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scalable damagetext accumulation
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / mutators / mutator / damagetext / damagetext.qc
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 REGISTER_MUTATOR(damagetext, true);
7
8 #if defined(CSQC) || defined(MENUQC)
9 // no translatable cvar description please
10 AUTOCVAR_SAVE(cl_damagetext,                    bool,   true,      "Draw damage dealt where you hit the enemy");
11 AUTOCVAR_SAVE(cl_damagetext_format,             string, "-{total}", "How to format the damage text. {health}, {armor}, {total}");
12 STATIC_INIT(DamageText_LegacyFormat) {
13     if (strstrofs(autocvar_cl_damagetext_format, "{", 0) < 0) autocvar_cl_damagetext_format = "-{total}";
14 }
15 AUTOCVAR_SAVE(cl_damagetext_color,              vector, '1 1 0',    "Damage text color");
16 AUTOCVAR_SAVE(cl_damagetext_color_per_weapon,   bool,   false,      "Damage text uses weapon color");
17 AUTOCVAR_SAVE(cl_damagetext_size,               float,  8,          "Damage text font size");
18 AUTOCVAR_SAVE(cl_damagetext_alpha_start,        float,  1,          "Damage text initial alpha");
19 AUTOCVAR_SAVE(cl_damagetext_alpha_lifetime,     float,  3,          "Damage text lifetime in seconds");
20 AUTOCVAR_SAVE(cl_damagetext_velocity,           vector, '0 0 20',   "Damage text move direction");
21 AUTOCVAR_SAVE(cl_damagetext_offset,             vector, '0 -40 0',  "Damage text offset");
22 AUTOCVAR_SAVE(cl_damagetext_accumulate_range,   float,  30,         "Damage text spawned within this range is accumulated");
23 AUTOCVAR_SAVE(cl_damagetext_accumulate_visibility,   float,  0.65,       "Only update existing damage text when it's above this much percentage (0 to 1) of the starting alpha");
24 AUTOCVAR_SAVE(cl_damagetext_friendlyfire,       bool,   true,       "Show damage text for friendlyfire too");
25 AUTOCVAR_SAVE(cl_damagetext_friendlyfire_color, vector, '1 0 0',    "Damage text color for friendlyfire");
26 #endif
27
28 #ifdef CSQC
29 CLASS(DamageText, Object)
30     ATTRIB(DamageText, m_color, vector, autocvar_cl_damagetext_color);
31     ATTRIB(DamageText, m_color_friendlyfire, vector, autocvar_cl_damagetext_friendlyfire_color);
32     ATTRIB(DamageText, m_size, float, autocvar_cl_damagetext_size);
33     ATTRIB(DamageText, alpha, float, autocvar_cl_damagetext_alpha_start);
34     ATTRIB(DamageText, fade_rate, float, 1 / autocvar_cl_damagetext_alpha_lifetime);
35     ATTRIB(DamageText, velocity, vector, autocvar_cl_damagetext_velocity);
36     ATTRIB(DamageText, m_group, int, 0);
37     ATTRIB(DamageText, m_friendlyfire, bool, false);
38     ATTRIB(DamageText, m_damage, int, 0);
39     ATTRIB(DamageText, m_armordamage, int, 0);
40     ATTRIB(DamageText, m_deathtype, int, 0);
41     ATTRIB(DamageText, time_prev, float, time);
42
43     void DamageText_draw2d(DamageText this) {
44         float dt = time - this.time_prev;
45         this.time_prev = time;
46         setorigin(this, this.origin + dt * this.velocity);
47         this.alpha -= dt * this.fade_rate;
48         if (this.alpha < 0) delete(this);
49         vector pos = project_3d_to_2d(this.origin) + autocvar_cl_damagetext_offset;
50         if (pos.z >= 0 && this.m_size > 0) {
51             pos.z = 0;
52             vector rgb;
53             if (this.m_friendlyfire) {
54                 rgb = this.m_color_friendlyfire;
55             }
56             else {
57                 rgb = this.m_color;
58             }
59             if (autocvar_cl_damagetext_color_per_weapon) {
60                 Weapon w = DEATH_WEAPONOF(this.m_deathtype);
61                 if (w != WEP_Null) rgb = w.wpcolor;
62             }
63             string s = autocvar_cl_damagetext_format;
64             s = strreplace("{health}", sprintf("%d", rint(this.m_damage / DAMAGETEXT_PRECISION_MULTIPLIER)), s);
65             s = strreplace("{armor}",  sprintf("%d", rint(this.m_armordamage / DAMAGETEXT_PRECISION_MULTIPLIER)), s);
66             s = strreplace("{total}",  sprintf("%d", rint((this.m_damage + this.m_armordamage) / DAMAGETEXT_PRECISION_MULTIPLIER)), s);
67             drawcolorcodedstring2_builtin(pos, s, this.m_size * '1 1 0', rgb, this.alpha, DRAWFLAG_NORMAL);
68         }
69     }
70     ATTRIB(DamageText, draw2d, void(DamageText), DamageText_draw2d);
71
72     void DamageText_update(DamageText this, vector _origin, int _health, int _armor, int _deathtype) {
73         this.m_damage = _health;
74         this.m_armordamage = _armor;
75         this.m_deathtype = _deathtype;
76         setorigin(this, _origin);
77         this.alpha = autocvar_cl_damagetext_alpha_start;
78     }
79
80     CONSTRUCTOR(DamageText, int _group, vector _origin, int _health, int _armor, int _deathtype, bool _friendlyfire) {
81         CONSTRUCT(DamageText);
82         this.m_group = _group;
83         this.m_friendlyfire = _friendlyfire;
84         DamageText_update(this, _origin, _health, _armor, _deathtype);
85                 IL_PUSH(g_drawables_2d, this);
86     }
87 ENDCLASS(DamageText)
88 #endif
89
90 REGISTER_NET_TEMP(damagetext)
91
92 #ifdef SVQC
93 AUTOCVAR(sv_damagetext, int, 2, _("<= 0: disabled, >= 1: spectators, >= 2: players, >= 3: all players"));
94 #define SV_DAMAGETEXT_DISABLED()        (autocvar_sv_damagetext <= 0 /* disabled */)
95 #define SV_DAMAGETEXT_SPECTATORS_ONLY() (autocvar_sv_damagetext >= 1 /* spectators only */)
96 #define SV_DAMAGETEXT_PLAYERS()         (autocvar_sv_damagetext >= 2 /* players */)
97 #define SV_DAMAGETEXT_ALL()             (autocvar_sv_damagetext >= 3 /* all players */)
98 MUTATOR_HOOKFUNCTION(damagetext, PlayerDamaged) {
99     if (SV_DAMAGETEXT_DISABLED()) return;
100     const entity attacker = M_ARGV(0, entity);
101     const entity hit = M_ARGV(1, entity); if (hit == attacker) return;
102     const float health = M_ARGV(2, float);
103     const float armor = M_ARGV(3, float);
104     const int deathtype = M_ARGV(5, int);
105     const vector location = hit.origin;
106     FOREACH_CLIENT(IS_REAL_CLIENT(it), LAMBDA(
107         if (
108             (SV_DAMAGETEXT_ALL()) ||
109             (SV_DAMAGETEXT_PLAYERS() && it == attacker) ||
110             (SV_DAMAGETEXT_SPECTATORS_ONLY() && IS_SPEC(it) && it.enemy == attacker) ||
111             (SV_DAMAGETEXT_SPECTATORS_ONLY() && IS_OBSERVER(it))
112         ) {
113             int flags = SAME_TEAM(hit, attacker); // BIT(0)
114             if (health >= DAMAGETEXT_SHORT_LIMIT) flags |= BIT(1);
115             if (armor >= DAMAGETEXT_SHORT_LIMIT) flags |= BIT(2);
116
117             msg_entity = it;
118             WriteHeader(MSG_ONE, damagetext);
119             WriteEntity(MSG_ONE, hit);
120             WriteCoord(MSG_ONE, location.x);
121             WriteCoord(MSG_ONE, location.y);
122             WriteCoord(MSG_ONE, location.z);
123             WriteInt24_t(MSG_ONE, deathtype);
124             WriteByte(MSG_ONE, flags);
125
126             // we need to send a few decimal places to minimize errors when accumulating damage
127             // sending them multiplied saves bandwidth compared to using WriteCoord,
128             // however if the multiplied damage would be too much for (signed) short, we send an int24
129             if (health >= DAMAGETEXT_SHORT_LIMIT) WriteInt24_t(MSG_ONE, health * DAMAGETEXT_PRECISION_MULTIPLIER);
130             else WriteShort(MSG_ONE, health * DAMAGETEXT_PRECISION_MULTIPLIER);
131             if (armor >= DAMAGETEXT_SHORT_LIMIT) WriteInt24_t(MSG_ONE, armor * DAMAGETEXT_PRECISION_MULTIPLIER);
132             else WriteShort(MSG_ONE, armor * DAMAGETEXT_PRECISION_MULTIPLIER);
133         }
134     ));
135 }
136 #endif
137
138 #ifdef CSQC
139 NET_HANDLE(damagetext, bool isNew)
140 {
141     int group = ReadShort();
142     vector location = vec3(ReadCoord(), ReadCoord(), ReadCoord());
143     int deathtype = ReadInt24_t();
144     int flags = ReadByte();
145     bool friendlyfire = flags & 1;
146
147     int health, armor;
148     if (flags & BIT(1)) health = ReadInt24_t();
149     else health = ReadShort();
150     if (flags & BIT(2)) armor = ReadInt24_t();
151     else armor = ReadShort();
152
153     return = true;
154     if (autocvar_cl_damagetext) {
155         if (friendlyfire && !autocvar_cl_damagetext_friendlyfire) {
156             return;
157         }
158         if (autocvar_cl_damagetext_accumulate_range) {
159             for (entity e = findradius(location, autocvar_cl_damagetext_accumulate_range); e; e = e.chain) {
160                 if (e.instanceOfDamageText && e.m_group == group && e.alpha > autocvar_cl_damagetext_accumulate_visibility * autocvar_cl_damagetext_alpha_start) {
161                     DamageText_update(e, location, e.m_damage + health, e.m_armordamage + armor, deathtype);
162                     return;
163                 }
164             }
165         }
166         make_impure(NEW(DamageText, group, location, health, armor, deathtype, friendlyfire));
167     }
168 }
169 #endif
170
171 #ifdef MENUQC
172
173 #include <menu/gamesettings.qh>
174
175 CLASS(XonoticDamageTextSettings, XonoticTab)
176     REGISTER_SETTINGS(damagetext, NEW(XonoticDamageTextSettings));
177     ATTRIB(XonoticDamageTextSettings, title, string, _("Damage text"));
178     ATTRIB(XonoticDamageTextSettings, intendedWidth, float, 0.9);
179     ATTRIB(XonoticDamageTextSettings, rows, float, 15.5);
180     ATTRIB(XonoticDamageTextSettings, columns, float, 5);
181     INIT(XonoticDamageTextSettings) { this.configureDialog(this); }
182     METHOD(XonoticDamageTextSettings, showNotify, void(entity this)) { loadAllCvars(this); }
183     METHOD(XonoticDamageTextSettings, fill, void(entity this))
184     {
185         entity e;
186         this.gotoRC(this, 0, 1); this.setFirstColumn(this, this.currentColumn);
187             this.TD(this, 1, 3, makeXonoticCheckBox(0, "cl_damagetext", _("Draw damage numbers")));
188         this.TR(this);
189             this.TD(this, 1, 1, e = makeXonoticTextLabel(0, _("Font size:")));
190                 setDependent(e, "cl_damagetext", 1, 1);
191             this.TD(this, 1, 2, e = makeXonoticSlider(0, 50, 1, "cl_damagetext_size"));
192                 setDependent(e, "cl_damagetext", 1, 1);
193         this.TR(this);
194             this.TD(this, 1, 1, e = makeXonoticTextLabel(0, _("Accumulate range:")));
195                 setDependent(e, "cl_damagetext", 1, 1);
196             this.TD(this, 1, 2, e = makeXonoticSlider(0, 500, 1, "cl_damagetext_accumulate_range"));
197                 setDependent(e, "cl_damagetext", 1, 1);
198         this.TR(this);
199             this.TD(this, 1, 1, e = makeXonoticTextLabel(0, _("Lifetime:")));
200                 setDependent(e, "cl_damagetext", 1, 1);
201             this.TD(this, 1, 2, e = makeXonoticSlider(0, 10, 1, "cl_damagetext_alpha_lifetime"));
202                 setDependent(e, "cl_damagetext", 1, 1);
203         this.TR(this);
204             this.TD(this, 1, 1, e = makeXonoticTextLabel(0, _("Color:")));
205                 setDependent(e, "cl_damagetext", 1, 1);
206             this.TD(this, 2, 2, e = makeXonoticColorpickerString("cl_damagetext_color", "cl_damagetext_color"));
207                 setDependent(e, "cl_damagetext", 1, 1);
208         this.TR(this);
209         this.TR(this);
210             this.TD(this, 1, 3, e = makeXonoticCheckBox(0, "cl_damagetext_friendlyfire", _("Draw damage numbers for friendly fire")));
211                 setDependent(e, "cl_damagetext", 1, 1);
212         this.TR(this);
213             this.TD(this, 1, 1, e = makeXonoticTextLabel(0, _("Color:")));
214                 setDependentAND(e, "cl_damagetext", 1, 1, "cl_damagetext_friendlyfire", 1, 1);
215             this.TD(this, 2, 2, e = makeXonoticColorpickerString("cl_damagetext_friendlyfire_color", "cl_damagetext_friendlyfire_color"));
216                 setDependentAND(e, "cl_damagetext", 1, 1, "cl_damagetext_friendlyfire", 1, 1);
217         this.TR(this);
218     }
219 ENDCLASS(XonoticDamageTextSettings)
220 #endif