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Shownames: calculate distance only when really needed to avoid wasting a vlen call...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / client / shownames.qc
1 #include "shownames.qh"
2
3 #include <client/draw.qh>
4 #include <client/hud/_mod.qh>
5 #include <client/resources.qh>
6 #include <client/view.qh>
7 #include <common/constants.qh>
8 #include <common/ent_cs.qh>
9 #include <common/net_linked.qh>
10 #include <common/teams.qh>
11 #include <lib/csqcmodel/cl_model.qh>
12
13 // this.isactive = player is in range and coordinates/status (health and armor) are up to date
14 // this.origin = player origin
15 // this.healthvalue
16 // this.armorvalue
17 // this.sameteam = player is on same team as local client
18 // this.fadedelay = time to wait before name tag starts fading in for enemies
19 // this.pointtime = last time you pointed at this player
20 // this.csqcmodel_isdead = value of csqcmodel_isdead to know when the player is dead or not
21
22 LinkedList shownames_ent;
23 STATIC_INIT(shownames_ent)
24 {
25         shownames_ent = LL_NEW();
26         for (int i = 0; i < maxclients; ++i)
27         {
28                 entity e = new_pure(shownames_tag);
29                 e.sv_entnum = i + 1;
30                 LL_PUSH(shownames_ent, e);
31         }
32 }
33
34 const float SHOWNAMES_FADESPEED = 4;
35 const float SHOWNAMES_FADEDELAY = 0.4;
36 void Draw_ShowNames(entity this)
37 {
38         if (this.sv_entnum == current_player + 1) // self or spectatee
39         {
40                 if (!autocvar_chase_active)
41                         return;
42
43                 if (!autocvar_hud_shownames_self
44                         && !(spectatee_status > 0 && time <= spectatee_status_changed_time + 1))
45                 {
46                         return;
47                 }
48         }
49
50         if (!this.sameteam && !autocvar_hud_shownames_enemies) return;
51         bool hit;
52         if (!autocvar_hud_shownames_crosshairdistance && this.sameteam)
53         {
54                 hit = true;
55         }
56         else
57         {
58                 traceline(view_origin, this.origin, MOVE_NORMAL, this);
59                 hit = !(trace_fraction < 1 && (trace_networkentity != this.sv_entnum && trace_ent.entnum != this.sv_entnum));
60         }
61         // handle tag fading
62         int overlap = -1;
63         vector o = project_3d_to_2d(this.origin + eZ * autocvar_hud_shownames_offset);
64         if (autocvar_hud_shownames_crosshairdistance)
65         {
66                 float d = autocvar_hud_shownames_crosshairdistance;
67                 float w = o.x - vid_conwidth / 2;
68                 float h = o.y - vid_conheight / 2;
69                 if (d * d > w * w + h * h) this.pointtime = time;
70                 if (this.pointtime + autocvar_hud_shownames_crosshairdistance_time <= time)
71                         overlap = 1;
72                 else if(!autocvar_hud_shownames_crosshairdistance_antioverlap)
73                         overlap = 0;
74         }
75
76         if (overlap == -1 && autocvar_hud_shownames_antioverlap)
77         {
78                 // fade tag out if another tag that is closer to you overlaps
79                 entity entcs = NULL;
80                 LL_EACH(shownames_ent, it != this, {
81                         entcs = entcs_receiver(i);
82                         if (!(entcs && entcs.has_sv_origin))
83                                 continue;
84                         vector eo = project_3d_to_2d(it.origin);
85                         if (eo.z < 0 || eo.x < 0 || eo.y < 0 || eo.x > vid_conwidth || eo.y > vid_conheight) continue;
86                         eo.z = 0;
87                         if (vdist((vec2(o) - eo), <, autocvar_hud_shownames_antioverlap_distance)
88                                 && vlen2(it.origin - view_origin) < vlen2(this.origin - view_origin))
89                         {
90                                 overlap = 1;
91                                 break;
92                         }
93                 });
94         }
95         bool onscreen = (o.z >= 0 && o.x >= 0 && o.y >= 0 && o.x <= vid_conwidth && o.y <= vid_conheight);
96         if (!this.fadedelay) this.fadedelay = time + SHOWNAMES_FADEDELAY;
97         if (this.csqcmodel_isdead) // dead player, fade out slowly
98         {
99                 this.alpha = max(0, this.alpha - SHOWNAMES_FADESPEED * 0.25 * frametime);
100         }
101         else if (!onscreen || (!this.sameteam && !hit)) // out of view, fade out
102         {
103                 this.alpha = max(0, this.alpha - SHOWNAMES_FADESPEED * frametime);
104                 this.fadedelay = 0; // reset fade in delay, enemy has left the view
105         }
106         else if (overlap > 0) // tag overlap detected, fade out
107         {
108                 this.alpha = max(0, this.alpha - SHOWNAMES_FADESPEED * frametime);
109         }
110         else if (this.sameteam)  // fade in for team mates
111         {
112                 this.alpha = min(1, this.alpha + SHOWNAMES_FADESPEED * frametime);
113         }
114         else if (time > this.fadedelay)  // fade in for enemies
115         {
116                 this.alpha = min(1, this.alpha + SHOWNAMES_FADESPEED * frametime);
117         }
118         float a = autocvar_hud_shownames_alpha * this.alpha;
119         if (!this.sameteam || (this.sv_entnum == player_localentnum))
120         {
121                 float f = entcs_GetAlpha(this.sv_entnum - 1);
122                 if (f == 0) f = 1;
123                 if (f < 0) f = 0;
124                 a *= f;
125         }
126         if (MUTATOR_CALLHOOK(ShowNames_Draw, this, a)) return;
127         a = M_ARGV(1, float);
128         float dist = -1; // dist will be calculated only when really needed to avoid wasting a vlen call
129         if (autocvar_hud_shownames_maxdistance)
130         {
131                 float max_dist = max(autocvar_hud_shownames_maxdistance, max_shot_distance);
132                 if (vdist(this.origin - view_origin, >=, max_dist))
133                         return;
134                 if (vdist(this.origin - view_origin, >=, autocvar_hud_shownames_mindistance))
135                 {
136                         float f = autocvar_hud_shownames_maxdistance - autocvar_hud_shownames_mindistance;
137                         if (dist == -1)
138                                 dist = vlen(this.origin - view_origin);
139                         a *= (f - max(0, dist - autocvar_hud_shownames_mindistance)) / f;
140                 }
141         }
142         else if (vdist(this.origin - view_origin, >=, max_shot_distance))
143                 return;
144         if (!a) return;
145         float resize = 1;
146         if (autocvar_hud_shownames_resize)  // limit resize so its never smaller than 0.5... gets unreadable
147         {
148                 if (vdist(this.origin - view_origin, >=, autocvar_hud_shownames_mindistance))
149                 {
150                         float f = autocvar_hud_shownames_maxdistance - autocvar_hud_shownames_mindistance;
151                         if (dist == -1)
152                                 dist = vlen(this.origin - view_origin);
153                         resize = 0.5 + 0.5 * (f - max(0, dist - autocvar_hud_shownames_mindistance)) / f;
154                 }
155         }
156         // draw the sprite image
157         if (o.z >= 0)
158         {
159                 o.z = 0;
160                 vector mySize = (vec2(autocvar_hud_shownames_aspect, 1)) * autocvar_hud_shownames_fontsize;
161                 vector myPos = o - vec2(0.5 * mySize.x, mySize.y);
162                 // size scaling
163                 mySize.x *= resize;
164                 mySize.y *= resize;
165                 myPos.x += 0.5 * (mySize.x / resize - mySize.x);
166                 myPos.y += (mySize.y / resize - mySize.y);
167                 // this is where the origin of the string
168                 float namewidth = mySize.x;
169                 if (autocvar_hud_shownames_status && this.sameteam && !this.csqcmodel_isdead)
170                 {
171                         vector pos = myPos + eY * autocvar_hud_shownames_fontsize * resize;
172                         vector sz = vec2(0.5 * mySize.x, resize * autocvar_hud_shownames_statusbar_height);
173                         if (autocvar_hud_shownames_statusbar_highlight)
174                                 drawfill(pos + eX * 0.25 * mySize.x, sz, '0.7 0.7 0.7', a / 2, DRAWFLAG_NORMAL);
175                         if (this.healthvalue > 0)
176                         {
177                                 HUD_Panel_DrawProgressBar(pos, sz, "nametag_statusbar",
178                                         this.healthvalue / autocvar_hud_panel_healtharmor_maxhealth, false, 1, '1 0 0', a,
179                                         DRAWFLAG_NORMAL);
180                         }
181                         if (GetResource(this, RES_ARMOR) > 0)
182                         {
183                                 HUD_Panel_DrawProgressBar(pos + eX * 0.5 * mySize.x, sz, "nametag_statusbar",
184                                         GetResource(this, RES_ARMOR) / autocvar_hud_panel_healtharmor_maxarmor, false, 0, '0 1 0', a,
185                                         DRAWFLAG_NORMAL);
186                         }
187                 }
188                 string s = entcs_GetName(this.sv_entnum - 1);
189                 if ((autocvar_hud_shownames_decolorize == 1 && teamplay) || autocvar_hud_shownames_decolorize == 2)
190                         s = playername(s, entcs_GetTeam(this.sv_entnum - 1), true);
191                 drawfontscale = '1 1 0' * resize;
192                 s = textShortenToWidth(s, namewidth, '1 1 0' * autocvar_hud_shownames_fontsize, stringwidth_colors);
193                 float width = stringwidth(s, true, '1 1 0' * autocvar_hud_shownames_fontsize);
194                 myPos.x = o.x - (width * resize) / 2;
195                 drawcolorcodedstring(myPos, s, '1 1 0' * autocvar_hud_shownames_fontsize, a, DRAWFLAG_NORMAL);
196                 drawfontscale = '1 1 0';
197         }
198 }
199
200 void Draw_ShowNames_All()
201 {
202         if (!autocvar_hud_shownames) return;
203         LL_EACH(shownames_ent, true, {
204                 entity entcs = entcs_receiver(i);
205                 if (!entcs)
206                 {
207                         make_pure(it);
208                         continue;
209                 }
210                 make_impure(it);
211                 assert(getthink(entcs), eprint(entcs));
212                 getthink(entcs)(entcs);
213                 if (!entcs.has_origin) continue;
214                 if (entcs.m_entcs_private)
215                 {
216                         it.healthvalue = entcs.healthvalue;
217                         SetResourceExplicit(it, RES_ARMOR, GetResource(entcs, RES_ARMOR));
218                         it.sameteam = true;
219                 }
220                 else
221                 {
222                         it.healthvalue = 0;
223                         SetResourceExplicit(it, RES_ARMOR, 0);
224                         it.sameteam = false;
225                 }
226                 bool dead = entcs_IsDead(i) || entcs_IsSpectating(i);
227                 if ((!it.csqcmodel_isdead || it.alpha > 0) && entcs.origin != it.origin)
228                         setorigin(it, entcs.origin);
229                 it.csqcmodel_isdead = dead;
230                 Draw_ShowNames(it);
231         });
232 }