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e63b8e2bb5
5183: render allways the nameplate of a specchar (or the real player) r=def- a=C0D3D3V fokkonaut uses spec chars in addition to normal players in his mod, so the names should also be displayed in addition to the player name ## Checklist - [x] Tested the change ingame - [ ] Provided screenshots if it is a visual change - [ ] Tested in combination with possibly related configuration options - [ ] Written a unit test if it works standalone, system.c especially - [x] Considered possible null pointers and out of bounds array indexing - [x] Changed no physics that affect existing maps - [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional) Co-authored-by: c0d3d3v <c0d3d3v@mag-keinen-spam.de>
380 lines
14 KiB
C++
380 lines
14 KiB
C++
/* (c) Magnus Auvinen. See licence.txt in the root of the distribution for more information. */
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/* If you are missing that file, acquire a complete release at teeworlds.com. */
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#include <engine/graphics.h>
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#include <engine/shared/config.h>
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#include <engine/textrender.h>
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#include <game/generated/client_data.h>
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#include <game/generated/protocol.h>
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#include "camera.h"
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#include "controls.h"
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#include "nameplates.h"
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#include <game/client/animstate.h>
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#include <game/client/gameclient.h>
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#include "players.h"
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void CNamePlates::RenderNameplate(
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const CNetObj_Character *pPrevChar,
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const CNetObj_Character *pPlayerChar,
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const CNetObj_PlayerInfo *pPlayerInfo)
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{
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int ClientID = pPlayerInfo->m_ClientID;
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vec2 Position;
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if(ClientID >= 0 && ClientID < MAX_CLIENTS)
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Position = m_pClient->m_aClients[ClientID].m_RenderPos;
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else
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Position = mix(vec2(pPrevChar->m_X, pPrevChar->m_Y), vec2(pPlayerChar->m_X, pPlayerChar->m_Y), Client()->IntraGameTick(g_Config.m_ClDummy));
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RenderNameplatePos(Position, pPlayerInfo, 1.0f);
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}
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void CNamePlates::RenderNameplatePos(vec2 Position, const CNetObj_PlayerInfo *pPlayerInfo, float Alpha, bool ForceAlpha)
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{
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int ClientID = pPlayerInfo->m_ClientID;
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bool OtherTeam = m_pClient->IsOtherTeam(ClientID);
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float FontSize = 18.0f + 20.0f * g_Config.m_ClNameplatesSize / 100.0f;
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float FontSizeClan = 18.0f + 20.0f * g_Config.m_ClNameplatesClanSize / 100.0f;
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TextRender()->SetRenderFlags(ETextRenderFlags::TEXT_RENDER_FLAG_NO_FIRST_CHARACTER_X_BEARING | ETextRenderFlags::TEXT_RENDER_FLAG_NO_LAST_CHARACTER_ADVANCE);
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float YOffset = Position.y - 38;
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ColorRGBA rgb = ColorRGBA(1.0f, 1.0f, 1.0f);
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// render players' key presses
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int ShowDirection = g_Config.m_ClShowDirection;
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#if defined(CONF_VIDEORECORDER)
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if(IVideo::Current())
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ShowDirection = g_Config.m_ClVideoShowDirection;
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#endif
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if((pPlayerInfo->m_Local && ShowDirection == 2) || (!pPlayerInfo->m_Local && ShowDirection >= 1))
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{
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Graphics()->SetColor(1.0f, 1.0f, 1.0f, 1.0f);
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Graphics()->QuadsSetRotation(0);
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const float ShowDirectionImgSize = 22.0f;
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YOffset -= ShowDirectionImgSize;
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vec2 ShowDirectionPos = vec2(Position.x - 11.0f, YOffset);
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if(m_pClient->m_Snap.m_aCharacters[pPlayerInfo->m_ClientID].m_Cur.m_Direction == -1)
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{
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Graphics()->TextureSet(g_pData->m_aImages[IMAGE_ARROW].m_Id);
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Graphics()->QuadsSetRotation(pi);
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Graphics()->RenderQuadContainerAsSprite(m_DirectionQuadContainerIndex, 0, ShowDirectionPos.x - 30.f, ShowDirectionPos.y);
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}
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else if(m_pClient->m_Snap.m_aCharacters[pPlayerInfo->m_ClientID].m_Cur.m_Direction == 1)
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{
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Graphics()->TextureSet(g_pData->m_aImages[IMAGE_ARROW].m_Id);
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Graphics()->RenderQuadContainerAsSprite(m_DirectionQuadContainerIndex, 0, ShowDirectionPos.x + 30.f, ShowDirectionPos.y);
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}
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if(m_pClient->m_Snap.m_aCharacters[pPlayerInfo->m_ClientID].m_Cur.m_Jumped & 1)
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{
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Graphics()->TextureSet(g_pData->m_aImages[IMAGE_ARROW].m_Id);
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Graphics()->QuadsSetRotation(pi * 3 / 2);
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Graphics()->RenderQuadContainerAsSprite(m_DirectionQuadContainerIndex, 0, ShowDirectionPos.x, ShowDirectionPos.y);
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}
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Graphics()->SetColor(1.0f, 1.0f, 1.0f, 1.0f);
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Graphics()->QuadsSetRotation(0);
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}
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// render name plate
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if((!pPlayerInfo->m_Local || g_Config.m_ClNameplatesOwn) && g_Config.m_ClNameplates)
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{
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float a = 1;
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if(g_Config.m_ClNameplatesAlways == 0)
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a = clamp(1 - powf(distance(m_pClient->m_Controls.m_TargetPos[g_Config.m_ClDummy], Position) / 200.0f, 16.0f), 0.0f, 1.0f);
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const char *pName = m_pClient->m_aClients[pPlayerInfo->m_ClientID].m_aName;
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if(str_comp(pName, m_aNamePlates[ClientID].m_aName) != 0 || FontSize != m_aNamePlates[ClientID].m_NameTextFontSize)
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{
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mem_copy(m_aNamePlates[ClientID].m_aName, pName, sizeof(m_aNamePlates[ClientID].m_aName));
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m_aNamePlates[ClientID].m_NameTextFontSize = FontSize;
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if(m_aNamePlates[ClientID].m_NameTextContainerIndex != -1)
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TextRender()->DeleteTextContainer(m_aNamePlates[ClientID].m_NameTextContainerIndex);
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CTextCursor Cursor;
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TextRender()->SetCursor(&Cursor, 0, 0, FontSize, TEXTFLAG_RENDER);
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Cursor.m_LineWidth = -1;
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// create nameplates at standard zoom
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float ScreenX0, ScreenY0, ScreenX1, ScreenY1;
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Graphics()->GetScreen(&ScreenX0, &ScreenY0, &ScreenX1, &ScreenY1);
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RenderTools()->MapScreenToGroup(m_pClient->m_Camera.m_Center.x, m_pClient->m_Camera.m_Center.y, Layers()->GameGroup());
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m_aNamePlates[ClientID].m_NameTextWidth = TextRender()->TextWidth(0, FontSize, pName, -1, -1.0f);
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m_aNamePlates[ClientID].m_NameTextContainerIndex = TextRender()->CreateTextContainer(&Cursor, pName);
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Graphics()->MapScreen(ScreenX0, ScreenY0, ScreenX1, ScreenY1);
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}
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if(g_Config.m_ClNameplatesClan)
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{
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const char *pClan = m_pClient->m_aClients[ClientID].m_aClan;
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if(str_comp(pClan, m_aNamePlates[ClientID].m_aClanName) != 0 || FontSizeClan != m_aNamePlates[ClientID].m_ClanNameTextFontSize)
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{
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mem_copy(m_aNamePlates[ClientID].m_aClanName, pClan, sizeof(m_aNamePlates[ClientID].m_aClanName));
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m_aNamePlates[ClientID].m_ClanNameTextFontSize = FontSizeClan;
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if(m_aNamePlates[ClientID].m_ClanNameTextContainerIndex != -1)
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TextRender()->DeleteTextContainer(m_aNamePlates[ClientID].m_ClanNameTextContainerIndex);
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CTextCursor Cursor;
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TextRender()->SetCursor(&Cursor, 0, 0, FontSizeClan, TEXTFLAG_RENDER);
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Cursor.m_LineWidth = -1;
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// create nameplates at standard zoom
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float ScreenX0, ScreenY0, ScreenX1, ScreenY1;
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Graphics()->GetScreen(&ScreenX0, &ScreenY0, &ScreenX1, &ScreenY1);
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RenderTools()->MapScreenToGroup(m_pClient->m_Camera.m_Center.x, m_pClient->m_Camera.m_Center.y, Layers()->GameGroup());
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m_aNamePlates[ClientID].m_ClanNameTextWidth = TextRender()->TextWidth(0, FontSizeClan, pClan, -1, -1.0f);
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m_aNamePlates[ClientID].m_ClanNameTextContainerIndex = TextRender()->CreateTextContainer(&Cursor, pClan);
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Graphics()->MapScreen(ScreenX0, ScreenY0, ScreenX1, ScreenY1);
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}
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}
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float tw = m_aNamePlates[ClientID].m_NameTextWidth;
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if(g_Config.m_ClNameplatesTeamcolors && m_pClient->m_Teams.Team(ClientID))
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rgb = color_cast<ColorRGBA>(ColorHSLA(m_pClient->m_Teams.Team(ClientID) / 64.0f, 1.0f, 0.75f));
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STextRenderColor TColor;
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STextRenderColor TOutlineColor;
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if(OtherTeam && !ForceAlpha)
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{
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TOutlineColor.Set(0.0f, 0.0f, 0.0f, 0.2f * g_Config.m_ClShowOthersAlpha / 100.0f);
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TColor.Set(rgb.r, rgb.g, rgb.b, g_Config.m_ClShowOthersAlpha / 100.0f);
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}
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else
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{
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TOutlineColor.Set(0.0f, 0.0f, 0.0f, 0.5f * a);
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TColor.Set(rgb.r, rgb.g, rgb.b, a);
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}
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if(g_Config.m_ClNameplatesTeamcolors && m_pClient->m_Snap.m_pGameInfoObj && m_pClient->m_Snap.m_pGameInfoObj->m_GameFlags & GAMEFLAG_TEAMS)
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{
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if(m_pClient->m_aClients[ClientID].m_Team == TEAM_RED)
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TColor.Set(1.0f, 0.5f, 0.5f, a);
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else if(m_pClient->m_aClients[ClientID].m_Team == TEAM_BLUE)
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TColor.Set(0.7f, 0.7f, 1.0f, a);
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}
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TOutlineColor.m_A *= Alpha;
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TColor.m_A *= Alpha;
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if(m_aNamePlates[ClientID].m_NameTextContainerIndex != -1)
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{
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YOffset -= FontSize;
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TextRender()->RenderTextContainer(m_aNamePlates[ClientID].m_NameTextContainerIndex, &TColor, &TOutlineColor, Position.x - tw / 2.0f, YOffset);
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}
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if(g_Config.m_ClNameplatesClan)
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{
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YOffset -= FontSizeClan;
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if(m_aNamePlates[ClientID].m_ClanNameTextContainerIndex != -1)
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TextRender()->RenderTextContainer(m_aNamePlates[ClientID].m_ClanNameTextContainerIndex, &TColor, &TOutlineColor, Position.x - m_aNamePlates[ClientID].m_ClanNameTextWidth / 2.0f, YOffset);
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}
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if(g_Config.m_ClNameplatesFriendMark && m_pClient->m_aClients[ClientID].m_Friend)
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{
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YOffset -= FontSize;
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char aFriendMark[] = "♥";
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TextRender()->TextColor(ColorRGBA(1.0f, 0.0f, 0.0f));
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float XOffSet = TextRender()->TextWidth(0, FontSize, aFriendMark, -1, -1.0f) / 2.0f;
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TextRender()->Text(0, Position.x - XOffSet, YOffset, FontSize, aFriendMark, -1.0f);
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}
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if(g_Config.m_Debug || g_Config.m_ClNameplatesIDs) // render client id when in debug as well
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{
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YOffset -= FontSize;
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char aBuf[128];
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str_format(aBuf, sizeof(aBuf), "%d", pPlayerInfo->m_ClientID);
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float XOffset = TextRender()->TextWidth(0, FontSize, aBuf, -1, -1.0f) / 2.0f;
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TextRender()->TextColor(rgb);
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TextRender()->Text(0, Position.x - XOffset, YOffset, FontSize, aBuf, -1.0f);
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}
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if(g_Config.m_ClNameplatesHA) // render health and armor in nameplate
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{
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int Health = m_pClient->m_Snap.m_aCharacters[ClientID].m_Cur.m_Health;
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int Armor = m_pClient->m_Snap.m_aCharacters[ClientID].m_Cur.m_Armor;
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if(Health > 0 || Armor > 0)
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{
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float HFontSize = 5.0f + 20.0f * g_Config.m_ClNameplatesHASize / 100.0f;
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float AFontSize = 6.0f + 24.0f * g_Config.m_ClNameplatesHASize / 100.0f;
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char aHealth[40] = "\0";
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char aArmor[40] = "\0";
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for(int i = 0; i < Health; i++)
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str_append(aHealth, "♥", sizeof(aHealth));
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for(int i = Health; i < 10; i++)
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str_append(aHealth, "♡", sizeof(aHealth));
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str_append(aHealth, "\0", sizeof(aHealth));
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for(int i = 0; i < Armor; i++)
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str_append(aArmor, "⚫", sizeof(aArmor));
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for(int i = Armor; i < 10; i++)
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str_append(aArmor, "⚪", sizeof(aArmor));
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str_append(aArmor, "\0", sizeof(aArmor));
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YOffset -= HFontSize + AFontSize;
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float PosHealth = TextRender()->TextWidth(0, HFontSize, aHealth, -1, -1.0f);
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TextRender()->TextColor(ColorRGBA(1.0f, 0.0f, 0.0f));
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TextRender()->Text(0, Position.x - PosHealth / 2.0f, YOffset, HFontSize, aHealth, -1);
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YOffset -= -AFontSize + 3.0f;
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float PosArmor = TextRender()->TextWidth(0, AFontSize, aArmor, -1, -1.0f);
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TextRender()->TextColor(ColorRGBA(1.0f, 1.0f, 0.0f));
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TextRender()->Text(0, Position.x - PosArmor / 2.0f, YOffset, AFontSize, aArmor, -1);
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}
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}
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}
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if((g_Config.m_Debug || g_Config.m_ClNameplatesStrong) && g_Config.m_ClNameplates)
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{
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if(m_pClient->m_Snap.m_LocalClientID != -1 && m_pClient->m_Snap.m_aCharacters[pPlayerInfo->m_ClientID].m_HasExtendedData && m_pClient->m_Snap.m_aCharacters[m_pClient->m_Snap.m_LocalClientID].m_HasExtendedData)
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{
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CCharacter *pLocalChar = m_pClient->m_GameWorld.GetCharacterByID(m_pClient->m_Snap.m_LocalClientID);
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CCharacter *pCharacter = m_pClient->m_GameWorld.GetCharacterByID(pPlayerInfo->m_ClientID);
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if(pCharacter && pLocalChar)
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{
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if(pPlayerInfo->m_Local)
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TextRender()->TextColor(rgb);
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else
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{
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float ScaleX, ScaleY;
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const float StrongWeakImgSize = 40.0f;
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Graphics()->TextureClear();
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Graphics()->TextureSet(g_pData->m_aImages[IMAGE_STRONGWEAK].m_Id);
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Graphics()->QuadsBegin();
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ColorRGBA StrongWeakStatusColor;
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int StrongWeakSpriteID;
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if(pLocalChar->GetStrongWeakID() > pCharacter->GetStrongWeakID())
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{
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StrongWeakStatusColor = color_cast<ColorRGBA>(ColorHSLA(6401973));
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StrongWeakSpriteID = SPRITE_HOOK_STRONG;
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}
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else
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{
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StrongWeakStatusColor = color_cast<ColorRGBA>(ColorHSLA(41131));
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StrongWeakSpriteID = SPRITE_HOOK_WEAK;
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}
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Graphics()->SetColor(StrongWeakStatusColor);
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RenderTools()->SelectSprite(StrongWeakSpriteID);
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RenderTools()->GetSpriteScale(StrongWeakSpriteID, ScaleX, ScaleY);
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TextRender()->TextColor(StrongWeakStatusColor);
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YOffset -= StrongWeakImgSize * ScaleY;
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RenderTools()->DrawSprite(Position.x, YOffset + (StrongWeakImgSize / 2.0f) * ScaleY, StrongWeakImgSize);
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Graphics()->QuadsEnd();
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}
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if(g_Config.m_Debug || g_Config.m_ClNameplatesStrong == 2)
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{
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YOffset -= FontSize;
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char aBuf[12];
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str_format(aBuf, sizeof(aBuf), "%d", pCharacter->GetStrongWeakID());
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float XOffset = TextRender()->TextWidth(0, FontSize, aBuf, -1, -1.0f) / 2.0f;
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TextRender()->Text(0, Position.x - XOffset, YOffset, FontSize, aBuf, -1.0f);
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}
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}
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}
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}
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TextRender()->TextColor(TextRender()->DefaultTextColor());
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TextRender()->TextOutlineColor(TextRender()->DefaultTextOutlineColor());
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TextRender()->SetRenderFlags(0);
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}
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void CNamePlates::OnRender()
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{
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int ShowDirection = g_Config.m_ClShowDirection;
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#if defined(CONF_VIDEORECORDER)
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if(IVideo::Current())
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ShowDirection = g_Config.m_ClVideoShowDirection;
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#endif
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if(!g_Config.m_ClNameplates && ShowDirection == 0)
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return;
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// get screen edges to avoid rendering offscreen
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float ScreenX0, ScreenY0, ScreenX1, ScreenY1;
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Graphics()->GetScreen(&ScreenX0, &ScreenY0, &ScreenX1, &ScreenY1);
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// expand the edges to prevent popping in/out onscreen
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//
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// it is assumed that the nameplate and all its components fit into a 800x800 box placed directly above the tee
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// this may need to be changed or calculated differently in the future
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ScreenX0 -= 400;
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ScreenX1 += 400;
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//ScreenY0 -= 0;
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ScreenY1 += 800;
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for(int i = 0; i < MAX_CLIENTS; i++)
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{
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const CNetObj_PlayerInfo *pInfo = m_pClient->m_Snap.m_paPlayerInfos[i];
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if(!pInfo)
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{
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continue;
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}
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vec2 *pRenderPos;
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if(m_pClient->m_aClients[i].m_SpecCharPresent)
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{
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// Each player can also have a spec char whose nameplate is displayed independently
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pRenderPos = &m_pClient->m_aClients[i].m_SpecChar;
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// don't render offscreen
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if(!(pRenderPos->x < ScreenX0) && !(pRenderPos->x > ScreenX1) && !(pRenderPos->y < ScreenY0) && !(pRenderPos->y > ScreenY1))
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{
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RenderNameplatePos(m_pClient->m_aClients[i].m_SpecChar, pInfo, 0.4f, true);
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}
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}
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if(m_pClient->m_Snap.m_aCharacters[i].m_Active)
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{
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// Only render nameplates for active characters
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pRenderPos = &m_pClient->m_aClients[i].m_RenderPos;
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// don't render offscreen
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if(!(pRenderPos->x < ScreenX0) && !(pRenderPos->x > ScreenX1) && !(pRenderPos->y < ScreenY0) && !(pRenderPos->y > ScreenY1))
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{
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RenderNameplate(
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&m_pClient->m_Snap.m_aCharacters[i].m_Prev,
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&m_pClient->m_Snap.m_aCharacters[i].m_Cur,
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pInfo);
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}
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}
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}
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}
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void CNamePlates::SetPlayers(CPlayers *pPlayers)
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{
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m_pPlayers = pPlayers;
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}
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void CNamePlates::ResetNamePlates()
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{
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for(auto &NamePlate : m_aNamePlates)
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{
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if(NamePlate.m_NameTextContainerIndex != -1)
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TextRender()->DeleteTextContainer(NamePlate.m_NameTextContainerIndex);
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if(NamePlate.m_ClanNameTextContainerIndex != -1)
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TextRender()->DeleteTextContainer(NamePlate.m_ClanNameTextContainerIndex);
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NamePlate.Reset();
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}
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}
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void CNamePlates::OnWindowResize()
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{
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ResetNamePlates();
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}
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void CNamePlates::OnInit()
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{
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ResetNamePlates();
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// Quad for the direction arrows above the player
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m_DirectionQuadContainerIndex = Graphics()->CreateQuadContainer(false);
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RenderTools()->QuadContainerAddSprite(m_DirectionQuadContainerIndex, 0.f, 0.f, 22.f);
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Graphics()->QuadContainerUpload(m_DirectionQuadContainerIndex);
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|
}
|