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Implement fade delay feature which waits X seconds before beginning to show name...
[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 //
8 const float SHOWNAMES_FADESPEED = 4;
9 const float SHOWNAMES_FADEDELAY = 0.5;
10 void Draw_ShowNames(entity ent)
11 {
12         if(!autocvar_hud_shownames)
13                 return;
14
15         if((ent.sv_entnum == player_localentnum) && !(autocvar_hud_shownames_self && autocvar_chase_active))
16                 return;
17
18         makevectors(view_angles);
19
20         if(ent.sameteam || (!ent.sameteam && autocvar_hud_shownames_enemies))
21         {
22                 ent.origin_z += autocvar_hud_shownames_offset;
23
24                 float hit;
25                 if(ent.sameteam)
26                 {
27                         hit = 1;
28                 }
29                 else
30                 {
31                         traceline(view_origin, ent.origin, MOVE_NORMAL, ent);
32                         if(trace_fraction < 1 && trace_networkentity != ent.sv_entnum)
33                                 hit = 0;
34                         else
35                                 hit = 1;
36                 }
37
38                 vector o, eo;
39                 o = project_3d_to_2d(ent.origin);
40                 float overlap, onscreen;
41
42                 if(autocvar_hud_shownames_antioverlap)
43                 {
44                         // fade tag out if another tag that is closer to you overlaps
45                         entity e;
46                         for(e = world; (e = find(e, classname, "shownames_tag")); )
47                         {
48                                 if(e == ent)
49                                         continue;
50                                 eo = project_3d_to_2d(e.origin);
51                                 if not(eo_z < 0 || eo_x < 0 || eo_y < 0 || eo_x > vid_conwidth || eo_y > vid_conheight)
52                                 {
53                                         eo_z = 0;
54                                         if(vlen((eX * o_x + eY * o_y) - eo) < autocvar_hud_shownames_antioverlap_distance && vlen(ent.origin - view_origin) > vlen(e.origin - view_origin))
55                                         {
56                                                 overlap = TRUE;
57                                                 break;
58                                         }
59                                 }
60                         }
61                 }
62
63                 onscreen = (o_z >= 0 && o_x >= 0 && o_y >= 0 && o_x <= vid_conwidth && o_y <= vid_conheight);
64                 
65                 if(!ent.fadedelay)
66                         ent.fadedelay = time + SHOWNAMES_FADEDELAY;
67
68                 if(!ent.sameteam && (!onscreen || !hit)) // out of view, fade out
69                 { 
70                         ent.alpha = max(0, ent.alpha - SHOWNAMES_FADESPEED * frametime); 
71                         ent.fadedelay = 0; // reset fade in delay, enemy has left the view
72                 }
73                 else if(ent.healthvalue < 1) // dead player, fade out slowly
74                         ent.alpha = max(0, ent.alpha - SHOWNAMES_FADESPEED * 0.25 * frametime); 
75                 else if(overlap) // tag overlap detected, fade out
76                         ent.alpha = max(0, ent.alpha - SHOWNAMES_FADESPEED * frametime); 
77                 else if(ent.sameteam) // fade in for team mates
78                         ent.alpha = min(1, ent.alpha + SHOWNAMES_FADESPEED * frametime);
79                 else if(time > ent.fadedelay) // fade in for enemies
80                         ent.alpha = min(1, ent.alpha + SHOWNAMES_FADESPEED * frametime);
81
82                 if(!ent.alpha)
83                         return;
84                 
85                 float dist;
86                 dist = vlen(ent.origin - view_origin);
87
88                 float a;
89                 a = autocvar_hud_shownames_alpha;
90                 a *= ent.alpha;
91                 if(autocvar_hud_shownames_maxdistance)
92                 {
93                         if(dist >= autocvar_hud_shownames_maxdistance)
94                                 return;
95                         a *= ((autocvar_hud_shownames_maxdistance - autocvar_hud_shownames_mindistance) - max(0, dist - autocvar_hud_shownames_mindistance)) / (autocvar_hud_shownames_maxdistance - autocvar_hud_shownames_mindistance);
96                 }
97
98                 if(!a)
99                         return;
100
101                 float resize;
102                 resize = 1;
103                 if(autocvar_hud_shownames_resize) // limit resize so its never smaller than 0.5... gets unreadable
104                         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);
105
106                 // draw the sprite image
107                 if(o_z >= 0)
108                 {
109                         o_z = 0;
110
111                         vector myPos, mySize;
112                         mySize = (eX * autocvar_hud_shownames_aspect + eY) * autocvar_hud_shownames_fontsize;
113                         myPos = o - '0.5 0 0' * mySize_x - '0 1 0' * mySize_y;
114
115                         // size scaling
116                         mySize_x *= resize;
117                         mySize_y *= resize;
118
119                         myPos_x += 0.5 * (mySize_x / resize - mySize_x);
120                         myPos_y += (mySize_y / resize - mySize_y);
121
122                         vector namepos; // this is where the origin of the string
123                         float namewidth;
124
125                         namepos = myPos;
126                         namewidth = mySize_x;
127
128                         if(autocvar_hud_shownames_status && teamplay)
129                         {
130                                 if(ent.sameteam)
131                                 {
132                                         if(ent.healthvalue > 0)
133                                         {
134                                                 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);
135
136                                                 if(ent.armorvalue > 0)
137                                                         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);
138                                         }
139                                 }
140                         }
141
142                         string s;
143                         s = GetPlayerName(ent.sv_entnum-1);
144                         if((autocvar_hud_shownames_decolorize == 1 && teamplay) || autocvar_hud_shownames_decolorize == 2)
145                                 s = playername(s, GetPlayerColor(ent.sv_entnum-1));
146
147                         drawfontscale = '1 1 0' * resize;
148                         s = textShortenToWidth(s, namewidth, '1 1 0' * autocvar_hud_shownames_fontsize, stringwidth_colors);
149
150                         float width;
151                         width = stringwidth(s, TRUE, '1 1 0' * autocvar_hud_shownames_fontsize);
152
153                         if (width != namewidth)
154                                 namepos_x += (namewidth - width) / 2;
155                         drawcolorcodedstring(namepos, s, '1 1 0' * autocvar_hud_shownames_fontsize, a, DRAWFLAG_NORMAL);
156                         drawfontscale = '1 1 0';
157                 }
158         }
159 }
160
161 entity shownames_ent[255];
162 void Draw_ShowNames_All()
163 {
164         float i;
165         for(i = 0; i < maxclients; ++i)
166         {
167                 float t;
168                 t = GetPlayerColor(i);
169                 if(t == COLOR_SPECTATOR)
170                         continue;
171
172                 entity e;
173                 e = shownames_ent[i];
174                 if(!e)
175                 {
176                         e = spawn();
177                         e.classname = "shownames_tag";
178                         e.sv_entnum = i+1;
179                         shownames_ent[i] = e;
180                 }
181
182                 entity entcs;
183                 entcs = entcs_receiver[i];
184                 if(entcs)
185                 {
186                         e.healthvalue = entcs.healthvalue;
187                         e.armorvalue = entcs.armorvalue;
188                         e.sameteam = 1; /* (teamplay && (t == myteam)); */
189                 }
190                 else
191                 {
192                         e.healthvalue = 2342;
193                         e.armorvalue = 0;
194                         e.sameteam = 0;
195                 }
196
197                 e.origin = getplayerorigin(i);
198                 if(e.origin == GETPLAYERORIGIN_ERROR)
199                         continue;
200
201                 Draw_ShowNames(e);
202         }
203 }