X-Git-Url: https://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=qcsrc%2Fcommon%2Fmutators%2Fmutator%2Fdamagetext%2Fdamagetext.qc;h=f89b6caeb06756e014be79005d3eea8dffbfeb96;hp=49097aa814b0917f92e7a29a25fb0b5abd823aa4;hb=b834eab77489d98d5d722d67c8a96cf6c3549436;hpb=1abcc79832716e25079f9c77cff0b1dcfecde14b diff --git a/qcsrc/common/mutators/mutator/damagetext/damagetext.qc b/qcsrc/common/mutators/mutator/damagetext/damagetext.qc index 49097aa814..f89b6caeb0 100644 --- a/qcsrc/common/mutators/mutator/damagetext/damagetext.qc +++ b/qcsrc/common/mutators/mutator/damagetext/damagetext.qc @@ -18,12 +18,21 @@ REGISTER_MUTATOR(damagetext, true); 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}"; + // damagetext used to be off by default and the cvar got saved in people's configs along with the old format + // enable damagetext while updating the format for a one time effect + if (strstrofs(autocvar_cl_damagetext_format, "{", 0) < 0) { + localcmd("\nseta cl_damagetext 1\n"); + localcmd("\nseta cl_damagetext_format -{total}\n"); + }; } 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_size_min, float, 8, "Damage text font size for small damage"); +AUTOCVAR_SAVE(cl_damagetext_size_min_damage, float, 0, "How much damage is considered small"); +AUTOCVAR_SAVE(cl_damagetext_size_max, float, 16, "Damage text font size for large damage"); +AUTOCVAR_SAVE(cl_damagetext_size_max_damage, float, 100, "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"); @@ -38,17 +47,18 @@ AUTOCVAR_SAVE(cl_damagetext_friendlyfire_color, vector, '1 0 0', "Damage 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, 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, m_group, int, 0); ATTRIB(DamageText, m_friendlyfire, bool, false); - ATTRIB(DamageText, m_damage, int, 0); + 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, text, string, string_null); void DamageText_draw2d(DamageText this) { float dt = time - this.time_prev; @@ -62,46 +72,87 @@ CLASS(DamageText, Object) vector rgb; if (this.m_friendlyfire) { rgb = this.m_color_friendlyfire; - } - else { + } 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_damage / DAMAGETEXT_PRECISION_MULTIPLIER); - int total = rint((this.m_damage + 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; - s = strreplace("{armor}", sprintf("%d", rint(this.m_armordamage / DAMAGETEXT_PRECISION_MULTIPLIER)), s); - s = strreplace("{potential}", sprintf("%d", potential), s); - s = strreplace("{potential_health}", 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); + 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 = drawfontscale_save; } } 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_damage = _health; + 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; + + 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; + 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); + + // futureproofing: remove any remaining (unknown) format strings in case we add new ones in the future + // so players can use them on new servers and still have working damagetext on old ones + while (true) { + int opening_pos = strstrofs(s, "{", 0); + if (opening_pos == -1) break; + int closing_pos = strstrofs(s, "}", opening_pos); + if (closing_pos == -1 || closing_pos <= opening_pos) break; + s = strcat( + substring(s, 0, opening_pos), + substring_range(s, closing_pos + 1, strlen(s)) + ); + } + + if (this.text) strunzone(this.text); + this.text = strzone(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); } CONSTRUCTOR(DamageText, int _group, vector _origin, int _health, int _armor, int _potential_damage, int _deathtype, bool _friendlyfire) { @@ -111,6 +162,10 @@ CLASS(DamageText, Object) DamageText_update(this, _origin, _health, _armor, _potential_damage, _deathtype); IL_PUSH(g_drawables_2d, this); } + + DESTRUCTOR(DamageText) { + if (this.text) strunzone(this.text); + } ENDCLASS(DamageText) #endif @@ -202,7 +257,7 @@ NET_HANDLE(damagetext, bool isNew) 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_damage + health, e.m_armordamage + armor, e.m_potential_damage + potential_damage, deathtype); + DamageText_update(e, location, e.m_healthdamage + health, e.m_armordamage + armor, e.m_potential_damage + potential_damage, deathtype); return; } } @@ -230,9 +285,14 @@ CLASS(XonoticDamageTextSettings, XonoticTab) 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:"))); + this.TD(this, 1, 1, e = makeXonoticTextLabel(0, _("Font size minimum:"))); + setDependent(e, "cl_damagetext", 1, 1); + this.TD(this, 1, 2, e = makeXonoticSlider(0, 50, 1, "cl_damagetext_size_min")); + setDependent(e, "cl_damagetext", 1, 1); + this.TR(this); + this.TD(this, 1, 1, e = makeXonoticTextLabel(0, _("Font size maximum:"))); setDependent(e, "cl_damagetext", 1, 1); - this.TD(this, 1, 2, e = makeXonoticSlider(0, 50, 1, "cl_damagetext_size")); + this.TD(this, 1, 2, e = makeXonoticSlider(0, 50, 1, "cl_damagetext_size_max")); setDependent(e, "cl_damagetext", 1, 1); this.TR(this); this.TD(this, 1, 1, e = makeXonoticTextLabel(0, _("Accumulate range:")));