X-Git-Url: https://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=qcsrc%2Fcommon%2Fmutators%2Fmutator%2Fdamagetext%2Fcl_damagetext.qc;h=c6cc40effeda874c00bafb3f4c949c28e280e2f1;hp=daf538cb30bbe7f78751763530d628f88ecec979;hb=62d736d8c3a51baf5fa3a4265e39a2b773704a91;hpb=f134a25da56d9f4c3452cbd47a7ee97d795fc759 diff --git a/qcsrc/common/mutators/mutator/damagetext/cl_damagetext.qc b/qcsrc/common/mutators/mutator/damagetext/cl_damagetext.qc index daf538cb30..c6cc40effe 100644 --- a/qcsrc/common/mutators/mutator/damagetext/cl_damagetext.qc +++ b/qcsrc/common/mutators/mutator/damagetext/cl_damagetext.qc @@ -21,38 +21,65 @@ AUTOCVAR_SAVE(cl_damagetext_size_max, float, 16, "Damage AUTOCVAR_SAVE(cl_damagetext_size_max_damage, float, 140, "How much damage is considered large"); 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_velocity_screen, vector, '0 0 0', "Damage text move direction (screen coordinates)"); +AUTOCVAR_SAVE(cl_damagetext_velocity_world, vector, '0 0 20', "Damage text move direction (world coordinates relative to player's view)"); +AUTOCVAR_SAVE(cl_damagetext_offset_screen, vector, '0 -40 0', "Damage text offset (screen coordinates)"); +AUTOCVAR_SAVE(cl_damagetext_offset_world, vector, '0 0 0', "Damage text offset (world coordinates relative to player's view)"); 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, int, 1, "0: never show for friendly fire, 1: when more than 0 damage, 2: always"); AUTOCVAR_SAVE(cl_damagetext_friendlyfire_color, vector, '1 0 0', "Damage text color for friendlyfire"); +AUTOCVAR_SAVE(cl_damagetext_2d, bool, true, "Show damagetext in 2D coordinates if the enemy's location is not known"); +AUTOCVAR_SAVE(cl_damagetext_2d_pos, vector, '0.47 0.53 0', "2D damage text initial position (X and Y between 0 and 1)"); +AUTOCVAR_SAVE(cl_damagetext_2d_alpha_start, float, 1, "2D damage text initial alpha"); +AUTOCVAR_SAVE(cl_damagetext_2d_alpha_lifetime, float, 1.3, "2D damage text lifetime (alpha fading) in seconds"); +AUTOCVAR_SAVE(cl_damagetext_2d_size_lifetime, float, 3, "2D damage text lifetime (size shrinking) in seconds"); +AUTOCVAR_SAVE(cl_damagetext_2d_velocity, vector, '-25 0 0', "2D damage text move direction (screen coordinates)"); +AUTOCVAR_SAVE(cl_damagetext_2d_overlap_offset, vector, '0 -15 0', "Offset 2D damage text by this much to prevent overlapping (screen coordinates)"); +AUTOCVAR_SAVE(cl_damagetext_2d_close_range, float, 125, "Always use 2D damagetext for hits closer that this"); +AUTOCVAR_SAVE(cl_damagetext_2d_out_of_view, bool, true, "Always use 2D damagetext for hits that occurred off-screen"); + 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_min); 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, fade_rate, float, 0); + ATTRIB(DamageText, m_shrink_rate, float, 0); 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); + ATTRIB(DamageText, hit_time, float, 0); ATTRIB(DamageText, text, string, string_null); + ATTRIB(DamageText, m_screen_coords, bool, false); + + STATIC_ATTRIB(DamageText, screen_first, DamageText, NULL); + STATIC_ATTRIB(DamageText, screen_count, int, 0); 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; + float since_hit = time - this.hit_time; + // can't use `dt = hit_time - prev_update_time` because shrinking wouldn't be linear + float size = this.m_size - since_hit * this.m_shrink_rate * this.m_size; + float alpha_ = this.alpha - since_hit * this.fade_rate; + if (alpha_ <= 0 || size <= 0) { + delete(this); + return; + } + vector screen_pos; + if (this.m_screen_coords) { + screen_pos = this.origin + since_hit * autocvar_cl_damagetext_2d_velocity; + } else { + makevectors(view_angles); + vector world_offset = since_hit * autocvar_cl_damagetext_velocity_world + autocvar_cl_damagetext_offset_world; + vector world_pos = this.origin + world_offset.x * v_forward + world_offset.y * v_right + world_offset.z * v_up; + screen_pos = project_3d_to_2d(world_pos) + since_hit * autocvar_cl_damagetext_velocity_screen + autocvar_cl_damagetext_offset_screen; + } + if (screen_pos.z >= 0) { + screen_pos.z = 0; vector rgb; if (this.m_friendlyfire) { rgb = this.m_color_friendlyfire; @@ -65,8 +92,8 @@ CLASS(DamageText, Object) } vector drawfontscale_save = drawfontscale; - drawfontscale = (this.m_size / autocvar_cl_damagetext_size_max) * '1 1 0'; - drawcolorcodedstring2_builtin(pos, this.text, autocvar_cl_damagetext_size_max * '1 1 0', rgb, this.alpha, DRAWFLAG_NORMAL); + drawfontscale = (size / autocvar_cl_damagetext_size_max) * '1 1 0'; + drawcolorcodedstring2_builtin(screen_pos, this.text, autocvar_cl_damagetext_size_max * '1 1 0', rgb, alpha_, DRAWFLAG_NORMAL); drawfontscale = drawfontscale_save; } } @@ -78,7 +105,12 @@ CLASS(DamageText, Object) this.m_potential_damage = _potential_damage; this.m_deathtype = _deathtype; setorigin(this, _origin); - this.alpha = autocvar_cl_damagetext_alpha_start; + if (this.m_screen_coords) { + this.alpha = autocvar_cl_damagetext_2d_alpha_start; + } else { + this.alpha = autocvar_cl_damagetext_alpha_start; + } + this.hit_time = time; int health = rint(this.m_healthdamage / DAMAGETEXT_PRECISION_MULTIPLIER); int armor = rint(this.m_armordamage / DAMAGETEXT_PRECISION_MULTIPLIER); @@ -129,35 +161,47 @@ CLASS(DamageText, Object) ); } - if (this.text) strunzone(this.text); - this.text = strzone(s); + strcpy(this.text, s); - float size_range = autocvar_cl_damagetext_size_max - autocvar_cl_damagetext_size_min; - float damage_range = autocvar_cl_damagetext_size_max_damage - autocvar_cl_damagetext_size_min_damage; - float scale_factor = size_range / damage_range; - this.m_size = bound( - autocvar_cl_damagetext_size_min, - (potential - autocvar_cl_damagetext_size_min_damage) * scale_factor + autocvar_cl_damagetext_size_min, - autocvar_cl_damagetext_size_max); + this.m_size = map_bound_ranges(potential, + autocvar_cl_damagetext_size_min_damage, autocvar_cl_damagetext_size_max_damage, + autocvar_cl_damagetext_size_min, autocvar_cl_damagetext_size_max); } - CONSTRUCTOR(DamageText, int _group, vector _origin, int _health, int _armor, int _potential_damage, int _deathtype, bool _friendlyfire) { + CONSTRUCTOR(DamageText, int _group, vector _origin, bool _screen_coords, int _health, int _armor, int _potential_damage, int _deathtype, bool _friendlyfire) { CONSTRUCT(DamageText); this.m_group = _group; this.m_friendlyfire = _friendlyfire; + this.m_screen_coords = _screen_coords; + if (_screen_coords) { + this.fade_rate = 1 / autocvar_cl_damagetext_2d_alpha_lifetime; + this.m_shrink_rate = 1 / autocvar_cl_damagetext_2d_size_lifetime; + } else { + this.fade_rate = 1 / autocvar_cl_damagetext_alpha_lifetime; + this.m_shrink_rate = 0; + } DamageText_update(this, _origin, _health, _armor, _potential_damage, _deathtype); - IL_PUSH(g_drawables_2d, this); + IL_PUSH(g_drawables_2d, this); } DESTRUCTOR(DamageText) { - if (this.text) strunzone(this.text); + strfree(this.text); + if (this == DamageText_screen_first) { + // start from 0 offset again, hopefully, others (if any) will have faded away by now + DamageText_screen_first = NULL; + DamageText_screen_count = 0; + } } ENDCLASS(DamageText) +float current_alpha(entity damage_text) { + // alpha doesn't change - actual alpha is always calculated from the initial value + return damage_text.alpha - (time - damage_text.hit_time) * damage_text.fade_rate; +} + NET_HANDLE(damagetext, bool isNew) { - int group = ReadShort(); - vector location = vec3(ReadCoord(), ReadCoord(), ReadCoord()); + int server_entity_index = ReadByte(); int deathtype = ReadInt24_t(); int flags = ReadByte(); bool friendlyfire = flags & DTFLAG_SAMETEAM; @@ -173,18 +217,54 @@ NET_HANDLE(damagetext, bool isNew) else potential_damage = ReadShort(); return = true; - if (autocvar_cl_damagetext) { - if (friendlyfire && !autocvar_cl_damagetext_friendlyfire) { - return; - } + if (autocvar_cl_damagetext == 0) return; + if (friendlyfire) { + if (autocvar_cl_damagetext_friendlyfire == 0) return; + if (autocvar_cl_damagetext_friendlyfire == 1 && health == 0 && armor == 0) return; + } + + int client_entity_index = server_entity_index - 1; + entity entcs = entcs_receiver(client_entity_index); + + bool can_use_3d = entcs && entcs.has_origin; + bool too_close = vdist(entcs.origin - view_origin, <, autocvar_cl_damagetext_2d_close_range); + bool prefer_in_view = autocvar_cl_damagetext_2d_out_of_view && !projected_on_screen(project_3d_to_2d(entcs.origin)); + bool prefer_2d = spectatee_status != -1 && autocvar_cl_damagetext_2d && (too_close || prefer_in_view); + + if (can_use_3d && !prefer_2d) { + // world coords 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); + for (entity e = findradius(entcs.origin, autocvar_cl_damagetext_accumulate_range); e; e = e.chain) { + if (e.instanceOfDamageText + && !e.m_screen_coords // we're using origin for both world coords and screen coords so avoid mismatches + && e.m_group == server_entity_index + && current_alpha(e) > autocvar_cl_damagetext_accumulate_alpha_rel * autocvar_cl_damagetext_alpha_start) { + DamageText_update(e, entcs.origin, 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)); + make_impure(NEW(DamageText, server_entity_index, entcs.origin, false, health, armor, potential_damage, deathtype, friendlyfire)); + } else if (autocvar_cl_damagetext_2d && spectatee_status != -1) { + // never show 2d damagetext when observing - might be a bug in .has_origin + + // screen coords only + vector screen_pos = vec2(vid_conwidth * autocvar_cl_damagetext_2d_pos.x, vid_conheight * autocvar_cl_damagetext_2d_pos.y); + IL_EACH(g_drawables_2d, it.instanceOfDamageText && it.m_screen_coords && it.m_group == server_entity_index, { + DamageText_update(it, screen_pos, it.m_healthdamage + health, it.m_armordamage + armor, it.m_potential_damage + potential_damage, deathtype); + return; + }); + + // when hitting multiple enemies, dmgtext would overlap + if (DamageText_screen_first == NULL) { + DamageText dt = NEW(DamageText, server_entity_index, screen_pos, true, health, armor, potential_damage, deathtype, friendlyfire); + make_impure(dt); + DamageText_screen_first = dt; + DamageText_screen_count = 1; + } else { + screen_pos += autocvar_cl_damagetext_2d_overlap_offset * DamageText_screen_count; + DamageText_screen_count++; + make_impure(NEW(DamageText, server_entity_index, screen_pos, true, health, armor, potential_damage, deathtype, friendlyfire)); + } } }