) flags |= DTFLAG_SAMETEAM;
127             if (health >= DAMAGETEXT_SHORT_LIMIT) flags |= DTFLAG_BIG_HEALTH;
128             if (armor >= DAMAGETEXT_SHORT_LIMIT) flags |= DTFLAG_BIG_ARMOR;
129             if (potential_damage >= DAMAGETEXT_SHORT_LIMIT) flags |= DTFLAG_BIG_POTENTIAL;
130             if (!armor) flags |= DTFLAG_NO_ARMOR;
131             if (fabs((armor + health) - potential_damage) < 0.0001) flags |= DTFLAG_NO_POTENTIAL;
132
133             msg_entity = it;
134             WriteHeader(MSG_ONE, damagetext);
135             WriteEntity(MSG_ONE, hit);
136             WriteCoord(MSG_ONE, location.x);
137             WriteCoord(MSG_ONE, location.y);
138             WriteCoord(MSG_ONE, location.z);
139             WriteInt24_t(MSG_ONE, deathtype);
140             WriteByte(MSG_ONE, flags);
141
142             // we need to send a few decimal places to minimize errors when accumulating damage
143             // sending them multiplied saves bandwidth compared to using WriteCoord,
144             // however if the multiplied damage would be too much for (signed) short, we send an int24
145             if (flags & DTFLAG_BIG_HEALTH) WriteInt24_t(MSG_ONE, health * DAMAGETEXT_PRECISION_MULTIPLIER);
146             else WriteShort(MSG_ONE, health * DAMAGETEXT_PRECISION_MULTIPLIER);
147             if (!(flags & DTFLAG_NO_ARMOR))
148             {
149                 if (flags & DTFLAG_BIG_ARMOR) WriteInt24_t(MSG_ONE, armor * DAMAGETEXT_PRECISION_MULTIPLIER);
150                 else WriteShort(MSG_ONE, armor * DAMAGETEXT_PRECISION_MULTIPLIER);
151             }
152             if (!(flags & DTFLAG_NO_POTENTIAL))
153             {
154                 if (flags & DTFLAG_BIG_POTENTIAL) WriteInt24_t(MSG_ONE, potential_damage * DAMAGETEXT_PRECISION_MULTIPLIER);
155                 else WriteShort(MSG_ONE, potential_damage * DAMAGETEXT_PRECISION_MULTIPLIER);
156                         }
157         }
158     ));
159 }
160 #endif
161
162 #ifdef CSQC
163 NET_HANDLE(damagetext, bool isNew)
164 {
165     int group = ReadShort();
166     vector location = vec3(ReadCoord(), ReadCoord(), ReadCoord());
167     int deathtype = ReadInt24_t();
168     int flags = ReadByte();
169     bool friendlyfire = flags & DTFLAG_SAMETEAM;
170
171     int health, armor, potential_damage;
172     if (flags & DTFLAG_BIG_HEALTH) health = ReadInt24_t();
173     else health = ReadShort();
174     if (flags & DTFLAG_NO_ARMOR) armor = 0;
175     else if (flags & DTFLAG_BIG_ARMOR) armor = ReadInt24_t();
176     else armor = ReadShort();
177     if (flags & DTFLAG_NO_POTENTIAL) potential_damage = health + armor;
178     else if (flags & DTFLAG_BIG_POTENTIAL) potential_damage = ReadInt24_t();
179     else potential_damage = ReadShort();
180
181     return = true;
182     if (autocvar_cl_damagetext) {
183         if (friendlyfire && !autocvar_cl_damagetext_friendlyfire) {
184             return;
185         }
186         if (autocvar_cl_damagetext_accumulate_range) {
187             for (entity e = findradius(location, autocvar_cl_damagetext_accumulate_range); e; e = e.chain) {
188                 if (e.instanceOfDamageText && e.m_group == group && e.alpha > autocvar_cl_damagetext_accumulate_alpha_rel * autocvar_cl_damagetext_alpha_start) {
189                     DamageText_update(e, location, e.m_damage + health, e.m_armordamage + armor, e.m_potential_damage + potential_damage, deathtype);
190                     return;
191                 }
192             }
193         }
194         make_impure(NEW(DamageText, group, location, health, armor, potential_damage, deathtype, friendlyfire));
195     }
196 }
197 #endif
198
199 #ifdef MENUQC
200
201 #include <menu/gamesettings.qh>
202
203 CLASS(XonoticDamageTextSettings, XonoticTab)
204     REGISTER_SETTINGS(damagetext, NEW(XonoticDamageTextSettings));
205     ATTRIB(XonoticDamageTextSettings, title, string, _("Damage text"));
206     ATTRIB(XonoticDamageTextSettings, intendedWidth, float, 0.9);
207     ATTRIB(XonoticDamageTextSettings, rows, float, 15.5);
208     ATTRIB(XonoticDamageTextSettings, columns, float, 5);
209     INIT(XonoticDamageTextSettings) { this.configureDialog(this); }
210     METHOD(XonoticDamageTextSettings, showNotify, void(entity this)) { loadAllCvars(this); }
211     METHOD(XonoticDamageTextSettings, fill, void(entity this))
212     {
213         entity e;
214         this.gotoRC(this, 0, 1); this.setFirstColumn(this, this.currentColumn);
215             this.TD(this, 1, 3, makeXonoticCheckBox(0, "cl_damagetext", _("Draw damage numbers")));
216         this.TR(this);
217             this.TD(this, 1, 1, e = makeXonoticTextLabel(0, _("Font size:")));
218                 setDependent(e, "cl_damagetext", 1, 1);
219             this.TD(this, 1, 2, e = makeXonoticSlider(0, 50, 1, "cl_damagetext_size"));
220                 setDependent(e, "cl_damagetext", 1, 1);
221         this.TR(this);
222             this.TD(this, 1, 1, e = makeXonoticTextLabel(0, _("Accumulate range:")));
223                 setDependent(e, "cl_damagetext", 1, 1);
224             this.TD(this, 1, 2, e = makeXonoticSlider(0, 500, 1, "cl_damagetext_accumulate_range"));
225                 setDependent(e, "cl_damagetext", 1, 1);
226         this.TR(this);
227             this.TD(this, 1, 1, e = makeXonoticTextLabel(0, _("Lifetime:")));
228                 setDependent(e, "cl_damagetext", 1, 1);
229             this.TD(this, 1, 2, e = makeXonoticSlider(0, 10, 1, "cl_damagetext_alpha_lifetime"));
230                 setDependent(e, "cl_damagetext", 1, 1);
231         this.TR(this);
232             this.TD(this, 1, 1, e = makeXonoticTextLabel(0, _("Color:")));
233                 setDependent(e, "cl_damagetext", 1, 1);
234             this.TD(this, 2, 2, e = makeXonoticColorpickerString("cl_damagetext_color", "cl_damagetext_color"));
235                 setDependent(e, "cl_damagetext", 1, 1);
236         this.TR(this);
237         this.TR(this);
238         // friendly fire
239             this.TD(this, 1, 3, e = makeXonoticCheckBox(0, "cl_damagetext_friendlyfire", _("Draw damage numbers for friendly fire")));
240                 setDependent(e, "cl_damagetext", 1, 1);
241         this.TR(this);
242             this.TD(this, 1, 1, e = makeXonoticTextLabel(0, _("Color:")));
243                 setDependentAND(e, "cl_damagetext", 1, 1, "cl_damagetext_friendlyfire", 1, 1);
244             this.TD(this, 2, 2, e = makeXonoticColorpickerString("cl_damagetext_friendlyfire_color", "cl_damagetext_friendlyfire_color"));
245                 setDependentAND(e, "cl_damagetext", 1, 1, "cl_damagetext_friendlyfire", 1, 1);
246         this.TR(this);
247     }
248 ENDCLASS(XonoticDamageTextSettings)
249 #endif