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 if (strstrofs(autocvar_cl_damagetext_format, "{", 0) < 0) autocvar_cl_damagetext_format = "-{total}";
24 AUTOCVAR_SAVE(cl_damagetext_color, vector, '1 1 0', "Damage text color");
25 AUTOCVAR_SAVE(cl_damagetext_color_per_weapon, bool, false, "Damage text uses weapon color");
26 AUTOCVAR_SAVE(cl_damagetext_size, float, 8, "Damage text font size");
27 AUTOCVAR_SAVE(cl_damagetext_alpha_start, float, 1, "Damage text initial alpha");
28 AUTOCVAR_SAVE(cl_damagetext_alpha_lifetime, float, 3, "Damage text lifetime in seconds");
29 AUTOCVAR_SAVE(cl_damagetext_velocity, vector, '0 0 20', "Damage text move direction");
30 AUTOCVAR_SAVE(cl_damagetext_offset, vector, '0 -40 0', "Damage text offset");
31 AUTOCVAR_SAVE(cl_damagetext_accumulate_range, float, 30, "Damage text spawned within this range is accumulated");
32 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");
33 AUTOCVAR_SAVE(cl_damagetext_friendlyfire, bool, true, "Show damage text for friendlyfire too");
34 AUTOCVAR_SAVE(cl_damagetext_friendlyfire_color, vector, '1 0 0', "Damage text color for friendlyfire");
38 CLASS(DamageText, Object)
39 ATTRIB(DamageText, m_color, vector, autocvar_cl_damagetext_color);
40 ATTRIB(DamageText, m_color_friendlyfire, vector, autocvar_cl_damagetext_friendlyfire_color);
41 ATTRIB(DamageText, m_size, float, autocvar_cl_damagetext_size);
42 ATTRIB(DamageText, alpha, float, autocvar_cl_damagetext_alpha_start);
43 ATTRIB(DamageText, fade_rate, float, 1 / autocvar_cl_damagetext_alpha_lifetime);
44 ATTRIB(DamageText, velocity, vector, autocvar_cl_damagetext_velocity);
45 ATTRIB(DamageText, m_group, int, 0);
46 ATTRIB(DamageText, m_friendlyfire, bool, false);
47 ATTRIB(DamageText, m_healthdamage, int, 0);
48 ATTRIB(DamageText, m_armordamage, int, 0);
49 ATTRIB(DamageText, m_potential_damage, int, 0);
50 ATTRIB(DamageText, m_deathtype, int, 0);
51 ATTRIB(DamageText, time_prev, float, time);
52 ATTRIB(DamageText, text, string, string_null);
54 void DamageText_draw2d(DamageText this) {
55 float dt = time - this.time_prev;
56 this.time_prev = time;
57 setorigin(this, this.origin + dt * this.velocity);
58 this.alpha -= dt * this.fade_rate;
59 if (this.alpha < 0) delete(this);
60 vector pos = project_3d_to_2d(this.origin) + autocvar_cl_damagetext_offset;
61 if (pos.z >= 0 && this.m_size > 0) {
64 if (this.m_friendlyfire) {
65 rgb = this.m_color_friendlyfire;
69 if (autocvar_cl_damagetext_color_per_weapon) {
70 Weapon w = DEATH_WEAPONOF(this.m_deathtype);
71 if (w != WEP_Null) rgb = w.wpcolor;
74 drawcolorcodedstring2_builtin(pos, this.text, this.m_size * '1 1 0', rgb, this.alpha, DRAWFLAG_NORMAL);
77 ATTRIB(DamageText, draw2d, void(DamageText), DamageText_draw2d);
79 void DamageText_update(DamageText this, vector _origin, int _health, int _armor, int _potential_damage, int _deathtype) {
80 this.m_healthdamage = _health;
81 this.m_armordamage = _armor;
82 this.m_potential_damage = _potential_damage;
83 this.m_deathtype = _deathtype;
84 setorigin(this, _origin);
85 this.alpha = autocvar_cl_damagetext_alpha_start;
87 int health = rint(this.m_healthdamage / DAMAGETEXT_PRECISION_MULTIPLIER);
88 int armor = rint(this.m_armordamage / DAMAGETEXT_PRECISION_MULTIPLIER);
89 int total = rint((this.m_healthdamage + this.m_armordamage) / DAMAGETEXT_PRECISION_MULTIPLIER);
90 int potential = rint(this.m_potential_damage / DAMAGETEXT_PRECISION_MULTIPLIER);
91 int potential_health = rint((this.m_potential_damage - this.m_armordamage) / DAMAGETEXT_PRECISION_MULTIPLIER);
93 string s = autocvar_cl_damagetext_format;
94 s = strreplace("{armor}", (
95 (this.m_armordamage == 0 && autocvar_cl_damagetext_format_hide_redundant)
97 : sprintf("%d", armor)
99 s = strreplace("{potential}", (
100 (this.m_potential_damage == this.m_healthdamage + this.m_armordamage && autocvar_cl_damagetext_format_hide_redundant)
102 : sprintf("%d", potential)
104 s = strreplace("{potential_health}", (
105 (this.m_potential_damage - this.m_armordamage == this.m_healthdamage && autocvar_cl_damagetext_format_hide_redundant)
107 : sprintf("%d", potential_health)
110 s = strreplace("{health}", (
111 (health == potential_health || !autocvar_cl_damagetext_format_verbose)
112 ? sprintf("%d", health)
113 : sprintf("%d (%d)", health, potential_health)
115 s = strreplace("{total}", (
116 (total == potential || !autocvar_cl_damagetext_format_verbose)
117 ? sprintf("%d", total)
118 : sprintf("%d (%d)", total, potential)
120 this.text = strzone(s);
123 CONSTRUCTOR(DamageText, int _group, vector _origin, int _health, int _armor, int _potential_damage, int _deathtype, bool _friendlyfire) {
124 CONSTRUCT(DamageText);
125 this.m_group = _group;
126 this.m_friendlyfire = _friendlyfire;
127 DamageText_update(this, _origin, _health, _armor, _potential_damage, _deathtype);
128 IL_PUSH(g_drawables_2d, this);
131 DESTRUCTOR(DamageText) {
132 strunzone(this.text);
137 REGISTER_NET_TEMP(damagetext)
140 AUTOCVAR(sv_damagetext, int, 2, _("<= 0: disabled, >= 1: spectators, >= 2: players, >= 3: all players"));
141 #define SV_DAMAGETEXT_DISABLED() (autocvar_sv_damagetext <= 0 /* disabled */)
142 #define SV_DAMAGETEXT_SPECTATORS_ONLY() (autocvar_sv_damagetext >= 1 /* spectators only */)
143 #define SV_DAMAGETEXT_PLAYERS() (autocvar_sv_damagetext >= 2 /* players */)
144 #define SV_DAMAGETEXT_ALL() (autocvar_sv_damagetext >= 3 /* all players */)
145 MUTATOR_HOOKFUNCTION(damagetext, PlayerDamaged) {
146 if (SV_DAMAGETEXT_DISABLED()) return;
147 const entity attacker = M_ARGV(0, entity);
148 const entity hit = M_ARGV(1, entity); if (hit == attacker) return;
149 const float health = M_ARGV(2, float);
150 const float armor = M_ARGV(3, float);
151 const int deathtype = M_ARGV(5, int);
152 const float potential_damage = M_ARGV(6, float);
153 const vector location = hit.origin;
154 FOREACH_CLIENT(IS_REAL_CLIENT(it), LAMBDA(
156 (SV_DAMAGETEXT_ALL()) ||
157 (SV_DAMAGETEXT_PLAYERS() && it == attacker) ||
158 (SV_DAMAGETEXT_SPECTATORS_ONLY() && IS_SPEC(it) && it.enemy == attacker) ||
159 (SV_DAMAGETEXT_SPECTATORS_ONLY() && IS_OBSERVER(it))
162 if (SAME_TEAM(hit, attacker)) flags |= DTFLAG_SAMETEAM;
163 if (health >= DAMAGETEXT_SHORT_LIMIT) flags |= DTFLAG_BIG_HEALTH;
164 if (armor >= DAMAGETEXT_SHORT_LIMIT) flags |= DTFLAG_BIG_ARMOR;
165 if (potential_damage >= DAMAGETEXT_SHORT_LIMIT) flags |= DTFLAG_BIG_POTENTIAL;
166 if (!armor) flags |= DTFLAG_NO_ARMOR;
167 if (fabs((armor + health) - potential_damage) < 0.0001) flags |= DTFLAG_NO_POTENTIAL;
170 WriteHeader(MSG_ONE, damagetext);
171 WriteEntity(MSG_ONE, hit);
172 WriteCoord(MSG_ONE, location.x);
173 WriteCoord(MSG_ONE, location.y);
174 WriteCoord(MSG_ONE, location.z);
175 WriteInt24_t(MSG_ONE, deathtype);
176 WriteByte(MSG_ONE, flags);
178 // we need to send a few decimal places to minimize errors when accumulating damage
179 // sending them multiplied saves bandwidth compared to using WriteCoord,
180 // however if the multiplied damage would be too much for (signed) short, we send an int24
181 if (flags & DTFLAG_BIG_HEALTH) WriteInt24_t(MSG_ONE, health * DAMAGETEXT_PRECISION_MULTIPLIER);
182 else WriteShort(MSG_ONE, health * DAMAGETEXT_PRECISION_MULTIPLIER);
183 if (!(flags & DTFLAG_NO_ARMOR))
185 if (flags & DTFLAG_BIG_ARMOR) WriteInt24_t(MSG_ONE, armor * DAMAGETEXT_PRECISION_MULTIPLIER);
186 else WriteShort(MSG_ONE, armor * DAMAGETEXT_PRECISION_MULTIPLIER);
188 if (!(flags & DTFLAG_NO_POTENTIAL))
190 if (flags & DTFLAG_BIG_POTENTIAL) WriteInt24_t(MSG_ONE, potential_damage * DAMAGETEXT_PRECISION_MULTIPLIER);
191 else WriteShort(MSG_ONE, potential_damage * DAMAGETEXT_PRECISION_MULTIPLIER);
199 NET_HANDLE(damagetext, bool isNew)
201 int group = ReadShort();
202 vector location = vec3(ReadCoord(), ReadCoord(), ReadCoord());
203 int deathtype = ReadInt24_t();
204 int flags = ReadByte();
205 bool friendlyfire = flags & DTFLAG_SAMETEAM;
207 int health, armor, potential_damage;
208 if (flags & DTFLAG_BIG_HEALTH) health = ReadInt24_t();
209 else health = ReadShort();
210 if (flags & DTFLAG_NO_ARMOR) armor = 0;
211 else if (flags & DTFLAG_BIG_ARMOR) armor = ReadInt24_t();
212 else armor = ReadShort();
213 if (flags & DTFLAG_NO_POTENTIAL) potential_damage = health + armor;
214 else if (flags & DTFLAG_BIG_POTENTIAL) potential_damage = ReadInt24_t();
215 else potential_damage = ReadShort();
218 if (autocvar_cl_damagetext) {
219 if (friendlyfire && !autocvar_cl_damagetext_friendlyfire) {
222 if (autocvar_cl_damagetext_accumulate_range) {
223 for (entity e = findradius(location, autocvar_cl_damagetext_accumulate_range); e; e = e.chain) {
224 if (e.instanceOfDamageText && e.m_group == group && e.alpha > autocvar_cl_damagetext_accumulate_alpha_rel * autocvar_cl_damagetext_alpha_start) {
225 DamageText_update(e, location, e.m_healthdamage + health, e.m_armordamage + armor, e.m_potential_damage + potential_damage, deathtype);
230 make_impure(NEW(DamageText, group, location, health, armor, potential_damage, deathtype, friendlyfire));
237 #include <menu/gamesettings.qh>
239 CLASS(XonoticDamageTextSettings, XonoticTab)
240 REGISTER_SETTINGS(damagetext, NEW(XonoticDamageTextSettings));
241 ATTRIB(XonoticDamageTextSettings, title, string, _("Damage text"));
242 ATTRIB(XonoticDamageTextSettings, intendedWidth, float, 0.9);
243 ATTRIB(XonoticDamageTextSettings, rows, float, 15.5);
244 ATTRIB(XonoticDamageTextSettings, columns, float, 5);
245 INIT(XonoticDamageTextSettings) { this.configureDialog(this); }
246 METHOD(XonoticDamageTextSettings, showNotify, void(entity this)) { loadAllCvars(this); }
247 METHOD(XonoticDamageTextSettings, fill, void(entity this))
250 this.gotoRC(this, 0, 1); this.setFirstColumn(this, this.currentColumn);
251 this.TD(this, 1, 3, makeXonoticCheckBox(0, "cl_damagetext", _("Draw damage numbers")));
253 this.TD(this, 1, 1, e = makeXonoticTextLabel(0, _("Font size:")));
254 setDependent(e, "cl_damagetext", 1, 1);
255 this.TD(this, 1, 2, e = makeXonoticSlider(0, 50, 1, "cl_damagetext_size"));
256 setDependent(e, "cl_damagetext", 1, 1);
258 this.TD(this, 1, 1, e = makeXonoticTextLabel(0, _("Accumulate range:")));
259 setDependent(e, "cl_damagetext", 1, 1);
260 this.TD(this, 1, 2, e = makeXonoticSlider(0, 500, 1, "cl_damagetext_accumulate_range"));
261 setDependent(e, "cl_damagetext", 1, 1);
263 this.TD(this, 1, 1, e = makeXonoticTextLabel(0, _("Lifetime:")));
264 setDependent(e, "cl_damagetext", 1, 1);
265 this.TD(this, 1, 2, e = makeXonoticSlider(0, 10, 1, "cl_damagetext_alpha_lifetime"));
266 setDependent(e, "cl_damagetext", 1, 1);
268 this.TD(this, 1, 1, e = makeXonoticTextLabel(0, _("Color:")));
269 setDependent(e, "cl_damagetext", 1, 1);
270 this.TD(this, 2, 2, e = makeXonoticColorpickerString("cl_damagetext_color", "cl_damagetext_color"));
271 setDependent(e, "cl_damagetext", 1, 1);
275 this.TD(this, 1, 3, e = makeXonoticCheckBox(0, "cl_damagetext_friendlyfire", _("Draw damage numbers for friendly fire")));
276 setDependent(e, "cl_damagetext", 1, 1);
278 this.TD(this, 1, 1, e = makeXonoticTextLabel(0, _("Color:")));
279 setDependentAND(e, "cl_damagetext", 1, 1, "cl_damagetext_friendlyfire", 1, 1);
280 this.TD(this, 2, 2, e = makeXonoticColorpickerString("cl_damagetext_friendlyfire_color", "cl_damagetext_friendlyfire_color"));
281 setDependentAND(e, "cl_damagetext", 1, 1, "cl_damagetext_friendlyfire", 1, 1);
284 ENDCLASS(XonoticDamageTextSettings)