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Cleanup common mutators: remove IMPLEMENTATION macro
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / mutators / mutator / damagetext / damagetext.qc
1 #include "damagetext.qh"
2
3 REGISTER_MUTATOR(damagetext, true);
4
5 #if defined(CSQC) || defined(MENUQC)
6 // no translatable cvar description please
7 AUTOCVAR_SAVE(cl_damagetext,                    bool,   true,      "Draw damage dealt where you hit the enemy");
8 AUTOCVAR_SAVE(cl_damagetext_format,             string, "-{total}", "How to format the damage text. {health}, {armor}, {total}");
9 STATIC_INIT(DamageText_LegacyFormat) {
10     if (strstrofs(autocvar_cl_damagetext_format, "{", 0) < 0) autocvar_cl_damagetext_format = "-{total}";
11 }
12 AUTOCVAR_SAVE(cl_damagetext_color,              vector, '1 1 0',    "Damage text color");
13 AUTOCVAR_SAVE(cl_damagetext_color_per_weapon,   bool,   false,      "Damage text uses weapon color");
14 AUTOCVAR_SAVE(cl_damagetext_size,               float,  8,          "Damage text font size");
15 AUTOCVAR_SAVE(cl_damagetext_alpha_start,        float,  1,          "Damage text initial alpha");
16 AUTOCVAR_SAVE(cl_damagetext_alpha_lifetime,     float,  3,          "Damage text lifetime in seconds");
17 AUTOCVAR_SAVE(cl_damagetext_velocity,           vector, '0 0 20',   "Damage text move direction");
18 AUTOCVAR_SAVE(cl_damagetext_offset,             vector, '0 -40 0',  "Damage text offset");
19 AUTOCVAR_SAVE(cl_damagetext_accumulate_range,   float,  30,         "Damage text spawned within this range is accumulated");
20 AUTOCVAR_SAVE(cl_damagetext_friendlyfire,       bool,   true,       "Show damage text for friendlyfire too");
21 AUTOCVAR_SAVE(cl_damagetext_friendlyfire_color, vector, '1 0 0',    "Damage text color for friendlyfire");
22 #endif
23
24 #ifdef CSQC
25 CLASS(DamageText, Object)
26     ATTRIB(DamageText, m_color, vector, autocvar_cl_damagetext_color);
27     ATTRIB(DamageText, m_color_friendlyfire, vector, autocvar_cl_damagetext_friendlyfire_color);
28     ATTRIB(DamageText, m_size, float, autocvar_cl_damagetext_size);
29     ATTRIB(DamageText, alpha, float, autocvar_cl_damagetext_alpha_start);
30     ATTRIB(DamageText, fade_rate, float, 1 / autocvar_cl_damagetext_alpha_lifetime);
31     ATTRIB(DamageText, velocity, vector, autocvar_cl_damagetext_velocity);
32     ATTRIB(DamageText, m_group, int, 0);
33     ATTRIB(DamageText, m_friendlyfire, bool, false);
34     ATTRIB(DamageText, m_damage, int, 0);
35     ATTRIB(DamageText, m_armordamage, int, 0);
36     ATTRIB(DamageText, m_deathtype, int, 0);
37     ATTRIB(DamageText, time_prev, float, time);
38
39     void DamageText_draw2d(DamageText this) {
40         float dt = time - this.time_prev;
41         this.time_prev = time;
42         setorigin(this, this.origin + dt * this.velocity);
43         this.alpha -= dt * this.fade_rate;
44         if (this.alpha < 0) delete(this);
45         vector pos = project_3d_to_2d(this.origin) + autocvar_cl_damagetext_offset;
46         if (pos.z >= 0 && this.m_size > 0) {
47             pos.z = 0;
48             vector rgb;
49             if (this.m_friendlyfire) {
50                 rgb = this.m_color_friendlyfire;
51             }
52             else {
53                 rgb = this.m_color;
54             }
55             if (autocvar_cl_damagetext_color_per_weapon) {
56                 Weapon w = DEATH_WEAPONOF(this.m_deathtype);
57                 if (w != WEP_Null) rgb = w.wpcolor;
58             }
59             string s = autocvar_cl_damagetext_format;
60             s = strreplace("{health}", sprintf("%d", this.m_damage), s);
61             s = strreplace("{armor}",  sprintf("%d", this.m_armordamage), s);
62             s = strreplace("{total}",  sprintf("%d", this.m_damage + this.m_armordamage), s);
63             drawcolorcodedstring2_builtin(pos, s, this.m_size * '1 1 0', rgb, this.alpha, DRAWFLAG_NORMAL);
64         }
65     }
66     ATTRIB(DamageText, draw2d, void(DamageText), DamageText_draw2d);
67
68     void DamageText_update(DamageText this, vector _origin, int _health, int _armor, int _deathtype) {
69         this.m_damage = _health;
70         this.m_armordamage = _armor;
71         this.m_deathtype = _deathtype;
72         setorigin(this, _origin);
73         this.alpha = 1;
74     }
75
76     CONSTRUCTOR(DamageText, int _group, vector _origin, int _health, int _armor, int _deathtype, bool _friendlyfire) {
77         CONSTRUCT(DamageText);
78         this.m_group = _group;
79         this.m_friendlyfire = _friendlyfire;
80         DamageText_update(this, _origin, _health, _armor, _deathtype);
81                 IL_PUSH(g_drawables_2d, this);
82     }
83 ENDCLASS(DamageText)
84 #endif
85
86 REGISTER_NET_TEMP(damagetext)
87
88 #ifdef SVQC
89 AUTOCVAR(sv_damagetext, int, 2, _("<= 0: disabled, >= 1: spectators, >= 2: players, >= 3: all players"));
90 #define SV_DAMAGETEXT_DISABLED()        (autocvar_sv_damagetext <= 0 /* disabled */)
91 #define SV_DAMAGETEXT_SPECTATORS_ONLY() (autocvar_sv_damagetext >= 1 /* spectators only */)
92 #define SV_DAMAGETEXT_PLAYERS()         (autocvar_sv_damagetext >= 2 /* players */)
93 #define SV_DAMAGETEXT_ALL()             (autocvar_sv_damagetext >= 3 /* all players */)
94 MUTATOR_HOOKFUNCTION(damagetext, PlayerDamaged) {
95     if (SV_DAMAGETEXT_DISABLED()) return;
96     const entity attacker = M_ARGV(0, entity);
97     const entity hit = M_ARGV(1, entity); if (hit == attacker) return;
98     const int health = M_ARGV(2, int);
99     const int armor = M_ARGV(3, int);
100     const int deathtype = M_ARGV(5, int);
101     const vector location = hit.origin;
102     FOREACH_CLIENT(IS_REAL_CLIENT(it), LAMBDA(
103         if (
104             (SV_DAMAGETEXT_ALL()) ||
105             (SV_DAMAGETEXT_PLAYERS() && it == attacker) ||
106             (SV_DAMAGETEXT_SPECTATORS_ONLY() && IS_SPEC(it) && it.enemy == attacker) ||
107             (SV_DAMAGETEXT_SPECTATORS_ONLY() && IS_OBSERVER(it))
108         ) {
109             msg_entity = it;
110             WriteHeader(MSG_ONE, damagetext);
111             WriteShort(MSG_ONE, rint(health));
112             WriteShort(MSG_ONE, rint(armor));
113             WriteEntity(MSG_ONE, hit);
114             WriteCoord(MSG_ONE, location.x);
115             WriteCoord(MSG_ONE, location.y);
116             WriteCoord(MSG_ONE, location.z);
117             WriteInt24_t(MSG_ONE, deathtype);
118             WriteByte(MSG_ONE, SAME_TEAM(hit, attacker));
119         }
120     ));
121 }
122 #endif
123
124 #ifdef CSQC
125 NET_HANDLE(damagetext, bool isNew)
126 {
127     int health = ReadShort();
128     int armor = ReadShort();
129     int group = ReadShort();
130     vector location = vec3(ReadCoord(), ReadCoord(), ReadCoord());
131     int deathtype = ReadInt24_t();
132     bool friendlyfire = ReadByte();
133     return = true;
134     if (autocvar_cl_damagetext) {
135         if (friendlyfire && !autocvar_cl_damagetext_friendlyfire) {
136             return;
137         }
138         if (autocvar_cl_damagetext_accumulate_range) {
139             for (entity e = findradius(location, autocvar_cl_damagetext_accumulate_range); e; e = e.chain) {
140                 if (e.instanceOfDamageText && e.m_group == group) {
141                     DamageText_update(e, location, e.m_damage + health, e.m_armordamage + armor, deathtype);
142                     return;
143                 }
144             }
145         }
146         make_impure(NEW(DamageText, group, location, health, armor, deathtype, friendlyfire));
147     }
148 }
149 #endif
150
151 #ifdef MENUQC
152
153 #include <menu/gamesettings.qh>
154
155 CLASS(XonoticDamageTextSettings, XonoticTab)
156     REGISTER_SETTINGS(damagetext, NEW(XonoticDamageTextSettings));
157     ATTRIB(XonoticDamageTextSettings, title, string, _("Damage text"));
158     ATTRIB(XonoticDamageTextSettings, intendedWidth, float, 0.9);
159     ATTRIB(XonoticDamageTextSettings, rows, float, 15.5);
160     ATTRIB(XonoticDamageTextSettings, columns, float, 5);
161     INIT(XonoticDamageTextSettings) { this.configureDialog(this); }
162     METHOD(XonoticDamageTextSettings, showNotify, void(entity this)) { loadAllCvars(this); }
163     METHOD(XonoticDamageTextSettings, fill, void(entity this))
164     {
165         entity e;
166         this.gotoRC(this, 0, 1); this.setFirstColumn(this, this.currentColumn);
167             this.TD(this, 1, 3, makeXonoticCheckBox(0, "cl_damagetext", _("Draw damage numbers")));
168         this.TR(this);
169             this.TD(this, 1, 1, e = makeXonoticTextLabel(0, _("Font size:")));
170                 setDependent(e, "cl_damagetext", 1, 1);
171             this.TD(this, 1, 2, e = makeXonoticSlider(0, 50, 1, "cl_damagetext_size"));
172                 setDependent(e, "cl_damagetext", 1, 1);
173         this.TR(this);
174             this.TD(this, 1, 1, e = makeXonoticTextLabel(0, _("Accumulate range:")));
175                 setDependent(e, "cl_damagetext", 1, 1);
176             this.TD(this, 1, 2, e = makeXonoticSlider(0, 500, 1, "cl_damagetext_accumulate_range"));
177                 setDependent(e, "cl_damagetext", 1, 1);
178         this.TR(this);
179             this.TD(this, 1, 1, e = makeXonoticTextLabel(0, _("Lifetime:")));
180                 setDependent(e, "cl_damagetext", 1, 1);
181             this.TD(this, 1, 2, e = makeXonoticSlider(0, 10, 1, "cl_damagetext_alpha_lifetime"));
182                 setDependent(e, "cl_damagetext", 1, 1);
183         this.TR(this);
184             this.TD(this, 1, 1, e = makeXonoticTextLabel(0, _("Color:")));
185                 setDependent(e, "cl_damagetext", 1, 1);
186             this.TD(this, 2, 2, e = makeXonoticColorpickerString("cl_damagetext_color", "cl_damagetext_color"));
187                 setDependent(e, "cl_damagetext", 1, 1);
188         this.TR(this);
189         this.TR(this);
190             this.TD(this, 1, 3, e = makeXonoticCheckBox(0, "cl_damagetext_friendlyfire", _("Draw damage numbers for friendly fire")));
191                 setDependent(e, "cl_damagetext", 1, 1);
192         this.TR(this);
193             this.TD(this, 1, 1, e = makeXonoticTextLabel(0, _("Color (Friendly Fire):")));
194                 setDependentAND(e, "cl_damagetext", 1, 1, "cl_damagetext_friendlyfire", 1, 1);
195             this.TD(this, 2, 2, e = makeXonoticColorpickerString("cl_damagetext_friendlyfire_color", "cl_damagetext_friendlyfire_color"));
196                 setDependentAND(e, "cl_damagetext", 1, 1, "cl_damagetext_friendlyfire", 1, 1);
197         this.TR(this);
198     }
199 ENDCLASS(XonoticDamageTextSettings)
200 #endif