]> git.lizzy.rs Git - dragonfireclient.git/blobdiff - src/content_sao.cpp
ContentCAO: Fix broken attachments on join (#8701)
[dragonfireclient.git] / src / content_sao.cpp
index cb4d81f9a6f7500b727f562556aa6881a6cb9fd0..41b1aec18794c65db0bea633ccd167368f4cd3e4 100644 (file)
 /*
-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 General Public License as published by
-the Free Software Foundation; either version 2 of the License, or
+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 General Public License for more details.
+GNU Lesser General Public License for more details.
 
-You should have received a copy of the GNU General Public License along
+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 "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 "nodedef.h"
+#include "remoteplayer.h"
+#include "server.h"
+#include "scripting_server.h"
+#include "genericobject.h"
+#include "settings.h"
+#include <algorithm>
+#include <cmath>
 
-core::map<u16, ServerActiveObject::Factory> ServerActiveObject::m_types;
-
-/* Some helper functions */
-
-// Y is copied, X and Z change is limited
-void accelerate_xz(v3f &speed, v3f target_speed, f32 max_increase)
-{
-       v3f d_wanted = target_speed - speed;
-       d_wanted.Y = 0;
-       f32 dl_wanted = d_wanted.getLength();
-       f32 dl = dl_wanted;
-       if(dl > max_increase)
-               dl = max_increase;
-       
-       v3f d = d_wanted.normalize() * dl;
-
-       speed.X += d.X;
-       speed.Z += d.Z;
-       speed.Y = target_speed.Y;
-}
+std::map<u16, ServerActiveObject::Factory> ServerActiveObject::m_types;
 
 /*
        TestSAO
 */
 
-// Prototype
-TestSAO proto_TestSAO(NULL, v3f(0,0,0));
-
-TestSAO::TestSAO(ServerEnvironment *env, v3f pos):
-       ServerActiveObject(env, pos),
-       m_timer1(0),
-       m_age(0)
+class TestSAO : public ServerActiveObject
 {
-       ServerActiveObject::registerType(getType(), create);
-}
-
-ServerActiveObject* TestSAO::create(ServerEnvironment *env, v3f pos,
-               const std::string &data)
-{
-       return new TestSAO(env, pos);
-}
+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; }
 
-void TestSAO::step(float dtime, bool send_recommended)
-{
-       m_age += dtime;
-       if(m_age > 10)
+       static ServerActiveObject* create(ServerEnvironment *env, v3f pos,
+                       const std::string &data)
        {
-               m_removed = true;
-               return;
+               return new TestSAO(env, pos);
        }
 
-       m_base_position.Y += dtime * BS * 2;
-       if(m_base_position.Y > 8*BS)
-               m_base_position.Y = 2*BS;
+       void step(float dtime, bool send_recommended)
+       {
+               m_age += dtime;
+               if(m_age > 10)
+               {
+                       m_pending_removal = true;
+                       return;
+               }
 
-       if(send_recommended == false)
-               return;
+               m_base_position.Y += dtime * BS * 2;
+               if(m_base_position.Y > 8*BS)
+                       m_base_position.Y = 2*BS;
 
-       m_timer1 -= dtime;
-       if(m_timer1 < 0.0)
-       {
-               m_timer1 += 0.125;
+               if (!send_recommended)
+                       return;
 
-               std::string data;
+               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);
+                       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);
+                       ActiveObjectMessage aom(getId(), false, data);
+                       m_messages_out.push(aom);
+               }
        }
-}
 
+       bool getCollisionBox(aabb3f *toset) const { return false; }
 
-/*
-       ItemSAO
-*/
+       virtual bool getSelectionBox(aabb3f *toset) const { return false; }
+
+       bool collideWithObjects() const { return false; }
+
+private:
+       float m_timer1;
+       float m_age;
+};
 
-// Prototype
-ItemSAO proto_ItemSAO(NULL, v3f(0,0,0), "");
+// Prototype (registers item for deserialization)
+TestSAO proto_TestSAO(NULL, v3f(0,0,0));
+
+/*
+       UnitSAO
+ */
 
-ItemSAO::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)
+UnitSAO::UnitSAO(ServerEnvironment *env, v3f pos):
+       ServerActiveObject(env, pos)
 {
-       ServerActiveObject::registerType(getType(), create);
+       // Initialize something to armor groups
+       m_armor_groups["fleshy"] = 100;
 }
 
-ServerActiveObject* ItemSAO::create(ServerEnvironment *env, v3f pos,
-               const std::string &data)
+ServerActiveObject *UnitSAO::getParent() const
 {
-       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<<"ItemSAO::create(): Creating item \""
-                       <<itemstring<<"\""<<std::endl;
-       return new ItemSAO(env, pos, itemstring);
+       if (!m_attachment_parent_id)
+               return nullptr;
+       // Check if the parent still exists
+       ServerActiveObject *obj = m_env->getActiveObject(m_attachment_parent_id);
+
+       return obj;
 }
 
-void ItemSAO::step(float dtime, bool send_recommended)
+void UnitSAO::setArmorGroups(const ItemGroupList &armor_groups)
 {
-       ScopeProfiler sp2(g_profiler, "ItemSAO::step avg", SPT_AVG);
-
-       assert(m_env);
+       m_armor_groups = armor_groups;
+       m_armor_groups_sent = false;
+}
 
-       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;
-       IGameDef *gamedef = m_env->getGameDef();
-       moveresult = collisionMoveSimple(&m_env->getMap(), gamedef,
-                       pos_max_d, box, dtime, pos_f, m_speed_f);
-       
-       if(send_recommended == false)
-               return;
+const ItemGroupList &UnitSAO::getArmorGroups()
+{
+       return m_armor_groups;
+}
 
-       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;
+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;
+}
 
-               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);
-       }
+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;
 }
 
-std::string ItemSAO::getClientInitializationData()
+void UnitSAO::setAnimationSpeed(float frame_speed)
 {
-       std::ostringstream os(std::ios::binary);
-       // version
-       writeU8(os, 0);
-       // pos
-       writeV3F1000(os, m_base_position);
-       // itemstring
-       os<<serializeString(m_itemstring);
-       return os.str();
+       m_animation_speed = frame_speed;
+       m_animation_speed_sent = false;
 }
 
-std::string ItemSAO::getStaticData()
+void UnitSAO::setBonePosition(const std::string &bone, v3f position, v3f rotation)
 {
-       infostream<<__FUNCTION_NAME<<std::endl;
-       std::ostringstream os(std::ios::binary);
-       // version
-       writeU8(os, 0);
-       // itemstring
-       os<<serializeString(m_itemstring);
-       return os.str();
+       // store these so they can be updated to clients
+       m_bone_position[bone] = core::vector2d<v3f>(position, rotation);
+       m_bone_position_sent = false;
 }
 
-ItemStack ItemSAO::createItemStack()
+void UnitSAO::getBonePosition(const std::string &bone, v3f *position, v3f *rotation)
 {
-       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();
-       }
+       *position = m_bone_position[bone].X;
+       *rotation = m_bone_position[bone].Y;
 }
 
-void ItemSAO::punch(ServerActiveObject *puncher, float time_from_last_punch)
+void UnitSAO::setAttachment(int parent_id, const std::string &bone, v3f position, v3f rotation)
 {
-       // Allow removing items in creative mode
-       if(g_settings->getBool("creative_mode") == true)
-       {
-               m_removed = true;
-               return;
-       }
+       // 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.
 
-       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;
-               }
+       int old_parent = m_attachment_parent_id;
+       m_attachment_parent_id = parent_id;
+       m_attachment_bone = bone;
+       m_attachment_position = position;
+       m_attachment_rotation = rotation;
+       m_attachment_sent = false;
+
+       if (parent_id != old_parent) {
+               onDetach(old_parent);
+               onAttach(parent_id);
        }
 }
 
-/*
-       RatSAO
-*/
-
-// Prototype
-RatSAO proto_RatSAO(NULL, v3f(0,0,0));
-
-RatSAO::RatSAO(ServerEnvironment *env, v3f pos):
-       ServerActiveObject(env, pos),
-       m_is_active(false),
-       m_speed_f(0,0,0)
+void UnitSAO::getAttachment(int *parent_id, std::string *bone, v3f *position,
+       v3f *rotation) const
 {
-       ServerActiveObject::registerType(getType(), create);
-
-       m_oldpos = v3f(0,0,0);
-       m_last_sent_position = v3f(0,0,0);
-       m_yaw = myrand_range(0,PI*2);
-       m_counter1 = 0;
-       m_counter2 = 0;
-       m_age = 0;
-       m_touching_ground = false;
+       *parent_id = m_attachment_parent_id;
+       *bone = m_attachment_bone;
+       *position = m_attachment_position;
+       *rotation = m_attachment_rotation;
 }
 
-ServerActiveObject* RatSAO::create(ServerEnvironment *env, v3f pos,
-               const std::string &data)
+void UnitSAO::clearChildAttachments()
 {
-       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;
-       return new RatSAO(env, pos);
+       for (int child_id : m_attachment_child_ids) {
+               // Child can be NULL if it was deleted earlier
+               if (ServerActiveObject *child = m_env->getActiveObject(child_id))
+                       child->setAttachment(0, "", v3f(0, 0, 0), v3f(0, 0, 0));
+       }
+       m_attachment_child_ids.clear();
 }
 
-void RatSAO::step(float dtime, bool send_recommended)
+void UnitSAO::clearParentAttachment()
 {
-       ScopeProfiler sp2(g_profiler, "RatSAO::step avg", SPT_AVG);
+       ServerActiveObject *parent = nullptr;
+       if (m_attachment_parent_id) {
+               parent = m_env->getActiveObject(m_attachment_parent_id);
+               setAttachment(0, "", m_attachment_position, m_attachment_rotation);
+       } else {
+               setAttachment(0, "", v3f(0, 0, 0), v3f(0, 0, 0));
+       }
+       // Do it
+       if (parent)
+               parent->removeAttachmentChild(m_id);
+}
 
-       assert(m_env);
+void UnitSAO::addAttachmentChild(int child_id)
+{
+       m_attachment_child_ids.insert(child_id);
+}
 
-       if(m_is_active == false)
-       {
-               if(m_inactive_interval.step(dtime, 0.5)==false)
-                       return;
-       }
+void UnitSAO::removeAttachmentChild(int child_id)
+{
+       m_attachment_child_ids.erase(child_id);
+}
 
-       /*
-               The AI
-       */
+const std::unordered_set<int> &UnitSAO::getAttachmentChildIds() const
+{
+       return m_attachment_child_ids;
+}
 
-       /*m_age += dtime;
-       if(m_age > 60)
-       {
-               // Die
-               m_removed = true;
+void UnitSAO::onAttach(int parent_id)
+{
+       if (!parent_id)
                return;
-       }*/
 
-       // Apply gravity
-       m_speed_f.Y -= dtime*9.81*BS;
+       ServerActiveObject *parent = m_env->getActiveObject(parent_id);
 
-       /*
-               Move around if some player is close
-       */
-       bool player_is_close = false;
-       // Check connected players
-       core::list<Player*> players = m_env->getPlayers(true);
-       core::list<Player*>::Iterator i;
-       for(i = players.begin();
-                       i != players.end(); i++)
-       {
-               Player *player = *i;
-               v3f playerpos = player->getPosition();
-               if(m_base_position.getDistanceFrom(playerpos) < BS*10.0)
-               {
-                       player_is_close = true;
-                       break;
-               }
-       }
+       if (!parent || parent->isGone())
+               return; // Do not try to notify soon gone parent
 
-       m_is_active = player_is_close;
-       
-       if(player_is_close == false)
-       {
-               m_speed_f.X = 0;
-               m_speed_f.Z = 0;
+       if (parent->getType() == ACTIVEOBJECT_TYPE_LUAENTITY) {
+               // Call parent's on_attach field
+               m_env->getScriptIface()->luaentity_on_attach_child(parent_id, this);
        }
-       else
-       {
-               // Move around
-               v3f dir(cos(m_yaw/180*PI),0,sin(m_yaw/180*PI));
-               f32 speed = 2*BS;
-               m_speed_f.X = speed * dir.X;
-               m_speed_f.Z = speed * dir.Z;
-
-               if(m_touching_ground && (m_oldpos - m_base_position).getLength()
-                               < dtime*speed/2)
-               {
-                       m_counter1 -= dtime;
-                       if(m_counter1 < 0.0)
-                       {
-                               m_counter1 += 1.0;
-                               m_speed_f.Y = 5.0*BS;
-                       }
-               }
+}
 
-               {
-                       m_counter2 -= dtime;
-                       if(m_counter2 < 0.0)
-                       {
-                               m_counter2 += (float)(myrand()%100)/100*3.0;
-                               m_yaw += ((float)(myrand()%200)-100)/100*180;
-                               m_yaw = wrapDegrees(m_yaw);
-                       }
-               }
-       }
-       
-       m_oldpos = m_base_position;
+void UnitSAO::onDetach(int parent_id)
+{
+       if (!parent_id)
+               return;
 
-       /*
-               Move it, with collision detection
-       */
+       ServerActiveObject *parent = m_env->getActiveObject(parent_id);
+       if (getType() == ACTIVEOBJECT_TYPE_LUAENTITY)
+               m_env->getScriptIface()->luaentity_on_detach(m_id, parent);
 
-       core::aabbox3d<f32> box(-BS/3.,0.0,-BS/3., BS/3.,BS*2./3.,BS/3.);
-       collisionMoveResult moveresult;
-       // 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;
-       IGameDef *gamedef = m_env->getGameDef();
-       moveresult = collisionMoveSimple(&m_env->getMap(), gamedef,
-                       pos_max_d, box, dtime, pos_f, m_speed_f);
-       m_touching_ground = moveresult.touching_ground;
-       
-       setBasePosition(pos_f);
-
-       if(send_recommended == false)
-               return;
+       if (!parent || parent->isGone())
+               return; // Do not try to notify soon gone parent
 
-       if(pos_f.getDistanceFrom(m_last_sent_position) > 0.05*BS)
-       {
-               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);
-               // yaw
-               writeF1000(os, m_yaw);
-               // create message and add to list
-               ActiveObjectMessage aom(getId(), false, os.str());
-               m_messages_out.push_back(aom);
-       }
+       if (parent->getType() == ACTIVEOBJECT_TYPE_LUAENTITY)
+               m_env->getScriptIface()->luaentity_on_detach_child(parent_id, this);
 }
 
-std::string RatSAO::getClientInitializationData()
+ObjectProperties* UnitSAO::accessObjectProperties()
 {
-       std::ostringstream os(std::ios::binary);
-       // version
-       writeU8(os, 0);
-       // pos
-       writeV3F1000(os, m_base_position);
-       return os.str();
+       return &m_prop;
 }
 
-std::string RatSAO::getStaticData()
+void UnitSAO::notifyObjectPropertiesModified()
 {
-       //infostream<<__FUNCTION_NAME<<std::endl;
-       std::ostringstream os(std::ios::binary);
-       // version
-       writeU8(os, 0);
-       return os.str();
+       m_properties_sent = false;
 }
 
-void RatSAO::punch(ServerActiveObject *puncher, float time_from_last_punch)
+/*
+       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)
 {
-       // Allow removing rats in creative mode
-       if(g_settings->getBool("creative_mode") == true)
-       {
-               m_removed = true;
+       // Only register type if no environment supplied
+       if(env == NULL){
+               ServerActiveObject::registerType(getType(), create);
                return;
        }
-
-       IItemDefManager *idef = m_env->getGameDef()->idef();
-       ItemStack item("rat", 1, 0, "", idef);
-       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;
-       }
 }
 
-/*
-       Oerkki1SAO
-*/
+LuaEntitySAO::~LuaEntitySAO()
+{
+       if(m_registered){
+               m_env->getScriptIface()->luaentity_Remove(m_id);
+       }
 
-// Prototype
-Oerkki1SAO proto_Oerkki1SAO(NULL, v3f(0,0,0));
+       for (u32 attached_particle_spawner : m_attached_particle_spawners) {
+               m_env->deleteParticleSpawner(attached_particle_spawner, false);
+       }
+}
 
-Oerkki1SAO::Oerkki1SAO(ServerEnvironment *env, v3f pos):
-       ServerActiveObject(env, pos),
-       m_is_active(false),
-       m_speed_f(0,0,0)
+void LuaEntitySAO::addedToEnvironment(u32 dtime_s)
 {
-       ServerActiveObject::registerType(getType(), create);
+       ServerActiveObject::addedToEnvironment(dtime_s);
+
+       // Create entity from name
+       m_registered = m_env->getScriptIface()->
+               luaentity_Add(m_id, m_init_name.c_str());
 
-       m_oldpos = v3f(0,0,0);
-       m_last_sent_position = v3f(0,0,0);
-       m_yaw = 0;
-       m_counter1 = 0;
-       m_counter2 = 0;
-       m_age = 0;
-       m_touching_ground = false;
-       m_hp = 20;
-       m_after_jump_timer = 0;
+       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, dtime_s);
+       } else {
+               m_prop.infotext = m_init_name;
+       }
 }
 
-ServerActiveObject* Oerkki1SAO::create(ServerEnvironment *env, v3f pos,
+ServerActiveObject* LuaEntitySAO::create(ServerEnvironment *env, v3f pos,
                const std::string &data)
 {
-       std::istringstream is(data, std::ios::binary);
-       // read version
-       u8 version = readU8(is);
-       // read hp
-       u8 hp = readU8(is);
-       // check if version is supported
-       if(version != 0)
-               return NULL;
-       Oerkki1SAO *o = new Oerkki1SAO(env, pos);
-       o->m_hp = hp;
-       return o;
-}
+       std::string name;
+       std::string state;
+       u16 hp = 1;
+       v3f velocity;
+       v3f rotation;
 
-void Oerkki1SAO::step(float dtime, bool send_recommended)
-{
-       ScopeProfiler sp2(g_profiler, "Oerkki1SAO::step avg", SPT_AVG);
+       while (!data.empty()) { // breakable, run for one iteration
+               std::istringstream is(data, std::ios::binary);
+               // 'version' does not allow to incrementally extend the parameter list thus
+               // we need another variable to build on top of 'version=1'. Ugly hack but worksâ„¢
+               u8 version2 = 0;
+               u8 version = readU8(is);
 
-       assert(m_env);
+               name = deSerializeString(is);
+               state = deSerializeLongString(is);
 
-       if(m_is_active == false)
-       {
-               if(m_inactive_interval.step(dtime, 0.5)==false)
-                       return;
-       }
+               if (version < 1)
+                       break;
 
-       /*
-               The AI
-       */
+               hp = readU16(is);
+               velocity = readV3F1000(is);
+               // yaw must be yaw to be backwards-compatible
+               rotation.Y = readF1000(is);
 
-       m_age += dtime;
-       if(m_age > 120)
-       {
-               // Die
-               m_removed = true;
-               return;
-       }
+               if (is.good()) // EOF for old formats
+                       version2 = readU8(is);
 
-       m_after_jump_timer -= dtime;
+               if (version2 < 1) // PROTOCOL_VERSION < 37
+                       break;
 
-       v3f old_speed = m_speed_f;
+               // version2 >= 1
+               rotation.X = readF1000(is);
+               rotation.Z = readF1000(is);
 
-       // Apply gravity
-       m_speed_f.Y -= dtime*9.81*BS;
+               // if (version2 < 2)
+               //     break;
+               // <read new values>
+               break;
+       }
+       // 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_rotation = rotation;
+       return sao;
+}
 
-       /*
-               Move around if some player is close
-       */
-       bool player_is_close = false;
-       bool player_is_too_close = false;
-       v3f near_player_pos;
-       // Check connected players
-       core::list<Player*> players = m_env->getPlayers(true);
-       core::list<Player*>::Iterator i;
-       for(i = players.begin();
-                       i != players.end(); i++)
+void LuaEntitySAO::step(float dtime, bool send_recommended)
+{
+       if(!m_properties_sent)
        {
-               Player *player = *i;
-               v3f playerpos = player->getPosition();
-               f32 dist = m_base_position.getDistanceFrom(playerpos);
-               if(dist < BS*0.6)
-               {
-                       m_removed = true;
-                       return;
-                       player_is_too_close = true;
-                       near_player_pos = playerpos;
-               }
-               else if(dist < BS*15.0 && !player_is_too_close)
-               {
-                       player_is_close = true;
-                       near_player_pos = playerpos;
-               }
+               m_properties_sent = true;
+               std::string str = getPropertyPacket();
+               // create message and add to list
+               ActiveObjectMessage aom(getId(), true, str);
+               m_messages_out.push(aom);
        }
 
-       m_is_active = player_is_close;
+       // 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);
+       }
 
-       v3f target_speed = m_speed_f;
+       m_last_sent_position_timer += dtime;
 
-       if(!player_is_close)
+       // 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())
        {
-               target_speed = v3f(0,0,0);
+               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
        {
-               // Move around
-
-               v3f ndir = near_player_pos - m_base_position;
-               ndir.Y = 0;
-               ndir.normalize();
-
-               f32 nyaw = 180./PI*atan2(ndir.Z,ndir.X);
-               if(nyaw < m_yaw - 180)
-                       nyaw += 360;
-               else if(nyaw > m_yaw + 180)
-                       nyaw -= 360;
-               m_yaw = 0.95*m_yaw + 0.05*nyaw;
-               m_yaw = wrapDegrees(m_yaw);
-               
-               f32 speed = 2*BS;
-
-               if((m_touching_ground || m_after_jump_timer > 0.0)
-                               && !player_is_too_close)
-               {
-                       v3f dir(cos(m_yaw/180*PI),0,sin(m_yaw/180*PI));
-                       target_speed.X = speed * dir.X;
-                       target_speed.Z = speed * dir.Z;
+               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_touching_ground && (m_oldpos - m_base_position).getLength()
-                               < dtime*speed/2)
-               {
-                       m_counter1 -= dtime;
-                       if(m_counter1 < 0.0)
-                       {
-                               m_counter1 += 0.2;
-                               // Jump
-                               target_speed.Y = 5.0*BS;
-                               m_after_jump_timer = 1.0;
+               if (m_prop.automatic_face_movement_dir &&
+                               (fabs(m_velocity.Z) > 0.001 || fabs(m_velocity.X) > 0.001)) {
+                       float target_yaw = atan2(m_velocity.Z, m_velocity.X) * 180 / M_PI
+                               + m_prop.automatic_face_movement_dir_offset;
+                       float max_rotation_per_sec =
+                                       m_prop.automatic_face_movement_max_rotation_per_sec;
+
+                       if (max_rotation_per_sec > 0) {
+                               m_rotation.Y = wrapDegrees_0_360(m_rotation.Y);
+                               wrappedApproachShortest(m_rotation.Y, target_yaw,
+                                       dtime * max_rotation_per_sec, 360.f);
+                       } else {
+                               // Negative values of max_rotation_per_sec mean disabled.
+                               m_rotation.Y = target_yaw;
                        }
                }
+       }
 
-               {
-                       m_counter2 -= dtime;
-                       if(m_counter2 < 0.0)
-                       {
-                               m_counter2 += (float)(myrand()%100)/100*3.0;
-                               //m_yaw += ((float)(myrand()%200)-100)/100*180;
-                               m_yaw += ((float)(myrand()%200)-100)/100*90;
-                               m_yaw = wrapDegrees(m_yaw);
-                       }
-               }
+       if(m_registered){
+               m_env->getScriptIface()->luaentity_Step(m_id, dtime);
        }
-       
-       if((m_speed_f - target_speed).getLength() > BS*4 || player_is_too_close)
-               accelerate_xz(m_speed_f, target_speed, dtime*BS*8);
-       else
-               accelerate_xz(m_speed_f, target_speed, dtime*BS*4);
-       
-       m_oldpos = m_base_position;
 
-       /*
-               Move it, with collision detection
-       */
+       if (!send_recommended)
+               return;
 
-       core::aabbox3d<f32> box(-BS/3.,0.0,-BS/3., BS/3.,BS*5./3.,BS/3.);
-       collisionMoveResult moveresult;
-       // 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;
-       IGameDef *gamedef = m_env->getGameDef();
-       moveresult = collisionMovePrecise(&m_env->getMap(), gamedef,
-                       pos_max_d, box, dtime, pos_f, m_speed_f);
-       m_touching_ground = moveresult.touching_ground;
-       
-       // Do collision damage
-       float tolerance = BS*30;
-       float factor = BS*0.5;
-       v3f speed_diff = old_speed - m_speed_f;
-       // Increase effect in X and Z
-       speed_diff.X *= 2;
-       speed_diff.Z *= 2;
-       float vel = speed_diff.getLength();
-       if(vel > tolerance)
+       if(!isAttached())
        {
-               f32 damage_f = (vel - tolerance)/BS*factor;
-               u16 damage = (u16)(damage_f+0.5);
-               doDamage(damage);
+               // 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 ||
+                               std::fabs(m_rotation.X - m_last_sent_rotation.X) > 1.0f ||
+                               std::fabs(m_rotation.Y - m_last_sent_rotation.Y) > 1.0f ||
+                               std::fabs(m_rotation.Z - m_last_sent_rotation.Z) > 1.0f) {
+
+                       sendPosition(true, false);
+               }
        }
 
-       setBasePosition(pos_f);
+       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(send_recommended == false && m_speed_f.getLength() < 3.0*BS)
-               return;
+       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(pos_f.getDistanceFrom(m_last_sent_position) > 0.05*BS)
-       {
-               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);
-               // yaw
-               writeF1000(os, m_yaw);
+       if (!m_animation_speed_sent) {
+               m_animation_speed_sent = true;
+               std::string str = gob_cmd_update_animation_speed(m_animation_speed);
                // create message and add to list
-               ActiveObjectMessage aom(getId(), false, os.str());
-               m_messages_out.push_back(aom);
+               ActiveObjectMessage aom(getId(), true, str);
+               m_messages_out.push(aom);
+       }
+
+       if (!m_bone_position_sent) {
+               m_bone_position_sent = true;
+               for (std::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);
        }
 }
 
-std::string Oerkki1SAO::getClientInitializationData()
+std::string LuaEntitySAO::getClientInitializationData(u16 protocol_version)
 {
        std::ostringstream os(std::ios::binary);
-       // version
-       writeU8(os, 0);
-       // pos
-       writeV3F1000(os, m_base_position);
+
+       // PROTOCOL_VERSION >= 37
+       writeU8(os, 1); // version
+       os << serializeString(""); // name
+       writeU8(os, 0); // is_player
+       writeU16(os, getId()); //id
+       writeV3F32(os, m_base_position);
+       writeV3F32(os, m_rotation);
+       writeU16(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 (std::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 (std::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++;
+                       // TODO after a protocol bump: only send the object initialization data
+                       // to older clients (superfluous since this message exists)
+                       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();
 }
 
-std::string Oerkki1SAO::getStaticData()
+void LuaEntitySAO::getStaticData(std::string *result) const
 {
-       //infostream<<__FUNCTION_NAME<<std::endl;
+       verbosestream<<FUNCTION_NAME<<std::endl;
        std::ostringstream os(std::ios::binary);
-       // version
-       writeU8(os, 0);
-       // hp
-       writeU8(os, m_hp);
-       return os.str();
+       // version must be 1 to keep backwards-compatibility. See version2
+       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);
+       }
+       writeU16(os, m_hp);
+       writeV3F1000(os, m_velocity);
+       // yaw
+       writeF1000(os, m_rotation.Y);
+
+       // version2. Increase this variable for new values
+       writeU8(os, 1); // PROTOCOL_VERSION >= 37
+
+       writeF1000(os, m_rotation.X);
+       writeF1000(os, m_rotation.Z);
+
+       // <write new values>
+
+       *result = os.str();
 }
 
-void Oerkki1SAO::punch(ServerActiveObject *puncher, float time_from_last_punch)
+int LuaEntitySAO::punch(v3f dir,
+               const ToolCapabilities *toolcap,
+               ServerActiveObject *puncher,
+               float time_from_last_punch)
 {
-       if(!puncher)
-               return;
-       
-       v3f dir = (getBasePosition() - puncher->getBasePosition()).normalize();
-       m_speed_f += dir*12*BS;
+       if (!m_registered) {
+               // Delete unknown LuaEntities when punched
+               m_pending_removal = true;
+               return 0;
+       }
 
-       // "Material" groups of the object
-       std::map<std::string, int> groups;
-       groups["snappy"] = 1;
-       groups["choppy"] = 1;
-       groups["fleshy"] = 3;
+       FATAL_ERROR_IF(!puncher, "Punch action called without SAO");
 
-       IItemDefManager *idef = m_env->getGameDef()->idef();
-       ItemStack punchitem = puncher->getWieldedItem();
-       ToolCapabilities tp = punchitem.getToolCapabilities(idef);
+       s32 old_hp = getHP();
+       const ItemStack &punchitem = puncher->getWieldedItem();
 
-       HitParams hit_params = getHitParams(groups, &tp,
+       PunchDamageResult result = getPunchDamage(
+                       m_armor_groups,
+                       toolcap,
+                       &punchitem,
                        time_from_last_punch);
 
-       doDamage(hit_params.hp);
-       if(g_settings->getBool("creative_mode") == false)
-       {
-               punchitem.addWear(hit_params.wear, idef);
-               puncher->setWieldedItem(punchitem);
+       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((s32)getHP() - result.damage,
+                               PlayerHPChangeReason(PlayerHPChangeReason::SET_HP));
+
+                       std::string str = gob_cmd_punched(getHP());
+                       // create message and add to list
+                       ActiveObjectMessage aom(getId(), true, str);
+                       m_messages_out.push(aom);
+               }
+       }
+
+       if (getHP() == 0 && !isGone()) {
+               m_pending_removal = true;
+               clearParentAttachment();
+               clearChildAttachments();
+               m_env->getScriptIface()->luaentity_on_death(m_id, puncher);
        }
+
+       actionstream << puncher->getDescription() << " (id=" << puncher->getId() <<
+                       ", hp=" << puncher->getHP() << ") punched " <<
+                       getDescription() << " (id=" << m_id << ", hp=" << m_hp <<
+                       "), damage=" << (old_hp - (s32)getHP()) <<
+                       (damage_handled ? " (handled by Lua)" : "") << std::endl;
+
+       return result.wear;
 }
 
-void Oerkki1SAO::doDamage(u16 d)
+void LuaEntitySAO::rightClick(ServerActiveObject *clicker)
 {
-       infostream<<"oerkki damage: "<<d<<std::endl;
-       
-       if(d < m_hp)
-       {
-               m_hp -= d;
-       }
-       else
-       {
-               // Die
-               m_hp = 0;
-               m_removed = true;
-       }
+       if (!m_registered)
+               return;
 
-       {
-               std::ostringstream os(std::ios::binary);
-               // command (1 = damage)
-               writeU8(os, 1);
-               // amount
-               writeU8(os, d);
-               // create message and add to list
-               ActiveObjectMessage aom(getId(), false, os.str());
-               m_messages_out.push_back(aom);
-       }
+       m_env->getScriptIface()->luaentity_Rightclick(m_id, clicker);
 }
 
-/*
-       FireflySAO
-*/
+void LuaEntitySAO::setPos(const v3f &pos)
+{
+       if(isAttached())
+               return;
+       m_base_position = pos;
+       sendPosition(false, true);
+}
 
-// Prototype
-FireflySAO proto_FireflySAO(NULL, v3f(0,0,0));
+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;
+}
 
-FireflySAO::FireflySAO(ServerEnvironment *env, v3f pos):
-       ServerActiveObject(env, pos),
-       m_is_active(false),
-       m_speed_f(0,0,0)
+std::string LuaEntitySAO::getDescription()
 {
-       ServerActiveObject::registerType(getType(), create);
+       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();
+}
 
-       m_oldpos = v3f(0,0,0);
-       m_last_sent_position = v3f(0,0,0);
-       m_yaw = 0;
-       m_counter1 = 0;
-       m_counter2 = 0;
-       m_age = 0;
-       m_touching_ground = false;
+void LuaEntitySAO::setHP(s32 hp, const PlayerHPChangeReason &reason)
+{
+       m_hp = rangelim(hp, 0, U16_MAX);
 }
 
-ServerActiveObject* FireflySAO::create(ServerEnvironment *env, v3f pos,
-               const std::string &data)
+u16 LuaEntitySAO::getHP() const
 {
-       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;
-       return new FireflySAO(env, pos);
+       return m_hp;
 }
 
-void FireflySAO::step(float dtime, bool send_recommended)
+void LuaEntitySAO::setVelocity(v3f velocity)
 {
-       ScopeProfiler sp2(g_profiler, "FireflySAO::step avg", SPT_AVG);
+       m_velocity = velocity;
+}
 
-       assert(m_env);
+v3f LuaEntitySAO::getVelocity()
+{
+       return m_velocity;
+}
 
-       if(m_is_active == false)
-       {
-               if(m_inactive_interval.step(dtime, 0.5)==false)
-                       return;
-       }
+void LuaEntitySAO::setAcceleration(v3f acceleration)
+{
+       m_acceleration = acceleration;
+}
 
-       /*
-               The AI
-       */
+v3f LuaEntitySAO::getAcceleration()
+{
+       return m_acceleration;
+}
 
-       // Apply (less) gravity
-       m_speed_f.Y -= dtime*3*BS;
+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);
+}
 
-       /*
-               Move around if some player is close
-       */
-       bool player_is_close = false;
-       // Check connected players
-       core::list<Player*> players = m_env->getPlayers(true);
-       core::list<Player*>::Iterator i;
-       for(i = players.begin();
-                       i != players.end(); i++)
-       {
-               Player *player = *i;
-               v3f playerpos = player->getPosition();
-               if(m_base_position.getDistanceFrom(playerpos) < BS*10.0)
-               {
-                       player_is_close = true;
-                       break;
-               }
-       }
+std::string LuaEntitySAO::getTextureMod() const
+{
+       return m_current_texture_modifier;
+}
 
-       m_is_active = player_is_close;
-       
-       if(player_is_close == false)
-       {
-               m_speed_f.X = 0;
-               m_speed_f.Z = 0;
-       }
-       else
-       {
-               // Move around
-               v3f dir(cos(m_yaw/180*PI),0,sin(m_yaw/180*PI));
-               f32 speed = BS/2;
-               m_speed_f.X = speed * dir.X;
-               m_speed_f.Z = speed * dir.Z;
-
-               if(m_touching_ground && (m_oldpos - m_base_position).getLength()
-                               < dtime*speed/2)
-               {
-                       m_counter1 -= dtime;
-                       if(m_counter1 < 0.0)
-                       {
-                               m_counter1 += 1.0;
-                               m_speed_f.Y = 5.0*BS;
-                       }
-               }
+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);
+}
 
-               {
-                       m_counter2 -= dtime;
-                       if(m_counter2 < 0.0)
-                       {
-                               m_counter2 += (float)(myrand()%100)/100*3.0;
-                               m_yaw += ((float)(myrand()%200)-100)/100*180;
-                               m_yaw = wrapDegrees(m_yaw);
-                       }
-               }
-       }
-       
-       m_oldpos = m_base_position;
+std::string LuaEntitySAO::getName()
+{
+       return m_init_name;
+}
 
-       /*
-               Move it, with collision detection
-       */
+std::string LuaEntitySAO::getPropertyPacket()
+{
+       return gob_cmd_set_properties(m_prop);
+}
 
-       core::aabbox3d<f32> box(-BS/3.,-BS*2/3.0,-BS/3., BS/3.,BS*4./3.,BS/3.);
-       collisionMoveResult moveresult;
-       // 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;
-       IGameDef *gamedef = m_env->getGameDef();
-       moveresult = collisionMoveSimple(&m_env->getMap(), gamedef,
-                       pos_max_d, box, dtime, pos_f, m_speed_f);
-       m_touching_ground = moveresult.touching_ground;
-       
-       setBasePosition(pos_f);
-
-       if(send_recommended == false)
+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;
 
-       if(pos_f.getDistanceFrom(m_last_sent_position) > 0.05*BS)
+       m_last_sent_move_precision = m_base_position.getDistanceFrom(
+                       m_last_sent_position);
+       m_last_sent_position_timer = 0;
+       m_last_sent_position = m_base_position;
+       m_last_sent_velocity = m_velocity;
+       //m_last_sent_acceleration = m_acceleration;
+       m_last_sent_rotation = m_rotation;
+
+       float update_interval = m_env->getSendRecommendedInterval();
+
+       std::string str = gob_cmd_update_position(
+               m_base_position,
+               m_velocity,
+               m_acceleration,
+               m_rotation,
+               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)
        {
-               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);
-               // yaw
-               writeF1000(os, m_yaw);
-               // create message and add to list
-               ActiveObjectMessage aom(getId(), false, os.str());
-               m_messages_out.push_back(aom);
+               //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::getSelectionBox(aabb3f *toset) const
+{
+       if (!m_prop.is_visible || !m_prop.pointable) {
+               return false;
        }
-}
 
-std::string FireflySAO::getClientInitializationData()
-{
-       std::ostringstream os(std::ios::binary);
-       // version
-       writeU8(os, 0);
-       // pos
-       writeV3F1000(os, m_base_position);
-       return os.str();
+       toset->MinEdge = m_prop.selectionbox.MinEdge * BS;
+       toset->MaxEdge = m_prop.selectionbox.MaxEdge * BS;
+
+       return true;
 }
 
-std::string FireflySAO::getStaticData()
+bool LuaEntitySAO::collideWithObjects() const
 {
-       //infostream<<__FUNCTION_NAME<<std::endl;
-       std::ostringstream os(std::ios::binary);
-       // version
-       writeU8(os, 0);
-       return os.str();
+       return m_prop.collideWithObjects;
 }
 
 /*
-       MobV2SAO
+       PlayerSAO
 */
 
-// Prototype
-MobV2SAO proto_MobV2SAO(NULL, v3f(0,0,0), NULL);
-
-MobV2SAO::MobV2SAO(ServerEnvironment *env, v3f pos,
-               Settings *init_properties):
-       ServerActiveObject(env, pos),
-       m_move_type("ground_nodes"),
-       m_speed(0,0,0),
-       m_last_sent_position(0,0,0),
-       m_oldpos(0,0,0),
-       m_yaw(0),
-       m_counter1(0),
-       m_counter2(0),
-       m_age(0),
-       m_touching_ground(false),
-       m_hp(10),
-       m_walk_around(false),
-       m_walk_around_timer(0),
-       m_next_pos_exists(false),
-       m_shoot_reload_timer(0),
-       m_shooting(false),
-       m_shooting_timer(0),
-       m_falling(false),
-       m_disturb_timer(100000),
-       m_random_disturb_timer(0),
-       m_shoot_y(0)
-{
-       ServerActiveObject::registerType(getType(), create);
-       
-       m_properties = new Settings();
-       if(init_properties)
-               m_properties->update(*init_properties);
-       
-       m_properties->setV3F("pos", pos);
-       
-       setPropertyDefaults();
-       readProperties();
-}
-       
-MobV2SAO::~MobV2SAO()
-{
-       delete m_properties;
-}
-
-ServerActiveObject* MobV2SAO::create(ServerEnvironment *env, v3f pos,
-               const std::string &data)
-{
-       std::istringstream is(data, std::ios::binary);
-       Settings properties;
-       properties.parseConfigLines(is, "MobArgsEnd");
-       MobV2SAO *o = new MobV2SAO(env, pos, &properties);
-       return o;
-}
+// No prototype, PlayerSAO does not need to be deserialized
 
-std::string MobV2SAO::getStaticData()
+PlayerSAO::PlayerSAO(ServerEnvironment *env_, RemotePlayer *player_, session_t peer_id_,
+               bool is_singleplayer):
+       UnitSAO(env_, v3f(0,0,0)),
+       m_player(player_),
+       m_peer_id(peer_id_),
+       m_is_singleplayer(is_singleplayer)
 {
-       updateProperties();
+       assert(m_peer_id != 0); // pre-condition
 
-       std::ostringstream os(std::ios::binary);
-       m_properties->writeLines(os);
-       return os.str();
+       m_prop.hp_max = PLAYER_MAX_HP_DEFAULT;
+       m_prop.breath_max = PLAYER_MAX_BREATH_DEFAULT;
+       m_prop.physical = false;
+       m_prop.weight = 75;
+       m_prop.collisionbox = aabb3f(-0.3f, 0.0f, -0.3f, 0.3f, 1.77f, 0.3f);
+       m_prop.selectionbox = aabb3f(-0.3f, 0.0f, -0.3f, 0.3f, 1.77f, 0.3f);
+       m_prop.pointable = true;
+       // Start of default appearance, this should be overwritten by Lua
+       m_prop.visual = "upright_sprite";
+       m_prop.visual_size = v3f(1, 2, 1);
+       m_prop.textures.clear();
+       m_prop.textures.emplace_back("player.png");
+       m_prop.textures.emplace_back("player_back.png");
+       m_prop.colors.clear();
+       m_prop.colors.emplace_back(255, 255, 255, 255);
+       m_prop.spritediv = v2s16(1,1);
+       m_prop.eye_height = 1.625f;
+       // End of default appearance
+       m_prop.is_visible = true;
+       m_prop.backface_culling = false;
+       m_prop.makes_footstep_sound = true;
+       m_prop.stepheight = PLAYER_DEFAULT_STEPHEIGHT * BS;
+       m_hp = m_prop.hp_max;
+       m_breath = m_prop.breath_max;
+       // Disable zoom in survival mode using a value of 0
+       m_prop.zoom_fov = g_settings->getBool("creative_mode") ? 15.0f : 0.0f;
+
+       if (!g_settings->getBool("enable_damage"))
+               m_armor_groups["immortal"] = 1;
 }
 
-std::string MobV2SAO::getClientInitializationData()
+PlayerSAO::~PlayerSAO()
 {
-       //infostream<<__FUNCTION_NAME<<std::endl;
-
-       updateProperties();
-
-       std::ostringstream os(std::ios::binary);
-
-       // version
-       writeU8(os, 0);
-       
-       Settings client_properties;
-       
-       /*client_properties.set("version", "0");
-       client_properties.updateValue(*m_properties, "pos");
-       client_properties.updateValue(*m_properties, "yaw");
-       client_properties.updateValue(*m_properties, "hp");*/
-
-       // Just send everything for simplicity
-       client_properties.update(*m_properties);
-
-       std::ostringstream os2(std::ios::binary);
-       client_properties.writeLines(os2);
-       compressZlib(os2.str(), os);
-
-       return os.str();
+       if(m_inventory != &m_player->inventory)
+               delete m_inventory;
 }
 
-bool checkFreePosition(Map *map, v3s16 p0, v3s16 size)
+void PlayerSAO::finalize(RemotePlayer *player, const std::set<std::string> &privs)
 {
-       for(int dx=0; dx<size.X; dx++)
-       for(int dy=0; dy<size.Y; dy++)
-       for(int dz=0; dz<size.Z; dz++){
-               v3s16 dp(dx, dy, dz);
-               v3s16 p = p0 + dp;
-               MapNode n = map->getNodeNoEx(p);
-               if(n.getContent() != CONTENT_AIR)
-                       return false;
-       }
-       return true;
+       assert(player);
+       m_player = player;
+       m_privs = privs;
+       m_inventory = &m_player->inventory;
 }
 
-bool checkWalkablePosition(Map *map, v3s16 p0)
+v3f PlayerSAO::getEyeOffset() const
 {
-       v3s16 p = p0 + v3s16(0,-1,0);
-       MapNode n = map->getNodeNoEx(p);
-       if(n.getContent() != CONTENT_AIR)
-               return true;
-       return false;
+       return v3f(0, BS * m_prop.eye_height, 0);
 }
 
-bool checkFreeAndWalkablePosition(Map *map, v3s16 p0, v3s16 size)
+std::string PlayerSAO::getDescription()
 {
-       if(!checkFreePosition(map, p0, size))
-               return false;
-       if(!checkWalkablePosition(map, p0))
-               return false;
-       return true;
+       return std::string("player ") + m_player->getName();
 }
 
-static void get_random_u32_array(u32 a[], u32 len)
+// Called after id has been set and has been inserted in environment
+void PlayerSAO::addedToEnvironment(u32 dtime_s)
 {
-       u32 i, n;
-       for(i=0; i<len; i++)
-               a[i] = i;
-       n = len;
-       while(n > 1){
-               u32 k = myrand() % n;
-               n--;
-               u32 temp = a[n];
-               a[n] = a[k];
-               a[k] = temp;
-       }
+       ServerActiveObject::addedToEnvironment(dtime_s);
+       ServerActiveObject::setBasePosition(m_base_position);
+       m_player->setPlayerSAO(this);
+       m_player->setPeerId(m_peer_id);
+       m_last_good_position = m_base_position;
 }
 
-#define PP(x) "("<<(x).X<<","<<(x).Y<<","<<(x).Z<<")"
-
-static void explodeSquare(Map *map, v3s16 p0, v3s16 size)
+// Called before removing from environment
+void PlayerSAO::removingFromEnvironment()
 {
-       core::map<v3s16, MapBlock*> modified_blocks;
-
-       for(int dx=0; dx<size.X; dx++)
-       for(int dy=0; dy<size.Y; dy++)
-       for(int dz=0; dz<size.Z; dz++){
-               v3s16 dp(dx - size.X/2, dy - size.Y/2, dz - size.Z/2);
-               v3s16 p = p0 + dp;
-               MapNode n = map->getNodeNoEx(p);
-               if(n.getContent() == CONTENT_IGNORE)
-                       continue;
-               //map->removeNodeWithEvent(p);
-               map->removeNodeAndUpdate(p, modified_blocks);
-       }
-
-       // Send a MEET_OTHER event
-       MapEditEvent event;
-       event.type = MEET_OTHER;
-       for(core::map<v3s16, MapBlock*>::Iterator
-                 i = modified_blocks.getIterator();
-                 i.atEnd() == false; i++)
-       {
-               v3s16 p = i.getNode()->getKey();
-               event.modified_blocks.insert(p, true);
+       ServerActiveObject::removingFromEnvironment();
+       if (m_player->getPlayerSAO() == this) {
+               unlinkPlayerSessionAndSave();
+               for (u32 attached_particle_spawner : m_attached_particle_spawners) {
+                       m_env->deleteParticleSpawner(attached_particle_spawner, false);
+               }
        }
-       map->dispatchEvent(&event);
 }
 
-void MobV2SAO::step(float dtime, bool send_recommended)
+std::string PlayerSAO::getClientInitializationData(u16 protocol_version)
 {
-       ScopeProfiler sp2(g_profiler, "MobV2SAO::step avg", SPT_AVG);
-
-       assert(m_env);
-       Map *map = &m_env->getMap();
-
-       m_age += dtime;
+       std::ostringstream os(std::ios::binary);
 
-       if(m_die_age >= 0.0 && m_age >= m_die_age){
-               m_removed = true;
-               return;
+       // Protocol >= 15
+       writeU8(os, 1); // version
+       os << serializeString(m_player->getName()); // name
+       writeU8(os, 1); // is_player
+       writeS16(os, getId()); // id
+       writeV3F32(os, m_base_position);
+       writeV3F32(os, m_rotation);
+       writeU16(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 (std::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
        }
-
-       m_random_disturb_timer += dtime;
-       if(m_random_disturb_timer >= 5.0)
-       {
-               m_random_disturb_timer = 0;
-               // Check connected players
-               core::list<Player*> players = m_env->getPlayers(true);
-               core::list<Player*>::Iterator i;
-               for(i = players.begin();
-                               i != players.end(); i++)
-               {
-                       Player *player = *i;
-                       v3f playerpos = player->getPosition();
-                       f32 dist = m_base_position.getDistanceFrom(playerpos);
-                       if(dist < BS*16)
-                       {
-                               if(myrand_range(0,3) == 0){
-                                       actionstream<<"Mob id="<<m_id<<" at "
-                                                       <<PP(m_base_position/BS)
-                                                       <<" got randomly disturbed by "
-                                                       <<player->getName()<<std::endl;
-                                       m_disturbing_player = player->getName();
-                                       m_disturb_timer = 0;
-                                       break;
-                               }
-                       }
+       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 (std::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)));
                }
        }
 
-       Player *disturbing_player =
-                       m_env->getPlayer(m_disturbing_player.c_str());
-       v3f disturbing_player_off = v3f(0,1,0);
-       v3f disturbing_player_norm = v3f(0,1,0);
-       float disturbing_player_distance = 1000000;
-       float disturbing_player_dir = 0;
-       if(disturbing_player){
-               disturbing_player_off =
-                               disturbing_player->getPosition() - m_base_position;
-               disturbing_player_distance = disturbing_player_off.getLength();
-               disturbing_player_norm = disturbing_player_off;
-               disturbing_player_norm.normalize();
-               disturbing_player_dir = 180./PI*atan2(disturbing_player_norm.Z,
-                               disturbing_player_norm.X);
-       }
-
-       m_disturb_timer += dtime;
-       
-       if(!m_falling)
-       {
-               m_shooting_timer -= dtime;
-               if(m_shooting_timer <= 0.0 && m_shooting){
-                       m_shooting = false;
-                       
-                       std::string shoot_type = m_properties->get("shoot_type");
-                       v3f shoot_pos(0,0,0);
-                       shoot_pos.Y += m_properties->getFloat("shoot_y") * BS;
-                       if(shoot_type == "fireball"){
-                               v3f dir(cos(m_yaw/180*PI),0,sin(m_yaw/180*PI));
-                               dir.Y = m_shoot_y;
-                               dir.normalize();
-                               v3f speed = dir * BS * 10.0;
-                               v3f pos = m_base_position + shoot_pos;
-                               infostream<<__FUNCTION_NAME<<": Mob id="<<m_id
-                                               <<" shooting fireball from "<<PP(pos)
-                                               <<" at speed "<<PP(speed)<<std::endl;
-                               Settings properties;
-                               properties.set("looks", "fireball");
-                               properties.setV3F("speed", speed);
-                               properties.setFloat("die_age", 5.0);
-                               properties.set("move_type", "constant_speed");
-                               properties.setFloat("hp", 1000);
-                               properties.set("lock_full_brightness", "true");
-                               properties.set("player_hit_damage", "9");
-                               properties.set("player_hit_distance", "2");
-                               properties.set("player_hit_interval", "1");
-                               ServerActiveObject *obj = new MobV2SAO(m_env,
-                                               pos, &properties);
-                               //m_env->addActiveObjectAsStatic(obj);
-                               m_env->addActiveObject(obj);
-                       } else {
-                               infostream<<__FUNCTION_NAME<<": Mob id="<<m_id
-                                               <<": Unknown shoot_type="<<shoot_type
-                                               <<std::endl;
-                       }
-               }
+       writeU8(os, message_count);
+       os.write(msg_os.str().c_str(), msg_os.str().size());
 
-               m_shoot_reload_timer += dtime;
+       // return result
+       return os.str();
+}
 
-               float reload_time = 15.0;
-               if(m_disturb_timer <= 15.0)
-                       reload_time = 3.0;
+void PlayerSAO::getStaticData(std::string * result) const
+{
+       FATAL_ERROR("Deprecated function");
+}
 
-               bool shoot_without_player = false;
-               if(m_properties->getBool("mindless_rage"))
-                       shoot_without_player = true;
+void PlayerSAO::step(float dtime, bool send_recommended)
+{
+       if (!isImmortal() && m_drowning_interval.step(dtime, 2.0f)) {
+               // Get nose/mouth position, approximate with eye position
+               v3s16 p = floatToInt(getEyePosition(), 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);
 
-               if(!m_shooting && m_shoot_reload_timer >= reload_time &&
-                               !m_next_pos_exists &&
-                               (m_disturb_timer <= 60.0 || shoot_without_player))
-               {
-                       m_shoot_y = 0;
-                       if(m_disturb_timer < 60.0 && disturbing_player &&
-                                       disturbing_player_distance < 16*BS &&
-                                       fabs(disturbing_player_norm.Y) < 0.8){
-                               m_yaw = disturbing_player_dir;
-                               sendPosition();
-                               m_shoot_y += disturbing_player_norm.Y;
-                       } else {
-                               m_shoot_y = 0.01 * myrand_range(-30,10);
-                       }
-                       m_shoot_reload_timer = 0.0;
-                       m_shooting = true;
-                       m_shooting_timer = 1.5;
-                       {
-                               std::ostringstream os(std::ios::binary);
-                               // command (2 = shooting)
-                               writeU8(os, 2);
-                               // time
-                               writeF1000(os, m_shooting_timer + 0.1);
-                               // bright?
-                               writeU8(os, true);
-                               // create message and add to list
-                               ActiveObjectMessage aom(getId(), false, os.str());
-                               m_messages_out.push_back(aom);
+                       // No more breath, damage player
+                       if (m_breath == 0) {
+                               PlayerHPChangeReason reason(PlayerHPChangeReason::DROWNING);
+                               setHP(m_hp - c.drowning, reason);
+                               m_env->getGameDef()->SendPlayerHPOrDie(this, reason);
                        }
                }
        }
-       
-       if(m_move_type == "ground_nodes")
-       {
-               if(!m_shooting){
-                       m_walk_around_timer -= dtime;
-                       if(m_walk_around_timer <= 0.0){
-                               m_walk_around = !m_walk_around;
-                               if(m_walk_around)
-                                       m_walk_around_timer = 0.1*myrand_range(10,50);
-                               else
-                                       m_walk_around_timer = 0.1*myrand_range(30,70);
-                       }
-               }
 
-               /* Move */
-               if(m_next_pos_exists){
-                       v3f pos_f = m_base_position;
-                       v3f next_pos_f = intToFloat(m_next_pos_i, BS);
-
-                       v3f v = next_pos_f - pos_f;
-                       m_yaw = atan2(v.Z, v.X) / PI * 180;
-                       
-                       v3f diff = next_pos_f - pos_f;
-                       v3f dir = diff;
-                       dir.normalize();
-                       float speed = BS * 0.5;
-                       if(m_falling)
-                               speed = BS * 3.0;
-                       dir *= dtime * speed;
-                       bool arrived = false;
-                       if(dir.getLength() > diff.getLength()){
-                               dir = diff;
-                               arrived = true;
-                       }
-                       pos_f += dir;
-                       m_base_position = pos_f;
+       if (m_breathing_interval.step(dtime, 0.5f)) {
+               // Get nose/mouth position, approximate with eye position
+               v3s16 p = floatToInt(getEyePosition(), BS);
+               MapNode n = m_env->getMap().getNodeNoEx(p);
+               const ContentFeatures &c = m_env->getGameDef()->ndef()->get(n);
+               // If player is alive & no drowning & not in ignore, breathe
+               if (m_breath < m_prop.breath_max &&
+                               c.drowning == 0 && n.getContent() != CONTENT_IGNORE && m_hp > 0)
+                       setBreath(m_breath + 1);
+       }
 
-                       if((pos_f - next_pos_f).getLength() < 0.1 || arrived){
-                               m_next_pos_exists = false;
+       if (!isImmortal() && m_node_hurt_interval.step(dtime, 1.0f)) {
+               u32 damage_per_second = 0;
+               std::string nodename;
+               // Lowest and highest damage points are 0.1 within collisionbox
+               float dam_top = m_prop.collisionbox.MaxEdge.Y - 0.1f;
+
+               // Sequence of damage points, starting 0.1 above feet and progressing
+               // upwards in 1 node intervals, stopping below top damage point.
+               for (float dam_height = 0.1f; dam_height < dam_top; dam_height++) {
+                       v3s16 p = floatToInt(m_base_position +
+                               v3f(0.0f, dam_height * BS, 0.0f), BS);
+                       MapNode n = m_env->getMap().getNodeNoEx(p);
+                       const ContentFeatures &c = m_env->getGameDef()->ndef()->get(n);
+                       if (c.damage_per_second > damage_per_second) {
+                               damage_per_second = c.damage_per_second;
+                               nodename = c.name;
                        }
                }
 
-               v3s16 pos_i = floatToInt(m_base_position, BS);
-               v3s16 size_blocks = v3s16(m_size.X+0.5,m_size.Y+0.5,m_size.X+0.5);
-               v3s16 pos_size_off(0,0,0);
-               if(m_size.X >= 2.5){
-                       pos_size_off.X = -1;
-                       pos_size_off.Y = -1;
-               }
-               
-               if(!m_next_pos_exists){
-                       /* Check whether to drop down */
-                       if(checkFreePosition(map,
-                                       pos_i + pos_size_off + v3s16(0,-1,0), size_blocks)){
-                               m_next_pos_i = pos_i + v3s16(0,-1,0);
-                               m_next_pos_exists = true;
-                               m_falling = true;
-                       } else {
-                               m_falling = false;
-                       }
+               // Top damage point
+               v3s16 ptop = floatToInt(m_base_position +
+                       v3f(0.0f, dam_top * BS, 0.0f), BS);
+               MapNode ntop = m_env->getMap().getNodeNoEx(ptop);
+               const ContentFeatures &c = m_env->getGameDef()->ndef()->get(ntop);
+               if (c.damage_per_second > damage_per_second) {
+                       damage_per_second = c.damage_per_second;
+                       nodename = c.name;
                }
 
-               if(m_walk_around)
-               {
-                       if(!m_next_pos_exists){
-                               /* Find some position where to go next */
-                               v3s16 dps[3*3*3];
-                               int num_dps = 0;
-                               for(int dx=-1; dx<=1; dx++)
-                               for(int dy=-1; dy<=1; dy++)
-                               for(int dz=-1; dz<=1; dz++){
-                                       if(dx == 0 && dy == 0)
-                                               continue;
-                                       if(dx != 0 && dz != 0 && dy != 0)
-                                               continue;
-                                       dps[num_dps++] = v3s16(dx,dy,dz);
-                               }
-                               u32 order[3*3*3];
-                               get_random_u32_array(order, num_dps);
-                               for(int i=0; i<num_dps; i++){
-                                       v3s16 p = dps[order[i]] + pos_i;
-                                       bool is_free = checkFreeAndWalkablePosition(map,
-                                                       p + pos_size_off, size_blocks);
-                                       if(!is_free)
-                                               continue;
-                                       m_next_pos_i = p;
-                                       m_next_pos_exists = true;
-                                       break;
-                               }
-                       }
-               }
-       }
-       else if(m_move_type == "constant_speed")
-       {
-               m_base_position += m_speed * dtime;
-               
-               v3s16 pos_i = floatToInt(m_base_position, BS);
-               v3s16 size_blocks = v3s16(m_size.X+0.5,m_size.Y+0.5,m_size.X+0.5);
-               v3s16 pos_size_off(0,0,0);
-               if(m_size.X >= 2.5){
-                       pos_size_off.X = -1;
-                       pos_size_off.Y = -1;
-               }
-               bool free = checkFreePosition(map, pos_i + pos_size_off, size_blocks);
-               if(!free){
-                       explodeSquare(map, pos_i, v3s16(3,3,3));
-                       m_removed = true;
-                       return;
+               if (damage_per_second != 0 && m_hp > 0) {
+                       s32 newhp = (s32)m_hp - (s32)damage_per_second;
+                       PlayerHPChangeReason reason(PlayerHPChangeReason::NODE_DAMAGE, nodename);
+                       setHP(newhp, reason);
+                       m_env->getGameDef()->SendPlayerHPOrDie(this, reason);
                }
        }
-       else
-       {
-               errorstream<<"MobV2SAO::step(): id="<<m_id<<" unknown move_type=\""
-                               <<m_move_type<<"\""<<std::endl;
+
+       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(send_recommended == false)
-               return;
+       // 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(0.0f, 0.0f, 0.0f);
+               m_attachment_rotation = v3f(0.0f, 0.0f, 0.0f);
+               setBasePosition(m_last_good_position);
+               m_env->getGameDef()->SendMovePlayer(m_peer_id);
+       }
 
-       if(m_base_position.getDistanceFrom(m_last_sent_position) > 0.05*BS)
-       {
-               sendPosition();
+       //dstream<<"PlayerSAO::step: dtime: "<<dtime<<std::endl;
+
+       // Set lag pool maximums based on estimated lag
+       const float LAG_POOL_MIN = 5.0f;
+       float lag_pool_max = m_env->getMaxLagEstimate() * 2.0f;
+       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);
        }
-}
 
-void MobV2SAO::punch(ServerActiveObject *puncher, float time_from_last_punch)
-{
-       if(!puncher)
+       if (!send_recommended)
                return;
-       
-       v3f dir = (getBasePosition() - puncher->getBasePosition()).normalize();
-
-       // A quick hack; SAO description is player name for player
-       std::string playername = puncher->getDescription();
-
-       Map *map = &m_env->getMap();
-       
-       actionstream<<playername<<" punches mob id="<<m_id
-                       <<" at "<<PP(m_base_position/BS)<<std::endl;
-
-       m_disturb_timer = 0;
-       m_disturbing_player = playername;
-       m_next_pos_exists = false; // Cancel moving immediately
-       
-       m_yaw = wrapDegrees_180(180./PI*atan2(dir.Z, dir.X) + 180.);
-       v3f new_base_position = m_base_position + dir * BS;
-       {
-               v3s16 pos_i = floatToInt(new_base_position, BS);
-               v3s16 size_blocks = v3s16(m_size.X+0.5,m_size.Y+0.5,m_size.X+0.5);
-               v3s16 pos_size_off(0,0,0);
-               if(m_size.X >= 2.5){
-                       pos_size_off.X = -1;
-                       pos_size_off.Y = -1;
-               }
-               bool free = checkFreePosition(map, pos_i + pos_size_off, size_blocks);
-               if(free)
-                       m_base_position = new_base_position;
+
+       // If the object is attached client-side, don't waste bandwidth sending its
+       // position or rotation 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;
+
+               std::string str = gob_cmd_update_position(
+                       pos,
+                       v3f(0.0f, 0.0f, 0.0f),
+                       v3f(0.0f, 0.0f, 0.0f),
+                       m_rotation,
+                       true,
+                       false,
+                       update_interval
+               );
+               // create message and add to list
+               ActiveObjectMessage aom(getId(), false, str);
+               m_messages_out.push(aom);
        }
-       sendPosition();
-       
 
-       // "Material" groups of the object
-       std::map<std::string, int> groups;
-       groups["snappy"] = 1;
-       groups["choppy"] = 1;
-       groups["fleshy"] = 3;
+       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);
+       }
 
-       IItemDefManager *idef = m_env->getGameDef()->idef();
-       ItemStack punchitem = puncher->getWieldedItem();
-       ToolCapabilities tp = punchitem.getToolCapabilities(idef);
+       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);
+       }
 
-       HitParams hit_params = getHitParams(groups, &tp,
-                       time_from_last_punch);
+       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);
+       }
 
-       doDamage(hit_params.hp);
-       if(g_settings->getBool("creative_mode") == false)
-       {
-               punchitem.addWear(hit_params.wear, idef);
-               puncher->setWieldedItem(punchitem);
+       if (!m_bone_position_sent) {
+               m_bone_position_sent = true;
+               for (std::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);
+               }
        }
-}
 
-bool MobV2SAO::isPeaceful()
-{
-       return m_properties->getBool("is_peaceful");
+       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 MobV2SAO::sendPosition()
+void PlayerSAO::setBasePosition(const v3f &position)
 {
-       m_last_sent_position = m_base_position;
+       if (m_player && position != m_base_position)
+               m_player->setDirty(true);
 
-       std::ostringstream os(std::ios::binary);
-       // command (0 = update position)
-       writeU8(os, 0);
-       // pos
-       writeV3F1000(os, m_base_position);
-       // yaw
-       writeF1000(os, m_yaw);
-       // create message and add to list
-       ActiveObjectMessage aom(getId(), false, os.str());
-       m_messages_out.push_back(aom);
-}
-
-void MobV2SAO::setPropertyDefaults()
-{
-       m_properties->setDefault("is_peaceful", "false");
-       m_properties->setDefault("move_type", "ground_nodes");
-       m_properties->setDefault("speed", "(0,0,0)");
-       m_properties->setDefault("age", "0");
-       m_properties->setDefault("yaw", "0");
-       m_properties->setDefault("pos", "(0,0,0)");
-       m_properties->setDefault("hp", "0");
-       m_properties->setDefault("die_age", "-1");
-       m_properties->setDefault("size", "(1,2)");
-       m_properties->setDefault("shoot_type", "fireball");
-       m_properties->setDefault("shoot_y", "0");
-       m_properties->setDefault("mindless_rage", "false");
-}
-void MobV2SAO::readProperties()
-{
-       m_move_type = m_properties->get("move_type");
-       m_speed = m_properties->getV3F("speed");
-       m_age = m_properties->getFloat("age");
-       m_yaw = m_properties->getFloat("yaw");
-       m_base_position = m_properties->getV3F("pos");
-       m_hp = m_properties->getS32("hp");
-       m_die_age = m_properties->getFloat("die_age");
-       m_size = m_properties->getV2F("size");
-}
-void MobV2SAO::updateProperties()
-{
-       m_properties->set("move_type", m_move_type);
-       m_properties->setV3F("speed", m_speed);
-       m_properties->setFloat("age", m_age);
-       m_properties->setFloat("yaw", m_yaw);
-       m_properties->setV3F("pos", m_base_position);
-       m_properties->setS32("hp", m_hp);
-       m_properties->setFloat("die_age", m_die_age);
-       m_properties->setV2F("size", m_size);
-
-       m_properties->setS32("version", 0);
-}
-
-void MobV2SAO::doDamage(u16 d)
-{
-       if(d > 0)
-               actionstream<<"MobV2 ("<<m_hp<<"hp) takes "<<d<<"hp of damage"<<std::endl;
-       
-       if(d < m_hp)
-       {
-               m_hp -= d;
-       }
-       else
-       {
-               actionstream<<"A "<<(isPeaceful()?"peaceful":"non-peaceful")
-                               <<" mob id="<<m_id<<" dies at "<<PP(m_base_position)<<std::endl;
-               // Die
-               m_hp = 0;
-               m_removed = true;
-       }
+       // This needs to be ran for attachments too
+       ServerActiveObject::setBasePosition(position);
 
-       {
-               std::ostringstream os(std::ios::binary);
-               // command (1 = damage)
-               writeU8(os, 1);
-               // amount
-               writeU16(os, d);
-               // create message and add to list
-               ActiveObjectMessage aom(getId(), false, os.str());
-               m_messages_out.push_back(aom);
+       // Updating is not wanted/required for player migration
+       if (m_env) {
+               m_position_not_sent = true;
        }
 }
 
+void PlayerSAO::setPos(const v3f &pos)
+{
+       if(isAttached())
+               return;
 
-/*
-       LuaEntitySAO
-*/
-
-#include "scriptapi.h"
-#include "luaentity_common.h"
+       // Send mapblock of target location
+       v3s16 blockpos = v3s16(pos.X / MAP_BLOCKSIZE, pos.Y / MAP_BLOCKSIZE, pos.Z / MAP_BLOCKSIZE);
+       m_env->getGameDef()->SendBlock(m_peer_id, blockpos);
 
-// Prototype
-LuaEntitySAO proto_LuaEntitySAO(NULL, v3f(0,0,0), "_prototype", "");
+       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);
+}
 
-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_prop(new LuaEntityProperties),
-       m_velocity(0,0,0),
-       m_acceleration(0,0,0),
-       m_yaw(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)
+void PlayerSAO::moveTo(v3f pos, bool continuous)
 {
-       // Only register type if no environment supplied
-       if(env == NULL){
-               ServerActiveObject::registerType(getType(), create);
+       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);
 }
 
-LuaEntitySAO::~LuaEntitySAO()
+void PlayerSAO::setPlayerYaw(const float yaw)
 {
-       if(m_registered){
-               lua_State *L = m_env->getLua();
-               scriptapi_luaentity_rm(L, m_id);
-       }
-       delete m_prop;
+       v3f rotation(0, yaw, 0);
+       if (m_player && yaw != m_rotation.Y)
+               m_player->setDirty(true);
+
+       // Set player model yaw, not look view
+       UnitSAO::setRotation(rotation);
 }
 
-void LuaEntitySAO::addedToEnvironment()
+void PlayerSAO::setFov(const float fov)
 {
-       ServerActiveObject::addedToEnvironment();
-       
-       // Create entity from name and state
-       lua_State *L = m_env->getLua();
-       m_registered = scriptapi_luaentity_add(L, m_id, m_init_name.c_str(),
-                       m_init_state.c_str());
-       
-       if(m_registered){
-               // Get properties
-               scriptapi_luaentity_get_properties(L, m_id, m_prop);
-       }
+       if (m_player && fov != m_fov)
+               m_player->setDirty(true);
+
+       m_fov = fov;
 }
 
-ServerActiveObject* LuaEntitySAO::create(ServerEnvironment *env, v3f pos,
-               const std::string &data)
+void PlayerSAO::setWantedRange(const s16 range)
 {
-       std::istringstream is(data, std::ios::binary);
-       // read version
-       u8 version = readU8(is);
-       // check if version is supported
-       if(version != 0)
-               return NULL;
-       // read name
-       std::string name = deSerializeString(is);
-       // read state
-       std::string state = deSerializeLongString(is);
-       // create object
-       infostream<<"LuaEntitySAO::create(name=\""<<name<<"\" state=\""
-                       <<state<<"\")"<<std::endl;
-       return new LuaEntitySAO(env, pos, name, state);
+       if (m_player && range != m_wanted_range)
+               m_player->setDirty(true);
+
+       m_wanted_range = range;
 }
 
-void LuaEntitySAO::step(float dtime, bool send_recommended)
+void PlayerSAO::setPlayerYawAndSend(const float yaw)
 {
-       m_last_sent_position_timer += dtime;
-       
-       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 = getBasePosition();
-               v3f p_velocity = m_velocity;
-               IGameDef *gamedef = m_env->getGameDef();
-               moveresult = collisionMovePrecise(&m_env->getMap(), gamedef,
-                               pos_max_d, box, dtime, p_pos, p_velocity);
-               // Apply results
-               setBasePosition(p_pos);
-               m_velocity = p_velocity;
-
-               m_velocity += dtime * m_acceleration;
-       } else {
-               m_base_position += dtime * m_velocity + 0.5 * dtime
-                               * dtime * m_acceleration;
-               m_velocity += dtime * m_acceleration;
-       }
+       setPlayerYaw(yaw);
+       m_env->getGameDef()->SendMovePlayer(m_peer_id);
+}
 
-       if(m_registered){
-               lua_State *L = m_env->getLua();
-               scriptapi_luaentity_step(L, m_id, dtime);
-       }
+void PlayerSAO::setLookPitch(const float pitch)
+{
+       if (m_player && pitch != m_pitch)
+               m_player->setDirty(true);
 
-       if(send_recommended == false)
-               return;
-       
-       // 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);
-       }
+       m_pitch = pitch;
 }
 
-std::string LuaEntitySAO::getClientInitializationData()
+void PlayerSAO::setLookPitchAndSend(const float pitch)
 {
-       std::ostringstream os(std::ios::binary);
-       // version
-       writeU8(os, 0);
-       // pos
-       writeV3F1000(os, m_base_position);
-       // yaw
-       writeF1000(os, m_yaw);
-       // properties
-       std::ostringstream prop_os(std::ios::binary);
-       m_prop->serialize(prop_os);
-       os<<serializeLongString(prop_os.str());
-       // return result
-       return os.str();
+       setLookPitch(pitch);
+       m_env->getGameDef()->SendMovePlayer(m_peer_id);
 }
 
-std::string LuaEntitySAO::getStaticData()
+int PlayerSAO::punch(v3f dir,
+       const ToolCapabilities *toolcap,
+       ServerActiveObject *puncher,
+       float time_from_last_punch)
 {
-       infostream<<__FUNCTION_NAME<<std::endl;
-       std::ostringstream os(std::ios::binary);
-       // version
-       writeU8(os, 0);
-       // name
-       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);
-               os<<serializeLongString(state);
-       } else {
-               os<<serializeLongString(m_init_state);
+       if (!toolcap)
+               return 0;
+
+       FATAL_ERROR_IF(!puncher, "Punch action called without SAO");
+
+       // No effect if PvP disabled
+       if (!g_settings->getBool("enable_pvp")) {
+               if (puncher->getType() == ACTIVEOBJECT_TYPE_PLAYER) {
+                       std::string str = gob_cmd_punched(getHP());
+                       // create message and add to list
+                       ActiveObjectMessage aom(getId(), true, str);
+                       m_messages_out.push(aom);
+                       return 0;
+               }
        }
-       return os.str();
+
+       s32 old_hp = getHP();
+       HitParams hitparams = getHitParams(m_armor_groups, toolcap,
+                       time_from_last_punch);
+
+       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((s32)getHP() - (s32)hitparams.hp,
+                               PlayerHPChangeReason(PlayerHPChangeReason::PLAYER_PUNCH, puncher));
+       } else { // override client prediction
+               if (puncher->getType() == ACTIVEOBJECT_TYPE_PLAYER) {
+                       std::string str = gob_cmd_punched(getHP());
+                       // create message and add to list
+                       ActiveObjectMessage aom(getId(), true, str);
+                       m_messages_out.push(aom);
+               }
+       }
+
+       actionstream << puncher->getDescription() << " (id=" << puncher->getId() <<
+               ", hp=" << puncher->getHP() << ") punched " <<
+               getDescription() << " (id=" << m_id << ", hp=" << m_hp <<
+               "), damage=" << (old_hp - (s32)getHP()) <<
+               (damage_handled ? " (handled by Lua)" : "") << std::endl;
+
+       return hitparams.wear;
 }
 
-void LuaEntitySAO::punch(ServerActiveObject *puncher, float time_from_last_punch)
+void PlayerSAO::setHP(s32 hp, const PlayerHPChangeReason &reason)
 {
-       if(!m_registered){
-               // Delete unknown LuaEntities when punched
-               m_removed = true;
-               return;
+       s32 oldhp = m_hp;
+
+       hp = rangelim(hp, 0, m_prop.hp_max);
+
+       if (oldhp != hp) {
+               s32 hp_change = m_env->getScriptIface()->on_player_hpchange(this, hp - oldhp, reason);
+               if (hp_change == 0)
+                       return;
+
+               hp = rangelim(oldhp + hp_change, 0, m_prop.hp_max);
        }
-       lua_State *L = m_env->getLua();
-       scriptapi_luaentity_punch(L, m_id, puncher, time_from_last_punch);
+
+       if (hp < oldhp && isImmortal())
+               return;
+
+       m_hp = hp;
+
+       // Update properties on death
+       if ((hp == 0) != (oldhp == 0))
+               m_properties_sent = false;
 }
 
-void LuaEntitySAO::rightClick(ServerActiveObject *clicker)
+void PlayerSAO::setBreath(const u16 breath, bool send)
 {
-       if(!m_registered)
-               return;
-       lua_State *L = m_env->getLua();
-       scriptapi_luaentity_rightclick(L, m_id, clicker);
+       if (m_player && breath != m_breath)
+               m_player->setDirty(true);
+
+       m_breath = rangelim(breath, 0, m_prop.breath_max);
+
+       if (send)
+               m_env->getGameDef()->SendPlayerBreath(this);
 }
 
-void LuaEntitySAO::setPos(v3f pos)
+Inventory* PlayerSAO::getInventory()
 {
-       m_base_position = pos;
-       sendPosition(false, true);
+       return m_inventory;
+}
+const Inventory* PlayerSAO::getInventory() const
+{
+       return m_inventory;
 }
 
-void LuaEntitySAO::moveTo(v3f pos, bool continuous)
+InventoryLocation PlayerSAO::getInventoryLocation() const
 {
-       m_base_position = pos;
-       if(!continuous)
-               sendPosition(true, true);
+       InventoryLocation loc;
+       loc.setPlayer(m_player->getName());
+       return loc;
 }
 
-float LuaEntitySAO::getMinimumSavedMovement()
+std::string PlayerSAO::getWieldList() const
 {
-       return 0.1 * BS;
+       return "main";
 }
 
-void LuaEntitySAO::setVelocity(v3f velocity)
+ItemStack PlayerSAO::getWieldedItem() const
 {
-       m_velocity = velocity;
+       const Inventory *inv = getInventory();
+       ItemStack ret;
+       const InventoryList *mlist = inv->getList(getWieldList());
+       if (mlist && getWieldIndex() < (s32)mlist->getSize())
+               ret = mlist->getItem(getWieldIndex());
+       return ret;
 }
 
-v3f LuaEntitySAO::getVelocity()
+ItemStack PlayerSAO::getWieldedItemOrHand() const
 {
-       return m_velocity;
+       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;
 }
 
-void LuaEntitySAO::setAcceleration(v3f acceleration)
+bool PlayerSAO::setWieldedItem(const ItemStack &item)
 {
-       m_acceleration = acceleration;
+       Inventory *inv = getInventory();
+       if (inv) {
+               InventoryList *mlist = inv->getList(getWieldList());
+               if (mlist) {
+                       mlist->changeItem(getWieldIndex(), item);
+                       return true;
+               }
+       }
+       return false;
 }
 
-v3f LuaEntitySAO::getAcceleration()
+int PlayerSAO::getWieldIndex() const
 {
-       return m_acceleration;
+       return m_wield_index;
 }
 
-void LuaEntitySAO::setYaw(float yaw)
+void PlayerSAO::setWieldIndex(int i)
 {
-       m_yaw = yaw;
+       if(i != m_wield_index) {
+               m_wield_index = i;
+       }
 }
 
-float LuaEntitySAO::getYaw()
+void PlayerSAO::disconnected()
 {
-       return m_yaw;
+       m_peer_id = 0;
+       m_pending_removal = true;
 }
 
-void LuaEntitySAO::setTextureMod(const std::string &mod)
+void PlayerSAO::unlinkPlayerSessionAndSave()
 {
-       std::ostringstream os(std::ios::binary);
-       // command (1 = set texture modification)
-       writeU8(os, 1);
-       // parameters
-       os<<serializeString(mod);
-       // create message and add to list
-       ActiveObjectMessage aom(getId(), false, os.str());
-       m_messages_out.push_back(aom);
+       assert(m_player->getPlayerSAO() == this);
+       m_player->setPeerId(PEER_ID_INEXISTENT);
+       m_env->savePlayer(m_player);
+       m_player->setPlayerSAO(NULL);
+       m_env->removePlayer(m_player);
 }
 
-void LuaEntitySAO::setSprite(v2s16 p, int num_frames, float framelength,
-               bool select_horiz_by_yawpitch)
+std::string PlayerSAO::getPropertyPacket()
 {
-       std::ostringstream os(std::ios::binary);
-       // command (2 = set sprite)
-       writeU8(os, 2);
-       // parameters
-       writeV2S16(os, p);
-       writeU16(os, num_frames);
-       writeF1000(os, framelength);
-       writeU8(os, select_horiz_by_yawpitch);
-       // create message and add to list
-       ActiveObjectMessage aom(getId(), false, os.str());
-       m_messages_out.push_back(aom);
+       m_prop.is_visible = (true);
+       return gob_cmd_set_properties(m_prop);
 }
 
-std::string LuaEntitySAO::getName()
+bool PlayerSAO::checkMovementCheat()
 {
-       return m_init_name;
+       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_walk = 0; // horizontal movement
+       float player_max_jump = 0; // vertical upwards movement
+
+       if (m_privs.count("fast") != 0)
+               player_max_walk = m_player->movement_speed_fast; // Fast speed
+       else
+               player_max_walk = m_player->movement_speed_walk; // Normal speed
+       player_max_walk *= m_physics_override_speed;
+       player_max_jump = m_player->movement_speed_jump * m_physics_override_jump;
+       // FIXME: Bouncy nodes cause practically unbound increase in Y speed,
+       //        until this can be verified correctly, tolerate higher jumping speeds
+       player_max_jump *= 2.0;
+
+       // Don't divide by zero!
+       if (player_max_walk < 0.0001f)
+               player_max_walk = 0.0001f;
+       if (player_max_jump < 0.0001f)
+               player_max_jump = 0.0001f;
+
+       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_walk;
+
+       // FIXME: Checking downwards movement is not easily possible currently,
+       //        the server could calculate speed differences to examine the gravity
+       if (d_vert > 0) {
+               // In certain cases (water, ladders) walking speed is applied vertically
+               float s = MYMAX(player_max_jump, player_max_walk);
+               required_time = MYMAX(required_time, d_vert / s);
+       }
+
+       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;
 }
 
-void LuaEntitySAO::sendPosition(bool do_interpolate, bool is_movement_end)
+bool PlayerSAO::getCollisionBox(aabb3f *toset) const
 {
-       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;
+       //update collision box
+       toset->MinEdge = m_prop.collisionbox.MinEdge * BS;
+       toset->MaxEdge = m_prop.collisionbox.MaxEdge * BS;
 
-       float update_interval = m_env->getSendRecommendedInterval();
+       toset->MinEdge += m_base_position;
+       toset->MaxEdge += m_base_position;
+       return true;
+}
 
-       std::ostringstream os(std::ios::binary);
-       // command (0 = update position)
-       writeU8(os, 0);
-
-       // do_interpolate
-       writeU8(os, do_interpolate);
-       // pos
-       writeV3F1000(os, m_base_position);
-       // velocity
-       writeV3F1000(os, m_velocity);
-       // acceleration
-       writeV3F1000(os, m_acceleration);
-       // yaw
-       writeF1000(os, m_yaw);
-       // is_end_position (for interpolation)
-       writeU8(os, is_movement_end);
-       // update_interval (for interpolation)
-       writeF1000(os, update_interval);
+bool PlayerSAO::getSelectionBox(aabb3f *toset) const
+{
+       if (!m_prop.is_visible || !m_prop.pointable) {
+               return false;
+       }
 
-       // create message and add to list
-       ActiveObjectMessage aom(getId(), false, os.str());
-       m_messages_out.push_back(aom);
+       toset->MinEdge = m_prop.selectionbox.MinEdge * BS;
+       toset->MaxEdge = m_prop.selectionbox.MaxEdge * BS;
+
+       return true;
 }
 
+float PlayerSAO::getZoomFOV() const
+{
+       return m_prop.zoom_fov;
+}