1#include "shownames.qh"
2
3#include "hud/_mod.qh"
4
5#include <common/ent_cs.qh>
6#include <common/constants.qh>
7#include <common/net_linked.qh>
8#include <common/mapinfo.qh>
9#include <common/teams.qh>
10
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
22LinkedList shownames_ent;
23STATIC_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
34const float SHOWNAMES_FADESPEED = 4;
35const float SHOWNAMES_FADEDELAY = 0.4;
36void Draw_ShowNames(entity this)
37{
38	if (this.sv_entnum == (current_player + 1))  // self or spectatee
39		if (!(autocvar_hud_shownames_self && autocvar_chase_active)) return;
40	if (!this.sameteam && !autocvar_hud_shownames_enemies) return;
41	bool hit;
42	if (!autocvar_hud_shownames_crosshairdistance && this.sameteam)
43	{
44		hit = true;
45	}
46	else
47	{
48		traceline(view_origin, this.origin, MOVE_NORMAL, this);
49		hit = !(trace_fraction < 1 && (trace_networkentity != this.sv_entnum && trace_ent.entnum != this.sv_entnum));
50	}
51	// handle tag fading
52	int overlap = -1;
53	vector o = project_3d_to_2d(this.origin + eZ * autocvar_hud_shownames_offset);
54	if (autocvar_hud_shownames_crosshairdistance)
55	{
56		float d = autocvar_hud_shownames_crosshairdistance;
57		float w = o.x - vid_conwidth / 2;
58		float h = o.y - vid_conheight / 2;
59		if (d * d > w * w + h * h) this.pointtime = time;
60		if (this.pointtime + autocvar_hud_shownames_crosshairdistance_time <= time)
61			overlap = 1;
62		else if(!autocvar_hud_shownames_crosshairdistance_antioverlap)
63			overlap = 0;
64	}
65
66	float dist = vlen(this.origin - view_origin);
67	if (overlap == -1 && autocvar_hud_shownames_antioverlap)
68	{
69		// fade tag out if another tag that is closer to you overlaps
70		entity entcs = NULL;
71		LL_EACH(shownames_ent, it != this, {
72			entcs = entcs_receiver(i);
73			if (!(entcs && entcs.has_sv_origin))
74				continue;
75			vector eo = project_3d_to_2d(it.origin);
76			if (eo.z < 0 || eo.x < 0 || eo.y < 0 || eo.x > vid_conwidth || eo.y > vid_conheight) continue;
77			eo.z = 0;
78			if (vdist(((eX * o.x + eY * o.y) - eo), <, autocvar_hud_shownames_antioverlap_distance)
79			    && vdist((it.origin - view_origin), <, dist))
80			{
81				overlap = 1;
82				break;
83			}
84		});
85	}
86	bool onscreen = (o.z >= 0 && o.x >= 0 && o.y >= 0 && o.x <= vid_conwidth && o.y <= vid_conheight);
87	if (!this.fadedelay) this.fadedelay = time + SHOWNAMES_FADEDELAY;
88	if (this.csqcmodel_isdead)                                                                   // dead player, fade out slowly
89	{
90		this.alpha = max(0, this.alpha - SHOWNAMES_FADESPEED * 0.25 * frametime);
91	}
92	else if (!onscreen || (!this.sameteam && !hit)) // out of view, fade out
93	{
94		this.alpha = max(0, this.alpha - SHOWNAMES_FADESPEED * frametime);
95		this.fadedelay = 0;                         // reset fade in delay, enemy has left the view
96	}
97	else if (overlap > 0) // tag overlap detected, fade out
98	{
99		this.alpha = max(0, this.alpha - SHOWNAMES_FADESPEED * frametime);
100	}
101	else if (this.sameteam)  // fade in for team mates
102	{
103		this.alpha = min(1, this.alpha + SHOWNAMES_FADESPEED * frametime);
104	}
105	else if (time > this.fadedelay)  // fade in for enemies
106	{
107		this.alpha = min(1, this.alpha + SHOWNAMES_FADESPEED * frametime);
108	}
109	float a = autocvar_hud_shownames_alpha * this.alpha;
110	// multiply by player alpha
111	if (!this.sameteam || (this.sv_entnum == player_localentnum))
112	{
113		float f = entcs_GetAlpha(this.sv_entnum - 1);
114		if (f == 0) f = 1;
115		if (f < 0) f = 0;
116		// FIXME: alpha is negative when dead, breaking death fade
117		if (!this.csqcmodel_isdead) a *= f;
118	}
119	if (a < ALPHA_MIN_VISIBLE && gametype != MAPINFO_TYPE_CTS) return;
120	if (autocvar_hud_shownames_maxdistance)
121	{
122		if (dist >= autocvar_hud_shownames_maxdistance) return;
123		float f = autocvar_hud_shownames_maxdistance - autocvar_hud_shownames_mindistance;
124		a *= (f - max(0, dist - autocvar_hud_shownames_mindistance)) / f;
125	}
126	if (!a) return;
127	float resize = 1;
128	if (autocvar_hud_shownames_resize)  // limit resize so its never smaller than 0.5... gets unreadable
129	{
130		float f = autocvar_hud_shownames_maxdistance - autocvar_hud_shownames_mindistance;
131		resize = 0.5 + 0.5 * (f - max(0, dist - autocvar_hud_shownames_mindistance)) / f;
132	}
133	// draw the sprite image
134	if (o.z >= 0)
135	{
136		o.z = 0;
137		vector mySize = (eX * autocvar_hud_shownames_aspect + eY) * autocvar_hud_shownames_fontsize;
138		vector myPos = o - '0.5 0 0' * mySize.x - '0 1 0' * mySize.y;
139		// size scaling
140		mySize.x *= resize;
141		mySize.y *= resize;
142		myPos.x += 0.5 * (mySize.x / resize - mySize.x);
143		myPos.y += (mySize.y / resize - mySize.y);
144		// this is where the origin of the string
145		vector namepos = myPos;
146		float namewidth = mySize.x;
147		if (autocvar_hud_shownames_status && this.sameteam)
148		{
149			vector v = namepos + '0 1 0' * autocvar_hud_shownames_fontsize * resize;
150			vector s = eX * 0.5 * mySize.x + eY * resize * autocvar_hud_shownames_statusbar_height;
151			if (this.healthvalue > 0)
152			{
153				HUD_Panel_DrawProgressBar(v, s, "nametag_statusbar",
154					this.healthvalue / autocvar_hud_panel_healtharmor_maxhealth, false, 1, '1 0 0', a,
155					DRAWFLAG_NORMAL);
156			}
157			if (this.armorvalue > 0)
158			{
159				HUD_Panel_DrawProgressBar(v + eX * 0.5 * mySize.x, s, "nametag_statusbar",
160					this.armorvalue / autocvar_hud_panel_healtharmor_maxarmor, false, 0, '0 1 0', a,
161					DRAWFLAG_NORMAL);
162			}
163		}
164		string s = entcs_GetName(this.sv_entnum - 1);
165		if ((autocvar_hud_shownames_decolorize == 1 && teamplay)
166		    || autocvar_hud_shownames_decolorize == 2) s = playername(s, entcs_GetTeam(this.sv_entnum - 1));
167		drawfontscale = '1 1 0' * resize;
168		s = textShortenToWidth(s, namewidth, '1 1 0' * autocvar_hud_shownames_fontsize, stringwidth_colors);
169		float width = stringwidth(s, true, '1 1 0' * autocvar_hud_shownames_fontsize);
170		if (width != namewidth) namepos.x += (namewidth - width) / 2;
171		drawcolorcodedstring(namepos, s, '1 1 0' * autocvar_hud_shownames_fontsize, a, DRAWFLAG_NORMAL);
172		drawfontscale = '1 1 0';
173	}
174}
175
176void Draw_ShowNames_All()
177{
178	if (!autocvar_hud_shownames) return;
179	LL_EACH(shownames_ent, true, {
180		entity entcs = entcs_receiver(i);
181		if (!entcs)
182		{
183			make_pure(it);
184			continue;
185		}
186		make_impure(it);
187		assert(getthink(entcs), eprint(entcs));
188		getthink(entcs)(entcs);
189		if (!entcs.has_origin) continue;
190		if (entcs.m_entcs_private)
191		{
192			it.healthvalue = entcs.healthvalue;
193			it.armorvalue = entcs.armorvalue;
194			it.sameteam = true;
195		}
196		else
197		{
198			it.healthvalue = 0;
199			it.armorvalue = 0;
200			it.sameteam = false;
201		}
202		bool dead = entcs_IsDead(i) || entcs_IsSpectating(i);
203		if (!it.csqcmodel_isdead) setorigin(it, entcs.origin);
204		it.csqcmodel_isdead = dead;
205		Draw_ShowNames(it);
206	});
207}
208