Implement most of the remaining client-side GM commands

* Muting a player's freechat
* Kicking players
* Querying info about a player
* Teleporting yourself to a player
* Teleporting a player to yourself
* Teleporting a player to another player
* Teleporting a player to arbitrary coords
* Teleporting a player to arbitrary coords in an arbitrary mapnum
* /unstick

Also:
* Renamed misleading setSpecialPlayer() to setValuePlayer()
* Revamped monitor logic
* Added server-side checks to account level 50 commands
* Made sure even trade chat is run through sanitizeText()
* Moved setSpecialState() closer to its calling functions
* Interpret client commands even in Buddy and Group chat (but not in
Trade chat)
This commit is contained in:
2020-12-31 02:13:43 +01:00
parent c78b3ca69f
commit a12acbb68f
9 changed files with 349 additions and 71 deletions

View File

@@ -38,14 +38,19 @@ namespace PlayerManager {
void moveSliderPlayer(CNSocket* sock, CNPacketData* data);
void moveSlopePlayer(CNSocket* sock, CNPacketData* data);
void gotoPlayer(CNSocket* sock, CNPacketData* data);
void setSpecialPlayer(CNSocket* sock, CNPacketData* data);
void setValuePlayer(CNSocket* sock, CNPacketData* data);
void heartbeatPlayer(CNSocket* sock, CNPacketData* data);
void revivePlayer(CNSocket* sock, CNPacketData* data);
void exitGame(CNSocket* sock, CNPacketData* data);
void setSpecialSwitchPlayer(CNSocket* sock, CNPacketData* data);
void setGMSpecialSwitchPlayer(CNSocket* sock, CNPacketData* data);
void setGMSpecialOnOff(CNSocket* sock, CNPacketData *data);
void changePlayerGuide(CNSocket *sock, CNPacketData *data);
void locatePlayer(CNSocket *sock, CNPacketData *data);
void kickPlayer(CNSocket *sock, CNPacketData *data);
void warpToPlayer(CNSocket *sock, CNPacketData *data);
void teleportPlayer(CNSocket *sock, CNPacketData *data);
void enterPlayerVehicle(CNSocket* sock, CNPacketData* data);
void exitPlayerVehicle(CNSocket* sock, CNPacketData* data);
@@ -61,6 +66,8 @@ namespace PlayerManager {
void setSpecialState(CNSocket* sock, CNPacketData* data);
Player *getPlayerFromID(int32_t iID);
CNSocket *getSockFromID(int32_t iID);
CNSocket *getSockFromName(std::string firstname, std::string lastname);
CNSocket *getSockFromAny(int by, int id, int uid, std::string firstname, std::string lastname);
void sendNanoBookSubset(CNSocket *sock);
}