Add Lua on_mapgen_init callback, and minetest.set_mapgen_params API
[oweals/minetest.git] / src / content_sao.cpp
index 0c105bb0f69d4ff4f270e8a520adb3f08d2e4d4a..cc02a743146264f939141fe889e12fff628788be 100644 (file)
@@ -1,18 +1,18 @@
 /*
-Minetest-c55
-Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>
+Minetest
+Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
 
 This program is free software; you can redistribute it and/or modify
-it under the terms of the GNU General Public License as published by
-the Free Software Foundation; either version 2 of the License, or
+it under the terms of the GNU Lesser General Public License as published by
+the Free Software Foundation; either version 2.1 of the License, or
 (at your option) any later version.
 
 This program is distributed in the hope that it will be useful,
 but WITHOUT ANY WARRANTY; without even the implied warranty of
 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
-GNU General Public License for more details.
+GNU Lesser General Public License for more details.
 
-You should have received a copy of the GNU General Public License along
+You should have received a copy of the GNU Lesser General Public License along
 with this program; if not, write to the Free Software Foundation, Inc.,
 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
 */
@@ -26,8 +26,12 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include "serialization.h" // For compressZlib
 #include "tool.h" // For ToolCapabilities
 #include "gamedef.h"
+#include "player.h"
+#include "cpp_api/scriptapi.h"
+#include "genericobject.h"
+#include "util/serialize.h"
 
-core::map<u16, ServerActiveObject::Factory> ServerActiveObject::m_types;
+std::map<u16, ServerActiveObject::Factory> ServerActiveObject::m_types;
 
 /*
        DummyLoadSAO
@@ -60,6 +64,10 @@ public:
                infostream<<"DummyLoadSAO step"<<std::endl;
        }
 
+       bool getCollisionBox(aabb3f *toset) {
+               return false;
+       }
+
 private:
 };
 
@@ -128,6 +136,10 @@ public:
                }
        }
 
+       bool getCollisionBox(aabb3f *toset) {
+               return false;
+       }
+
 private:
        float m_timer1;
        float m_age;
@@ -138,6 +150,9 @@ TestSAO proto_TestSAO(NULL, v3f(0,0,0));
 
 /*
        ItemSAO
+
+       DEPRECATED: New dropped items are implemented in Lua; see
+                   builtin/item_entity.lua.
 */
 
 class ItemSAO : public ServerActiveObject
@@ -199,9 +214,11 @@ public:
                        m_speed_f *= pos_max_d / (m_speed_f.getLength()*dtime);
                v3f pos_f = getBasePosition();
                v3f pos_f_old = pos_f;
-               IGameDef *gamedef = m_env->getGameDef();
-               moveresult = collisionMoveSimple(&m_env->getMap(), gamedef,
-                               pos_max_d, box, dtime, pos_f, m_speed_f);
+               v3f accel_f = v3f(0,0,0);
+               f32 stepheight = 0;
+               moveresult = collisionMoveSimple(m_env,m_env->getGameDef(),
+                               pos_max_d, box, stepheight, dtime,
+                               pos_f, m_speed_f, accel_f);
                
                if(send_recommended == false)
                        return;
@@ -235,7 +252,7 @@ public:
                }
        }
 
-       std::string getClientInitializationData()
+       std::string getClientInitializationData(u16 protocol_version)
        {
                std::ostringstream os(std::ios::binary);
                // version
@@ -282,13 +299,6 @@ public:
                        ServerActiveObject *puncher,
                        float time_from_last_punch)
        {
-               // Directly delete item in creative mode
-               if(g_settings->getBool("creative_mode") == true)
-               {
-                       m_removed = true;
-                       return 0;
-               }
-               
                // Take item into inventory
                ItemStack item = createItemStack();
                Inventory *inv = puncher->getInventory();
@@ -311,6 +321,10 @@ public:
                return 0;
        }
 
+       bool getCollisionBox(aabb3f *toset) {
+               return false;
+       }
+
 
 private:
        std::string m_itemstring;
@@ -333,9 +347,6 @@ ServerActiveObject* createItemSAO(ServerEnvironment *env, v3f pos,
        LuaEntitySAO
 */
 
-#include "scriptapi.h"
-#include "luaentity_common.h"
-
 // Prototype (registers item for deserialization)
 LuaEntitySAO proto_LuaEntitySAO(NULL, v3f(0,0,0), "_prototype", "");
 
@@ -345,16 +356,23 @@ LuaEntitySAO::LuaEntitySAO(ServerEnvironment *env, v3f pos,
        m_init_name(name),
        m_init_state(state),
        m_registered(false),
-       m_prop(new LuaEntityProperties),
        m_hp(-1),
        m_velocity(0,0,0),
        m_acceleration(0,0,0),
        m_yaw(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_last_sent_move_precision(0),
+       m_armor_groups_sent(false),
+       m_animation_speed(0),
+       m_animation_blend(0),
+       m_animation_sent(false),
+       m_bone_position_sent(false),
+       m_attachment_parent_id(0),
+       m_attachment_sent(false)
 {
        // Only register type if no environment supplied
        if(env == NULL){
@@ -363,59 +381,57 @@ LuaEntitySAO::LuaEntitySAO(ServerEnvironment *env, v3f pos,
        }
        
        // Initialize something to armor groups
-       m_armor_groups["fleshy"] = 3;
-       m_armor_groups["snappy"] = 2;
+       m_armor_groups["fleshy"] = 100;
 }
 
 LuaEntitySAO::~LuaEntitySAO()
 {
        if(m_registered){
-               lua_State *L = m_env->getLua();
-               scriptapi_luaentity_rm(L, m_id);
+               ENV_TO_SA(m_env)->luaentity_Remove(m_id);
        }
-       delete m_prop;
 }
 
-void LuaEntitySAO::addedToEnvironment()
+void LuaEntitySAO::addedToEnvironment(u32 dtime_s)
 {
-       ServerActiveObject::addedToEnvironment();
+       ServerActiveObject::addedToEnvironment(dtime_s);
        
-       // Create entity from name and state
-       lua_State *L = m_env->getLua();
-       m_registered = scriptapi_luaentity_add(L, m_id, m_init_name.c_str(),
-                       m_init_state.c_str());
+       // Create entity from name
+       m_registered = ENV_TO_SA(m_env)->luaentity_Add(m_id, m_init_name.c_str());
        
        if(m_registered){
                // Get properties
-               scriptapi_luaentity_get_properties(L, m_id, m_prop);
+               ENV_TO_SA(m_env)->luaentity_GetProperties(m_id, &m_prop);
+               // Initialize HP from properties
+               m_hp = m_prop.hp_max;
+               // Activate entity, supplying serialized state
+               ENV_TO_SA(m_env)->luaentity_Activate(m_id, m_init_state.c_str(), dtime_s);
        }
 }
 
 ServerActiveObject* LuaEntitySAO::create(ServerEnvironment *env, v3f pos,
                const std::string &data)
 {
-       std::istringstream is(data, std::ios::binary);
-       // read version
-       u8 version = readU8(is);
        std::string name;
        std::string state;
        s16 hp = 1;
        v3f velocity;
        float yaw = 0;
-       // check if version is supported
-       if(version == 0){
-               name = deSerializeString(is);
-               state = deSerializeLongString(is);
-       }
-       else if(version == 1){
-               name = deSerializeString(is);
-               state = deSerializeLongString(is);
-               hp = readS16(is);
-               velocity = readV3F1000(is);
-               yaw = readF1000(is);
-       }
-       else{
-               return NULL;
+       if(data != ""){
+               std::istringstream is(data, std::ios::binary);
+               // read version
+               u8 version = readU8(is);
+               // check if version is supported
+               if(version == 0){
+                       name = deSerializeString(is);
+                       state = deSerializeLongString(is);
+               }
+               else if(version == 1){
+                       name = deSerializeString(is);
+                       state = deSerializeLongString(is);
+                       hp = readS16(is);
+                       velocity = readV3F1000(is);
+                       yaw = readF1000(is);
+               }
        }
        // create object
        infostream<<"LuaEntitySAO::create(name=\""<<name<<"\" state=\""
@@ -427,78 +443,179 @@ 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)
+       {
+               m_properties_sent = true;
+               std::string str = getPropertyPacket();
+               // create message and add to list
+               ActiveObjectMessage aom(getId(), true, str);
+               m_messages_out.push_back(aom);
+       }
+
+       // If attached, check that our parent is still there. If it isn't, detach.
+       if(m_attachment_parent_id && !isAttached())
+       {
+               m_attachment_parent_id = 0;
+               m_attachment_bone = "";
+               m_attachment_position = v3f(0,0,0);
+               m_attachment_rotation = v3f(0,0,0);
+               sendPosition(false, true);
+       }
+
        m_last_sent_position_timer += dtime;
-       
-       if(m_prop->physical){
-               core::aabbox3d<f32> box = m_prop->collisionbox;
-               box.MinEdge *= BS;
-               box.MaxEdge *= BS;
-               collisionMoveResult moveresult;
-               f32 pos_max_d = BS*0.25; // Distance per iteration
-               v3f p_pos = getBasePosition();
-               v3f p_velocity = m_velocity;
-               IGameDef *gamedef = m_env->getGameDef();
-               moveresult = collisionMovePrecise(&m_env->getMap(), gamedef,
-                               pos_max_d, box, dtime, p_pos, p_velocity);
-               // Apply results
-               setBasePosition(p_pos);
-               m_velocity = p_velocity;
-
-               m_velocity += dtime * m_acceleration;
-       } else {
-               m_base_position += dtime * m_velocity + 0.5 * dtime
-                               * dtime * m_acceleration;
-               m_velocity += dtime * m_acceleration;
+
+       // Each frame, parent position is copied if the object is attached, otherwise it's calculated normally
+       // If the object gets detached this comes into effect automatically from the last known origin
+       if(isAttached())
+       {
+               v3f pos = m_env->getActiveObject(m_attachment_parent_id)->getBasePosition();
+               m_base_position = pos;
+               m_velocity = v3f(0,0,0);
+               m_acceleration = v3f(0,0,0);
+       }
+       else
+       {
+               if(m_prop.physical){
+                       core::aabbox3d<f32> box = m_prop.collisionbox;
+                       box.MinEdge *= BS;
+                       box.MaxEdge *= BS;
+                       collisionMoveResult moveresult;
+                       f32 pos_max_d = BS*0.25; // Distance per iteration
+                       f32 stepheight = 0; // Maximum climbable step height
+                       v3f p_pos = m_base_position;
+                       v3f p_velocity = m_velocity;
+                       v3f p_acceleration = m_acceleration;
+                       moveresult = collisionMoveSimple(m_env,m_env->getGameDef(),
+                                       pos_max_d, box, stepheight, dtime,
+                                       p_pos, p_velocity, p_acceleration,this);
+                       // Apply results
+                       m_base_position = p_pos;
+                       m_velocity = p_velocity;
+                       m_acceleration = p_acceleration;
+               } else {
+                       m_base_position += dtime * m_velocity + 0.5 * dtime
+                                       * dtime * m_acceleration;
+                       m_velocity += dtime * m_acceleration;
+               }
        }
 
        if(m_registered){
-               lua_State *L = m_env->getLua();
-               scriptapi_luaentity_step(L, m_id, dtime);
+               ENV_TO_SA(m_env)->luaentity_Step(m_id, dtime);
        }
 
        if(send_recommended == false)
                return;
-       
-       // TODO: force send when acceleration changes enough?
-       float minchange = 0.2*BS;
-       if(m_last_sent_position_timer > 1.0){
-               minchange = 0.01*BS;
-       } else if(m_last_sent_position_timer > 0.2){
-               minchange = 0.05*BS;
+
+       if(!isAttached())
+       {
+               // TODO: force send when acceleration changes enough?
+               float minchange = 0.2*BS;
+               if(m_last_sent_position_timer > 1.0){
+                       minchange = 0.01*BS;
+               } else if(m_last_sent_position_timer > 0.2){
+                       minchange = 0.05*BS;
+               }
+               float move_d = m_base_position.getDistanceFrom(m_last_sent_position);
+               move_d += m_last_sent_move_precision;
+               float vel_d = m_velocity.getDistanceFrom(m_last_sent_velocity);
+               if(move_d > minchange || vel_d > minchange ||
+                               fabs(m_yaw - m_last_sent_yaw) > 1.0){
+                       sendPosition(true, false);
+               }
        }
-       float move_d = m_base_position.getDistanceFrom(m_last_sent_position);
-       move_d += m_last_sent_move_precision;
-       float vel_d = m_velocity.getDistanceFrom(m_last_sent_velocity);
-       if(move_d > minchange || vel_d > minchange ||
-                       fabs(m_yaw - m_last_sent_yaw) > 1.0){
-               sendPosition(true, false);
+
+       if(m_armor_groups_sent == false){
+               m_armor_groups_sent = true;
+               std::string str = gob_cmd_update_armor_groups(
+                               m_armor_groups);
+               // create message and add to list
+               ActiveObjectMessage aom(getId(), true, str);
+               m_messages_out.push_back(aom);
+       }
+
+       if(m_animation_sent == false){
+               m_animation_sent = true;
+               std::string str = gob_cmd_update_animation(m_animation_range, m_animation_speed, m_animation_blend);
+               // create message and add to list
+               ActiveObjectMessage aom(getId(), true, str);
+               m_messages_out.push_back(aom);
+       }
+
+       if(m_bone_position_sent == false){
+               m_bone_position_sent = true;
+               for(std::map<std::string, core::vector2d<v3f> >::const_iterator ii = m_bone_position.begin(); ii != m_bone_position.end(); ++ii){
+                       std::string str = gob_cmd_update_bone_position((*ii).first, (*ii).second.X, (*ii).second.Y);
+                       // create message and add to list
+                       ActiveObjectMessage aom(getId(), true, str);
+                       m_messages_out.push_back(aom);
+               }
+       }
+
+       if(m_attachment_sent == false){
+               m_attachment_sent = true;
+               std::string str = gob_cmd_update_attachment(m_attachment_parent_id, m_attachment_bone, m_attachment_position, m_attachment_rotation);
+               // create message and add to list
+               ActiveObjectMessage aom(getId(), true, str);
+               m_messages_out.push_back(aom);
        }
 }
 
-std::string LuaEntitySAO::getClientInitializationData()
+std::string LuaEntitySAO::getClientInitializationData(u16 protocol_version)
 {
        std::ostringstream os(std::ios::binary);
-       // version
-       writeU8(os, 1);
-       // pos
-       writeV3F1000(os, m_base_position);
-       // yaw
-       writeF1000(os, m_yaw);
-       // hp
-       writeS16(os, m_hp);
-       // properties
-       std::ostringstream prop_os(std::ios::binary);
-       m_prop->serialize(prop_os);
-       os<<serializeLongString(prop_os.str());
+
+       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);
+
+               writeU8(os, 4 + m_bone_position.size()); // number of messages stuffed in here
+               os<<serializeLongString(getPropertyPacket()); // message 1
+               os<<serializeLongString(gob_cmd_update_armor_groups(m_armor_groups)); // 2
+               os<<serializeLongString(gob_cmd_update_animation(m_animation_range, m_animation_speed, m_animation_blend)); // 3
+               for(std::map<std::string, core::vector2d<v3f> >::const_iterator ii = m_bone_position.begin(); ii != m_bone_position.end(); ++ii){
+                       os<<serializeLongString(gob_cmd_update_bone_position((*ii).first, (*ii).second.X, (*ii).second.Y)); // m_bone_position.size
+               }
+               os<<serializeLongString(gob_cmd_update_attachment(m_attachment_parent_id, m_attachment_bone, m_attachment_position, m_attachment_rotation)); // 4
+       }
+       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
+       }
+
        // return result
        return os.str();
 }
 
 std::string LuaEntitySAO::getStaticData()
 {
-       infostream<<__FUNCTION_NAME<<std::endl;
+       verbosestream<<__FUNCTION_NAME<<std::endl;
        std::ostringstream os(std::ios::binary);
        // version
        writeU8(os, 1);
@@ -506,8 +623,7 @@ std::string LuaEntitySAO::getStaticData()
        os<<serializeString(m_init_name);
        // state
        if(m_registered){
-               lua_State *L = m_env->getLua();
-               std::string state = scriptapi_luaentity_get_staticdata(L, m_id);
+               std::string state = ENV_TO_SA(m_env)->luaentity_GetStaticdata(m_id);
                os<<serializeLongString(state);
        } else {
                os<<serializeLongString(m_init_state);
@@ -531,6 +647,10 @@ int LuaEntitySAO::punch(v3f dir,
                m_removed = true;
                return 0;
        }
+
+       // It's best that attachments cannot be punched 
+       if(isAttached())
+               return 0;
        
        ItemStack *punchitem = NULL;
        ItemStack punchitem_static;
@@ -547,28 +667,30 @@ int LuaEntitySAO::punch(v3f dir,
        
        if(result.did_punch)
        {
-               actionstream<<getDescription()<<" punched by "
-                               <<puncher->getDescription()<<", damage "<<result.damage
-                               <<" HP"<<std::endl;
-               
                setHP(getHP() - result.damage);
                
+
+               std::string punchername = "nil";
+
+               if ( puncher != 0 )
+                       punchername = puncher->getDescription();
+
+               actionstream<<getDescription()<<" punched by "
+                               <<punchername<<", damage "<<result.damage
+                               <<" hp, health now "<<getHP()<<" hp"<<std::endl;
+               
                {
-                       std::ostringstream os(std::ios::binary);
-                       // command 
-                       writeU8(os, LUAENTITY_CMD_PUNCHED);
-                       // damage
-                       writeS16(os, result.damage);
-                       // result_hp
-                       writeS16(os, getHP());
+                       std::string str = gob_cmd_punched(result.damage, getHP());
                        // create message and add to list
-                       ActiveObjectMessage aom(getId(), true, os.str());
+                       ActiveObjectMessage aom(getId(), true, str);
                        m_messages_out.push_back(aom);
                }
+
+               if(getHP() == 0)
+                       m_removed = true;
        }
 
-       lua_State *L = m_env->getLua();
-       scriptapi_luaentity_punch(L, m_id, puncher,
+       ENV_TO_SA(m_env)->luaentity_Punch(m_id, puncher,
                        time_from_last_punch, toolcap, dir);
 
        return result.wear;
@@ -578,29 +700,24 @@ void LuaEntitySAO::rightClick(ServerActiveObject *clicker)
 {
        if(!m_registered)
                return;
-       lua_State *L = m_env->getLua();
-       scriptapi_luaentity_rightclick(L, m_id, clicker);
-}
-
-void LuaEntitySAO::setHP(s16 hp)
-{
-       if(hp < 0) hp = 0;
-       m_hp = hp;
-}
-
-s16 LuaEntitySAO::getHP()
-{
-       return m_hp;
+       // It's best that attachments cannot be clicked
+       if(isAttached())
+               return;
+       ENV_TO_SA(m_env)->luaentity_Rightclick(m_id, clicker);
 }
 
 void LuaEntitySAO::setPos(v3f pos)
 {
+       if(isAttached())
+               return;
        m_base_position = pos;
        sendPosition(false, true);
 }
 
 void LuaEntitySAO::moveTo(v3f pos, bool continuous)
 {
+       if(isAttached())
+               return;
        m_base_position = pos;
        if(!continuous)
                sendPosition(true, true);
@@ -619,7 +736,65 @@ std::string LuaEntitySAO::getDescription()
        os<<(m_base_position.Y/BS)<<",";
        os<<(m_base_position.Z/BS);
        os<<")";
-       return std::string("LuaEntitySAO");
+       return os.str();
+}
+
+void LuaEntitySAO::setHP(s16 hp)
+{
+       if(hp < 0) hp = 0;
+       m_hp = hp;
+}
+
+s16 LuaEntitySAO::getHP() const
+{
+       return m_hp;
+}
+
+void LuaEntitySAO::setArmorGroups(const ItemGroupList &armor_groups)
+{
+       m_armor_groups = armor_groups;
+       m_armor_groups_sent = false;
+}
+
+void LuaEntitySAO::setAnimation(v2f frame_range, float frame_speed, float frame_blend)
+{
+       m_animation_range = frame_range;
+       m_animation_speed = frame_speed;
+       m_animation_blend = frame_blend;
+       m_animation_sent = false;
+}
+
+void LuaEntitySAO::setBonePosition(std::string bone, v3f position, v3f rotation)
+{
+       m_bone_position[bone] = core::vector2d<v3f>(position, rotation);
+       m_bone_position_sent = false;
+}
+
+void LuaEntitySAO::setAttachment(int parent_id, 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;
+}
+
+ObjectProperties* LuaEntitySAO::accessObjectProperties()
+{
+       return &m_prop;
+}
+
+void LuaEntitySAO::notifyObjectPropertiesModified()
+{
+       m_properties_sent = false;
 }
 
 void LuaEntitySAO::setVelocity(v3f velocity)
@@ -654,29 +829,23 @@ float LuaEntitySAO::getYaw()
 
 void LuaEntitySAO::setTextureMod(const std::string &mod)
 {
-       std::ostringstream os(std::ios::binary);
-       // command 
-       writeU8(os, LUAENTITY_CMD_SET_TEXTURE_MOD);
-       // parameters
-       os<<serializeString(mod);
+       std::string str = gob_cmd_set_texture_mod(mod);
        // create message and add to list
-       ActiveObjectMessage aom(getId(), false, os.str());
+       ActiveObjectMessage aom(getId(), true, str);
        m_messages_out.push_back(aom);
 }
 
 void LuaEntitySAO::setSprite(v2s16 p, int num_frames, float framelength,
                bool select_horiz_by_yawpitch)
 {
-       std::ostringstream os(std::ios::binary);
-       // command
-       writeU8(os, LUAENTITY_CMD_SET_SPRITE);
-       // parameters
-       writeV2S16(os, p);
-       writeU16(os, num_frames);
-       writeF1000(os, framelength);
-       writeU8(os, select_horiz_by_yawpitch);
+       std::string str = gob_cmd_set_sprite(
+               p,
+               num_frames,
+               framelength,
+               select_horiz_by_yawpitch
+       );
        // create message and add to list
-       ActiveObjectMessage aom(getId(), false, os.str());
+       ActiveObjectMessage aom(getId(), true, str);
        m_messages_out.push_back(aom);
 }
 
@@ -685,8 +854,17 @@ std::string LuaEntitySAO::getName()
        return m_init_name;
 }
 
+std::string LuaEntitySAO::getPropertyPacket()
+{
+       return gob_cmd_set_properties(m_prop);
+}
+
 void LuaEntitySAO::sendPosition(bool do_interpolate, bool is_movement_end)
 {
+       // If the object is attached client-side, don't waste bandwidth sending its position to clients
+       if(isAttached())
+               return;
+       
        m_last_sent_move_precision = m_base_position.getDistanceFrom(
                        m_last_sent_position);
        m_last_sent_position_timer = 0;
@@ -697,27 +875,613 @@ void LuaEntitySAO::sendPosition(bool do_interpolate, bool is_movement_end)
 
        float update_interval = m_env->getSendRecommendedInterval();
 
+       std::string str = gob_cmd_update_position(
+               m_base_position,
+               m_velocity,
+               m_acceleration,
+               m_yaw,
+               do_interpolate,
+               is_movement_end,
+               update_interval
+       );
+       // create message and add to list
+       ActiveObjectMessage aom(getId(), false, str);
+       m_messages_out.push_back(aom);
+}
+
+bool LuaEntitySAO::getCollisionBox(aabb3f *toset) {
+       if (m_prop.physical)
+       {
+               //update collision box
+               toset->MinEdge = m_prop.collisionbox.MinEdge * BS;
+               toset->MaxEdge = m_prop.collisionbox.MaxEdge * BS;
+
+               toset->MinEdge += m_base_position;
+               toset->MaxEdge += m_base_position;
+
+               return true;
+       }
+
+       return false;
+}
+
+/*
+       PlayerSAO
+*/
+
+// No prototype, PlayerSAO does not need to be deserialized
+
+PlayerSAO::PlayerSAO(ServerEnvironment *env_, Player *player_, u16 peer_id_,
+               const std::set<std::string> &privs, bool is_singleplayer):
+       ServerActiveObject(env_, v3f(0,0,0)),
+       m_player(player_),
+       m_peer_id(peer_id_),
+       m_inventory(NULL),
+       m_last_good_position(0,0,0),
+       m_last_good_position_age(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_privs(privs),
+       m_is_singleplayer(is_singleplayer),
+       m_animation_sent(false),
+       m_bone_position_sent(false),
+       m_attachment_sent(false),
+       // public
+       m_moved(false),
+       m_inventory_not_sent(false),
+       m_hp_not_sent(false),
+       m_wielded_item_not_sent(false),
+       m_physics_override_speed(1),
+       m_physics_override_jump(1),
+       m_physics_override_gravity(1),
+       m_physics_override_sent(false)
+{
+       assert(m_player);
+       assert(m_peer_id != 0);
+       setBasePosition(m_player->getPosition());
+       m_inventory = &m_player->inventory;
+       m_armor_groups["fleshy"] = 100;
+
+       m_prop.hp_max = PLAYER_MAX_HP;
+       m_prop.physical = false;
+       m_prop.weight = 75;
+       m_prop.collisionbox = core::aabbox3d<f32>(-1/3.,-1.0,-1/3., 1/3.,1.0,1/3.);
+       // start of default appearance, this should be overwritten by LUA
+       m_prop.visual = "upright_sprite";
+       m_prop.visual_size = v2f(1, 2);
+       m_prop.textures.clear();
+       m_prop.textures.push_back("player.png");
+       m_prop.textures.push_back("player_back.png");
+       m_prop.colors.clear();
+       m_prop.colors.push_back(video::SColor(255, 255, 255, 255));
+       m_prop.spritediv = v2s16(1,1);
+       // end of default appearance
+       m_prop.is_visible = true;
+       m_prop.makes_footstep_sound = true;
+}
+
+PlayerSAO::~PlayerSAO()
+{
+       if(m_inventory != &m_player->inventory)
+               delete m_inventory;
+
+}
+
+std::string PlayerSAO::getDescription()
+{
+       return std::string("player ") + m_player->getName();
+}
+
+// Called after id has been set and has been inserted in environment
+void PlayerSAO::addedToEnvironment(u32 dtime_s)
+{
+       ServerActiveObject::addedToEnvironment(dtime_s);
+       ServerActiveObject::setBasePosition(m_player->getPosition());
+       m_player->setPlayerSAO(this);
+       m_player->peer_id = m_peer_id;
+       m_last_good_position = m_player->getPosition();
+       m_last_good_position_age = 0.0;
+}
+
+// Called before removing from environment
+void PlayerSAO::removingFromEnvironment()
+{
+       ServerActiveObject::removingFromEnvironment();
+       if(m_player->getPlayerSAO() == this)
+       {
+               m_player->setPlayerSAO(NULL);
+               m_player->peer_id = 0;
+       }
+}
+
+bool PlayerSAO::isStaticAllowed() const
+{
+       return false;
+}
+
+bool PlayerSAO::unlimitedTransferDistance() const
+{
+       return g_settings->getBool("unlimited_player_transfer_distance");
+}
+
+std::string PlayerSAO::getClientInitializationData(u16 protocol_version)
+{
        std::ostringstream os(std::ios::binary);
-       // command
-       writeU8(os, LUAENTITY_CMD_UPDATE_POSITION);
 
-       // do_interpolate
-       writeU8(os, do_interpolate);
-       // pos
-       writeV3F1000(os, m_base_position);
-       // velocity
-       writeV3F1000(os, m_velocity);
-       // acceleration
-       writeV3F1000(os, m_acceleration);
-       // yaw
-       writeF1000(os, m_yaw);
-       // is_end_position (for interpolation)
-       writeU8(os, is_movement_end);
-       // update_interval (for interpolation)
-       writeF1000(os, update_interval);
+       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_player->getPosition() + v3f(0,BS*1,0));
+               writeF1000(os, m_player->getYaw());
+               writeS16(os, getHP());
+
+               writeU8(os, 5 + m_bone_position.size()); // number of messages stuffed in here
+               os<<serializeLongString(getPropertyPacket()); // message 1
+               os<<serializeLongString(gob_cmd_update_armor_groups(m_armor_groups)); // 2
+               os<<serializeLongString(gob_cmd_update_animation(m_animation_range, m_animation_speed, m_animation_blend)); // 3
+               for(std::map<std::string, core::vector2d<v3f> >::const_iterator ii = m_bone_position.begin(); ii != m_bone_position.end(); ++ii){
+                       os<<serializeLongString(gob_cmd_update_bone_position((*ii).first, (*ii).second.X, (*ii).second.Y)); // m_bone_position.size
+               }
+               os<<serializeLongString(gob_cmd_update_attachment(m_attachment_parent_id, m_attachment_bone, m_attachment_position, m_attachment_rotation)); // 4
+               os<<serializeLongString(gob_cmd_update_physics_override(m_physics_override_speed, m_physics_override_jump, m_physics_override_gravity)); // 5
+       }
+       else
+       {
+               writeU8(os, 0); // version
+               os<<serializeString(m_player->getName()); // name
+               writeU8(os, 1); // is_player
+               writeV3F1000(os, m_player->getPosition() + v3f(0,BS*1,0));
+               writeF1000(os, m_player->getYaw());
+               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
+       }
 
-       // create message and add to list
-       ActiveObjectMessage aom(getId(), false, os.str());
-       m_messages_out.push_back(aom);
+       // return result
+       return os.str();
+}
+
+std::string PlayerSAO::getStaticData()
+{
+       assert(0);
+       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;
+}
+
+void PlayerSAO::step(float dtime, bool send_recommended)
+{
+       if(!m_properties_sent)
+       {
+               m_properties_sent = true;
+               std::string str = getPropertyPacket();
+               // create message and add to list
+               ActiveObjectMessage aom(getId(), true, str);
+               m_messages_out.push_back(aom);
+       }
+
+       // If attached, check that our parent is still there. If it isn't, detach.
+       if(m_attachment_parent_id && !isAttached())
+       {
+               m_attachment_parent_id = 0;
+               m_attachment_bone = "";
+               m_attachment_position = v3f(0,0,0);
+               m_attachment_rotation = v3f(0,0,0);
+               m_player->setPosition(m_last_good_position);
+               m_moved = true;
+       }
+
+       m_time_from_last_punch += dtime;
+       m_nocheat_dig_time += dtime;
+
+       // Each frame, parent position is copied if the object is attached, otherwise it's calculated normally
+       // If the object gets detached this comes into effect automatically from the last known origin
+       if(isAttached())
+       {
+               v3f pos = m_env->getActiveObject(m_attachment_parent_id)->getBasePosition();
+               m_last_good_position = pos;
+               m_last_good_position_age = 0;
+               m_player->setPosition(pos);
+       }
+       else
+       {
+               if(m_is_singleplayer || g_settings->getBool("disable_anticheat"))
+               {
+                       m_last_good_position = m_player->getPosition();
+                       m_last_good_position_age = 0;
+               }
+               else
+               {
+                       /*
+                               Check player movements
+
+                               NOTE: Actually the server should handle player physics like the
+                               client does and compare player's position to what is calculated
+                               on our side. This is required when eg. players fly due to an
+                               explosion. Altough a node-based alternative might be possible
+                               too, and much more lightweight.
+                       */
+
+                       float player_max_speed = 0;
+                       float player_max_speed_up = 0;
+                       if(m_privs.count("fast") != 0){
+                               // Fast speed
+                               player_max_speed = BS * 20;
+                               player_max_speed_up = BS * 20;
+                       } else {
+                               // Normal speed
+                               player_max_speed = BS * 4.0;
+                               player_max_speed_up = BS * 4.0;
+                       }
+                       // Tolerance
+                       player_max_speed *= 2.5;
+                       player_max_speed_up *= 2.5;
+
+                       m_last_good_position_age += dtime;
+                       if(m_last_good_position_age >= 1.0){
+                               float age = m_last_good_position_age;
+                               v3f diff = (m_player->getPosition() - m_last_good_position);
+                               float d_vert = diff.Y;
+                               diff.Y = 0;
+                               float d_horiz = diff.getLength();
+                               /*infostream<<m_player->getName()<<"'s horizontal speed is "
+                                               <<(d_horiz/age)<<std::endl;*/
+                               if(d_horiz <= age * player_max_speed &&
+                                               (d_vert < 0 || d_vert < age * player_max_speed_up)){
+                                       m_last_good_position = m_player->getPosition();
+                               } else {
+                                       actionstream<<"Player "<<m_player->getName()
+                                                       <<" moved too fast; resetting position"
+                                                       <<std::endl;
+                                       m_player->setPosition(m_last_good_position);
+                                       m_moved = true;
+                               }
+                               m_last_good_position_age = 0;
+                       }
+               }
+       }
+
+       if(send_recommended == false)
+               return;
+
+       // If the object is attached client-side, don't waste bandwidth sending its position to clients
+       if(m_position_not_sent && !isAttached())
+       {
+               m_position_not_sent = false;
+               float update_interval = m_env->getSendRecommendedInterval();
+               v3f pos;
+               if(isAttached()) // Just in case we ever do send attachment position too
+                       pos = m_env->getActiveObject(m_attachment_parent_id)->getBasePosition();
+               else
+                       pos = m_player->getPosition() + v3f(0,BS*1,0);
+               std::string str = gob_cmd_update_position(
+                       pos,
+                       v3f(0,0,0),
+                       v3f(0,0,0),
+                       m_player->getYaw(),
+                       true,
+                       false,
+                       update_interval
+               );
+               // create message and add to list
+               ActiveObjectMessage aom(getId(), false, str);
+               m_messages_out.push_back(aom);
+       }
+
+       if(m_wielded_item_not_sent)
+       {
+               m_wielded_item_not_sent = false;
+               // GenericCAO has no special way to show this
+       }
+
+       if(m_armor_groups_sent == false){
+               m_armor_groups_sent = true;
+               std::string str = gob_cmd_update_armor_groups(
+                               m_armor_groups);
+               // create message and add to list
+               ActiveObjectMessage aom(getId(), true, str);
+               m_messages_out.push_back(aom);
+       }
+
+       if(m_physics_override_sent == false){
+               m_physics_override_sent = true;
+               std::string str = gob_cmd_update_physics_override(m_physics_override_speed, m_physics_override_jump, m_physics_override_gravity);
+               // create message and add to list
+               ActiveObjectMessage aom(getId(), true, str);
+               m_messages_out.push_back(aom);
+       }
+
+       if(m_animation_sent == false){
+               m_animation_sent = true;
+               std::string str = gob_cmd_update_animation(m_animation_range, m_animation_speed, m_animation_blend);
+               // create message and add to list
+               ActiveObjectMessage aom(getId(), true, str);
+               m_messages_out.push_back(aom);
+       }
+
+       if(m_bone_position_sent == false){
+               m_bone_position_sent = true;
+               for(std::map<std::string, core::vector2d<v3f> >::const_iterator ii = m_bone_position.begin(); ii != m_bone_position.end(); ++ii){
+                       std::string str = gob_cmd_update_bone_position((*ii).first, (*ii).second.X, (*ii).second.Y);
+                       // create message and add to list
+                       ActiveObjectMessage aom(getId(), true, str);
+                       m_messages_out.push_back(aom);
+               }
+       }
+
+       if(m_attachment_sent == false){
+               m_attachment_sent = true;
+               std::string str = gob_cmd_update_attachment(m_attachment_parent_id, m_attachment_bone, m_attachment_position, m_attachment_rotation);
+               // create message and add to list
+               ActiveObjectMessage aom(getId(), true, str);
+               m_messages_out.push_back(aom);
+       }
+}
+
+void PlayerSAO::setBasePosition(const v3f &position)
+{
+       // This needs to be ran for attachments too
+       ServerActiveObject::setBasePosition(position);
+       m_position_not_sent = true;
+}
+
+void PlayerSAO::setPos(v3f pos)
+{
+       if(isAttached())
+               return;
+       m_player->setPosition(pos);
+       // Movement caused by this command is always valid
+       m_last_good_position = pos;
+       m_last_good_position_age = 0;
+       // Force position change on client
+       m_moved = true;
+}
+
+void PlayerSAO::moveTo(v3f pos, bool continuous)
+{
+       if(isAttached())
+               return;
+       m_player->setPosition(pos);
+       // Movement caused by this command is always valid
+       m_last_good_position = pos;
+       m_last_good_position_age = 0;
+       // Force position change on client
+       m_moved = true;
+}
+
+void PlayerSAO::setYaw(float yaw)
+{
+       m_player->setYaw(yaw);
+       // Force change on client
+       m_moved = true;
+}
+
+void PlayerSAO::setPitch(float pitch)
+{
+       m_player->setPitch(pitch);
+       // Force change on client
+       m_moved = true;
+}
+
+int PlayerSAO::punch(v3f dir,
+       const ToolCapabilities *toolcap,
+       ServerActiveObject *puncher,
+       float time_from_last_punch)
+{
+       // It's best that attachments cannot be punched 
+       if(isAttached())
+               return 0;
+
+       if(!toolcap)
+               return 0;
+
+       // No effect if PvP disabled
+       if(g_settings->getBool("enable_pvp") == false){
+               if(puncher->getType() == ACTIVEOBJECT_TYPE_PLAYER){
+                       std::string str = gob_cmd_punched(0, getHP());
+                       // create message and add to list
+                       ActiveObjectMessage aom(getId(), true, str);
+                       m_messages_out.push_back(aom);
+                       return 0;
+               }
+       }
+
+       HitParams hitparams = getHitParams(m_armor_groups, toolcap,
+                       time_from_last_punch);
+
+       std::string punchername = "nil";
+
+       if ( puncher != 0 )
+               punchername = puncher->getDescription();
+
+       actionstream<<"Player "<<m_player->getName()<<" punched by "
+                       <<punchername<<", damage "<<hitparams.hp
+                       <<" HP"<<std::endl;
+
+       setHP(getHP() - hitparams.hp);
+
+       if(hitparams.hp != 0)
+       {
+               std::string str = gob_cmd_punched(hitparams.hp, getHP());
+               // create message and add to list
+               ActiveObjectMessage aom(getId(), true, str);
+               m_messages_out.push_back(aom);
+       }
+
+       return hitparams.wear;
+}
+
+void PlayerSAO::rightClick(ServerActiveObject *clicker)
+{
+}
+
+s16 PlayerSAO::getHP() const
+{
+       return m_player->hp;
+}
+
+void PlayerSAO::setHP(s16 hp)
+{
+       s16 oldhp = m_player->hp;
+
+       if(hp < 0)
+               hp = 0;
+       else if(hp > PLAYER_MAX_HP)
+               hp = PLAYER_MAX_HP;
+
+       if(hp < oldhp && g_settings->getBool("enable_damage") == false)
+       {
+               m_hp_not_sent = true; // fix wrong prediction on client
+               return;
+       }
+
+       m_player->hp = hp;
+
+       if(hp != oldhp)
+               m_hp_not_sent = true;
+
+       // On death or reincarnation send an active object message
+       if((hp == 0) != (oldhp == 0))
+       {
+               // Will send new is_visible value based on (getHP()!=0)
+               m_properties_sent = false;
+               // Send new HP
+               std::string str = gob_cmd_punched(0, getHP());
+               ActiveObjectMessage aom(getId(), true, str);
+               m_messages_out.push_back(aom);
+       }
+}
+
+void PlayerSAO::setArmorGroups(const ItemGroupList &armor_groups)
+{
+       m_armor_groups = armor_groups;
+       m_armor_groups_sent = false;
+}
+
+void PlayerSAO::setAnimation(v2f frame_range, float frame_speed, float frame_blend)
+{
+       // 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_sent = false;
+}
+
+void PlayerSAO::setBonePosition(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::setAttachment(int parent_id, 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;
+}
+
+ObjectProperties* PlayerSAO::accessObjectProperties()
+{
+       return &m_prop;
+}
+
+void PlayerSAO::notifyObjectPropertiesModified()
+{
+       m_properties_sent = false;
+}
+
+Inventory* PlayerSAO::getInventory()
+{
+       return m_inventory;
+}
+const Inventory* PlayerSAO::getInventory() const
+{
+       return m_inventory;
+}
+
+InventoryLocation PlayerSAO::getInventoryLocation() const
+{
+       InventoryLocation loc;
+       loc.setPlayer(m_player->getName());
+       return loc;
+}
+
+void PlayerSAO::setInventoryModified()
+{
+       m_inventory_not_sent = true;
+}
+
+std::string PlayerSAO::getWieldList() const
+{
+       return "main";
+}
+
+int PlayerSAO::getWieldIndex() const
+{
+       return m_wield_index;
+}
+
+void PlayerSAO::setWieldIndex(int i)
+{
+       if(i != m_wield_index)
+       {
+               m_wield_index = i;
+               m_wielded_item_not_sent = true;
+       }
+}
+
+void PlayerSAO::disconnected()
+{
+       m_peer_id = 0;
+       m_removed = true;
+       if(m_player->getPlayerSAO() == this)
+       {
+               m_player->setPlayerSAO(NULL);
+               m_player->peer_id = 0;
+       }
+}
+
+std::string PlayerSAO::getPropertyPacket()
+{
+       m_prop.is_visible = (true);
+       return gob_cmd_set_properties(m_prop);
+}
+
+bool PlayerSAO::getCollisionBox(aabb3f *toset) {
+       //update collision box
+       *toset = m_player->getCollisionbox();
+
+       toset->MinEdge += m_base_position;
+       toset->MaxEdge += m_base_position;
+
+       return true;
+}