1 #include "damagetext.qh"
3 #define DAMAGETEXT_PRECISION_MULTIPLIER 128
4 #define DAMAGETEXT_SHORT_LIMIT 256 // the smallest value that we can't send as short - 2^15 (signed short) / DAMAGETEXT_PRECISION_MULTIPLIER
6 const int DTFLAG_SAMETEAM = BIT(0);
7 const int DTFLAG_BIG_HEALTH = BIT(1);
8 const int DTFLAG_BIG_ARMOR = BIT(2);
9 const int DTFLAG_BIG_POTENTIAL = BIT(3);
10 const int DTFLAG_NO_ARMOR = BIT(4);
11 const int DTFLAG_NO_POTENTIAL = BIT(5);
13 REGISTER_MUTATOR(damagetext, true);
15 #if defined(CSQC) || defined(MENUQC)
16 // no translatable cvar description please
17 AUTOCVAR_SAVE(cl_damagetext, bool, true, "Draw damage dealt where you hit the enemy");
18 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");
19 AUTOCVAR_SAVE(cl_damagetext_format_verbose, bool, false, "{health} shows {potential_health} too when they differ; {total} shows {potential} too when they differ");
20 AUTOCVAR_SAVE(cl_damagetext_format_hide_redundant, bool, false, "hide {armor} if 0; hide {potential} and {potential_health} when same as actual");
21 STATIC_INIT(DamageText_LegacyFormat) {
22 // damagetext used to be off by default and the cvar got saved in people's configs along with the old format
23 // enable damagetext while updating the format for a one time effect
24 if (strstrofs(autocvar_cl_damagetext_format, "{", 0) < 0) {
25 localcmd("\nseta cl_damagetext 1\n");
26 localcmd("\nseta cl_damagetext_format -{total}\n");
29 AUTOCVAR_SAVE(cl_damagetext_color, vector, '1 1 0', "Damage text color");
30 AUTOCVAR_SAVE(cl_damagetext_color_per_weapon, bool, false, "Damage text uses weapon color");
31 AUTOCVAR_SAVE(cl_damagetext_size_min, float, 8, "Damage text font size for small damage");
32 AUTOCVAR_SAVE(cl_damagetext_size_min_damage, float, 0, "How much damage is considered small");
33 AUTOCVAR_SAVE(cl_damagetext_size_max, float, 16, "Damage text font size for large damage");
34 AUTOCVAR_SAVE(cl_damagetext_size_max_damage, float, 100, "How much damage is considered large");
35 AUTOCVAR_SAVE(cl_damagetext_alpha_start, float, 1, "Damage text initial alpha");
36 AUTOCVAR_SAVE(cl_damagetext_alpha_lifetime, float, 3, "Damage text lifetime in seconds");
37 AUTOCVAR_SAVE(cl_damagetext_velocity, vector, '0 0 20', "Damage text move direction");
38 AUTOCVAR_SAVE(cl_damagetext_offset, vector, '0 -40 0', "Damage text offset");
39 AUTOCVAR_SAVE(cl_damagetext_accumulate_range, float, 30, "Damage text spawned within this range is accumulated");
40 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");
41 AUTOCVAR_SAVE(cl_damagetext_friendlyfire, bool, true, "Show damage text for friendlyfire too");
42 AUTOCVAR_SAVE(cl_damagetext_friendlyfire_color, vector, '1 0 0', "Damage text color for friendlyfire");
46 CLASS(DamageText, Object)
47 ATTRIB(DamageText, m_color, vector, autocvar_cl_damagetext_color);
48 ATTRIB(DamageText, m_color_friendlyfire, vector, autocvar_cl_damagetext_friendlyfire_color);
49 ATTRIB(DamageText, m_size, float, autocvar_cl_damagetext_size_min);
50 ATTRIB(DamageText, alpha, float, autocvar_cl_damagetext_alpha_start);
51 ATTRIB(DamageText, fade_rate, float, 1 / autocvar_cl_damagetext_alpha_lifetime);
52 ATTRIB(DamageText, velocity, vector, autocvar_cl_damagetext_velocity);
53 ATTRIB(DamageText, m_group, int, 0);
54 ATTRIB(DamageText, m_friendlyfire, bool, false);
55 ATTRIB(DamageText, m_healthdamage, int, 0);
56 ATTRIB(DamageText, m_armordamage, int, 0);
57 ATTRIB(DamageText, m_potential_damage, int, 0);
58 ATTRIB(DamageText, m_deathtype, int, 0);
59 ATTRIB(DamageText, time_prev, float, time);
60 ATTRIB(DamageText, text, string, string_null);
62 void DamageText_draw2d(DamageText this) {
63 float dt = time - this.time_prev;
64 this.time_prev = time;
65 setorigin(this, this.origin + dt * this.velocity);
66 this.alpha -= dt * this.fade_rate;
67 if (this.alpha < 0) delete(this);
68 vector pos = project_3d_to_2d(this.origin) + autocvar_cl_damagetext_offset;
69 if (pos.z >= 0 && this.m_size > 0) {
72 if (this.m_friendlyfire) {
73 rgb = this.m_color_friendlyfire;
77 if (autocvar_cl_damagetext_color_per_weapon) {
78 Weapon w = DEATH_WEAPONOF(this.m_deathtype);
79 if (w != WEP_Null) rgb = w.wpcolor;
82 vector drawfontscale_save = drawfontscale;
83 drawfontscale = (this.m_size / autocvar_cl_damagetext_size_max) * '1 1 0';
84 drawcolorcodedstring2_builtin(pos, this.text, autocvar_cl_damagetext_size_max * '1 1 0', rgb, this.alpha, DRAWFLAG_NORMAL);
85 drawfontscale = drawfontscale_save;
88 ATTRIB(DamageText, draw2d, void(DamageText), DamageText_draw2d);
90 void DamageText_update(DamageText this, vector _origin, int _health, int _armor, int _potential_damage, int _deathtype) {
91 this.m_healthdamage = _health;
92 this.m_armordamage = _armor;
93 this.m_potential_damage = _potential_damage;
94 this.m_deathtype = _deathtype;
95 setorigin(this, _origin);
96 this.alpha = autocvar_cl_damagetext_alpha_start;
98 int health = rint(this.m_healthdamage / DAMAGETEXT_PRECISION_MULTIPLIER);
99 int armor = rint(this.m_armordamage / DAMAGETEXT_PRECISION_MULTIPLIER);
100 int total = rint((this.m_healthdamage + this.m_armordamage) / DAMAGETEXT_PRECISION_MULTIPLIER);
101 int potential = rint(this.m_potential_damage / DAMAGETEXT_PRECISION_MULTIPLIER);
102 int potential_health = rint((this.m_potential_damage - this.m_armordamage) / DAMAGETEXT_PRECISION_MULTIPLIER);
104 string s = autocvar_cl_damagetext_format;
105 s = strreplace("{armor}", (
106 (this.m_armordamage == 0 && autocvar_cl_damagetext_format_hide_redundant)
108 : sprintf("%d", armor)
110 s = strreplace("{potential}", (
111 (this.m_potential_damage == this.m_healthdamage + this.m_armordamage && autocvar_cl_damagetext_format_hide_redundant)
113 : sprintf("%d", potential)
115 s = strreplace("{potential_health}", (
116 (this.m_potential_damage - this.m_armordamage == this.m_healthdamage && autocvar_cl_damagetext_format_hide_redundant)
118 : sprintf("%d", potential_health)
121 s = strreplace("{health}", (
122 (health == potential_health || !autocvar_cl_damagetext_format_verbose)
123 ? sprintf("%d", health)
124 : sprintf("%d (%d)", health, potential_health)
126 s = strreplace("{total}", (
127 (total == potential || !autocvar_cl_damagetext_format_verbose)
128 ? sprintf("%d", total)
129 : sprintf("%d (%d)", total, potential)
131 if (this.text) strunzone(this.text);
132 this.text = strzone(s);
134 float size_range = autocvar_cl_damagetext_size_max - autocvar_cl_damagetext_size_min;
135 float damage_range = autocvar_cl_damagetext_size_max_damage - autocvar_cl_damagetext_size_min_damage;
136 float scale_factor = size_range / damage_range;
138 autocvar_cl_damagetext_size_min,
139 (potential - autocvar_cl_damagetext_size_min_damage) * scale_factor + autocvar_cl_damagetext_size_min,
140 autocvar_cl_damagetext_size_max);
143 CONSTRUCTOR(DamageText, int _group, vector _origin, int _health, int _armor, int _potential_damage, int _deathtype, bool _friendlyfire) {
144 CONSTRUCT(DamageText);
145 this.m_group = _group;
146 this.m_friendlyfire = _friendlyfire;
147 DamageText_update(this, _origin, _health, _armor, _potential_damage, _deathtype);
148 IL_PUSH(g_drawables_2d, this);
151 DESTRUCTOR(DamageText) {
152 if (this.text) strunzone(this.text);
157 REGISTER_NET_TEMP(damagetext)
160 AUTOCVAR(sv_damagetext, int, 2, _("<= 0: disabled, >= 1: spectators, >= 2: players, >= 3: all players"));
161 #define SV_DAMAGETEXT_DISABLED() (autocvar_sv_damagetext <= 0 /* disabled */)
162 #define SV_DAMAGETEXT_SPECTATORS_ONLY() (autocvar_sv_damagetext >= 1 /* spectators only */)
163 #define SV_DAMAGETEXT_PLAYERS() (autocvar_sv_damagetext >= 2 /* players */)
164 #define SV_DAMAGETEXT_ALL() (autocvar_sv_damagetext >= 3 /* all players */)
165 MUTATOR_HOOKFUNCTION(damagetext, PlayerDamaged) {
166 if (SV_DAMAGETEXT_DISABLED()) return;
167 const entity attacker = M_ARGV(0, entity);
168 const entity hit = M_ARGV(1, entity); if (hit == attacker) return;
169 const float health = M_ARGV(2, float);
170 const float armor = M_ARGV(3, float);
171 const int deathtype = M_ARGV(5, int);
172 const float potential_damage = M_ARGV(6, float);
173 const vector location = hit.origin;
174 FOREACH_CLIENT(IS_REAL_CLIENT(it), LAMBDA(
176 (SV_DAMAGETEXT_ALL()) ||
177 (SV_DAMAGETEXT_PLAYERS() && it == attacker) ||
178 (SV_DAMAGETEXT_SPECTATORS_ONLY() && IS_SPEC(it) && it.enemy == attacker) ||
179 (SV_DAMAGETEXT_SPECTATORS_ONLY() && IS_OBSERVER(it))
182 if (SAME_TEAM(hit, attacker)) flags |= DTFLAG_SAMETEAM;
183 if (health >= DAMAGETEXT_SHORT_LIMIT) flags |= DTFLAG_BIG_HEALTH;
184 if (armor >= DAMAGETEXT_SHORT_LIMIT) flags |= DTFLAG_BIG_ARMOR;
185 if (potential_damage >= DAMAGETEXT_SHORT_LIMIT) flags |= DTFLAG_BIG_POTENTIAL;
186 if (!armor) flags |= DTFLAG_NO_ARMOR;
187 if (fabs((armor + health) - potential_damage) < 0.0001) flags |= DTFLAG_NO_POTENTIAL;
190 WriteHeader(MSG_ONE, damagetext);
191 WriteEntity(MSG_ONE, hit);
192 WriteCoord(MSG_ONE, location.x);
193 WriteCoord(MSG_ONE, location.y);
194 WriteCoord(MSG_ONE, location.z);
195 WriteInt24_t(MSG_ONE, deathtype);
196 WriteByte(MSG_ONE, flags);
198 // we need to send a few decimal places to minimize errors when accumulating damage
199 // sending them multiplied saves bandwidth compared to using WriteCoord,
200 // however if the multiplied damage would be too much for (signed) short, we send an int24
201 if (flags & DTFLAG_BIG_HEALTH) WriteInt24_t(MSG_ONE, health * DAMAGETEXT_PRECISION_MULTIPLIER);
202 else WriteShort(MSG_ONE, health * DAMAGETEXT_PRECISION_MULTIPLIER);
203 if (!(flags & DTFLAG_NO_ARMOR))
205 if (flags & DTFLAG_BIG_ARMOR) WriteInt24_t(MSG_ONE, armor * DAMAGETEXT_PRECISION_MULTIPLIER);
206 else WriteShort(MSG_ONE, armor * DAMAGETEXT_PRECISION_MULTIPLIER);
208 if (!(flags & DTFLAG_NO_POTENTIAL))
210 if (flags & DTFLAG_BIG_POTENTIAL) WriteInt24_t(MSG_ONE, potential_damage * DAMAGETEXT_PRECISION_MULTIPLIER);
211 else WriteShort(MSG_ONE, potential_damage * DAMAGETEXT_PRECISION_MULTIPLIER);
219 NET_HANDLE(damagetext, bool isNew)
221 int group = ReadShort();
222 vector location = vec3(ReadCoord(), ReadCoord(), ReadCoord());
223 int deathtype = ReadInt24_t();
224 int flags = ReadByte();
225 bool friendlyfire = flags & DTFLAG_SAMETEAM;
227 int health, armor, potential_damage;
228 if (flags & DTFLAG_BIG_HEALTH) health = ReadInt24_t();
229 else health = ReadShort();
230 if (flags & DTFLAG_NO_ARMOR) armor = 0;
231 else if (flags & DTFLAG_BIG_ARMOR) armor = ReadInt24_t();
232 else armor = ReadShort();
233 if (flags & DTFLAG_NO_POTENTIAL) potential_damage = health + armor;
234 else if (flags & DTFLAG_BIG_POTENTIAL) potential_damage = ReadInt24_t();
235 else potential_damage = ReadShort();
238 if (autocvar_cl_damagetext) {
239 if (friendlyfire && !autocvar_cl_damagetext_friendlyfire) {
242 if (autocvar_cl_damagetext_accumulate_range) {
243 for (entity e = findradius(location, autocvar_cl_damagetext_accumulate_range); e; e = e.chain) {
244 if (e.instanceOfDamageText && e.m_group == group && e.alpha > autocvar_cl_damagetext_accumulate_alpha_rel * autocvar_cl_damagetext_alpha_start) {
245 DamageText_update(e, location, e.m_healthdamage + health, e.m_armordamage + armor, e.m_potential_damage + potential_damage, deathtype);
250 make_impure(NEW(DamageText, group, location, health, armor, potential_damage, deathtype, friendlyfire));
257 #include <menu/gamesettings.qh>
259 CLASS(XonoticDamageTextSettings, XonoticTab)
260 REGISTER_SETTINGS(damagetext, NEW(XonoticDamageTextSettings));
261 ATTRIB(XonoticDamageTextSettings, title, string, _("Damage text"));
262 ATTRIB(XonoticDamageTextSettings, intendedWidth, float, 0.9);
263 ATTRIB(XonoticDamageTextSettings, rows, float, 15.5);
264 ATTRIB(XonoticDamageTextSettings, columns, float, 5);
265 INIT(XonoticDamageTextSettings) { this.configureDialog(this); }
266 METHOD(XonoticDamageTextSettings, showNotify, void(entity this)) { loadAllCvars(this); }
267 METHOD(XonoticDamageTextSettings, fill, void(entity this))
270 this.gotoRC(this, 0, 1); this.setFirstColumn(this, this.currentColumn);
271 this.TD(this, 1, 3, makeXonoticCheckBox(0, "cl_damagetext", _("Draw damage numbers")));
273 this.TD(this, 1, 1, e = makeXonoticTextLabel(0, _("Font size minimum:")));
274 setDependent(e, "cl_damagetext", 1, 1);
275 this.TD(this, 1, 2, e = makeXonoticSlider(0, 50, 1, "cl_damagetext_size_min"));
276 setDependent(e, "cl_damagetext", 1, 1);
278 this.TD(this, 1, 1, e = makeXonoticTextLabel(0, _("Font size maximum:")));
279 setDependent(e, "cl_damagetext", 1, 1);
280 this.TD(this, 1, 2, e = makeXonoticSlider(0, 50, 1, "cl_damagetext_size_max"));
281 setDependent(e, "cl_damagetext", 1, 1);
283 this.TD(this, 1, 1, e = makeXonoticTextLabel(0, _("Accumulate range:")));
284 setDependent(e, "cl_damagetext", 1, 1);
285 this.TD(this, 1, 2, e = makeXonoticSlider(0, 500, 1, "cl_damagetext_accumulate_range"));
286 setDependent(e, "cl_damagetext", 1, 1);
288 this.TD(this, 1, 1, e = makeXonoticTextLabel(0, _("Lifetime:")));
289 setDependent(e, "cl_damagetext", 1, 1);
290 this.TD(this, 1, 2, e = makeXonoticSlider(0, 10, 1, "cl_damagetext_alpha_lifetime"));
291 setDependent(e, "cl_damagetext", 1, 1);
293 this.TD(this, 1, 1, e = makeXonoticTextLabel(0, _("Color:")));
294 setDependent(e, "cl_damagetext", 1, 1);
295 this.TD(this, 2, 2, e = makeXonoticColorpickerString("cl_damagetext_color", "cl_damagetext_color"));
296 setDependent(e, "cl_damagetext", 1, 1);
300 this.TD(this, 1, 3, e = makeXonoticCheckBox(0, "cl_damagetext_friendlyfire", _("Draw damage numbers for friendly fire")));
301 setDependent(e, "cl_damagetext", 1, 1);
303 this.TD(this, 1, 1, e = makeXonoticTextLabel(0, _("Color:")));
304 setDependentAND(e, "cl_damagetext", 1, 1, "cl_damagetext_friendlyfire", 1, 1);
305 this.TD(this, 2, 2, e = makeXonoticColorpickerString("cl_damagetext_friendlyfire_color", "cl_damagetext_friendlyfire_color"));
306 setDependentAND(e, "cl_damagetext", 1, 1, "cl_damagetext_friendlyfire", 1, 1);
309 ENDCLASS(XonoticDamageTextSettings)