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Merge branch 'master' into Mario/race_target_waypoint
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / mutators / mutator / damagetext / damagetext.qc
1 #include "damagetext.qh"
2
3 #include "lib/math.qh"
4
5 #define DAMAGETEXT_PRECISION_MULTIPLIER 128
6 #define DAMAGETEXT_SHORT_LIMIT 256 // the smallest value that we can't send as short - 2^15 (signed short) / DAMAGETEXT_PRECISION_MULTIPLIER
7
8 const int DTFLAG_SAMETEAM = BIT(0);
9 const int DTFLAG_BIG_HEALTH = BIT(1);
10 const int DTFLAG_BIG_ARMOR = BIT(2);
11 const int DTFLAG_BIG_POTENTIAL = BIT(3);
12 const int DTFLAG_NO_ARMOR = BIT(4);
13 const int DTFLAG_NO_POTENTIAL = BIT(5);
14
15 REGISTER_MUTATOR(damagetext, true);
16
17 // || defined(MENUQC)
18 #if defined(CSQC)
19 // no translatable cvar description please
20 AUTOCVAR_SAVE(cl_damagetext,                        bool,   true,       "Draw damage dealt where you hit the enemy");
21 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");
22 AUTOCVAR_SAVE(cl_damagetext_format_verbose,         bool,   false,      "{health} shows {potential_health} too when they differ; {total} shows {potential} too when they differ");
23 AUTOCVAR_SAVE(cl_damagetext_format_hide_redundant,  bool,   false,      "hide {armor} if 0; hide {potential} and {potential_health} when same as actual");
24 STATIC_INIT(DamageText_LegacyFormat) {
25     // damagetext used to be off by default and the cvar got saved in people's configs along with the old format
26     // enable damagetext while updating the format for a one time effect
27     if (strstrofs(autocvar_cl_damagetext_format, "{", 0) < 0) {
28         localcmd("\nseta cl_damagetext 1\n");
29         localcmd("\nseta cl_damagetext_format -{total}\n");
30     };
31 }
32 AUTOCVAR_SAVE(cl_damagetext_color,                  vector, '1 1 0',    "Damage text color");
33 AUTOCVAR_SAVE(cl_damagetext_color_per_weapon,       bool,   false,      "Damage text uses weapon color");
34 AUTOCVAR_SAVE(cl_damagetext_size_min,               float,  10,          "Damage text font size for small damage");
35 AUTOCVAR_SAVE(cl_damagetext_size_min_damage,        float,  25,          "How much damage is considered small");
36 AUTOCVAR_SAVE(cl_damagetext_size_max,               float,  16,         "Damage text font size for large damage");
37 AUTOCVAR_SAVE(cl_damagetext_size_max_damage,        float,  140,        "How much damage is considered large");
38 AUTOCVAR_SAVE(cl_damagetext_alpha_start,            float,  1,          "Damage text initial alpha");
39 AUTOCVAR_SAVE(cl_damagetext_alpha_lifetime,         float,  3,          "Damage text lifetime in seconds");
40 AUTOCVAR_SAVE(cl_damagetext_velocity,               vector, '0 0 20',   "Damage text move direction");
41 AUTOCVAR_SAVE(cl_damagetext_offset,                 vector, '0 -40 0',  "Damage text offset");
42 AUTOCVAR_SAVE(cl_damagetext_accumulate_range,       float,  30,         "Damage text spawned within this range is accumulated");
43 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");
44 AUTOCVAR_SAVE(cl_damagetext_friendlyfire,           bool,   true,       "Show damage text for friendlyfire too");
45 AUTOCVAR_SAVE(cl_damagetext_friendlyfire_color,     vector, '1 0 0',    "Damage text color for friendlyfire");
46 #endif
47
48 #ifdef CSQC
49 CLASS(DamageText, Object)
50     ATTRIB(DamageText, m_color, vector, autocvar_cl_damagetext_color);
51     ATTRIB(DamageText, m_color_friendlyfire, vector, autocvar_cl_damagetext_friendlyfire_color);
52     ATTRIB(DamageText, m_size, float, autocvar_cl_damagetext_size_min);
53     ATTRIB(DamageText, alpha, float, autocvar_cl_damagetext_alpha_start);
54     ATTRIB(DamageText, fade_rate, float, 1 / autocvar_cl_damagetext_alpha_lifetime);
55     ATTRIB(DamageText, velocity, vector, autocvar_cl_damagetext_velocity);
56     ATTRIB(DamageText, m_group, int, 0);
57     ATTRIB(DamageText, m_friendlyfire, bool, false);
58     ATTRIB(DamageText, m_healthdamage, int, 0);
59     ATTRIB(DamageText, m_armordamage, int, 0);
60     ATTRIB(DamageText, m_potential_damage, int, 0);
61     ATTRIB(DamageText, m_deathtype, int, 0);
62     ATTRIB(DamageText, time_prev, float, time);
63     ATTRIB(DamageText, text, string, string_null);
64
65     void DamageText_draw2d(DamageText this) {
66         float dt = time - this.time_prev;
67         this.time_prev = time;
68         setorigin(this, this.origin + dt * this.velocity);
69         this.alpha -= dt * this.fade_rate;
70         if (this.alpha < 0) delete(this);
71         vector pos = project_3d_to_2d(this.origin) + autocvar_cl_damagetext_offset;
72         if (pos.z >= 0 && this.m_size > 0) {
73             pos.z = 0;
74             vector rgb;
75             if (this.m_friendlyfire) {
76                 rgb = this.m_color_friendlyfire;
77             } else {
78                 rgb = this.m_color;
79             }
80             if (autocvar_cl_damagetext_color_per_weapon) {
81                 Weapon w = DEATH_WEAPONOF(this.m_deathtype);
82                 if (w != WEP_Null) rgb = w.wpcolor;
83             }
84
85             vector drawfontscale_save = drawfontscale;
86             drawfontscale = (this.m_size / autocvar_cl_damagetext_size_max) * '1 1 0';
87             drawcolorcodedstring2_builtin(pos, this.text, autocvar_cl_damagetext_size_max * '1 1 0', rgb, this.alpha, DRAWFLAG_NORMAL);
88             drawfontscale = drawfontscale_save;
89         }
90     }
91     ATTRIB(DamageText, draw2d, void(DamageText), DamageText_draw2d);
92
93     void DamageText_update(DamageText this, vector _origin, int _health, int _armor, int _potential_damage, int _deathtype) {
94         this.m_healthdamage = _health;
95         this.m_armordamage = _armor;
96         this.m_potential_damage = _potential_damage;
97         this.m_deathtype = _deathtype;
98         setorigin(this, _origin);
99         this.alpha = autocvar_cl_damagetext_alpha_start;
100
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);
106
107         bool redundant = almost_equals_eps(this.m_healthdamage + this.m_armordamage, this.m_potential_damage, 5);
108
109         string s = autocvar_cl_damagetext_format;
110         s = strreplace("{armor}", (
111             (this.m_armordamage == 0 && autocvar_cl_damagetext_format_hide_redundant)
112                 ? ""
113                 : sprintf("%d", armor)
114             ), s);
115         s = strreplace("{potential}", (
116             (redundant && autocvar_cl_damagetext_format_hide_redundant)
117                 ? ""
118                 : sprintf("%d", potential)
119             ), s);
120         s = strreplace("{potential_health}", (
121             (redundant && autocvar_cl_damagetext_format_hide_redundant)
122                 ? ""
123                 : sprintf("%d", potential_health)
124             ), s);
125
126         s = strreplace("{health}", (
127             (health == potential_health || !autocvar_cl_damagetext_format_verbose)
128                 ? sprintf("%d",      health)
129                 : sprintf("%d (%d)", health, potential_health)
130             ), s);
131         s = strreplace("{total}", (
132             (total == potential || !autocvar_cl_damagetext_format_verbose)
133                 ? sprintf("%d",      total)
134                 : sprintf("%d (%d)", total, potential)
135             ), s);
136
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
139         while (true) {
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;
144             s = strcat(
145                 substring(s, 0, opening_pos),
146                 substring_range(s, closing_pos + 1, strlen(s))
147             );
148         }
149
150         if (this.text) strunzone(this.text);
151         this.text = strzone(s);
152
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;
156         this.m_size = bound(
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);
160     }
161
162     CONSTRUCTOR(DamageText, int _group, vector _origin, 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         DamageText_update(this, _origin, _health, _armor, _potential_damage, _deathtype);
167                 IL_PUSH(g_drawables_2d, this);
168     }
169
170     DESTRUCTOR(DamageText) {
171         if (this.text) strunzone(this.text);
172     }
173 ENDCLASS(DamageText)
174 #endif
175
176 REGISTER_NET_TEMP(damagetext)
177
178 #ifdef SVQC
179 AUTOCVAR(sv_damagetext, int, 2, "<= 0: disabled, >= 1: spectators, >= 2: players, >= 3: all players");
180 #define SV_DAMAGETEXT_DISABLED()        (autocvar_sv_damagetext <= 0 /* disabled */)
181 #define SV_DAMAGETEXT_SPECTATORS_ONLY() (autocvar_sv_damagetext >= 1 /* spectators only */)
182 #define SV_DAMAGETEXT_PLAYERS()         (autocvar_sv_damagetext >= 2 /* players */)
183 #define SV_DAMAGETEXT_ALL()             (autocvar_sv_damagetext >= 3 /* all players */)
184 MUTATOR_HOOKFUNCTION(damagetext, PlayerDamaged) {
185     if (SV_DAMAGETEXT_DISABLED()) return;
186     const entity attacker = M_ARGV(0, entity);
187     const entity hit = M_ARGV(1, entity); if (hit == attacker) return;
188     const float health = M_ARGV(2, float);
189     const float armor = M_ARGV(3, float);
190     const int deathtype = M_ARGV(5, int);
191     const float potential_damage = M_ARGV(6, float);
192     const vector location = hit.origin;
193     FOREACH_CLIENT(IS_REAL_CLIENT(it), LAMBDA(
194         if (
195             (SV_DAMAGETEXT_ALL()) ||
196             (SV_DAMAGETEXT_PLAYERS() && it == attacker) ||
197             (SV_DAMAGETEXT_SPECTATORS_ONLY() && IS_SPEC(it) && it.enemy == attacker) ||
198             (SV_DAMAGETEXT_SPECTATORS_ONLY() && IS_OBSERVER(it))
199         ) {
200             int flags = 0;
201             if (SAME_TEAM(hit, attacker)) flags |= DTFLAG_SAMETEAM;
202             if (health >= DAMAGETEXT_SHORT_LIMIT) flags |= DTFLAG_BIG_HEALTH;
203             if (armor >= DAMAGETEXT_SHORT_LIMIT) flags |= DTFLAG_BIG_ARMOR;
204             if (potential_damage >= DAMAGETEXT_SHORT_LIMIT) flags |= DTFLAG_BIG_POTENTIAL;
205             if (!armor) flags |= DTFLAG_NO_ARMOR;
206             if (almost_equals_eps(armor + health, potential_damage, 5)) flags |= DTFLAG_NO_POTENTIAL;
207
208             msg_entity = it;
209             WriteHeader(MSG_ONE, damagetext);
210             WriteEntity(MSG_ONE, hit);
211             WriteCoord(MSG_ONE, location.x);
212             WriteCoord(MSG_ONE, location.y);
213             WriteCoord(MSG_ONE, location.z);
214             WriteInt24_t(MSG_ONE, deathtype);
215             WriteByte(MSG_ONE, flags);
216
217             // we need to send a few decimal places to minimize errors when accumulating damage
218             // sending them multiplied saves bandwidth compared to using WriteCoord,
219             // however if the multiplied damage would be too much for (signed) short, we send an int24
220             if (flags & DTFLAG_BIG_HEALTH) WriteInt24_t(MSG_ONE, health * DAMAGETEXT_PRECISION_MULTIPLIER);
221             else WriteShort(MSG_ONE, health * DAMAGETEXT_PRECISION_MULTIPLIER);
222             if (!(flags & DTFLAG_NO_ARMOR))
223             {
224                 if (flags & DTFLAG_BIG_ARMOR) WriteInt24_t(MSG_ONE, armor * DAMAGETEXT_PRECISION_MULTIPLIER);
225                 else WriteShort(MSG_ONE, armor * DAMAGETEXT_PRECISION_MULTIPLIER);
226             }
227             if (!(flags & DTFLAG_NO_POTENTIAL))
228             {
229                 if (flags & DTFLAG_BIG_POTENTIAL) WriteInt24_t(MSG_ONE, potential_damage * DAMAGETEXT_PRECISION_MULTIPLIER);
230                 else WriteShort(MSG_ONE, potential_damage * DAMAGETEXT_PRECISION_MULTIPLIER);
231                         }
232         }
233     ));
234 }
235 #endif
236
237 #ifdef CSQC
238 NET_HANDLE(damagetext, bool isNew)
239 {
240     int group = ReadShort();
241     vector location = vec3(ReadCoord(), ReadCoord(), ReadCoord());
242     int deathtype = ReadInt24_t();
243     int flags = ReadByte();
244     bool friendlyfire = flags & DTFLAG_SAMETEAM;
245
246     int health, armor, potential_damage;
247     if (flags & DTFLAG_BIG_HEALTH) health = ReadInt24_t();
248     else health = ReadShort();
249     if (flags & DTFLAG_NO_ARMOR) armor = 0;
250     else if (flags & DTFLAG_BIG_ARMOR) armor = ReadInt24_t();
251     else armor = ReadShort();
252     if (flags & DTFLAG_NO_POTENTIAL) potential_damage = health + armor;
253     else if (flags & DTFLAG_BIG_POTENTIAL) potential_damage = ReadInt24_t();
254     else potential_damage = ReadShort();
255
256     return = true;
257     if (autocvar_cl_damagetext) {
258         if (friendlyfire && !autocvar_cl_damagetext_friendlyfire) {
259             return;
260         }
261         if (autocvar_cl_damagetext_accumulate_range) {
262             for (entity e = findradius(location, autocvar_cl_damagetext_accumulate_range); e; e = e.chain) {
263                 if (e.instanceOfDamageText && e.m_group == group && e.alpha > autocvar_cl_damagetext_accumulate_alpha_rel * autocvar_cl_damagetext_alpha_start) {
264                     DamageText_update(e, location, e.m_healthdamage + health, e.m_armordamage + armor, e.m_potential_damage + potential_damage, deathtype);
265                     return;
266                 }
267             }
268         }
269         make_impure(NEW(DamageText, group, location, health, armor, potential_damage, deathtype, friendlyfire));
270     }
271 }
272 #endif
273
274 #ifdef MENUQC
275
276 #include <menu/gamesettings.qh>
277
278 CLASS(XonoticDamageTextSettings, XonoticTab)
279     REGISTER_SETTINGS(damagetext, NEW(XonoticDamageTextSettings));
280     ATTRIB(XonoticDamageTextSettings, title, string, _("Damage text"));
281     ATTRIB(XonoticDamageTextSettings, intendedWidth, float, 0.9);
282     ATTRIB(XonoticDamageTextSettings, rows, float, 15.5);
283     ATTRIB(XonoticDamageTextSettings, columns, float, 5);
284     INIT(XonoticDamageTextSettings) { this.configureDialog(this); }
285     METHOD(XonoticDamageTextSettings, showNotify, void(entity this)) { loadAllCvars(this); }
286     METHOD(XonoticDamageTextSettings, fill, void(entity this))
287     {
288         entity e;
289         this.gotoRC(this, 0, 1); this.setFirstColumn(this, this.currentColumn);
290             this.TD(this, 1, 3, makeXonoticCheckBox(0, "cl_damagetext", _("Draw damage numbers")));
291         this.TR(this);
292             this.TD(this, 1, 1, e = makeXonoticTextLabel(0, _("Font size minimum:")));
293                 setDependent(e, "cl_damagetext", 1, 1);
294             this.TD(this, 1, 2, e = makeXonoticSlider(0, 50, 1, "cl_damagetext_size_min"));
295                 setDependent(e, "cl_damagetext", 1, 1);
296         this.TR(this);
297             this.TD(this, 1, 1, e = makeXonoticTextLabel(0, _("Font size maximum:")));
298                 setDependent(e, "cl_damagetext", 1, 1);
299             this.TD(this, 1, 2, e = makeXonoticSlider(0, 50, 1, "cl_damagetext_size_max"));
300                 setDependent(e, "cl_damagetext", 1, 1);
301         this.TR(this);
302             this.TD(this, 1, 1, e = makeXonoticTextLabel(0, _("Accumulate range:")));
303                 setDependent(e, "cl_damagetext", 1, 1);
304             this.TD(this, 1, 2, e = makeXonoticSlider(0, 500, 1, "cl_damagetext_accumulate_range"));
305                 setDependent(e, "cl_damagetext", 1, 1);
306         this.TR(this);
307             this.TD(this, 1, 1, e = makeXonoticTextLabel(0, _("Lifetime:")));
308                 setDependent(e, "cl_damagetext", 1, 1);
309             this.TD(this, 1, 2, e = makeXonoticSlider(0, 10, 1, "cl_damagetext_alpha_lifetime"));
310                 setDependent(e, "cl_damagetext", 1, 1);
311         this.TR(this);
312             this.TD(this, 1, 1, e = makeXonoticTextLabel(0, _("Color:")));
313                 setDependent(e, "cl_damagetext", 1, 1);
314             this.TD(this, 2, 2, e = makeXonoticColorpickerString("cl_damagetext_color", "cl_damagetext_color"));
315                 setDependent(e, "cl_damagetext", 1, 1);
316         this.TR(this);
317         this.TR(this);
318         // friendly fire
319             this.TD(this, 1, 3, e = makeXonoticCheckBox(0, "cl_damagetext_friendlyfire", _("Draw damage numbers for friendly fire")));
320                 setDependent(e, "cl_damagetext", 1, 1);
321         this.TR(this);
322             this.TD(this, 1, 1, e = makeXonoticTextLabel(0, _("Color:")));
323                 setDependentAND(e, "cl_damagetext", 1, 1, "cl_damagetext_friendlyfire", 1, 1);
324             this.TD(this, 2, 2, e = makeXonoticColorpickerString("cl_damagetext_friendlyfire_color", "cl_damagetext_friendlyfire_color"));
325                 setDependentAND(e, "cl_damagetext", 1, 1, "cl_damagetext_friendlyfire", 1, 1);
326         this.TR(this);
327     }
328 ENDCLASS(XonoticDamageTextSettings)
329 #endif