]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/client/shownames.qc
Make it compile without XONOTIC defined
[xonotic/xonotic-data.pk3dir.git] / qcsrc / client / shownames.qc
index 300521545354cad1a34efbca961a6193b8e8c9a5..6a4515ac14f128f4b20eba195a090b849a0a138c 100644 (file)
 #include "shownames.qh"
 
-#include "hud/all.qh"
-
-#include "../common/constants.qh"
-#include "../common/mapinfo.qh"
-#include "../common/teams.qh"
-
-#include "../lib/csqcmodel/cl_model.qh"
-
-// self.isactive = player is in range and coordinates/status (health and armor) are up to date
-// self.origin = player origin TODO: should maybe move this so it's the origin of the shownames tag already in SSQC for culling?
-// self.healthvalue
-// self.armorvalue
-// self.sameteam = player is on same team as local client
-// self.fadedelay = time to wait before name tag starts fading in for enemies
-// self.pointtime = last time you pointed at this player
-// self.csqcmodel_isdead = value of csqcmodel_isdead to know when the player is dead or not
+#include "hud/_mod.qh"
+
+#include <common/ent_cs.qh>
+#include <common/constants.qh>
+#include <common/net_linked.qh>
+#include <common/mapinfo.qh>
+#include <common/teams.qh>
+
+#include <lib/csqcmodel/cl_model.qh>
+
+// this.isactive = player is in range and coordinates/status (health and armor) are up to date
+// this.origin = player origin
+// this.healthvalue
+// this.armorvalue
+// this.sameteam = player is on same team as local client
+// this.fadedelay = time to wait before name tag starts fading in for enemies
+// this.pointtime = last time you pointed at this player
+// this.csqcmodel_isdead = value of csqcmodel_isdead to know when the player is dead or not
+
+LinkedList shownames_ent;
+STATIC_INIT(shownames_ent)
+{
+       shownames_ent = LL_NEW();
+       for (int i = 0; i < maxclients; ++i)
+       {
+               entity e = new_pure(shownames_tag);
+               e.sv_entnum = i + 1;
+               LL_PUSH(shownames_ent, e);
+       }
+}
 
 const float SHOWNAMES_FADESPEED = 4;
 const float SHOWNAMES_FADEDELAY = 0.4;
-void Draw_ShowNames(entity ent)
+void Draw_ShowNames(entity this)
 {
-       if(!autocvar_hud_shownames)
-               return;
-
-       if(ent.sv_entnum == player_localentnum) // ent is me or person i'm spectating
-               if(!(autocvar_hud_shownames_self && autocvar_chase_active))
-                       return;
-
-       if(ent.sameteam || (!ent.sameteam && autocvar_hud_shownames_enemies))
+       if (this.sv_entnum == (current_player + 1))  // self or spectatee
+               if (!(autocvar_hud_shownames_self && autocvar_chase_active)) return;
+       if (!this.sameteam && !autocvar_hud_shownames_enemies) return;
+       bool hit;
+       if (!autocvar_hud_shownames_crosshairdistance && this.sameteam)
        {
-               ent.origin_z += autocvar_hud_shownames_offset;
-
-               float hit;
-               if(ent.sameteam && !autocvar_hud_shownames_crosshairdistance)
-               {
-                       hit = 1;
-               }
-               else
-               {
-                       traceline(view_origin, ent.origin, MOVE_NORMAL, ent);
-                       if(trace_fraction < 1 && (trace_networkentity != ent.sv_entnum && trace_ent.entnum != ent.sv_entnum))
-                               hit = 0;
-                       else
-                               hit = 1;
-               }
-
-               // handle tag fading
-               float overlap = false, onscreen, crosshairdistance;
-               vector o, eo;
-
-               o = project_3d_to_2d(ent.origin);
-
-               if(autocvar_hud_shownames_antioverlap)
-               {
-                       // fade tag out if another tag that is closer to you overlaps
-                       entity e;
-                       for(e = world; (e = find(e, classname, "shownames_tag")); )
+               hit = true;
+       }
+       else
+       {
+               traceline(view_origin, this.origin, MOVE_NORMAL, this);
+               hit = !(trace_fraction < 1 && (trace_networkentity != this.sv_entnum && trace_ent.entnum != this.sv_entnum));
+       }
+       // handle tag fading
+       bool overlap = false;
+       vector o = project_3d_to_2d(this.origin + eZ * autocvar_hud_shownames_offset);
+       float dist = vlen(this.origin - view_origin);
+       if (autocvar_hud_shownames_antioverlap)
+       {
+               // fade tag out if another tag that is closer to you overlaps
+               LL_EACH(shownames_ent, it != this && entcs_receiver(i), {
+                       vector eo = project_3d_to_2d(it.origin);
+                       if (eo.z < 0 || eo.x < 0 || eo.y < 0 || eo.x > vid_conwidth || eo.y > vid_conheight) continue;
+                       eo.z = 0;
+                       if (vdist(((eX * o.x + eY * o.y) - eo), <, autocvar_hud_shownames_antioverlap_distance)
+                           && vdist((it.origin - view_origin), <, dist))
                        {
-                               if(e == ent)
-                                       continue;
-                               eo = project_3d_to_2d(e.origin);
-                               if (!(eo.z < 0 || eo.x < 0 || eo.y < 0 || eo.x > vid_conwidth || eo.y > vid_conheight))
-                               {
-                                       eo.z = 0;
-                                       if(vlen((eX * o.x + eY * o.y) - eo) < autocvar_hud_shownames_antioverlap_distance && vlen(ent.origin - view_origin) > vlen(e.origin - view_origin))
-                                       {
-                                               overlap = true;
-                                               break;
-                                       }
-                               }
-                       }
-               }
-
-               onscreen = (o.z >= 0 && o.x >= 0 && o.y >= 0 && o.x <= vid_conwidth && o.y <= vid_conheight);
-               crosshairdistance = sqrt( pow(o.x - vid_conwidth/2, 2) + pow(o.y - vid_conheight/2, 2) );
-
-               if(autocvar_hud_shownames_crosshairdistance)
-               {
-                       if(autocvar_hud_shownames_crosshairdistance > crosshairdistance)
-                               ent.pointtime = time;
-
-                       if (ent.pointtime + autocvar_hud_shownames_crosshairdistance_time <= time)
                                overlap = true;
-                       else
-                               overlap = (autocvar_hud_shownames_crosshairdistance_antioverlap ? overlap : false); // override what antioverlap says unless allowed by cvar.
-               }
-
-               if(!ent.fadedelay)
-                       ent.fadedelay = time + SHOWNAMES_FADEDELAY;
-
-               if(!ent.sameteam && (!onscreen || !hit)) // out of view, fade out
-               {
-                       ent.alpha = max(0, ent.alpha - SHOWNAMES_FADESPEED * frametime);
-                       ent.fadedelay = 0; // reset fade in delay, enemy has left the view
-               }
-               else if(ent.csqcmodel_isdead) // dead player, fade out slowly
-                       ent.alpha = max(0, ent.alpha - SHOWNAMES_FADESPEED * 0.25 * frametime);
-               else if(overlap) // tag overlap detected, fade out
-                       ent.alpha = max(0, ent.alpha - SHOWNAMES_FADESPEED * frametime);
-               else if(ent.sameteam) // fade in for team mates
-                       ent.alpha = min(1, ent.alpha + SHOWNAMES_FADESPEED * frametime);
-               else if(time > ent.fadedelay) // fade in for enemies
-                       ent.alpha = min(1, ent.alpha + SHOWNAMES_FADESPEED * frametime);
-
-               // multiply by player alpha
-               if(!ent.sameteam || (ent.sv_entnum == player_localentnum))
-                       ent.alpha *= getplayeralpha(ent.sv_entnum-1);
-
-               if(ent.alpha < ALPHA_MIN_VISIBLE && gametype != MAPINFO_TYPE_CTS)
-                       return;
-
-               float dist;
-               dist = vlen(ent.origin - view_origin);
-
-               float a;
-               a = autocvar_hud_shownames_alpha;
-               a *= ent.alpha;
-               if(autocvar_hud_shownames_maxdistance)
-               {
-                       if(dist >= autocvar_hud_shownames_maxdistance)
-                               return;
-                       a *= ((autocvar_hud_shownames_maxdistance - autocvar_hud_shownames_mindistance) - max(0, dist - autocvar_hud_shownames_mindistance)) / (autocvar_hud_shownames_maxdistance - autocvar_hud_shownames_mindistance);
-               }
-
-               if(!a)
-                       return;
-
-               float resize;
-               resize = 1;
-               if(autocvar_hud_shownames_resize) // limit resize so its never smaller than 0.5... gets unreadable
-                       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);
-
-               // draw the sprite image
-               if(o.z >= 0)
+                               break;
+                       }
+               });
+       }
+       bool onscreen = (o.z >= 0 && o.x >= 0 && o.y >= 0 && o.x <= vid_conwidth && o.y <= vid_conheight);
+       if (autocvar_hud_shownames_crosshairdistance)
+       {
+               float d = autocvar_hud_shownames_crosshairdistance;
+               float w = o.x - vid_conwidth / 2;
+               float h = o.y - vid_conheight / 2;
+               if (d * d > w * w + h * h) this.pointtime = time;
+               if (this.pointtime + autocvar_hud_shownames_crosshairdistance_time <= time) overlap = true;
+               else overlap = (autocvar_hud_shownames_crosshairdistance_antioverlap ? overlap : false); // override what antioverlap says unless allowed by cvar.
+       }
+       if (!this.fadedelay) this.fadedelay = time + SHOWNAMES_FADEDELAY;
+       if (this.csqcmodel_isdead)                                                                   // dead player, fade out slowly
+       {
+               this.alpha = max(0, this.alpha - SHOWNAMES_FADESPEED * 0.25 * frametime);
+       }
+       else if (!onscreen || (!this.sameteam && !hit)) // out of view, fade out
+       {
+               this.alpha = max(0, this.alpha - SHOWNAMES_FADESPEED * frametime);
+               this.fadedelay = 0;                         // reset fade in delay, enemy has left the view
+       }
+       else if (overlap)                               // tag overlap detected, fade out
+       {
+               this.alpha = max(0, this.alpha - SHOWNAMES_FADESPEED * frametime);
+       }
+       else if (this.sameteam)  // fade in for team mates
+       {
+               this.alpha = min(1, this.alpha + SHOWNAMES_FADESPEED * frametime);
+       }
+       else if (time > this.fadedelay)  // fade in for enemies
+       {
+               this.alpha = min(1, this.alpha + SHOWNAMES_FADESPEED * frametime);
+       }
+       float a = autocvar_hud_shownames_alpha * this.alpha;
+       // multiply by player alpha
+       if (!this.sameteam || (this.sv_entnum == player_localentnum))
+       {
+               float f = entcs_GetAlpha(this.sv_entnum - 1);
+               if (f == 0) f = 1;
+               if (f < 0) f = 0;
+               // FIXME: alpha is negative when dead, breaking death fade
+               if (!this.csqcmodel_isdead) a *= f;
+       }
+       if (a < ALPHA_MIN_VISIBLE && gametype != MAPINFO_TYPE_CTS) return;
+       if (autocvar_hud_shownames_maxdistance)
+       {
+               if (dist >= autocvar_hud_shownames_maxdistance) return;
+               float f = autocvar_hud_shownames_maxdistance - autocvar_hud_shownames_mindistance;
+               a *= (f - max(0, dist - autocvar_hud_shownames_mindistance)) / f;
+       }
+       if (!a) return;
+       float resize = 1;
+       if (autocvar_hud_shownames_resize)  // limit resize so its never smaller than 0.5... gets unreadable
+       {
+               float f = autocvar_hud_shownames_maxdistance - autocvar_hud_shownames_mindistance;
+               resize = 0.5 + 0.5 * (f - max(0, dist - autocvar_hud_shownames_mindistance)) / f;
+       }
+       // draw the sprite image
+       if (o.z >= 0)
+       {
+               o.z = 0;
+               vector mySize = (eX * autocvar_hud_shownames_aspect + eY) * autocvar_hud_shownames_fontsize;
+               vector myPos = o - '0.5 0 0' * mySize.x - '0 1 0' * mySize.y;
+               // size scaling
+               mySize.x *= resize;
+               mySize.y *= resize;
+               myPos.x += 0.5 * (mySize.x / resize - mySize.x);
+               myPos.y += (mySize.y / resize - mySize.y);
+               // this is where the origin of the string
+               vector namepos = myPos;
+               float namewidth = mySize.x;
+               if (autocvar_hud_shownames_status && this.sameteam)
                {
-                       o.z = 0;
-
-                       vector myPos, mySize;
-                       mySize = (eX * autocvar_hud_shownames_aspect + eY) * autocvar_hud_shownames_fontsize;
-                       myPos = o - '0.5 0 0' * mySize.x - '0 1 0' * mySize.y;
-
-                       // size scaling
-                       mySize.x *= resize;
-                       mySize.y *= resize;
-
-                       myPos.x += 0.5 * (mySize.x / resize - mySize.x);
-                       myPos.y += (mySize.y / resize - mySize.y);
-
-                       vector namepos; // this is where the origin of the string
-                       float namewidth;
-
-                       namepos = myPos;
-                       namewidth = mySize.x;
-
-                       if(autocvar_hud_shownames_status && teamplay)
+                       vector v = namepos + '0 1 0' * autocvar_hud_shownames_fontsize * resize;
+                       vector s = eX * 0.5 * mySize.x + eY * resize * autocvar_hud_shownames_statusbar_height;
+                       if (this.healthvalue > 0)
                        {
-                               if(ent.sameteam)
-                               {
-                                       if(ent.healthvalue > 0)
-                                       {
-                                               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);
-
-                                               if(ent.armorvalue > 0)
-                                                       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);
-                                       }
-                               }
+                               HUD_Panel_DrawProgressBar(v, s, "nametag_statusbar",
+                                       this.healthvalue / autocvar_hud_panel_healtharmor_maxhealth, false, 1, '1 0 0', a,
+                                       DRAWFLAG_NORMAL);
+                       }
+                       if (this.armorvalue > 0)
+                       {
+                               HUD_Panel_DrawProgressBar(v + eX * 0.5 * mySize.x, s, "nametag_statusbar",
+                                       this.armorvalue / autocvar_hud_panel_healtharmor_maxarmor, false, 0, '0 1 0', a,
+                                       DRAWFLAG_NORMAL);
                        }
-
-                       string s;
-                       s = GetPlayerName(ent.sv_entnum-1);
-                       if((autocvar_hud_shownames_decolorize == 1 && teamplay) || autocvar_hud_shownames_decolorize == 2)
-                               s = playername(s, GetPlayerColor(ent.sv_entnum-1));
-
-                       drawfontscale = '1 1 0' * resize;
-                       s = textShortenToWidth(s, namewidth, '1 1 0' * autocvar_hud_shownames_fontsize, stringwidth_colors);
-
-                       float width;
-                       width = stringwidth(s, true, '1 1 0' * autocvar_hud_shownames_fontsize);
-
-                       if (width != namewidth)
-                               namepos.x += (namewidth - width) / 2;
-                       drawcolorcodedstring(namepos, s, '1 1 0' * autocvar_hud_shownames_fontsize, a, DRAWFLAG_NORMAL);
-                       drawfontscale = '1 1 0';
                }
+               string s = entcs_GetName(this.sv_entnum - 1);
+               if ((autocvar_hud_shownames_decolorize == 1 && teamplay)
+                   || autocvar_hud_shownames_decolorize == 2) s = playername(s, entcs_GetTeam(this.sv_entnum - 1));
+               drawfontscale = '1 1 0' * resize;
+               s = textShortenToWidth(s, namewidth, '1 1 0' * autocvar_hud_shownames_fontsize, stringwidth_colors);
+               float width = stringwidth(s, true, '1 1 0' * autocvar_hud_shownames_fontsize);
+               if (width != namewidth) namepos.x += (namewidth - width) / 2;
+               drawcolorcodedstring(namepos, s, '1 1 0' * autocvar_hud_shownames_fontsize, a, DRAWFLAG_NORMAL);
+               drawfontscale = '1 1 0';
        }
 }
 
-entity shownames_ent[255];
 void Draw_ShowNames_All()
 {
-       int i;
-       for(i = 0; i < maxclients; ++i)
-       {
-               float t;
-               t = GetPlayerColor(i);
-               if(t == NUM_SPECTATOR)
-                       continue;
-
-               entity e;
-               e = shownames_ent[i];
-               if(!e)
+       if (!autocvar_hud_shownames) return;
+       LL_EACH(shownames_ent, true, {
+               entity entcs = entcs_receiver(i);
+               if (!entcs)
                {
-                       e = new(shownames_tag);
-                       e.sv_entnum = i+1;
-                       shownames_ent[i] = e;
+                       make_pure(it);
+                       continue;
                }
-
-               entity entcs;
-               entcs = entcs_receiver[i];
-               if(entcs)
+               make_impure(it);
+               assert(getthink(entcs), eprint(entcs));
+               getthink(entcs)(entcs);
+               if (!entcs.has_origin) continue;
+               if (entcs.m_entcs_private)
                {
-                       e.healthvalue = entcs.healthvalue;
-                       e.armorvalue = entcs.armorvalue;
-                       e.sameteam = 1; /* (teamplay && (t == myteam)); */
+                       it.healthvalue = entcs.healthvalue;
+                       it.armorvalue = entcs.armorvalue;
+                       it.sameteam = true;
                }
                else
                {
-                       e.healthvalue = 2342;
-                       e.armorvalue = 0;
-                       e.sameteam = 0;
+                       it.healthvalue = 0;
+                       it.armorvalue = 0;
+                       it.sameteam = false;
                }
-
-               setorigin(e, getplayerorigin(i));
-               if(e.origin == GETPLAYERORIGIN_ERROR)
-                       continue;
-
-               e.csqcmodel_isdead = getplayerisdead(i);
-
-               Draw_ShowNames(e);
-       }
+               bool dead = entcs_IsDead(i) || entcs_IsSpectating(i);
+               if (!it.csqcmodel_isdead) setorigin(it, entcs.origin);
+               it.csqcmodel_isdead = dead;
+               Draw_ShowNames(it);
+       });
 }