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Merge remote-tracking branch 'origin/divVerent/allow-override-item-model'
[xonotic/xonotic-data.pk3dir.git] / qcsrc / client / shownames.qc
1 // self.isactive = player is in range and coordinates/status (health and armor) are up to date
2 // self.origin = player origin TODO: should maybe move this so it's the origin of the shownames tag already in SSQC for culling?
3 // self.healthvalue
4 // self.armorvalue
5 // self.sameteam = player is on same team as local client
6 // self.fadedelay = time to wait before name tag starts fading in for enemies
7 // self.pointtime = last time you pointed at this player
8 //
9 const float SHOWNAMES_FADESPEED = 4;
10 const float SHOWNAMES_FADEDELAY = 0.4;
11 void Draw_ShowNames(entity ent)
12 {
13         if(!autocvar_hud_shownames)
14                 return;
15         
16 #ifdef COMPAT_XON050_ENGINE
17         if((ent.sv_entnum == player_localentnum) || (ent.sv_entnum == spectatee_status)) // ent is me or person i'm spectating
18 #else
19         if(ent.sv_entnum == player_localentnum) // ent is me or person i'm spectating
20 #endif
21                 if not (autocvar_hud_shownames_self && autocvar_chase_active) 
22                         return;
23
24         makevectors(view_angles);
25
26         if(ent.sameteam || (!ent.sameteam && autocvar_hud_shownames_enemies))
27         {
28                 ent.origin_z += autocvar_hud_shownames_offset;
29         
30                 float hit;
31                 if(ent.sameteam && !autocvar_hud_shownames_crosshairdistance)
32                 {
33                         hit = 1;
34                 }
35                 else
36                 {
37                         traceline(view_origin, ent.origin, MOVE_NORMAL, ent);
38                         if(trace_fraction < 1 && trace_networkentity != ent.sv_entnum)
39                                 hit = 0;
40                         else
41                                 hit = 1;
42                 }
43
44                 // handle tag fading
45                 float overlap, onscreen, crosshairdistance;
46                 vector o, eo;
47                 
48                 o = project_3d_to_2d(ent.origin);
49                 
50                 if(autocvar_hud_shownames_antioverlap)
51                 {
52                         // fade tag out if another tag that is closer to you overlaps
53                         entity e;
54                         for(e = world; (e = find(e, classname, "shownames_tag")); )
55                         {
56                                 if(e == ent)
57                                         continue;
58                                 eo = project_3d_to_2d(e.origin);
59                                 if not(eo_z < 0 || eo_x < 0 || eo_y < 0 || eo_x > vid_conwidth || eo_y > vid_conheight)
60                                 {
61                                         eo_z = 0;
62                                         if(vlen((eX * o_x + eY * o_y) - eo) < autocvar_hud_shownames_antioverlap_distance && vlen(ent.origin - view_origin) > vlen(e.origin - view_origin))
63                                         {
64                                                 overlap = TRUE;
65                                                 break;
66                                         }
67                                 }
68                         }
69                 }
70
71                 onscreen = (o_z >= 0 && o_x >= 0 && o_y >= 0 && o_x <= vid_conwidth && o_y <= vid_conheight);
72                 crosshairdistance = sqrt( pow(o_x - vid_conwidth/2, 2) + pow(o_y - vid_conheight/2, 2) );
73                 
74                 if(autocvar_hud_shownames_crosshairdistance)
75                 {
76                         if(autocvar_hud_shownames_crosshairdistance > crosshairdistance)
77                                 ent.pointtime = time;
78                                 
79                         if not(ent.pointtime + autocvar_hud_shownames_crosshairdistance_time > time)
80                                 overlap = TRUE;
81                         else
82                                 overlap = (autocvar_hud_shownames_crosshairdistance_antioverlap ? overlap : FALSE); // override what antioverlap says unless allowed by cvar.
83                 }
84                 
85                 if(!ent.fadedelay)
86                         ent.fadedelay = time + SHOWNAMES_FADEDELAY;
87
88                 if(!ent.sameteam && (!onscreen || !hit)) // out of view, fade out
89                 { 
90                         ent.alpha = max(0, ent.alpha - SHOWNAMES_FADESPEED * frametime); 
91                         ent.fadedelay = 0; // reset fade in delay, enemy has left the view
92                 }
93                 else if(ent.healthvalue < 1) // dead player, fade out slowly
94                         ent.alpha = max(0, ent.alpha - SHOWNAMES_FADESPEED * 0.25 * frametime); 
95                 else if(overlap) // tag overlap detected, fade out
96                         ent.alpha = max(0, ent.alpha - SHOWNAMES_FADESPEED * frametime); 
97                 else if(ent.sameteam) // fade in for team mates
98                         ent.alpha = min(1, ent.alpha + SHOWNAMES_FADESPEED * frametime);
99                 else if(time > ent.fadedelay) // fade in for enemies
100                         ent.alpha = min(1, ent.alpha + SHOWNAMES_FADESPEED * frametime);
101
102                 if(!ent.alpha)
103                         return;
104                 
105                 float dist;
106                 dist = vlen(ent.origin - view_origin);
107
108                 float a;
109                 a = autocvar_hud_shownames_alpha;
110                 a *= ent.alpha;
111                 if(autocvar_hud_shownames_maxdistance)
112                 {
113                         if(dist >= autocvar_hud_shownames_maxdistance)
114                                 return;
115                         a *= ((autocvar_hud_shownames_maxdistance - autocvar_hud_shownames_mindistance) - max(0, dist - autocvar_hud_shownames_mindistance)) / (autocvar_hud_shownames_maxdistance - autocvar_hud_shownames_mindistance);
116                 }
117
118                 if(!a)
119                         return;
120
121                 float resize;
122                 resize = 1;
123                 if(autocvar_hud_shownames_resize) // limit resize so its never smaller than 0.5... gets unreadable
124                         resize = 0.5 + 0.5 * ((autocvar_hud_shownames_maxdistance - autocvar_hud_shownames_mindistance) - max(0, dist - autocvar_hud_shownames_mindistance)) / (autocvar_hud_shownames_maxdistance - autocvar_hud_shownames_mindistance);
125
126                 // draw the sprite image
127                 if(o_z >= 0)
128                 {
129                         o_z = 0;
130
131                         vector myPos, mySize;
132                         mySize = (eX * autocvar_hud_shownames_aspect + eY) * autocvar_hud_shownames_fontsize;
133                         myPos = o - '0.5 0 0' * mySize_x - '0 1 0' * mySize_y;
134
135                         // size scaling
136                         mySize_x *= resize;
137                         mySize_y *= resize;
138
139                         myPos_x += 0.5 * (mySize_x / resize - mySize_x);
140                         myPos_y += (mySize_y / resize - mySize_y);
141
142                         vector namepos; // this is where the origin of the string
143                         float namewidth;
144
145                         namepos = myPos;
146                         namewidth = mySize_x;
147
148                         if(autocvar_hud_shownames_status && teamplay)
149                         {
150                                 if(ent.sameteam)
151                                 {
152                                         if(ent.healthvalue > 0)
153                                         {
154                                                 HUD_Panel_DrawProgressBar(namepos + '0 1 0' * autocvar_hud_shownames_fontsize * resize, eX * 0.5 * mySize_x + eY * resize * autocvar_hud_shownames_statusbar_height, "nametag_statusbar", ent.healthvalue/autocvar_hud_panel_healtharmor_maxhealth, 0, 1, '1 0 0', a, DRAWFLAG_NORMAL);
155
156                                                 if(ent.armorvalue > 0)
157                                                         HUD_Panel_DrawProgressBar(namepos + '0 1 0' * autocvar_hud_shownames_fontsize * resize + eX * 0.5 * mySize_x, eX * 0.5 * mySize_x + eY * resize * autocvar_hud_shownames_statusbar_height, "nametag_statusbar", ent.armorvalue/autocvar_hud_panel_healtharmor_maxarmor, 0, 0, '0 1 0', a, DRAWFLAG_NORMAL);
158                                         }
159                                 }
160                         }
161
162                         string s;
163                         s = GetPlayerName(ent.sv_entnum-1);
164                         if((autocvar_hud_shownames_decolorize == 1 && teamplay) || autocvar_hud_shownames_decolorize == 2)
165                                 s = playername(s, GetPlayerColor(ent.sv_entnum-1));
166
167                         drawfontscale = '1 1 0' * resize;
168                         s = textShortenToWidth(s, namewidth, '1 1 0' * autocvar_hud_shownames_fontsize, stringwidth_colors);
169
170                         float width;
171                         width = stringwidth(s, TRUE, '1 1 0' * autocvar_hud_shownames_fontsize);
172
173                         if (width != namewidth)
174                                 namepos_x += (namewidth - width) / 2;
175                         drawcolorcodedstring(namepos, s, '1 1 0' * autocvar_hud_shownames_fontsize, a, DRAWFLAG_NORMAL);
176                         drawfontscale = '1 1 0';
177                 }
178         }
179 }
180
181 entity shownames_ent[255];
182 void Draw_ShowNames_All()
183 {
184         float i;
185         for(i = 0; i < maxclients; ++i)
186         {
187                 float t;
188                 t = GetPlayerColor(i);
189                 if(t == COLOR_SPECTATOR)
190                         continue;
191
192                 entity e;
193                 e = shownames_ent[i];
194                 if(!e)
195                 {
196                         e = spawn();
197                         e.classname = "shownames_tag";
198                         e.sv_entnum = i+1;
199                         shownames_ent[i] = e;
200                 }
201
202                 entity entcs;
203                 entcs = entcs_receiver[i];
204                 if(entcs)
205                 {
206                         e.healthvalue = entcs.healthvalue;
207                         e.armorvalue = entcs.armorvalue;
208                         e.sameteam = 1; /* (teamplay && (t == myteam)); */
209                 }
210                 else
211                 {
212                         e.healthvalue = 2342;
213                         e.armorvalue = 0;
214                         e.sameteam = 0;
215                 }
216
217                 e.origin = getplayerorigin(i);
218                 if(e.origin == GETPLAYERORIGIN_ERROR)
219                         continue;
220
221                 Draw_ShowNames(e);
222         }
223 }