]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/client/shownames.qc
Limit maximum possible distance at which shownames can be seen
[xonotic/xonotic-data.pk3dir.git] / qcsrc / client / shownames.qc
1 #include "shownames.qh"
2
3 #include "hud/_mod.qh"
4
5 #include <common/ent_cs.qh>
6 #include <common/constants.qh>
7 #include <common/net_linked.qh>
8 #include <common/mapinfo.qh>
9 #include <common/teams.qh>
10
11 #include <lib/csqcmodel/cl_model.qh>
12
13 // this.isactive = player is in range and coordinates/status (health and armor) are up to date
14 // this.origin = player origin
15 // this.healthvalue
16 // this.armorvalue
17 // this.sameteam = player is on same team as local client
18 // this.fadedelay = time to wait before name tag starts fading in for enemies
19 // this.pointtime = last time you pointed at this player
20 // this.csqcmodel_isdead = value of csqcmodel_isdead to know when the player is dead or not
21
22 LinkedList shownames_ent;
23 STATIC_INIT(shownames_ent)
24 {
25         shownames_ent = LL_NEW();
26         for (int i = 0; i < maxclients; ++i)
27         {
28                 entity e = new_pure(shownames_tag);
29                 e.sv_entnum = i + 1;
30                 LL_PUSH(shownames_ent, e);
31         }
32 }
33
34 const float SHOWNAMES_FADESPEED = 4;
35 const float SHOWNAMES_FADEDELAY = 0.4;
36 void Draw_ShowNames(entity this)
37 {
38         if (this.sv_entnum == (current_player + 1))  // self or spectatee
39                 if (!(autocvar_hud_shownames_self && autocvar_chase_active)) return;
40         if (!this.sameteam && !autocvar_hud_shownames_enemies) return;
41         bool hit;
42         if (!autocvar_hud_shownames_crosshairdistance && this.sameteam)
43         {
44                 hit = true;
45         }
46         else
47         {
48                 traceline(view_origin, this.origin, MOVE_NORMAL, this);
49                 hit = !(trace_fraction < 1 && (trace_networkentity != this.sv_entnum && trace_ent.entnum != this.sv_entnum));
50         }
51         // handle tag fading
52         int overlap = -1;
53         vector o = project_3d_to_2d(this.origin + eZ * autocvar_hud_shownames_offset);
54         if (autocvar_hud_shownames_crosshairdistance)
55         {
56                 float d = autocvar_hud_shownames_crosshairdistance;
57                 float w = o.x - vid_conwidth / 2;
58                 float h = o.y - vid_conheight / 2;
59                 if (d * d > w * w + h * h) this.pointtime = time;
60                 if (this.pointtime + autocvar_hud_shownames_crosshairdistance_time <= time)
61                         overlap = 1;
62                 else if(!autocvar_hud_shownames_crosshairdistance_antioverlap)
63                         overlap = 0;
64         }
65
66         float dist = vlen(this.origin - view_origin);
67         if (overlap == -1 && autocvar_hud_shownames_antioverlap)
68         {
69                 // fade tag out if another tag that is closer to you overlaps
70                 entity entcs = NULL;
71                 LL_EACH(shownames_ent, it != this, {
72                         entcs = entcs_receiver(i);
73                         if (!(entcs && entcs.has_sv_origin))
74                                 continue;
75                         vector eo = project_3d_to_2d(it.origin);
76                         if (eo.z < 0 || eo.x < 0 || eo.y < 0 || eo.x > vid_conwidth || eo.y > vid_conheight) continue;
77                         eo.z = 0;
78                         if (vdist(((eX * o.x + eY * o.y) - eo), <, autocvar_hud_shownames_antioverlap_distance)
79                             && vdist((it.origin - view_origin), <, dist))
80                         {
81                                 overlap = 1;
82                                 break;
83                         }
84                 });
85         }
86         bool onscreen = (o.z >= 0 && o.x >= 0 && o.y >= 0 && o.x <= vid_conwidth && o.y <= vid_conheight);
87         if (!this.fadedelay) this.fadedelay = time + SHOWNAMES_FADEDELAY;
88         if (this.csqcmodel_isdead)                                                                   // dead player, fade out slowly
89         {
90                 this.alpha = max(0, this.alpha - SHOWNAMES_FADESPEED * 0.25 * frametime);
91         }
92         else if (!onscreen || (!this.sameteam && !hit)) // out of view, fade out
93         {
94                 this.alpha = max(0, this.alpha - SHOWNAMES_FADESPEED * frametime);
95                 this.fadedelay = 0;                         // reset fade in delay, enemy has left the view
96         }
97         else if (overlap > 0) // tag overlap detected, fade out
98         {
99                 this.alpha = max(0, this.alpha - SHOWNAMES_FADESPEED * frametime);
100         }
101         else if (this.sameteam)  // fade in for team mates
102         {
103                 this.alpha = min(1, this.alpha + SHOWNAMES_FADESPEED * frametime);
104         }
105         else if (time > this.fadedelay)  // fade in for enemies
106         {
107                 this.alpha = min(1, this.alpha + SHOWNAMES_FADESPEED * frametime);
108         }
109         float a = autocvar_hud_shownames_alpha * this.alpha;
110         // multiply by player alpha
111         if (!this.sameteam || (this.sv_entnum == player_localentnum))
112         {
113                 float f = entcs_GetAlpha(this.sv_entnum - 1);
114                 if (f == 0) f = 1;
115                 if (f < 0) f = 0;
116                 // FIXME: alpha is negative when dead, breaking death fade
117                 if (!this.csqcmodel_isdead) a *= f;
118         }
119         if (a < ALPHA_MIN_VISIBLE && gametype != MAPINFO_TYPE_CTS) return;
120         if (vdist(this.origin - view_origin, >=, max_shot_distance)) return;
121         if (autocvar_hud_shownames_maxdistance)
122         {
123                 if (dist >= autocvar_hud_shownames_maxdistance) return;
124                 float f = autocvar_hud_shownames_maxdistance - autocvar_hud_shownames_mindistance;
125                 a *= (f - max(0, dist - autocvar_hud_shownames_mindistance)) / f;
126         }
127         if (!a) return;
128         float resize = 1;
129         if (autocvar_hud_shownames_resize)  // limit resize so its never smaller than 0.5... gets unreadable
130         {
131                 float f = autocvar_hud_shownames_maxdistance - autocvar_hud_shownames_mindistance;
132                 resize = 0.5 + 0.5 * (f - max(0, dist - autocvar_hud_shownames_mindistance)) / f;
133         }
134         // draw the sprite image
135         if (o.z >= 0)
136         {
137                 o.z = 0;
138                 vector mySize = (eX * autocvar_hud_shownames_aspect + eY) * autocvar_hud_shownames_fontsize;
139                 vector myPos = o - '0.5 0 0' * mySize.x - '0 1 0' * mySize.y;
140                 // size scaling
141                 mySize.x *= resize;
142                 mySize.y *= resize;
143                 myPos.x += 0.5 * (mySize.x / resize - mySize.x);
144                 myPos.y += (mySize.y / resize - mySize.y);
145                 // this is where the origin of the string
146                 vector namepos = myPos;
147                 float namewidth = mySize.x;
148                 if (autocvar_hud_shownames_status && this.sameteam)
149                 {
150                         vector v = namepos + '0 1 0' * autocvar_hud_shownames_fontsize * resize;
151                         vector s = eX * 0.5 * mySize.x + eY * resize * autocvar_hud_shownames_statusbar_height;
152                         if (this.healthvalue > 0)
153                         {
154                                 HUD_Panel_DrawProgressBar(v, s, "nametag_statusbar",
155                                         this.healthvalue / autocvar_hud_panel_healtharmor_maxhealth, false, 1, '1 0 0', a,
156                                         DRAWFLAG_NORMAL);
157                         }
158                         if (this.armorvalue > 0)
159                         {
160                                 HUD_Panel_DrawProgressBar(v + eX * 0.5 * mySize.x, s, "nametag_statusbar",
161                                         this.armorvalue / autocvar_hud_panel_healtharmor_maxarmor, false, 0, '0 1 0', a,
162                                         DRAWFLAG_NORMAL);
163                         }
164                 }
165                 string s = entcs_GetName(this.sv_entnum - 1);
166                 if ((autocvar_hud_shownames_decolorize == 1 && teamplay)
167                     || autocvar_hud_shownames_decolorize == 2) s = playername(s, entcs_GetTeam(this.sv_entnum - 1));
168                 drawfontscale = '1 1 0' * resize;
169                 s = textShortenToWidth(s, namewidth, '1 1 0' * autocvar_hud_shownames_fontsize, stringwidth_colors);
170                 float width = stringwidth(s, true, '1 1 0' * autocvar_hud_shownames_fontsize);
171                 if (width != namewidth) namepos.x += (namewidth - width) / 2;
172                 drawcolorcodedstring(namepos, s, '1 1 0' * autocvar_hud_shownames_fontsize, a, DRAWFLAG_NORMAL);
173                 drawfontscale = '1 1 0';
174         }
175 }
176
177 void Draw_ShowNames_All()
178 {
179         if (!autocvar_hud_shownames) return;
180         LL_EACH(shownames_ent, true, {
181                 entity entcs = entcs_receiver(i);
182                 if (!entcs)
183                 {
184                         make_pure(it);
185                         continue;
186                 }
187                 make_impure(it);
188                 assert(getthink(entcs), eprint(entcs));
189                 getthink(entcs)(entcs);
190                 if (!entcs.has_origin) continue;
191                 if (entcs.m_entcs_private)
192                 {
193                         it.healthvalue = entcs.healthvalue;
194                         it.armorvalue = entcs.armorvalue;
195                         it.sameteam = true;
196                 }
197                 else
198                 {
199                         it.healthvalue = 0;
200                         it.armorvalue = 0;
201                         it.sameteam = false;
202                 }
203                 bool dead = entcs_IsDead(i) || entcs_IsSpectating(i);
204                 if (!it.csqcmodel_isdead) setorigin(it, entcs.origin);
205                 it.csqcmodel_isdead = dead;
206                 Draw_ShowNames(it);
207         });
208 }