From 0964553880c2aba64085e0edd9f42737f8d633a0 Mon Sep 17 00:00:00 2001 From: Martin Taibr Date: Tue, 2 May 2017 00:14:32 +0200 Subject: [PATCH] damagetext: accumulate --- .../mutator/damagetext/cl_damagetext.qc | 86 ++++++++++++++----- 1 file changed, 65 insertions(+), 21 deletions(-) diff --git a/qcsrc/common/mutators/mutator/damagetext/cl_damagetext.qc b/qcsrc/common/mutators/mutator/damagetext/cl_damagetext.qc index 6ac5480b4..d9e2f8b23 100644 --- a/qcsrc/common/mutators/mutator/damagetext/cl_damagetext.qc +++ b/qcsrc/common/mutators/mutator/damagetext/cl_damagetext.qc @@ -21,47 +21,60 @@ AUTOCVAR_SAVE(cl_damagetext_size_max, float, 16, "Damage AUTOCVAR_SAVE(cl_damagetext_size_max_damage, float, 140, "How much damage is considered large"); AUTOCVAR_SAVE(cl_damagetext_alpha_start, float, 1, "Damage text initial alpha"); AUTOCVAR_SAVE(cl_damagetext_alpha_lifetime, float, 3, "Damage text lifetime in seconds"); -AUTOCVAR_SAVE(cl_damagetext_velocity, vector, '0 0 20', "Damage text move direction"); -AUTOCVAR_SAVE(cl_damagetext_offset, vector, '0 -40 0', "Damage text offset"); +AUTOCVAR_SAVE(cl_damagetext_velocity, vector, '0 0 20', "Damage text move direction (world coordinated)"); +AUTOCVAR_SAVE(cl_damagetext_offset, vector, '0 -40 0', "Damage text offset (screen coordinates)"); AUTOCVAR_SAVE(cl_damagetext_accumulate_range, float, 30, "Damage text spawned within this range is accumulated"); 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"); AUTOCVAR_SAVE(cl_damagetext_friendlyfire, bool, true, "Show damage text for friendlyfire too"); AUTOCVAR_SAVE(cl_damagetext_friendlyfire_color, vector, '1 0 0', "Damage text color for friendlyfire"); +AUTOCVAR_SAVE(cl_damagetext_2d_pos, vector, '0.47 0.47 0', "2D damage text initial position (X and Y between 0 and 1)"); +AUTOCVAR_SAVE(cl_damagetext_2d_alpha_start, float, 1, "2D damage text initial alpha"); +AUTOCVAR_SAVE(cl_damagetext_2d_alpha_lifetime, float, 1.5, "2D damage text lifetime (alpha fading) in seconds"); +//AUTOCVAR_SAVE(cl_damagetext_2d_shrink_rate, float, 0.3, "How much to shrink 2D damage text in 1 second"); +AUTOCVAR_SAVE(cl_damagetext_2d_size_lifetime, float, 3, "2D damage text lifetime (size shrinking) in seconds"); +AUTOCVAR_SAVE(cl_damagetext_2d_velocity, vector, '-20 0 0', "2D damage text move direction (screen coordinates)"); CLASS(DamageText, Object) ATTRIB(DamageText, m_color, vector, autocvar_cl_damagetext_color); ATTRIB(DamageText, m_color_friendlyfire, vector, autocvar_cl_damagetext_friendlyfire_color); ATTRIB(DamageText, m_size, float, autocvar_cl_damagetext_size_min); ATTRIB(DamageText, alpha, float, autocvar_cl_damagetext_alpha_start); - ATTRIB(DamageText, fade_rate, float, 1 / autocvar_cl_damagetext_alpha_lifetime); - ATTRIB(DamageText, velocity, vector, autocvar_cl_damagetext_velocity); + ATTRIB(DamageText, fade_rate, float, 0); + ATTRIB(DamageText, m_shrink_rate, float, 0); ATTRIB(DamageText, m_group, int, 0); ATTRIB(DamageText, m_friendlyfire, bool, false); ATTRIB(DamageText, m_healthdamage, int, 0); ATTRIB(DamageText, m_armordamage, int, 0); ATTRIB(DamageText, m_potential_damage, int, 0); ATTRIB(DamageText, m_deathtype, int, 0); - ATTRIB(DamageText, time_prev, float, time); + //ATTRIB(DamageText, time_prev, float, time); + ATTRIB(DamageText, hit_time, float, 0); // TODO ATTRIB(DamageText, text, string, string_null); ATTRIB(DamageText, m_screen_coords, bool, false); void DamageText_draw2d(DamageText this) { - float dt = time - this.time_prev; - this.time_prev = time; - this.alpha -= dt * this.fade_rate; - if (this.alpha < 0) { + //float dt = time - this.time_prev; + //this.time_prev = time; + //this.m_size -= dt * this.m_shrink_rate * this.m_size; // TODO this is wrong + //this.alpha -= dt * this.fade_rate; + float dt = time - this.hit_time; + float size = this.m_size - dt * this.m_shrink_rate * this.m_size; + float alpha_ = this.alpha - dt * this.fade_rate; + if (alpha_ < 0) { delete(this); return; } vector screen_pos; if (this.m_screen_coords) { - setorigin(this, this.origin + dt * '0 -20 0'); // TODO unhardcode - screen_pos = this.origin; + //setorigin(this, this.origin + dt * autocvar_cl_damagetext_2d_velocity); + //screen_pos = this.origin; + screen_pos = this.origin + dt * autocvar_cl_damagetext_2d_velocity; } else { - setorigin(this, this.origin + dt * this.velocity); // TODO why this.velocity instead of cvar? - screen_pos = project_3d_to_2d(this.origin) + autocvar_cl_damagetext_offset; + //setorigin(this, this.origin + dt * autocvar_cl_damagetext_velocity); + //screen_pos = project_3d_to_2d(this.origin) + autocvar_cl_damagetext_offset; + screen_pos = project_3d_to_2d(this.origin + dt * autocvar_cl_damagetext_velocity) + autocvar_cl_damagetext_offset; } - if (screen_pos.z >= 0 && this.m_size > 0) { + if (screen_pos.z >= 0 && size > 0) { screen_pos.z = 0; vector rgb; if (this.m_friendlyfire) { @@ -75,8 +88,8 @@ CLASS(DamageText, Object) } vector drawfontscale_save = drawfontscale; - drawfontscale = (this.m_size / autocvar_cl_damagetext_size_max) * '1 1 0'; - drawcolorcodedstring2_builtin(screen_pos, this.text, autocvar_cl_damagetext_size_max * '1 1 0', rgb, this.alpha, DRAWFLAG_NORMAL); + drawfontscale = (size / autocvar_cl_damagetext_size_max) * '1 1 0'; + drawcolorcodedstring2_builtin(screen_pos, this.text, autocvar_cl_damagetext_size_max * '1 1 0', rgb, alpha_, DRAWFLAG_NORMAL); drawfontscale = drawfontscale_save; } } @@ -88,7 +101,12 @@ CLASS(DamageText, Object) this.m_potential_damage = _potential_damage; this.m_deathtype = _deathtype; setorigin(this, _origin); - this.alpha = autocvar_cl_damagetext_alpha_start; + if (this.m_screen_coords) { + this.alpha = autocvar_cl_damagetext_2d_alpha_start; + } else { + this.alpha = autocvar_cl_damagetext_alpha_start; + } + this.hit_time = time; int health = rint(this.m_healthdamage / DAMAGETEXT_PRECISION_MULTIPLIER); int armor = rint(this.m_armordamage / DAMAGETEXT_PRECISION_MULTIPLIER); @@ -156,6 +174,14 @@ CLASS(DamageText, Object) this.m_group = _group; this.m_friendlyfire = _friendlyfire; this.m_screen_coords = _screen_coords; + if (_screen_coords) { + this.fade_rate = 1 / autocvar_cl_damagetext_2d_alpha_lifetime; + this.m_shrink_rate = 1 / autocvar_cl_damagetext_2d_size_lifetime; + //this.m_shrink_rate = autocvar_cl_damagetext_2d_shrink_rate; + } else { + this.fade_rate = 1 / autocvar_cl_damagetext_alpha_lifetime; + this.m_shrink_rate = 0; + } DamageText_update(this, _origin, _health, _armor, _potential_damage, _deathtype); IL_PUSH(g_drawables_2d, this); } @@ -165,6 +191,10 @@ CLASS(DamageText, Object) } ENDCLASS(DamageText) +// TODO +DamageText screen_damagetext_first; +int screen_damagetext_count = 0; + NET_HANDLE(damagetext, bool isNew) { int server_entity_index = ReadShort(); @@ -188,14 +218,28 @@ NET_HANDLE(damagetext, bool isNew) int client_entity_index = server_entity_index - 1; entity entcs = entcs_receiver(client_entity_index); - if (!entcs || !entcs.has_origin) { + if (!entcs || !entcs.has_origin) { // TODO also when off-screen or too close (optional) + // screen coords only vector screen_pos = '0 0 0'; - screen_pos.x = vid_conwidth * 0.45; // TODO unhardcode - screen_pos.y = vid_conheight * 0.45; - // TODO accumulation + screen_pos.x = vid_conwidth * autocvar_cl_damagetext_2d_pos.x; + screen_pos.y = vid_conheight * autocvar_cl_damagetext_2d_pos.y; + /*LOG_INFOF("%d %d %v\n", autocvar_cl_damagetext_2d_pos.x, autocvar_cl_damagetext_2d_pos.y, screen_pos); + LOG_INFOF("%d %d %v\n", autocvar_cl_damagetext_2d_pos_x, autocvar_cl_damagetext_2d_pos_y, screen_pos); + float a = autocvar_cl_damagetext_2d_pos.x; + LOG_INFOF("%d %v\n", a, autocvar_cl_damagetext_2d_pos);*/ + + // TODO accumulation - IL drawables? + IL_EACH(g_drawables_2d, it.instanceOfDamageText && it.m_screen_coords && it.m_group == server_entity_index, { + DamageText_update(it, screen_pos, it.m_healthdamage + health, it.m_armordamage + armor, it.m_potential_damage + potential_damage, deathtype); + return; + }); + // TODO when hitting multiple enemies dmgtext would overlap + screen_damagetext_first = screen_damagetext_first; + make_impure(NEW(DamageText, server_entity_index, screen_pos, true, health, armor, potential_damage, deathtype, friendlyfire)); } else { + // world coords if (autocvar_cl_damagetext_accumulate_range) { for (entity e = findradius(entcs.origin, autocvar_cl_damagetext_accumulate_range); e; e = e.chain) { if (e.instanceOfDamageText -- 2.39.2