Breath cheat fix: server side
[oweals/minetest.git] / src / content_sao.cpp
index 53bf3154f593fb39c429876e850fe9280c141da9..f866d43721cda17e8c7cfc1a41e3597e853b6503 100644 (file)
@@ -26,7 +26,8 @@ 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 "nodedef.h"
+#include "remoteplayer.h"
 #include "server.h"
 #include "scripting_game.h"
 #include "genericobject.h"
@@ -118,14 +119,12 @@ LuaEntitySAO proto_LuaEntitySAO(NULL, v3f(0,0,0), "_prototype", "");
 
 LuaEntitySAO::LuaEntitySAO(ServerEnvironment *env, v3f pos,
                const std::string &name, const std::string &state):
-       ServerActiveObject(env, pos),
+       UnitSAO(env, pos),
        m_init_name(name),
        m_init_state(state),
        m_registered(false),
-       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),
@@ -156,6 +155,11 @@ LuaEntitySAO::~LuaEntitySAO()
        if(m_registered){
                m_env->getScriptIface()->luaentity_Remove(m_id);
        }
+
+       for (UNORDERED_SET<u32>::iterator it = m_attached_particle_spawners.begin();
+               it != m_attached_particle_spawners.end(); ++it) {
+               m_env->deleteParticleSpawner(*it, false);
+       }
 }
 
 void LuaEntitySAO::addedToEnvironment(u32 dtime_s)
@@ -175,6 +179,8 @@ void LuaEntitySAO::addedToEnvironment(u32 dtime_s)
                // Activate entity, supplying serialized state
                m_env->getScriptIface()->
                        luaentity_Activate(m_id, m_init_state.c_str(), dtime_s);
+       } else {
+               m_prop.infotext = m_init_name;
        }
 }
 
@@ -345,8 +351,10 @@ void LuaEntitySAO::step(float dtime, bool send_recommended)
 
        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);
+               for (UNORDERED_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(aom);
@@ -376,15 +384,30 @@ std::string LuaEntitySAO::getClientInitializationData(u16 protocol_version)
                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(
+               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(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
+               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)));
+                       }
                }
-               os<<serializeLongString(gob_cmd_update_attachment(m_attachment_parent_id, m_attachment_bone, m_attachment_position, m_attachment_rotation)); // 4
+
+               writeU8(os, message_count);
+               os.write(msg_os.str().c_str(), msg_os.str().size());
        }
        else
        {
@@ -492,7 +515,7 @@ void LuaEntitySAO::rightClick(ServerActiveObject *clicker)
        m_env->getScriptIface()->luaentity_Rightclick(m_id, clicker);
 }
 
-void LuaEntitySAO::setPos(v3f pos)
+void LuaEntitySAO::setPos(const v3f &pos)
 {
        if(isAttached())
                return;
@@ -612,7 +635,7 @@ void LuaEntitySAO::removeAttachmentChild(int child_id)
        m_attachment_child_ids.erase(child_id);
 }
 
-std::set<int> LuaEntitySAO::getAttachmentChildIds()
+UNORDERED_SET<int> LuaEntitySAO::getAttachmentChildIds()
 {
        return m_attachment_child_ids;
 }
@@ -647,16 +670,6 @@ v3f LuaEntitySAO::getAcceleration()
        return m_acceleration;
 }
 
-void LuaEntitySAO::setYaw(float yaw)
-{
-       m_yaw = yaw;
-}
-
-float LuaEntitySAO::getYaw()
-{
-       return m_yaw;
-}
-
 void LuaEntitySAO::setTextureMod(const std::string &mod)
 {
        std::string str = gob_cmd_set_texture_mod(mod);
@@ -745,10 +758,9 @@ bool LuaEntitySAO::collideWithObjects(){
 
 // 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_),
+PlayerSAO::PlayerSAO(ServerEnvironment *env_, u16 peer_id_, bool is_singleplayer):
+       UnitSAO(env_, v3f(0,0,0)),
+       m_player(NULL),
        m_peer_id(peer_id_),
        m_inventory(NULL),
        m_damage(0),
@@ -760,7 +772,6 @@ PlayerSAO::PlayerSAO(ServerEnvironment *env_, Player *player_, u16 peer_id_,
        m_position_not_sent(false),
        m_armor_groups_sent(false),
        m_properties_sent(true),
-       m_privs(privs),
        m_is_singleplayer(is_singleplayer),
        m_animation_speed(0),
        m_animation_blend(0),
@@ -769,6 +780,10 @@ PlayerSAO::PlayerSAO(ServerEnvironment *env_, Player *player_, u16 peer_id_,
        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),
        // public
        m_physics_override_speed(1),
        m_physics_override_jump(1),
@@ -777,10 +792,7 @@ PlayerSAO::PlayerSAO(ServerEnvironment *env_, Player *player_, u16 peer_id_,
        m_physics_override_sneak_glitch(true),
        m_physics_override_sent(false)
 {
-       assert(m_player);       // pre-condition
        assert(m_peer_id != 0); // pre-condition
-       setBasePosition(m_player->getPosition());
-       m_inventory = &m_player->inventory;
        m_armor_groups["fleshy"] = 100;
 
        m_prop.hp_max = PLAYER_MAX_HP;
@@ -799,13 +811,21 @@ PlayerSAO::PlayerSAO(ServerEnvironment *env_, Player *player_, u16 peer_id_,
        // end of default appearance
        m_prop.is_visible = true;
        m_prop.makes_footstep_sound = true;
+       m_hp = PLAYER_MAX_HP;
 }
 
 PlayerSAO::~PlayerSAO()
 {
        if(m_inventory != &m_player->inventory)
                delete m_inventory;
+}
 
+void PlayerSAO::initialize(RemotePlayer *player, const std::set<std::string> &privs)
+{
+       assert(player);
+       m_player = player;
+       m_privs = privs;
+       m_inventory = &m_player->inventory;
 }
 
 std::string PlayerSAO::getDescription()
@@ -817,22 +837,22 @@ std::string PlayerSAO::getDescription()
 void PlayerSAO::addedToEnvironment(u32 dtime_s)
 {
        ServerActiveObject::addedToEnvironment(dtime_s);
-       ServerActiveObject::setBasePosition(m_player->getPosition());
+       ServerActiveObject::setBasePosition(m_base_position);
        m_player->setPlayerSAO(this);
        m_player->peer_id = m_peer_id;
-       m_last_good_position = m_player->getPosition();
+       m_last_good_position = m_base_position;
 }
 
 // Called before removing from environment
 void PlayerSAO::removingFromEnvironment()
 {
        ServerActiveObject::removingFromEnvironment();
-       if(m_player->getPlayerSAO() == this)
-       {
-               m_player->setPlayerSAO(NULL);
-               m_player->peer_id = 0;
-               m_env->savePlayer((RemotePlayer*)m_player);
-               m_env->removePlayer(m_player);
+       if (m_player->getPlayerSAO() == this) {
+               unlinkPlayerSessionAndSave();
+               for (UNORDERED_SET<u32>::iterator it = m_attached_particle_spawners.begin();
+                       it != m_attached_particle_spawners.end(); ++it) {
+                       m_env->deleteParticleSpawner(*it, false);
+               }
        }
 }
 
@@ -851,31 +871,47 @@ std::string PlayerSAO::getClientInitializationData(u16 protocol_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());
+               writeV3F1000(os, m_base_position + v3f(0,BS*1,0));
+               writeF1000(os, m_yaw);
                writeS16(os, getHP());
 
-               writeU8(os, 6 + 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(
+               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(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
+               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
                }
-               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,
+               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
-               os << serializeLongString(gob_cmd_update_nametag_attributes(m_prop.nametag_color)); // 6 (GENERIC_CMD_UPDATE_NAMETAG_ATTRIBUTES) : Deprecated, for backwards compatibility only.
+               // (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());
        }
        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());
+               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
@@ -905,8 +941,35 @@ bool PlayerSAO::isAttached()
 
 void PlayerSAO::step(float dtime, bool send_recommended)
 {
-       if(!m_properties_sent)
-       {
+       if (m_drowning_interval.step(dtime, 2.0)) {
+               // get head position
+               v3s16 p = floatToInt(m_base_position + v3f(0, BS * 1.6, 0), BS);
+               MapNode n = m_env->getMap().getNodeNoEx(p);
+               const ContentFeatures &c = ((Server*) m_env->getGameDef())->ndef()->get(n);
+               // If node generates drown
+               if (c.drowning > 0) {
+                       if (m_hp > 0 && m_breath > 0)
+                               setBreath(m_breath - 1);
+
+                       // No more breath, damage player
+                       if (m_breath == 0) {
+                               setHP(m_hp - c.drowning);
+                               ((Server*) m_env->getGameDef())->SendPlayerHPOrDie(this);
+                       }
+               }
+       }
+
+       if (m_breathing_interval.step(dtime, 0.5)) {
+               // get head position
+               v3s16 p = floatToInt(m_base_position + v3f(0, BS * 1.6, 0), BS);
+               MapNode n = m_env->getMap().getNodeNoEx(p);
+               const ContentFeatures &c = ((Server*) m_env->getGameDef())->ndef()->get(n);
+               // If player is alive & no drowning, breath
+               if (m_hp > 0 && c.drowning == 0)
+                       setBreath(m_breath + 1);
+       }
+
+       if (!m_properties_sent) {
                m_properties_sent = true;
                std::string str = getPropertyPacket();
                // create message and add to list
@@ -921,7 +984,7 @@ void PlayerSAO::step(float dtime, bool send_recommended)
                m_attachment_bone = "";
                m_attachment_position = v3f(0,0,0);
                m_attachment_rotation = v3f(0,0,0);
-               m_player->setPosition(m_last_good_position);
+               setBasePosition(m_last_good_position);
                ((Server*)m_env->getGameDef())->SendMovePlayer(m_peer_id);
        }
 
@@ -943,14 +1006,13 @@ void PlayerSAO::step(float dtime, bool send_recommended)
 
        // 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())
-       {
+       if (isAttached()) {
                v3f pos = m_env->getActiveObject(m_attachment_parent_id)->getBasePosition();
                m_last_good_position = pos;
-               m_player->setPosition(pos);
+               setBasePosition(pos);
        }
 
-       if(send_recommended == false)
+       if (!send_recommended)
                return;
 
        // If the object is attached client-side, don't waste bandwidth sending its position to clients
@@ -962,12 +1024,12 @@ void PlayerSAO::step(float dtime, bool send_recommended)
                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);
+                       pos = m_base_position + v3f(0,BS*1,0);
                std::string str = gob_cmd_update_position(
                        pos,
                        v3f(0,0,0),
                        v3f(0,0,0),
-                       m_player->getYaw(),
+                       m_yaw,
                        true,
                        false,
                        update_interval
@@ -977,7 +1039,7 @@ void PlayerSAO::step(float dtime, bool send_recommended)
                m_messages_out.push(aom);
        }
 
-       if(m_armor_groups_sent == false) {
+       if (!m_armor_groups_sent) {
                m_armor_groups_sent = true;
                std::string str = gob_cmd_update_armor_groups(
                                m_armor_groups);
@@ -986,7 +1048,7 @@ void PlayerSAO::step(float dtime, bool send_recommended)
                m_messages_out.push(aom);
        }
 
-       if(m_physics_override_sent == false){
+       if (!m_physics_override_sent) {
                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,
@@ -996,7 +1058,7 @@ void PlayerSAO::step(float dtime, bool send_recommended)
                m_messages_out.push(aom);
        }
 
-       if(m_animation_sent == false){
+       if (!m_animation_sent) {
                m_animation_sent = true;
                std::string str = gob_cmd_update_animation(
                        m_animation_range, m_animation_speed, m_animation_blend, m_animation_loop);
@@ -1005,19 +1067,22 @@ void PlayerSAO::step(float dtime, bool send_recommended)
                m_messages_out.push(aom);
        }
 
-       if(m_bone_position_sent == false){
+       if (!m_bone_position_sent) {
                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);
+               for (UNORDERED_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(aom);
                }
        }
 
-       if(m_attachment_sent == false){
+       if (!m_attachment_sent){
                m_attachment_sent = true;
-               std::string str = gob_cmd_update_attachment(m_attachment_parent_id, m_attachment_bone, m_attachment_position, m_attachment_rotation);
+               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(aom);
@@ -1026,16 +1091,20 @@ void PlayerSAO::step(float dtime, bool send_recommended)
 
 void PlayerSAO::setBasePosition(const v3f &position)
 {
+       if (m_player && position != m_base_position)
+               m_player->setDirty(true);
+
        // This needs to be ran for attachments too
        ServerActiveObject::setBasePosition(position);
        m_position_not_sent = true;
 }
 
-void PlayerSAO::setPos(v3f pos)
+void PlayerSAO::setPos(const v3f &pos)
 {
        if(isAttached())
                return;
-       m_player->setPosition(pos);
+
+       setBasePosition(pos);
        // Movement caused by this command is always valid
        m_last_good_position = pos;
        ((Server*)m_env->getGameDef())->SendMovePlayer(m_peer_id);
@@ -1045,21 +1114,54 @@ void PlayerSAO::moveTo(v3f pos, bool continuous)
 {
        if(isAttached())
                return;
-       m_player->setPosition(pos);
+
+       setBasePosition(pos);
        // Movement caused by this command is always valid
        m_last_good_position = pos;
        ((Server*)m_env->getGameDef())->SendMovePlayer(m_peer_id);
 }
 
-void PlayerSAO::setYaw(float yaw)
+void PlayerSAO::setYaw(const float yaw)
 {
-       m_player->setYaw(yaw);
+       if (m_player && yaw != m_yaw)
+               m_player->setDirty(true);
+
+       UnitSAO::setYaw(yaw);
+}
+
+void PlayerSAO::setFov(const float fov)
+{
+       if (m_player && fov != m_fov)
+               m_player->setDirty(true);
+
+       m_fov = fov;
+}
+
+void PlayerSAO::setWantedRange(const s16 range)
+{
+       if (m_player && range != m_wanted_range)
+               m_player->setDirty(true);
+
+       m_wanted_range = range;
+}
+
+void PlayerSAO::setYawAndSend(const float yaw)
+{
+       setYaw(yaw);
        ((Server*)m_env->getGameDef())->SendMovePlayer(m_peer_id);
 }
 
-void PlayerSAO::setPitch(float pitch)
+void PlayerSAO::setPitch(const float pitch)
 {
-       m_player->setPitch(pitch);
+       if (m_player && pitch != m_pitch)
+               m_player->setDirty(true);
+
+       m_pitch = pitch;
+}
+
+void PlayerSAO::setPitchAndSend(const float pitch)
+{
+       setPitch(pitch);
        ((Server*)m_env->getGameDef())->SendMovePlayer(m_peer_id);
 }
 
@@ -1124,13 +1226,8 @@ int PlayerSAO::punch(v3f dir,
        return hitparams.wear;
 }
 
-void PlayerSAO::rightClick(ServerActiveObject *clicker)
-{
-}
-
-s16 PlayerSAO::getHP() const
+void PlayerSAO::rightClick(ServerActiveObject *)
 {
-       return m_player->hp;
 }
 
 s16 PlayerSAO::readDamage()
@@ -1142,10 +1239,9 @@ s16 PlayerSAO::readDamage()
 
 void PlayerSAO::setHP(s16 hp)
 {
-       s16 oldhp = m_player->hp;
+       s16 oldhp = m_hp;
 
-       s16 hp_change = m_env->getScriptIface()->on_player_hpchange(this,
-               hp - oldhp);
+       s16 hp_change = m_env->getScriptIface()->on_player_hpchange(this, hp - oldhp);
        if (hp_change == 0)
                return;
        hp = oldhp + hp_change;
@@ -1155,11 +1251,11 @@ void PlayerSAO::setHP(s16 hp)
        else if (hp > PLAYER_MAX_HP)
                hp = PLAYER_MAX_HP;
 
-       if(hp < oldhp && g_settings->getBool("enable_damage") == false) {
+       if (hp < oldhp && !g_settings->getBool("enable_damage")) {
                return;
        }
 
-       m_player->hp = hp;
+       m_hp = hp;
 
        if (oldhp > hp)
                m_damage += (oldhp - hp);
@@ -1169,14 +1265,15 @@ void PlayerSAO::setHP(s16 hp)
                m_properties_sent = false;
 }
 
-u16 PlayerSAO::getBreath() const
+void PlayerSAO::setBreath(const u16 breath, bool send)
 {
-       return m_player->getBreath();
-}
+       if (m_player && breath != m_breath)
+               m_player->setDirty(true);
 
-void PlayerSAO::setBreath(u16 breath)
-{
-       m_player->setBreath(breath);
+       m_breath = MYMIN(breath, PLAYER_MAX_BREATH);
+
+       if (send)
+               ((Server *) m_env->getGameDef())->SendPlayerBreath(this);
 }
 
 void PlayerSAO::setArmorGroups(const ItemGroupList &armor_groups)
@@ -1257,7 +1354,7 @@ void PlayerSAO::removeAttachmentChild(int child_id)
        m_attachment_child_ids.erase(child_id);
 }
 
-std::set<int> PlayerSAO::getAttachmentChildIds()
+UNORDERED_SET<int> PlayerSAO::getAttachmentChildIds()
 {
        return m_attachment_child_ids;
 }
@@ -1293,6 +1390,42 @@ std::string PlayerSAO::getWieldList() const
        return "main";
 }
 
+ItemStack PlayerSAO::getWieldedItem() const
+{
+       const Inventory *inv = getInventory();
+       ItemStack ret;
+       const InventoryList *mlist = inv->getList(getWieldList());
+       if (mlist && getWieldIndex() < (s32)mlist->getSize())
+               ret = mlist->getItem(getWieldIndex());
+       if (ret.name.empty()) {
+               const InventoryList *hlist = inv->getList("hand");
+               if (hlist)
+                       ret = hlist->getItem(0);
+       }
+       return ret;
+}
+
+bool PlayerSAO::setWieldedItem(const ItemStack &item)
+{
+       Inventory *inv = getInventory();
+       if (inv) {
+               InventoryList *mlist = inv->getList(getWieldList());
+               if (mlist) {
+                       ItemStack olditem = mlist->getItem(getWieldIndex());
+                       if (olditem.name.empty()) {
+                               InventoryList *hlist = inv->getList("hand");
+                               if (hlist) {
+                                       hlist->changeItem(0, item);
+                                       return true;
+                               }
+                       }
+                       mlist->changeItem(getWieldIndex(), item);
+                       return true;
+               }
+       }
+       return false;
+}
+
 int PlayerSAO::getWieldIndex() const
 {
        return m_wield_index;
@@ -1305,15 +1438,20 @@ void PlayerSAO::setWieldIndex(int i)
        }
 }
 
+// Erase the peer id and make the object for removal
 void PlayerSAO::disconnected()
 {
        m_peer_id = 0;
        m_removed = true;
-       if(m_player->getPlayerSAO() == this)
-       {
-               m_player->setPlayerSAO(NULL);
-               m_player->peer_id = 0;
-       }
+}
+
+void PlayerSAO::unlinkPlayerSessionAndSave()
+{
+       assert(m_player->getPlayerSAO() == this);
+       m_player->peer_id = 0;
+       m_env->savePlayer(m_player);
+       m_player->setPlayerSAO(NULL);
+       m_env->removePlayer(m_player);
 }
 
 std::string PlayerSAO::getPropertyPacket()
@@ -1324,66 +1462,65 @@ std::string PlayerSAO::getPropertyPacket()
 
 bool PlayerSAO::checkMovementCheat()
 {
+       if (isAttached() || m_is_singleplayer ||
+                       g_settings->getBool("disable_anticheat")) {
+               m_last_good_position = m_base_position;
+               return false;
+       }
+
        bool cheated = false;
-       if(isAttached() || m_is_singleplayer ||
-                       g_settings->getBool("disable_anticheat"))
-       {
-               m_last_good_position = m_player->getPosition();
+       /*
+               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;
+
+       if (m_privs.count("fast") != 0) {
+               // Fast speed
+               player_max_speed = m_player->movement_speed_fast * m_physics_override_speed;
+       } else {
+               // Normal speed
+               player_max_speed = m_player->movement_speed_walk * m_physics_override_speed;
        }
-       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;
-               if(m_privs.count("fast") != 0){
-                       // Fast speed
-                       player_max_speed = m_player->movement_speed_fast;
-               } else {
-                       // Normal speed
-                       player_max_speed = m_player->movement_speed_walk;
-               }
-               // Tolerance. With the lag pool we shouldn't need it.
-               //player_max_speed *= 2.5;
-               //player_max_speed_up *= 2.5;
-
-               v3f diff = (m_player->getPosition() - m_last_good_position);
-               float d_vert = diff.Y;
-               diff.Y = 0;
-               float d_horiz = diff.getLength();
-               float required_time = d_horiz/player_max_speed;
-               if(d_vert > 0 && d_vert/player_max_speed > required_time)
-                       required_time = d_vert/player_max_speed;
-               if(m_move_pool.grab(required_time)){
-                       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);
-                       cheated = true;
-               }
+       // Tolerance. The lag pool does this a bit.
+       //player_max_speed *= 2.5;
+
+       v3f diff = (m_base_position - m_last_good_position);
+       float d_vert = diff.Y;
+       diff.Y = 0;
+       float d_horiz = diff.getLength();
+       float required_time = d_horiz / player_max_speed;
+
+       if (d_vert > 0 && d_vert / player_max_speed > required_time)
+               required_time = d_vert / player_max_speed; // Moving upwards
+
+       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;
+               setBasePosition(m_last_good_position);
+               cheated = true;
        }
        return cheated;
 }
 
-bool PlayerSAO::getCollisionBox(aabb3f *toset) {
-       //update collision box
-       *toset = m_player->getCollisionbox();
-
+bool PlayerSAO::getCollisionBox(aabb3f *toset)
+{
+       *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(){
+bool PlayerSAO::collideWithObjects()
+{
        return true;
 }