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Improve g_freezetag_revive_speed description
[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 // used by the antioverlap code
35 .vector box_ofs;
36 .vector box_org;
37
38 const float SHOWNAMES_FADESPEED = 4;
39 const float SHOWNAMES_FADEDELAY = 0;
40 void Draw_ShowNames(entity this)
41 {
42         if (this.sv_entnum == current_player + 1) // self or spectatee
43         {
44                 if (!autocvar_chase_active)
45                         return;
46
47                 if (!autocvar_hud_shownames_self
48                         && !(spectatee_status > 0 && time <= spectatee_status_changed_time + 1))
49                 {
50                         return;
51                 }
52         }
53
54         if (!this.sameteam && !autocvar_hud_shownames_enemies) return;
55         bool hit;
56         if (!autocvar_hud_shownames_crosshairdistance && this.sameteam)
57         {
58                 hit = true;
59         }
60         else
61         {
62                 traceline(view_origin, this.origin, MOVE_NOMONSTERS, this);
63                 hit = !(trace_fraction < 1 && (trace_networkentity != this.sv_entnum && trace_ent.entnum != this.sv_entnum));
64         }
65         // handle tag fading
66         int overlap = -1;
67         vector o = project_3d_to_2d(this.origin + eZ * autocvar_hud_shownames_offset);
68         if (autocvar_hud_shownames_crosshairdistance)
69         {
70                 float d = autocvar_hud_shownames_crosshairdistance;
71                 float w = o.x - vid_conwidth / 2;
72                 float h = o.y - vid_conheight / 2;
73                 if (d * d > w * w + h * h) this.pointtime = time;
74                 if (this.pointtime + autocvar_hud_shownames_crosshairdistance_time <= time)
75                         overlap = 1;
76                 else if(!autocvar_hud_shownames_crosshairdistance_antioverlap)
77                         overlap = 0;
78         }
79
80         // o.z is < 0 when o is behind me
81         #define OFF_SCREEN(o) (o.z < 0 || o.x < 0 || o.y < 0 || o.x > vid_conwidth || o.y > vid_conheight)
82         if (overlap == -1 && autocvar_hud_shownames_antioverlap)
83         {
84                 // fade tag out if another tag that is closer to you overlaps
85                 entity entcs = NULL;
86                 LL_EACH(shownames_ent, it != this, {
87                         entcs = entcs_receiver(i);
88                         if (!(entcs && entcs.has_origin))
89                                 continue;
90                         vector eo = project_3d_to_2d(it.origin + eZ * autocvar_hud_shownames_offset);
91                         if (OFF_SCREEN(eo)) continue;
92                         eo.z = 0;
93                         if (boxesoverlap(this.box_org - this.box_ofs, this.box_org + this.box_ofs, it.box_org - it.box_ofs, it.box_org + it.box_ofs)
94                                 && vlen2(it.origin - view_origin) < vlen2(this.origin - view_origin))
95                         {
96                                 overlap = 1;
97                                 break;
98                         }
99                 });
100         }
101         if (!this.fadedelay) this.fadedelay = time + SHOWNAMES_FADEDELAY;
102         if (this.csqcmodel_isdead) // dead player, fade out slowly
103         {
104                 this.alpha = max(0, this.alpha - SHOWNAMES_FADESPEED * 0.25 * frametime);
105         }
106         else if (!this.sameteam && !hit) // view blocked, fade out
107         {
108                 this.alpha = max(0, this.alpha - SHOWNAMES_FADESPEED * frametime);
109                 this.fadedelay = 0; // reset fade in delay, enemy has left the view
110         }
111         else if (OFF_SCREEN(o)) // out of view, fade out
112         {
113                 this.alpha = max(0, this.alpha - SHOWNAMES_FADESPEED * frametime);
114         }
115         else if (overlap > 0) // tag overlap detected, fade out
116         {
117                 float minalpha = autocvar_hud_shownames_antioverlap_minalpha;
118                 if (this.alpha >= minalpha)
119                         this.alpha = max(minalpha, this.alpha - SHOWNAMES_FADESPEED * frametime);
120                 else
121                         this.alpha = min(minalpha, this.alpha + SHOWNAMES_FADESPEED * frametime);
122         }
123         else if (this.sameteam)  // fade in for team mates
124         {
125                 this.alpha = min(1, this.alpha + SHOWNAMES_FADESPEED * frametime);
126         }
127         else if (time > this.fadedelay || this.alpha > 0)  // fade in for enemies
128         {
129                 this.alpha = min(1, this.alpha + SHOWNAMES_FADESPEED * frametime);
130         }
131         float a = autocvar_hud_shownames_alpha * this.alpha;
132         if (!this.sameteam || (this.sv_entnum == player_localentnum))
133         {
134                 float f = entcs_GetAlpha(this.sv_entnum - 1);
135                 if (f == 0) f = 1;
136                 if (f < 0) f = 0;
137                 a *= f;
138         }
139         if (MUTATOR_CALLHOOK(ShowNames_Draw, this, a)) return;
140         a = M_ARGV(1, float);
141         float dist = -1; // dist will be calculated only when really needed to avoid wasting a vlen call
142         if (autocvar_hud_shownames_maxdistance)
143         {
144                 float max_dist = min(autocvar_hud_shownames_maxdistance, max_shot_distance);
145                 if (vdist(this.origin - view_origin, >=, max_dist))
146                         return;
147                 if (vdist(this.origin - view_origin, >=, autocvar_hud_shownames_mindistance))
148                 {
149                         float f = autocvar_hud_shownames_maxdistance - autocvar_hud_shownames_mindistance;
150                         if (dist == -1)
151                                 dist = vlen(this.origin - view_origin);
152                         a *= (f - max(0, dist - autocvar_hud_shownames_mindistance)) / f;
153                 }
154         }
155         else if (vdist(this.origin - view_origin, >=, max_shot_distance))
156                 return;
157         if (!a || o.z < 0) return;
158
159         o.z = 0;
160         float resize = 1;
161         if (autocvar_hud_shownames_resize && vdist(this.origin - view_origin, >=, autocvar_hud_shownames_mindistance))
162         {
163                 // limit resize so its never smaller than 0.5... gets unreadable
164                 float f = autocvar_hud_shownames_maxdistance - autocvar_hud_shownames_mindistance;
165                 if (dist == -1)
166                         dist = vlen(this.origin - view_origin);
167                 resize = 0.5 + 0.5 * (f - max(0, dist - autocvar_hud_shownames_mindistance)) / f;
168         }
169         vector mySize = (vec2(autocvar_hud_shownames_aspect, 1)) * autocvar_hud_shownames_fontsize;
170         vector myPos = o - vec2(0.5 * mySize.x, mySize.y);
171         mySize.x *= resize;
172         mySize.y *= resize;
173         myPos.x += 0.5 * (mySize.x / resize - mySize.x);
174         myPos.y += (mySize.y / resize - mySize.y);
175
176         this.box_org = myPos + mySize / 2;
177         this.box_ofs = mySize / 2;
178
179         float namewidth = mySize.x;
180         if (autocvar_hud_shownames_status && this.sameteam && !this.csqcmodel_isdead)
181         {
182                 vector pos = myPos + eY * autocvar_hud_shownames_fontsize * resize;
183                 vector sz = vec2(0.5 * mySize.x, resize * autocvar_hud_shownames_statusbar_height);
184
185                 this.box_ofs.x = max(mySize.x / 2, sz.x); // sz.x is already half as wide
186                 this.box_ofs.y += sz.y / 2;
187                 this.box_org.y = myPos.y + (mySize.y + sz.y) / 2;
188                 // antioverlap debug code
189                 //drawfill(this.box_org - this.box_ofs, this.box_ofs * 2, '1 1 1', a / 2, DRAWFLAG_NORMAL);
190
191                 if (autocvar_hud_shownames_statusbar_highlight)
192                         drawfill(pos + eX * 0.25 * mySize.x, sz, '0.7 0.7 0.7', a / 2, DRAWFLAG_NORMAL);
193                 if (this.healthvalue > 0)
194                 {
195                         HUD_Panel_DrawProgressBar(pos, sz, "nametag_statusbar",
196                                 this.healthvalue / autocvar_hud_panel_healtharmor_maxhealth, false, 1, '1 0 0', a,
197                                 DRAWFLAG_NORMAL);
198                 }
199                 if (GetResource(this, RES_ARMOR) > 0)
200                 {
201                         HUD_Panel_DrawProgressBar(pos + eX * 0.5 * mySize.x, sz, "nametag_statusbar",
202                                 GetResource(this, RES_ARMOR) / autocvar_hud_panel_healtharmor_maxarmor, false, 0, '0 1 0', a,
203                                 DRAWFLAG_NORMAL);
204                 }
205         }
206         // antioverlap debug code
207         //else drawfill(this.box_org - this.box_ofs, this.box_ofs * 2, '1 1 1', a / 2, DRAWFLAG_NORMAL);
208
209         string s = entcs_GetName(this.sv_entnum - 1);
210         if ((autocvar_hud_shownames_decolorize == 1 && teamplay) || autocvar_hud_shownames_decolorize == 2)
211                 s = playername(s, entcs_GetTeam(this.sv_entnum - 1), true);
212         drawfontscale = '1 1 0' * resize;
213         s = textShortenToWidth(s, namewidth, '1 1 0' * autocvar_hud_shownames_fontsize, stringwidth_colors);
214         float width = stringwidth(s, true, '1 1 0' * autocvar_hud_shownames_fontsize);
215         myPos.x = o.x - (width * resize) / 2;
216         drawcolorcodedstring(myPos, s, '1 1 0' * autocvar_hud_shownames_fontsize, a, DRAWFLAG_NORMAL);
217         drawfontscale = '1 1 0';
218 }
219
220 void Draw_ShowNames_All()
221 {
222         if (!autocvar_hud_shownames) return;
223         LL_EACH(shownames_ent, true, {
224                 entity entcs = entcs_receiver(i);
225                 if (!entcs)
226                 {
227                         make_pure(it);
228                         continue;
229                 }
230                 make_impure(it);
231                 assert(getthink(entcs), eprint(entcs));
232                 getthink(entcs)(entcs);
233                 if (!entcs.has_origin) continue;
234                 if (entcs.m_entcs_private)
235                 {
236                         it.healthvalue = entcs.healthvalue;
237                         SetResourceExplicit(it, RES_ARMOR, GetResource(entcs, RES_ARMOR));
238                         it.sameteam = true;
239                 }
240                 else
241                 {
242                         it.healthvalue = 0;
243                         SetResourceExplicit(it, RES_ARMOR, 0);
244                         it.sameteam = false;
245                 }
246                 bool dead = entcs_IsDead(i) || entcs_IsSpectating(i);
247                 if ((!it.csqcmodel_isdead || it.alpha > 0) && entcs.origin != it.origin)
248                         setorigin(it, entcs.origin);
249                 it.csqcmodel_isdead = dead;
250                 Draw_ShowNames(it);
251         });
252 }