Change command prefix to "." and add "help" command.
[oweals/minetest.git] / src / content_sao.cpp
index dd8bdc592588a23754956427c067f82f8445b9e1..69f80d35619cfb9068430247a877ed417c944e72 100644 (file)
@@ -19,19 +19,15 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 
 #include "content_sao.h"
 #include "util/serialize.h"
-#include "util/mathconstants.h"
 #include "collision.h"
 #include "environment.h"
-#include "settings.h"
-#include "serialization.h" // For compressZlib
 #include "tool.h" // For ToolCapabilities
 #include "gamedef.h"
 #include "nodedef.h"
 #include "remoteplayer.h"
 #include "server.h"
-#include "scripting_game.h"
+#include "serverscripting.h"
 #include "genericobject.h"
-#include "log.h"
 
 std::map<u16, ServerActiveObject::Factory> ServerActiveObject::m_types;
 
@@ -94,13 +90,8 @@ public:
                }
        }
 
-       bool getCollisionBox(aabb3f *toset) {
-               return false;
-       }
-
-       bool collideWithObjects() {
-               return false;
-       }
+       bool getCollisionBox(aabb3f *toset) const { return false; }
+       bool collideWithObjects() const { return false; }
 
 private:
        float m_timer1;
@@ -110,6 +101,133 @@ private:
 // Prototype (registers item for deserialization)
 TestSAO proto_TestSAO(NULL, v3f(0,0,0));
 
+/*
+       UnitSAO
+ */
+
+UnitSAO::UnitSAO(ServerEnvironment *env, v3f pos):
+       ServerActiveObject(env, pos),
+       m_hp(-1),
+       m_yaw(0),
+       m_properties_sent(true),
+       m_armor_groups_sent(false),
+       m_animation_range(0,0),
+       m_animation_speed(0),
+       m_animation_blend(0),
+       m_animation_loop(true),
+       m_animation_sent(false),
+       m_bone_position_sent(false),
+       m_attachment_parent_id(0),
+       m_attachment_sent(false)
+{
+       // Initialize something to armor groups
+       m_armor_groups["fleshy"] = 100;
+}
+
+bool UnitSAO::isAttached() const
+{
+       if (!m_attachment_parent_id)
+               return false;
+       // Check if the parent still exists
+       ServerActiveObject *obj = m_env->getActiveObject(m_attachment_parent_id);
+       if (obj)
+               return true;
+       return false;
+}
+
+void UnitSAO::setArmorGroups(const ItemGroupList &armor_groups)
+{
+       m_armor_groups = armor_groups;
+       m_armor_groups_sent = false;
+}
+
+const ItemGroupList &UnitSAO::getArmorGroups()
+{
+       return m_armor_groups;
+}
+
+void UnitSAO::setAnimation(v2f frame_range, float frame_speed, float frame_blend, bool frame_loop)
+{
+       // store these so they can be updated to clients
+       m_animation_range = frame_range;
+       m_animation_speed = frame_speed;
+       m_animation_blend = frame_blend;
+       m_animation_loop = frame_loop;
+       m_animation_sent = false;
+}
+
+void UnitSAO::getAnimation(v2f *frame_range, float *frame_speed, float *frame_blend, bool *frame_loop)
+{
+       *frame_range = m_animation_range;
+       *frame_speed = m_animation_speed;
+       *frame_blend = m_animation_blend;
+       *frame_loop = m_animation_loop;
+}
+
+void UnitSAO::setBonePosition(const std::string &bone, v3f position, v3f rotation)
+{
+       // store these so they can be updated to clients
+       m_bone_position[bone] = core::vector2d<v3f>(position, rotation);
+       m_bone_position_sent = false;
+}
+
+void UnitSAO::getBonePosition(const std::string &bone, v3f *position, v3f *rotation)
+{
+       *position = m_bone_position[bone].X;
+       *rotation = m_bone_position[bone].Y;
+}
+
+void UnitSAO::setAttachment(int parent_id, const std::string &bone, v3f position, v3f rotation)
+{
+       // Attachments need to be handled on both the server and client.
+       // If we just attach on the server, we can only copy the position of the parent. Attachments
+       // are still sent to clients at an interval so players might see them lagging, plus we can't
+       // read and attach to skeletal bones.
+       // If we just attach on the client, the server still sees the child at its original location.
+       // This breaks some things so we also give the server the most accurate representation
+       // even if players only see the client changes.
+
+       m_attachment_parent_id = parent_id;
+       m_attachment_bone = bone;
+       m_attachment_position = position;
+       m_attachment_rotation = rotation;
+       m_attachment_sent = false;
+}
+
+void UnitSAO::getAttachment(int *parent_id, std::string *bone, v3f *position,
+       v3f *rotation)
+{
+       *parent_id = m_attachment_parent_id;
+       *bone = m_attachment_bone;
+       *position = m_attachment_position;
+       *rotation = m_attachment_rotation;
+}
+
+void UnitSAO::addAttachmentChild(int child_id)
+{
+       m_attachment_child_ids.insert(child_id);
+}
+
+void UnitSAO::removeAttachmentChild(int child_id)
+{
+       m_attachment_child_ids.erase(child_id);
+}
+
+const UNORDERED_SET<int> &UnitSAO::getAttachmentChildIds()
+{
+       return m_attachment_child_ids;
+}
+
+ObjectProperties* UnitSAO::accessObjectProperties()
+{
+       return &m_prop;
+}
+
+void UnitSAO::notifyObjectPropertiesModified()
+{
+       m_properties_sent = false;
+}
+
 /*
        LuaEntitySAO
 */
@@ -125,29 +243,18 @@ LuaEntitySAO::LuaEntitySAO(ServerEnvironment *env, v3f pos,
        m_registered(false),
        m_velocity(0,0,0),
        m_acceleration(0,0,0),
-       m_properties_sent(true),
        m_last_sent_yaw(0),
        m_last_sent_position(0,0,0),
        m_last_sent_velocity(0,0,0),
        m_last_sent_position_timer(0),
        m_last_sent_move_precision(0),
-       m_armor_groups_sent(false),
-       m_animation_speed(0),
-       m_animation_blend(0),
-       m_animation_loop(true),
-       m_animation_sent(false),
-       m_bone_position_sent(false),
-       m_attachment_parent_id(0),
-       m_attachment_sent(false)
+       m_current_texture_modifier("")
 {
        // Only register type if no environment supplied
        if(env == NULL){
                ServerActiveObject::registerType(getType(), create);
                return;
        }
-
-       // Initialize something to armor groups
-       m_armor_groups["fleshy"] = 100;
 }
 
 LuaEntitySAO::~LuaEntitySAO()
@@ -219,17 +326,6 @@ ServerActiveObject* LuaEntitySAO::create(ServerEnvironment *env, v3f pos,
        return sao;
 }
 
-bool LuaEntitySAO::isAttached()
-{
-       if(!m_attachment_parent_id)
-               return false;
-       // Check if the parent still exists
-       ServerActiveObject *obj = m_env->getActiveObject(m_attachment_parent_id);
-       if(obj)
-               return true;
-       return false;
-}
-
 void LuaEntitySAO::step(float dtime, bool send_recommended)
 {
        if(!m_properties_sent)
@@ -374,59 +470,48 @@ std::string LuaEntitySAO::getClientInitializationData(u16 protocol_version)
 {
        std::ostringstream os(std::ios::binary);
 
-       if(protocol_version >= 14)
-       {
-               writeU8(os, 1); // version
-               os<<serializeString(""); // name
-               writeU8(os, 0); // is_player
-               writeS16(os, getId()); //id
-               writeV3F1000(os, m_base_position);
-               writeF1000(os, m_yaw);
-               writeS16(os, m_hp);
-
-               std::ostringstream msg_os(std::ios::binary);
-               msg_os << serializeLongString(getPropertyPacket()); // message 1
-               msg_os << serializeLongString(gob_cmd_update_armor_groups(m_armor_groups)); // 2
-               msg_os << serializeLongString(gob_cmd_update_animation(
-                       m_animation_range, m_animation_speed, m_animation_blend, m_animation_loop)); // 3
-               for (UNORDERED_MAP<std::string, core::vector2d<v3f> >::const_iterator
-                               ii = m_bone_position.begin(); ii != m_bone_position.end(); ++ii) {
-                       msg_os << serializeLongString(gob_cmd_update_bone_position((*ii).first,
-                                       (*ii).second.X, (*ii).second.Y)); // m_bone_position.size
-               }
-               msg_os << serializeLongString(gob_cmd_update_attachment(m_attachment_parent_id,
-                       m_attachment_bone, m_attachment_position, m_attachment_rotation)); // 4
-               int message_count = 4 + m_bone_position.size();
-               for (UNORDERED_SET<int>::const_iterator ii = m_attachment_child_ids.begin();
-                               (ii != m_attachment_child_ids.end()); ++ii) {
-                       if (ServerActiveObject *obj = m_env->getActiveObject(*ii)) {
-                               message_count++;
-                               msg_os << serializeLongString(gob_cmd_update_infant(*ii, obj->getSendType(),
-                                       obj->getClientInitializationData(protocol_version)));
-                       }
-               }
+       // protocol >= 14
+       writeU8(os, 1); // version
+       os << serializeString(""); // name
+       writeU8(os, 0); // is_player
+       writeS16(os, getId()); //id
+       writeV3F1000(os, m_base_position);
+       writeF1000(os, m_yaw);
+       writeS16(os, m_hp);
 
-               writeU8(os, message_count);
-               os.write(msg_os.str().c_str(), msg_os.str().size());
+       std::ostringstream msg_os(std::ios::binary);
+       msg_os << serializeLongString(getPropertyPacket()); // message 1
+       msg_os << serializeLongString(gob_cmd_update_armor_groups(m_armor_groups)); // 2
+       msg_os << serializeLongString(gob_cmd_update_animation(
+               m_animation_range, m_animation_speed, m_animation_blend, m_animation_loop)); // 3
+       for (UNORDERED_MAP<std::string, core::vector2d<v3f> >::const_iterator
+                       ii = m_bone_position.begin(); ii != m_bone_position.end(); ++ii) {
+               msg_os << serializeLongString(gob_cmd_update_bone_position((*ii).first,
+                               (*ii).second.X, (*ii).second.Y)); // m_bone_position.size
        }
-       else
-       {
-               writeU8(os, 0); // version
-               os<<serializeString(""); // name
-               writeU8(os, 0); // is_player
-               writeV3F1000(os, m_base_position);
-               writeF1000(os, m_yaw);
-               writeS16(os, m_hp);
-               writeU8(os, 2); // number of messages stuffed in here
-               os<<serializeLongString(getPropertyPacket()); // message 1
-               os<<serializeLongString(gob_cmd_update_armor_groups(m_armor_groups)); // 2
+       msg_os << serializeLongString(gob_cmd_update_attachment(m_attachment_parent_id,
+               m_attachment_bone, m_attachment_position, m_attachment_rotation)); // 4
+       int message_count = 4 + m_bone_position.size();
+       for (UNORDERED_SET<int>::const_iterator ii = m_attachment_child_ids.begin();
+                       (ii != m_attachment_child_ids.end()); ++ii) {
+               if (ServerActiveObject *obj = m_env->getActiveObject(*ii)) {
+                       message_count++;
+                       msg_os << serializeLongString(gob_cmd_update_infant(*ii, obj->getSendType(),
+                               obj->getClientInitializationData(protocol_version)));
+               }
        }
 
+       msg_os << serializeLongString(gob_cmd_set_texture_mod(m_current_texture_modifier));
+       message_count++;
+
+       writeU8(os, message_count);
+       os.write(msg_os.str().c_str(), msg_os.str().size());
+
        // return result
        return os.str();
 }
 
-std::string LuaEntitySAO::getStaticData()
+void LuaEntitySAO::getStaticData(std::string *result) const
 {
        verbosestream<<FUNCTION_NAME<<std::endl;
        std::ostringstream os(std::ios::binary);
@@ -448,7 +533,7 @@ std::string LuaEntitySAO::getStaticData()
        writeV3F1000(os, m_velocity);
        // yaw
        writeF1000(os, m_yaw);
-       return os.str();
+       *result = os.str();
 }
 
 int LuaEntitySAO::punch(v3f dir,
@@ -479,28 +564,32 @@ int LuaEntitySAO::punch(v3f dir,
                        punchitem,
                        time_from_last_punch);
 
-       if (result.did_punch) {
-               setHP(getHP() - result.damage);
+       bool damage_handled = m_env->getScriptIface()->luaentity_Punch(m_id, puncher,
+                       time_from_last_punch, toolcap, dir, result.did_punch ? result.damage : 0);
 
-               if (result.damage > 0) {
-                       std::string punchername = puncher ? puncher->getDescription() : "nil";
+       if (!damage_handled) {
+               if (result.did_punch) {
+                       setHP(getHP() - result.damage);
 
-                       actionstream << getDescription() << " punched by "
-                                       << punchername << ", damage " << result.damage
-                                       << " hp, health now " << getHP() << " hp" << std::endl;
-               }
+                       if (result.damage > 0) {
+                               std::string punchername = puncher ? puncher->getDescription() : "nil";
 
-               std::string str = gob_cmd_punched(result.damage, getHP());
-               // create message and add to list
-               ActiveObjectMessage aom(getId(), true, str);
-               m_messages_out.push(aom);
+                               actionstream << getDescription() << " punched by "
+                                               << punchername << ", damage " << result.damage
+                                               << " hp, health now " << getHP() << " hp" << std::endl;
+                       }
+
+                       std::string str = gob_cmd_punched(result.damage, getHP());
+                       // create message and add to list
+                       ActiveObjectMessage aom(getId(), true, str);
+                       m_messages_out.push(aom);
+               }
        }
 
        if (getHP() == 0)
                m_removed = true;
 
-       m_env->getScriptIface()->luaentity_Punch(m_id, puncher,
-                       time_from_last_punch, toolcap, dir);
+
 
        return result.wear;
 }
@@ -559,97 +648,6 @@ s16 LuaEntitySAO::getHP() const
        return m_hp;
 }
 
-void LuaEntitySAO::setArmorGroups(const ItemGroupList &armor_groups)
-{
-       m_armor_groups = armor_groups;
-       m_armor_groups_sent = false;
-}
-
-ItemGroupList LuaEntitySAO::getArmorGroups()
-{
-       return m_armor_groups;
-}
-
-void LuaEntitySAO::setAnimation(v2f frame_range, float frame_speed, float frame_blend, bool frame_loop)
-{
-       m_animation_range = frame_range;
-       m_animation_speed = frame_speed;
-       m_animation_blend = frame_blend;
-       m_animation_loop = frame_loop;
-       m_animation_sent = false;
-}
-
-void LuaEntitySAO::getAnimation(v2f *frame_range, float *frame_speed, float *frame_blend, bool *frame_loop)
-{
-       *frame_range = m_animation_range;
-       *frame_speed = m_animation_speed;
-       *frame_blend = m_animation_blend;
-       *frame_loop = m_animation_loop;
-}
-
-void LuaEntitySAO::setBonePosition(const std::string &bone, v3f position, v3f rotation)
-{
-       m_bone_position[bone] = core::vector2d<v3f>(position, rotation);
-       m_bone_position_sent = false;
-}
-
-void LuaEntitySAO::getBonePosition(const std::string &bone, v3f *position, v3f *rotation)
-{
-       *position = m_bone_position[bone].X;
-       *rotation = m_bone_position[bone].Y;
-}
-
-void LuaEntitySAO::setAttachment(int parent_id, const std::string &bone, v3f position, v3f rotation)
-{
-       // Attachments need to be handled on both the server and client.
-       // If we just attach on the server, we can only copy the position of the parent. Attachments
-       // are still sent to clients at an interval so players might see them lagging, plus we can't
-       // read and attach to skeletal bones.
-       // If we just attach on the client, the server still sees the child at its original location.
-       // This breaks some things so we also give the server the most accurate representation
-       // even if players only see the client changes.
-
-       m_attachment_parent_id = parent_id;
-       m_attachment_bone = bone;
-       m_attachment_position = position;
-       m_attachment_rotation = rotation;
-       m_attachment_sent = false;
-}
-
-void LuaEntitySAO::getAttachment(int *parent_id, std::string *bone, v3f *position,
-       v3f *rotation)
-{
-       *parent_id = m_attachment_parent_id;
-       *bone = m_attachment_bone;
-       *position = m_attachment_position;
-       *rotation = m_attachment_rotation;
-}
-
-void LuaEntitySAO::addAttachmentChild(int child_id)
-{
-       m_attachment_child_ids.insert(child_id);
-}
-
-void LuaEntitySAO::removeAttachmentChild(int child_id)
-{
-       m_attachment_child_ids.erase(child_id);
-}
-
-UNORDERED_SET<int> LuaEntitySAO::getAttachmentChildIds()
-{
-       return m_attachment_child_ids;
-}
-
-ObjectProperties* LuaEntitySAO::accessObjectProperties()
-{
-       return &m_prop;
-}
-
-void LuaEntitySAO::notifyObjectPropertiesModified()
-{
-       m_properties_sent = false;
-}
-
 void LuaEntitySAO::setVelocity(v3f velocity)
 {
        m_velocity = velocity;
@@ -673,11 +671,17 @@ v3f LuaEntitySAO::getAcceleration()
 void LuaEntitySAO::setTextureMod(const std::string &mod)
 {
        std::string str = gob_cmd_set_texture_mod(mod);
+       m_current_texture_modifier = mod;
        // create message and add to list
        ActiveObjectMessage aom(getId(), true, str);
        m_messages_out.push(aom);
 }
 
+std::string LuaEntitySAO::getTextureMod() const
+{
+       return m_current_texture_modifier;
+}
+
 void LuaEntitySAO::setSprite(v2s16 p, int num_frames, float framelength,
                bool select_horiz_by_yawpitch)
 {
@@ -732,7 +736,8 @@ void LuaEntitySAO::sendPosition(bool do_interpolate, bool is_movement_end)
        m_messages_out.push(aom);
 }
 
-bool LuaEntitySAO::getCollisionBox(aabb3f *toset) {
+bool LuaEntitySAO::getCollisionBox(aabb3f *toset) const
+{
        if (m_prop.physical)
        {
                //update collision box
@@ -748,7 +753,8 @@ bool LuaEntitySAO::getCollisionBox(aabb3f *toset) {
        return false;
 }
 
-bool LuaEntitySAO::collideWithObjects(){
+bool LuaEntitySAO::collideWithObjects() const
+{
        return m_prop.collideWithObjects;
 }
 
@@ -765,25 +771,18 @@ PlayerSAO::PlayerSAO(ServerEnvironment *env_, u16 peer_id_, bool is_singleplayer
        m_inventory(NULL),
        m_damage(0),
        m_last_good_position(0,0,0),
+       m_time_from_last_teleport(0),
        m_time_from_last_punch(0),
        m_nocheat_dig_pos(32767, 32767, 32767),
        m_nocheat_dig_time(0),
        m_wield_index(0),
        m_position_not_sent(false),
-       m_armor_groups_sent(false),
-       m_properties_sent(true),
        m_is_singleplayer(is_singleplayer),
-       m_animation_speed(0),
-       m_animation_blend(0),
-       m_animation_loop(true),
-       m_animation_sent(false),
-       m_bone_position_sent(false),
-       m_attachment_parent_id(0),
-       m_attachment_sent(false),
        m_breath(PLAYER_MAX_BREATH),
        m_pitch(0),
        m_fov(0),
        m_wanted_range(0),
+       m_extended_attributes_modified(false),
        // public
        m_physics_override_speed(1),
        m_physics_override_jump(1),
@@ -793,7 +792,6 @@ PlayerSAO::PlayerSAO(ServerEnvironment *env_, u16 peer_id_, bool is_singleplayer
        m_physics_override_sent(false)
 {
        assert(m_peer_id != 0); // pre-condition
-       m_armor_groups["fleshy"] = 100;
 
        m_prop.hp_max = PLAYER_MAX_HP;
        m_prop.physical = false;
@@ -828,6 +826,11 @@ void PlayerSAO::initialize(RemotePlayer *player, const std::set<std::string> &pr
        m_inventory = &m_player->inventory;
 }
 
+v3f PlayerSAO::getEyeOffset() const
+{
+       return v3f(0, BS * 1.625f, 0);
+}
+
 std::string PlayerSAO::getDescription()
 {
        return std::string("player ") + m_player->getName();
@@ -856,87 +859,56 @@ void PlayerSAO::removingFromEnvironment()
        }
 }
 
-bool PlayerSAO::isStaticAllowed() const
-{
-       return false;
-}
-
 std::string PlayerSAO::getClientInitializationData(u16 protocol_version)
 {
        std::ostringstream os(std::ios::binary);
 
-       if(protocol_version >= 15)
-       {
-               writeU8(os, 1); // version
-               os<<serializeString(m_player->getName()); // name
-               writeU8(os, 1); // is_player
-               writeS16(os, getId()); //id
-               writeV3F1000(os, m_base_position + v3f(0,BS*1,0));
-               writeF1000(os, m_yaw);
-               writeS16(os, getHP());
-
-               std::ostringstream msg_os(std::ios::binary);
-               msg_os << serializeLongString(getPropertyPacket()); // message 1
-               msg_os << serializeLongString(gob_cmd_update_armor_groups(m_armor_groups)); // 2
-               msg_os << serializeLongString(gob_cmd_update_animation(
-                       m_animation_range, m_animation_speed, m_animation_blend, m_animation_loop)); // 3
-               for (UNORDERED_MAP<std::string, core::vector2d<v3f> >::const_iterator
-                               ii = m_bone_position.begin(); ii != m_bone_position.end(); ++ii) {
-                       msg_os << serializeLongString(gob_cmd_update_bone_position((*ii).first,
-                               (*ii).second.X, (*ii).second.Y)); // m_bone_position.size
-               }
-               msg_os << serializeLongString(gob_cmd_update_attachment(m_attachment_parent_id,
-                       m_attachment_bone, m_attachment_position, m_attachment_rotation)); // 4
-               msg_os << serializeLongString(gob_cmd_update_physics_override(m_physics_override_speed,
-                               m_physics_override_jump, m_physics_override_gravity, m_physics_override_sneak,
-                               m_physics_override_sneak_glitch)); // 5
-               // (GENERIC_CMD_UPDATE_NAMETAG_ATTRIBUTES) : Deprecated, for backwards compatibility only.
-               msg_os << serializeLongString(gob_cmd_update_nametag_attributes(m_prop.nametag_color)); // 6
-               int message_count = 6 + m_bone_position.size();
-               for (UNORDERED_SET<int>::const_iterator ii = m_attachment_child_ids.begin();
-                               ii != m_attachment_child_ids.end(); ++ii) {
-                       if (ServerActiveObject *obj = m_env->getActiveObject(*ii)) {
-                               message_count++;
-                               msg_os << serializeLongString(gob_cmd_update_infant(*ii, obj->getSendType(),
-                                       obj->getClientInitializationData(protocol_version)));
-                       }
-               }
-
-               writeU8(os, message_count);
-               os.write(msg_os.str().c_str(), msg_os.str().size());
+       // Protocol >= 15
+       writeU8(os, 1); // version
+       os << serializeString(m_player->getName()); // name
+       writeU8(os, 1); // is_player
+       writeS16(os, getId()); //id
+       writeV3F1000(os, m_base_position + v3f(0,BS*1,0));
+       writeF1000(os, m_yaw);
+       writeS16(os, getHP());
+
+       std::ostringstream msg_os(std::ios::binary);
+       msg_os << serializeLongString(getPropertyPacket()); // message 1
+       msg_os << serializeLongString(gob_cmd_update_armor_groups(m_armor_groups)); // 2
+       msg_os << serializeLongString(gob_cmd_update_animation(
+               m_animation_range, m_animation_speed, m_animation_blend, m_animation_loop)); // 3
+       for (UNORDERED_MAP<std::string, core::vector2d<v3f> >::const_iterator
+                       ii = m_bone_position.begin(); ii != m_bone_position.end(); ++ii) {
+               msg_os << serializeLongString(gob_cmd_update_bone_position((*ii).first,
+                       (*ii).second.X, (*ii).second.Y)); // m_bone_position.size
        }
-       else
-       {
-               writeU8(os, 0); // version
-               os<<serializeString(m_player->getName()); // name
-               writeU8(os, 1); // is_player
-               writeV3F1000(os, m_base_position + v3f(0,BS*1,0));
-               writeF1000(os, m_yaw);
-               writeS16(os, getHP());
-               writeU8(os, 2); // number of messages stuffed in here
-               os<<serializeLongString(getPropertyPacket()); // message 1
-               os<<serializeLongString(gob_cmd_update_armor_groups(m_armor_groups)); // 2
+       msg_os << serializeLongString(gob_cmd_update_attachment(m_attachment_parent_id,
+               m_attachment_bone, m_attachment_position, m_attachment_rotation)); // 4
+       msg_os << serializeLongString(gob_cmd_update_physics_override(m_physics_override_speed,
+                       m_physics_override_jump, m_physics_override_gravity, m_physics_override_sneak,
+                       m_physics_override_sneak_glitch)); // 5
+       // (GENERIC_CMD_UPDATE_NAMETAG_ATTRIBUTES) : Deprecated, for backwards compatibility only.
+       msg_os << serializeLongString(gob_cmd_update_nametag_attributes(m_prop.nametag_color)); // 6
+       int message_count = 6 + m_bone_position.size();
+       for (UNORDERED_SET<int>::const_iterator ii = m_attachment_child_ids.begin();
+                       ii != m_attachment_child_ids.end(); ++ii) {
+               if (ServerActiveObject *obj = m_env->getActiveObject(*ii)) {
+                       message_count++;
+                       msg_os << serializeLongString(gob_cmd_update_infant(*ii, obj->getSendType(),
+                               obj->getClientInitializationData(protocol_version)));
+               }
        }
 
+       writeU8(os, message_count);
+       os.write(msg_os.str().c_str(), msg_os.str().size());
+
        // return result
        return os.str();
 }
 
-std::string PlayerSAO::getStaticData()
+void PlayerSAO::getStaticData(std::string *result) const
 {
-       FATAL_ERROR("Deprecated function (?)");
-       return "";
-}
-
-bool PlayerSAO::isAttached()
-{
-       if(!m_attachment_parent_id)
-               return false;
-       // Check if the parent still exists
-       ServerActiveObject *obj = m_env->getActiveObject(m_attachment_parent_id);
-       if(obj)
-               return true;
-       return false;
+       FATAL_ERROR("Deprecated function");
 }
 
 void PlayerSAO::step(float dtime, bool send_recommended)
@@ -965,7 +937,7 @@ void PlayerSAO::step(float dtime, bool send_recommended)
                MapNode n = m_env->getMap().getNodeNoEx(p);
                const ContentFeatures &c = m_env->getGameDef()->ndef()->get(n);
                // If player is alive & no drowning, breath
-               if (m_hp > 0 && c.drowning == 0)
+               if (m_hp > 0 && m_breath < PLAYER_MAX_BREATH && c.drowning == 0)
                        setBreath(m_breath + 1);
        }
 
@@ -1001,6 +973,7 @@ void PlayerSAO::step(float dtime, bool send_recommended)
        // Increment cheat prevention timers
        m_dig_pool.add(dtime);
        m_move_pool.add(dtime);
+       m_time_from_last_teleport += dtime;
        m_time_from_last_punch += dtime;
        m_nocheat_dig_time += dtime;
 
@@ -1107,6 +1080,8 @@ void PlayerSAO::setPos(const v3f &pos)
        setBasePosition(pos);
        // Movement caused by this command is always valid
        m_last_good_position = pos;
+       m_move_pool.empty();
+       m_time_from_last_teleport = 0.0;
        m_env->getGameDef()->SendMovePlayer(m_peer_id);
 }
 
@@ -1118,6 +1093,8 @@ void PlayerSAO::moveTo(v3f pos, bool continuous)
        setBasePosition(pos);
        // Movement caused by this command is always valid
        m_last_good_position = pos;
+       m_move_pool.empty();
+       m_time_from_last_teleport = 0.0;
        m_env->getGameDef()->SendMovePlayer(m_peer_id);
 }
 
@@ -1226,10 +1203,6 @@ int PlayerSAO::punch(v3f dir,
        return hitparams.wear;
 }
 
-void PlayerSAO::rightClick(ServerActiveObject *)
-{
-}
-
 s16 PlayerSAO::readDamage()
 {
        s16 damage = m_damage;
@@ -1276,99 +1249,6 @@ void PlayerSAO::setBreath(const u16 breath, bool send)
                m_env->getGameDef()->SendPlayerBreath(this);
 }
 
-void PlayerSAO::setArmorGroups(const ItemGroupList &armor_groups)
-{
-       m_armor_groups = armor_groups;
-       m_armor_groups_sent = false;
-}
-
-ItemGroupList PlayerSAO::getArmorGroups()
-{
-       return m_armor_groups;
-}
-
-void PlayerSAO::setAnimation(v2f frame_range, float frame_speed, float frame_blend, bool frame_loop)
-{
-       // store these so they can be updated to clients
-       m_animation_range = frame_range;
-       m_animation_speed = frame_speed;
-       m_animation_blend = frame_blend;
-       m_animation_loop = frame_loop;
-       m_animation_sent = false;
-}
-
-void PlayerSAO::getAnimation(v2f *frame_range, float *frame_speed, float *frame_blend, bool *frame_loop)
-{
-       *frame_range = m_animation_range;
-       *frame_speed = m_animation_speed;
-       *frame_blend = m_animation_blend;
-       *frame_loop = m_animation_loop;
-}
-
-void PlayerSAO::setBonePosition(const std::string &bone, v3f position, v3f rotation)
-{
-       // store these so they can be updated to clients
-       m_bone_position[bone] = core::vector2d<v3f>(position, rotation);
-       m_bone_position_sent = false;
-}
-
-void PlayerSAO::getBonePosition(const std::string &bone, v3f *position, v3f *rotation)
-{
-       *position = m_bone_position[bone].X;
-       *rotation = m_bone_position[bone].Y;
-}
-
-void PlayerSAO::setAttachment(int parent_id, const std::string &bone, v3f position, v3f rotation)
-{
-       // Attachments need to be handled on both the server and client.
-       // If we just attach on the server, we can only copy the position of the parent. Attachments
-       // are still sent to clients at an interval so players might see them lagging, plus we can't
-       // read and attach to skeletal bones.
-       // If we just attach on the client, the server still sees the child at its original location.
-       // This breaks some things so we also give the server the most accurate representation
-       // even if players only see the client changes.
-
-       m_attachment_parent_id = parent_id;
-       m_attachment_bone = bone;
-       m_attachment_position = position;
-       m_attachment_rotation = rotation;
-       m_attachment_sent = false;
-}
-
-void PlayerSAO::getAttachment(int *parent_id, std::string *bone, v3f *position,
-       v3f *rotation)
-{
-       *parent_id = m_attachment_parent_id;
-       *bone = m_attachment_bone;
-       *position = m_attachment_position;
-       *rotation = m_attachment_rotation;
-}
-
-void PlayerSAO::addAttachmentChild(int child_id)
-{
-       m_attachment_child_ids.insert(child_id);
-}
-
-void PlayerSAO::removeAttachmentChild(int child_id)
-{
-       m_attachment_child_ids.erase(child_id);
-}
-
-UNORDERED_SET<int> PlayerSAO::getAttachmentChildIds()
-{
-       return m_attachment_child_ids;
-}
-
-ObjectProperties* PlayerSAO::accessObjectProperties()
-{
-       return &m_prop;
-}
-
-void PlayerSAO::notifyObjectPropertiesModified()
-{
-       m_properties_sent = false;
-}
-
 Inventory* PlayerSAO::getInventory()
 {
        return m_inventory;
@@ -1503,24 +1383,24 @@ bool PlayerSAO::checkMovementCheat()
        if (m_move_pool.grab(required_time)) {
                m_last_good_position = m_base_position;
        } else {
-               actionstream << "Player " << m_player->getName()
-                               << " moved too fast; resetting position"
-                               << std::endl;
+               const float LAG_POOL_MIN = 5.0;
+               float lag_pool_max = m_env->getMaxLagEstimate() * 2.0;
+               lag_pool_max = MYMAX(lag_pool_max, LAG_POOL_MIN);
+               if (m_time_from_last_teleport > lag_pool_max) {
+                       actionstream << "Player " << m_player->getName()
+                                       << " moved too fast; resetting position"
+                                       << std::endl;
+                       cheated = true;
+               }
                setBasePosition(m_last_good_position);
-               cheated = true;
        }
        return cheated;
 }
 
-bool PlayerSAO::getCollisionBox(aabb3f *toset)
+bool PlayerSAO::getCollisionBox(aabb3f *toset) const
 {
        *toset = aabb3f(-BS * 0.30, 0.0, -BS * 0.30, BS * 0.30, BS * 1.75, BS * 0.30);
        toset->MinEdge += m_base_position;
        toset->MaxEdge += m_base_position;
        return true;
 }
-
-bool PlayerSAO::collideWithObjects()
-{
-       return true;
-}