1 #include "cl_damagetext.qh"
3 // no translatable cvar description please
4 AUTOCVAR_SAVE(cl_damagetext, bool, true, "Draw damage dealt where you hit the enemy");
5 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");
6 AUTOCVAR_SAVE(cl_damagetext_format_verbose, bool, false, "{health} shows {potential_health} too when they differ; {total} shows {potential} too when they differ");
7 AUTOCVAR_SAVE(cl_damagetext_format_hide_redundant, bool, false, "hide {armor} if 0; hide {potential} and {potential_health} when same as actual");
8 STATIC_INIT(DamageText_LegacyFormat) {
9 // damagetext used to be off by default and the cvar got saved in people's configs along with the old format
10 // enable damagetext while updating the format for a one time effect
11 if (strstrofs(autocvar_cl_damagetext_format, "{", 0) < 0) {
12 localcmd("\nseta cl_damagetext 1\n");
13 localcmd("\nseta cl_damagetext_format -{total}\n");
16 AUTOCVAR_SAVE(cl_damagetext_color, vector, '1 1 0', "Damage text color");
17 AUTOCVAR_SAVE(cl_damagetext_color_per_weapon, bool, false, "Damage text uses weapon color");
18 AUTOCVAR_SAVE(cl_damagetext_size_min, float, 10, "Damage text font size for small damage");
19 AUTOCVAR_SAVE(cl_damagetext_size_min_damage, float, 25, "How much damage is considered small");
20 AUTOCVAR_SAVE(cl_damagetext_size_max, float, 16, "Damage text font size for large damage");
21 AUTOCVAR_SAVE(cl_damagetext_size_max_damage, float, 140, "How much damage is considered large");
22 AUTOCVAR_SAVE(cl_damagetext_alpha_start, float, 1, "Damage text initial alpha");
23 AUTOCVAR_SAVE(cl_damagetext_alpha_lifetime, float, 3, "Damage text lifetime in seconds");
24 AUTOCVAR_SAVE(cl_damagetext_velocity, vector, '0 0 20', "Damage text move direction (world coordinates)");
25 AUTOCVAR_SAVE(cl_damagetext_offset, vector, '0 -40 0', "Damage text offset (screen coordinates)");
26 AUTOCVAR_SAVE(cl_damagetext_accumulate_range, float, 30, "Damage text spawned within this range is accumulated");
27 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");
28 AUTOCVAR_SAVE(cl_damagetext_friendlyfire, bool, true, "Show damage text for friendlyfire too");
29 AUTOCVAR_SAVE(cl_damagetext_friendlyfire_color, vector, '1 0 0', "Damage text color for friendlyfire");
31 AUTOCVAR_SAVE(cl_damagetext_2d, bool, true, "Show damagetext in 2D coordinated if the enemy's location is not known");
32 AUTOCVAR_SAVE(cl_damagetext_2d_pos, vector, '0.47 0.53 0', "2D damage text initial position (X and Y between 0 and 1)");
33 AUTOCVAR_SAVE(cl_damagetext_2d_alpha_start, float, 1, "2D damage text initial alpha");
34 AUTOCVAR_SAVE(cl_damagetext_2d_alpha_lifetime, float, 1.3, "2D damage text lifetime (alpha fading) in seconds");
35 AUTOCVAR_SAVE(cl_damagetext_2d_size_lifetime, float, 3, "2D damage text lifetime (size shrinking) in seconds");
36 AUTOCVAR_SAVE(cl_damagetext_2d_velocity, vector, '-25 0 0', "2D damage text move direction (screen coordinates)");
37 AUTOCVAR_SAVE(cl_damagetext_2d_overlap_offset, vector, '0 -15 0', "Offset 2D damage text by this much to prevent overlapping (screen coordinates)");
38 AUTOCVAR_SAVE(cl_damagetext_2d_close_range, float, 125, "Always use 2D damagetext for hits closer that this");
39 AUTOCVAR_SAVE(cl_damagetext_2d_out_of_view, bool, true, "Always use 2D damagetext for hits that occured off-screen");
41 CLASS(DamageText, Object)
42 ATTRIB(DamageText, m_color, vector, autocvar_cl_damagetext_color);
43 ATTRIB(DamageText, m_color_friendlyfire, vector, autocvar_cl_damagetext_friendlyfire_color);
44 ATTRIB(DamageText, m_size, float, autocvar_cl_damagetext_size_min);
45 ATTRIB(DamageText, alpha, float, autocvar_cl_damagetext_alpha_start);
46 ATTRIB(DamageText, fade_rate, float, 0);
47 ATTRIB(DamageText, m_shrink_rate, float, 0);
48 ATTRIB(DamageText, m_group, int, 0);
49 ATTRIB(DamageText, m_friendlyfire, bool, false);
50 ATTRIB(DamageText, m_healthdamage, int, 0);
51 ATTRIB(DamageText, m_armordamage, int, 0);
52 ATTRIB(DamageText, m_potential_damage, int, 0);
53 ATTRIB(DamageText, m_deathtype, int, 0);
54 ATTRIB(DamageText, hit_time, float, 0);
55 ATTRIB(DamageText, text, string, string_null);
56 ATTRIB(DamageText, m_screen_coords, bool, false);
58 STATIC_ATTRIB(DamageText, screen_first, DamageText, NULL);
59 STATIC_ATTRIB(DamageText, screen_count, int, 0);
61 void DamageText_draw2d(DamageText this) {
62 float since_hit = time - this.hit_time;
63 float size = this.m_size - since_hit * this.m_shrink_rate * this.m_size;
64 float alpha_ = this.alpha - since_hit * this.fade_rate;
65 if (alpha_ <= 0 || size <= 0) {
70 if (this.m_screen_coords) {
71 screen_pos = this.origin + since_hit * autocvar_cl_damagetext_2d_velocity;
73 screen_pos = project_3d_to_2d(this.origin + since_hit * autocvar_cl_damagetext_velocity) + autocvar_cl_damagetext_offset;
75 if (screen_pos.z >= 0) {
78 if (this.m_friendlyfire) {
79 rgb = this.m_color_friendlyfire;
83 if (autocvar_cl_damagetext_color_per_weapon) {
84 Weapon w = DEATH_WEAPONOF(this.m_deathtype);
85 if (w != WEP_Null) rgb = w.wpcolor;
88 vector drawfontscale_save = drawfontscale;
89 drawfontscale = (size / autocvar_cl_damagetext_size_max) * '1 1 0';
90 drawcolorcodedstring2_builtin(screen_pos, this.text, autocvar_cl_damagetext_size_max * '1 1 0', rgb, alpha_, DRAWFLAG_NORMAL);
91 drawfontscale = drawfontscale_save;
94 ATTRIB(DamageText, draw2d, void(DamageText), DamageText_draw2d);
96 void DamageText_update(DamageText this, vector _origin, int _health, int _armor, int _potential_damage, int _deathtype) {
97 this.m_healthdamage = _health;
98 this.m_armordamage = _armor;
99 this.m_potential_damage = _potential_damage;
100 this.m_deathtype = _deathtype;
101 setorigin(this, _origin);
102 if (this.m_screen_coords) {
103 this.alpha = autocvar_cl_damagetext_2d_alpha_start;
105 this.alpha = autocvar_cl_damagetext_alpha_start;
107 this.hit_time = time;
109 int health = rint(this.m_healthdamage / DAMAGETEXT_PRECISION_MULTIPLIER);
110 int armor = rint(this.m_armordamage / DAMAGETEXT_PRECISION_MULTIPLIER);
111 int total = rint((this.m_healthdamage + this.m_armordamage) / DAMAGETEXT_PRECISION_MULTIPLIER);
112 int potential = rint(this.m_potential_damage / DAMAGETEXT_PRECISION_MULTIPLIER);
113 int potential_health = rint((this.m_potential_damage - this.m_armordamage) / DAMAGETEXT_PRECISION_MULTIPLIER);
115 bool redundant = almost_equals_eps(this.m_healthdamage + this.m_armordamage, this.m_potential_damage, 5);
117 string s = autocvar_cl_damagetext_format;
118 s = strreplace("{armor}", (
119 (this.m_armordamage == 0 && autocvar_cl_damagetext_format_hide_redundant)
121 : sprintf("%d", armor)
123 s = strreplace("{potential}", (
124 (redundant && autocvar_cl_damagetext_format_hide_redundant)
126 : sprintf("%d", potential)
128 s = strreplace("{potential_health}", (
129 (redundant && autocvar_cl_damagetext_format_hide_redundant)
131 : sprintf("%d", potential_health)
134 s = strreplace("{health}", (
135 (health == potential_health || !autocvar_cl_damagetext_format_verbose)
136 ? sprintf("%d", health)
137 : sprintf("%d (%d)", health, potential_health)
139 s = strreplace("{total}", (
140 (total == potential || !autocvar_cl_damagetext_format_verbose)
141 ? sprintf("%d", total)
142 : sprintf("%d (%d)", total, potential)
145 // futureproofing: remove any remaining (unknown) format strings in case we add new ones in the future
146 // so players can use them on new servers and still have working damagetext on old ones
148 int opening_pos = strstrofs(s, "{", 0);
149 if (opening_pos == -1) break;
150 int closing_pos = strstrofs(s, "}", opening_pos);
151 if (closing_pos == -1 || closing_pos <= opening_pos) break;
153 substring(s, 0, opening_pos),
154 substring_range(s, closing_pos + 1, strlen(s))
158 strcpy(this.text, s);
160 this.m_size = map_bound_ranges(potential,
161 autocvar_cl_damagetext_size_min_damage, autocvar_cl_damagetext_size_max_damage,
162 autocvar_cl_damagetext_size_min, autocvar_cl_damagetext_size_max);
165 CONSTRUCTOR(DamageText, int _group, vector _origin, bool _screen_coords, int _health, int _armor, int _potential_damage, int _deathtype, bool _friendlyfire) {
166 CONSTRUCT(DamageText);
167 this.m_group = _group;
168 this.m_friendlyfire = _friendlyfire;
169 this.m_screen_coords = _screen_coords;
170 if (_screen_coords) {
171 this.fade_rate = 1 / autocvar_cl_damagetext_2d_alpha_lifetime;
172 this.m_shrink_rate = 1 / autocvar_cl_damagetext_2d_size_lifetime;
174 this.fade_rate = 1 / autocvar_cl_damagetext_alpha_lifetime;
175 this.m_shrink_rate = 0;
177 DamageText_update(this, _origin, _health, _armor, _potential_damage, _deathtype);
178 IL_PUSH(g_drawables_2d, this);
181 DESTRUCTOR(DamageText) {
183 if (this == DamageText_screen_first) {
184 // start from 0 offset again, hopefully, others (if any) will have faded away by now
185 DamageText_screen_first = NULL;
186 DamageText_screen_count = 0;
191 NET_HANDLE(damagetext, bool isNew)
193 int server_entity_index = ReadByte();
194 int deathtype = ReadInt24_t();
195 int flags = ReadByte();
196 bool friendlyfire = flags & DTFLAG_SAMETEAM;
198 int health, armor, potential_damage;
199 if (flags & DTFLAG_BIG_HEALTH) health = ReadInt24_t();
200 else health = ReadShort();
201 if (flags & DTFLAG_NO_ARMOR) armor = 0;
202 else if (flags & DTFLAG_BIG_ARMOR) armor = ReadInt24_t();
203 else armor = ReadShort();
204 if (flags & DTFLAG_NO_POTENTIAL) potential_damage = health + armor;
205 else if (flags & DTFLAG_BIG_POTENTIAL) potential_damage = ReadInt24_t();
206 else potential_damage = ReadShort();
209 if (!autocvar_cl_damagetext) return;
210 if (friendlyfire && !autocvar_cl_damagetext_friendlyfire) return;
212 int client_entity_index = server_entity_index - 1;
213 entity entcs = entcs_receiver(client_entity_index);
215 bool can_use_3d = entcs && entcs.has_origin;
216 bool too_close = vdist(entcs.origin - view_origin, <, autocvar_cl_damagetext_2d_close_range);
217 bool prefer_in_view = autocvar_cl_damagetext_2d_out_of_view && !projected_on_screen(project_3d_to_2d(entcs.origin));
218 bool prefer_2d = spectatee_status != -1 && autocvar_cl_damagetext_2d && (too_close || prefer_in_view);
220 if (can_use_3d && !prefer_2d) {
222 if (autocvar_cl_damagetext_accumulate_range) {
223 for (entity e = findradius(entcs.origin, autocvar_cl_damagetext_accumulate_range); e; e = e.chain) {
224 if (e.instanceOfDamageText
225 && !e.m_screen_coords // we're using origin for both world coords and screen coords so avoid mismatches
226 && e.m_group == server_entity_index
227 && e.alpha > autocvar_cl_damagetext_accumulate_alpha_rel * autocvar_cl_damagetext_alpha_start) {
228 DamageText_update(e, entcs.origin, e.m_healthdamage + health, e.m_armordamage + armor, e.m_potential_damage + potential_damage, deathtype);
233 make_impure(NEW(DamageText, server_entity_index, entcs.origin, false, health, armor, potential_damage, deathtype, friendlyfire));
234 } else if (autocvar_cl_damagetext_2d && spectatee_status != -1) {
235 // never show 2d damagetext when observing - might be a bug in .has_origin
237 // screen coords only
238 vector screen_pos = vec2(vid_conwidth * autocvar_cl_damagetext_2d_pos.x, vid_conheight * autocvar_cl_damagetext_2d_pos.y);
239 IL_EACH(g_drawables_2d, it.instanceOfDamageText && it.m_screen_coords && it.m_group == server_entity_index, {
240 DamageText_update(it, screen_pos, it.m_healthdamage + health, it.m_armordamage + armor, it.m_potential_damage + potential_damage, deathtype);
244 // when hitting multiple enemies, dmgtext would overlap
245 if (DamageText_screen_first == NULL) {
246 DamageText dt = NEW(DamageText, server_entity_index, screen_pos, true, health, armor, potential_damage, deathtype, friendlyfire);
248 DamageText_screen_first = dt;
249 DamageText_screen_count = 1;
251 screen_pos += autocvar_cl_damagetext_2d_overlap_offset * DamageText_screen_count;
252 DamageText_screen_count++;
253 make_impure(NEW(DamageText, server_entity_index, screen_pos, true, health, armor, potential_damage, deathtype, friendlyfire));