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add x and y coords to /tp
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88ee156646
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@ -61,9 +61,9 @@ CHAT_COMMAND("time", "", CFGFLAG_CHAT | CFGFLAG_SERVER, ConTime, this, "Privatel
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CHAT_COMMAND("timer", "?s['gametimer'|'broadcast'|'both'|'none'|'cycle']", CFGFLAG_CHAT | CFGFLAG_SERVER, ConSetTimerType, this, "Personal Setting of showing time in either broadcast or game/round timer, timer s, where s = broadcast for broadcast, gametimer for game/round timer, cycle for cycle, both for both, none for no timer and nothing to show current status")
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CHAT_COMMAND("r", "", CFGFLAG_CHAT | CFGFLAG_SERVER, ConRescue, this, "Teleport yourself out of freeze (use sv_rescue 1 to enable this feature)")
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CHAT_COMMAND("rescue", "", CFGFLAG_CHAT | CFGFLAG_SERVER, ConRescue, this, "Teleport yourself out of freeze (use sv_rescue 1 to enable this feature)")
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CHAT_COMMAND("tp", "?r[player name]", CFGFLAG_CHAT | CFGFLAG_SERVER, ConTele, this, "Teleport yourself to player or to where you are spectating if no player name is given")
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CHAT_COMMAND("tp", "?s[player name | x pos.] ?s[y pos.]", CFGFLAG_CHAT | CFGFLAG_SERVER, ConTele, this, "Depending on the number of supplied arguments, teleport yourself to; (0.) where you are spectating or aiming; (1.) the specified player name; (2.) the specified coordinates.")
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CHAT_COMMAND("lasttp", "", CFGFLAG_CHAT | CFGFLAG_SERVER, ConLastTele, this, "Teleport yourself to the last location you teleported to.")
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CHAT_COMMAND("teleport", "?r[player name]", CFGFLAG_CHAT | CFGFLAG_SERVER, ConTele, this, "Teleport yourself to player or to where you are spectating if no player name is given")
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CHAT_COMMAND("teleport", "?s[player name | x pos.] ?s[y pos.]", CFGFLAG_CHAT | CFGFLAG_SERVER, ConTele, this, "Depending on the number of supplied arguments, teleport yourself to; (0.) where you are spectating or aiming; (1.) the specified player name; (2.) the specified coordinates.")
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CHAT_COMMAND("tc", "?r[player name]", CFGFLAG_CHAT | CFGFLAG_SERVER, ConTeleCursor, this, "Teleport yourself to player or to where you are spectating/or looking if no player name is given")
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CHAT_COMMAND("telecursor", "?r[player name]", CFGFLAG_CHAT | CFGFLAG_SERVER, ConTeleCursor, this, "Teleport yourself to player or to where you are spectating/or looking if no player name is given")
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CHAT_COMMAND("unsolo", "", CFGFLAG_CHAT, ConPracticeUnSolo, this, "Puts you out of solo part")
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@ -2,6 +2,7 @@
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#include "gamecontext.h"
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#include <engine/shared/config.h>
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#include <engine/shared/protocol.h>
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#include <game/mapitems.h>
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#include <game/server/gamemodes/DDRace.h>
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#include <game/server/teams.h>
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#include <game/version.h>
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@ -1541,24 +1542,34 @@ void CGameContext::ConTele(IConsole::IResult *pResult, void *pUserData)
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CGameContext *pSelf = (CGameContext *)pUserData;
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if(!CheckClientID(pResult->m_ClientID))
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return;
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CPlayer *pPlayer = pSelf->m_apPlayers[pResult->m_ClientID];
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if(!pPlayer)
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CPlayer *pCallingPlayer = pSelf->m_apPlayers[pResult->m_ClientID];
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if(!pCallingPlayer)
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return;
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CCharacter *pChr = pPlayer->GetCharacter();
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if(!pChr)
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CCharacter *pCallingCharacter = pCallingPlayer->GetCharacter();
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if(!pCallingCharacter)
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return;
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CGameTeams &Teams = pSelf->m_pController->Teams();
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int Team = pSelf->GetDDRaceTeam(pResult->m_ClientID);
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if(!Teams.IsPractice(Team))
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{
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pSelf->SendChatTarget(pPlayer->GetCID(), "You're not in a team with /practice turned on. Note that you can't earn a rank with practice enabled.");
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pSelf->SendChatTarget(pCallingPlayer->GetCID(), "You're not in a team with /practice turned on. Note that you can't earn a rank with practice enabled.");
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return;
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}
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vec2 Pos = pPlayer->m_ViewPos;
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if(pResult->NumArguments() > 0)
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vec2 Pos = {};
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switch(pResult->NumArguments())
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{
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case 0:
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{
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// Set calling tee's position to the origin of its spectating viewport
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Pos = pCallingPlayer->m_ViewPos;
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break;
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}
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case 1:
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{
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// Search for player with this name
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int ClientID;
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for(ClientID = 0; ClientID < MAX_CLIENTS; ClientID++)
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{
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@ -1567,21 +1578,71 @@ void CGameContext::ConTele(IConsole::IResult *pResult, void *pUserData)
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}
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if(ClientID == MAX_CLIENTS)
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{
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pSelf->SendChatTarget(pPlayer->GetCID(), "No player with this name found.");
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pSelf->SendChatTarget(pCallingPlayer->GetCID(), "No player with this name found.");
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return;
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}
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CPlayer *pPlayerTo = pSelf->m_apPlayers[ClientID];
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if(!pPlayerTo)
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CPlayer *pDestPlayer = pSelf->m_apPlayers[ClientID];
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if(!pDestPlayer)
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return;
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CCharacter *pChrTo = pPlayerTo->GetCharacter();
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if(!pChrTo)
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CCharacter *pDestCharacter = pDestPlayer->GetCharacter();
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if(!pDestCharacter)
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return;
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Pos = pChrTo->m_Pos;
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// Set calling tee's position to that of the destination tee
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Pos = pDestCharacter->m_Pos;
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break;
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}
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pSelf->Teleport(pChr, Pos);
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pChr->UnFreeze();
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pChr->Core()->m_Vel = vec2(0, 0);
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pPlayer->m_LastTeleTee.Save(pChr);
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case 2:
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{
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float BaseX = 0.f, BaseY = 0.f;
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CMapItemLayerTilemap *pGameLayer = pSelf->m_Layers.GameLayer();
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constexpr float OuterKillTileBoundaryDistance = 201 * 32.f;
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float MapWidth = (pGameLayer->m_Width * 32) + (OuterKillTileBoundaryDistance * 2.f), MapHeight = (pGameLayer->m_Height * 32) + (OuterKillTileBoundaryDistance * 2.f);
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const auto DetermineCoordinateRelativity = [](const char *pInString, const float AbsoluteDefaultValue, float &OutFloat) -> bool {
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// mode 0 = abs, 1 = sub, 2 = add
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// Relative?
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const char *pStrDelta = str_startswith(pInString, "~");
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// Is the number valid?
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float d = str_tofloat(pStrDelta ? pStrDelta : pInString);
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if(std::isnan(d) || std::isinf(d))
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return false;
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// Convert our gleaned 'display' coordinate to an actual map coordinate
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d *= 32.f;
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OutFloat = (pStrDelta ? AbsoluteDefaultValue : 0) + d;
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return true;
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};
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if(!DetermineCoordinateRelativity(pResult->GetString(0), pCallingPlayer->m_ViewPos.x, BaseX))
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{
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pSelf->SendChatTarget(pCallingPlayer->GetCID(), "Invalid X coordinate.");
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return;
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}
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if(!DetermineCoordinateRelativity(pResult->GetString(1), pCallingPlayer->m_ViewPos.y, BaseY))
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{
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pSelf->SendChatTarget(pCallingPlayer->GetCID(), "Invalid Y coordinate.");
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return;
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}
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Pos = {std::clamp(BaseX, (-OuterKillTileBoundaryDistance) + 1.f, (-OuterKillTileBoundaryDistance) + MapWidth - 1.f), std::clamp(BaseY, (-OuterKillTileBoundaryDistance) + 1.f, (-OuterKillTileBoundaryDistance) + MapHeight - 1.f)};
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break;
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}
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default:
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pSelf->SendChatTarget(pCallingPlayer->GetCID(), "Too many arguments.");
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return;
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}
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// Teleport tee
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pSelf->Teleport(pCallingCharacter, Pos);
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pCallingCharacter->UnFreeze();
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pCallingCharacter->Core()->m_Vel = vec2(0, 0);
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pCallingPlayer->m_LastTeleTee.Save(pCallingCharacter);
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}
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void CGameContext::ConTeleCursor(IConsole::IResult *pResult, void *pUserData)
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