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Merge remote-tracking branch 'origin/master' into fruitiex/animations
[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) || (ent.sv_entnum == spectatee_status)) // ent is me or person i'm spectating
16                 if not (autocvar_hud_shownames_self && autocvar_chase_active) 
17                         return;
18
19         makevectors(view_angles);
20
21         if(ent.sameteam || (!ent.sameteam && autocvar_hud_shownames_enemies))
22         {
23                 ent.origin_z += autocvar_hud_shownames_offset;
24
25                 float hit;
26                 if(ent.sameteam)
27                 {
28                         hit = 1;
29                 }
30                 else
31                 {
32                         traceline(view_origin, ent.origin, MOVE_NORMAL, ent);
33                         if(trace_fraction < 1 && trace_networkentity != ent.sv_entnum)
34                                 hit = 0;
35                         else
36                                 hit = 1;
37                 }
38
39                 vector o, eo;
40                 o = project_3d_to_2d(ent.origin);
41                 float overlap, onscreen;
42
43                 if(autocvar_hud_shownames_antioverlap)
44                 {
45                         // fade tag out if another tag that is closer to you overlaps
46                         entity e;
47                         for(e = world; (e = find(e, classname, "shownames_tag")); )
48                         {
49                                 if(e == ent)
50                                         continue;
51                                 eo = project_3d_to_2d(e.origin);
52                                 if not(eo_z < 0 || eo_x < 0 || eo_y < 0 || eo_x > vid_conwidth || eo_y > vid_conheight)
53                                 {
54                                         eo_z = 0;
55                                         if(vlen((eX * o_x + eY * o_y) - eo) < autocvar_hud_shownames_antioverlap_distance && vlen(ent.origin - view_origin) > vlen(e.origin - view_origin))
56                                         {
57                                                 overlap = TRUE;
58                                                 break;
59                                         }
60                                 }
61                         }
62                 }
63
64                 onscreen = (o_z >= 0 && o_x >= 0 && o_y >= 0 && o_x <= vid_conwidth && o_y <= vid_conheight);
65                 
66                 if(!ent.fadedelay)
67                         ent.fadedelay = time + SHOWNAMES_FADEDELAY;
68
69                 if(!ent.sameteam && (!onscreen || !hit)) // out of view, fade out
70                 { 
71                         ent.alpha = max(0, ent.alpha - SHOWNAMES_FADESPEED * frametime); 
72                         ent.fadedelay = 0; // reset fade in delay, enemy has left the view
73                 }
74                 else if(ent.healthvalue < 1) // dead player, fade out slowly
75                         ent.alpha = max(0, ent.alpha - SHOWNAMES_FADESPEED * 0.25 * frametime); 
76                 else if(overlap) // tag overlap detected, fade out
77                         ent.alpha = max(0, ent.alpha - SHOWNAMES_FADESPEED * frametime); 
78                 else if(ent.sameteam) // fade in for team mates
79                         ent.alpha = min(1, ent.alpha + SHOWNAMES_FADESPEED * frametime);
80                 else if(time > ent.fadedelay) // fade in for enemies
81                         ent.alpha = min(1, ent.alpha + SHOWNAMES_FADESPEED * frametime);
82
83                 if(!ent.alpha)
84                         return;
85                 
86                 float dist;
87                 dist = vlen(ent.origin - view_origin);
88
89                 float a;
90                 a = autocvar_hud_shownames_alpha;
91                 a *= ent.alpha;
92                 if(autocvar_hud_shownames_maxdistance)
93                 {
94                         if(dist >= autocvar_hud_shownames_maxdistance)
95                                 return;
96                         a *= ((autocvar_hud_shownames_maxdistance - autocvar_hud_shownames_mindistance) - max(0, dist - autocvar_hud_shownames_mindistance)) / (autocvar_hud_shownames_maxdistance - autocvar_hud_shownames_mindistance);
97                 }
98
99                 if(!a)
100                         return;
101
102                 float resize;
103                 resize = 1;
104                 if(autocvar_hud_shownames_resize) // limit resize so its never smaller than 0.5... gets unreadable
105                         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);
106
107                 // draw the sprite image
108                 if(o_z >= 0)
109                 {
110                         o_z = 0;
111
112                         vector myPos, mySize;
113                         mySize = (eX * autocvar_hud_shownames_aspect + eY) * autocvar_hud_shownames_fontsize;
114                         myPos = o - '0.5 0 0' * mySize_x - '0 1 0' * mySize_y;
115
116                         // size scaling
117                         mySize_x *= resize;
118                         mySize_y *= resize;
119
120                         myPos_x += 0.5 * (mySize_x / resize - mySize_x);
121                         myPos_y += (mySize_y / resize - mySize_y);
122
123                         vector namepos; // this is where the origin of the string
124                         float namewidth;
125
126                         namepos = myPos;
127                         namewidth = mySize_x;
128
129                         if(autocvar_hud_shownames_status && teamplay)
130                         {
131                                 if(ent.sameteam)
132                                 {
133                                         if(ent.healthvalue > 0)
134                                         {
135                                                 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);
136
137                                                 if(ent.armorvalue > 0)
138                                                         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);
139                                         }
140                                 }
141                         }
142
143                         string s;
144                         s = GetPlayerName(ent.sv_entnum-1);
145                         if((autocvar_hud_shownames_decolorize == 1 && teamplay) || autocvar_hud_shownames_decolorize == 2)
146                                 s = playername(s, GetPlayerColor(ent.sv_entnum-1));
147
148                         drawfontscale = '1 1 0' * resize;
149                         s = textShortenToWidth(s, namewidth, '1 1 0' * autocvar_hud_shownames_fontsize, stringwidth_colors);
150
151                         float width;
152                         width = stringwidth(s, TRUE, '1 1 0' * autocvar_hud_shownames_fontsize);
153
154                         if (width != namewidth)
155                                 namepos_x += (namewidth - width) / 2;
156                         drawcolorcodedstring(namepos, s, '1 1 0' * autocvar_hud_shownames_fontsize, a, DRAWFLAG_NORMAL);
157                         drawfontscale = '1 1 0';
158                 }
159         }
160 }
161
162 entity shownames_ent[255];
163 void Draw_ShowNames_All()
164 {
165         float i;
166         for(i = 0; i < maxclients; ++i)
167         {
168                 float t;
169                 t = GetPlayerColor(i);
170                 if(t == COLOR_SPECTATOR)
171                         continue;
172
173                 entity e;
174                 e = shownames_ent[i];
175                 if(!e)
176                 {
177                         e = spawn();
178                         e.classname = "shownames_tag";
179                         e.sv_entnum = i+1;
180                         shownames_ent[i] = e;
181                 }
182
183                 entity entcs;
184                 entcs = entcs_receiver[i];
185                 if(entcs)
186                 {
187                         e.healthvalue = entcs.healthvalue;
188                         e.armorvalue = entcs.armorvalue;
189                         e.sameteam = 1; /* (teamplay && (t == myteam)); */
190                 }
191                 else
192                 {
193                         e.healthvalue = 2342;
194                         e.armorvalue = 0;
195                         e.sameteam = 0;
196                 }
197
198                 e.origin = getplayerorigin(i);
199                 if(e.origin == GETPLAYERORIGIN_ERROR)
200                         continue;
201
202                 Draw_ShowNames(e);
203         }
204 }