]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/common/mutators/mutator/damagetext/damagetext.qc
enable damagetext while updating the format
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / mutators / mutator / damagetext / damagetext.qc
1 #include "damagetext.qh"
2
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
5
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);
12
13 REGISTER_MUTATOR(damagetext, true);
14
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");
27     };
28 }
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");
43 #endif
44
45 #ifdef CSQC
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);
61
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) {
70             pos.z = 0;
71             vector rgb;
72             if (this.m_friendlyfire) {
73                 rgb = this.m_color_friendlyfire;
74             } else {
75                 rgb = this.m_color;
76             }
77             if (autocvar_cl_damagetext_color_per_weapon) {
78                 Weapon w = DEATH_WEAPONOF(this.m_deathtype);
79                 if (w != WEP_Null) rgb = w.wpcolor;
80             }
81
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;
86         }
87     }
88     ATTRIB(DamageText, draw2d, void(DamageText), DamageText_draw2d);
89
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;
97
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);
103
104         string s = autocvar_cl_damagetext_format;
105         s = strreplace("{armor}", (
106             (this.m_armordamage == 0 && autocvar_cl_damagetext_format_hide_redundant)
107                 ? ""
108                 : sprintf("%d", armor)
109             ), s);
110         s = strreplace("{potential}", (
111             (this.m_potential_damage == this.m_healthdamage + this.m_armordamage && autocvar_cl_damagetext_format_hide_redundant)
112                 ? ""
113                 : sprintf("%d", potential)
114             ), s);
115         s = strreplace("{potential_health}", (
116             (this.m_potential_damage - this.m_armordamage == this.m_healthdamage && autocvar_cl_damagetext_format_hide_redundant)
117                 ? ""
118                 : sprintf("%d", potential_health)
119             ), s);
120
121         s = strreplace("{health}", (
122             (health == potential_health || !autocvar_cl_damagetext_format_verbose)
123                 ? sprintf("%d",      health)
124                 : sprintf("%d (%d)", health, potential_health)
125             ), s);
126         s = strreplace("{total}", (
127             (total == potential || !autocvar_cl_damagetext_format_verbose)
128                 ? sprintf("%d",      total)
129                 : sprintf("%d (%d)", total, potential)
130             ), s);
131         if (this.text) strunzone(this.text);
132         this.text = strzone(s);
133
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;
137         this.m_size = bound(
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);
141     }
142
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);
149     }
150
151     DESTRUCTOR(DamageText) {
152         if (this.text) strunzone(this.text);
153     }
154 ENDCLASS(DamageText)
155 #endif
156
157 REGISTER_NET_TEMP(damagetext)
158
159 #ifdef SVQC
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(
175         if (
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))
180         ) {
181             int flags = 0;
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;
188
189             msg_entity = it;
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);
197
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))
204             {
205                 if (flags & DTFLAG_BIG_ARMOR) WriteInt24_t(MSG_ONE, armor * DAMAGETEXT_PRECISION_MULTIPLIER);
206                 else WriteShort(MSG_ONE, armor * DAMAGETEXT_PRECISION_MULTIPLIER);
207             }
208             if (!(flags & DTFLAG_NO_POTENTIAL))
209             {
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);
212                         }
213         }
214     ));
215 }
216 #endif
217
218 #ifdef CSQC
219 NET_HANDLE(damagetext, bool isNew)
220 {
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;
226
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();
236
237     return = true;
238     if (autocvar_cl_damagetext) {
239         if (friendlyfire && !autocvar_cl_damagetext_friendlyfire) {
240             return;
241         }
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);
246                     return;
247                 }
248             }
249         }
250         make_impure(NEW(DamageText, group, location, health, armor, potential_damage, deathtype, friendlyfire));
251     }
252 }
253 #endif
254
255 #ifdef MENUQC
256
257 #include <menu/gamesettings.qh>
258
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))
268     {
269         entity e;
270         this.gotoRC(this, 0, 1); this.setFirstColumn(this, this.currentColumn);
271             this.TD(this, 1, 3, makeXonoticCheckBox(0, "cl_damagetext", _("Draw damage numbers")));
272         this.TR(this);
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);
277         this.TR(this);
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);
282         this.TR(this);
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);
287         this.TR(this);
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);
292         this.TR(this);
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);
297         this.TR(this);
298         this.TR(this);
299         // friendly fire
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);
302         this.TR(this);
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);
307         this.TR(this);
308     }
309 ENDCLASS(XonoticDamageTextSettings)
310 #endif