]> git.lizzy.rs Git - minetest.git/blobdiff - src/content_sao.cpp
Remove profiler.h include where it's not needed. Remove some unreachable and very...
[minetest.git] / src / content_sao.cpp
index b7a6db90676e404fb92c3289146f3bbee0414f1f..add1726fce770700d85fd1b667ac7066303af220 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 "util/mathconstants.h"
 #include "collision.h"
 #include "environment.h"
 #include "settings.h"
-#include "main.h" // For g_profiler
-#include "profiler.h"
 #include "serialization.h" // For compressZlib
 #include "tool.h" // For ToolCapabilities
 #include "gamedef.h"
+#include "player.h"
+#include "server.h"
+#include "scripting_game.h"
+#include "genericobject.h"
+#include "log.h"
 
-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)
-{
-       ServerActiveObject::registerType(getType(), create);
-}
-
-ServerActiveObject* TestSAO::create(ServerEnvironment *env, v3f pos,
-               const std::string &data)
+class TestSAO : public ServerActiveObject
 {
-       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_removed = 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 == false)
+                       return;
+
+               m_timer1 -= dtime;
+               if(m_timer1 < 0.0)
+               {
+                       m_timer1 += 0.125;
 
-               std::string data;
+                       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) {
+               return false;
+       }
+
+       bool collideWithObjects() {
+               return false;
+       }
+
+private:
+       float m_timer1;
+       float m_age;
+};
+
+// Prototype (registers item for deserialization)
+TestSAO proto_TestSAO(NULL, v3f(0,0,0));
 
 /*
-       ItemSAO
+       LuaEntitySAO
 */
 
-// Prototype
-ItemSAO proto_ItemSAO(NULL, v3f(0,0,0), "");
+// Prototype (registers item for deserialization)
+LuaEntitySAO proto_LuaEntitySAO(NULL, v3f(0,0,0), "_prototype", "");
 
-ItemSAO::ItemSAO(ServerEnvironment *env, v3f pos,
-               const std::string itemstring):
+LuaEntitySAO::LuaEntitySAO(ServerEnvironment *env, v3f pos,
+               const std::string &name, const std::string &state):
        ServerActiveObject(env, pos),
-       m_itemstring(itemstring),
-       m_itemstring_changed(false),
-       m_speed_f(0,0,0),
-       m_last_sent_position(0,0,0)
-{
-       ServerActiveObject::registerType(getType(), create);
-}
-
-ServerActiveObject* ItemSAO::create(ServerEnvironment *env, v3f pos,
-               const std::string &data)
-{
-       std::istringstream is(data, std::ios::binary);
-       char buf[1];
-       // read version
-       is.read(buf, 1);
-       u8 version = buf[0];
-       // check if version is supported
-       if(version != 0)
-               return NULL;
-       std::string itemstring = deSerializeString(is);
-       infostream<<"ItemSAO::create(): Creating item \""
-                       <<itemstring<<"\""<<std::endl;
-       return new ItemSAO(env, pos, itemstring);
-}
-
-void ItemSAO::step(float dtime, bool send_recommended)
+       m_init_name(name),
+       m_init_state(state),
+       m_registered(false),
+       m_hp(-1),
+       m_velocity(0,0,0),
+       m_acceleration(0,0,0),
+       m_yaw(0),
+       m_properties_sent(true),
+       m_last_sent_yaw(0),
+       m_last_sent_position(0,0,0),
+       m_last_sent_velocity(0,0,0),
+       m_last_sent_position_timer(0),
+       m_last_sent_move_precision(0),
+       m_armor_groups_sent(false),
+       m_animation_speed(0),
+       m_animation_blend(0),
+       m_animation_loop(true),
+       m_animation_sent(false),
+       m_bone_position_sent(false),
+       m_attachment_parent_id(0),
+       m_attachment_sent(false)
 {
-       ScopeProfiler sp2(g_profiler, "ItemSAO::step avg", SPT_AVG);
-
-       assert(m_env);
-
-       const float interval = 0.2;
-       if(m_move_interval.step(dtime, interval)==false)
-               return;
-       dtime = interval;
-       
-       core::aabbox3d<f32> box(-BS/3.,0.0,-BS/3., BS/3.,BS*2./3.,BS/3.);
-       collisionMoveResult moveresult;
-       // Apply gravity
-       m_speed_f += v3f(0, -dtime*9.81*BS, 0);
-       // Maximum movement without glitches
-       f32 pos_max_d = BS*0.25;
-       // Limit speed
-       if(m_speed_f.getLength()*dtime > pos_max_d)
-               m_speed_f *= pos_max_d / (m_speed_f.getLength()*dtime);
-       v3f pos_f = getBasePosition();
-       v3f pos_f_old = pos_f;
-       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)
+       // Only register type if no environment supplied
+       if(env == NULL){
+               ServerActiveObject::registerType(getType(), create);
                return;
-
-       if(pos_f.getDistanceFrom(m_last_sent_position) > 0.05*BS)
-       {
-               setBasePosition(pos_f);
-               m_last_sent_position = pos_f;
-
-               std::ostringstream os(std::ios::binary);
-               // command (0 = update position)
-               writeU8(os, 0);
-               // pos
-               writeV3F1000(os, m_base_position);
-               // create message and add to list
-               ActiveObjectMessage aom(getId(), false, os.str());
-               m_messages_out.push_back(aom);
        }
-       if(m_itemstring_changed)
-       {
-               m_itemstring_changed = false;
 
-               std::ostringstream os(std::ios::binary);
-               // command (1 = update itemstring)
-               writeU8(os, 1);
-               // itemstring
-               os<<serializeString(m_itemstring);
-               // create message and add to list
-               ActiveObjectMessage aom(getId(), false, os.str());
-               m_messages_out.push_back(aom);
-       }
+       // Initialize something to armor groups
+       m_armor_groups["fleshy"] = 100;
 }
 
-std::string ItemSAO::getClientInitializationData()
+LuaEntitySAO::~LuaEntitySAO()
 {
-       std::ostringstream os(std::ios::binary);
-       // version
-       writeU8(os, 0);
-       // pos
-       writeV3F1000(os, m_base_position);
-       // itemstring
-       os<<serializeString(m_itemstring);
-       return os.str();
+       if(m_registered){
+               m_env->getScriptIface()->luaentity_Remove(m_id);
+       }
 }
 
-std::string ItemSAO::getStaticData()
+void LuaEntitySAO::addedToEnvironment(u32 dtime_s)
 {
-       infostream<<__FUNCTION_NAME<<std::endl;
-       std::ostringstream os(std::ios::binary);
-       // version
-       writeU8(os, 0);
-       // itemstring
-       os<<serializeString(m_itemstring);
-       return os.str();
-}
+       ServerActiveObject::addedToEnvironment(dtime_s);
 
-ItemStack ItemSAO::createItemStack()
-{
-       try{
-               IItemDefManager *idef = m_env->getGameDef()->idef();
-               ItemStack item;
-               item.deSerialize(m_itemstring, idef);
-               infostream<<__FUNCTION_NAME<<": m_itemstring=\""<<m_itemstring
-                               <<"\" -> item=\""<<item.getItemString()<<"\""
-                               <<std::endl;
-               return item;
-       }
-       catch(SerializationError &e)
-       {
-               infostream<<__FUNCTION_NAME<<": serialization error: "
-                               <<"m_itemstring=\""<<m_itemstring<<"\""<<std::endl;
-               return ItemStack();
+       // Create entity from name
+       m_registered = m_env->getScriptIface()->
+               luaentity_Add(m_id, m_init_name.c_str());
+
+       if(m_registered){
+               // Get properties
+               m_env->getScriptIface()->
+                       luaentity_GetProperties(m_id, &m_prop);
+               // Initialize HP from properties
+               m_hp = m_prop.hp_max;
+               // Activate entity, supplying serialized state
+               m_env->getScriptIface()->
+                       luaentity_Activate(m_id, m_init_state.c_str(), dtime_s);
        }
 }
 
-void ItemSAO::punch(ServerActiveObject *puncher, float time_from_last_punch)
+ServerActiveObject* LuaEntitySAO::create(ServerEnvironment *env, v3f pos,
+               const std::string &data)
 {
-       // Allow removing items in creative mode
-       if(g_settings->getBool("creative_mode") == true)
-       {
-               m_removed = true;
-               return;
-       }
-
-       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;
+       std::string name;
+       std::string state;
+       s16 hp = 1;
+       v3f velocity;
+       float yaw = 0;
+       if(data != ""){
+               std::istringstream is(data, std::ios::binary);
+               // read version
+               u8 version = readU8(is);
+               // check if version is supported
+               if(version == 0){
+                       name = deSerializeString(is);
+                       state = deSerializeLongString(is);
                }
-               else
-               {
-                       m_itemstring = leftover.getItemString();
-                       m_itemstring_changed = true;
+               else if(version == 1){
+                       name = deSerializeString(is);
+                       state = deSerializeLongString(is);
+                       hp = readS16(is);
+                       velocity = readV3F1000(is);
+                       yaw = readF1000(is);
                }
        }
+       // create object
+       infostream<<"LuaEntitySAO::create(name=\""<<name<<"\" state=\""
+                       <<state<<"\")"<<std::endl;
+       LuaEntitySAO *sao = new LuaEntitySAO(env, pos, name, state);
+       sao->m_hp = hp;
+       sao->m_velocity = velocity;
+       sao->m_yaw = yaw;
+       return sao;
 }
 
-/*
-       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)
-{
-       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;
-}
-
-ServerActiveObject* RatSAO::create(ServerEnvironment *env, v3f pos,
-               const std::string &data)
+bool LuaEntitySAO::isAttached()
 {
-       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);
+       if(!m_attachment_parent_id)
+               return false;
+       // Check if the parent still exists
+       ServerActiveObject *obj = m_env->getActiveObject(m_attachment_parent_id);
+       if(obj)
+               return true;
+       return false;
 }
 
-void RatSAO::step(float dtime, bool send_recommended)
+void LuaEntitySAO::step(float dtime, bool send_recommended)
 {
-       ScopeProfiler sp2(g_profiler, "RatSAO::step avg", SPT_AVG);
-
-       assert(m_env);
-
-       if(m_is_active == false)
+       if(!m_properties_sent)
        {
-               if(m_inactive_interval.step(dtime, 0.5)==false)
-                       return;
+               m_properties_sent = true;
+               std::string str = getPropertyPacket();
+               // create message and add to list
+               ActiveObjectMessage aom(getId(), true, str);
+               m_messages_out.push(aom);
        }
 
-       /*
-               The AI
-       */
-
-       /*m_age += dtime;
-       if(m_age > 60)
+       // If attached, check that our parent is still there. If it isn't, detach.
+       if(m_attachment_parent_id && !isAttached())
        {
-               // Die
-               m_removed = true;
-               return;
-       }*/
-
-       // Apply gravity
-       m_speed_f.Y -= dtime*9.81*BS;
-
-       /*
-               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;
-               }
+               m_attachment_parent_id = 0;
+               m_attachment_bone = "";
+               m_attachment_position = v3f(0,0,0);
+               m_attachment_rotation = v3f(0,0,0);
+               sendPosition(false, true);
        }
 
-       m_is_active = player_is_close;
-       
-       if(player_is_close == false)
+       m_last_sent_position_timer += dtime;
+
+       // Each frame, parent position is copied if the object is attached, otherwise it's calculated normally
+       // If the object gets detached this comes into effect automatically from the last known origin
+       if(isAttached())
        {
-               m_speed_f.X = 0;
-               m_speed_f.Z = 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 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;
-                       }
+               if(m_prop.physical){
+                       core::aabbox3d<f32> box = m_prop.collisionbox;
+                       box.MinEdge *= BS;
+                       box.MaxEdge *= BS;
+                       collisionMoveResult moveresult;
+                       f32 pos_max_d = BS*0.25; // Distance per iteration
+                       v3f p_pos = m_base_position;
+                       v3f p_velocity = m_velocity;
+                       v3f p_acceleration = m_acceleration;
+                       moveresult = collisionMoveSimple(m_env,m_env->getGameDef(),
+                                       pos_max_d, box, m_prop.stepheight, dtime,
+                                       p_pos, p_velocity, p_acceleration,
+                                       this, m_prop.collideWithObjects);
+
+                       // Apply results
+                       m_base_position = p_pos;
+                       m_velocity = p_velocity;
+                       m_acceleration = p_acceleration;
+               } else {
+                       m_base_position += dtime * m_velocity + 0.5 * dtime
+                                       * dtime * m_acceleration;
+                       m_velocity += dtime * m_acceleration;
                }
 
-               {
-                       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);
-                       }
+               if((m_prop.automatic_face_movement_dir) &&
+                               (fabs(m_velocity.Z) > 0.001 || fabs(m_velocity.X) > 0.001)){
+                       m_yaw = atan2(m_velocity.Z,m_velocity.X) * 180 / M_PI + m_prop.automatic_face_movement_dir_offset;
                }
        }
-       
-       m_oldpos = m_base_position;
-
-       /*
-               Move it, with collision detection
-       */
-
-       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(m_registered){
+               m_env->getScriptIface()->luaentity_Step(m_id, dtime);
+       }
 
        if(send_recommended == false)
                return;
 
-       if(pos_f.getDistanceFrom(m_last_sent_position) > 0.05*BS)
+       if(!isAttached())
        {
-               m_last_sent_position = pos_f;
+               // 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);
+               }
+       }
 
-               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_armor_groups_sent == false){
+               m_armor_groups_sent = true;
+               std::string str = gob_cmd_update_armor_groups(
+                               m_armor_groups);
+               // create message and add to list
+               ActiveObjectMessage aom(getId(), true, str);
+               m_messages_out.push(aom);
+       }
+
+       if(m_animation_sent == false){
+               m_animation_sent = true;
+               std::string str = gob_cmd_update_animation(
+                       m_animation_range, m_animation_speed, m_animation_blend, m_animation_loop);
+               // create message and add to list
+               ActiveObjectMessage aom(getId(), true, str);
+               m_messages_out.push(aom);
+       }
+
+       if(m_bone_position_sent == false){
+               m_bone_position_sent = true;
+               for(std::map<std::string, core::vector2d<v3f> >::const_iterator ii = m_bone_position.begin(); ii != m_bone_position.end(); ++ii){
+                       std::string str = gob_cmd_update_bone_position((*ii).first, (*ii).second.X, (*ii).second.Y);
+                       // create message and add to list
+                       ActiveObjectMessage aom(getId(), true, str);
+                       m_messages_out.push(aom);
+               }
+       }
+
+       if(m_attachment_sent == false){
+               m_attachment_sent = true;
+               std::string str = gob_cmd_update_attachment(m_attachment_parent_id, m_attachment_bone, m_attachment_position, m_attachment_rotation);
                // create message and add to list
-               ActiveObjectMessage aom(getId(), false, os.str());
-               m_messages_out.push_back(aom);
+               ActiveObjectMessage aom(getId(), true, str);
+               m_messages_out.push(aom);
        }
 }
 
-std::string RatSAO::getClientInitializationData()
+std::string LuaEntitySAO::getClientInitializationData(u16 protocol_version)
 {
        std::ostringstream os(std::ios::binary);
-       // version
-       writeU8(os, 0);
-       // pos
-       writeV3F1000(os, m_base_position);
+
+       if(protocol_version >= 14)
+       {
+               writeU8(os, 1); // version
+               os<<serializeString(""); // name
+               writeU8(os, 0); // is_player
+               writeS16(os, getId()); //id
+               writeV3F1000(os, m_base_position);
+               writeF1000(os, m_yaw);
+               writeS16(os, m_hp);
+
+               writeU8(os, 4 + m_bone_position.size()); // number of messages stuffed in here
+               os<<serializeLongString(getPropertyPacket()); // message 1
+               os<<serializeLongString(gob_cmd_update_armor_groups(m_armor_groups)); // 2
+               os<<serializeLongString(gob_cmd_update_animation(
+                       m_animation_range, m_animation_speed, m_animation_blend, m_animation_loop)); // 3
+               for(std::map<std::string, core::vector2d<v3f> >::const_iterator ii = m_bone_position.begin(); ii != m_bone_position.end(); ++ii){
+                       os<<serializeLongString(gob_cmd_update_bone_position((*ii).first, (*ii).second.X, (*ii).second.Y)); // m_bone_position.size
+               }
+               os<<serializeLongString(gob_cmd_update_attachment(m_attachment_parent_id, m_attachment_bone, m_attachment_position, m_attachment_rotation)); // 4
+       }
+       else
+       {
+               writeU8(os, 0); // version
+               os<<serializeString(""); // name
+               writeU8(os, 0); // is_player
+               writeV3F1000(os, m_base_position);
+               writeF1000(os, m_yaw);
+               writeS16(os, m_hp);
+               writeU8(os, 2); // number of messages stuffed in here
+               os<<serializeLongString(getPropertyPacket()); // message 1
+               os<<serializeLongString(gob_cmd_update_armor_groups(m_armor_groups)); // 2
+       }
+
+       // return result
        return os.str();
 }
 
-std::string RatSAO::getStaticData()
+std::string LuaEntitySAO::getStaticData()
 {
-       //infostream<<__FUNCTION_NAME<<std::endl;
+       verbosestream<<__FUNCTION_NAME<<std::endl;
        std::ostringstream os(std::ios::binary);
        // version
-       writeU8(os, 0);
+       writeU8(os, 1);
+       // name
+       os<<serializeString(m_init_name);
+       // state
+       if(m_registered){
+               std::string state = m_env->getScriptIface()->
+                       luaentity_GetStaticdata(m_id);
+               os<<serializeLongString(state);
+       } else {
+               os<<serializeLongString(m_init_state);
+       }
+       // hp
+       writeS16(os, m_hp);
+       // velocity
+       writeV3F1000(os, m_velocity);
+       // yaw
+       writeF1000(os, m_yaw);
        return os.str();
 }
 
-void RatSAO::punch(ServerActiveObject *puncher, float time_from_last_punch)
+int LuaEntitySAO::punch(v3f dir,
+               const ToolCapabilities *toolcap,
+               ServerActiveObject *puncher,
+               float time_from_last_punch)
 {
-       // Allow removing rats in creative mode
-       if(g_settings->getBool("creative_mode") == true)
-       {
+       if (!m_registered){
+               // Delete unknown LuaEntities when punched
                m_removed = true;
-               return;
+               return 0;
        }
 
-       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;
+       // It's best that attachments cannot be punched
+       if (isAttached())
+               return 0;
+
+       ItemStack *punchitem = NULL;
+       ItemStack punchitem_static;
+       if (puncher) {
+               punchitem_static = puncher->getWieldedItem();
+               punchitem = &punchitem_static;
        }
-}
 
-/*
-       Oerkki1SAO
-*/
+       PunchDamageResult result = getPunchDamage(
+                       m_armor_groups,
+                       toolcap,
+                       punchitem,
+                       time_from_last_punch);
 
-// Prototype
-Oerkki1SAO proto_Oerkki1SAO(NULL, v3f(0,0,0));
+       if (result.did_punch) {
+               setHP(getHP() - result.damage);
 
-Oerkki1SAO::Oerkki1SAO(ServerEnvironment *env, v3f pos):
-       ServerActiveObject(env, pos),
-       m_is_active(false),
-       m_speed_f(0,0,0)
-{
-       ServerActiveObject::registerType(getType(), create);
+               if (result.damage > 0) {
+                       std::string punchername = puncher ? puncher->getDescription() : "nil";
 
-       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;
-}
+                       actionstream << getDescription() << " punched by "
+                                       << punchername << ", damage " << result.damage
+                                       << " hp, health now " << getHP() << " hp" << std::endl;
+               }
 
-ServerActiveObject* Oerkki1SAO::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 str = gob_cmd_punched(result.damage, getHP());
+               // create message and add to list
+               ActiveObjectMessage aom(getId(), true, str);
+               m_messages_out.push(aom);
+       }
 
-void Oerkki1SAO::step(float dtime, bool send_recommended)
-{
-       ScopeProfiler sp2(g_profiler, "Oerkki1SAO::step avg", SPT_AVG);
+       if (getHP() == 0)
+               m_removed = true;
 
-       assert(m_env);
+       m_env->getScriptIface()->luaentity_Punch(m_id, puncher,
+                       time_from_last_punch, toolcap, dir);
 
-       if(m_is_active == false)
-       {
-               if(m_inactive_interval.step(dtime, 0.5)==false)
-                       return;
-       }
+       return result.wear;
+}
 
-       /*
-               The AI
-       */
+void LuaEntitySAO::rightClick(ServerActiveObject *clicker)
+{
+       if (!m_registered)
+               return;
+       // It's best that attachments cannot be clicked
+       if (isAttached())
+               return;
+       m_env->getScriptIface()->luaentity_Rightclick(m_id, clicker);
+}
 
-       m_age += dtime;
-       if(m_age > 120)
-       {
-               // Die
-               m_removed = true;
+void LuaEntitySAO::setPos(v3f pos)
+{
+       if(isAttached())
                return;
-       }
+       m_base_position = pos;
+       sendPosition(false, true);
+}
 
-       m_after_jump_timer -= dtime;
+void LuaEntitySAO::moveTo(v3f pos, bool continuous)
+{
+       if(isAttached())
+               return;
+       m_base_position = pos;
+       if(!continuous)
+               sendPosition(true, true);
+}
 
-       v3f old_speed = m_speed_f;
+float LuaEntitySAO::getMinimumSavedMovement()
+{
+       return 0.1 * BS;
+}
 
-       // Apply gravity
-       m_speed_f.Y -= dtime*9.81*BS;
+std::string LuaEntitySAO::getDescription()
+{
+       std::ostringstream os(std::ios::binary);
+       os<<"LuaEntitySAO at (";
+       os<<(m_base_position.X/BS)<<",";
+       os<<(m_base_position.Y/BS)<<",";
+       os<<(m_base_position.Z/BS);
+       os<<")";
+       return os.str();
+}
 
-       /*
-               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++)
-       {
-               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;
-               }
-       }
+void LuaEntitySAO::setHP(s16 hp)
+{
+       if(hp < 0) hp = 0;
+       m_hp = hp;
+}
 
-       m_is_active = player_is_close;
+s16 LuaEntitySAO::getHP() const
+{
+       return m_hp;
+}
 
-       v3f target_speed = m_speed_f;
+void LuaEntitySAO::setArmorGroups(const ItemGroupList &armor_groups)
+{
+       m_armor_groups = armor_groups;
+       m_armor_groups_sent = false;
+}
 
-       if(!player_is_close)
-       {
-               target_speed = 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;
-               }
+ItemGroupList LuaEntitySAO::getArmorGroups()
+{
+       return m_armor_groups;
+}
 
-               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;
-                       }
-               }
+void LuaEntitySAO::setAnimation(v2f frame_range, float frame_speed, float frame_blend, bool frame_loop)
+{
+       m_animation_range = frame_range;
+       m_animation_speed = frame_speed;
+       m_animation_blend = frame_blend;
+       m_animation_loop = frame_loop;
+       m_animation_sent = false;
+}
 
-               {
-                       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_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
-       */
-
-       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)
-       {
-               f32 damage_f = (vel - tolerance)/BS*factor;
-               u16 damage = (u16)(damage_f+0.5);
-               doDamage(damage);
-       }
+void LuaEntitySAO::getAnimation(v2f *frame_range, float *frame_speed, float *frame_blend, bool *frame_loop)
+{
+       *frame_range = m_animation_range;
+       *frame_speed = m_animation_speed;
+       *frame_blend = m_animation_blend;
+       *frame_loop = m_animation_loop;
+}
 
-       setBasePosition(pos_f);
+void LuaEntitySAO::setBonePosition(const std::string &bone, v3f position, v3f rotation)
+{
+       m_bone_position[bone] = core::vector2d<v3f>(position, rotation);
+       m_bone_position_sent = false;
+}
 
-       if(send_recommended == false && m_speed_f.getLength() < 3.0*BS)
-               return;
+void LuaEntitySAO::getBonePosition(const std::string &bone, v3f *position, v3f *rotation)
+{
+       *position = m_bone_position[bone].X;
+       *rotation = m_bone_position[bone].Y;
+}
 
-       if(pos_f.getDistanceFrom(m_last_sent_position) > 0.05*BS)
-       {
-               m_last_sent_position = pos_f;
+void LuaEntitySAO::setAttachment(int parent_id, const std::string &bone, v3f position, v3f rotation)
+{
+       // Attachments need to be handled on both the server and client.
+       // If we just attach on the server, we can only copy the position of the parent. Attachments
+       // 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.
 
-               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);
-       }
+       m_attachment_parent_id = parent_id;
+       m_attachment_bone = bone;
+       m_attachment_position = position;
+       m_attachment_rotation = rotation;
+       m_attachment_sent = false;
 }
 
-std::string Oerkki1SAO::getClientInitializationData()
+void LuaEntitySAO::getAttachment(int *parent_id, std::string *bone, v3f *position,
+       v3f *rotation)
 {
-       std::ostringstream os(std::ios::binary);
-       // version
-       writeU8(os, 0);
-       // pos
-       writeV3F1000(os, m_base_position);
-       return os.str();
+       *parent_id = m_attachment_parent_id;
+       *bone = m_attachment_bone;
+       *position = m_attachment_position;
+       *rotation = m_attachment_rotation;
 }
 
-std::string Oerkki1SAO::getStaticData()
+void LuaEntitySAO::addAttachmentChild(int child_id)
 {
-       //infostream<<__FUNCTION_NAME<<std::endl;
-       std::ostringstream os(std::ios::binary);
-       // version
-       writeU8(os, 0);
-       // hp
-       writeU8(os, m_hp);
-       return os.str();
+       m_attachment_child_ids.insert(child_id);
 }
 
-void Oerkki1SAO::punch(ServerActiveObject *puncher, float time_from_last_punch)
+void LuaEntitySAO::removeAttachmentChild(int child_id)
 {
-       if(!puncher)
-               return;
-       
-       v3f dir = (getBasePosition() - puncher->getBasePosition()).normalize();
-       m_speed_f += dir*12*BS;
-
-       // "Material" groups of the object
-       ItemGroupList groups;
-       groups["snappy"] = 1;
-       groups["choppy"] = 1;
-       groups["fleshy"] = 3;
+       m_attachment_child_ids.erase(child_id);
+}
 
-       IItemDefManager *idef = m_env->getGameDef()->idef();
-       ItemStack punchitem = puncher->getWieldedItem();
-       ToolCapabilities tp = punchitem.getToolCapabilities(idef);
+std::set<int> LuaEntitySAO::getAttachmentChildIds()
+{
+       return m_attachment_child_ids;
+}
 
-       HitParams hit_params = getHitParams(groups, &tp,
-                       time_from_last_punch);
+ObjectProperties* LuaEntitySAO::accessObjectProperties()
+{
+       return &m_prop;
+}
 
-       doDamage(hit_params.hp);
-       if(g_settings->getBool("creative_mode") == false)
-       {
-               punchitem.addWear(hit_params.wear, idef);
-               puncher->setWieldedItem(punchitem);
-       }
+void LuaEntitySAO::notifyObjectPropertiesModified()
+{
+       m_properties_sent = false;
 }
 
-void Oerkki1SAO::doDamage(u16 d)
+void LuaEntitySAO::setVelocity(v3f velocity)
 {
-       infostream<<"oerkki damage: "<<d<<std::endl;
-       
-       if(d < m_hp)
-       {
-               m_hp -= d;
-       }
-       else
-       {
-               // Die
-               m_hp = 0;
-               m_removed = true;
-       }
+       m_velocity = velocity;
+}
 
-       {
-               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);
-       }
+v3f LuaEntitySAO::getVelocity()
+{
+       return m_velocity;
 }
 
-/*
-       FireflySAO
-*/
+void LuaEntitySAO::setAcceleration(v3f acceleration)
+{
+       m_acceleration = acceleration;
+}
 
-// Prototype
-FireflySAO proto_FireflySAO(NULL, v3f(0,0,0));
+v3f LuaEntitySAO::getAcceleration()
+{
+       return m_acceleration;
+}
 
-FireflySAO::FireflySAO(ServerEnvironment *env, v3f pos):
-       ServerActiveObject(env, pos),
-       m_is_active(false),
-       m_speed_f(0,0,0)
+void LuaEntitySAO::setYaw(float yaw)
 {
-       ServerActiveObject::registerType(getType(), create);
+       m_yaw = yaw;
+}
 
-       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;
+float LuaEntitySAO::getYaw()
+{
+       return m_yaw;
 }
 
-ServerActiveObject* FireflySAO::create(ServerEnvironment *env, v3f pos,
-               const std::string &data)
+void LuaEntitySAO::setTextureMod(const std::string &mod)
 {
-       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);
+       std::string str = gob_cmd_set_texture_mod(mod);
+       // create message and add to list
+       ActiveObjectMessage aom(getId(), true, str);
+       m_messages_out.push(aom);
 }
 
-void FireflySAO::step(float dtime, bool send_recommended)
+void LuaEntitySAO::setSprite(v2s16 p, int num_frames, float framelength,
+               bool select_horiz_by_yawpitch)
 {
-       ScopeProfiler sp2(g_profiler, "FireflySAO::step avg", SPT_AVG);
+       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);
+}
 
-       assert(m_env);
+std::string LuaEntitySAO::getName()
+{
+       return m_init_name;
+}
 
-       if(m_is_active == false)
-       {
-               if(m_inactive_interval.step(dtime, 0.5)==false)
-                       return;
-       }
+std::string LuaEntitySAO::getPropertyPacket()
+{
+       return gob_cmd_set_properties(m_prop);
+}
 
-       /*
-               The AI
-       */
-
-       // Apply (less) gravity
-       m_speed_f.Y -= dtime*3*BS;
-
-       /*
-               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;
-               }
-       }
+void LuaEntitySAO::sendPosition(bool do_interpolate, bool is_movement_end)
+{
+       // If the object is attached client-side, don't waste bandwidth sending its position to clients
+       if(isAttached())
+               return;
 
-       m_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;
-                       }
-               }
+       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;
 
-               {
-                       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;
-
-       /*
-               Move it, with collision detection
-       */
-
-       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);
+       float update_interval = m_env->getSendRecommendedInterval();
 
-       if(send_recommended == false)
-               return;
+       std::string str = gob_cmd_update_position(
+               m_base_position,
+               m_velocity,
+               m_acceleration,
+               m_yaw,
+               do_interpolate,
+               is_movement_end,
+               update_interval
+       );
+       // create message and add to list
+       ActiveObjectMessage aom(getId(), false, str);
+       m_messages_out.push(aom);
+}
 
-       if(pos_f.getDistanceFrom(m_last_sent_position) > 0.05*BS)
+bool LuaEntitySAO::getCollisionBox(aabb3f *toset) {
+       if (m_prop.physical)
        {
-               m_last_sent_position = pos_f;
+               //update collision box
+               toset->MinEdge = m_prop.collisionbox.MinEdge * BS;
+               toset->MaxEdge = m_prop.collisionbox.MaxEdge * BS;
 
-               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);
+               toset->MinEdge += m_base_position;
+               toset->MaxEdge += m_base_position;
+
+               return true;
        }
-}
 
-std::string FireflySAO::getClientInitializationData()
-{
-       std::ostringstream os(std::ios::binary);
-       // version
-       writeU8(os, 0);
-       // pos
-       writeV3F1000(os, m_base_position);
-       return os.str();
+       return false;
 }
 
-std::string FireflySAO::getStaticData()
-{
-       //infostream<<__FUNCTION_NAME<<std::endl;
-       std::ostringstream os(std::ios::binary);
-       // version
-       writeU8(os, 0);
-       return os.str();
+bool LuaEntitySAO::collideWithObjects(){
+       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
+
+PlayerSAO::PlayerSAO(ServerEnvironment *env_, Player *player_, u16 peer_id_,
+               const std::set<std::string> &privs, bool is_singleplayer):
+       ServerActiveObject(env_, v3f(0,0,0)),
+       m_player(player_),
+       m_peer_id(peer_id_),
+       m_inventory(NULL),
+       m_damage(0),
+       m_last_good_position(0,0,0),
+       m_time_from_last_punch(0),
+       m_nocheat_dig_pos(32767, 32767, 32767),
+       m_nocheat_dig_time(0),
+       m_wield_index(0),
+       m_position_not_sent(false),
+       m_armor_groups_sent(false),
+       m_properties_sent(true),
+       m_privs(privs),
+       m_is_singleplayer(is_singleplayer),
+       m_animation_speed(0),
+       m_animation_blend(0),
+       m_animation_loop(true),
+       m_animation_sent(false),
+       m_bone_position_sent(false),
+       m_attachment_parent_id(0),
+       m_attachment_sent(false),
+       m_nametag_color(video::SColor(255, 255, 255, 255)),
+       m_nametag_sent(false),
+       // public
+       m_physics_override_speed(1),
+       m_physics_override_jump(1),
+       m_physics_override_gravity(1),
+       m_physics_override_sneak(true),
+       m_physics_override_sneak_glitch(true),
+       m_physics_override_sent(false)
+{
+       assert(m_player);       // pre-condition
+       assert(m_peer_id != 0); // pre-condition
+       setBasePosition(m_player->getPosition());
+       m_inventory = &m_player->inventory;
+       m_armor_groups["fleshy"] = 100;
+
+       m_prop.hp_max = PLAYER_MAX_HP;
+       m_prop.physical = false;
+       m_prop.weight = 75;
+       m_prop.collisionbox = core::aabbox3d<f32>(-1/3.,-1.0,-1/3., 1/3.,1.0,1/3.);
+       // start of default appearance, this should be overwritten by LUA
+       m_prop.visual = "upright_sprite";
+       m_prop.visual_size = v2f(1, 2);
+       m_prop.textures.clear();
+       m_prop.textures.push_back("player.png");
+       m_prop.textures.push_back("player_back.png");
+       m_prop.colors.clear();
+       m_prop.colors.push_back(video::SColor(255, 255, 255, 255));
+       m_prop.spritediv = v2s16(1,1);
+       // end of default appearance
+       m_prop.is_visible = true;
+       m_prop.makes_footstep_sound = true;
+}
+
+PlayerSAO::~PlayerSAO()
+{
+       if(m_inventory != &m_player->inventory)
+               delete m_inventory;
+
+}
+
+std::string PlayerSAO::getDescription()
+{
+       return std::string("player ") + m_player->getName();
+}
+
+// Called after id has been set and has been inserted in environment
+void PlayerSAO::addedToEnvironment(u32 dtime_s)
+{
+       ServerActiveObject::addedToEnvironment(dtime_s);
+       ServerActiveObject::setBasePosition(m_player->getPosition());
+       m_player->setPlayerSAO(this);
+       m_player->peer_id = m_peer_id;
+       m_last_good_position = m_player->getPosition();
+}
+
+// Called before removing from environment
+void PlayerSAO::removingFromEnvironment()
+{
+       ServerActiveObject::removingFromEnvironment();
+       if(m_player->getPlayerSAO() == this)
+       {
+               m_player->setPlayerSAO(NULL);
+               m_player->peer_id = 0;
+               m_env->savePlayer(m_player->getName());
+               m_env->removePlayer(m_player->getName());
+       }
 }
 
-std::string MobV2SAO::getStaticData()
+bool PlayerSAO::isStaticAllowed() const
 {
-       updateProperties();
-
-       std::ostringstream os(std::ios::binary);
-       m_properties->writeLines(os);
-       return os.str();
+       return false;
 }
 
-std::string MobV2SAO::getClientInitializationData()
+std::string PlayerSAO::getClientInitializationData(u16 protocol_version)
 {
-       //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);
+       if(protocol_version >= 15)
+       {
+               writeU8(os, 1); // version
+               os<<serializeString(m_player->getName()); // name
+               writeU8(os, 1); // is_player
+               writeS16(os, getId()); //id
+               writeV3F1000(os, m_player->getPosition() + v3f(0,BS*1,0));
+               writeF1000(os, m_player->getYaw());
+               writeS16(os, getHP());
+
+               writeU8(os, 6 + m_bone_position.size()); // number of messages stuffed in here
+               os<<serializeLongString(getPropertyPacket()); // message 1
+               os<<serializeLongString(gob_cmd_update_armor_groups(m_armor_groups)); // 2
+               os<<serializeLongString(gob_cmd_update_animation(
+                       m_animation_range, m_animation_speed, m_animation_blend, m_animation_loop)); // 3
+               for(std::map<std::string, core::vector2d<v3f> >::const_iterator ii = m_bone_position.begin(); ii != m_bone_position.end(); ++ii){
+                       os<<serializeLongString(gob_cmd_update_bone_position((*ii).first, (*ii).second.X, (*ii).second.Y)); // m_bone_position.size
+               }
+               os<<serializeLongString(gob_cmd_update_attachment(m_attachment_parent_id, m_attachment_bone, m_attachment_position, m_attachment_rotation)); // 4
+               os<<serializeLongString(gob_cmd_update_physics_override(m_physics_override_speed,
+                               m_physics_override_jump, m_physics_override_gravity, m_physics_override_sneak,
+                               m_physics_override_sneak_glitch)); // 5
+               os << serializeLongString(gob_cmd_update_nametag_attributes(m_nametag_color)); // 6
+       }
+       else
+       {
+               writeU8(os, 0); // version
+               os<<serializeString(m_player->getName()); // name
+               writeU8(os, 1); // is_player
+               writeV3F1000(os, m_player->getPosition() + v3f(0,BS*1,0));
+               writeF1000(os, m_player->getYaw());
+               writeS16(os, getHP());
+               writeU8(os, 2); // number of messages stuffed in here
+               os<<serializeLongString(getPropertyPacket()); // message 1
+               os<<serializeLongString(gob_cmd_update_armor_groups(m_armor_groups)); // 2
+       }
 
+       // return result
        return os.str();
 }
 
-bool checkFreePosition(Map *map, v3s16 p0, v3s16 size)
+std::string PlayerSAO::getStaticData()
 {
-       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;
+       FATAL_ERROR("Deprecated function (?)");
+       return "";
 }
 
-bool checkWalkablePosition(Map *map, v3s16 p0)
+bool PlayerSAO::isAttached()
 {
-       v3s16 p = p0 + v3s16(0,-1,0);
-       MapNode n = map->getNodeNoEx(p);
-       if(n.getContent() != CONTENT_AIR)
+       if(!m_attachment_parent_id)
+               return false;
+       // Check if the parent still exists
+       ServerActiveObject *obj = m_env->getActiveObject(m_attachment_parent_id);
+       if(obj)
                return true;
        return false;
 }
 
-bool checkFreeAndWalkablePosition(Map *map, v3s16 p0, v3s16 size)
-{
-       if(!checkFreePosition(map, p0, size))
-               return false;
-       if(!checkWalkablePosition(map, p0))
-               return false;
-       return true;
-}
-
-static void get_random_u32_array(u32 a[], u32 len)
+void PlayerSAO::step(float dtime, bool send_recommended)
 {
-       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;
+       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);
        }
-}
 
-#define PP(x) "("<<(x).X<<","<<(x).Y<<","<<(x).Z<<")"
-
-static void explodeSquare(Map *map, v3s16 p0, v3s16 size)
-{
-       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);
+       // If attached, check that our parent is still there. If it isn't, detach.
+       if(m_attachment_parent_id && !isAttached())
+       {
+               m_attachment_parent_id = 0;
+               m_attachment_bone = "";
+               m_attachment_position = v3f(0,0,0);
+               m_attachment_rotation = v3f(0,0,0);
+               m_player->setPosition(m_last_good_position);
+               ((Server*)m_env->getGameDef())->SendMovePlayer(m_peer_id);
        }
 
-       // 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++)
+       //dstream<<"PlayerSAO::step: dtime: "<<dtime<<std::endl;
+
+       // Set lag pool maximums based on estimated lag
+       const float LAG_POOL_MIN = 5.0;
+       float lag_pool_max = m_env->getMaxLagEstimate() * 2.0;
+       if(lag_pool_max < LAG_POOL_MIN)
+               lag_pool_max = LAG_POOL_MIN;
+       m_dig_pool.setMax(lag_pool_max);
+       m_move_pool.setMax(lag_pool_max);
+
+       // Increment cheat prevention timers
+       m_dig_pool.add(dtime);
+       m_move_pool.add(dtime);
+       m_time_from_last_punch += dtime;
+       m_nocheat_dig_time += dtime;
+
+       // Each frame, parent position is copied if the object is attached, otherwise it's calculated normally
+       // If the object gets detached this comes into effect automatically from the last known origin
+       if(isAttached())
        {
-               v3s16 p = i.getNode()->getKey();
-               event.modified_blocks.insert(p, true);
+               v3f pos = m_env->getActiveObject(m_attachment_parent_id)->getBasePosition();
+               m_last_good_position = pos;
+               m_player->setPosition(pos);
        }
-       map->dispatchEvent(&event);
-}
 
-void MobV2SAO::step(float dtime, bool send_recommended)
-{
-       ScopeProfiler sp2(g_profiler, "MobV2SAO::step avg", SPT_AVG);
+       if(send_recommended == false)
+               return;
+
+       // If the object is attached client-side, don't waste bandwidth sending its position to clients
+       if(m_position_not_sent && !isAttached())
+       {
+               m_position_not_sent = false;
+               float update_interval = m_env->getSendRecommendedInterval();
+               v3f pos;
+               if(isAttached()) // Just in case we ever do send attachment position too
+                       pos = m_env->getActiveObject(m_attachment_parent_id)->getBasePosition();
+               else
+                       pos = m_player->getPosition() + v3f(0,BS*1,0);
+               std::string str = gob_cmd_update_position(
+                       pos,
+                       v3f(0,0,0),
+                       v3f(0,0,0),
+                       m_player->getYaw(),
+                       true,
+                       false,
+                       update_interval
+               );
+               // create message and add to list
+               ActiveObjectMessage aom(getId(), false, str);
+               m_messages_out.push(aom);
+       }
 
-       assert(m_env);
-       Map *map = &m_env->getMap();
+       if(m_armor_groups_sent == false) {
+               m_armor_groups_sent = true;
+               std::string str = gob_cmd_update_armor_groups(
+                               m_armor_groups);
+               // create message and add to list
+               ActiveObjectMessage aom(getId(), true, str);
+               m_messages_out.push(aom);
+       }
 
-       m_age += dtime;
+       if(m_physics_override_sent == false){
+               m_physics_override_sent = true;
+               std::string str = gob_cmd_update_physics_override(m_physics_override_speed,
+                               m_physics_override_jump, m_physics_override_gravity,
+                               m_physics_override_sneak, m_physics_override_sneak_glitch);
+               // create message and add to list
+               ActiveObjectMessage aom(getId(), true, str);
+               m_messages_out.push(aom);
+       }
 
-       if(m_die_age >= 0.0 && m_age >= m_die_age){
-               m_removed = true;
-               return;
+       if(m_animation_sent == false){
+               m_animation_sent = true;
+               std::string str = gob_cmd_update_animation(
+                       m_animation_range, m_animation_speed, m_animation_blend, m_animation_loop);
+               // create message and add to list
+               ActiveObjectMessage aom(getId(), true, str);
+               m_messages_out.push(aom);
        }
 
-       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;
-                               }
-                       }
+       if(m_bone_position_sent == false){
+               m_bone_position_sent = true;
+               for(std::map<std::string, core::vector2d<v3f> >::const_iterator ii = m_bone_position.begin(); ii != m_bone_position.end(); ++ii){
+                       std::string str = gob_cmd_update_bone_position((*ii).first, (*ii).second.X, (*ii).second.Y);
+                       // create message and add to list
+                       ActiveObjectMessage aom(getId(), true, str);
+                       m_messages_out.push(aom);
                }
        }
 
-       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);
+       if(m_attachment_sent == false){
+               m_attachment_sent = true;
+               std::string str = gob_cmd_update_attachment(m_attachment_parent_id, m_attachment_bone, m_attachment_position, m_attachment_rotation);
+               // create message and add to list
+               ActiveObjectMessage aom(getId(), true, str);
+               m_messages_out.push(aom);
        }
 
-       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;
-                       }
-               }
+       if (m_nametag_sent == false) {
+               m_nametag_sent = true;
+               std::string str = gob_cmd_update_nametag_attributes(m_nametag_color);
+               // create message and add to list
+               ActiveObjectMessage aom(getId(), true, str);
+               m_messages_out.push(aom);
+       }
+}
 
-               m_shoot_reload_timer += dtime;
+void PlayerSAO::setBasePosition(const v3f &position)
+{
+       // This needs to be ran for attachments too
+       ServerActiveObject::setBasePosition(position);
+       m_position_not_sent = true;
+}
 
-               float reload_time = 15.0;
-               if(m_disturb_timer <= 15.0)
-                       reload_time = 3.0;
+void PlayerSAO::setPos(v3f pos)
+{
+       if(isAttached())
+               return;
+       m_player->setPosition(pos);
+       // Movement caused by this command is always valid
+       m_last_good_position = pos;
+       ((Server*)m_env->getGameDef())->SendMovePlayer(m_peer_id);
+}
 
-               bool shoot_without_player = false;
-               if(m_properties->getBool("mindless_rage"))
-                       shoot_without_player = true;
+void PlayerSAO::moveTo(v3f pos, bool continuous)
+{
+       if(isAttached())
+               return;
+       m_player->setPosition(pos);
+       // Movement caused by this command is always valid
+       m_last_good_position = pos;
+       ((Server*)m_env->getGameDef())->SendMovePlayer(m_peer_id);
+}
 
-               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);
-                       }
-               }
-       }
-       
-       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);
-                       }
-               }
+void PlayerSAO::setYaw(float yaw)
+{
+       m_player->setYaw(yaw);
+       ((Server*)m_env->getGameDef())->SendMovePlayer(m_peer_id);
+}
 
-               /* 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((pos_f - next_pos_f).getLength() < 0.1 || arrived){
-                               m_next_pos_exists = false;
-                       }
-               }
+void PlayerSAO::setPitch(float pitch)
+{
+       m_player->setPitch(pitch);
+       ((Server*)m_env->getGameDef())->SendMovePlayer(m_peer_id);
+}
 
-               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;
-                       }
-               }
+int PlayerSAO::punch(v3f dir,
+       const ToolCapabilities *toolcap,
+       ServerActiveObject *puncher,
+       float time_from_last_punch)
+{
+       // It's best that attachments cannot be punched
+       if (isAttached())
+               return 0;
 
-               if(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 (!toolcap)
+               return 0;
+
+       // No effect if PvP disabled
+       if (g_settings->getBool("enable_pvp") == false) {
+               if (puncher->getType() == ACTIVEOBJECT_TYPE_PLAYER) {
+                       std::string str = gob_cmd_punched(0, getHP());
+                       // create message and add to list
+                       ActiveObjectMessage aom(getId(), true, str);
+                       m_messages_out.push(aom);
+                       return 0;
                }
        }
-       else
-       {
-               errorstream<<"MobV2SAO::step(): id="<<m_id<<" unknown move_type=\""
-                               <<m_move_type<<"\""<<std::endl;
-       }
 
-       if(send_recommended == false)
-               return;
+       HitParams hitparams = getHitParams(m_armor_groups, toolcap,
+                       time_from_last_punch);
 
-       if(m_base_position.getDistanceFrom(m_last_sent_position) > 0.05*BS)
-       {
-               sendPosition();
-       }
-}
+       std::string punchername = "nil";
 
-void MobV2SAO::punch(ServerActiveObject *puncher, float time_from_last_punch)
-{
-       if(!puncher)
-               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;
+       if (puncher != 0)
+               punchername = puncher->getDescription();
+
+       PlayerSAO *playersao = m_player->getPlayerSAO();
+
+       bool damage_handled = m_env->getScriptIface()->on_punchplayer(playersao,
+                               puncher, time_from_last_punch, toolcap, dir,
+                               hitparams.hp);
+
+       if (!damage_handled) {
+               setHP(getHP() - hitparams.hp);
+       } else { // override client prediction
+               if (puncher->getType() == ACTIVEOBJECT_TYPE_PLAYER) {
+                       std::string str = gob_cmd_punched(0, getHP());
+                       // create message and add to list
+                       ActiveObjectMessage aom(getId(), true, str);
+                       m_messages_out.push(aom);
                }
-               bool free = checkFreePosition(map, pos_i + pos_size_off, size_blocks);
-               if(free)
-                       m_base_position = new_base_position;
        }
-       sendPosition();
-       
 
-       // "Material" groups of the object
-       ItemGroupList groups;
-       groups["snappy"] = 1;
-       groups["choppy"] = 1;
-       groups["fleshy"] = 3;
 
-       IItemDefManager *idef = m_env->getGameDef()->idef();
-       ItemStack punchitem = puncher->getWieldedItem();
-       ToolCapabilities tp = punchitem.getToolCapabilities(idef);
+       actionstream << "Player " << m_player->getName() << " punched by "
+                       << punchername;
+       if (!damage_handled) {
+               actionstream << ", damage " << hitparams.hp << " HP";
+       } else {
+               actionstream << ", damage handled by lua";
+       }
+       actionstream << std::endl;
 
-       HitParams hit_params = getHitParams(groups, &tp,
-                       time_from_last_punch);
+       return hitparams.wear;
+}
 
-       doDamage(hit_params.hp);
-       if(g_settings->getBool("creative_mode") == false)
-       {
-               punchitem.addWear(hit_params.wear, idef);
-               puncher->setWieldedItem(punchitem);
-       }
+void PlayerSAO::rightClick(ServerActiveObject *clicker)
+{
 }
 
-bool MobV2SAO::isPeaceful()
+s16 PlayerSAO::getHP() const
 {
-       return m_properties->getBool("is_peaceful");
+       return m_player->hp;
 }
 
-void MobV2SAO::sendPosition()
+s16 PlayerSAO::readDamage()
 {
-       m_last_sent_position = m_base_position;
+       s16 damage = m_damage;
+       m_damage = 0;
+       return damage;
+}
 
-       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;
-       }
+void PlayerSAO::setHP(s16 hp)
+{
+       s16 oldhp = m_player->hp;
 
-       {
-               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);
+       s16 hp_change = m_env->getScriptIface()->on_player_hpchange(this,
+               hp - oldhp);
+       if (hp_change == 0)
+               return;
+       hp = oldhp + hp_change;
+
+       if (hp < 0)
+               hp = 0;
+       else if (hp > PLAYER_MAX_HP)
+               hp = PLAYER_MAX_HP;
+
+       if(hp < oldhp && g_settings->getBool("enable_damage") == false) {
+               return;
        }
-}
 
+       m_player->hp = hp;
 
-/*
-       LuaEntitySAO
-*/
+       if (oldhp > hp)
+               m_damage += (oldhp - hp);
 
-#include "scriptapi.h"
-#include "luaentity_common.h"
+       // Update properties on death
+       if ((hp == 0) != (oldhp == 0))
+               m_properties_sent = false;
+}
 
-// Prototype
-LuaEntitySAO proto_LuaEntitySAO(NULL, v3f(0,0,0), "_prototype", "");
+u16 PlayerSAO::getBreath() const
+{
+       return m_player->getBreath();
+}
 
-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::setBreath(u16 breath)
 {
-       // Only register type if no environment supplied
-       if(env == NULL){
-               ServerActiveObject::registerType(getType(), create);
-               return;
-       }
+       m_player->setBreath(breath);
 }
 
-LuaEntitySAO::~LuaEntitySAO()
+void PlayerSAO::setArmorGroups(const ItemGroupList &armor_groups)
 {
-       if(m_registered){
-               lua_State *L = m_env->getLua();
-               scriptapi_luaentity_rm(L, m_id);
-       }
-       delete m_prop;
+       m_armor_groups = armor_groups;
+       m_armor_groups_sent = false;
 }
 
-void LuaEntitySAO::addedToEnvironment()
+ItemGroupList PlayerSAO::getArmorGroups()
 {
-       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);
-       }
+       return m_armor_groups;
 }
 
-ServerActiveObject* LuaEntitySAO::create(ServerEnvironment *env, v3f pos,
-               const std::string &data)
+void PlayerSAO::setAnimation(v2f frame_range, float frame_speed, float frame_blend, bool frame_loop)
 {
-       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);
+       // store these so they can be updated to clients
+       m_animation_range = frame_range;
+       m_animation_speed = frame_speed;
+       m_animation_blend = frame_blend;
+       m_animation_loop = frame_loop;
+       m_animation_sent = false;
 }
 
-void LuaEntitySAO::step(float dtime, bool send_recommended)
+void PlayerSAO::getAnimation(v2f *frame_range, float *frame_speed, float *frame_blend, bool *frame_loop)
 {
-       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;
-       }
+       *frame_range = m_animation_range;
+       *frame_speed = m_animation_speed;
+       *frame_blend = m_animation_blend;
+       *frame_loop = m_animation_loop;
+}
 
-       if(m_registered){
-               lua_State *L = m_env->getLua();
-               scriptapi_luaentity_step(L, m_id, dtime);
-       }
+void PlayerSAO::setBonePosition(const std::string &bone, v3f position, v3f rotation)
+{
+       // store these so they can be updated to clients
+       m_bone_position[bone] = core::vector2d<v3f>(position, rotation);
+       m_bone_position_sent = false;
+}
 
-       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);
-       }
+void PlayerSAO::getBonePosition(const std::string &bone, v3f *position, v3f *rotation)
+{
+       *position = m_bone_position[bone].X;
+       *rotation = m_bone_position[bone].Y;
 }
 
-std::string LuaEntitySAO::getClientInitializationData()
+void PlayerSAO::setAttachment(int parent_id, const std::string &bone, v3f position, v3f rotation)
 {
-       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();
+       // Attachments need to be handled on both the server and client.
+       // If we just attach on the server, we can only copy the position of the parent. Attachments
+       // are still sent to clients at an interval so players might see them lagging, plus we can't
+       // read and attach to skeletal bones.
+       // If we just attach on the client, the server still sees the child at its original location.
+       // This breaks some things so we also give the server the most accurate representation
+       // even if players only see the client changes.
+
+       m_attachment_parent_id = parent_id;
+       m_attachment_bone = bone;
+       m_attachment_position = position;
+       m_attachment_rotation = rotation;
+       m_attachment_sent = false;
 }
 
-std::string LuaEntitySAO::getStaticData()
+void PlayerSAO::getAttachment(int *parent_id, std::string *bone, v3f *position,
+       v3f *rotation)
 {
-       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);
-       }
-       return os.str();
+       *parent_id = m_attachment_parent_id;
+       *bone = m_attachment_bone;
+       *position = m_attachment_position;
+       *rotation = m_attachment_rotation;
 }
 
-void LuaEntitySAO::punch(ServerActiveObject *puncher, float time_from_last_punch)
+void PlayerSAO::addAttachmentChild(int child_id)
 {
-       if(!m_registered){
-               // Delete unknown LuaEntities when punched
-               m_removed = true;
-               return;
-       }
-       lua_State *L = m_env->getLua();
-       scriptapi_luaentity_punch(L, m_id, puncher, time_from_last_punch);
+       m_attachment_child_ids.insert(child_id);
 }
 
-void LuaEntitySAO::rightClick(ServerActiveObject *clicker)
+void PlayerSAO::removeAttachmentChild(int child_id)
 {
-       if(!m_registered)
-               return;
-       lua_State *L = m_env->getLua();
-       scriptapi_luaentity_rightclick(L, m_id, clicker);
+       m_attachment_child_ids.erase(child_id);
 }
 
-void LuaEntitySAO::setPos(v3f pos)
+std::set<int> PlayerSAO::getAttachmentChildIds()
 {
-       m_base_position = pos;
-       sendPosition(false, true);
+       return m_attachment_child_ids;
 }
 
-void LuaEntitySAO::moveTo(v3f pos, bool continuous)
+ObjectProperties* PlayerSAO::accessObjectProperties()
 {
-       m_base_position = pos;
-       if(!continuous)
-               sendPosition(true, true);
+       return &m_prop;
 }
 
-float LuaEntitySAO::getMinimumSavedMovement()
+void PlayerSAO::notifyObjectPropertiesModified()
 {
-       return 0.1 * BS;
+       m_properties_sent = false;
 }
 
-void LuaEntitySAO::setVelocity(v3f velocity)
+void PlayerSAO::setNametagColor(video::SColor color)
 {
-       m_velocity = velocity;
+       m_nametag_color = color;
+       m_nametag_sent = false;
 }
 
-v3f LuaEntitySAO::getVelocity()
+video::SColor PlayerSAO::getNametagColor()
 {
-       return m_velocity;
+       return m_nametag_color;
 }
 
-void LuaEntitySAO::setAcceleration(v3f acceleration)
+Inventory* PlayerSAO::getInventory()
 {
-       m_acceleration = acceleration;
+       return m_inventory;
+}
+const Inventory* PlayerSAO::getInventory() const
+{
+       return m_inventory;
 }
 
-v3f LuaEntitySAO::getAcceleration()
+InventoryLocation PlayerSAO::getInventoryLocation() const
 {
-       return m_acceleration;
+       InventoryLocation loc;
+       loc.setPlayer(m_player->getName());
+       return loc;
 }
 
-void LuaEntitySAO::setYaw(float yaw)
+std::string PlayerSAO::getWieldList() const
 {
-       m_yaw = yaw;
+       return "main";
 }
 
-float LuaEntitySAO::getYaw()
+int PlayerSAO::getWieldIndex() const
 {
-       return m_yaw;
+       return m_wield_index;
 }
 
-void LuaEntitySAO::setTextureMod(const std::string &mod)
+void PlayerSAO::setWieldIndex(int i)
 {
-       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);
+       if(i != m_wield_index) {
+               m_wield_index = i;
+       }
 }
 
-void LuaEntitySAO::setSprite(v2s16 p, int num_frames, float framelength,
-               bool select_horiz_by_yawpitch)
+void PlayerSAO::disconnected()
 {
-       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_peer_id = 0;
+       m_removed = true;
+       if(m_player->getPlayerSAO() == this)
+       {
+               m_player->setPlayerSAO(NULL);
+               m_player->peer_id = 0;
+       }
 }
 
-std::string LuaEntitySAO::getName()
+std::string PlayerSAO::getPropertyPacket()
 {
-       return m_init_name;
+       m_prop.is_visible = (true);
+       return gob_cmd_set_properties(m_prop);
 }
 
-void LuaEntitySAO::sendPosition(bool do_interpolate, bool is_movement_end)
+bool PlayerSAO::checkMovementCheat()
 {
-       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;
+       bool cheated = false;
+       if(isAttached() || m_is_singleplayer ||
+                       g_settings->getBool("disable_anticheat"))
+       {
+               m_last_good_position = m_player->getPosition();
+       }
+       else
+       {
+               /*
+                       Check player movements
+
+                       NOTE: Actually the server should handle player physics like the
+                       client does and compare player's position to what is calculated
+                       on our side. This is required when eg. players fly due to an
+                       explosion. Altough a node-based alternative might be possible
+                       too, and much more lightweight.
+               */
+
+               float player_max_speed = 0;
+               if(m_privs.count("fast") != 0){
+                       // Fast speed
+                       player_max_speed = m_player->movement_speed_fast;
+               } else {
+                       // Normal speed
+                       player_max_speed = m_player->movement_speed_walk;
+               }
+               // Tolerance. With the lag pool we shouldn't need it.
+               //player_max_speed *= 2.5;
+               //player_max_speed_up *= 2.5;
+
+               v3f diff = (m_player->getPosition() - m_last_good_position);
+               float d_vert = diff.Y;
+               diff.Y = 0;
+               float d_horiz = diff.getLength();
+               float required_time = d_horiz/player_max_speed;
+               if(d_vert > 0 && d_vert/player_max_speed > required_time)
+                       required_time = d_vert/player_max_speed;
+               if(m_move_pool.grab(required_time)){
+                       m_last_good_position = m_player->getPosition();
+               } else {
+                       actionstream<<"Player "<<m_player->getName()
+                                       <<" moved too fast; resetting position"
+                                       <<std::endl;
+                       m_player->setPosition(m_last_good_position);
+                       cheated = true;
+               }
+       }
+       return cheated;
+}
 
-       float update_interval = m_env->getSendRecommendedInterval();
+bool PlayerSAO::getCollisionBox(aabb3f *toset) {
+       //update collision box
+       *toset = m_player->getCollisionbox();
 
-       std::ostringstream os(std::ios::binary);
-       // command (0 = update position)
-       writeU8(os, 0);
+       toset->MinEdge += m_base_position;
+       toset->MaxEdge += m_base_position;
 
-       // 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);
+       return true;
+}
 
-       // create message and add to list
-       ActiveObjectMessage aom(getId(), false, os.str());
-       m_messages_out.push_back(aom);
+bool PlayerSAO::collideWithObjects(){
+       return true;
 }