]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/commitdiff
Merge branch 'martin-t/dmgtext' into 'master'
authorMario <zacjardine@y7mail.com>
Sat, 6 May 2017 20:32:17 +0000 (20:32 +0000)
committerMario <zacjardine@y7mail.com>
Sat, 6 May 2017 20:32:17 +0000 (20:32 +0000)
Split damagetext into server/client/ui

See merge request !438

qcsrc/common/monsters/_mod.inc
qcsrc/common/mutators/mutator/damagetext/_mod.inc
qcsrc/common/mutators/mutator/damagetext/_mod.qh
qcsrc/common/mutators/mutator/damagetext/cl_damagetext.qc [new file with mode: 0644]
qcsrc/common/mutators/mutator/damagetext/cl_damagetext.qh [new file with mode: 0644]
qcsrc/common/mutators/mutator/damagetext/damagetext.qc
qcsrc/common/mutators/mutator/damagetext/damagetext.qh
qcsrc/common/mutators/mutator/damagetext/sv_damagetext.qc [new file with mode: 0644]
qcsrc/common/mutators/mutator/damagetext/sv_damagetext.qh [new file with mode: 0644]
qcsrc/common/mutators/mutator/damagetext/ui_damagetext.qc [new file with mode: 0644]
qcsrc/common/mutators/mutator/damagetext/ui_damagetext.qh [new file with mode: 0644]

index 4b6918c79bad4b0a1f292a1d98779aaf92c0e877..b01800b77ff14889a10ff9227404691de3dfaacd 100644 (file)
@@ -2,10 +2,12 @@
 #include <common/monsters/all.qc>
 #ifdef SVQC
     #include <common/monsters/sv_monsters.qc>
-       #include <common/monsters/sv_spawner.qc>
 #endif
 #ifdef SVQC
     #include <common/monsters/sv_spawn.qc>
 #endif
+#ifdef SVQC
+    #include <common/monsters/sv_spawner.qc>
+#endif
 
 #include <common/monsters/monster/_mod.inc>
index b5dfbc32abe990c5abc382684909d6f879086078..29773d31f2f0ca05b55319bedba1c7ef44f96de6 100644 (file)
@@ -1,2 +1,11 @@
 // generated file; do not modify
 #include <common/mutators/mutator/damagetext/damagetext.qc>
+#ifdef CSQC
+    #include <common/mutators/mutator/damagetext/cl_damagetext.qc>
+#endif
+#ifdef SVQC
+    #include <common/mutators/mutator/damagetext/sv_damagetext.qc>
+#endif
+#ifdef MENUQC
+    #include <common/mutators/mutator/damagetext/ui_damagetext.qc>
+#endif
index 2775109a208a9571e56fb4c16f16c03f4ef51580..e712e37c91df59d90a906b0c14cd785ed2c211c8 100644 (file)
@@ -1,2 +1,11 @@
 // generated file; do not modify
 #include <common/mutators/mutator/damagetext/damagetext.qh>
+#ifdef CSQC
+    #include <common/mutators/mutator/damagetext/cl_damagetext.qh>
+#endif
+#ifdef SVQC
+    #include <common/mutators/mutator/damagetext/sv_damagetext.qh>
+#endif
+#ifdef MENUQC
+    #include <common/mutators/mutator/damagetext/ui_damagetext.qh>
+#endif
diff --git a/qcsrc/common/mutators/mutator/damagetext/cl_damagetext.qc b/qcsrc/common/mutators/mutator/damagetext/cl_damagetext.qc
new file mode 100644 (file)
index 0000000..daf538c
--- /dev/null
@@ -0,0 +1,190 @@
+#include "cl_damagetext.qh"
+
+// 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) {
+    // 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_min,               float,  10,          "Damage text font size for small damage");
+AUTOCVAR_SAVE(cl_damagetext_size_min_damage,        float,  25,          "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,  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_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");
+
+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, 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, text, string, string_null);
+
+    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;
+            }
+
+            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_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);
+
+        bool redundant = almost_equals_eps(this.m_healthdamage + this.m_armordamage, this.m_potential_damage, 5);
+
+        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}", (
+            (redundant && autocvar_cl_damagetext_format_hide_redundant)
+                ? ""
+                : sprintf("%d", potential)
+            ), s);
+        s = strreplace("{potential_health}", (
+            (redundant && 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) {
+        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);
+    }
+
+    DESTRUCTOR(DamageText) {
+        if (this.text) strunzone(this.text);
+    }
+ENDCLASS(DamageText)
+
+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));
+    }
+}
diff --git a/qcsrc/common/mutators/mutator/damagetext/cl_damagetext.qh b/qcsrc/common/mutators/mutator/damagetext/cl_damagetext.qh
new file mode 100644 (file)
index 0000000..6f70f09
--- /dev/null
@@ -0,0 +1 @@
+#pragma once
index db14bee110ef4aad431b0ad8f65e505f274f7808..78118d4b5698e9ab763cf38a8579381ac2ce6e79 100644 (file)
@@ -1,329 +1,3 @@
 #include "damagetext.qh"
 
-#include "lib/math.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);
-
-// || defined(MENUQC)
-#if defined(CSQC)
-// 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) {
-    // 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_min,               float,  10,          "Damage text font size for small damage");
-AUTOCVAR_SAVE(cl_damagetext_size_min_damage,        float,  25,          "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,  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_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_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_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;
-        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;
-            }
-
-            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_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);
-
-        bool redundant = almost_equals_eps(this.m_healthdamage + this.m_armordamage, this.m_potential_damage, 5);
-
-        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}", (
-            (redundant && autocvar_cl_damagetext_format_hide_redundant)
-                ? ""
-                : sprintf("%d", potential)
-            ), s);
-        s = strreplace("{potential_health}", (
-            (redundant && 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) {
-        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);
-    }
-
-    DESTRUCTOR(DamageText) {
-        if (this.text) strunzone(this.text);
-    }
-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 (almost_equals_eps(armor + health, potential_damage, 5)) 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 <menu/gamesettings.qh>
-
-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 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_max"));
-                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
index 7228f37ea5b2a85e902670348dc36d0b2f1c519d..cc631c1c3ad9c9259ecf5a48181c1e10ea3639fa 100644 (file)
@@ -1,5 +1,11 @@
 #pragma once
 
-#ifdef MENUQC
-#include <menu/xonotic/tab.qh>
-#endif
+#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);
diff --git a/qcsrc/common/mutators/mutator/damagetext/sv_damagetext.qc b/qcsrc/common/mutators/mutator/damagetext/sv_damagetext.qc
new file mode 100644 (file)
index 0000000..770b1c0
--- /dev/null
@@ -0,0 +1,61 @@
+#include "sv_damagetext.qh"
+
+AUTOCVAR(sv_damagetext, int, 2, "<= 0: disabled, >= 1: spectators, >= 2: players, >= 3: all players");
+
+REGISTER_MUTATOR(damagetext, true);
+
+#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 (almost_equals_eps(armor + health, potential_damage, 5)) 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);
+                       }
+        }
+    ));
+}
diff --git a/qcsrc/common/mutators/mutator/damagetext/sv_damagetext.qh b/qcsrc/common/mutators/mutator/damagetext/sv_damagetext.qh
new file mode 100644 (file)
index 0000000..6f70f09
--- /dev/null
@@ -0,0 +1 @@
+#pragma once
diff --git a/qcsrc/common/mutators/mutator/damagetext/ui_damagetext.qc b/qcsrc/common/mutators/mutator/damagetext/ui_damagetext.qc
new file mode 100644 (file)
index 0000000..78834ce
--- /dev/null
@@ -0,0 +1,56 @@
+#include "ui_damagetext.qh"
+
+#include <menu/gamesettings.qh>
+#include <menu/xonotic/tab.qh>
+
+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 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_max"));
+                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)
diff --git a/qcsrc/common/mutators/mutator/damagetext/ui_damagetext.qh b/qcsrc/common/mutators/mutator/damagetext/ui_damagetext.qh
new file mode 100644 (file)
index 0000000..6f70f09
--- /dev/null
@@ -0,0 +1 @@
+#pragma once