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path: root/src/content_sao.h
Commit message (Expand)AuthorAge
* Pass arguments by referenceSelat2014-03-12
* Add sneak and sneak_glitch to set_physics_override()PilzAdam2013-12-03
* Send player damage to all clients and apply [brightenPilzAdam2013-08-17
* Rename LagPool's member variables to avoid MSVC freaking up due to it's #defi...Perttu Ahola2013-08-06
* Allow mods to listen to cheat detections using minetest.register_on_cheat()Perttu Ahola2013-08-04
* Fix anticheatPerttu Ahola2013-08-03
* Add an option to disable object <-> object collision for Lua entitiesPilzAdam2013-07-20
* Add set_breath and get_breath to lua API.RealBadAngel2013-07-20
* Allow modifying movement speed, jump height and gravity per-player via the Lu...MirceaKitsune2013-04-05
* Closed add object <-> object collision handlingsapier2013-03-28
* lua methods set_look_pitch and set_look_yawRealBadAngel2013-03-17
* Update Copyright YearsSfan52013-02-24
* Change Minetest-c55 to MinetestPilzAdam2013-02-24
* Full protocol 13 compatibility on server sidePerttu Ahola2012-11-29
* A bunch of fixesMirceaKitsune2012-11-25
* Update attachments at the ending of the addToScene function for parents. And ...MirceaKitsune2012-11-25
* Send animations, bone overrides and attachments in entity initialization. Cli...MirceaKitsune2012-11-25
* Enable client-side attachments, add detachment codeMirceaKitsune2012-11-25
* Complete the attachment framework.MirceaKitsune2012-11-25
* Framework for the attachment system, new object property which allows changin...MirceaKitsune2012-11-25
* Get the new animation framework properly workingMirceaKitsune2012-11-25
* Joint positioning and rotation code, and fix a problem related to their lua APIMirceaKitsune2012-11-25
* Add dtime_s to entity activationPerttu Ahola2012-09-09
* Remove special handling of creative modePerttu Ahola2012-07-25
* Server-side checking of digging; disable_anticheat settingPerttu Ahola2012-07-21
* Switch the license to be LGPLv2/later, with small parts still remaining as GP...Perttu Ahola2012-06-05
* Don't apply player movement cheat detection in singleplayerPerttu Ahola2012-04-01
* Add server-side enforcement of the 'fast' privilege; also fix client checking...Perttu Ahola2012-03-31
* ObjectRef:set_armor_groups() and ObjectRef:set_properties() - works on player...Perttu Ahola2012-03-30
* ObjectPropertiesPerttu Ahola2012-03-30
* Use GenericCAO in place of LuaEntityCAO and PlayerCAOPerttu Ahola2012-03-29
* Add GenericCAO and player armor groups, but don't use them yetPerttu Ahola2012-03-29
* added PlayerSAO and RemotePlayer, removed ServerRemotePlayerKahrl2012-03-29
* LuaEntity armor groupsPerttu Ahola2012-03-10
* Entity damage system WIP; Remove C++ mobsPerttu Ahola2012-03-10
* The huge item definition and item namespace unification patch (itemdef), see ...Kahrl2012-01-12
* Add ObjectRef:getvelocity(), ObjectRef:setyaw() and ObjectRef:getyaw()Perttu Ahola2012-01-02
* ObjectRef:get_entity_name() and fixing of comments in default/init.luaPerttu Ahola2012-01-02
* Remove obsolete createPickedUpItem()Perttu Ahola2011-12-02
* Players are more like objects + related stuffPerttu Ahola2011-12-01
* Player-is-SAO WIPPerttu Ahola2011-12-01
* CraftItem rework and Lua interfaceKahrl2011-11-29
* Improve luaentity sprite functionality (and add some random stuff)Perttu Ahola2011-11-29
* Reshape LuaEntityCAO implementation a bit and make TNT to blinkPerttu Ahola2011-11-29
* Relatively snappy object-ground collision detectionPerttu Ahola2011-11-29
* Improve LuaEntity velocity/acceleration handling (by kahrl); implement static...Perttu Ahola2011-11-29
* Create framework for getting rid of global definitions of node/tool/item/what...Perttu Ahola2011-11-29
* Scripting WIP: dynamic object stuffPerttu Ahola2011-11-29
* Scripting WIPPerttu Ahola2011-11-29
* Scripting WIPPerttu Ahola2011-11-29
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/*
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 "util/serialize.h"
#include "collision.h"
#include "environment.h"
#include "tool.h" // For ToolCapabilities
#include "gamedef.h"
#include "nodedef.h"
#include "remoteplayer.h"
#include "server.h"
#include "scripting_server.h"
#include "genericobject.h"

std::map<u16, ServerActiveObject::Factory> ServerActiveObject::m_types;

/*
	TestSAO
*/

class TestSAO : public ServerActiveObject
{
public:
	TestSAO(ServerEnvironment *env, v3f pos):
		ServerActiveObject(env, pos),
		m_timer1(0),
		m_age(0)
	{
		ServerActiveObject::registerType(getType(), create);
	}
	ActiveObjectType 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_pending_removal = 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(aom);
		}
	}

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

private:
	float m_timer1;
	float m_age;
};

// Prototype (registers item for deserialization)
TestSAO proto_TestSAO(NULL, v3f(0,0,0));

/*
	UnitSAO
 */

UnitSAO::UnitSAO(ServerEnvironment *env, v3f pos):
	ServerActiveObject(env, pos),
	m_hp(-1),
	m_yaw(0),
	m_properties_sent(true),
	m_armor_groups_sent(false),
	m_animation_range(0,0),
	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)
{
	// Initialize something to armor groups
	m_armor_groups["fleshy"] = 100;
}

bool UnitSAO::isAttached() const
{
	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 UnitSAO::setArmorGroups(const ItemGroupList &armor_groups)
{
	m_armor_groups = armor_groups;
	m_armor_groups_sent = false;
}

const ItemGroupList &UnitSAO::getArmorGroups()
{
	return m_armor_groups;
}

void UnitSAO::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 UnitSAO::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 UnitSAO::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 UnitSAO::getBonePosition(const std::string &bone, v3f *position, v3f *rotation)
{
	*position = m_bone_position[bone].X;
	*rotation = m_bone_position[bone].Y;
}

void UnitSAO::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
	// 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;
}

void UnitSAO::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 UnitSAO::addAttachmentChild(int child_id)
{
	m_attachment_child_ids.insert(child_id);
}

void UnitSAO::removeAttachmentChild(int child_id)
{
	m_attachment_child_ids.erase(child_id);
}

const UNORDERED_SET<int> &UnitSAO::getAttachmentChildIds()
{
	return m_attachment_child_ids;
}

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

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

/*
	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):
	UnitSAO(env, pos),
	m_init_name(name),
	m_init_state(state),
	m_registered(false),
	m_velocity(0,0,0),
	m_acceleration(0,0,0),
	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_current_texture_modifier("")
{
	// Only register type if no environment supplied
	if(env == NULL){
		ServerActiveObject::registerType(getType(), create);
		return;
	}
}

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

	for (UNORDERED_SET<u32>::iterator it = m_attached_particle_spawners.begin();
		it != m_attached_particle_spawners.end(); ++it) {
		m_env->deleteParticleSpawner(*it, false);
	}
}

void LuaEntitySAO::addedToEnvironment(u32 dtime_s)
{
	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);
	} else {
		m_prop.infotext = m_init_name;
	}
}

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;
}

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(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){
			aabb3f 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))
		{
			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){
		m_env->getScriptIface()->luaentity_Step(m_id, dtime);
	}

	// Remove LuaEntity beyond terrain edges
	{
		ServerMap *map = dynamic_cast<ServerMap *>(&m_env->getMap());
		assert(map);
		if (!m_pending_deactivation &&
				map->saoPositionOverLimit(m_base_position)) {
			infostream << "Remove SAO " << m_id << "(" << m_init_name
				<< "), outside of limits" << std::endl;
			m_pending_deactivation = true;
			m_pending_removal = true;
			return;
		}
	}

	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(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, m_animation_loop);
		// create message and add to list
		ActiveObjectMessage aom(getId(), true, str);
		m_messages_out.push(aom);
	}

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

	if(m_attachment_sent == false){
		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(aom);
	}
}

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

	// protocol >= 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);

	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)));
		}
	}

	msg_os << serializeLongString(gob_cmd_set_texture_mod(m_current_texture_modifier));
	message_count++;

	writeU8(os, message_count);
	os.write(msg_os.str().c_str(), msg_os.str().size());

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

void LuaEntitySAO::getStaticData(std::string *result) const
{
	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);
	*result = 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_pending_removal = 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);

	bool damage_handled = m_env->getScriptIface()->luaentity_Punch(m_id, puncher,
			time_from_last_punch, toolcap, dir, result.did_punch ? result.damage : 0);

	if (!damage_handled) {
		if (result.did_punch) {
			setHP(getHP() - result.damage);

			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(aom);
		}
	}

	if (getHP() == 0)
		m_pending_removal = true;



	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(const 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::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::setTextureMod(const std::string &mod)
{
	std::string str = gob_cmd_set_texture_mod(mod);
	m_current_texture_modifier = mod;
	// create message and add to list
	ActiveObjectMessage aom(getId(), true, str);
	m_messages_out.push(aom);
}

std::string LuaEntitySAO::getTextureMod() const
{
	return m_current_texture_modifier;
}

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(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(aom);
}

bool LuaEntitySAO::getCollisionBox(aabb3f *toset) const
{
	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() const
{
	return m_prop.collideWithObjects;
}

/*
	PlayerSAO
*/

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

PlayerSAO::PlayerSAO(ServerEnvironment *env_, RemotePlayer *player_, u16 peer_id_,
		bool is_singleplayer):
	UnitSAO(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_teleport(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_is_singleplayer(is_singleplayer),
	m_breath(PLAYER_MAX_BREATH),
	m_pitch(0),
	m_fov(0),
	m_wanted_range(0),
	m_extended_attributes_modified(false),
	// public
	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(false),
	m_physics_override_new_move(true),
	m_physics_override_sent(false)
{
	assert(m_peer_id != 0);	// pre-condition

	m_prop.hp_max = PLAYER_MAX_HP;
	m_prop.physical = false;
	m_prop.weight = 75;
	m_prop.collisionbox = aabb3f(-0.3f, -1.0f, -0.3f, 0.3f, 0.75f, 0.3f);
	// 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;
	m_hp = PLAYER_MAX_HP;
}

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

void PlayerSAO::finalize(RemotePlayer *player, const std::set<std::string> &privs)
{
	assert(player);
	m_player = player;
	m_privs = privs;
	m_inventory = &m_player->inventory;
}

v3f PlayerSAO::getEyeOffset() const
{
	return v3f(0, BS * 1.625f, 0);
}

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_base_position);
	m_player->setPlayerSAO(this);
	m_player->peer_id = m_peer_id;
	m_last_good_position = m_base_position;
}

// Called before removing from environment
void PlayerSAO::removingFromEnvironment()
{
	ServerActiveObject::removingFromEnvironment();
	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);
		}
	}
}

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

	// Protocol >= 15
	writeU8(os, 1); // version
	os << serializeString(m_player->getName()); // name
	writeU8(os, 1); // is_player
	writeS16(os, getId()); //id
	writeV3F1000(os, m_base_position + v3f(0,BS*1,0));
	writeF1000(os, m_yaw);
	writeS16(os, getHP());

	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, m_physics_override_new_move)); // 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)));
		}
	}

	writeU8(os, message_count);
	os.write(msg_os.str().c_str(), msg_os.str().size());

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

void PlayerSAO::getStaticData(std::string *result) const
{
	FATAL_ERROR("Deprecated function");
}

void PlayerSAO::step(float dtime, bool send_recommended)
{
	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 = m_env->getGameDef()->ndef()->get(n);
		// If node generates drown
		if (c.drowning > 0 && m_hp > 0) {
			if (m_breath > 0)
				setBreath(m_breath - 1);

			// No more breath, damage player
			if (m_breath == 0) {
				setHP(m_hp - c.drowning);
				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 = m_env->getGameDef()->ndef()->get(n);
		// If player is alive & no drowning, breath
		if (m_hp > 0 && m_breath < PLAYER_MAX_BREATH && c.drowning == 0)
			setBreath(m_breath + 1);
	}

	if (m_node_hurt_interval.step(dtime, 1.0)) {
		// Feet, middle and head
		v3s16 p1 = floatToInt(m_base_position + v3f(0, BS*0.1, 0), BS);
		MapNode n1 = m_env->getMap().getNodeNoEx(p1);
		v3s16 p2 = floatToInt(m_base_position + v3f(0, BS*0.8, 0), BS);
		MapNode n2 = m_env->getMap().getNodeNoEx(p2);
		v3s16 p3 = floatToInt(m_base_position + v3f(0, BS*1.6, 0), BS);
		MapNode n3 = m_env->getMap().getNodeNoEx(p3);

		u32 damage_per_second = 0;
		damage_per_second = MYMAX(damage_per_second,
			m_env->getGameDef()->ndef()->get(n1).damage_per_second);
		damage_per_second = MYMAX(damage_per_second,
			m_env->getGameDef()->ndef()->get(n2).damage_per_second);
		damage_per_second = MYMAX(damage_per_second,
			m_env->getGameDef()->ndef()->get(n3).damage_per_second);

		if (damage_per_second != 0 && m_hp > 0) {
			s16 newhp = ((s32) damage_per_second > m_hp ? 0 : m_hp - damage_per_second);
			setHP(newhp);
			m_env->getGameDef()->SendPlayerHPOrDie(this);
		}
	}

	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(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);
		setBasePosition(m_last_good_position);
		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_teleport += 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;
		setBasePosition(pos);
	}

	if (!send_recommended)
		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_base_position + v3f(0,BS*1,0);
		std::string str = gob_cmd_update_position(
			pos,
			v3f(0,0,0),
			v3f(0,0,0),
			m_yaw,
			true,
			false,
			update_interval
		);
		// create message and add to list
		ActiveObjectMessage aom(getId(), false, str);
		m_messages_out.push(aom);
	}

	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(aom);
	}

	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,
				m_physics_override_sneak, m_physics_override_sneak_glitch,
				m_physics_override_new_move);
		// create message and add to list
		ActiveObjectMessage aom(getId(), true, str);
		m_messages_out.push(aom);
	}

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

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

	if (!m_attachment_sent){
		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(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(const v3f &pos)
{
	if(isAttached())
		return;

	setBasePosition(pos);
	// Movement caused by this command is always valid
	m_last_good_position = pos;
	m_move_pool.empty();
	m_time_from_last_teleport = 0.0;
	m_env->getGameDef()->SendMovePlayer(m_peer_id);
}

void PlayerSAO::moveTo(v3f pos, bool continuous)
{
	if(isAttached())
		return;

	setBasePosition(pos);
	// Movement caused by this command is always valid
	m_last_good_position = pos;
	m_move_pool.empty();
	m_time_from_last_teleport = 0.0;
	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::setYawAndSend(const float yaw)
{
	setYaw(yaw);
	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::setPitchAndSend(const float pitch)
{
	setPitch(pitch);
	m_env->getGameDef()->SendMovePlayer(m_peer_id);
}

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(aom);
			return 0;
		}
	}

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

	std::string punchername = "nil";

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

	PlayerSAO *playersao = m_player->getPlayerSAO();

	bool damage_handled = m_env->getScriptIface()->on_punchplayer(playersao,
				puncher, time_from_last_punch, toolcap, dir,
				hitparams.hp);

	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;
}

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

void PlayerSAO::setHP(s16 hp)
{
	s16 oldhp = m_hp;

	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)
		hp = PLAYER_MAX_HP;

	if (hp < oldhp && !g_settings->getBool("enable_damage")) {
		return;
	}

	m_hp = hp;

	if (oldhp > hp)
		m_damage += (oldhp - hp);

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

void PlayerSAO::setBreath(const u16 breath, bool send)
{
	if (m_player && breath != m_breath)
		m_player->setDirty(true);

	m_breath = MYMIN(breath, PLAYER_MAX_BREATH);

	if (send)
		m_env->getGameDef()->SendPlayerBreath(this);
}

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;
}

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

ItemStack PlayerSAO::getWieldedItem() const
{
	const Inventory *inv = getInventory();
	ItemStack ret;
	const InventoryList *mlist = inv->getList(getWieldList());
	if (mlist && getWieldIndex() < (s32)mlist->getSize())
		ret = mlist->getItem(getWieldIndex());
	return ret;
}

ItemStack PlayerSAO::getWieldedItemOrHand() const
{
	const Inventory *inv = getInventory();
	ItemStack ret;
	const InventoryList *mlist = inv->getList(getWieldList());
	if (mlist && getWieldIndex() < (s32)mlist->getSize())
		ret = mlist->getItem(getWieldIndex());
	if (ret.name.empty()) {
		const InventoryList *hlist = inv->getList("hand");
		if (hlist)
			ret = hlist->getItem(0);
	}
	return ret;
}

bool PlayerSAO::setWieldedItem(const ItemStack &item)
{
	Inventory *inv = getInventory();
	if (inv) {
		InventoryList *mlist = inv->getList(getWieldList());
		if (mlist) {
			mlist->changeItem(getWieldIndex(), item);
			return true;
		}
	}
	return false;
}

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

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

void PlayerSAO::disconnected()
{
	m_peer_id = 0;
	m_pending_removal = true;
}

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()
{
	m_prop.is_visible = (true);
	return gob_cmd_set_properties(m_prop);
}

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 {
		const float LAG_POOL_MIN = 5.0;
		float lag_pool_max = m_env->getMaxLagEstimate() * 2.0;
		lag_pool_max = MYMAX(lag_pool_max, LAG_POOL_MIN);
		if (m_time_from_last_teleport > lag_pool_max) {
			actionstream << "Player " << m_player->getName()
					<< " moved too fast; resetting position"
					<< std::endl;
			cheated = true;
		}
		setBasePosition(m_last_good_position);
	}
	return cheated;
}

bool PlayerSAO::getCollisionBox(aabb3f *toset) const
{
	*toset = aabb3f(-0.3f * BS, 0.0f, -0.3f * BS, 0.3f * BS, 1.75f * BS, 0.3f * BS);

	toset->MinEdge += m_base_position;
	toset->MaxEdge += m_base_position;
	return true;
}