]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/client/shownames.qc
Merge commit '683672ff5de2463c9c29cd27bc96b658e61bac98'
[xonotic/xonotic-data.pk3dir.git] / qcsrc / client / shownames.qc
index 6208ef12ba84102f3ec363ab683e16d2d1de0f3a..f69c495fb0fa493b87867469b47f4c5f826e59ba 100644 (file)
@@ -4,6 +4,7 @@
 // self.armorvalue
 // self.sameteam = player is on same team as local client
 //
+const float SHOWNAMES_FADESPEED = 4;
 void Draw_ShowNames()
 {
     if(!autocvar_hud_shownames)
@@ -11,72 +12,150 @@ void Draw_ShowNames()
 
     if(self.sameteam || (!self.sameteam && autocvar_hud_shownames_enemies))
     {
-        float a;
-        a = autocvar_hud_panel_fg_alpha;
-
         InterpolateOrigin_Do();
 
-        // draw the sprite image
-        vector o;
+        if(!self.sameteam)
+        {
+            traceline(self.origin, view_origin, 1, self);
+
+            /* WIP, why does trace_ent != self not work as intended here?
+            if(autocvar_hud_shownames_enemies != 2) // player has to point at enemy if so
+            {
+                traceline(view_origin, view_origin + view_forward * MAX_SHOT_DISTANCE, MOVETYPE_FLY, world);
+                print("trace_endpos: ", vtos(trace_endpos), " view_origin: ", vtos(view_origin), "\n");
+                if(trace_ent != self)
+                    return;
+            }*/
+        }
+
+        vector o, eo;
         o = project_3d_to_2d(self.origin);
+        float overlap;
 
-        o_z = 0;
+        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")); )
+            {
+                if(e == self)
+                    continue;
+                eo = project_3d_to_2d(e.origin);
+                if not(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(self.origin - view_origin) > vlen(e.origin - view_origin))
+                    {
+                        overlap = TRUE;
+                        break;
+                    }
+                }
+            }
+        }
 
-        vector myPos, mySize;
-        mySize = (eX * autocvar_hud_shownames_aspect + eY) * autocvar_hud_shownames_height;
-        myPos = o - '0.5 0 0' * mySize_x - '0 1 0' * mySize_y;
+        if(!self.sameteam && trace_endpos != view_origin) // out of view, fade out
+            self.alpha = max(0, self.alpha - SHOWNAMES_FADESPEED * frametime);
+        else if(!self.healthvalue) // dead player, fade out slowly
+            self.alpha = max(0, self.alpha - SHOWNAMES_FADESPEED * 0.25 * frametime);
+        else if(overlap) // tag overlap detected, fade out
+            self.alpha = max(0, self.alpha - SHOWNAMES_FADESPEED * frametime);
+        else // fade in
+            self.alpha = min(1, self.alpha + SHOWNAMES_FADESPEED * frametime);
 
-        vector iconpos, iconsize;
-        vector namepos, namesize;
+        if(!self.alpha)
+            return;
 
-        iconpos = myPos;
+        float dist;
+        dist = vlen(self.origin - view_origin);
 
-        if(autocvar_hud_shownames_status)
+        float a;
+        a = autocvar_hud_shownames_alpha;
+        a *= self.alpha;
+        if(autocvar_hud_shownames_maxdistance)
         {
-            if(self.sameteam)
-            {
-                iconsize = eX * 2 * mySize_y + eY * mySize_y;
-                // "ghost" backgrounds
-                drawpic_aspect_skin(iconpos, "health", '1 1 0' * iconsize_y, '0 0 0', a * 0.5, DRAWFLAG_NORMAL);
-                drawpic_aspect_skin(iconpos + '0.5 0 0' * iconsize_x, "armor", '1 1 0' * iconsize_y, '0 0 0', a * 0.5, DRAWFLAG_NORMAL);
+            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);
+        }
 
-                drawsetcliparea(0, myPos_y + iconsize_y - iconsize_y * min(1, self.healthvalue/autocvar_hud_panel_healtharmor_maxhealth), vid_conwidth, myPos_y + iconsize_y);
-                drawpic_aspect_skin(iconpos, "health", '1 1 0' * iconsize_y, '1 1 1', a, DRAWFLAG_NORMAL);
+        if(!a)
+            return;
 
-                drawsetcliparea(0, myPos_y + iconsize_y - iconsize_y * min(1, self.armorvalue/autocvar_hud_panel_healtharmor_maxarmor), vid_conwidth, myPos_y + iconsize_y);
-                drawpic_aspect_skin(iconpos + '0.5 0 0' * iconsize_x, "armor", '1 1 0' * iconsize_y, '1 1 1', a, DRAWFLAG_NORMAL);
-                drawresetcliparea();
-            }
-            else if(autocvar_hud_shownames_status == 2)
+        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 not(o_z < 0 || o_x < 0 || o_y < 0 || o_x > vid_conwidth || o_y > vid_conheight)
+        {
+            o_z = 0;
+
+            vector myPos, mySize;
+            mySize = (eX * autocvar_hud_shownames_aspect + eY) * autocvar_hud_shownames_height;
+            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 iconpos, iconsize; // these determine icon position/size, if any
+            vector namepos; // this is where the origin of the string
+            float namesize; // total area where we can draw the string
+
+            iconpos = myPos;
+
+            if(autocvar_hud_shownames_status && teamplay)
             {
-                iconsize = eX * 2 * mySize_y + eY * mySize_y;
-                drawpic_aspect_skin(iconpos, "health_unknown", '1 1 0' * iconsize_y, '0 0 0', a, DRAWFLAG_NORMAL);
-                drawpic_aspect_skin(iconpos + '0.5 0 0' * iconsize_x, "armor_unknown", '1 1 0' * iconsize_y, '0 0 0', a, DRAWFLAG_NORMAL);
+                if(self.sameteam)
+                {
+                    iconsize = eX * 2 * mySize_y + eY * mySize_y;
+                    // "ghost" backgrounds
+                    drawpic_aspect_skin(iconpos, "health", '1 1 0' * iconsize_y, '0 0 0', a * 0.5, DRAWFLAG_NORMAL);
+                    drawpic_aspect_skin(iconpos + '0.5 0 0' * iconsize_x, "armor", '1 1 0' * iconsize_y, '0 0 0', a * 0.5, DRAWFLAG_NORMAL);
+
+                    if(self.healthvalue > 0)
+                    {
+                        drawsetcliparea(0, myPos_y + iconsize_y - iconsize_y * min(1, self.healthvalue/autocvar_hud_panel_healtharmor_maxhealth), vid_conwidth, myPos_y + iconsize_y);
+                        drawpic_aspect_skin(iconpos, "health", '1 1 0' * iconsize_y, '1 1 1', a, DRAWFLAG_NORMAL);
+                    }
+
+                    if(self.armorvalue > 0)
+                    {
+                        drawsetcliparea(0, myPos_y + iconsize_y - iconsize_y * min(1, self.armorvalue/autocvar_hud_panel_healtharmor_maxarmor), vid_conwidth, myPos_y + iconsize_y);
+                        drawpic_aspect_skin(iconpos + '0.5 0 0' * iconsize_x, "armor", '1 1 0' * iconsize_y, '1 1 1', a, DRAWFLAG_NORMAL);
+                    }
+                    drawresetcliparea();
+                }
+                else if(autocvar_hud_shownames_status == 2)
+                {
+                    iconsize = eX * 2 * mySize_y + eY * mySize_y;
+                    drawpic_aspect_skin(iconpos, "health_unknown", '1 1 0' * iconsize_y, '0 0 0', a, DRAWFLAG_NORMAL);
+                    drawpic_aspect_skin(iconpos + '0.5 0 0' * iconsize_x, "armor_unknown", '1 1 0' * iconsize_y, '0 0 0', a, DRAWFLAG_NORMAL);
+                }
             }
-        }
 
-        namepos = myPos + eX * 2 * iconsize_y;
-        namesize = eX * mySize_x - eX * 2 * iconsize_y + eY * mySize_y;
+            namepos = myPos + eX * 2 * iconsize_y + eY * 0.5 * resize * (autocvar_hud_shownames_height - autocvar_hud_shownames_fontsize);
+            namesize = mySize_x - 2 * iconsize_y;
 
-        drawcolorcodedstring_aspect(namepos, GetPlayerName(self.the_entnum), namesize, a, DRAWFLAG_NORMAL);
+            string s;
+            s = GetPlayerName(self.the_entnum-1);
+            if((autocvar_hud_shownames_decolorize == 1 && teamplay) || autocvar_hud_shownames_decolorize == 2)
+                s = playername(s, GetPlayerColor(self.the_entnum-1));
 
-        /* Or maybe a health bar instead?
-         *
-        if(self.health >= 0)
-        {
-            float align;
-            if(self.build_finished)
-                align = 0.5;
-            else
-                align = 0;
-            drawhealthbar(o, rot * 90 * DEG2RAD, self.health, SPRITE_SIZE * t, SPRITE_HOTSPOT * t, SPRITE_HEALTHBAR_WIDTH * t, SPRITE_HEALTHBAR_HEIGHT * t, SPRITE_HEALTHBAR_MARGIN * t, SPRITE_HEALTHBAR_BORDER * t, align, self.teamradar_color, a * SPRITE_HEALTHBAR_BORDERALPHA, self.teamradar_color, a * SPRITE_HEALTHBAR_HEALTHALPHA, DRAWFLAG_NORMAL);
-        }
-        */
-    }
-}
-
-void ShowNames_Think()
-{
+            drawfontscale = '1 1 0' * resize;
+            s = textShortenToWidth(s, namesize, '1 1 0' * autocvar_hud_shownames_fontsize, stringwidth_colors);
 
+            float width;
+            width = stringwidth(s, TRUE, '1 1 0' * autocvar_hud_shownames_fontsize);
 
+            if (width != namesize)
+                namepos_x += (namesize - width) / 2;
+            drawcolorcodedstring(namepos, s, '1 1 0' * autocvar_hud_shownames_fontsize, a, DRAWFLAG_NORMAL);
+            drawfontscale = '1 1 0';
+        }
+    }
 }