#include "damagetext.qh" 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}"); 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_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_damage, int, 0); ATTRIB(DamageText, m_armordamage, 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; } string s = autocvar_cl_damagetext_format; s = strreplace("{health}", sprintf("%d", rint(this.m_damage / 64)), s); s = strreplace("{armor}", sprintf("%d", rint(this.m_armordamage / 64)), s); s = strreplace("{total}", sprintf("%d", rint((this.m_damage + this.m_armordamage) / 64)), 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 _deathtype) { this.m_damage = _health; this.m_armordamage = _armor; this.m_deathtype = _deathtype; setorigin(this, _origin); this.alpha = 1; } CONSTRUCTOR(DamageText, int _group, vector _origin, int _health, int _armor, int _deathtype, bool _friendlyfire) { CONSTRUCT(DamageText); this.m_group = _group; this.m_friendlyfire = _friendlyfire; DamageText_update(this, _origin, _health, _armor, _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 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)) ) { msg_entity = it; WriteHeader(MSG_ONE, damagetext); // we need to send a few decimal places to minimize errors when accumulating damage // sending them multiplied by 64 saves bandwidth compared to WriteCoord, // allows 1024 max damage in one shot and only has errors after about 15 shots accumulate (if they have non-integer damage) WriteShort(MSG_ONE, health * 64); WriteShort(MSG_ONE, armor * 64); 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, SAME_TEAM(hit, attacker)); } )); } #endif #ifdef CSQC NET_HANDLE(damagetext, bool isNew) { int health = ReadShort(); int armor = ReadShort(); int group = ReadShort(); vector location = vec3(ReadCoord(), ReadCoord(), ReadCoord()); int deathtype = ReadInt24_t(); bool friendlyfire = ReadByte(); 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) { DamageText_update(e, location, e.m_damage + health, e.m_armordamage + armor, deathtype); return; } } } make_impure(NEW(DamageText, group, location, health, armor, 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); 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 (Friendly Fire):"))); 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