Breath cheat fix: server side
[oweals/minetest.git] / src / content_sao.cpp
index 6b3593ec7b134eb7e7bfdfc3dc6ea3ea055e6414..f866d43721cda17e8c7cfc1a41e3597e853b6503 100644 (file)
@@ -18,69 +18,23 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 */
 
 #include "content_sao.h"
+#include "util/serialize.h"
+#include "util/mathconstants.h"
 #include "collision.h"
 #include "environment.h"
 #include "settings.h"
-#include "main.h" // For g_profiler
-#include "profiler.h"
 #include "serialization.h" // For compressZlib
 #include "tool.h" // For ToolCapabilities
 #include "gamedef.h"
-#include "player.h"
-#include "cpp_api/scriptapi.h"
+#include "nodedef.h"
+#include "remoteplayer.h"
+#include "server.h"
+#include "scripting_game.h"
 #include "genericobject.h"
-#include "util/serialize.h"
+#include "log.h"
 
 std::map<u16, ServerActiveObject::Factory> ServerActiveObject::m_types;
 
-/*
-       DummyLoadSAO
-*/
-
-class DummyLoadSAO : public ServerActiveObject
-{
-public:
-       DummyLoadSAO(ServerEnvironment *env, v3f pos, u8 type):
-               ServerActiveObject(env, pos)
-       {
-               ServerActiveObject::registerType(type, create);
-       }
-       // Pretend to be the test object (to fool the client)
-       u8 getType() const
-       { return ACTIVEOBJECT_TYPE_TEST; }
-       // And never save to disk
-       bool isStaticAllowed() const
-       { return false; }
-       
-       static ServerActiveObject* create(ServerEnvironment *env, v3f pos,
-                       const std::string &data)
-       {
-               return new DummyLoadSAO(env, pos, 0);
-       }
-
-       void step(float dtime, bool send_recommended)
-       {
-               m_removed = true;
-               infostream<<"DummyLoadSAO step"<<std::endl;
-       }
-
-       bool getCollisionBox(aabb3f *toset) {
-               return false;
-       }
-
-       bool collideWithObjects() {
-               return false;
-       }
-
-private:
-};
-
-// Prototype (registers item for deserialization)
-DummyLoadSAO proto1_DummyLoadSAO(NULL, v3f(0,0,0), ACTIVEOBJECT_TYPE_RAT);
-DummyLoadSAO proto2_DummyLoadSAO(NULL, v3f(0,0,0), ACTIVEOBJECT_TYPE_OERKKI1);
-DummyLoadSAO proto3_DummyLoadSAO(NULL, v3f(0,0,0), ACTIVEOBJECT_TYPE_FIREFLY);
-DummyLoadSAO proto4_DummyLoadSAO(NULL, v3f(0,0,0), ACTIVEOBJECT_TYPE_MOBV2);
-
 /*
        TestSAO
 */
@@ -95,9 +49,9 @@ public:
        {
                ServerActiveObject::registerType(getType(), create);
        }
-       u8 getType() const
+       ActiveObjectType getType() const
        { return ACTIVEOBJECT_TYPE_TEST; }
-       
+
        static ServerActiveObject* create(ServerEnvironment *env, v3f pos,
                        const std::string &data)
        {
@@ -136,7 +90,7 @@ public:
                        data += itos(m_base_position.Z);
 
                        ActiveObjectMessage aom(getId(), false, data);
-                       m_messages_out.push_back(aom);
+                       m_messages_out.push(aom);
                }
        }
 
@@ -156,204 +110,6 @@ private:
 // Prototype (registers item for deserialization)
 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
-{
-public:
-       u8 getType() const
-       { return ACTIVEOBJECT_TYPE_ITEM; }
-       
-       float getMinimumSavedMovement()
-       { return 0.1*BS; }
-
-       static ServerActiveObject* create(ServerEnvironment *env, v3f pos,
-                       const std::string &data)
-       {
-               std::istringstream is(data, std::ios::binary);
-               char buf[1];
-               // read version
-               is.read(buf, 1);
-               u8 version = buf[0];
-               // check if version is supported
-               if(version != 0)
-                       return NULL;
-               std::string itemstring = deSerializeString(is);
-               infostream<<"create(): Creating item \""
-                               <<itemstring<<"\""<<std::endl;
-               return new ItemSAO(env, pos, itemstring);
-       }
-
-       ItemSAO(ServerEnvironment *env, v3f pos,
-                       const std::string itemstring):
-               ServerActiveObject(env, pos),
-               m_itemstring(itemstring),
-               m_itemstring_changed(false),
-               m_speed_f(0,0,0),
-               m_last_sent_position(0,0,0)
-       {
-               ServerActiveObject::registerType(getType(), create);
-       }
-
-       void step(float dtime, bool send_recommended)
-       {
-               ScopeProfiler sp2(g_profiler, "step avg", SPT_AVG);
-
-               assert(m_env);
-
-               const float interval = 0.2;
-               if(m_move_interval.step(dtime, interval)==false)
-                       return;
-               dtime = interval;
-               
-               core::aabbox3d<f32> box(-BS/3.,0.0,-BS/3., BS/3.,BS*2./3.,BS/3.);
-               collisionMoveResult moveresult;
-               // Apply gravity
-               m_speed_f += v3f(0, -dtime*9.81*BS, 0);
-               // Maximum movement without glitches
-               f32 pos_max_d = BS*0.25;
-               // Limit speed
-               if(m_speed_f.getLength()*dtime > pos_max_d)
-                       m_speed_f *= pos_max_d / (m_speed_f.getLength()*dtime);
-               v3f pos_f = getBasePosition();
-               v3f pos_f_old = pos_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;
-
-               if(pos_f.getDistanceFrom(m_last_sent_position) > 0.05*BS)
-               {
-                       setBasePosition(pos_f);
-                       m_last_sent_position = pos_f;
-
-                       std::ostringstream os(std::ios::binary);
-                       // command (0 = update position)
-                       writeU8(os, 0);
-                       // pos
-                       writeV3F1000(os, m_base_position);
-                       // create message and add to list
-                       ActiveObjectMessage aom(getId(), false, os.str());
-                       m_messages_out.push_back(aom);
-               }
-               if(m_itemstring_changed)
-               {
-                       m_itemstring_changed = false;
-
-                       std::ostringstream os(std::ios::binary);
-                       // command (1 = update itemstring)
-                       writeU8(os, 1);
-                       // itemstring
-                       os<<serializeString(m_itemstring);
-                       // create message and add to list
-                       ActiveObjectMessage aom(getId(), false, os.str());
-                       m_messages_out.push_back(aom);
-               }
-       }
-
-       std::string getClientInitializationData(u16 protocol_version)
-       {
-               std::ostringstream os(std::ios::binary);
-               // version
-               writeU8(os, 0);
-               // pos
-               writeV3F1000(os, m_base_position);
-               // itemstring
-               os<<serializeString(m_itemstring);
-               return os.str();
-       }
-
-       std::string getStaticData()
-       {
-               infostream<<__FUNCTION_NAME<<std::endl;
-               std::ostringstream os(std::ios::binary);
-               // version
-               writeU8(os, 0);
-               // itemstring
-               os<<serializeString(m_itemstring);
-               return os.str();
-       }
-
-       ItemStack createItemStack()
-       {
-               try{
-                       IItemDefManager *idef = m_env->getGameDef()->idef();
-                       ItemStack item;
-                       item.deSerialize(m_itemstring, idef);
-                       infostream<<__FUNCTION_NAME<<": m_itemstring=\""<<m_itemstring
-                                       <<"\" -> item=\""<<item.getItemString()<<"\""
-                                       <<std::endl;
-                       return item;
-               }
-               catch(SerializationError &e)
-               {
-                       infostream<<__FUNCTION_NAME<<": serialization error: "
-                                       <<"m_itemstring=\""<<m_itemstring<<"\""<<std::endl;
-                       return ItemStack();
-               }
-       }
-
-       int punch(v3f dir,
-                       const ToolCapabilities *toolcap,
-                       ServerActiveObject *puncher,
-                       float time_from_last_punch)
-       {
-               // Take item into inventory
-               ItemStack item = createItemStack();
-               Inventory *inv = puncher->getInventory();
-               if(inv != NULL)
-               {
-                       std::string wieldlist = puncher->getWieldList();
-                       ItemStack leftover = inv->addItem(wieldlist, item);
-                       puncher->setInventoryModified();
-                       if(leftover.empty())
-                       {
-                               m_removed = true;
-                       }
-                       else
-                       {
-                               m_itemstring = leftover.getItemString();
-                               m_itemstring_changed = true;
-                       }
-               }
-               
-               return 0;
-       }
-
-       bool getCollisionBox(aabb3f *toset) {
-               return false;
-       }
-
-       bool collideWithObjects() {
-               return false;
-       }
-
-private:
-       std::string m_itemstring;
-       bool m_itemstring_changed;
-       v3f m_speed_f;
-       v3f m_last_sent_position;
-       IntervalLimiter m_move_interval;
-};
-
-// Prototype (registers item for deserialization)
-ItemSAO proto_ItemSAO(NULL, v3f(0,0,0), "");
-
-ServerActiveObject* createItemSAO(ServerEnvironment *env, v3f pos,
-               const std::string itemstring)
-{
-       return new ItemSAO(env, pos, itemstring);
-}
-
 /*
        LuaEntitySAO
 */
@@ -363,14 +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),
@@ -380,6 +134,7 @@ LuaEntitySAO::LuaEntitySAO(ServerEnvironment *env, v3f pos,
        m_armor_groups_sent(false),
        m_animation_speed(0),
        m_animation_blend(0),
+       m_animation_loop(true),
        m_animation_sent(false),
        m_bone_position_sent(false),
        m_attachment_parent_id(0),
@@ -390,7 +145,7 @@ LuaEntitySAO::LuaEntitySAO(ServerEnvironment *env, v3f pos,
                ServerActiveObject::registerType(getType(), create);
                return;
        }
-       
+
        // Initialize something to armor groups
        m_armor_groups["fleshy"] = 100;
 }
@@ -398,24 +153,34 @@ LuaEntitySAO::LuaEntitySAO(ServerEnvironment *env, v3f pos,
 LuaEntitySAO::~LuaEntitySAO()
 {
        if(m_registered){
-               ENV_TO_SA(m_env)->luaentity_Remove(m_id);
+               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)
 {
        ServerActiveObject::addedToEnvironment(dtime_s);
-       
+
        // Create entity from name
-       m_registered = ENV_TO_SA(m_env)->luaentity_Add(m_id, m_init_name.c_str());
-       
+       m_registered = m_env->getScriptIface()->
+               luaentity_Add(m_id, m_init_name.c_str());
+
        if(m_registered){
                // Get properties
-               ENV_TO_SA(m_env)->luaentity_GetProperties(m_id, &m_prop);
+               m_env->getScriptIface()->
+                       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);
+               m_env->getScriptIface()->
+                       luaentity_Activate(m_id, m_init_state.c_str(), dtime_s);
+       } else {
+               m_prop.infotext = m_init_name;
        }
 }
 
@@ -473,7 +238,7 @@ void LuaEntitySAO::step(float dtime, bool send_recommended)
                std::string str = getPropertyPacket();
                // create message and add to list
                ActiveObjectMessage aom(getId(), true, str);
-               m_messages_out.push_back(aom);
+               m_messages_out.push(aom);
        }
 
        // If attached, check that our parent is still there. If it isn't, detach.
@@ -500,19 +265,19 @@ void LuaEntitySAO::step(float dtime, bool send_recommended)
        else
        {
                if(m_prop.physical){
-                       core::aabbox3d<f32> box = m_prop.collisionbox;
+                       aabb3f 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,
+                                       pos_max_d, box, m_prop.stepheight, dtime,
+                                       &p_pos, &p_velocity, p_acceleration,
                                        this, m_prop.collideWithObjects);
+
                        // Apply results
                        m_base_position = p_pos;
                        m_velocity = p_velocity;
@@ -522,10 +287,27 @@ void LuaEntitySAO::step(float dtime, bool send_recommended)
                                        * dtime * m_acceleration;
                        m_velocity += dtime * m_acceleration;
                }
+
+               if((m_prop.automatic_face_movement_dir) &&
+                               (fabs(m_velocity.Z) > 0.001 || fabs(m_velocity.X) > 0.001))
+               {
+                       float optimal_yaw = atan2(m_velocity.Z,m_velocity.X) * 180 / M_PI
+                                       + m_prop.automatic_face_movement_dir_offset;
+                       float max_rotation_delta =
+                                       dtime * m_prop.automatic_face_movement_max_rotation_per_sec;
+
+                       if ((m_prop.automatic_face_movement_max_rotation_per_sec > 0) &&
+                               (fabs(m_yaw - optimal_yaw) > max_rotation_delta)) {
+
+                               m_yaw = optimal_yaw < m_yaw ? m_yaw - max_rotation_delta : m_yaw + max_rotation_delta;
+                       } else {
+                               m_yaw = optimal_yaw;
+                       }
+               }
        }
 
        if(m_registered){
-               ENV_TO_SA(m_env)->luaentity_Step(m_id, dtime);
+               m_env->getScriptIface()->luaentity_Step(m_id, dtime);
        }
 
        if(send_recommended == false)
@@ -555,24 +337,27 @@ void LuaEntitySAO::step(float dtime, bool send_recommended)
                                m_armor_groups);
                // create message and add to list
                ActiveObjectMessage aom(getId(), true, str);
-               m_messages_out.push_back(aom);
+               m_messages_out.push(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);
+               std::string str = gob_cmd_update_animation(
+                       m_animation_range, m_animation_speed, m_animation_blend, m_animation_loop);
                // create message and add to list
                ActiveObjectMessage aom(getId(), true, str);
-               m_messages_out.push_back(aom);
+               m_messages_out.push(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);
+               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_back(aom);
+                       m_messages_out.push(aom);
                }
        }
 
@@ -581,7 +366,7 @@ void LuaEntitySAO::step(float dtime, bool send_recommended)
                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);
+               m_messages_out.push(aom);
        }
 }
 
@@ -599,14 +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(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
+               std::ostringstream msg_os(std::ios::binary);
+               msg_os << serializeLongString(getPropertyPacket()); // message 1
+               msg_os << serializeLongString(gob_cmd_update_armor_groups(m_armor_groups)); // 2
+               msg_os << serializeLongString(gob_cmd_update_animation(
+                       m_animation_range, m_animation_speed, m_animation_blend, m_animation_loop)); // 3
+               for (UNORDERED_MAP<std::string, core::vector2d<v3f> >::const_iterator
+                               ii = m_bone_position.begin(); ii != m_bone_position.end(); ++ii) {
+                       msg_os << serializeLongString(gob_cmd_update_bone_position((*ii).first,
+                                       (*ii).second.X, (*ii).second.Y)); // m_bone_position.size
+               }
+               msg_os << serializeLongString(gob_cmd_update_attachment(m_attachment_parent_id,
+                       m_attachment_bone, m_attachment_position, m_attachment_rotation)); // 4
+               int message_count = 4 + m_bone_position.size();
+               for (UNORDERED_SET<int>::const_iterator ii = m_attachment_child_ids.begin();
+                               (ii != m_attachment_child_ids.end()); ++ii) {
+                       if (ServerActiveObject *obj = m_env->getActiveObject(*ii)) {
+                               message_count++;
+                               msg_os << serializeLongString(gob_cmd_update_infant(*ii, obj->getSendType(),
+                                       obj->getClientInitializationData(protocol_version)));
+                       }
                }
-               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
        {
@@ -627,7 +428,7 @@ std::string LuaEntitySAO::getClientInitializationData(u16 protocol_version)
 
 std::string LuaEntitySAO::getStaticData()
 {
-       verbosestream<<__FUNCTION_NAME<<std::endl;
+       verbosestream<<FUNCTION_NAME<<std::endl;
        std::ostringstream os(std::ios::binary);
        // version
        writeU8(os, 1);
@@ -635,7 +436,8 @@ std::string LuaEntitySAO::getStaticData()
        os<<serializeString(m_init_name);
        // state
        if(m_registered){
-               std::string state = ENV_TO_SA(m_env)->luaentity_GetStaticdata(m_id);
+               std::string state = m_env->getScriptIface()->
+                       luaentity_GetStaticdata(m_id);
                os<<serializeLongString(state);
        } else {
                os<<serializeLongString(m_init_state);
@@ -654,19 +456,19 @@ int LuaEntitySAO::punch(v3f dir,
                ServerActiveObject *puncher,
                float time_from_last_punch)
 {
-       if(!m_registered){
+       if (!m_registered){
                // Delete unknown LuaEntities when punched
                m_removed = true;
                return 0;
        }
 
-       // It's best that attachments cannot be punched 
-       if(isAttached())
+       // It's best that attachments cannot be punched
+       if (isAttached())
                return 0;
-       
+
        ItemStack *punchitem = NULL;
        ItemStack punchitem_static;
-       if(puncher){
+       if (puncher) {
                punchitem_static = puncher->getWieldedItem();
                punchitem = &punchitem_static;
        }
@@ -676,33 +478,28 @@ int LuaEntitySAO::punch(v3f dir,
                        toolcap,
                        punchitem,
                        time_from_last_punch);
-       
-       if(result.did_punch)
-       {
-               setHP(getHP() - result.damage);
-               
 
-               std::string punchername = "nil";
+       if (result.did_punch) {
+               setHP(getHP() - result.damage);
 
-               if ( puncher != 0 )
-                       punchername = puncher->getDescription();
+               if (result.damage > 0) {
+                       std::string punchername = puncher ? puncher->getDescription() : "nil";
 
-               actionstream<<getDescription()<<" punched by "
-                               <<punchername<<", damage "<<result.damage
-                               <<" hp, health now "<<getHP()<<" hp"<<std::endl;
-               
-               {
-                       std::string str = gob_cmd_punched(result.damage, getHP());
-                       // create message and add to list
-                       ActiveObjectMessage aom(getId(), true, str);
-                       m_messages_out.push_back(aom);
+                       actionstream << getDescription() << " punched by "
+                                       << punchername << ", damage " << result.damage
+                                       << " hp, health now " << getHP() << " hp" << std::endl;
                }
 
-               if(getHP() == 0)
-                       m_removed = true;
+               std::string str = gob_cmd_punched(result.damage, getHP());
+               // create message and add to list
+               ActiveObjectMessage aom(getId(), true, str);
+               m_messages_out.push(aom);
        }
 
-       ENV_TO_SA(m_env)->luaentity_Punch(m_id, puncher,
+       if (getHP() == 0)
+               m_removed = true;
+
+       m_env->getScriptIface()->luaentity_Punch(m_id, puncher,
                        time_from_last_punch, toolcap, dir);
 
        return result.wear;
@@ -710,15 +507,15 @@ int LuaEntitySAO::punch(v3f dir,
 
 void LuaEntitySAO::rightClick(ServerActiveObject *clicker)
 {
-       if(!m_registered)
+       if (!m_registered)
                return;
        // It's best that attachments cannot be clicked
-       if(isAttached())
+       if (isAttached())
                return;
-       ENV_TO_SA(m_env)->luaentity_Rightclick(m_id, clicker);
+       m_env->getScriptIface()->luaentity_Rightclick(m_id, clicker);
 }
 
-void LuaEntitySAO::setPos(v3f pos)
+void LuaEntitySAO::setPos(const v3f &pos)
 {
        if(isAttached())
                return;
@@ -768,21 +565,41 @@ void LuaEntitySAO::setArmorGroups(const ItemGroupList &armor_groups)
        m_armor_groups_sent = false;
 }
 
-void LuaEntitySAO::setAnimation(v2f frame_range, float frame_speed, float frame_blend)
+ItemGroupList LuaEntitySAO::getArmorGroups()
+{
+       return m_armor_groups;
+}
+
+void LuaEntitySAO::setAnimation(v2f frame_range, float frame_speed, float frame_blend, bool frame_loop)
 {
        m_animation_range = frame_range;
        m_animation_speed = frame_speed;
        m_animation_blend = frame_blend;
+       m_animation_loop = frame_loop;
        m_animation_sent = false;
 }
 
-void LuaEntitySAO::setBonePosition(std::string bone, v3f position, v3f rotation)
+void LuaEntitySAO::getAnimation(v2f *frame_range, float *frame_speed, float *frame_blend, bool *frame_loop)
+{
+       *frame_range = m_animation_range;
+       *frame_speed = m_animation_speed;
+       *frame_blend = m_animation_blend;
+       *frame_loop = m_animation_loop;
+}
+
+void LuaEntitySAO::setBonePosition(const std::string &bone, v3f position, v3f rotation)
 {
        m_bone_position[bone] = core::vector2d<v3f>(position, rotation);
        m_bone_position_sent = false;
 }
 
-void LuaEntitySAO::setAttachment(int parent_id, std::string bone, v3f position, v3f rotation)
+void LuaEntitySAO::getBonePosition(const std::string &bone, v3f *position, v3f *rotation)
+{
+       *position = m_bone_position[bone].X;
+       *rotation = m_bone_position[bone].Y;
+}
+
+void LuaEntitySAO::setAttachment(int parent_id, const std::string &bone, v3f position, v3f rotation)
 {
        // Attachments need to be handled on both the server and client.
        // If we just attach on the server, we can only copy the position of the parent. Attachments
@@ -799,6 +616,30 @@ void LuaEntitySAO::setAttachment(int parent_id, std::string bone, v3f position,
        m_attachment_sent = false;
 }
 
+void LuaEntitySAO::getAttachment(int *parent_id, std::string *bone, v3f *position,
+       v3f *rotation)
+{
+       *parent_id = m_attachment_parent_id;
+       *bone = m_attachment_bone;
+       *position = m_attachment_position;
+       *rotation = m_attachment_rotation;
+}
+
+void LuaEntitySAO::addAttachmentChild(int child_id)
+{
+       m_attachment_child_ids.insert(child_id);
+}
+
+void LuaEntitySAO::removeAttachmentChild(int child_id)
+{
+       m_attachment_child_ids.erase(child_id);
+}
+
+UNORDERED_SET<int> LuaEntitySAO::getAttachmentChildIds()
+{
+       return m_attachment_child_ids;
+}
+
 ObjectProperties* LuaEntitySAO::accessObjectProperties()
 {
        return &m_prop;
@@ -829,22 +670,12 @@ 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);
        // create message and add to list
        ActiveObjectMessage aom(getId(), true, str);
-       m_messages_out.push_back(aom);
+       m_messages_out.push(aom);
 }
 
 void LuaEntitySAO::setSprite(v2s16 p, int num_frames, float framelength,
@@ -858,7 +689,7 @@ void LuaEntitySAO::setSprite(v2s16 p, int num_frames, float framelength,
        );
        // create message and add to list
        ActiveObjectMessage aom(getId(), true, str);
-       m_messages_out.push_back(aom);
+       m_messages_out.push(aom);
 }
 
 std::string LuaEntitySAO::getName()
@@ -876,7 +707,7 @@ 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;
@@ -898,7 +729,7 @@ void LuaEntitySAO::sendPosition(bool do_interpolate, bool is_movement_end)
        );
        // create message and add to list
        ActiveObjectMessage aom(getId(), false, str);
-       m_messages_out.push_back(aom);
+       m_messages_out.push(aom);
 }
 
 bool LuaEntitySAO::getCollisionBox(aabb3f *toset) {
@@ -927,14 +758,13 @@ 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),
        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),
@@ -942,32 +772,33 @@ 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),
+       m_animation_loop(true),
        m_animation_sent(false),
        m_bone_position_sent(false),
+       m_attachment_parent_id(0),
        m_attachment_sent(false),
+       m_breath(PLAYER_MAX_BREATH),
+       m_pitch(0),
+       m_fov(0),
+       m_wanted_range(0),
        // public
-       m_moved(false),
-       m_inventory_not_sent(false),
-       m_hp_not_sent(false),
-       m_breath_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_sneak(true),
+       m_physics_override_sneak_glitch(true),
        m_physics_override_sent(false)
 {
-       assert(m_player);
-       assert(m_peer_id != 0);
-       setBasePosition(m_player->getPosition());
-       m_inventory = &m_player->inventory;
+       assert(m_peer_id != 0); // pre-condition
        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.);
+       m_prop.collisionbox = aabb3f(-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);
@@ -980,13 +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()
@@ -998,21 +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_age = 0.0;
+       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;
+       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);
+               }
        }
 }
 
@@ -1021,11 +861,6 @@ 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);
@@ -1036,27 +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, 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
+               std::ostringstream msg_os(std::ios::binary);
+               msg_os << serializeLongString(getPropertyPacket()); // message 1
+               msg_os << serializeLongString(gob_cmd_update_armor_groups(m_armor_groups)); // 2
+               msg_os << serializeLongString(gob_cmd_update_animation(
+                       m_animation_range, m_animation_speed, m_animation_blend, m_animation_loop)); // 3
+               for (UNORDERED_MAP<std::string, core::vector2d<v3f> >::const_iterator
+                               ii = m_bone_position.begin(); ii != m_bone_position.end(); ++ii) {
+                       msg_os << serializeLongString(gob_cmd_update_bone_position((*ii).first,
+                               (*ii).second.X, (*ii).second.Y)); // m_bone_position.size
+               }
+               msg_os << serializeLongString(gob_cmd_update_attachment(m_attachment_parent_id,
+                       m_attachment_bone, m_attachment_position, m_attachment_rotation)); // 4
+               msg_os << serializeLongString(gob_cmd_update_physics_override(m_physics_override_speed,
+                               m_physics_override_jump, m_physics_override_gravity, m_physics_override_sneak,
+                               m_physics_override_sneak_glitch)); // 5
+               // (GENERIC_CMD_UPDATE_NAMETAG_ATTRIBUTES) : Deprecated, for backwards compatibility only.
+               msg_os << serializeLongString(gob_cmd_update_nametag_attributes(m_prop.nametag_color)); // 6
+               int message_count = 6 + m_bone_position.size();
+               for (UNORDERED_SET<int>::const_iterator ii = m_attachment_child_ids.begin();
+                               ii != m_attachment_child_ids.end(); ++ii) {
+                       if (ServerActiveObject *obj = m_env->getActiveObject(*ii)) {
+                               message_count++;
+                               msg_os << serializeLongString(gob_cmd_update_infant(*ii, obj->getSendType(),
+                                       obj->getClientInitializationData(protocol_version)));
+                       }
                }
-               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
+
+               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
@@ -1069,7 +924,7 @@ std::string PlayerSAO::getClientInitializationData(u16 protocol_version)
 
 std::string PlayerSAO::getStaticData()
 {
-       assert(0);
+       FATAL_ERROR("Deprecated function (?)");
        return "";
 }
 
@@ -1086,13 +941,40 @@ 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
                ActiveObjectMessage aom(getId(), true, str);
-               m_messages_out.push_back(aom);
+               m_messages_out.push(aom);
        }
 
        // If attached, check that our parent is still there. If it isn't, detach.
@@ -1102,81 +984,35 @@ 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);
-               m_moved = true;
+               setBasePosition(m_last_good_position);
+               ((Server*)m_env->getGameDef())->SendMovePlayer(m_peer_id);
        }
 
+       //dstream<<"PlayerSAO::step: dtime: "<<dtime<<std::endl;
+
+       // Set lag pool maximums based on estimated lag
+       const float LAG_POOL_MIN = 5.0;
+       float lag_pool_max = m_env->getMaxLagEstimate() * 2.0;
+       if(lag_pool_max < LAG_POOL_MIN)
+               lag_pool_max = LAG_POOL_MIN;
+       m_dig_pool.setMax(lag_pool_max);
+       m_move_pool.setMax(lag_pool_max);
+
+       // Increment cheat prevention timers
+       m_dig_pool.add(dtime);
+       m_move_pool.add(dtime);
        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())
-       {
+       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;
-                       }
-               }
+               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
@@ -1188,114 +1024,145 @@ 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
                );
                // 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
+               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);
                // create message and add to list
                ActiveObjectMessage aom(getId(), true, str);
-               m_messages_out.push_back(aom);
+               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);
+               std::string str = 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);
                // create message and add to list
                ActiveObjectMessage aom(getId(), true, str);
-               m_messages_out.push_back(aom);
+               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);
+               std::string str = gob_cmd_update_animation(
+                       m_animation_range, m_animation_speed, m_animation_blend, m_animation_loop);
                // create message and add to list
                ActiveObjectMessage aom(getId(), true, str);
-               m_messages_out.push_back(aom);
+               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_back(aom);
+                       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_back(aom);
+               m_messages_out.push(aom);
        }
 }
 
 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;
-       m_last_good_position_age = 0;
-       // Force position change on client
-       m_moved = true;
+       ((Server*)m_env->getGameDef())->SendMovePlayer(m_peer_id);
 }
 
 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;
-       m_last_good_position_age = 0;
-       // Force position change on client
-       m_moved = true;
+       ((Server*)m_env->getGameDef())->SendMovePlayer(m_peer_id);
+}
+
+void PlayerSAO::setYaw(const float 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::setYaw(float yaw)
+void PlayerSAO::setYawAndSend(const float yaw)
 {
-       m_player->setYaw(yaw);
-       // Force change on client
-       m_moved = true;
+       setYaw(yaw);
+       ((Server*)m_env->getGameDef())->SendMovePlayer(m_peer_id);
+}
+
+void PlayerSAO::setPitch(const float pitch)
+{
+       if (m_player && pitch != m_pitch)
+               m_player->setDirty(true);
+
+       m_pitch = pitch;
 }
 
-void PlayerSAO::setPitch(float pitch)
+void PlayerSAO::setPitchAndSend(const float pitch)
 {
-       m_player->setPitch(pitch);
-       // Force change on client
-       m_moved = true;
+       setPitch(pitch);
+       ((Server*)m_env->getGameDef())->SendMovePlayer(m_peer_id);
 }
 
 int PlayerSAO::punch(v3f dir,
@@ -1303,20 +1170,20 @@ int PlayerSAO::punch(v3f dir,
        ServerActiveObject *puncher,
        float time_from_last_punch)
 {
-       // It's best that attachments cannot be punched 
-       if(isAttached())
+       // It's best that attachments cannot be punched
+       if (isAttached())
                return 0;
 
-       if(!toolcap)
+       if (!toolcap)
                return 0;
 
        // No effect if PvP disabled
-       if(g_settings->getBool("enable_pvp") == false){
-               if(puncher->getType() == ACTIVEOBJECT_TYPE_PLAYER){
+       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);
+                       m_messages_out.push(aom);
                        return 0;
                }
        }
@@ -1326,75 +1193,87 @@ int PlayerSAO::punch(v3f dir,
 
        std::string punchername = "nil";
 
-       if ( puncher != 0 )
+       if (puncher != 0)
                punchername = puncher->getDescription();
 
-       actionstream<<"Player "<<m_player->getName()<<" punched by "
-                       <<punchername<<", damage "<<hitparams.hp
-                       <<" HP"<<std::endl;
+       PlayerSAO *playersao = m_player->getPlayerSAO();
 
-       setHP(getHP() - hitparams.hp);
+       bool damage_handled = m_env->getScriptIface()->on_punchplayer(playersao,
+                               puncher, time_from_last_punch, toolcap, dir,
+                               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);
+       if (!damage_handled) {
+               setHP(getHP() - hitparams.hp);
+       } else { // override client prediction
+               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(aom);
+               }
+       }
+
+
+       actionstream << "Player " << m_player->getName() << " punched by "
+                       << punchername;
+       if (!damage_handled) {
+               actionstream << ", damage " << hitparams.hp << " HP";
+       } else {
+               actionstream << ", damage handled by lua";
        }
+       actionstream << std::endl;
 
        return hitparams.wear;
 }
 
-void PlayerSAO::rightClick(ServerActiveObject *clicker)
+void PlayerSAO::rightClick(ServerActiveObject *)
 {
 }
 
-s16 PlayerSAO::getHP() const
+s16 PlayerSAO::readDamage()
 {
-       return m_player->hp;
+       s16 damage = m_damage;
+       m_damage = 0;
+       return damage;
 }
 
 void PlayerSAO::setHP(s16 hp)
 {
-       s16 oldhp = m_player->hp;
+       s16 oldhp = m_hp;
 
-       if(hp < 0)
+       s16 hp_change = m_env->getScriptIface()->on_player_hpchange(this, hp - oldhp);
+       if (hp_change == 0)
+               return;
+       hp = oldhp + hp_change;
+
+       if (hp < 0)
                hp = 0;
-       else if(hp > PLAYER_MAX_HP)
+       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
+       if (hp < oldhp && !g_settings->getBool("enable_damage")) {
                return;
        }
 
-       m_player->hp = hp;
+       m_hp = hp;
 
-       if(hp != oldhp)
-               m_hp_not_sent = true;
+       if (oldhp > hp)
+               m_damage += (oldhp - hp);
 
-       // On death or reincarnation send an active object message
-       if((hp == 0) != (oldhp == 0))
-       {
-               // Will send new is_visible value based on (getHP()!=0)
+       // Update properties on death
+       if ((hp == 0) != (oldhp == 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);
-       }
 }
 
-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)
@@ -1403,23 +1282,43 @@ void PlayerSAO::setArmorGroups(const ItemGroupList &armor_groups)
        m_armor_groups_sent = false;
 }
 
-void PlayerSAO::setAnimation(v2f frame_range, float frame_speed, float frame_blend)
+ItemGroupList PlayerSAO::getArmorGroups()
+{
+       return m_armor_groups;
+}
+
+void PlayerSAO::setAnimation(v2f frame_range, float frame_speed, float frame_blend, bool frame_loop)
 {
        // store these so they can be updated to clients
        m_animation_range = frame_range;
        m_animation_speed = frame_speed;
        m_animation_blend = frame_blend;
+       m_animation_loop = frame_loop;
        m_animation_sent = false;
 }
 
-void PlayerSAO::setBonePosition(std::string bone, v3f position, v3f rotation)
+void PlayerSAO::getAnimation(v2f *frame_range, float *frame_speed, float *frame_blend, bool *frame_loop)
+{
+       *frame_range = m_animation_range;
+       *frame_speed = m_animation_speed;
+       *frame_blend = m_animation_blend;
+       *frame_loop = m_animation_loop;
+}
+
+void PlayerSAO::setBonePosition(const std::string &bone, v3f position, v3f rotation)
 {
        // store these so they can be updated to clients
        m_bone_position[bone] = core::vector2d<v3f>(position, rotation);
        m_bone_position_sent = false;
 }
 
-void PlayerSAO::setAttachment(int parent_id, std::string bone, v3f position, v3f rotation)
+void PlayerSAO::getBonePosition(const std::string &bone, v3f *position, v3f *rotation)
+{
+       *position = m_bone_position[bone].X;
+       *rotation = m_bone_position[bone].Y;
+}
+
+void PlayerSAO::setAttachment(int parent_id, const std::string &bone, v3f position, v3f rotation)
 {
        // Attachments need to be handled on both the server and client.
        // If we just attach on the server, we can only copy the position of the parent. Attachments
@@ -1436,6 +1335,30 @@ void PlayerSAO::setAttachment(int parent_id, std::string bone, v3f position, v3f
        m_attachment_sent = false;
 }
 
+void PlayerSAO::getAttachment(int *parent_id, std::string *bone, v3f *position,
+       v3f *rotation)
+{
+       *parent_id = m_attachment_parent_id;
+       *bone = m_attachment_bone;
+       *position = m_attachment_position;
+       *rotation = m_attachment_rotation;
+}
+
+void PlayerSAO::addAttachmentChild(int child_id)
+{
+       m_attachment_child_ids.insert(child_id);
+}
+
+void PlayerSAO::removeAttachmentChild(int child_id)
+{
+       m_attachment_child_ids.erase(child_id);
+}
+
+UNORDERED_SET<int> PlayerSAO::getAttachmentChildIds()
+{
+       return m_attachment_child_ids;
+}
+
 ObjectProperties* PlayerSAO::accessObjectProperties()
 {
        return &m_prop;
@@ -1462,14 +1385,45 @@ InventoryLocation PlayerSAO::getInventoryLocation() const
        return loc;
 }
 
-void PlayerSAO::setInventoryModified()
+std::string PlayerSAO::getWieldList() const
 {
-       m_inventory_not_sent = true;
+       return "main";
 }
 
-std::string PlayerSAO::getWieldList() const
+ItemStack PlayerSAO::getWieldedItem() const
 {
-       return "main";
+       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
@@ -1479,22 +1433,25 @@ int PlayerSAO::getWieldIndex() const
 
 void PlayerSAO::setWieldIndex(int i)
 {
-       if(i != m_wield_index)
-       {
+       if(i != m_wield_index) {
                m_wield_index = i;
-               m_wielded_item_not_sent = true;
        }
 }
 
+// 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()
@@ -1503,16 +1460,67 @@ std::string PlayerSAO::getPropertyPacket()
        return gob_cmd_set_properties(m_prop);
 }
 
-bool PlayerSAO::getCollisionBox(aabb3f *toset) {
-       //update collision box
-       *toset = m_player->getCollisionbox();
+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;
+       /*
+               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;
+       }
+       // 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)
+{
+       *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;
 }