]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/client/shownames.qc
Merge branch 'master' into martin-t/bullet-trails
[xonotic/xonotic-data.pk3dir.git] / qcsrc / client / shownames.qc
1 #include "shownames.qh"
2
3 #include "autocvars.qh"
4 #include "miscfunctions.qh"
5 #include "resources.qh"
6 #include "hud/_mod.qh"
7
8 #include <common/ent_cs.qh>
9 #include <common/constants.qh>
10 #include <common/net_linked.qh>
11 #include <common/mapinfo.qh>
12 #include <common/teams.qh>
13
14 #include <lib/csqcmodel/cl_model.qh>
15
16 // this.isactive = player is in range and coordinates/status (health and armor) are up to date
17 // this.origin = player origin
18 // this.healthvalue
19 // this.armorvalue
20 // this.sameteam = player is on same team as local client
21 // this.fadedelay = time to wait before name tag starts fading in for enemies
22 // this.pointtime = last time you pointed at this player
23 // this.csqcmodel_isdead = value of csqcmodel_isdead to know when the player is dead or not
24
25 LinkedList shownames_ent;
26 STATIC_INIT(shownames_ent)
27 {
28         shownames_ent = LL_NEW();
29         for (int i = 0; i < maxclients; ++i)
30         {
31                 entity e = new_pure(shownames_tag);
32                 e.sv_entnum = i + 1;
33                 LL_PUSH(shownames_ent, e);
34         }
35 }
36
37 const float SHOWNAMES_FADESPEED = 4;
38 const float SHOWNAMES_FADEDELAY = 0.4;
39 void Draw_ShowNames(entity this)
40 {
41         if (this.sv_entnum == (current_player + 1))  // self or spectatee
42                 if (!(autocvar_hud_shownames_self && autocvar_chase_active)) return;
43         if (!this.sameteam && !autocvar_hud_shownames_enemies) return;
44         bool hit;
45         if (!autocvar_hud_shownames_crosshairdistance && this.sameteam)
46         {
47                 hit = true;
48         }
49         else
50         {
51                 traceline(view_origin, this.origin, MOVE_NORMAL, this);
52                 hit = !(trace_fraction < 1 && (trace_networkentity != this.sv_entnum && trace_ent.entnum != this.sv_entnum));
53         }
54         // handle tag fading
55         int overlap = -1;
56         vector o = project_3d_to_2d(this.origin + eZ * autocvar_hud_shownames_offset);
57         if (autocvar_hud_shownames_crosshairdistance)
58         {
59                 float d = autocvar_hud_shownames_crosshairdistance;
60                 float w = o.x - vid_conwidth / 2;
61                 float h = o.y - vid_conheight / 2;
62                 if (d * d > w * w + h * h) this.pointtime = time;
63                 if (this.pointtime + autocvar_hud_shownames_crosshairdistance_time <= time)
64                         overlap = 1;
65                 else if(!autocvar_hud_shownames_crosshairdistance_antioverlap)
66                         overlap = 0;
67         }
68
69         if (overlap == -1 && autocvar_hud_shownames_antioverlap)
70         {
71                 // fade tag out if another tag that is closer to you overlaps
72                 entity entcs = NULL;
73                 LL_EACH(shownames_ent, it != this, {
74                         entcs = entcs_receiver(i);
75                         if (!(entcs && entcs.has_sv_origin))
76                                 continue;
77                         vector eo = project_3d_to_2d(it.origin);
78                         if (eo.z < 0 || eo.x < 0 || eo.y < 0 || eo.x > vid_conwidth || eo.y > vid_conheight) continue;
79                         eo.z = 0;
80                         if (vdist((vec2(o) - eo), <, autocvar_hud_shownames_antioverlap_distance)
81                             && vlen2(it.origin - view_origin) < vlen2(this.origin - view_origin))
82                         {
83                                 overlap = 1;
84                                 break;
85                         }
86                 });
87         }
88         bool onscreen = (o.z >= 0 && o.x >= 0 && o.y >= 0 && o.x <= vid_conwidth && o.y <= vid_conheight);
89         if (!this.fadedelay) this.fadedelay = time + SHOWNAMES_FADEDELAY;
90         if (this.csqcmodel_isdead)                                                                   // dead player, fade out slowly
91         {
92                 this.alpha = max(0, this.alpha - SHOWNAMES_FADESPEED * 0.25 * frametime);
93         }
94         else if (!onscreen || (!this.sameteam && !hit)) // out of view, fade out
95         {
96                 this.alpha = max(0, this.alpha - SHOWNAMES_FADESPEED * frametime);
97                 this.fadedelay = 0;                         // reset fade in delay, enemy has left the view
98         }
99         else if (overlap > 0) // tag overlap detected, fade out
100         {
101                 this.alpha = max(0, this.alpha - SHOWNAMES_FADESPEED * frametime);
102         }
103         else if (this.sameteam)  // fade in for team mates
104         {
105                 this.alpha = min(1, this.alpha + SHOWNAMES_FADESPEED * frametime);
106         }
107         else if (time > this.fadedelay)  // fade in for enemies
108         {
109                 this.alpha = min(1, this.alpha + SHOWNAMES_FADESPEED * frametime);
110         }
111         float a = autocvar_hud_shownames_alpha * this.alpha;
112         // multiply by player alpha
113         if (!this.sameteam || (this.sv_entnum == player_localentnum))
114         {
115                 float f = entcs_GetAlpha(this.sv_entnum - 1);
116                 if (f == 0) f = 1;
117                 if (f < 0) f = 0;
118                 // FIXME: alpha is negative when dead, breaking death fade
119                 if (!this.csqcmodel_isdead) a *= f;
120         }
121         if (a < ALPHA_MIN_VISIBLE && gametype != MAPINFO_TYPE_CTS) return;
122         if (vdist(this.origin - view_origin, >=, max_shot_distance)) return;
123         float dist = vlen(this.origin - view_origin);
124         if (autocvar_hud_shownames_maxdistance)
125         {
126                 if (dist >= autocvar_hud_shownames_maxdistance) return;
127                 float f = autocvar_hud_shownames_maxdistance - autocvar_hud_shownames_mindistance;
128                 a *= (f - max(0, dist - autocvar_hud_shownames_mindistance)) / f;
129         }
130         if (!a) return;
131         float resize = 1;
132         if (autocvar_hud_shownames_resize)  // limit resize so its never smaller than 0.5... gets unreadable
133         {
134                 float f = autocvar_hud_shownames_maxdistance - autocvar_hud_shownames_mindistance;
135                 resize = 0.5 + 0.5 * (f - max(0, dist - autocvar_hud_shownames_mindistance)) / f;
136         }
137         // draw the sprite image
138         if (o.z >= 0)
139         {
140                 o.z = 0;
141                 vector mySize = (vec2(autocvar_hud_shownames_aspect, 1)) * autocvar_hud_shownames_fontsize;
142                 vector myPos = o - vec2(0.5 * mySize.x, mySize.y);
143                 // size scaling
144                 mySize.x *= resize;
145                 mySize.y *= resize;
146                 myPos.x += 0.5 * (mySize.x / resize - mySize.x);
147                 myPos.y += (mySize.y / resize - mySize.y);
148                 // this is where the origin of the string
149                 vector namepos = myPos;
150                 float namewidth = mySize.x;
151                 if (autocvar_hud_shownames_status && this.sameteam)
152                 {
153                         vector pos = namepos + eY * autocvar_hud_shownames_fontsize * resize;
154                         vector sz = vec2(0.5 * mySize.x, resize * autocvar_hud_shownames_statusbar_height);
155                         if (this.healthvalue > 0)
156                         {
157                                 HUD_Panel_DrawProgressBar(pos, sz, "nametag_statusbar",
158                                         this.healthvalue / autocvar_hud_panel_healtharmor_maxhealth, false, 1, '1 0 0', a,
159                                         DRAWFLAG_NORMAL);
160                         }
161                         if (GetResourceAmount(this, RESOURCE_ARMOR) > 0)
162                         {
163                                 HUD_Panel_DrawProgressBar(pos + eX * 0.5 * mySize.x, sz, "nametag_statusbar",
164                                         GetResourceAmount(this, RESOURCE_ARMOR) / autocvar_hud_panel_healtharmor_maxarmor, false, 0, '0 1 0', a,
165                                         DRAWFLAG_NORMAL);
166                         }
167                 }
168                 string s = entcs_GetName(this.sv_entnum - 1);
169                 if ((autocvar_hud_shownames_decolorize == 1 && teamplay)
170                     || autocvar_hud_shownames_decolorize == 2) s = playername(s, entcs_GetTeam(this.sv_entnum - 1));
171                 drawfontscale = '1 1 0' * resize;
172                 s = textShortenToWidth(s, namewidth, '1 1 0' * autocvar_hud_shownames_fontsize, stringwidth_colors);
173                 float width = stringwidth(s, true, '1 1 0' * autocvar_hud_shownames_fontsize);
174                 if (width != namewidth) 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 void Draw_ShowNames_All()
181 {
182         if (!autocvar_hud_shownames) return;
183         LL_EACH(shownames_ent, true, {
184                 entity entcs = entcs_receiver(i);
185                 if (!entcs)
186                 {
187                         make_pure(it);
188                         continue;
189                 }
190                 make_impure(it);
191                 assert(getthink(entcs), eprint(entcs));
192                 getthink(entcs)(entcs);
193                 if (!entcs.has_origin) continue;
194                 if (entcs.m_entcs_private)
195                 {
196                         it.healthvalue = entcs.healthvalue;
197                         SetResourceAmountExplicit(it, RESOURCE_ARMOR, GetResourceAmount(entcs, RESOURCE_ARMOR));
198                         it.sameteam = true;
199                 }
200                 else
201                 {
202                         it.healthvalue = 0;
203                         SetResourceAmountExplicit(it, RESOURCE_ARMOR, 0);
204                         it.sameteam = false;
205                 }
206                 bool dead = entcs_IsDead(i) || entcs_IsSpectating(i);
207                 if (!it.csqcmodel_isdead) setorigin(it, entcs.origin);
208                 it.csqcmodel_isdead = dead;
209                 Draw_ShowNames(it);
210         });
211 }