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shownames: exit early if no origin
[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 // self.isactive = player is in range and coordinates/status (health and armor) are up to date
12 // self.origin = player origin
13 // self.healthvalue
14 // self.armorvalue
15 // self.sameteam = player is on same team as local client
16 // self.fadedelay = time to wait before name tag starts fading in for enemies
17 // self.pointtime = last time you pointed at this player
18 // self.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(shownames_tag);
27                 make_pure(e);
28                 e.sv_entnum = i + 1;
29                 LL_PUSH(shownames_ent, e);
30         }
31 }
32
33 const float SHOWNAMES_FADESPEED = 4;
34 const float SHOWNAMES_FADEDELAY = 0.4;
35 void Draw_ShowNames(entity this)
36 {
37         if (this.sv_entnum == player_localentnum)  // self or spectatee
38                 if (!(autocvar_hud_shownames_self && autocvar_chase_active)) return;
39         if (!this.sameteam && !autocvar_hud_shownames_enemies) return;
40         bool hit;
41         if (!autocvar_hud_shownames_crosshairdistance && this.sameteam)
42         {
43                 hit = true;
44         }
45         else
46         {
47                 traceline(view_origin, this.origin, MOVE_NORMAL, this);
48                 hit = !(trace_fraction < 1 && (trace_networkentity != this.sv_entnum && trace_ent.entnum != this.sv_entnum));
49         }
50         // handle tag fading
51         bool overlap = false;
52         vector o = project_3d_to_2d(this.origin + eZ * autocvar_hud_shownames_offset);
53         float dist = vlen(this.origin - view_origin);
54         if (autocvar_hud_shownames_antioverlap)
55         {
56                 // fade tag out if another tag that is closer to you overlaps
57                 LL_EACH(shownames_ent, it != this && entcs_receiver(i), LAMBDA(
58                         vector eo = project_3d_to_2d(it.origin);
59                         if (eo.z < 0 || eo.x < 0 || eo.y < 0 || eo.x > vid_conwidth || eo.y > vid_conheight) continue;
60                         eo.z = 0;
61                         if (vlen((eX * o.x + eY * o.y) - eo) < autocvar_hud_shownames_antioverlap_distance
62                             && dist > vlen(it.origin - view_origin))
63                         {
64                                 overlap = true;
65                                 break;
66                         }
67                 ));
68         }
69         bool onscreen = (o.z >= 0 && o.x >= 0 && o.y >= 0 && o.x <= vid_conwidth && o.y <= vid_conheight);
70         float crosshairdistance = sqrt(pow(o.x - vid_conwidth / 2, 2) + pow(o.y - vid_conheight / 2, 2));
71         if (autocvar_hud_shownames_crosshairdistance)
72         {
73                 if (autocvar_hud_shownames_crosshairdistance > crosshairdistance) this.pointtime = time;
74                 if (this.pointtime + autocvar_hud_shownames_crosshairdistance_time <= time) overlap = true;
75                 else overlap = (autocvar_hud_shownames_crosshairdistance_antioverlap ? overlap : false); // override what antioverlap says unless allowed by cvar.
76         }
77         if (!this.fadedelay) this.fadedelay = time + SHOWNAMES_FADEDELAY;
78         if (this.csqcmodel_isdead)                                                                   // dead player, fade out slowly
79         {
80                 this.alpha = max(0, this.alpha - SHOWNAMES_FADESPEED * 0.25 * frametime);
81         }
82         else if (!this.sameteam && (!onscreen || !hit)) // out of view, fade out
83         {
84                 this.alpha = max(0, this.alpha - SHOWNAMES_FADESPEED * frametime);
85                 this.fadedelay = 0;                         // reset fade in delay, enemy has left the view
86         }
87         else if (overlap)                               // tag overlap detected, fade out
88         {
89                 this.alpha = max(0, this.alpha - SHOWNAMES_FADESPEED * frametime);
90         }
91         else if (this.sameteam)  // fade in for team mates
92         {
93                 this.alpha = min(1, this.alpha + SHOWNAMES_FADESPEED * frametime);
94         }
95         else if (time > this.fadedelay)  // fade in for enemies
96         {
97                 this.alpha = min(1, this.alpha + SHOWNAMES_FADESPEED * frametime);
98         }
99         float a = autocvar_hud_shownames_alpha * this.alpha;
100         // multiply by player alpha
101         if (!this.sameteam || (this.sv_entnum == player_localentnum))
102         {
103                 float f = entcs_GetAlpha(this.sv_entnum - 1);
104                 if (f == 0) f = 1;
105                 if (f < 0) f = 0;
106                 // FIXME: alpha is negative when dead, breaking death fade
107                 if (!this.csqcmodel_isdead) a *= f;
108         }
109         if (a < ALPHA_MIN_VISIBLE && gametype != MAPINFO_TYPE_CTS) return;
110         if (autocvar_hud_shownames_maxdistance)
111         {
112                 if (dist >= autocvar_hud_shownames_maxdistance) return;
113                 float f = autocvar_hud_shownames_maxdistance - autocvar_hud_shownames_mindistance;
114                 a *= (f - max(0, dist - autocvar_hud_shownames_mindistance)) / f;
115         }
116         if (!a) return;
117         float resize = 1;
118         if (autocvar_hud_shownames_resize)  // limit resize so its never smaller than 0.5... gets unreadable
119         {
120                 float f = autocvar_hud_shownames_maxdistance - autocvar_hud_shownames_mindistance;
121                 resize = 0.5 + 0.5 * (f - max(0, dist - autocvar_hud_shownames_mindistance)) / f;
122         }
123         // draw the sprite image
124         if (o.z >= 0)
125         {
126                 o.z = 0;
127                 vector mySize = (eX * autocvar_hud_shownames_aspect + eY) * autocvar_hud_shownames_fontsize;
128                 vector myPos = o - '0.5 0 0' * mySize.x - '0 1 0' * mySize.y;
129                 // size scaling
130                 mySize.x *= resize;
131                 mySize.y *= resize;
132                 myPos.x += 0.5 * (mySize.x / resize - mySize.x);
133                 myPos.y += (mySize.y / resize - mySize.y);
134                 // this is where the origin of the string
135                 vector namepos = myPos;
136                 float namewidth = mySize.x;
137                 if (autocvar_hud_shownames_status && this.sameteam)
138                 {
139                         vector v = namepos + '0 1 0' * autocvar_hud_shownames_fontsize * resize;
140                         vector s = eX * 0.5 * mySize.x + eY * resize * autocvar_hud_shownames_statusbar_height;
141                         if (this.healthvalue > 0)
142                         {
143                                 HUD_Panel_DrawProgressBar(v, s, "nametag_statusbar",
144                                         this.healthvalue / autocvar_hud_panel_healtharmor_maxhealth, false, 1, '1 0 0', a,
145                                         DRAWFLAG_NORMAL);
146                         }
147                         if (this.armorvalue > 0)
148                         {
149                                 HUD_Panel_DrawProgressBar(v + eX * 0.5 * mySize.x, s, "nametag_statusbar",
150                                         this.armorvalue / autocvar_hud_panel_healtharmor_maxarmor, false, 0, '0 1 0', a,
151                                         DRAWFLAG_NORMAL);
152                         }
153                 }
154                 string s = entcs_GetName(this.sv_entnum - 1);
155                 if ((autocvar_hud_shownames_decolorize == 1 && teamplay)
156                     || autocvar_hud_shownames_decolorize == 2) s = playername(s, entcs_GetTeam(this.sv_entnum - 1));
157                 drawfontscale = '1 1 0' * resize;
158                 s = textShortenToWidth(s, namewidth, '1 1 0' * autocvar_hud_shownames_fontsize, stringwidth_colors);
159                 float width = stringwidth(s, true, '1 1 0' * autocvar_hud_shownames_fontsize);
160                 if (width != namewidth) namepos.x += (namewidth - width) / 2;
161                 drawcolorcodedstring(namepos, s, '1 1 0' * autocvar_hud_shownames_fontsize, a, DRAWFLAG_NORMAL);
162                 drawfontscale = '1 1 0';
163         }
164 }
165
166 void Draw_ShowNames_All()
167 {
168         if (!autocvar_hud_shownames) return;
169         LL_EACH(shownames_ent, true, LAMBDA(
170                 entity entcs = entcs_receiver(i);
171                 if (!entcs)
172                 {
173                         make_pure(it);
174                         continue;
175                 }
176                 make_impure(it);
177                 assert(entcs.think, eprint(entcs));
178                 WITH(entity, self, entcs, entcs.think());
179                 if (!entcs.has_origin) continue;
180                 if (entcs.m_entcs_private)
181                 {
182                         it.healthvalue = entcs.healthvalue;
183                         it.armorvalue = entcs.armorvalue;
184                         it.sameteam = true;
185                 }
186                 else
187                 {
188                         it.healthvalue = 0;
189                         it.armorvalue = 0;
190                         it.sameteam = false;
191                 }
192                 bool dead = entcs_IsDead(i) || entcs_IsSpectating(i);
193                 if (!it.csqcmodel_isdead) setorigin(it, entcs.origin);
194                 it.csqcmodel_isdead = dead;
195                 Draw_ShowNames(it);
196         ));
197 }