]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/client/shownames.qc
Merge branch 'master' into terencehill/translate_colors_2
[xonotic/xonotic-data.pk3dir.git] / qcsrc / client / shownames.qc
1 #include "shownames.qh"
2
3 #include "hud/all.qh"
4
5 #include "../common/constants.qh"
6 #include "../common/mapinfo.qh"
7 #include "../common/teams.qh"
8
9 #include "../lib/csqcmodel/cl_model.qh"
10
11 // this.isactive = player is in range and coordinates/status (health and armor) are up to date
12 // this.origin = player origin
13 // this.healthvalue
14 // this.armorvalue
15 // this.sameteam = player is on same team as local client
16 // this.fadedelay = time to wait before name tag starts fading in for enemies
17 // this.pointtime = last time you pointed at this player
18 // this.csqcmodel_isdead = value of csqcmodel_isdead to know when the player is dead or not
19
20 LinkedList shownames_ent;
21 STATIC_INIT(shownames_ent)
22 {
23         shownames_ent = LL_NEW();
24         for (int i = 0; i < maxclients; ++i)
25         {
26                 entity e = new_pure(shownames_tag);
27                 e.sv_entnum = i + 1;
28                 LL_PUSH(shownames_ent, e);
29         }
30 }
31
32 const float SHOWNAMES_FADESPEED = 4;
33 const float SHOWNAMES_FADEDELAY = 0.4;
34 void Draw_ShowNames(entity this)
35 {
36         if (this.sv_entnum == player_localentnum)  // self or spectatee
37                 if (!(autocvar_hud_shownames_self && autocvar_chase_active)) return;
38         if (!this.sameteam && !autocvar_hud_shownames_enemies) return;
39         bool hit;
40         if (!autocvar_hud_shownames_crosshairdistance && this.sameteam)
41         {
42                 hit = true;
43         }
44         else
45         {
46                 traceline(view_origin, this.origin, MOVE_NORMAL, this);
47                 hit = !(trace_fraction < 1 && (trace_networkentity != this.sv_entnum && trace_ent.entnum != this.sv_entnum));
48         }
49         // handle tag fading
50         bool overlap = false;
51         vector o = project_3d_to_2d(this.origin + eZ * autocvar_hud_shownames_offset);
52         float dist = vlen(this.origin - view_origin);
53         if (autocvar_hud_shownames_antioverlap)
54         {
55                 // fade tag out if another tag that is closer to you overlaps
56                 LL_EACH(shownames_ent, it != this && entcs_receiver(i), {
57                         vector eo = project_3d_to_2d(it.origin);
58                         if (eo.z < 0 || eo.x < 0 || eo.y < 0 || eo.x > vid_conwidth || eo.y > vid_conheight) continue;
59                         eo.z = 0;
60                         if (vdist(((eX * o.x + eY * o.y) - eo), <, autocvar_hud_shownames_antioverlap_distance)
61                             && vdist((it.origin - view_origin), <, dist))
62                         {
63                                 overlap = true;
64                                 break;
65                         }
66                 });
67         }
68         bool onscreen = (o.z >= 0 && o.x >= 0 && o.y >= 0 && o.x <= vid_conwidth && o.y <= vid_conheight);
69         if (autocvar_hud_shownames_crosshairdistance)
70         {
71                 float d = autocvar_hud_shownames_crosshairdistance;
72                 float w = o.x - vid_conwidth / 2;
73                 float h = o.y - vid_conheight / 2;
74                 if (d * d > w * w + h * h) this.pointtime = time;
75                 if (this.pointtime + autocvar_hud_shownames_crosshairdistance_time <= time) overlap = true;
76                 else overlap = (autocvar_hud_shownames_crosshairdistance_antioverlap ? overlap : false); // override what antioverlap says unless allowed by cvar.
77         }
78         if (!this.fadedelay) this.fadedelay = time + SHOWNAMES_FADEDELAY;
79         if (this.csqcmodel_isdead)                                                                   // dead player, fade out slowly
80         {
81                 this.alpha = max(0, this.alpha - SHOWNAMES_FADESPEED * 0.25 * frametime);
82         }
83         else if (!onscreen || (!this.sameteam && !hit)) // out of view, fade out
84         {
85                 this.alpha = max(0, this.alpha - SHOWNAMES_FADESPEED * frametime);
86                 this.fadedelay = 0;                         // reset fade in delay, enemy has left the view
87         }
88         else if (overlap)                               // tag overlap detected, fade out
89         {
90                 this.alpha = max(0, this.alpha - SHOWNAMES_FADESPEED * frametime);
91         }
92         else if (this.sameteam)  // fade in for team mates
93         {
94                 this.alpha = min(1, this.alpha + SHOWNAMES_FADESPEED * frametime);
95         }
96         else if (time > this.fadedelay)  // fade in for enemies
97         {
98                 this.alpha = min(1, this.alpha + SHOWNAMES_FADESPEED * frametime);
99         }
100         float a = autocvar_hud_shownames_alpha * this.alpha;
101         // multiply by player alpha
102         if (!this.sameteam || (this.sv_entnum == player_localentnum))
103         {
104                 float f = entcs_GetAlpha(this.sv_entnum - 1);
105                 if (f == 0) f = 1;
106                 if (f < 0) f = 0;
107                 // FIXME: alpha is negative when dead, breaking death fade
108                 if (!this.csqcmodel_isdead) a *= f;
109         }
110         if (a < ALPHA_MIN_VISIBLE && gametype != MAPINFO_TYPE_CTS) return;
111         if (autocvar_hud_shownames_maxdistance)
112         {
113                 if (dist >= autocvar_hud_shownames_maxdistance) return;
114                 float f = autocvar_hud_shownames_maxdistance - autocvar_hud_shownames_mindistance;
115                 a *= (f - max(0, dist - autocvar_hud_shownames_mindistance)) / f;
116         }
117         if (!a) return;
118         float resize = 1;
119         if (autocvar_hud_shownames_resize)  // limit resize so its never smaller than 0.5... gets unreadable
120         {
121                 float f = autocvar_hud_shownames_maxdistance - autocvar_hud_shownames_mindistance;
122                 resize = 0.5 + 0.5 * (f - max(0, dist - autocvar_hud_shownames_mindistance)) / f;
123         }
124         // draw the sprite image
125         if (o.z >= 0)
126         {
127                 o.z = 0;
128                 vector mySize = (eX * autocvar_hud_shownames_aspect + eY) * autocvar_hud_shownames_fontsize;
129                 vector myPos = o - '0.5 0 0' * mySize.x - '0 1 0' * mySize.y;
130                 // size scaling
131                 mySize.x *= resize;
132                 mySize.y *= resize;
133                 myPos.x += 0.5 * (mySize.x / resize - mySize.x);
134                 myPos.y += (mySize.y / resize - mySize.y);
135                 // this is where the origin of the string
136                 vector namepos = myPos;
137                 float namewidth = mySize.x;
138                 if (autocvar_hud_shownames_status && this.sameteam)
139                 {
140                         vector v = namepos + '0 1 0' * autocvar_hud_shownames_fontsize * resize;
141                         vector s = eX * 0.5 * mySize.x + eY * resize * autocvar_hud_shownames_statusbar_height;
142                         if (this.healthvalue > 0)
143                         {
144                                 HUD_Panel_DrawProgressBar(v, s, "nametag_statusbar",
145                                         this.healthvalue / autocvar_hud_panel_healtharmor_maxhealth, false, 1, '1 0 0', a,
146                                         DRAWFLAG_NORMAL);
147                         }
148                         if (this.armorvalue > 0)
149                         {
150                                 HUD_Panel_DrawProgressBar(v + eX * 0.5 * mySize.x, s, "nametag_statusbar",
151                                         this.armorvalue / autocvar_hud_panel_healtharmor_maxarmor, false, 0, '0 1 0', a,
152                                         DRAWFLAG_NORMAL);
153                         }
154                 }
155                 string s = entcs_GetName(this.sv_entnum - 1);
156                 if ((autocvar_hud_shownames_decolorize == 1 && teamplay)
157                     || autocvar_hud_shownames_decolorize == 2) s = playername(s, entcs_GetTeam(this.sv_entnum - 1));
158                 drawfontscale = '1 1 0' * resize;
159                 s = textShortenToWidth(s, namewidth, '1 1 0' * autocvar_hud_shownames_fontsize, stringwidth_colors);
160                 float width = stringwidth(s, true, '1 1 0' * autocvar_hud_shownames_fontsize);
161                 if (width != namewidth) namepos.x += (namewidth - width) / 2;
162                 drawcolorcodedstring(namepos, s, '1 1 0' * autocvar_hud_shownames_fontsize, a, DRAWFLAG_NORMAL);
163                 drawfontscale = '1 1 0';
164         }
165 }
166
167 void Draw_ShowNames_All()
168 {
169         if (!autocvar_hud_shownames) return;
170         LL_EACH(shownames_ent, true, {
171                 entity entcs = entcs_receiver(i);
172                 if (!entcs)
173                 {
174                         make_pure(it);
175                         continue;
176                 }
177                 make_impure(it);
178                 assert(entcs.think, eprint(entcs));
179                 WITH(entity, self, entcs, entcs.think());
180                 if (!entcs.has_origin) continue;
181                 if (entcs.m_entcs_private)
182                 {
183                         it.healthvalue = entcs.healthvalue;
184                         it.armorvalue = entcs.armorvalue;
185                         it.sameteam = true;
186                 }
187                 else
188                 {
189                         it.healthvalue = 0;
190                         it.armorvalue = 0;
191                         it.sameteam = false;
192                 }
193                 bool dead = entcs_IsDead(i) || entcs_IsSpectating(i);
194                 if (!it.csqcmodel_isdead) setorigin(it, entcs.origin);
195                 it.csqcmodel_isdead = dead;
196                 Draw_ShowNames(it);
197         });
198 }