]> git.lizzy.rs Git - minetest.git/blobdiff - src/content_sao.cpp
Minor fixes for file/modlist download in mainmenu
[minetest.git] / src / content_sao.cpp
index efc14570a5f6a98958ef7f4da5089e42f604081d..095c6b5bf26c969f064e752fe815aa3d272df2aa 100644 (file)
@@ -1,6 +1,6 @@
 /*
-Minetest-c55
-Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>
+Minetest
+Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
 
 This program is free software; you can redistribute it and/or modify
 it under the terms of the GNU Lesser General Public License as published by
@@ -27,11 +27,12 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include "tool.h" // For ToolCapabilities
 #include "gamedef.h"
 #include "player.h"
-#include "scriptapi.h"
+#include "scripting_game.h"
 #include "genericobject.h"
 #include "util/serialize.h"
+#include "util/mathconstants.h"
 
-core::map<u16, ServerActiveObject::Factory> ServerActiveObject::m_types;
+std::map<u16, ServerActiveObject::Factory> ServerActiveObject::m_types;
 
 /*
        DummyLoadSAO
@@ -64,6 +65,14 @@ class DummyLoadSAO : public ServerActiveObject
                infostream<<"DummyLoadSAO step"<<std::endl;
        }
 
+       bool getCollisionBox(aabb3f *toset) {
+               return false;
+       }
+
+       bool collideWithObjects() {
+               return false;
+       }
+
 private:
 };
 
@@ -132,6 +141,14 @@ class TestSAO : public ServerActiveObject
                }
        }
 
+       bool getCollisionBox(aabb3f *toset) {
+               return false;
+       }
+
+       bool collideWithObjects() {
+               return false;
+       }
+
 private:
        float m_timer1;
        float m_age;
@@ -174,7 +191,7 @@ class ItemSAO : public ServerActiveObject
        }
 
        ItemSAO(ServerEnvironment *env, v3f pos,
-                       const std::string itemstring):
+                       const std::string &itemstring):
                ServerActiveObject(env, pos),
                m_itemstring(itemstring),
                m_itemstring_changed(false),
@@ -208,8 +225,7 @@ class ItemSAO : public ServerActiveObject
                v3f pos_f_old = pos_f;
                v3f accel_f = v3f(0,0,0);
                f32 stepheight = 0;
-               IGameDef *gamedef = m_env->getGameDef();
-               moveresult = collisionMoveSimple(&m_env->getMap(), gamedef,
+               moveresult = collisionMoveSimple(m_env,m_env->getGameDef(),
                                pos_max_d, box, stepheight, dtime,
                                pos_f, m_speed_f, accel_f);
                
@@ -245,7 +261,7 @@ class ItemSAO : public ServerActiveObject
                }
        }
 
-       std::string getClientInitializationData()
+       std::string getClientInitializationData(u16 protocol_version)
        {
                std::ostringstream os(std::ios::binary);
                // version
@@ -314,6 +330,13 @@ class ItemSAO : public ServerActiveObject
                return 0;
        }
 
+       bool getCollisionBox(aabb3f *toset) {
+               return false;
+       }
+
+       bool collideWithObjects() {
+               return false;
+       }
 
 private:
        std::string m_itemstring;
@@ -327,7 +350,7 @@ class ItemSAO : public ServerActiveObject
 ItemSAO proto_ItemSAO(NULL, v3f(0,0,0), "");
 
 ServerActiveObject* createItemSAO(ServerEnvironment *env, v3f pos,
-               const std::string itemstring)
+                                  const std::string &itemstring)
 {
        return new ItemSAO(env, pos, itemstring);
 }
@@ -356,8 +379,11 @@ LuaEntitySAO::LuaEntitySAO(ServerEnvironment *env, v3f pos,
        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
@@ -367,15 +393,13 @@ LuaEntitySAO::LuaEntitySAO(ServerEnvironment *env, v3f pos,
        }
        
        // Initialize something to armor groups
-       m_armor_groups["fleshy"] = 3;
-       m_armor_groups["snappy"] = 2;
+       m_armor_groups["fleshy"] = 100;
 }
 
 LuaEntitySAO::~LuaEntitySAO()
 {
        if(m_registered){
-               lua_State *L = m_env->getLua();
-               scriptapi_luaentity_rm(L, m_id);
+               m_env->getScriptIface()->luaentity_Remove(m_id);
        }
 }
 
@@ -384,16 +408,18 @@ void LuaEntitySAO::addedToEnvironment(u32 dtime_s)
        ServerActiveObject::addedToEnvironment(dtime_s);
        
        // Create entity from name
-       lua_State *L = m_env->getLua();
-       m_registered = scriptapi_luaentity_add(L, m_id, m_init_name.c_str());
+       m_registered = m_env->getScriptIface()->
+               luaentity_Add(m_id, m_init_name.c_str());
        
        if(m_registered){
                // Get properties
-               scriptapi_luaentity_get_properties(L, 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
-               scriptapi_luaentity_activate(L, m_id, m_init_state.c_str(), dtime_s);
+               m_env->getScriptIface()->
+                       luaentity_Activate(m_id, m_init_state.c_str(), dtime_s);
        }
 }
 
@@ -483,14 +509,14 @@ void LuaEntitySAO::step(float dtime, bool send_recommended)
                        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;
-                       IGameDef *gamedef = m_env->getGameDef();
-                       moveresult = collisionMoveSimple(&m_env->getMap(), gamedef,
-                                       pos_max_d, box, stepheight, dtime,
-                                       p_pos, p_velocity, p_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;
@@ -500,11 +526,15 @@ 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)){
+                       m_yaw = atan2(m_velocity.Z,m_velocity.X) * 180 / M_PI + m_prop.automatic_face_movement_dir_offset;
+               }
        }
 
        if(m_registered){
-               lua_State *L = m_env->getLua();
-               scriptapi_luaentity_step(L, m_id, dtime);
+               m_env->getScriptIface()->luaentity_Step(m_id, dtime);
        }
 
        if(send_recommended == false)
@@ -564,25 +594,41 @@ void LuaEntitySAO::step(float dtime, bool send_recommended)
        }
 }
 
-std::string LuaEntitySAO::getClientInitializationData()
+std::string LuaEntitySAO::getClientInitializationData(u16 protocol_version)
 {
        std::ostringstream os(std::ios::binary);
-       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
+       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
        }
-       os<<serializeLongString(gob_cmd_update_attachment(m_attachment_parent_id, m_attachment_bone, m_attachment_position, m_attachment_rotation)); // 4
 
        // return result
        return os.str();
@@ -598,8 +644,8 @@ std::string LuaEntitySAO::getStaticData()
        os<<serializeString(m_init_name);
        // state
        if(m_registered){
-               lua_State *L = m_env->getLua();
-               std::string state = scriptapi_luaentity_get_staticdata(L, m_id);
+               std::string state = m_env->getScriptIface()->
+                       luaentity_GetStaticdata(m_id);
                os<<serializeLongString(state);
        } else {
                os<<serializeLongString(m_init_state);
@@ -645,8 +691,14 @@ int LuaEntitySAO::punch(v3f dir,
        {
                setHP(getHP() - result.damage);
                
+
+               std::string punchername = "nil";
+
+               if ( puncher != 0 )
+                       punchername = puncher->getDescription();
+
                actionstream<<getDescription()<<" punched by "
-                               <<puncher->getDescription()<<", damage "<<result.damage
+                               <<punchername<<", damage "<<result.damage
                                <<" hp, health now "<<getHP()<<" hp"<<std::endl;
                
                {
@@ -660,8 +712,7 @@ int LuaEntitySAO::punch(v3f dir,
                        m_removed = true;
        }
 
-       lua_State *L = m_env->getLua();
-       scriptapi_luaentity_punch(L, m_id, puncher,
+       m_env->getScriptIface()->luaentity_Punch(m_id, puncher,
                        time_from_last_punch, toolcap, dir);
 
        return result.wear;
@@ -674,8 +725,7 @@ void LuaEntitySAO::rightClick(ServerActiveObject *clicker)
        // It's best that attachments cannot be clicked
        if(isAttached())
                return;
-       lua_State *L = m_env->getLua();
-       scriptapi_luaentity_rightclick(L, m_id, clicker);
+       m_env->getScriptIface()->luaentity_Rightclick(m_id, clicker);
 }
 
 void LuaEntitySAO::setPos(v3f pos)
@@ -861,6 +911,26 @@ void LuaEntitySAO::sendPosition(bool do_interpolate, bool is_movement_end)
        m_messages_out.push_back(aom);
 }
 
+bool LuaEntitySAO::getCollisionBox(aabb3f *toset) {
+       if (m_prop.physical)
+       {
+               //update collision box
+               toset->MinEdge = m_prop.collisionbox.MinEdge * BS;
+               toset->MaxEdge = m_prop.collisionbox.MaxEdge * BS;
+
+               toset->MinEdge += m_base_position;
+               toset->MaxEdge += m_base_position;
+
+               return true;
+       }
+
+       return false;
+}
+
+bool LuaEntitySAO::collideWithObjects(){
+       return m_prop.collideWithObjects;
+}
+
 /*
        PlayerSAO
 */
@@ -873,8 +943,8 @@ PlayerSAO::PlayerSAO(ServerEnvironment *env_, Player *player_, u16 peer_id_,
        m_player(player_),
        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),
@@ -884,21 +954,30 @@ PlayerSAO::PlayerSAO(ServerEnvironment *env_, Player *player_, u16 peer_id_,
        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_wielded_item_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["choppy"] = 2;
-       m_armor_groups["fleshy"] = 3;
+       m_armor_groups["fleshy"] = 100;
 
        m_prop.hp_max = PLAYER_MAX_HP;
        m_prop.physical = false;
@@ -938,7 +1017,6 @@ void PlayerSAO::addedToEnvironment(u32 dtime_s)
        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;
 }
 
 // Called before removing from environment
@@ -962,25 +1040,44 @@ bool PlayerSAO::unlimitedTransferDistance() const
        return g_settings->getBool("unlimited_player_transfer_distance");
 }
 
-std::string PlayerSAO::getClientInitializationData()
+std::string PlayerSAO::getClientInitializationData(u16 protocol_version)
 {
        std::ostringstream os(std::ios::binary);
-       writeU8(os, 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, 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
+
+       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
        }
-       os<<serializeLongString(gob_cmd_update_attachment(m_attachment_parent_id, m_attachment_bone, m_attachment_position, m_attachment_rotation)); // 4
 
        // return result
        return os.str();
@@ -1025,6 +1122,19 @@ void PlayerSAO::step(float dtime, bool send_recommended)
                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;
 
@@ -1034,66 +1144,8 @@ void PlayerSAO::step(float dtime, bool send_recommended)
        {
                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;
-                       }
-               }
-       }
 
        if(send_recommended == false)
                return;
@@ -1137,6 +1189,16 @@ void PlayerSAO::step(float dtime, bool send_recommended)
                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);
@@ -1178,7 +1240,6 @@ void PlayerSAO::setPos(v3f pos)
        m_player->setPosition(pos);
        // Movement caused by this command is always valid
        m_last_good_position = pos;
-       m_last_good_position_age = 0;
        // Force position change on client
        m_moved = true;
 }
@@ -1190,11 +1251,24 @@ void PlayerSAO::moveTo(v3f pos, bool continuous)
        m_player->setPosition(pos);
        // Movement caused by this command is always valid
        m_last_good_position = pos;
-       m_last_good_position_age = 0;
        // Force position change on client
        m_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,
@@ -1221,20 +1295,17 @@ int PlayerSAO::punch(v3f dir,
        HitParams hitparams = getHitParams(m_armor_groups, toolcap,
                        time_from_last_punch);
 
+       std::string punchername = "nil";
+
+       if ( puncher != 0 )
+               punchername = puncher->getDescription();
+
        actionstream<<"Player "<<m_player->getName()<<" punched by "
-                       <<puncher->getDescription()<<", damage "<<hitparams.hp
+                       <<punchername<<", damage "<<hitparams.hp
                        <<" HP"<<std::endl;
 
        setHP(getHP() - hitparams.hp);
 
-       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);
-       }
-
        return hitparams.wear;
 }
 
@@ -1247,6 +1318,13 @@ 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;
@@ -1264,19 +1342,25 @@ void PlayerSAO::setHP(s16 hp)
 
        m_player->hp = hp;
 
-       if(hp != oldhp)
+       if(hp != oldhp) {
                m_hp_not_sent = true;
+               if(oldhp > hp)
+                       m_damage += oldhp - hp;
+       }
 
-       // On death or reincarnation send an active object message
+       // Update properties on death
        if((hp == 0) != (oldhp == 0))
-       {
-               // Will send new is_visible value based on (getHP()!=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
+{
+       return m_player->getBreath();
+}
+
+void PlayerSAO::setBreath(u16 breath)
+{
+       m_player->setBreath(breath);
 }
 
 void PlayerSAO::setArmorGroups(const ItemGroupList &armor_groups)
@@ -1385,3 +1469,73 @@ std::string PlayerSAO::getPropertyPacket()
        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;
+}
+