1#include "damagetext.qh"
2
3#include "lib/math.qh"
4
5#define DAMAGETEXT_PRECISION_MULTIPLIER 128
6#define DAMAGETEXT_SHORT_LIMIT 256 // the smallest value that we can't send as short - 2^15 (signed short) / DAMAGETEXT_PRECISION_MULTIPLIER
7
8const int DTFLAG_SAMETEAM = BIT(0);
9const int DTFLAG_BIG_HEALTH = BIT(1);
10const int DTFLAG_BIG_ARMOR = BIT(2);
11const int DTFLAG_BIG_POTENTIAL = BIT(3);
12const int DTFLAG_NO_ARMOR = BIT(4);
13const int DTFLAG_NO_POTENTIAL = BIT(5);
14
15REGISTER_MUTATOR(damagetext, true);
16
17// || defined(MENUQC)
18#if defined(CSQC)
19// no translatable cvar description please
20AUTOCVAR_SAVE(cl_damagetext,                        bool,   true,       "Draw damage dealt where you hit the enemy");
21AUTOCVAR_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");
22AUTOCVAR_SAVE(cl_damagetext_format_verbose,         bool,   false,      "{health} shows {potential_health} too when they differ; {total} shows {potential} too when they differ");
23AUTOCVAR_SAVE(cl_damagetext_format_hide_redundant,  bool,   false,      "hide {armor} if 0; hide {potential} and {potential_health} when same as actual");
24STATIC_INIT(DamageText_LegacyFormat) {
25    // damagetext used to be off by default and the cvar got saved in people's configs along with the old format
26    // enable damagetext while updating the format for a one time effect
27    if (strstrofs(autocvar_cl_damagetext_format, "{", 0) < 0) {
28        localcmd("\nseta cl_damagetext 1\n");
29        localcmd("\nseta cl_damagetext_format -{total}\n");
30    };
31}
32AUTOCVAR_SAVE(cl_damagetext_color,                  vector, '1 1 0',    "Damage text color");
33AUTOCVAR_SAVE(cl_damagetext_color_per_weapon,       bool,   false,      "Damage text uses weapon color");
34AUTOCVAR_SAVE(cl_damagetext_size_min,               float,  10,          "Damage text font size for small damage");
35AUTOCVAR_SAVE(cl_damagetext_size_min_damage,        float,  25,          "How much damage is considered small");
36AUTOCVAR_SAVE(cl_damagetext_size_max,               float,  16,         "Damage text font size for large damage");
37AUTOCVAR_SAVE(cl_damagetext_size_max_damage,        float,  140,        "How much damage is considered large");
38AUTOCVAR_SAVE(cl_damagetext_alpha_start,            float,  1,          "Damage text initial alpha");
39AUTOCVAR_SAVE(cl_damagetext_alpha_lifetime,         float,  3,          "Damage text lifetime in seconds");
40AUTOCVAR_SAVE(cl_damagetext_velocity,               vector, '0 0 20',   "Damage text move direction");
41AUTOCVAR_SAVE(cl_damagetext_offset,                 vector, '0 -40 0',  "Damage text offset");
42AUTOCVAR_SAVE(cl_damagetext_accumulate_range,       float,  30,         "Damage text spawned within this range is accumulated");
43AUTOCVAR_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");
44AUTOCVAR_SAVE(cl_damagetext_friendlyfire,           bool,   true,       "Show damage text for friendlyfire too");
45AUTOCVAR_SAVE(cl_damagetext_friendlyfire_color,     vector, '1 0 0',    "Damage text color for friendlyfire");
46#endif
47
48#ifdef CSQC
49CLASS(DamageText, Object)
50    ATTRIB(DamageText, m_color, vector, autocvar_cl_damagetext_color);
51    ATTRIB(DamageText, m_color_friendlyfire, vector, autocvar_cl_damagetext_friendlyfire_color);
52    ATTRIB(DamageText, m_size, float, autocvar_cl_damagetext_size_min);
53    ATTRIB(DamageText, alpha, float, autocvar_cl_damagetext_alpha_start);
54    ATTRIB(DamageText, fade_rate, float, 1 / autocvar_cl_damagetext_alpha_lifetime);
55    ATTRIB(DamageText, velocity, vector, autocvar_cl_damagetext_velocity);
56    ATTRIB(DamageText, m_group, int, 0);
57    ATTRIB(DamageText, m_friendlyfire, bool, false);
58    ATTRIB(DamageText, m_healthdamage, int, 0);
59    ATTRIB(DamageText, m_armordamage, int, 0);
60    ATTRIB(DamageText, m_potential_damage, int, 0);
61    ATTRIB(DamageText, m_deathtype, int, 0);
62    ATTRIB(DamageText, time_prev, float, time);
63    ATTRIB(DamageText, text, string, string_null);
64
65    void DamageText_draw2d(DamageText this) {
66        float dt = time - this.time_prev;
67        this.time_prev = time;
68        setorigin(this, this.origin + dt * this.velocity);
69        this.alpha -= dt * this.fade_rate;
70        if (this.alpha < 0) delete(this);
71        vector pos = project_3d_to_2d(this.origin) + autocvar_cl_damagetext_offset;
72        if (pos.z >= 0 && this.m_size > 0) {
73            pos.z = 0;
74            vector rgb;
75            if (this.m_friendlyfire) {
76                rgb = this.m_color_friendlyfire;
77            } else {
78                rgb = this.m_color;
79            }
80            if (autocvar_cl_damagetext_color_per_weapon) {
81                Weapon w = DEATH_WEAPONOF(this.m_deathtype);
82                if (w != WEP_Null) rgb = w.wpcolor;
83            }
84
85            vector drawfontscale_save = drawfontscale;
86            drawfontscale = (this.m_size / autocvar_cl_damagetext_size_max) * '1 1 0';
87            drawcolorcodedstring2_builtin(pos, this.text, autocvar_cl_damagetext_size_max * '1 1 0', rgb, this.alpha, DRAWFLAG_NORMAL);
88            drawfontscale = drawfontscale_save;
89        }
90    }
91    ATTRIB(DamageText, draw2d, void(DamageText), DamageText_draw2d);
92
93    void DamageText_update(DamageText this, vector _origin, int _health, int _armor, int _potential_damage, int _deathtype) {
94        this.m_healthdamage = _health;
95        this.m_armordamage = _armor;
96        this.m_potential_damage = _potential_damage;
97        this.m_deathtype = _deathtype;
98        setorigin(this, _origin);
99        this.alpha = autocvar_cl_damagetext_alpha_start;
100
101        int health = rint(this.m_healthdamage / DAMAGETEXT_PRECISION_MULTIPLIER);
102        int armor = rint(this.m_armordamage / DAMAGETEXT_PRECISION_MULTIPLIER);
103        int total = rint((this.m_healthdamage + this.m_armordamage) / DAMAGETEXT_PRECISION_MULTIPLIER);
104        int potential = rint(this.m_potential_damage / DAMAGETEXT_PRECISION_MULTIPLIER);
105        int potential_health = rint((this.m_potential_damage - this.m_armordamage) / DAMAGETEXT_PRECISION_MULTIPLIER);
106
107        bool redundant = almost_equals_eps(this.m_healthdamage + this.m_armordamage, this.m_potential_damage, 5);
108
109        string s = autocvar_cl_damagetext_format;
110        s = strreplace("{armor}", (
111            (this.m_armordamage == 0 && autocvar_cl_damagetext_format_hide_redundant)
112                ? ""
113                : sprintf("%d", armor)
114            ), s);
115        s = strreplace("{potential}", (
116            (redundant && autocvar_cl_damagetext_format_hide_redundant)
117                ? ""
118                : sprintf("%d", potential)
119            ), s);
120        s = strreplace("{potential_health}", (
121            (redundant && autocvar_cl_damagetext_format_hide_redundant)
122                ? ""
123                : sprintf("%d", potential_health)
124            ), s);
125
126        s = strreplace("{health}", (
127            (health == potential_health || !autocvar_cl_damagetext_format_verbose)
128                ? sprintf("%d",      health)
129                : sprintf("%d (%d)", health, potential_health)
130            ), s);
131        s = strreplace("{total}", (
132            (total == potential || !autocvar_cl_damagetext_format_verbose)
133                ? sprintf("%d",      total)
134                : sprintf("%d (%d)", total, potential)
135            ), s);
136
137        // futureproofing: remove any remaining (unknown) format strings in case we add new ones in the future
138        // so players can use them on new servers and still have working damagetext on old ones
139        while (true) {
140            int opening_pos = strstrofs(s, "{", 0);
141            if (opening_pos == -1) break;
142            int closing_pos = strstrofs(s, "}", opening_pos);
143            if (closing_pos == -1 || closing_pos <= opening_pos) break;
144            s = strcat(
145                substring(s, 0, opening_pos),
146                substring_range(s, closing_pos + 1, strlen(s))
147            );
148        }
149
150        if (this.text) strunzone(this.text);
151        this.text = strzone(s);
152
153        float size_range = autocvar_cl_damagetext_size_max - autocvar_cl_damagetext_size_min;
154        float damage_range = autocvar_cl_damagetext_size_max_damage - autocvar_cl_damagetext_size_min_damage;
155        float scale_factor = size_range / damage_range;
156        this.m_size = bound(
157            autocvar_cl_damagetext_size_min,
158            (potential - autocvar_cl_damagetext_size_min_damage) * scale_factor + autocvar_cl_damagetext_size_min,
159            autocvar_cl_damagetext_size_max);
160    }
161
162    CONSTRUCTOR(DamageText, int _group, vector _origin, int _health, int _armor, int _potential_damage, int _deathtype, bool _friendlyfire) {
163        CONSTRUCT(DamageText);
164        this.m_group = _group;
165        this.m_friendlyfire = _friendlyfire;
166        DamageText_update(this, _origin, _health, _armor, _potential_damage, _deathtype);
167		IL_PUSH(g_drawables_2d, this);
168    }
169
170    DESTRUCTOR(DamageText) {
171        if (this.text) strunzone(this.text);
172    }
173ENDCLASS(DamageText)
174#endif
175
176REGISTER_NET_TEMP(damagetext)
177
178#ifdef SVQC
179AUTOCVAR(sv_damagetext, int, 2, "<= 0: disabled, >= 1: spectators, >= 2: players, >= 3: all players");
180#define SV_DAMAGETEXT_DISABLED()        (autocvar_sv_damagetext <= 0 /* disabled */)
181#define SV_DAMAGETEXT_SPECTATORS_ONLY() (autocvar_sv_damagetext >= 1 /* spectators only */)
182#define SV_DAMAGETEXT_PLAYERS()         (autocvar_sv_damagetext >= 2 /* players */)
183#define SV_DAMAGETEXT_ALL()             (autocvar_sv_damagetext >= 3 /* all players */)
184MUTATOR_HOOKFUNCTION(damagetext, PlayerDamaged) {
185    if (SV_DAMAGETEXT_DISABLED()) return;
186    const entity attacker = M_ARGV(0, entity);
187    const entity hit = M_ARGV(1, entity); if (hit == attacker) return;
188    const float health = M_ARGV(2, float);
189    const float armor = M_ARGV(3, float);
190    const int deathtype = M_ARGV(5, int);
191    const float potential_damage = M_ARGV(6, float);
192    const vector location = hit.origin;
193    FOREACH_CLIENT(IS_REAL_CLIENT(it), LAMBDA(
194        if (
195            (SV_DAMAGETEXT_ALL()) ||
196            (SV_DAMAGETEXT_PLAYERS() && it == attacker) ||
197            (SV_DAMAGETEXT_SPECTATORS_ONLY() && IS_SPEC(it) && it.enemy == attacker) ||
198            (SV_DAMAGETEXT_SPECTATORS_ONLY() && IS_OBSERVER(it))
199        ) {
200            int flags = 0;
201            if (SAME_TEAM(hit, attacker)) flags |= DTFLAG_SAMETEAM;
202            if (health >= DAMAGETEXT_SHORT_LIMIT) flags |= DTFLAG_BIG_HEALTH;
203            if (armor >= DAMAGETEXT_SHORT_LIMIT) flags |= DTFLAG_BIG_ARMOR;
204            if (potential_damage >= DAMAGETEXT_SHORT_LIMIT) flags |= DTFLAG_BIG_POTENTIAL;
205            if (!armor) flags |= DTFLAG_NO_ARMOR;
206            if (almost_equals_eps(armor + health, potential_damage, 5)) flags |= DTFLAG_NO_POTENTIAL;
207
208            msg_entity = it;
209            WriteHeader(MSG_ONE, damagetext);
210            WriteEntity(MSG_ONE, hit);
211            WriteCoord(MSG_ONE, location.x);
212            WriteCoord(MSG_ONE, location.y);
213            WriteCoord(MSG_ONE, location.z);
214            WriteInt24_t(MSG_ONE, deathtype);
215            WriteByte(MSG_ONE, flags);
216
217            // we need to send a few decimal places to minimize errors when accumulating damage
218            // sending them multiplied saves bandwidth compared to using WriteCoord,
219            // however if the multiplied damage would be too much for (signed) short, we send an int24
220            if (flags & DTFLAG_BIG_HEALTH) WriteInt24_t(MSG_ONE, health * DAMAGETEXT_PRECISION_MULTIPLIER);
221            else WriteShort(MSG_ONE, health * DAMAGETEXT_PRECISION_MULTIPLIER);
222            if (!(flags & DTFLAG_NO_ARMOR))
223            {
224                if (flags & DTFLAG_BIG_ARMOR) WriteInt24_t(MSG_ONE, armor * DAMAGETEXT_PRECISION_MULTIPLIER);
225                else WriteShort(MSG_ONE, armor * DAMAGETEXT_PRECISION_MULTIPLIER);
226            }
227            if (!(flags & DTFLAG_NO_POTENTIAL))
228            {
229                if (flags & DTFLAG_BIG_POTENTIAL) WriteInt24_t(MSG_ONE, potential_damage * DAMAGETEXT_PRECISION_MULTIPLIER);
230                else WriteShort(MSG_ONE, potential_damage * DAMAGETEXT_PRECISION_MULTIPLIER);
231			}
232        }
233    ));
234}
235#endif
236
237#ifdef CSQC
238NET_HANDLE(damagetext, bool isNew)
239{
240    int group = ReadShort();
241    vector location = vec3(ReadCoord(), ReadCoord(), ReadCoord());
242    int deathtype = ReadInt24_t();
243    int flags = ReadByte();
244    bool friendlyfire = flags & DTFLAG_SAMETEAM;
245
246    int health, armor, potential_damage;
247    if (flags & DTFLAG_BIG_HEALTH) health = ReadInt24_t();
248    else health = ReadShort();
249    if (flags & DTFLAG_NO_ARMOR) armor = 0;
250    else if (flags & DTFLAG_BIG_ARMOR) armor = ReadInt24_t();
251    else armor = ReadShort();
252    if (flags & DTFLAG_NO_POTENTIAL) potential_damage = health + armor;
253    else if (flags & DTFLAG_BIG_POTENTIAL) potential_damage = ReadInt24_t();
254    else potential_damage = ReadShort();
255
256    return = true;
257    if (autocvar_cl_damagetext) {
258        if (friendlyfire && !autocvar_cl_damagetext_friendlyfire) {
259            return;
260        }
261        if (autocvar_cl_damagetext_accumulate_range) {
262            for (entity e = findradius(location, autocvar_cl_damagetext_accumulate_range); e; e = e.chain) {
263                if (e.instanceOfDamageText && e.m_group == group && e.alpha > autocvar_cl_damagetext_accumulate_alpha_rel * autocvar_cl_damagetext_alpha_start) {
264                    DamageText_update(e, location, e.m_healthdamage + health, e.m_armordamage + armor, e.m_potential_damage + potential_damage, deathtype);
265                    return;
266                }
267            }
268        }
269        make_impure(NEW(DamageText, group, location, health, armor, potential_damage, deathtype, friendlyfire));
270    }
271}
272#endif
273
274#ifdef MENUQC
275
276#include <menu/gamesettings.qh>
277
278CLASS(XonoticDamageTextSettings, XonoticTab)
279    REGISTER_SETTINGS(damagetext, NEW(XonoticDamageTextSettings));
280    ATTRIB(XonoticDamageTextSettings, title, string, _("Damage text"));
281    ATTRIB(XonoticDamageTextSettings, intendedWidth, float, 0.9);
282    ATTRIB(XonoticDamageTextSettings, rows, float, 15.5);
283    ATTRIB(XonoticDamageTextSettings, columns, float, 5);
284    INIT(XonoticDamageTextSettings) { this.configureDialog(this); }
285    METHOD(XonoticDamageTextSettings, showNotify, void(entity this)) { loadAllCvars(this); }
286    METHOD(XonoticDamageTextSettings, fill, void(entity this))
287    {
288    	entity e;
289        this.gotoRC(this, 0, 1); this.setFirstColumn(this, this.currentColumn);
290            this.TD(this, 1, 3, makeXonoticCheckBox(0, "cl_damagetext", _("Draw damage numbers")));
291        this.TR(this);
292            this.TD(this, 1, 1, e = makeXonoticTextLabel(0, _("Font size minimum:")));
293                setDependent(e, "cl_damagetext", 1, 1);
294            this.TD(this, 1, 2, e = makeXonoticSlider(0, 50, 1, "cl_damagetext_size_min"));
295                setDependent(e, "cl_damagetext", 1, 1);
296        this.TR(this);
297            this.TD(this, 1, 1, e = makeXonoticTextLabel(0, _("Font size maximum:")));
298                setDependent(e, "cl_damagetext", 1, 1);
299            this.TD(this, 1, 2, e = makeXonoticSlider(0, 50, 1, "cl_damagetext_size_max"));
300                setDependent(e, "cl_damagetext", 1, 1);
301        this.TR(this);
302            this.TD(this, 1, 1, e = makeXonoticTextLabel(0, _("Accumulate range:")));
303                setDependent(e, "cl_damagetext", 1, 1);
304            this.TD(this, 1, 2, e = makeXonoticSlider(0, 500, 1, "cl_damagetext_accumulate_range"));
305                setDependent(e, "cl_damagetext", 1, 1);
306        this.TR(this);
307            this.TD(this, 1, 1, e = makeXonoticTextLabel(0, _("Lifetime:")));
308                setDependent(e, "cl_damagetext", 1, 1);
309            this.TD(this, 1, 2, e = makeXonoticSlider(0, 10, 1, "cl_damagetext_alpha_lifetime"));
310                setDependent(e, "cl_damagetext", 1, 1);
311        this.TR(this);
312            this.TD(this, 1, 1, e = makeXonoticTextLabel(0, _("Color:")));
313                setDependent(e, "cl_damagetext", 1, 1);
314            this.TD(this, 2, 2, e = makeXonoticColorpickerString("cl_damagetext_color", "cl_damagetext_color"));
315                setDependent(e, "cl_damagetext", 1, 1);
316        this.TR(this);
317        this.TR(this);
318        // friendly fire
319            this.TD(this, 1, 3, e = makeXonoticCheckBox(0, "cl_damagetext_friendlyfire", _("Draw damage numbers for friendly fire")));
320                setDependent(e, "cl_damagetext", 1, 1);
321        this.TR(this);
322            this.TD(this, 1, 1, e = makeXonoticTextLabel(0, _("Color:")));
323                setDependentAND(e, "cl_damagetext", 1, 1, "cl_damagetext_friendlyfire", 1, 1);
324            this.TD(this, 2, 2, e = makeXonoticColorpickerString("cl_damagetext_friendlyfire_color", "cl_damagetext_friendlyfire_color"));
325                setDependentAND(e, "cl_damagetext", 1, 1, "cl_damagetext_friendlyfire", 1, 1);
326        this.TR(this);
327    }
328ENDCLASS(XonoticDamageTextSettings)
329#endif
330