#include "damagetext.qh" #define DAMAGETEXT_PRECISION_MULTIPLIER 128 #define DAMAGETEXT_SHORT_LIMIT 256 // the smallest value that we can't send as short - 2^15 (signed short) / DAMAGETEXT_PRECISION_MULTIPLIER const int DTFLAG_SAMETEAM = BIT(0); const int DTFLAG_BIG_HEALTH = BIT(1); const int DTFLAG_BIG_ARMOR = BIT(2); const int DTFLAG_BIG_POTENTIAL = BIT(3); const int DTFLAG_NO_ARMOR = BIT(4); const int DTFLAG_NO_POTENTIAL = BIT(5); REGISTER_MUTATOR(damagetext, true); #if defined(CSQC) || defined(MENUQC) // no translatable cvar description please AUTOCVAR_SAVE(cl_damagetext, bool, true, "Draw damage dealt where you hit the enemy"); 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"); AUTOCVAR_SAVE(cl_damagetext_format_verbose, bool, false, "{health} shows {potential_health} too when they differ; {total} shows {potential} too when they differ"); AUTOCVAR_SAVE(cl_damagetext_format_hide_redundant, bool, false, "hide {armor} if 0; hide {potential} and {potential_health} when same as actual"); STATIC_INIT(DamageText_LegacyFormat) { if (strstrofs(autocvar_cl_damagetext_format, "{", 0) < 0) autocvar_cl_damagetext_format = "-{total}"; } AUTOCVAR_SAVE(cl_damagetext_color, vector, '1 1 0', "Damage text color"); AUTOCVAR_SAVE(cl_damagetext_color_per_weapon, bool, false, "Damage text uses weapon color"); AUTOCVAR_SAVE(cl_damagetext_size, float, 8, "Damage text font size"); AUTOCVAR_SAVE(cl_damagetext_alpha_start, float, 1, "Damage text initial alpha"); AUTOCVAR_SAVE(cl_damagetext_alpha_lifetime, float, 3, "Damage text lifetime in seconds"); AUTOCVAR_SAVE(cl_damagetext_velocity, vector, '0 0 20', "Damage text move direction"); AUTOCVAR_SAVE(cl_damagetext_offset, vector, '0 -40 0', "Damage text offset"); AUTOCVAR_SAVE(cl_damagetext_accumulate_range, float, 30, "Damage text spawned within this range is accumulated"); 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"); AUTOCVAR_SAVE(cl_damagetext_friendlyfire, bool, true, "Show damage text for friendlyfire too"); AUTOCVAR_SAVE(cl_damagetext_friendlyfire_color, vector, '1 0 0', "Damage text color for friendlyfire"); #endif #ifdef CSQC CLASS(DamageText, Object) ATTRIB(DamageText, m_color, vector, autocvar_cl_damagetext_color); ATTRIB(DamageText, m_color_friendlyfire, vector, autocvar_cl_damagetext_friendlyfire_color); ATTRIB(DamageText, m_size, float, autocvar_cl_damagetext_size); ATTRIB(DamageText, alpha, float, autocvar_cl_damagetext_alpha_start); ATTRIB(DamageText, fade_rate, float, 1 / autocvar_cl_damagetext_alpha_lifetime); ATTRIB(DamageText, velocity, vector, autocvar_cl_damagetext_velocity); ATTRIB(DamageText, m_group, int, 0); ATTRIB(DamageText, m_friendlyfire, bool, false); ATTRIB(DamageText, m_healthdamage, int, 0); ATTRIB(DamageText, m_armordamage, int, 0); ATTRIB(DamageText, m_potential_damage, int, 0); ATTRIB(DamageText, m_deathtype, int, 0); ATTRIB(DamageText, time_prev, float, time); void DamageText_draw2d(DamageText this) { float dt = time - this.time_prev; this.time_prev = time; setorigin(this, this.origin + dt * this.velocity); this.alpha -= dt * this.fade_rate; if (this.alpha < 0) delete(this); vector pos = project_3d_to_2d(this.origin) + autocvar_cl_damagetext_offset; if (pos.z >= 0 && this.m_size > 0) { pos.z = 0; vector rgb; if (this.m_friendlyfire) { rgb = this.m_color_friendlyfire; } else { rgb = this.m_color; } if (autocvar_cl_damagetext_color_per_weapon) { Weapon w = DEATH_WEAPONOF(this.m_deathtype); if (w != WEP_Null) rgb = w.wpcolor; } int health = rint(this.m_healthdamage / DAMAGETEXT_PRECISION_MULTIPLIER); int armor = rint(this.m_armordamage / DAMAGETEXT_PRECISION_MULTIPLIER); int total = rint((this.m_healthdamage + this.m_armordamage) / DAMAGETEXT_PRECISION_MULTIPLIER); int potential = rint(this.m_potential_damage / DAMAGETEXT_PRECISION_MULTIPLIER); int potential_health = rint((this.m_potential_damage - this.m_armordamage) / DAMAGETEXT_PRECISION_MULTIPLIER); string s = autocvar_cl_damagetext_format; // TODO move to update? s = strreplace("{armor}", ( (this.m_armordamage == 0 && autocvar_cl_damagetext_format_hide_redundant) ? "" : sprintf("%d", armor) ), s); s = strreplace("{potential}", ( (this.m_potential_damage == this.m_healthdamage + this.m_armordamage && autocvar_cl_damagetext_format_hide_redundant) ? "" : sprintf("%d", potential) ), s); s = strreplace("{potential_health}", ( (this.m_potential_damage - this.m_armordamage == this.m_healthdamage && autocvar_cl_damagetext_format_hide_redundant) ? "" : sprintf("%d", potential_health) ), s); s = strreplace("{health}", ( (health == potential_health || !autocvar_cl_damagetext_format_verbose) ? sprintf("%d", health) : sprintf("%d (%d)", health, potential_health) ), s); s = strreplace("{total}", ( (total == potential || !autocvar_cl_damagetext_format_verbose) ? sprintf("%d", total) : sprintf("%d (%d)", total, potential) ), s); drawcolorcodedstring2_builtin(pos, s, this.m_size * '1 1 0', rgb, this.alpha, DRAWFLAG_NORMAL); } } ATTRIB(DamageText, draw2d, void(DamageText), DamageText_draw2d); void DamageText_update(DamageText this, vector _origin, int _health, int _armor, int _potential_damage, int _deathtype) { this.m_healthdamage = _health; this.m_armordamage = _armor; this.m_potential_damage = _potential_damage; this.m_deathtype = _deathtype; setorigin(this, _origin); this.alpha = autocvar_cl_damagetext_alpha_start; } CONSTRUCTOR(DamageText, int _group, vector _origin, int _health, int _armor, int _potential_damage, int _deathtype, bool _friendlyfire) { CONSTRUCT(DamageText); this.m_group = _group; this.m_friendlyfire = _friendlyfire; DamageText_update(this, _origin, _health, _armor, _potential_damage, _deathtype); IL_PUSH(g_drawables_2d, this); } ENDCLASS(DamageText) #endif REGISTER_NET_TEMP(damagetext) #ifdef SVQC AUTOCVAR(sv_damagetext, int, 2, _("<= 0: disabled, >= 1: spectators, >= 2: players, >= 3: all players")); #define SV_DAMAGETEXT_DISABLED() (autocvar_sv_damagetext <= 0 /* disabled */) #define SV_DAMAGETEXT_SPECTATORS_ONLY() (autocvar_sv_damagetext >= 1 /* spectators only */) #define SV_DAMAGETEXT_PLAYERS() (autocvar_sv_damagetext >= 2 /* players */) #define SV_DAMAGETEXT_ALL() (autocvar_sv_damagetext >= 3 /* all players */) MUTATOR_HOOKFUNCTION(damagetext, PlayerDamaged) { if (SV_DAMAGETEXT_DISABLED()) return; const entity attacker = M_ARGV(0, entity); const entity hit = M_ARGV(1, entity); if (hit == attacker) return; const float health = M_ARGV(2, float); const float armor = M_ARGV(3, float); const int deathtype = M_ARGV(5, int); const float potential_damage = M_ARGV(6, float); const vector location = hit.origin; FOREACH_CLIENT(IS_REAL_CLIENT(it), LAMBDA( if ( (SV_DAMAGETEXT_ALL()) || (SV_DAMAGETEXT_PLAYERS() && it == attacker) || (SV_DAMAGETEXT_SPECTATORS_ONLY() && IS_SPEC(it) && it.enemy == attacker) || (SV_DAMAGETEXT_SPECTATORS_ONLY() && IS_OBSERVER(it)) ) { int flags = 0; if (SAME_TEAM(hit, attacker)) flags |= DTFLAG_SAMETEAM; if (health >= DAMAGETEXT_SHORT_LIMIT) flags |= DTFLAG_BIG_HEALTH; if (armor >= DAMAGETEXT_SHORT_LIMIT) flags |= DTFLAG_BIG_ARMOR; if (potential_damage >= DAMAGETEXT_SHORT_LIMIT) flags |= DTFLAG_BIG_POTENTIAL; if (!armor) flags |= DTFLAG_NO_ARMOR; if (fabs((armor + health) - potential_damage) < 0.0001) flags |= DTFLAG_NO_POTENTIAL; msg_entity = it; WriteHeader(MSG_ONE, damagetext); WriteEntity(MSG_ONE, hit); WriteCoord(MSG_ONE, location.x); WriteCoord(MSG_ONE, location.y); WriteCoord(MSG_ONE, location.z); WriteInt24_t(MSG_ONE, deathtype); WriteByte(MSG_ONE, flags); // we need to send a few decimal places to minimize errors when accumulating damage // sending them multiplied saves bandwidth compared to using WriteCoord, // however if the multiplied damage would be too much for (signed) short, we send an int24 if (flags & DTFLAG_BIG_HEALTH) WriteInt24_t(MSG_ONE, health * DAMAGETEXT_PRECISION_MULTIPLIER); else WriteShort(MSG_ONE, health * DAMAGETEXT_PRECISION_MULTIPLIER); if (!(flags & DTFLAG_NO_ARMOR)) { if (flags & DTFLAG_BIG_ARMOR) WriteInt24_t(MSG_ONE, armor * DAMAGETEXT_PRECISION_MULTIPLIER); else WriteShort(MSG_ONE, armor * DAMAGETEXT_PRECISION_MULTIPLIER); } if (!(flags & DTFLAG_NO_POTENTIAL)) { if (flags & DTFLAG_BIG_POTENTIAL) WriteInt24_t(MSG_ONE, potential_damage * DAMAGETEXT_PRECISION_MULTIPLIER); else WriteShort(MSG_ONE, potential_damage * DAMAGETEXT_PRECISION_MULTIPLIER); } } )); } #endif #ifdef CSQC NET_HANDLE(damagetext, bool isNew) { int group = ReadShort(); vector location = vec3(ReadCoord(), ReadCoord(), ReadCoord()); int deathtype = ReadInt24_t(); int flags = ReadByte(); bool friendlyfire = flags & DTFLAG_SAMETEAM; int health, armor, potential_damage; if (flags & DTFLAG_BIG_HEALTH) health = ReadInt24_t(); else health = ReadShort(); if (flags & DTFLAG_NO_ARMOR) armor = 0; else if (flags & DTFLAG_BIG_ARMOR) armor = ReadInt24_t(); else armor = ReadShort(); if (flags & DTFLAG_NO_POTENTIAL) potential_damage = health + armor; else if (flags & DTFLAG_BIG_POTENTIAL) potential_damage = ReadInt24_t(); else potential_damage = ReadShort(); return = true; if (autocvar_cl_damagetext) { if (friendlyfire && !autocvar_cl_damagetext_friendlyfire) { return; } if (autocvar_cl_damagetext_accumulate_range) { for (entity e = findradius(location, autocvar_cl_damagetext_accumulate_range); e; e = e.chain) { if (e.instanceOfDamageText && e.m_group == group && e.alpha > autocvar_cl_damagetext_accumulate_alpha_rel * autocvar_cl_damagetext_alpha_start) { DamageText_update(e, location, e.m_healthdamage + health, e.m_armordamage + armor, e.m_potential_damage + potential_damage, deathtype); return; } } } make_impure(NEW(DamageText, group, location, health, armor, potential_damage, deathtype, friendlyfire)); } } #endif #ifdef MENUQC #include CLASS(XonoticDamageTextSettings, XonoticTab) REGISTER_SETTINGS(damagetext, NEW(XonoticDamageTextSettings)); ATTRIB(XonoticDamageTextSettings, title, string, _("Damage text")); ATTRIB(XonoticDamageTextSettings, intendedWidth, float, 0.9); ATTRIB(XonoticDamageTextSettings, rows, float, 15.5); ATTRIB(XonoticDamageTextSettings, columns, float, 5); INIT(XonoticDamageTextSettings) { this.configureDialog(this); } METHOD(XonoticDamageTextSettings, showNotify, void(entity this)) { loadAllCvars(this); } METHOD(XonoticDamageTextSettings, fill, void(entity this)) { entity e; this.gotoRC(this, 0, 1); this.setFirstColumn(this, this.currentColumn); this.TD(this, 1, 3, makeXonoticCheckBox(0, "cl_damagetext", _("Draw damage numbers"))); this.TR(this); this.TD(this, 1, 1, e = makeXonoticTextLabel(0, _("Font size:"))); setDependent(e, "cl_damagetext", 1, 1); this.TD(this, 1, 2, e = makeXonoticSlider(0, 50, 1, "cl_damagetext_size")); setDependent(e, "cl_damagetext", 1, 1); this.TR(this); this.TD(this, 1, 1, e = makeXonoticTextLabel(0, _("Accumulate range:"))); setDependent(e, "cl_damagetext", 1, 1); this.TD(this, 1, 2, e = makeXonoticSlider(0, 500, 1, "cl_damagetext_accumulate_range")); setDependent(e, "cl_damagetext", 1, 1); this.TR(this); this.TD(this, 1, 1, e = makeXonoticTextLabel(0, _("Lifetime:"))); setDependent(e, "cl_damagetext", 1, 1); this.TD(this, 1, 2, e = makeXonoticSlider(0, 10, 1, "cl_damagetext_alpha_lifetime")); setDependent(e, "cl_damagetext", 1, 1); this.TR(this); this.TD(this, 1, 1, e = makeXonoticTextLabel(0, _("Color:"))); setDependent(e, "cl_damagetext", 1, 1); this.TD(this, 2, 2, e = makeXonoticColorpickerString("cl_damagetext_color", "cl_damagetext_color")); setDependent(e, "cl_damagetext", 1, 1); this.TR(this); this.TR(this); // friendly fire this.TD(this, 1, 3, e = makeXonoticCheckBox(0, "cl_damagetext_friendlyfire", _("Draw damage numbers for friendly fire"))); setDependent(e, "cl_damagetext", 1, 1); this.TR(this); this.TD(this, 1, 1, e = makeXonoticTextLabel(0, _("Color:"))); setDependentAND(e, "cl_damagetext", 1, 1, "cl_damagetext_friendlyfire", 1, 1); this.TD(this, 2, 2, e = makeXonoticColorpickerString("cl_damagetext_friendlyfire_color", "cl_damagetext_friendlyfire_color")); setDependentAND(e, "cl_damagetext", 1, 1, "cl_damagetext_friendlyfire", 1, 1); this.TR(this); } ENDCLASS(XonoticDamageTextSettings) #endif