2103: Add spectate_closest r=def- a=d3fault

Spectates the tee closest to the one you are currently spectating.
This commit brought to you by COVID-19 lockdown boredom.

Fix #1793

Co-authored-by: d3fault <d3fault@d3fault.net>
This commit is contained in:
bors[bot] 2020-03-31 08:19:58 +00:00 committed by GitHub
commit fe05f0dfbc
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2 changed files with 50 additions and 0 deletions

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@ -1,5 +1,8 @@
/* (c) Magnus Auvinen. See licence.txt in the root of the distribution for more information. */
/* If you are missing that file, acquire a complete release at teeworlds.com. */
#include <limits.h>
#include <engine/demo.h>
#include <engine/graphics.h>
#include <engine/textrender.h>
@ -133,6 +136,51 @@ void CSpectator::ConSpectatePrevious(IConsole::IResult *pResult, void *pUserData
pSelf->Spectate(NewSpectatorID);
}
void CSpectator::ConSpectateClosest(IConsole::IResult *pResult, void *pUserData)
{
CSpectator *pSelf = (CSpectator *)pUserData;
int NewSpectatorID = -1;
int IndexOfTeeBeingSpectated = -1;
for (int i = 0; i < MAX_CLIENTS; i++)
{
if(pSelf->m_pClient->m_Snap.m_paInfoByDDTeam[i] && pSelf->m_pClient->m_Snap.m_paInfoByDDTeam[i]->m_ClientID == pSelf->m_pClient->m_Snap.m_SpecInfo.m_SpectatorID)
{
IndexOfTeeBeingSpectated = i;
break;
}
}
if(IndexOfTeeBeingSpectated == -1 || pSelf->m_pClient->m_Snap.m_SpecInfo.m_SpectatorID == SPEC_FREEVIEW)
{
//TODO: for now just behave like spectate_next when we're SPEC_FREEVIEW, but it would be better if we specate the tee closest to our mouse cursor
ConSpectateNext(pResult, pUserData);
return;
}
else
{
const CNetObj_Character &CurCharacter = pSelf->m_pClient->m_Snap.m_aCharacters[pSelf->m_pClient->m_Snap.m_paInfoByDDTeam[IndexOfTeeBeingSpectated]->m_ClientID].m_Cur;
vec2 CurPosition(CurCharacter.m_X, CurCharacter.m_Y);
int ClosestDistance = INT_MAX;
for(int i = 0; i < MAX_CLIENTS; i++)
{
if(i == IndexOfTeeBeingSpectated || !pSelf->m_pClient->m_Snap.m_paInfoByDDTeam[i] || pSelf->m_pClient->m_Snap.m_paInfoByDDTeam[i]->m_Team == TEAM_SPECTATORS)
continue;
int ClientID = pSelf->m_pClient->m_Snap.m_paInfoByDDTeam[i]->m_ClientID;
const CNetObj_Character &MaybeClosestCharacter = pSelf->m_pClient->m_Snap.m_aCharacters[ClientID].m_Cur;
int Distance = distance(CurPosition, vec2(MaybeClosestCharacter.m_X, MaybeClosestCharacter.m_Y));
if(NewSpectatorID == -1 || Distance < ClosestDistance)
{
NewSpectatorID = ClientID;
ClosestDistance = Distance;
}
}
}
if(NewSpectatorID > -1)
pSelf->Spectate(NewSpectatorID);
}
CSpectator::CSpectator()
{
OnReset();
@ -145,6 +193,7 @@ void CSpectator::OnConsoleInit()
Console()->Register("spectate", "i[spectator-id]", CFGFLAG_CLIENT, ConSpectate, this, "Switch spectator mode");
Console()->Register("spectate_next", "", CFGFLAG_CLIENT, ConSpectateNext, this, "Spectate the next player");
Console()->Register("spectate_previous", "", CFGFLAG_CLIENT, ConSpectatePrevious, this, "Spectate the previous player");
Console()->Register("spectate_closest", "", CFGFLAG_CLIENT, ConSpectateClosest, this, "Spectate the closest player");
}
bool CSpectator::OnMouseMove(float x, float y)

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@ -26,6 +26,7 @@ class CSpectator : public CComponent
static void ConSpectate(IConsole::IResult *pResult, void *pUserData);
static void ConSpectateNext(IConsole::IResult *pResult, void *pUserData);
static void ConSpectatePrevious(IConsole::IResult *pResult, void *pUserData);
static void ConSpectateClosest(IConsole::IResult *pResult, void *pUserData);
public:
CSpectator();