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path: root/src/content_sao.cpp
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	c_obj.compress(block.serialize_data())
	f.write(struct.pack('BB', 0x78, 0x9c)) # zlib magic number
	f.write(c_obj.flush())

	# node metadata
	c_obj = zlib.compressobj()
	c_obj.compress(block.serialize_nodemeta())
	f.write(struct.pack('BB', 0x78, 0x9c)) # zlib magic number
	f.write(c_obj.flush())

	# mapblockobject count
	f.write(ser_u16(0))

	# static objects
	f.write(block.serialize_staticobj())

	# timestamp
	f.write(ser_u32(0xffffffff))

	f.close()

for z0 in range(-1,3):
	for x0 in range(-1,3):
		for y0 in range(-1,3):
			print("generating block "+str(x0)+","+str(y0)+","+str(z0))
			#v3 blockp = v3(x0,y0,z0)
			
			# Create a MapBlock
			block = MapBlock()
			
			# Generate stuff in it
			for z in range(0,16):
				for x in range(0,16):
					h = 20.0*pnoise((x0*16+x)/100.,(z0*16+z)/100.,SEED+0)
					h += 5.0*pnoise((x0*16+x)/25.,(z0*16+z)/25.,SEED+0)
					if pnoise((x0*16+x)/25.,(z0*16+z)/25.,SEED+92412) > 0.05:
						h += 10
					#print("r="+str(r))
					# This enables comparison by ==
					h = int(h)
					for y in range(0,16):
						p = 1166
1167
1168
1169
1170

						y1 = y0*16+y
						if y1 <= h-3:
							b = 0 #stone
						elif y1 <= h and y1 <= 0:
							b = 8 #mud
						elif y1 == h:
							b = 1 #grass
						elif y1 < h:
							b = 8 #mud
						elif y1 <= 1:
							b = 9 #water

						# Material content
						block.set_content(p, b)

					# Place a sign at the center at surface level.
					# Placing a sign means placing the sign node and
					# adding node metadata to the mapblock.
					if x == 8 and z == 8 and y0*16 <= h-1 and (y0+1)*16-1 > h:
						p = v3(8,h+1-y0*16,8)
						# 14 = Sign
						content_type = 14
						block.set_content(p, content_type)
						# This places the sign to the bottom of the cube.
						# Working values: 0x01, 0x02, 0x04, 0x08, 0x10, 0x20
						block.set_param2(p, 0x08)
						# Then add metadata to hold the text of the sign
						s = "Hello at sector ("+str(x0)+","+str(z0)+")"
						meta = NodeMeta(content_type, ser_u16(len(s))+s)
						block.nodemeta[p] = meta

			# Write it on disk
			writeblock(mapdir, x0,y0,z0, block)

#END
#n1310'>1310 1311 1312 1313 1314 1315 1316 1317 1318 1319 1320 1321 1322 1323 1324 1325 1326 1327 1328 1329 1330 1331 1332 1333 1334 1335 1336 1337 1338 1339 1340 1341 1342 1343 1344 1345 1346 1347 1348 1349 1350 1351 1352 1353 1354 1355 1356 1357 1358 1359 1360 1361 1362 1363 1364 1365 1366 1367 1368 1369 1370 1371 1372 1373 1374 1375 1376 1377 1378 1379 1380 1381 1382 1383 1384 1385 1386 1387 1388 1389 1390 1391 1392 1393 1394 1395 1396 1397 1398 1399 1400 1401 1402 1403 1404 1405 1406 1407 1408 1409 1410 1411 1412 1413 1414 1415 1416 1417 1418 1419 1420 1421 1422 1423 1424 1425 1426 1427 1428 1429 1430 1431 1432 1433 1434 1435 1436 1437 1438 1439 1440 1441 1442 1443 1444 1445 1446 1447 1448 1449 1450 1451 1452 1453 1454 1455 1456 1457 1458 1459 1460 1461 1462 1463 1464 1465 1466 1467 1468 1469 1470 1471 1472 1473 1474 1475 1476 1477 1478 1479 1480 1481 1482 1483 1484 1485 1486 1487 1488 1489 1490 1491 1492 1493 1494 1495 1496 1497 1498 1499 1500 1501 1502 1503 1504 1505 1506 1507 1508 1509 1510 1511 1512 1513 1514 1515 1516 1517 1518 1519 1520 1521 1522 1523 1524 1525 1526 1527 1528 1529 1530 1531 1532 1533 1534 1535 1536 1537 1538 1539 1540 1541
/*
Minetest
Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>

This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.

This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
GNU Lesser General Public License for more details.

You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/

#include "content_sao.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 "scripting_game.h"
#include "genericobject.h"
#include "util/serialize.h"
#include "util/mathconstants.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
*/

class TestSAO : public ServerActiveObject
{
public:
	TestSAO(ServerEnvironment *env, v3f pos):
		ServerActiveObject(env, pos),
		m_timer1(0),
		m_age(0)
	{
		ServerActiveObject::registerType(getType(), create);
	}
	u8 getType() const
	{ return ACTIVEOBJECT_TYPE_TEST; }
	
	static ServerActiveObject* create(ServerEnvironment *env, v3f pos,
			const std::string &data)
	{
		return new TestSAO(env, pos);
	}

	void step(float dtime, bool send_recommended)
	{
		m_age += dtime;
		if(m_age > 10)
		{
			m_removed = true;
			return;
		}

		m_base_position.Y += dtime * BS * 2;
		if(m_base_position.Y > 8*BS)
			m_base_position.Y = 2*BS;

		if(send_recommended == false)
			return;

		m_timer1 -= dtime;
		if(m_timer1 < 0.0)
		{
			m_timer1 += 0.125;

			std::string data;

			data += itos(0); // 0 = position
			data += " ";
			data += itos(m_base_position.X);
			data += " ";
			data += itos(m_base_position.Y);
			data += " ";
			data += itos(m_base_position.Z);

			ActiveObjectMessage aom(getId(), false, data);
			m_messages_out.push_back(aom);
		}
	}

	bool getCollisionBox(aabb3f *toset) {
		return false;
	}

	bool collideWithObjects() {
		return false;
	}

private:
	float m_timer1;
	float m_age;
};

// 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
*/

// Prototype (registers item for deserialization)
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),
	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),
	m_last_sent_velocity(0,0,0),
	m_last_sent_position_timer(0),
	m_last_sent_move_precision(0),
	m_armor_groups_sent(false),
	m_animation_speed(0),
	m_animation_blend(0),
	m_animation_sent(false),
	m_bone_position_sent(false),
	m_attachment_parent_id(0),
	m_attachment_sent(false)
{
	// Only register type if no environment supplied
	if(env == NULL){
		ServerActiveObject::registerType(getType(), create);
		return;
	}
	
	// Initialize something to armor groups
	m_armor_groups["fleshy"] = 100;
}

LuaEntitySAO::~LuaEntitySAO()
{
	if(m_registered){
		m_env->getScriptIface()->luaentity_Remove(m_id);
	}
}

void LuaEntitySAO::addedToEnvironment(u32 dtime_s)
{
	ServerActiveObject::addedToEnvironment(dtime_s);
	
	// Create entity from name
	m_registered = m_env->getScriptIface()->
		luaentity_Add(m_id, m_init_name.c_str());
	
	if(m_registered){
		// Get properties
		m_env->getScriptIface()->
			luaentity_GetProperties(m_id, &m_prop);
		// Initialize HP from properties
		m_hp = m_prop.hp_max;
		// Activate entity, supplying serialized state
		m_env->getScriptIface()->
			luaentity_Activate(m_id, m_init_state.c_str(), dtime_s);
	}
}

ServerActiveObject* LuaEntitySAO::create(ServerEnvironment *env, v3f pos,
		const std::string &data)
{
	std::string name;
	std::string state;
	s16 hp = 1;
	v3f velocity;
	float yaw = 0;
	if(data != ""){
		std::istringstream is(data, std::ios::binary);
		// read version
		u8 version = readU8(is);
		// check if version is supported
		if(version == 0){
			name = deSerializeString(is);
			state = deSerializeLongString(is);
		}
		else if(version == 1){
			name = deSerializeString(is);
			state = deSerializeLongString(is);
			hp = readS16(is);
			velocity = readV3F1000(is);
			yaw = readF1000(is);
		}
	}
	// create object
	infostream<<"LuaEntitySAO::create(name=\""<<name<<"\" state=\""
			<<state<<"\")"<<std::endl;
	LuaEntitySAO *sao = new LuaEntitySAO(env, pos, name, state);
	sao->m_hp = hp;
	sao->m_velocity = velocity;
	sao->m_yaw = yaw;
	return sao;
}

bool LuaEntitySAO::isAttached()
{
	if(!m_attachment_parent_id)
		return false;
	// Check if the parent still exists
	ServerActiveObject *obj = m_env->getActiveObject(m_attachment_parent_id);
	if(obj)
		return true;
	return false;
}

void LuaEntitySAO::step(float dtime, bool send_recommended)
{
	if(!m_properties_sent)
	{
		m_properties_sent = true;
		std::string str = getPropertyPacket();
		// create message and add to list
		ActiveObjectMessage aom(getId(), true, str);
		m_messages_out.push_back(aom);
	}

	// If attached, check that our parent is still there. If it isn't, detach.
	if(m_attachment_parent_id && !isAttached())
	{
		m_attachment_parent_id = 0;
		m_attachment_bone = "";
		m_attachment_position = v3f(0,0,0);
		m_attachment_rotation = v3f(0,0,0);
		sendPosition(false, true);
	}

	m_last_sent_position_timer += dtime;

	// Each frame, parent position is copied if the object is attached, otherwise it's calculated normally
	// If the object gets detached this comes into effect automatically from the last known origin
	if(isAttached())
	{
		v3f pos = m_env->getActiveObject(m_attachment_parent_id)->getBasePosition();
		m_base_position = pos;
		m_velocity = v3f(0,0,0);
		m_acceleration = v3f(0,0,0);
	}
	else
	{
		if(m_prop.physical){
			core::aabbox3d<f32> box = m_prop.collisionbox;
			box.MinEdge *= BS;
			box.MaxEdge *= BS;
			collisionMoveResult moveresult;
			f32 pos_max_d = BS*0.25; // Distance per iteration
			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, 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;
			m_acceleration = p_acceleration;
		} else {
			m_base_position += dtime * m_velocity + 0.5 * dtime
					* 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)){
			m_yaw = atan2(m_velocity.Z,m_velocity.X) * 180 / M_PI + m_prop.automatic_face_movement_dir_offset;
		}
	}

	if(m_registered){
		m_env->getScriptIface()->luaentity_Step(m_id, dtime);
	}

	if(send_recommended == false)
		return;

	if(!isAttached())
	{
		// TODO: force send when acceleration changes enough?
		float minchange = 0.2*BS;
		if(m_last_sent_position_timer > 1.0){
			minchange = 0.01*BS;
		} else if(m_last_sent_position_timer > 0.2){
			minchange = 0.05*BS;
		}
		float move_d = m_base_position.getDistanceFrom(m_last_sent_position);
		move_d += m_last_sent_move_precision;
		float vel_d = m_velocity.getDistanceFrom(m_last_sent_velocity);
		if(move_d > minchange || vel_d > minchange ||
				fabs(m_yaw - m_last_sent_yaw) > 1.0){
			sendPosition(true, false);
		}
	}

	if(m_armor_groups_sent == false){
		m_armor_groups_sent = true;
		std::string str = gob_cmd_update_armor_groups(
				m_armor_groups);
		// create message and add to list
		ActiveObjectMessage aom(getId(), true, str);
		m_messages_out.push_back(aom);
	}

	if(m_animation_sent == false){
		m_animation_sent = true;
		std::string str = gob_cmd_update_animation(m_animation_range, m_animation_speed, m_animation_blend);
		// create message and add to list
		ActiveObjectMessage aom(getId(), true, str);
		m_messages_out.push_back(aom);
	}

	if(m_bone_position_sent == false){
		m_bone_position_sent = true;
		for(std::map<std::string, core::vector2d<v3f> >::const_iterator ii = m_bone_position.begin(); ii != m_bone_position.end(); ++ii){
			std::string str = gob_cmd_update_bone_position((*ii).first, (*ii).second.X, (*ii).second.Y);
			// create message and add to list
			ActiveObjectMessage aom(getId(), true, str);
			m_messages_out.push_back(aom);
		}
	}

	if(m_attachment_sent == false){
		m_attachment_sent = true;
		std::string str = gob_cmd_update_attachment(m_attachment_parent_id, m_attachment_bone, m_attachment_position, m_attachment_rotation);
		// create message and add to list
		ActiveObjectMessage aom(getId(), true, str);
		m_messages_out.push_back(aom);
	}
}

std::string LuaEntitySAO::getClientInitializationData(u16 protocol_version)
{
	std::ostringstream os(std::ios::binary);

	if(protocol_version >= 14)
	{
		writeU8(os, 1); // version
		os<<serializeString(""); // name
		writeU8(os, 0); // is_player
		writeS16(os, getId()); //id
		writeV3F1000(os, m_base_position);
		writeF1000(os, m_yaw);
		writeS16(os, m_hp);

		writeU8(os, 4 + m_bone_position.size()); // number of messages stuffed in here
		os<<serializeLongString(getPropertyPacket()); // message 1
		os<<serializeLongString(gob_cmd_update_armor_groups(m_armor_groups)); // 2
		os<<serializeLongString(gob_cmd_update_animation(m_animation_range, m_animation_speed, m_animation_blend)); // 3
		for(std::map<std::string, core::vector2d<v3f> >::const_iterator ii = m_bone_position.begin(); ii != m_bone_position.end(); ++ii){
			os<<serializeLongString(gob_cmd_update_bone_position((*ii).first, (*ii).second.X, (*ii).second.Y)); // m_bone_position.size
		}
		os<<serializeLongString(gob_cmd_update_attachment(m_attachment_parent_id, m_attachment_bone, m_attachment_position, m_attachment_rotation)); // 4
	}
	else
	{
		writeU8(os, 0); // version
		os<<serializeString(""); // name
		writeU8(os, 0); // is_player
		writeV3F1000(os, m_base_position);
		writeF1000(os, m_yaw);
		writeS16(os, m_hp);
		writeU8(os, 2); // number of messages stuffed in here
		os<<serializeLongString(getPropertyPacket()); // message 1
		os<<serializeLongString(gob_cmd_update_armor_groups(m_armor_groups)); // 2
	}

	// return result
	return os.str();
}

std::string LuaEntitySAO::getStaticData()
{
	verbosestream<<__FUNCTION_NAME<<std::endl;
	std::ostringstream os(std::ios::binary);
	// version
	writeU8(os, 1);
	// name
	os<<serializeString(m_init_name);
	// state
	if(m_registered){
		std::string state = m_env->getScriptIface()->
			luaentity_GetStaticdata(m_id);
		os<<serializeLongString(state);
	} else {
		os<<serializeLongString(m_init_state);
	}
	// hp
	writeS16(os, m_hp);
	// velocity
	writeV3F1000(os, m_velocity);
	// yaw
	writeF1000(os, m_yaw);
	return os.str();
}

int LuaEntitySAO::punch(v3f dir,
		const ToolCapabilities *toolcap,
		ServerActiveObject *puncher,
		float time_from_last_punch)
{
	if(!m_registered){
		// Delete unknown LuaEntities when punched
		m_removed = true;
		return 0;
	}

	// It's best that attachments cannot be punched 
	if(isAttached())
		return 0;
	
	ItemStack *punchitem = NULL;
	ItemStack punchitem_static;
	if(puncher){
		punchitem_static = puncher->getWieldedItem();
		punchitem = &punchitem_static;
	}

	PunchDamageResult result = getPunchDamage(
			m_armor_groups,
			toolcap,
			punchitem,
			time_from_last_punch);
	
	if(result.did_punch)
	{
		setHP(getHP() - result.damage);
		

		std::string punchername = "nil";

		if ( puncher != 0 )
			punchername = puncher->getDescription();

		actionstream<<getDescription()<<" punched by "
				<<punchername<<", damage "<<result.damage
				<<" hp, health now "<<getHP()<<" hp"<<std::endl;
		
		{
			std::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);
		}

		if(getHP() == 0)
			m_removed = true;
	}

	m_env->getScriptIface()->luaentity_Punch(m_id, puncher,
			time_from_last_punch, toolcap, dir);

	return result.wear;
}

void LuaEntitySAO::rightClick(ServerActiveObject *clicker)
{
	if(!m_registered)
		return;
	// It's best that attachments cannot be clicked
	if(isAttached())
		return;
	m_env->getScriptIface()->luaentity_Rightclick(m_id, clicker);
}

void LuaEntitySAO::setPos(v3f pos)
{
	if(isAttached())
		return;
	m_base_position = pos;
	sendPosition(false, true);
}

void LuaEntitySAO::moveTo(v3f pos, bool continuous)
{
	if(isAttached())
		return;
	m_base_position = pos;
	if(!continuous)
		sendPosition(true, true);
}

float LuaEntitySAO::getMinimumSavedMovement()
{
	return 0.1 * BS;
}

std::string LuaEntitySAO::getDescription()
{
	std::ostringstream os(std::ios::binary);
	os<<"LuaEntitySAO at (";
	os<<(m_base_position.X/BS)<<",";
	os<<(m_base_position.Y/BS)<<",";
	os<<(m_base_position.Z/BS);
	os<<")";
	return os.str();
}

void LuaEntitySAO::setHP(s16 hp)
{
	if(hp < 0) hp = 0;
	m_hp = hp;
}

s16 LuaEntitySAO::getHP() const
{
	return m_hp;
}

void LuaEntitySAO::setArmorGroups(const ItemGroupList &armor_groups)
{
	m_armor_groups = armor_groups;
	m_armor_groups_sent = false;
}

void LuaEntitySAO::setAnimation(v2f frame_range, float frame_speed, float frame_blend)
{
	m_animation_range = frame_range;
	m_animation_speed = frame_speed;
	m_animation_blend = frame_blend;
	m_animation_sent = false;
}

void LuaEntitySAO::setBonePosition(std::string bone, v3f position, v3f rotation)
{
	m_bone_position[bone] = core::vector2d<v3f>(position, rotation);
	m_bone_position_sent = false;
}

void LuaEntitySAO::setAttachment(int parent_id, std::string bone, v3f position, v3f rotation)
{
	// Attachments need to be handled on both the server and client.
	// If we just attach on the server, we can only copy the position of the parent. Attachments
	// are still sent to clients at an interval so players might see them lagging, plus we can't
	// read and attach to skeletal bones.
	// If we just attach on the client, the server still sees the child at its original location.
	// This breaks some things so we also give the server the most accurate representation
	// even if players only see the client changes.

	m_attachment_parent_id = parent_id;
	m_attachment_bone = bone;
	m_attachment_position = position;
	m_attachment_rotation = rotation;
	m_attachment_sent = false;
}

ObjectProperties* LuaEntitySAO::accessObjectProperties()
{
	return &m_prop;
}

void LuaEntitySAO::notifyObjectPropertiesModified()
{
	m_properties_sent = false;
}

void LuaEntitySAO::setVelocity(v3f velocity)
{
	m_velocity = velocity;
}

v3f LuaEntitySAO::getVelocity()
{
	return m_velocity;
}

void LuaEntitySAO::setAcceleration(v3f acceleration)
{
	m_acceleration = acceleration;
}

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);
}

void LuaEntitySAO::setSprite(v2s16 p, int num_frames, float framelength,
		bool select_horiz_by_yawpitch)
{
	std::string str = gob_cmd_set_sprite(
		p,
		num_frames,
		framelength,
		select_horiz_by_yawpitch
	);
	// create message and add to list
	ActiveObjectMessage aom(getId(), true, str);
	m_messages_out.push_back(aom);
}

std::string LuaEntitySAO::getName()
{
	return m_init_name;
}

std::string LuaEntitySAO::getPropertyPacket()
{
	return gob_cmd_set_properties(m_prop);
}

void LuaEntitySAO::sendPosition(bool do_interpolate, bool is_movement_end)
{
	// If the object is attached client-side, don't waste bandwidth sending its position to clients
	if(isAttached())
		return;
	
	m_last_sent_move_precision = m_base_position.getDistanceFrom(
			m_last_sent_position);
	m_last_sent_position_timer = 0;
	m_last_sent_yaw = m_yaw;
	m_last_sent_position = m_base_position;
	m_last_sent_velocity = m_velocity;
	//m_last_sent_acceleration = m_acceleration;

	float update_interval = m_env->getSendRecommendedInterval();

	std::string str = gob_cmd_update_position(
		m_base_position,
		m_velocity,
		m_acceleration,
		m_yaw,
		do_interpolate,
		is_movement_end,
		update_interval
	);
	// create message and add to list
	ActiveObjectMessage aom(getId(), false, str);
	m_messages_out.push_back(aom);
}

bool LuaEntitySAO::getCollisionBox(aabb3f *toset) {
	if (m_prop.physical)
	{
		//update collision box
		toset->MinEdge = m_prop.collisionbox.MinEdge * BS;
		toset->MaxEdge = m_prop.collisionbox.MaxEdge * BS;

		toset->MinEdge += m_base_position;
		toset->MaxEdge += m_base_position;

		return true;
	}

	return false;
}

bool LuaEntitySAO::collideWithObjects(){
	return m_prop.collideWithObjects;
}

/*
	PlayerSAO
*/

// No prototype, PlayerSAO does not need to be deserialized

PlayerSAO::PlayerSAO(ServerEnvironment *env_, Player *player_, u16 peer_id_,
		const std::set<std::string> &privs, bool is_singleplayer):
	ServerActiveObject(env_, v3f(0,0,0)),
	m_player(player_),
	m_peer_id(peer_id_),
	m_inventory(NULL),
	m_damage(0),
	m_last_good_position(0,0,0),
	m_time_from_last_punch(0),
	m_nocheat_dig_pos(32767, 32767, 32767),
	m_nocheat_dig_time(0),
	m_wield_index(0),
	m_position_not_sent(false),
	m_armor_groups_sent(false),
	m_properties_sent(true),
	m_privs(privs),
	m_is_singleplayer(is_singleplayer),
	m_animation_speed(0),
	m_animation_blend(0),
	m_animation_sent(false),
	m_bone_position_sent(false),
	m_attachment_parent_id(0),
	m_attachment_sent(false),
	// 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;
	m_armor_groups["fleshy"] = 100;

	m_prop.hp_max = PLAYER_MAX_HP;
	m_prop.physical = false;
	m_prop.weight = 75;
	m_prop.collisionbox = core::aabbox3d<f32>(-1/3.,-1.0,-1/3., 1/3.,1.0,1/3.);
	// start of default appearance, this should be overwritten by LUA
	m_prop.visual = "upright_sprite";
	m_prop.visual_size = v2f(1, 2);
	m_prop.textures.clear();
	m_prop.textures.push_back("player.png");
	m_prop.textures.push_back("player_back.png");
	m_prop.colors.clear();
	m_prop.colors.push_back(video::SColor(255, 255, 255, 255));
	m_prop.spritediv = v2s16(1,1);
	// end of default appearance
	m_prop.is_visible = true;
	m_prop.makes_footstep_sound = true;
}

PlayerSAO::~PlayerSAO()
{
	if(m_inventory != &m_player->inventory)
		delete m_inventory;

}

std::string PlayerSAO::getDescription()
{
	return std::string("player ") + m_player->getName();
}

// Called after id has been set and has been inserted in environment
void PlayerSAO::addedToEnvironment(u32 dtime_s)
{
	ServerActiveObject::addedToEnvironment(dtime_s);
	ServerActiveObject::setBasePosition(m_player->getPosition());
	m_player->setPlayerSAO(this);
	m_player->peer_id = m_peer_id;
	m_last_good_position = m_player->getPosition();
}

// Called before removing from environment
void PlayerSAO::removingFromEnvironment()
{
	ServerActiveObject::removingFromEnvironment();
	if(m_player->getPlayerSAO() == this)
	{
		m_player->setPlayerSAO(NULL);
		m_player->peer_id = 0;
	}
}

bool PlayerSAO::isStaticAllowed() const
{
	return false;
}

bool PlayerSAO::unlimitedTransferDistance() const
{
	return g_settings->getBool("unlimited_player_transfer_distance");
}

std::string PlayerSAO::getClientInitializationData(u16 protocol_version)
{
	std::ostringstream os(std::ios::binary);

	if(protocol_version >= 15)
	{
		writeU8(os, 1); // version
		os<<serializeString(m_player->getName()); // name
		writeU8(os, 1); // is_player
		writeS16(os, getId()); //id
		writeV3F1000(os, m_player->getPosition() + v3f(0,BS*1,0));
		writeF1000(os, m_player->getYaw());
		writeS16(os, getHP());

		writeU8(os, 5 + m_bone_position.size()); // number of messages stuffed in here
		os<<serializeLongString(getPropertyPacket()); // message 1
		os<<serializeLongString(gob_cmd_update_armor_groups(m_armor_groups)); // 2
		os<<serializeLongString(gob_cmd_update_animation(m_animation_range, m_animation_speed, m_animation_blend)); // 3
		for(std::map<std::string, core::vector2d<v3f> >::const_iterator ii = m_bone_position.begin(); ii != m_bone_position.end(); ++ii){
			os<<serializeLongString(gob_cmd_update_bone_position((*ii).first, (*ii).second.X, (*ii).second.Y)); // m_bone_position.size
		}
		os<<serializeLongString(gob_cmd_update_attachment(m_attachment_parent_id, m_attachment_bone, m_attachment_position, m_attachment_rotation)); // 4
		os<<serializeLongString(gob_cmd_update_physics_override(m_physics_override_speed,
				m_physics_override_jump, m_physics_override_gravity, m_physics_override_sneak,
				m_physics_override_sneak_glitch)); // 5
	}
	else
	{
		writeU8(os, 0); // version
		os<<serializeString(m_player->getName()); // name
		writeU8(os, 1); // is_player
		writeV3F1000(os, m_player->getPosition() + v3f(0,BS*1,0));
		writeF1000(os, m_player->getYaw());
		writeS16(os, getHP());
		writeU8(os, 2); // number of messages stuffed in here
		os<<serializeLongString(getPropertyPacket()); // message 1
		os<<serializeLongString(gob_cmd_update_armor_groups(m_armor_groups)); // 2
	}

	// return result
	return os.str();
}

std::string PlayerSAO::getStaticData()
{
	assert(0);
	return "";
}

bool PlayerSAO::isAttached()
{
	if(!m_attachment_parent_id)
		return false;
	// Check if the parent still exists
	ServerActiveObject *obj = m_env->getActiveObject(m_attachment_parent_id);
	if(obj)
		return true;
	return false;
}

void PlayerSAO::step(float dtime, bool send_recommended)
{
	if(!m_properties_sent)
	{
		m_properties_sent = true;
		std::string str = getPropertyPacket();
		// create message and add to list
		ActiveObjectMessage aom(getId(), true, str);
		m_messages_out.push_back(aom);
	}

	// If attached, check that our parent is still there. If it isn't, detach.
	if(m_attachment_parent_id && !isAttached())
	{
		m_attachment_parent_id = 0;
		m_attachment_bone = "";
		m_attachment_position = v3f(0,0,0);
		m_attachment_rotation = v3f(0,0,0);
		m_player->setPosition(m_last_good_position);
		m_moved = true;
	}

	//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())
	{
		v3f pos = m_env->getActiveObject(m_attachment_parent_id)->getBasePosition();
		m_last_good_position = pos;
		m_player->setPosition(pos);
	}

	if(send_recommended == false)
		return;

	// If the object is attached client-side, don't waste bandwidth sending its position to clients
	if(m_position_not_sent && !isAttached())
	{
		m_position_not_sent = false;
		float update_interval = m_env->getSendRecommendedInterval();
		v3f pos;
		if(isAttached()) // Just in case we ever do send attachment position too
			pos = m_env->getActiveObject(m_attachment_parent_id)->getBasePosition();
		else
			pos = m_player->getPosition() + v3f(0,BS*1,0);
		std::string str = gob_cmd_update_position(
			pos,
			v3f(0,0,0),
			v3f(0,0,0),
			m_player->getYaw(),
			true,
			false,
			update_interval
		);
		// create message and add to list
		ActiveObjectMessage aom(getId(), false, str);
		m_messages_out.push_back(aom);
	}

	if(m_wielded_item_not_sent)
	{
		m_wielded_item_not_sent = false;
		// GenericCAO has no special way to show this
	}

	if(m_armor_groups_sent == false){
		m_armor_groups_sent = true;
		std::string str = gob_cmd_update_armor_groups(
				m_armor_groups);
		// create message and add to list
		ActiveObjectMessage aom(getId(), true, str);
		m_messages_out.push_back(aom);
	}

	if(m_physics_override_sent == false){
		m_physics_override_sent = true;
		std::string str = gob_cmd_update_physics_override(m_physics_override_speed,
				m_physics_override_jump, m_physics_override_gravity,
				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);
	}

	if(m_animation_sent == false){
		m_animation_sent = true;
		std::string str = gob_cmd_update_animation(m_animation_range, m_animation_speed, m_animation_blend);
		// create message and add to list
		ActiveObjectMessage aom(getId(), true, str);
		m_messages_out.push_back(aom);
	}

	if(m_bone_position_sent == false){
		m_bone_position_sent = true;
		for(std::map<std::string, core::vector2d<v3f> >::const_iterator ii = m_bone_position.begin(); ii != m_bone_position.end(); ++ii){
			std::string str = gob_cmd_update_bone_position((*ii).first, (*ii).second.X, (*ii).second.Y);
			// create message and add to list
			ActiveObjectMessage aom(getId(), true, str);
			m_messages_out.push_back(aom);
		}
	}

	if(m_attachment_sent == false){
		m_attachment_sent = true;
		std::string str = gob_cmd_update_attachment(m_attachment_parent_id, m_attachment_bone, m_attachment_position, m_attachment_rotation);
		// create message and add to list
		ActiveObjectMessage aom(getId(), true, str);
		m_messages_out.push_back(aom);
	}
}

void PlayerSAO::setBasePosition(const v3f &position)
{
	// This needs to be ran for attachments too
	ServerActiveObject::setBasePosition(position);
	m_position_not_sent = true;
}

void PlayerSAO::setPos(v3f pos)
{
	if(isAttached())
		return;
	m_player->setPosition(pos);
	// Movement caused by this command is always valid
	m_last_good_position = pos;
	// Force position change on client
	m_moved = true;
}

void PlayerSAO::moveTo(v3f pos, bool continuous)
{
	if(isAttached())
		return;
	m_player->setPosition(pos);
	// Movement caused by this command is always valid
	m_last_good_position = pos;
	// Force position change on client
	m_moved = true;
}

void PlayerSAO::setYaw(float yaw)
{
	m_player->setYaw(yaw);
	// Force change on client
	m_moved = true;
}

void PlayerSAO::setPitch(float pitch)
{
	m_player->setPitch(pitch);
	// Force change on client
	m_moved = true;
}

int PlayerSAO::punch(v3f dir,
	const ToolCapabilities *toolcap,
	ServerActiveObject *puncher,
	float time_from_last_punch)
{
	// It's best that attachments cannot be punched 
	if(isAttached())
		return 0;

	if(!toolcap)
		return 0;

	// No effect if PvP disabled
	if(g_settings->getBool("enable_pvp") == false){
		if(puncher->getType() == ACTIVEOBJECT_TYPE_PLAYER){
			std::string str = gob_cmd_punched(0, getHP());
			// create message and add to list
			ActiveObjectMessage aom(getId(), true, str);
			m_messages_out.push_back(aom);
			return 0;
		}
	}

	HitParams hitparams = getHitParams(m_armor_groups, toolcap,
			time_from_last_punch);

	std::string punchername = "nil";

	if ( puncher != 0 )
		punchername = puncher->getDescription();

	actionstream<<"Player "<<m_player->getName()<<" punched by "
			<<punchername<<", damage "<<hitparams.hp
			<<" HP"<<std::endl;

	setHP(getHP() - hitparams.hp);

	return hitparams.wear;
}

void PlayerSAO::rightClick(ServerActiveObject *clicker)
{
}

s16 PlayerSAO::getHP() const
{
	return m_player->hp;
}

s16 PlayerSAO::readDamage()
{
	s16 damage = m_damage;
	m_damage = 0;
	return damage;
}

void PlayerSAO::setHP(s16 hp)
{
	s16 oldhp = m_player->hp;

	if(hp < 0)
		hp = 0;
	else if(hp > PLAYER_MAX_HP)
		hp = PLAYER_MAX_HP;

	if(hp < oldhp && g_settings->getBool("enable_damage") == false)
	{
		m_hp_not_sent = true; // fix wrong prediction on client
		return;
	}

	m_player->hp = hp;

	if(hp != oldhp) {
		m_hp_not_sent = true;
		if(oldhp > hp)
			m_damage += oldhp - hp;
	}

	// Update properties on death
	if((hp == 0) != (oldhp == 0))
		m_properties_sent = false;
}

u16 PlayerSAO::getBreath() const
{
	return m_player->getBreath();
}

void PlayerSAO::setBreath(u16 breath)
{
	m_player->setBreath(breath);
}

void PlayerSAO::setArmorGroups(const ItemGroupList &armor_groups)
{
	m_armor_groups = armor_groups;
	m_armor_groups_sent = false;
}

void PlayerSAO::setAnimation(v2f frame_range, float frame_speed, float frame_blend)
{
	// store these so they can be updated to clients
	m_animation_range = frame_range;
	m_animation_speed = frame_speed;
	m_animation_blend = frame_blend;
	m_animation_sent = false;
}

void PlayerSAO::setBonePosition(std::string bone, v3f position, v3f rotation)
{
	// store these so they can be updated to clients
	m_bone_position[bone] = core::vector2d<v3f>(position, rotation);
	m_bone_position_sent = false;
}

void PlayerSAO::setAttachment(int parent_id, std::string bone, v3f position, v3f rotation)
{
	// Attachments need to be handled on both the server and client.
	// If we just attach on the server, we can only copy the position of the parent. Attachments
	// are still sent to clients at an interval so players might see them lagging, plus we can't
	// read and attach to skeletal bones.
	// If we just attach on the client, the server still sees the child at its original location.
	// This breaks some things so we also give the server the most accurate representation
	// even if players only see the client changes.

	m_attachment_parent_id = parent_id;
	m_attachment_bone = bone;
	m_attachment_position = position;
	m_attachment_rotation = rotation;
	m_attachment_sent = false;
}

ObjectProperties* PlayerSAO::accessObjectProperties()
{
	return &m_prop;
}

void PlayerSAO::notifyObjectPropertiesModified()
{
	m_properties_sent = false;
}

Inventory* PlayerSAO::getInventory()
{
	return m_inventory;
}
const Inventory* PlayerSAO::getInventory() const
{
	return m_inventory;
}

InventoryLocation PlayerSAO::getInventoryLocation() const
{
	InventoryLocation loc;
	loc.setPlayer(m_player->getName());
	return loc;
}

void PlayerSAO::setInventoryModified()
{
	m_inventory_not_sent = true;
}

std::string PlayerSAO::getWieldList() const
{
	return "main";
}

int PlayerSAO::getWieldIndex() const
{
	return m_wield_index;
}

void PlayerSAO::setWieldIndex(int i)
{
	if(i != m_wield_index)
	{
		m_wield_index = i;
		m_wielded_item_not_sent = true;
	}
}

void PlayerSAO::disconnected()
{
	m_peer_id = 0;
	m_removed = true;
	if(m_player->getPlayerSAO() == this)
	{
		m_player->setPlayerSAO(NULL);
		m_player->peer_id = 0;
	}
}

std::string PlayerSAO::getPropertyPacket()
{
	m_prop.is_visible = (true);
	return gob_cmd_set_properties(m_prop);
}

bool PlayerSAO::checkMovementCheat()
{
	bool cheated = false;
	if(isAttached() || m_is_singleplayer ||
			g_settings->getBool("disable_anticheat"))
	{
		m_last_good_position = m_player->getPosition();
	}
	else
	{
		/*
			Check player movements

			NOTE: Actually the server should handle player physics like the
			client does and compare player's position to what is calculated
			on our side. This is required when eg. players fly due to an
			explosion. Altough a node-based alternative might be possible
			too, and much more lightweight.
		*/

		float player_max_speed = 0;
		float player_max_speed_up = 0;
		if(m_privs.count("fast") != 0){
			// Fast speed
			player_max_speed = m_player->movement_speed_fast;
			player_max_speed_up = m_player->movement_speed_fast;
		} else {
			// Normal speed
			player_max_speed = m_player->movement_speed_walk;
			player_max_speed_up = 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);
			m_moved = true;
			cheated = true;
		}
	}
	return cheated;
}

bool PlayerSAO::getCollisionBox(aabb3f *toset) {
	//update collision box
	*toset = m_player->getCollisionbox();

	toset->MinEdge += m_base_position;
	toset->MaxEdge += m_base_position;

	return true;
}

bool PlayerSAO::collideWithObjects(){
	return true;
}