1 #include "damagetext.qh"
3 #define DAMAGETEXT_PRECISION_MULTIPLIER 128
4 #define DAMAGETEXT_MAX_SHORT 255 // 2^15 (signed short) / DAMAGETEXT_PRECISION_MULTIPLIER - 1
6 REGISTER_MUTATOR(damagetext, true);
8 #if defined(CSQC) || defined(MENUQC)
9 // no translatable cvar description please
10 AUTOCVAR_SAVE(cl_damagetext, bool, true, "Draw damage dealt where you hit the enemy");
11 AUTOCVAR_SAVE(cl_damagetext_format, string, "-{total}", "How to format the damage text. {health}, {armor}, {total}");
12 STATIC_INIT(DamageText_LegacyFormat) {
13 if (strstrofs(autocvar_cl_damagetext_format, "{", 0) < 0) autocvar_cl_damagetext_format = "-{total}";
15 AUTOCVAR_SAVE(cl_damagetext_color, vector, '1 1 0', "Damage text color");
16 AUTOCVAR_SAVE(cl_damagetext_color_per_weapon, bool, false, "Damage text uses weapon color");
17 AUTOCVAR_SAVE(cl_damagetext_size, float, 8, "Damage text font size");
18 AUTOCVAR_SAVE(cl_damagetext_alpha_start, float, 1, "Damage text initial alpha");
19 AUTOCVAR_SAVE(cl_damagetext_alpha_lifetime, float, 3, "Damage text lifetime in seconds");
20 AUTOCVAR_SAVE(cl_damagetext_velocity, vector, '0 0 20', "Damage text move direction");
21 AUTOCVAR_SAVE(cl_damagetext_offset, vector, '0 -40 0', "Damage text offset");
22 AUTOCVAR_SAVE(cl_damagetext_accumulate_range, float, 30, "Damage text spawned within this range is accumulated");
23 AUTOCVAR_SAVE(cl_damagetext_friendlyfire, bool, true, "Show damage text for friendlyfire too");
24 AUTOCVAR_SAVE(cl_damagetext_friendlyfire_color, vector, '1 0 0', "Damage text color for friendlyfire");
28 CLASS(DamageText, Object)
29 ATTRIB(DamageText, m_color, vector, autocvar_cl_damagetext_color);
30 ATTRIB(DamageText, m_color_friendlyfire, vector, autocvar_cl_damagetext_friendlyfire_color);
31 ATTRIB(DamageText, m_size, float, autocvar_cl_damagetext_size);
32 ATTRIB(DamageText, alpha, float, autocvar_cl_damagetext_alpha_start);
33 ATTRIB(DamageText, fade_rate, float, 1 / autocvar_cl_damagetext_alpha_lifetime);
34 ATTRIB(DamageText, velocity, vector, autocvar_cl_damagetext_velocity);
35 ATTRIB(DamageText, m_group, int, 0);
36 ATTRIB(DamageText, m_friendlyfire, bool, false);
37 ATTRIB(DamageText, m_damage, int, 0);
38 ATTRIB(DamageText, m_armordamage, int, 0);
39 ATTRIB(DamageText, m_deathtype, int, 0);
40 ATTRIB(DamageText, time_prev, float, time);
42 void DamageText_draw2d(DamageText this) {
43 float dt = time - this.time_prev;
44 this.time_prev = time;
45 setorigin(this, this.origin + dt * this.velocity);
46 this.alpha -= dt * this.fade_rate;
47 if (this.alpha < 0) delete(this);
48 vector pos = project_3d_to_2d(this.origin) + autocvar_cl_damagetext_offset;
49 if (pos.z >= 0 && this.m_size > 0) {
52 if (this.m_friendlyfire) {
53 rgb = this.m_color_friendlyfire;
58 if (autocvar_cl_damagetext_color_per_weapon) {
59 Weapon w = DEATH_WEAPONOF(this.m_deathtype);
60 if (w != WEP_Null) rgb = w.wpcolor;
62 string s = autocvar_cl_damagetext_format;
63 s = strreplace("{health}", sprintf("%d", rint(this.m_damage / DAMAGETEXT_PRECISION_MULTIPLIER)), s);
64 s = strreplace("{armor}", sprintf("%d", rint(this.m_armordamage / DAMAGETEXT_PRECISION_MULTIPLIER)), s);
65 s = strreplace("{total}", sprintf("%d", rint((this.m_damage + this.m_armordamage) / DAMAGETEXT_PRECISION_MULTIPLIER)), s);
66 drawcolorcodedstring2_builtin(pos, s, this.m_size * '1 1 0', rgb, this.alpha, DRAWFLAG_NORMAL);
69 ATTRIB(DamageText, draw2d, void(DamageText), DamageText_draw2d);
71 void DamageText_update(DamageText this, vector _origin, int _health, int _armor, int _deathtype) {
72 this.m_damage = _health;
73 this.m_armordamage = _armor;
74 this.m_deathtype = _deathtype;
75 setorigin(this, _origin);
79 CONSTRUCTOR(DamageText, int _group, vector _origin, int _health, int _armor, int _deathtype, bool _friendlyfire) {
80 CONSTRUCT(DamageText);
81 this.m_group = _group;
82 this.m_friendlyfire = _friendlyfire;
83 DamageText_update(this, _origin, _health, _armor, _deathtype);
84 IL_PUSH(g_drawables_2d, this);
89 REGISTER_NET_TEMP(damagetext)
92 AUTOCVAR(sv_damagetext, int, 2, _("<= 0: disabled, >= 1: spectators, >= 2: players, >= 3: all players"));
93 #define SV_DAMAGETEXT_DISABLED() (autocvar_sv_damagetext <= 0 /* disabled */)
94 #define SV_DAMAGETEXT_SPECTATORS_ONLY() (autocvar_sv_damagetext >= 1 /* spectators only */)
95 #define SV_DAMAGETEXT_PLAYERS() (autocvar_sv_damagetext >= 2 /* players */)
96 #define SV_DAMAGETEXT_ALL() (autocvar_sv_damagetext >= 3 /* all players */)
97 MUTATOR_HOOKFUNCTION(damagetext, PlayerDamaged) {
98 if (SV_DAMAGETEXT_DISABLED()) return;
99 const entity attacker = M_ARGV(0, entity);
100 const entity hit = M_ARGV(1, entity); if (hit == attacker) return;
101 const float health = M_ARGV(2, float);
102 const float armor = M_ARGV(3, float);
103 const int deathtype = M_ARGV(5, int);
104 const vector location = hit.origin;
105 FOREACH_CLIENT(IS_REAL_CLIENT(it), LAMBDA(
107 (SV_DAMAGETEXT_ALL()) ||
108 (SV_DAMAGETEXT_PLAYERS() && it == attacker) ||
109 (SV_DAMAGETEXT_SPECTATORS_ONLY() && IS_SPEC(it) && it.enemy == attacker) ||
110 (SV_DAMAGETEXT_SPECTATORS_ONLY() && IS_OBSERVER(it))
112 int flags = SAME_TEAM(hit, attacker); // BIT(0)
113 if (health > DAMAGETEXT_MAX_SHORT) flags |= BIT(1);
114 if (armor > DAMAGETEXT_MAX_SHORT) flags |= BIT(2);
117 WriteHeader(MSG_ONE, damagetext);
118 WriteEntity(MSG_ONE, hit);
119 WriteCoord(MSG_ONE, location.x);
120 WriteCoord(MSG_ONE, location.y);
121 WriteCoord(MSG_ONE, location.z);
122 WriteInt24_t(MSG_ONE, deathtype);
123 WriteByte(MSG_ONE, flags);
125 // we need to send a few decimal places to minimize errors when accumulating damage
126 // sending them multiplied saves bandwidth compared to using WriteCoord,
127 // however if the multiplied damage would be too much for (signed) short, we send an int24
128 if (health > DAMAGETEXT_MAX_SHORT) WriteInt24_t(MSG_ONE, health * DAMAGETEXT_PRECISION_MULTIPLIER);
129 else WriteShort(MSG_ONE, health * DAMAGETEXT_PRECISION_MULTIPLIER);
130 if (armor > DAMAGETEXT_MAX_SHORT) WriteInt24_t(MSG_ONE, armor * DAMAGETEXT_PRECISION_MULTIPLIER);
131 else WriteShort(MSG_ONE, armor * DAMAGETEXT_PRECISION_MULTIPLIER);
138 NET_HANDLE(damagetext, bool isNew)
140 int group = ReadShort();
141 vector location = vec3(ReadCoord(), ReadCoord(), ReadCoord());
142 int deathtype = ReadInt24_t();
143 int flags = ReadByte();
144 bool friendlyfire = flags & 1;
147 if (flags & BIT(1)) health = ReadInt24_t();
148 else health = ReadShort();
149 if (flags & BIT(2)) armor = ReadInt24_t();
150 else armor = ReadShort();
153 if (autocvar_cl_damagetext) {
154 if (friendlyfire && !autocvar_cl_damagetext_friendlyfire) {
157 if (autocvar_cl_damagetext_accumulate_range) {
158 for (entity e = findradius(location, autocvar_cl_damagetext_accumulate_range); e; e = e.chain) {
159 if (e.instanceOfDamageText && e.m_group == group) {
160 DamageText_update(e, location, e.m_damage + health, e.m_armordamage + armor, deathtype);
165 make_impure(NEW(DamageText, group, location, health, armor, deathtype, friendlyfire));
172 #include <menu/gamesettings.qh>
174 CLASS(XonoticDamageTextSettings, XonoticTab)
175 REGISTER_SETTINGS(damagetext, NEW(XonoticDamageTextSettings));
176 ATTRIB(XonoticDamageTextSettings, title, string, _("Damage text"));
177 ATTRIB(XonoticDamageTextSettings, intendedWidth, float, 0.9);
178 ATTRIB(XonoticDamageTextSettings, rows, float, 15.5);
179 ATTRIB(XonoticDamageTextSettings, columns, float, 5);
180 INIT(XonoticDamageTextSettings) { this.configureDialog(this); }
181 METHOD(XonoticDamageTextSettings, showNotify, void(entity this)) { loadAllCvars(this); }
182 METHOD(XonoticDamageTextSettings, fill, void(entity this))
185 this.gotoRC(this, 0, 1); this.setFirstColumn(this, this.currentColumn);
186 this.TD(this, 1, 3, makeXonoticCheckBox(0, "cl_damagetext", _("Draw damage numbers")));
188 this.TD(this, 1, 1, e = makeXonoticTextLabel(0, _("Font size:")));
189 setDependent(e, "cl_damagetext", 1, 1);
190 this.TD(this, 1, 2, e = makeXonoticSlider(0, 50, 1, "cl_damagetext_size"));
191 setDependent(e, "cl_damagetext", 1, 1);
193 this.TD(this, 1, 1, e = makeXonoticTextLabel(0, _("Accumulate range:")));
194 setDependent(e, "cl_damagetext", 1, 1);
195 this.TD(this, 1, 2, e = makeXonoticSlider(0, 500, 1, "cl_damagetext_accumulate_range"));
196 setDependent(e, "cl_damagetext", 1, 1);
198 this.TD(this, 1, 1, e = makeXonoticTextLabel(0, _("Lifetime:")));
199 setDependent(e, "cl_damagetext", 1, 1);
200 this.TD(this, 1, 2, e = makeXonoticSlider(0, 10, 1, "cl_damagetext_alpha_lifetime"));
201 setDependent(e, "cl_damagetext", 1, 1);
203 this.TD(this, 1, 1, e = makeXonoticTextLabel(0, _("Color:")));
204 setDependent(e, "cl_damagetext", 1, 1);
205 this.TD(this, 2, 2, e = makeXonoticColorpickerString("cl_damagetext_color", "cl_damagetext_color"));
206 setDependent(e, "cl_damagetext", 1, 1);
209 this.TD(this, 1, 3, e = makeXonoticCheckBox(0, "cl_damagetext_friendlyfire", _("Draw damage numbers for friendly fire")));
210 setDependent(e, "cl_damagetext", 1, 1);
212 this.TD(this, 1, 1, e = makeXonoticTextLabel(0, _("Color:")));
213 setDependentAND(e, "cl_damagetext", 1, 1, "cl_damagetext_friendlyfire", 1, 1);
214 this.TD(this, 2, 2, e = makeXonoticColorpickerString("cl_damagetext_friendlyfire_color", "cl_damagetext_friendlyfire_color"));
215 setDependentAND(e, "cl_damagetext", 1, 1, "cl_damagetext_friendlyfire", 1, 1);
218 ENDCLASS(XonoticDamageTextSettings)