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Merge remote branch 'origin/master' into samual/balance_testing
[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 // self.pointtime = last time you pointed at this player
8 // self.csqcmodel_isdead = value of csqcmodel_isdead to know when the player is dead or not
9
10 const float SHOWNAMES_FADESPEED = 4;
11 const float SHOWNAMES_FADEDELAY = 0.4;
12 void Draw_ShowNames(entity ent)
13 {
14         if(!autocvar_hud_shownames)
15                 return;
16         
17 #ifdef COMPAT_XON050_ENGINE
18         if((ent.sv_entnum == player_localentnum) || (ent.sv_entnum == spectatee_status)) // ent is me or person i'm spectating
19 #else
20         if(ent.sv_entnum == player_localentnum) // ent is me or person i'm spectating
21 #endif
22                 if not (autocvar_hud_shownames_self && autocvar_chase_active) 
23                         return;
24
25         makevectors(view_angles);
26
27         if(ent.sameteam || (!ent.sameteam && autocvar_hud_shownames_enemies))
28         {
29                 ent.origin_z += autocvar_hud_shownames_offset;
30         
31                 float hit;
32                 if(ent.sameteam && !autocvar_hud_shownames_crosshairdistance)
33                 {
34                         hit = 1;
35                 }
36                 else
37                 {
38                         traceline(view_origin, ent.origin, MOVE_NORMAL, ent);
39                         if(trace_fraction < 1 && (trace_networkentity != ent.sv_entnum && trace_ent.entnum != ent.sv_entnum))
40                                 hit = 0;
41                         else
42                                 hit = 1;
43                 }
44
45                 // handle tag fading
46                 float overlap, onscreen, crosshairdistance;
47                 vector o, eo;
48                 
49                 o = project_3d_to_2d(ent.origin);
50                 
51                 if(autocvar_hud_shownames_antioverlap)
52                 {
53                         // fade tag out if another tag that is closer to you overlaps
54                         entity e;
55                         for(e = world; (e = find(e, classname, "shownames_tag")); )
56                         {
57                                 if(e == ent)
58                                         continue;
59                                 eo = project_3d_to_2d(e.origin);
60                                 if not(eo_z < 0 || eo_x < 0 || eo_y < 0 || eo_x > vid_conwidth || eo_y > vid_conheight)
61                                 {
62                                         eo_z = 0;
63                                         if(vlen((eX * o_x + eY * o_y) - eo) < autocvar_hud_shownames_antioverlap_distance && vlen(ent.origin - view_origin) > vlen(e.origin - view_origin))
64                                         {
65                                                 overlap = TRUE;
66                                                 break;
67                                         }
68                                 }
69                         }
70                 }
71
72                 onscreen = (o_z >= 0 && o_x >= 0 && o_y >= 0 && o_x <= vid_conwidth && o_y <= vid_conheight);
73                 crosshairdistance = sqrt( pow(o_x - vid_conwidth/2, 2) + pow(o_y - vid_conheight/2, 2) );
74                 
75                 if(autocvar_hud_shownames_crosshairdistance)
76                 {
77                         if(autocvar_hud_shownames_crosshairdistance > crosshairdistance)
78                                 ent.pointtime = time;
79                                 
80                         if not(ent.pointtime + autocvar_hud_shownames_crosshairdistance_time > time)
81                                 overlap = TRUE;
82                         else
83                                 overlap = (autocvar_hud_shownames_crosshairdistance_antioverlap ? overlap : FALSE); // override what antioverlap says unless allowed by cvar.
84                 }
85                 
86                 if(!ent.fadedelay)
87                         ent.fadedelay = time + SHOWNAMES_FADEDELAY;
88
89                 if(!ent.sameteam && (!onscreen || !hit)) // out of view, fade out
90                 { 
91                         ent.alpha = max(0, ent.alpha - SHOWNAMES_FADESPEED * frametime); 
92                         ent.fadedelay = 0; // reset fade in delay, enemy has left the view
93                 }
94                 else if(ent.csqcmodel_isdead) // dead player, fade out slowly
95                         ent.alpha = max(0, ent.alpha - SHOWNAMES_FADESPEED * 0.25 * frametime); 
96                 else if(overlap) // tag overlap detected, fade out
97                         ent.alpha = max(0, ent.alpha - SHOWNAMES_FADESPEED * frametime); 
98                 else if(ent.sameteam) // fade in for team mates
99                         ent.alpha = min(1, ent.alpha + SHOWNAMES_FADESPEED * frametime);
100                 else if(time > ent.fadedelay) // fade in for enemies
101                         ent.alpha = min(1, ent.alpha + SHOWNAMES_FADESPEED * frametime);
102
103                 if(!ent.alpha)
104                         return;
105                 
106                 float dist;
107                 dist = vlen(ent.origin - view_origin);
108
109                 float a;
110                 a = autocvar_hud_shownames_alpha;
111                 a *= ent.alpha;
112                 if(autocvar_hud_shownames_maxdistance)
113                 {
114                         if(dist >= autocvar_hud_shownames_maxdistance)
115                                 return;
116                         a *= ((autocvar_hud_shownames_maxdistance - autocvar_hud_shownames_mindistance) - max(0, dist - autocvar_hud_shownames_mindistance)) / (autocvar_hud_shownames_maxdistance - autocvar_hud_shownames_mindistance);
117                 }
118
119                 if(!a)
120                         return;
121
122                 float resize;
123                 resize = 1;
124                 if(autocvar_hud_shownames_resize) // limit resize so its never smaller than 0.5... gets unreadable
125                         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);
126
127                 // draw the sprite image
128                 if(o_z >= 0)
129                 {
130                         o_z = 0;
131
132                         vector myPos, mySize;
133                         mySize = (eX * autocvar_hud_shownames_aspect + eY) * autocvar_hud_shownames_fontsize;
134                         myPos = o - '0.5 0 0' * mySize_x - '0 1 0' * mySize_y;
135
136                         // size scaling
137                         mySize_x *= resize;
138                         mySize_y *= resize;
139
140                         myPos_x += 0.5 * (mySize_x / resize - mySize_x);
141                         myPos_y += (mySize_y / resize - mySize_y);
142
143                         vector namepos; // this is where the origin of the string
144                         float namewidth;
145
146                         namepos = myPos;
147                         namewidth = mySize_x;
148
149                         if(autocvar_hud_shownames_status && teamplay)
150                         {
151                                 if(ent.sameteam)
152                                 {
153                                         if(ent.healthvalue > 0)
154                                         {
155                                                 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);
156
157                                                 if(ent.armorvalue > 0)
158                                                         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);
159                                         }
160                                 }
161                         }
162
163                         string s;
164                         s = GetPlayerName(ent.sv_entnum-1);
165                         if((autocvar_hud_shownames_decolorize == 1 && teamplay) || autocvar_hud_shownames_decolorize == 2)
166                                 s = playername(s, GetPlayerColor(ent.sv_entnum-1));
167
168                         drawfontscale = '1 1 0' * resize;
169                         s = textShortenToWidth(s, namewidth, '1 1 0' * autocvar_hud_shownames_fontsize, stringwidth_colors);
170
171                         float width;
172                         width = stringwidth(s, TRUE, '1 1 0' * autocvar_hud_shownames_fontsize);
173
174                         if (width != namewidth)
175                                 namepos_x += (namewidth - width) / 2;
176                         drawcolorcodedstring(namepos, s, '1 1 0' * autocvar_hud_shownames_fontsize, a, DRAWFLAG_NORMAL);
177                         drawfontscale = '1 1 0';
178                 }
179         }
180 }
181
182 entity shownames_ent[255];
183 void Draw_ShowNames_All()
184 {
185         float i;
186         for(i = 0; i < maxclients; ++i)
187         {
188                 float t;
189                 t = GetPlayerColor(i);
190                 if(t == COLOR_SPECTATOR)
191                         continue;
192
193                 entity e;
194                 e = shownames_ent[i];
195                 if(!e)
196                 {
197                         e = spawn();
198                         e.classname = "shownames_tag";
199                         e.sv_entnum = i+1;
200                         shownames_ent[i] = e;
201                 }
202
203                 entity entcs;
204                 entcs = entcs_receiver[i];
205                 if(entcs)
206                 {
207                         e.healthvalue = entcs.healthvalue;
208                         e.armorvalue = entcs.armorvalue;
209                         e.sameteam = 1; /* (teamplay && (t == myteam)); */
210                 }
211                 else
212                 {
213                         e.healthvalue = 2342;
214                         e.armorvalue = 0;
215                         e.sameteam = 0;
216                 }
217
218                 e.origin = getplayerorigin(i);
219                 if(e.origin == GETPLAYERORIGIN_ERROR)
220                         continue;
221                         
222                 e.csqcmodel_isdead = getplayerisdead(i);
223
224                 Draw_ShowNames(e);
225         }
226 }