Add Lua on_mapgen_init callback, and minetest.set_mapgen_params API
[oweals/minetest.git] / src / content_sao.cpp
index 468a3911048065a1525f576ada941aa3ccfcb01d..cc02a743146264f939141fe889e12fff628788be 100644 (file)
@@ -1,6 +1,6 @@
 /*
-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 Lesser General Public License as published by
@@ -27,11 +27,11 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include "tool.h" // For ToolCapabilities
 #include "gamedef.h"
 #include "player.h"
-#include "scriptapi.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
@@ -64,6 +64,10 @@ public:
                infostream<<"DummyLoadSAO step"<<std::endl;
        }
 
+       bool getCollisionBox(aabb3f *toset) {
+               return false;
+       }
+
 private:
 };
 
@@ -132,6 +136,10 @@ public:
                }
        }
 
+       bool getCollisionBox(aabb3f *toset) {
+               return false;
+       }
+
 private:
        float m_timer1;
        float m_age;
@@ -206,9 +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;
@@ -242,7 +252,7 @@ public:
                }
        }
 
-       std::string getClientInitializationData()
+       std::string getClientInitializationData(u16 protocol_version)
        {
                std::ostringstream os(std::ios::binary);
                // version
@@ -289,13 +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();
@@ -318,6 +321,10 @@ public:
                return 0;
        }
 
+       bool getCollisionBox(aabb3f *toset) {
+               return false;
+       }
+
 
 private:
        std::string m_itemstring;
@@ -359,7 +366,13 @@ LuaEntitySAO::LuaEntitySAO(ServerEnvironment *env, v3f pos,
        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_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){
@@ -368,33 +381,30 @@ 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);
        }
 }
 
-void LuaEntitySAO::addedToEnvironment()
+void LuaEntitySAO::addedToEnvironment(u32 dtime_s)
 {
-       ServerActiveObject::addedToEnvironment();
+       ServerActiveObject::addedToEnvironment(dtime_s);
        
        // Create entity from name
-       lua_State *L = m_env->getLua();
-       m_registered = scriptapi_luaentity_add(L, m_id, m_init_name.c_str());
+       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
-               scriptapi_luaentity_activate(L, m_id, m_init_state.c_str());
+               ENV_TO_SA(m_env)->luaentity_Activate(m_id, m_init_state.c_str(), dtime_s);
        }
 }
 
@@ -433,6 +443,17 @@ 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)
@@ -444,51 +465,76 @@ void LuaEntitySAO::step(float dtime, bool send_recommended)
                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;
-       }
-       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(!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);
+               }
        }
 
        if(m_armor_groups_sent == false){
@@ -499,20 +545,70 @@ void LuaEntitySAO::step(float dtime, bool send_recommended)
                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);
-       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
+
+       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();
 }
@@ -527,8 +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);
@@ -552,6 +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;
@@ -570,8 +669,14 @@ int LuaEntitySAO::punch(v3f dir,
        {
                setHP(getHP() - result.damage);
                
+
+               std::string punchername = "nil";
+
+               if ( puncher != 0 )
+                       punchername = puncher->getDescription();
+
                actionstream<<getDescription()<<" punched by "
-                               <<puncher->getDescription()<<", damage "<<result.damage
+                               <<punchername<<", damage "<<result.damage
                                <<" hp, health now "<<getHP()<<" hp"<<std::endl;
                
                {
@@ -585,8 +690,7 @@ int LuaEntitySAO::punch(v3f dir,
                        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;
@@ -596,18 +700,24 @@ void LuaEntitySAO::rightClick(ServerActiveObject *clicker)
 {
        if(!m_registered)
                return;
-       lua_State *L = m_env->getLua();
-       scriptapi_luaentity_rightclick(L, m_id, clicker);
+       // 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);
@@ -646,6 +756,37 @@ void LuaEntitySAO::setArmorGroups(const ItemGroupList &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;
@@ -720,6 +861,10 @@ std::string LuaEntitySAO::getPropertyPacket()
 
 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;
@@ -744,6 +889,22 @@ void LuaEntitySAO::sendPosition(bool do_interpolate, bool is_movement_end)
        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
 */
@@ -759,36 +920,48 @@ PlayerSAO::PlayerSAO(ServerEnvironment *env_, Player *player_, u16 peer_id_,
        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_teleported(false),
+       m_moved(false),
        m_inventory_not_sent(false),
        m_hp_not_sent(false),
-       m_wielded_item_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["choppy"] = 2;
-       m_armor_groups["fleshy"] = 3;
+       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);
-       m_prop.is_visible = (getHP() != 0);
+       // end of default appearance
+       m_prop.is_visible = true;
        m_prop.makes_footstep_sound = true;
 }
 
@@ -805,9 +978,9 @@ std::string PlayerSAO::getDescription()
 }
 
 // Called after id has been set and has been inserted in environment
-void PlayerSAO::addedToEnvironment()
+void PlayerSAO::addedToEnvironment(u32 dtime_s)
 {
-       ServerActiveObject::addedToEnvironment();
+       ServerActiveObject::addedToEnvironment(dtime_s);
        ServerActiveObject::setBasePosition(m_player->getPosition());
        m_player->setPlayerSAO(this);
        m_player->peer_id = m_peer_id;
@@ -836,18 +1009,44 @@ bool PlayerSAO::unlimitedTransferDistance() const
        return g_settings->getBool("unlimited_player_transfer_distance");
 }
 
-std::string PlayerSAO::getClientInitializationData()
+std::string PlayerSAO::getClientInitializationData(u16 protocol_version)
 {
        std::ostringstream os(std::ios::binary);
-       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
+
+       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
+       }
+
+       // return result
        return os.str();
 }
 
@@ -857,6 +1056,17 @@ std::string PlayerSAO::getStaticData()
        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)
@@ -868,71 +1078,102 @@ void PlayerSAO::step(float dtime, bool send_recommended)
                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;
-       
-       if(m_is_singleplayer)
+       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())
        {
-               m_last_good_position = m_player->getPosition();
+               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
        {
-               /*
-                       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.
-               */
-
-               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;
+               if(m_is_singleplayer || g_settings->getBool("disable_anticheat"))
+               {
+                       m_last_good_position = m_player->getPosition();
+                       m_last_good_position_age = 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
+               {
+                       /*
+                               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 {
-                               actionstream<<"Player "<<m_player->getName()
-                                               <<" moved too fast; resetting position"
-                                               <<std::endl;
-                               m_player->setPosition(m_last_good_position);
-                               m_teleported = true;
+                               // 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;
                        }
-                       m_last_good_position_age = 0;
                }
        }
 
        if(send_recommended == false)
                return;
 
-       if(m_position_not_sent)
+       // 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(
-                       m_player->getPosition() + v3f(0,BS*1,0),
+                       pos,
                        v3f(0,0,0),
                        v3f(0,0,0),
                        m_player->getYaw(),
@@ -959,32 +1200,85 @@ void PlayerSAO::step(float dtime, bool send_recommended)
                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_teleported = true;
+       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_teleported = true;
+       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,
@@ -992,6 +1286,10 @@ int PlayerSAO::punch(v3f dir,
        ServerActiveObject *puncher,
        float time_from_last_punch)
 {
+       // It's best that attachments cannot be punched 
+       if(isAttached())
+               return 0;
+
        if(!toolcap)
                return 0;
 
@@ -1009,8 +1307,13 @@ int PlayerSAO::punch(v3f dir,
        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 "
-                       <<puncher->getDescription()<<", damage "<<hitparams.hp
+                       <<punchername<<", damage "<<hitparams.hp
                        <<" HP"<<std::endl;
 
        setHP(getHP() - hitparams.hp);
@@ -1073,6 +1376,39 @@ void PlayerSAO::setArmorGroups(const ItemGroupList &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;
@@ -1134,19 +1470,18 @@ void PlayerSAO::disconnected()
        }
 }
 
-void PlayerSAO::createCreativeInventory()
-{
-       if(m_inventory != &m_player->inventory)
-               delete m_inventory;
-
-       m_inventory = new Inventory(m_player->inventory);
-       m_inventory->clearContents();
-       scriptapi_get_creative_inventory(m_env->getLua(), this);
-}
-
 std::string PlayerSAO::getPropertyPacket()
 {
-       m_prop.is_visible = (getHP() != 0);
+       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;
+}