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 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}, {potential}, {potential_health}");
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_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");
24 AUTOCVAR_SAVE(cl_damagetext_friendlyfire, bool, true, "Show damage text for friendlyfire too");
25 AUTOCVAR_SAVE(cl_damagetext_friendlyfire_color, vector, '1 0 0', "Damage text color for friendlyfire");
29 CLASS(DamageText, Object)
30 ATTRIB(DamageText, m_color, vector, autocvar_cl_damagetext_color);
31 ATTRIB(DamageText, m_color_friendlyfire, vector, autocvar_cl_damagetext_friendlyfire_color);
32 ATTRIB(DamageText, m_size, float, autocvar_cl_damagetext_size);
33 ATTRIB(DamageText, alpha, float, autocvar_cl_damagetext_alpha_start);
34 ATTRIB(DamageText, fade_rate, float, 1 / autocvar_cl_damagetext_alpha_lifetime);
35 ATTRIB(DamageText, velocity, vector, autocvar_cl_damagetext_velocity);
36 ATTRIB(DamageText, m_group, int, 0);
37 ATTRIB(DamageText, m_friendlyfire, bool, false);
38 ATTRIB(DamageText, m_damage, int, 0);
39 ATTRIB(DamageText, m_armordamage, int, 0);
40 ATTRIB(DamageText, m_potential_damage, int, 0);
41 ATTRIB(DamageText, m_deathtype, int, 0);
42 ATTRIB(DamageText, time_prev, float, time);
44 void DamageText_draw2d(DamageText this) {
45 float dt = time - this.time_prev;
46 this.time_prev = time;
47 setorigin(this, this.origin + dt * this.velocity);
48 this.alpha -= dt * this.fade_rate;
49 if (this.alpha < 0) delete(this);
50 vector pos = project_3d_to_2d(this.origin) + autocvar_cl_damagetext_offset;
51 if (pos.z >= 0 && this.m_size > 0) {
54 if (this.m_friendlyfire) {
55 rgb = this.m_color_friendlyfire;
60 if (autocvar_cl_damagetext_color_per_weapon) {
61 Weapon w = DEATH_WEAPONOF(this.m_deathtype);
62 if (w != WEP_Null) rgb = w.wpcolor;
64 string s = autocvar_cl_damagetext_format;
65 s = strreplace("{health}", sprintf("%d", rint(this.m_damage / DAMAGETEXT_PRECISION_MULTIPLIER)), s);
66 s = strreplace("{armor}", sprintf("%d", rint(this.m_armordamage / DAMAGETEXT_PRECISION_MULTIPLIER)), s);
67 s = strreplace("{total}", sprintf("%d", rint((this.m_damage + this.m_armordamage) / DAMAGETEXT_PRECISION_MULTIPLIER)), s);
68 s = strreplace("{potential}", sprintf("%d", rint(this.m_potential_damage/DAMAGETEXT_PRECISION_MULTIPLIER)), s);
69 s = strreplace("{potential_health}", sprintf("%d", rint((this.m_potential_damage - this.m_armordamage)/DAMAGETEXT_PRECISION_MULTIPLIER)), s);
70 drawcolorcodedstring2_builtin(pos, s, this.m_size * '1 1 0', rgb, this.alpha, DRAWFLAG_NORMAL);
73 ATTRIB(DamageText, draw2d, void(DamageText), DamageText_draw2d);
75 void DamageText_update(DamageText this, vector _origin, int _health, int _armor, int _potential_damage, int _deathtype) {
76 this.m_damage = _health;
77 this.m_armordamage = _armor;
78 this.m_potential_damage = _potential_damage;
79 this.m_deathtype = _deathtype;
80 setorigin(this, _origin);
81 this.alpha = autocvar_cl_damagetext_alpha_start;
84 CONSTRUCTOR(DamageText, int _group, vector _origin, int _health, int _armor, int _potential_damage, int _deathtype, bool _friendlyfire) {
85 CONSTRUCT(DamageText);
86 this.m_group = _group;
87 this.m_friendlyfire = _friendlyfire;
88 DamageText_update(this, _origin, _health, _armor, _potential_damage, _deathtype);
89 IL_PUSH(g_drawables_2d, this);
94 REGISTER_NET_TEMP(damagetext)
97 AUTOCVAR(sv_damagetext, int, 2, _("<= 0: disabled, >= 1: spectators, >= 2: players, >= 3: all players"));
98 #define SV_DAMAGETEXT_DISABLED() (autocvar_sv_damagetext <= 0 /* disabled */)
99 #define SV_DAMAGETEXT_SPECTATORS_ONLY() (autocvar_sv_damagetext >= 1 /* spectators only */)
100 #define SV_DAMAGETEXT_PLAYERS() (autocvar_sv_damagetext >= 2 /* players */)
101 #define SV_DAMAGETEXT_ALL() (autocvar_sv_damagetext >= 3 /* all players */)
102 MUTATOR_HOOKFUNCTION(damagetext, PlayerDamaged) {
103 if (SV_DAMAGETEXT_DISABLED()) return;
104 const entity attacker = M_ARGV(0, entity);
105 const entity hit = M_ARGV(1, entity); if (hit == attacker) return;
106 const float health = M_ARGV(2, float);
107 const float armor = M_ARGV(3, float);
108 const int deathtype = M_ARGV(5, int);
109 const float potential_damage = M_ARGV(6, float);
110 const vector location = hit.origin;
111 FOREACH_CLIENT(IS_REAL_CLIENT(it), LAMBDA(
113 (SV_DAMAGETEXT_ALL()) ||
114 (SV_DAMAGETEXT_PLAYERS() && it == attacker) ||
115 (SV_DAMAGETEXT_SPECTATORS_ONLY() && IS_SPEC(it) && it.enemy == attacker) ||
116 (SV_DAMAGETEXT_SPECTATORS_ONLY() && IS_OBSERVER(it))
118 int flags = SAME_TEAM(hit, attacker); // BIT(0)
119 if (health >= DAMAGETEXT_SHORT_LIMIT) flags |= BIT(1);
120 if (armor >= DAMAGETEXT_SHORT_LIMIT) flags |= BIT(2);
121 if (potential_damage >= DAMAGETEXT_SHORT_LIMIT) flags |= BIT(3);
124 WriteHeader(MSG_ONE, damagetext);
125 WriteEntity(MSG_ONE, hit);
126 WriteCoord(MSG_ONE, location.x);
127 WriteCoord(MSG_ONE, location.y);
128 WriteCoord(MSG_ONE, location.z);
129 WriteInt24_t(MSG_ONE, deathtype);
130 WriteByte(MSG_ONE, flags);
132 // we need to send a few decimal places to minimize errors when accumulating damage
133 // sending them multiplied saves bandwidth compared to using WriteCoord,
134 // however if the multiplied damage would be too much for (signed) short, we send an int24
135 if (health >= DAMAGETEXT_SHORT_LIMIT) WriteInt24_t(MSG_ONE, health * DAMAGETEXT_PRECISION_MULTIPLIER);
136 else WriteShort(MSG_ONE, health * DAMAGETEXT_PRECISION_MULTIPLIER);
137 if (armor >= DAMAGETEXT_SHORT_LIMIT) WriteInt24_t(MSG_ONE, armor * DAMAGETEXT_PRECISION_MULTIPLIER);
138 else WriteShort(MSG_ONE, armor * DAMAGETEXT_PRECISION_MULTIPLIER);
139 if (potential_damage >= DAMAGETEXT_SHORT_LIMIT) WriteInt24_t(MSG_ONE, potential_damage * DAMAGETEXT_PRECISION_MULTIPLIER);
140 else WriteShort(MSG_ONE, potential_damage * DAMAGETEXT_PRECISION_MULTIPLIER);
147 NET_HANDLE(damagetext, bool isNew)
149 int group = ReadShort();
150 vector location = vec3(ReadCoord(), ReadCoord(), ReadCoord());
151 int deathtype = ReadInt24_t();
152 int flags = ReadByte();
153 bool friendlyfire = flags & 1;
155 int health, armor, potential_damage;
156 if (flags & BIT(1)) health = ReadInt24_t();
157 else health = ReadShort();
158 if (flags & BIT(2)) armor = ReadInt24_t();
159 else armor = ReadShort();
160 if (flags & BIT(3)) potential_damage = ReadInt24_t();
161 else potential_damage = ReadShort();
164 if (autocvar_cl_damagetext) {
165 if (friendlyfire && !autocvar_cl_damagetext_friendlyfire) {
168 if (autocvar_cl_damagetext_accumulate_range) {
169 for (entity e = findradius(location, autocvar_cl_damagetext_accumulate_range); e; e = e.chain) {
170 if (e.instanceOfDamageText && e.m_group == group && e.alpha > autocvar_cl_damagetext_accumulate_alpha_rel * autocvar_cl_damagetext_alpha_start) {
171 DamageText_update(e, location, e.m_damage + health, e.m_armordamage + armor, e.m_potential_damage + potential_damage, deathtype);
176 make_impure(NEW(DamageText, group, location, health, armor, potential_damage, deathtype, friendlyfire));
183 #include <menu/gamesettings.qh>
185 CLASS(XonoticDamageTextSettings, XonoticTab)
186 REGISTER_SETTINGS(damagetext, NEW(XonoticDamageTextSettings));
187 ATTRIB(XonoticDamageTextSettings, title, string, _("Damage text"));
188 ATTRIB(XonoticDamageTextSettings, intendedWidth, float, 0.9);
189 ATTRIB(XonoticDamageTextSettings, rows, float, 15.5);
190 ATTRIB(XonoticDamageTextSettings, columns, float, 5);
191 INIT(XonoticDamageTextSettings) { this.configureDialog(this); }
192 METHOD(XonoticDamageTextSettings, showNotify, void(entity this)) { loadAllCvars(this); }
193 METHOD(XonoticDamageTextSettings, fill, void(entity this))
196 this.gotoRC(this, 0, 1); this.setFirstColumn(this, this.currentColumn);
197 this.TD(this, 1, 3, makeXonoticCheckBox(0, "cl_damagetext", _("Draw damage numbers")));
199 this.TD(this, 1, 1, e = makeXonoticTextLabel(0, _("Font size:")));
200 setDependent(e, "cl_damagetext", 1, 1);
201 this.TD(this, 1, 2, e = makeXonoticSlider(0, 50, 1, "cl_damagetext_size"));
202 setDependent(e, "cl_damagetext", 1, 1);
204 this.TD(this, 1, 1, e = makeXonoticTextLabel(0, _("Accumulate range:")));
205 setDependent(e, "cl_damagetext", 1, 1);
206 this.TD(this, 1, 2, e = makeXonoticSlider(0, 500, 1, "cl_damagetext_accumulate_range"));
207 setDependent(e, "cl_damagetext", 1, 1);
209 this.TD(this, 1, 1, e = makeXonoticTextLabel(0, _("Lifetime:")));
210 setDependent(e, "cl_damagetext", 1, 1);
211 this.TD(this, 1, 2, e = makeXonoticSlider(0, 10, 1, "cl_damagetext_alpha_lifetime"));
212 setDependent(e, "cl_damagetext", 1, 1);
214 this.TD(this, 1, 1, e = makeXonoticTextLabel(0, _("Color:")));
215 setDependent(e, "cl_damagetext", 1, 1);
216 this.TD(this, 2, 2, e = makeXonoticColorpickerString("cl_damagetext_color", "cl_damagetext_color"));
217 setDependent(e, "cl_damagetext", 1, 1);
221 this.TD(this, 1, 3, e = makeXonoticCheckBox(0, "cl_damagetext_friendlyfire", _("Draw damage numbers for friendly fire")));
222 setDependent(e, "cl_damagetext", 1, 1);
224 this.TD(this, 1, 1, e = makeXonoticTextLabel(0, _("Color:")));
225 setDependentAND(e, "cl_damagetext", 1, 1, "cl_damagetext_friendlyfire", 1, 1);
226 this.TD(this, 2, 2, e = makeXonoticColorpickerString("cl_damagetext_friendlyfire_color", "cl_damagetext_friendlyfire_color"));
227 setDependentAND(e, "cl_damagetext", 1, 1, "cl_damagetext_friendlyfire", 1, 1);
230 ENDCLASS(XonoticDamageTextSettings)