]> git.lizzy.rs Git - dragonfireclient.git/blobdiff - src/content_sao.cpp
Update Android defaults for modern H/W. (#7572)
[dragonfireclient.git] / src / content_sao.cpp
index bc5fb164b4c2183976d25173a21db41dbb01deb7..b67a63e3b8c9f823131c9d774c73a6900e286b4c 100644 (file)
@@ -28,6 +28,9 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include "server.h"
 #include "scripting_server.h"
 #include "genericobject.h"
+#include "settings.h"
+#include <algorithm>
+#include <cmath>
 
 std::map<u16, ServerActiveObject::Factory> ServerActiveObject::m_types;
 
@@ -59,7 +62,7 @@ class TestSAO : public ServerActiveObject
                m_age += dtime;
                if(m_age > 10)
                {
-                       m_removed = true;
+                       m_pending_removal = true;
                        return;
                }
 
@@ -155,6 +158,12 @@ void UnitSAO::getAnimation(v2f *frame_range, float *frame_speed, float *frame_bl
        *frame_loop = m_animation_loop;
 }
 
+void UnitSAO::setAnimationSpeed(float frame_speed)
+{
+       m_animation_speed = frame_speed;
+       m_animation_speed_sent = false;
+}
+
 void UnitSAO::setBonePosition(const std::string &bone, v3f position, v3f rotation)
 {
        // store these so they can be updated to clients
@@ -178,11 +187,17 @@ void UnitSAO::setAttachment(int parent_id, const std::string &bone, v3f position
        // This breaks some things so we also give the server the most accurate representation
        // even if players only see the client changes.
 
+       int old_parent = m_attachment_parent_id;
        m_attachment_parent_id = parent_id;
        m_attachment_bone = bone;
        m_attachment_position = position;
        m_attachment_rotation = rotation;
        m_attachment_sent = false;
+
+       if (parent_id != old_parent) {
+               onDetach(old_parent);
+               onAttach(parent_id);
+       }
 }
 
 void UnitSAO::getAttachment(int *parent_id, std::string *bone, v3f *position,
@@ -194,6 +209,30 @@ void UnitSAO::getAttachment(int *parent_id, std::string *bone, v3f *position,
        *rotation = m_attachment_rotation;
 }
 
+void UnitSAO::clearChildAttachments()
+{
+       for (int child_id : m_attachment_child_ids) {
+               // Child can be NULL if it was deleted earlier
+               if (ServerActiveObject *child = m_env->getActiveObject(child_id))
+                       child->setAttachment(0, "", v3f(0, 0, 0), v3f(0, 0, 0));
+       }
+       m_attachment_child_ids.clear();
+}
+
+void UnitSAO::clearParentAttachment()
+{
+       ServerActiveObject *parent = nullptr;
+       if (m_attachment_parent_id) {
+               parent = m_env->getActiveObject(m_attachment_parent_id);
+               setAttachment(0, "", m_attachment_position, m_attachment_rotation);
+       } else {
+               setAttachment(0, "", v3f(0, 0, 0), v3f(0, 0, 0));
+       }
+       // Do it
+       if (parent)
+               parent->removeAttachmentChild(m_id);
+}
+
 void UnitSAO::addAttachmentChild(int child_id)
 {
        m_attachment_child_ids.insert(child_id);
@@ -209,6 +248,38 @@ const std::unordered_set<int> &UnitSAO::getAttachmentChildIds()
        return m_attachment_child_ids;
 }
 
+void UnitSAO::onAttach(int parent_id)
+{
+       if (!parent_id)
+               return;
+
+       ServerActiveObject *parent = m_env->getActiveObject(parent_id);
+
+       if (!parent || parent->isGone())
+               return; // Do not try to notify soon gone parent
+
+       if (parent->getType() == ACTIVEOBJECT_TYPE_LUAENTITY) {
+               // Call parent's on_attach field
+               m_env->getScriptIface()->luaentity_on_attach_child(parent_id, this);
+       }
+}
+
+void UnitSAO::onDetach(int parent_id)
+{
+       if (!parent_id)
+               return;
+
+       ServerActiveObject *parent = m_env->getActiveObject(parent_id);
+       if (getType() == ACTIVEOBJECT_TYPE_LUAENTITY)
+               m_env->getScriptIface()->luaentity_on_detach(m_id, parent);
+
+       if (!parent || parent->isGone())
+               return; // Do not try to notify soon gone parent
+
+       if (parent->getType() == ACTIVEOBJECT_TYPE_LUAENTITY)
+               m_env->getScriptIface()->luaentity_on_detach_child(parent_id, this);
+}
+
 ObjectProperties* UnitSAO::accessObjectProperties()
 {
        return &m_prop;
@@ -365,20 +436,20 @@ void LuaEntitySAO::step(float dtime, bool send_recommended)
                        m_velocity += dtime * m_acceleration;
                }
 
-               if((m_prop.automatic_face_movement_dir) &&
-                               (fabs(m_velocity.Z) > 0.001 || fabs(m_velocity.X) > 0.001))
-               {
-                       float optimal_yaw = atan2(m_velocity.Z,m_velocity.X) * 180 / M_PI
-                                       + m_prop.automatic_face_movement_dir_offset;
+               if (m_prop.automatic_face_movement_dir &&
+                               (fabs(m_velocity.Z) > 0.001 || fabs(m_velocity.X) > 0.001)) {
+
+                       float target_yaw = atan2(m_velocity.Z, m_velocity.X) * 180 / M_PI
+                               + m_prop.automatic_face_movement_dir_offset;
                        float max_rotation_delta =
                                        dtime * m_prop.automatic_face_movement_max_rotation_per_sec;
+                       float delta = wrapDegrees_0_360(target_yaw - m_yaw);
 
-                       if ((m_prop.automatic_face_movement_max_rotation_per_sec > 0) &&
-                               (fabs(m_yaw - optimal_yaw) > max_rotation_delta)) {
-
-                               m_yaw = optimal_yaw < m_yaw ? m_yaw - max_rotation_delta : m_yaw + max_rotation_delta;
+                       if (delta > max_rotation_delta && 360 - delta > max_rotation_delta) {
+                               m_yaw += (delta < 180) ? max_rotation_delta : -max_rotation_delta;
+                               m_yaw = wrapDegrees_0_360(m_yaw);
                        } else {
-                               m_yaw = optimal_yaw;
+                               m_yaw = target_yaw;
                        }
                }
        }
@@ -387,20 +458,6 @@ void LuaEntitySAO::step(float dtime, bool send_recommended)
                m_env->getScriptIface()->luaentity_Step(m_id, dtime);
        }
 
-       // Remove LuaEntity beyond terrain edges
-       {
-               ServerMap *map = dynamic_cast<ServerMap *>(&m_env->getMap());
-               assert(map);
-               if (!m_pending_deactivation &&
-                               map->saoPositionOverLimit(m_base_position)) {
-                       infostream << "Remove SAO " << m_id << "(" << m_init_name
-                               << "), outside of limits" << std::endl;
-                       m_pending_deactivation = true;
-                       m_removed = true;
-                       return;
-               }
-       }
-
        if (!send_recommended)
                return;
 
@@ -416,8 +473,8 @@ void LuaEntitySAO::step(float dtime, bool send_recommended)
                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){
+               if (move_d > minchange || vel_d > minchange ||
+                               std::fabs(m_yaw - m_last_sent_yaw) > 1.0) {
                        sendPosition(true, false);
                }
        }
@@ -440,6 +497,14 @@ void LuaEntitySAO::step(float dtime, bool send_recommended)
                m_messages_out.push(aom);
        }
 
+       if (!m_animation_speed_sent) {
+               m_animation_speed_sent = true;
+               std::string str = gob_cmd_update_animation_speed(m_animation_speed);
+               // create message and add to list
+               ActiveObjectMessage aom(getId(), true, str);
+               m_messages_out.push(aom);
+       }
+
        if (!m_bone_position_sent) {
                m_bone_position_sent = true;
                for (std::unordered_map<std::string, core::vector2d<v3f>>::const_iterator
@@ -536,16 +601,12 @@ int LuaEntitySAO::punch(v3f dir,
                ServerActiveObject *puncher,
                float time_from_last_punch)
 {
-       if (!m_registered){
+       if (!m_registered) {
                // Delete unknown LuaEntities when punched
-               m_removed = true;
+               m_pending_removal = true;
                return 0;
        }
 
-       // It's best that attachments cannot be punched
-       if (isAttached())
-               return 0;
-
        ItemStack *punchitem = NULL;
        ItemStack punchitem_static;
        if (puncher) {
@@ -564,7 +625,8 @@ int LuaEntitySAO::punch(v3f dir,
 
        if (!damage_handled) {
                if (result.did_punch) {
-                       setHP(getHP() - result.damage);
+                       setHP(getHP() - result.damage,
+                               PlayerHPChangeReason(PlayerHPChangeReason::SET_HP));
 
                        if (result.damage > 0) {
                                std::string punchername = puncher ? puncher->getDescription() : "nil";
@@ -581,13 +643,13 @@ int LuaEntitySAO::punch(v3f dir,
                }
        }
 
-       if (getHP() == 0) {
-               m_removed = true;
+       if (getHP() == 0 && !isGone()) {
+               m_pending_removal = true;
+               clearParentAttachment();
+               clearChildAttachments();
                m_env->getScriptIface()->luaentity_on_death(m_id, puncher);
        }
 
-
-
        return result.wear;
 }
 
@@ -595,9 +657,7 @@ 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);
 }
 
@@ -634,9 +694,10 @@ std::string LuaEntitySAO::getDescription()
        return os.str();
 }
 
-void LuaEntitySAO::setHP(s16 hp)
+void LuaEntitySAO::setHP(s16 hp, const PlayerHPChangeReason &reason)
 {
-       if(hp < 0) hp = 0;
+       if (hp < 0)
+               hp = 0;
        m_hp = hp;
 }
 
@@ -752,12 +813,12 @@ bool LuaEntitySAO::getCollisionBox(aabb3f *toset) const
 
 bool LuaEntitySAO::getSelectionBox(aabb3f *toset) const
 {
-       if (!m_prop.is_visible) {
+       if (!m_prop.is_visible || !m_prop.pointable) {
                return false;
        }
 
-       toset->MinEdge = m_prop.collisionbox.MinEdge * BS;
-       toset->MaxEdge = m_prop.collisionbox.MaxEdge * BS;
+       toset->MinEdge = m_prop.selectionbox.MinEdge * BS;
+       toset->MaxEdge = m_prop.selectionbox.MaxEdge * BS;
 
        return true;
 }
@@ -773,7 +834,7 @@ bool LuaEntitySAO::collideWithObjects() const
 
 // No prototype, PlayerSAO does not need to be deserialized
 
-PlayerSAO::PlayerSAO(ServerEnvironment *env_, RemotePlayer *player_, u16 peer_id_,
+PlayerSAO::PlayerSAO(ServerEnvironment *env_, RemotePlayer *player_, session_t peer_id_,
                bool is_singleplayer):
        UnitSAO(env_, v3f(0,0,0)),
        m_player(player_),
@@ -783,10 +844,13 @@ PlayerSAO::PlayerSAO(ServerEnvironment *env_, RemotePlayer *player_, u16 peer_id
        assert(m_peer_id != 0); // pre-condition
 
        m_prop.hp_max = PLAYER_MAX_HP_DEFAULT;
+       m_prop.breath_max = PLAYER_MAX_BREATH_DEFAULT;
        m_prop.physical = false;
        m_prop.weight = 75;
        m_prop.collisionbox = aabb3f(-0.3f, 0.0f, -0.3f, 0.3f, 1.77f, 0.3f);
-       // start of default appearance, this should be overwritten by LUA
+       m_prop.selectionbox = aabb3f(-0.3f, 0.0f, -0.3f, 0.3f, 1.77f, 0.3f);
+       m_prop.pointable = true;
+       // Start of default appearance, this should be overwritten by Lua
        m_prop.visual = "upright_sprite";
        m_prop.visual_size = v2f(1, 2);
        m_prop.textures.clear();
@@ -795,11 +859,16 @@ PlayerSAO::PlayerSAO(ServerEnvironment *env_, RemotePlayer *player_, u16 peer_id
        m_prop.colors.clear();
        m_prop.colors.emplace_back(255, 255, 255, 255);
        m_prop.spritediv = v2s16(1,1);
-       // end of default appearance
+       m_prop.eye_height = 1.625f;
+       // End of default appearance
        m_prop.is_visible = true;
+       m_prop.backface_culling = false;
        m_prop.makes_footstep_sound = true;
        m_prop.stepheight = PLAYER_DEFAULT_STEPHEIGHT * BS;
        m_hp = m_prop.hp_max;
+       m_breath = m_prop.breath_max;
+       // Disable zoom in survival mode using a value of 0
+       m_prop.zoom_fov = g_settings->getBool("creative_mode") ? 15.0f : 0.0f;
 }
 
 PlayerSAO::~PlayerSAO()
@@ -818,7 +887,7 @@ void PlayerSAO::finalize(RemotePlayer *player, const std::set<std::string> &priv
 
 v3f PlayerSAO::getEyeOffset() const
 {
-       return v3f(0, BS * 1.625f, 0);
+       return v3f(0, BS * m_prop.eye_height, 0);
 }
 
 std::string PlayerSAO::getDescription()
@@ -832,7 +901,7 @@ void PlayerSAO::addedToEnvironment(u32 dtime_s)
        ServerActiveObject::addedToEnvironment(dtime_s);
        ServerActiveObject::setBasePosition(m_base_position);
        m_player->setPlayerSAO(this);
-       m_player->peer_id = m_peer_id;
+       m_player->setPeerId(m_peer_id);
        m_last_good_position = m_base_position;
 }
 
@@ -902,9 +971,9 @@ void PlayerSAO::getStaticData(std::string * result) const
 
 void PlayerSAO::step(float dtime, bool send_recommended)
 {
-       if (m_drowning_interval.step(dtime, 2.0)) {
-               // get head position
-               v3s16 p = floatToInt(m_base_position + v3f(0, BS * 1.6, 0), BS);
+       if (m_drowning_interval.step(dtime, 2.0f)) {
+               // Get nose/mouth position, approximate with eye position
+               v3s16 p = floatToInt(getEyePosition(), BS);
                MapNode n = m_env->getMap().getNodeNoEx(p);
                const ContentFeatures &c = m_env->getGameDef()->ndef()->get(n);
                // If node generates drown
@@ -914,43 +983,50 @@ void PlayerSAO::step(float dtime, bool send_recommended)
 
                        // No more breath, damage player
                        if (m_breath == 0) {
-                               setHP(m_hp - c.drowning);
-                               m_env->getGameDef()->SendPlayerHPOrDie(this);
+                               PlayerHPChangeReason reason(PlayerHPChangeReason::DROWNING);
+                               setHP(m_hp - c.drowning, reason);
+                               m_env->getGameDef()->SendPlayerHPOrDie(this, reason);
                        }
                }
        }
 
-       if (m_breathing_interval.step(dtime, 0.5)) {
-               // get head position
-               v3s16 p = floatToInt(m_base_position + v3f(0, BS * 1.6, 0), BS);
+       if (m_breathing_interval.step(dtime, 0.5f)) {
+               // Get nose/mouth position, approximate with eye position
+               v3s16 p = floatToInt(getEyePosition(), BS);
                MapNode n = m_env->getMap().getNodeNoEx(p);
                const ContentFeatures &c = m_env->getGameDef()->ndef()->get(n);
-               // If player is alive & no drowning, breath
-               if (m_hp > 0 && m_breath < PLAYER_MAX_BREATH && c.drowning == 0)
+               // If player is alive & no drowning, breathe
+               if (m_hp > 0 && m_breath < m_prop.breath_max && c.drowning == 0)
                        setBreath(m_breath + 1);
        }
 
-       if (m_node_hurt_interval.step(dtime, 1.0)) {
-               // Feet, middle and head
-               v3s16 p1 = floatToInt(m_base_position + v3f(0, BS*0.1, 0), BS);
-               MapNode n1 = m_env->getMap().getNodeNoEx(p1);
-               v3s16 p2 = floatToInt(m_base_position + v3f(0, BS*0.8, 0), BS);
-               MapNode n2 = m_env->getMap().getNodeNoEx(p2);
-               v3s16 p3 = floatToInt(m_base_position + v3f(0, BS*1.6, 0), BS);
-               MapNode n3 = m_env->getMap().getNodeNoEx(p3);
-
+       if (m_node_hurt_interval.step(dtime, 1.0f)) {
                u32 damage_per_second = 0;
-               damage_per_second = MYMAX(damage_per_second,
-                       m_env->getGameDef()->ndef()->get(n1).damage_per_second);
-               damage_per_second = MYMAX(damage_per_second,
-                       m_env->getGameDef()->ndef()->get(n2).damage_per_second);
-               damage_per_second = MYMAX(damage_per_second,
-                       m_env->getGameDef()->ndef()->get(n3).damage_per_second);
+               // Lowest and highest damage points are 0.1 within collisionbox
+               float dam_top = m_prop.collisionbox.MaxEdge.Y - 0.1f;
+
+               // Sequence of damage points, starting 0.1 above feet and progressing
+               // upwards in 1 node intervals, stopping below top damage point.
+               for (float dam_height = 0.1f; dam_height < dam_top; dam_height++) {
+                       v3s16 p = floatToInt(m_base_position +
+                               v3f(0.0f, dam_height * BS, 0.0f), BS);
+                       MapNode n = m_env->getMap().getNodeNoEx(p);
+                       damage_per_second = std::max(damage_per_second,
+                               m_env->getGameDef()->ndef()->get(n).damage_per_second);
+               }
+
+               // Top damage point
+               v3s16 ptop = floatToInt(m_base_position +
+                       v3f(0.0f, dam_top * BS, 0.0f), BS);
+               MapNode ntop = m_env->getMap().getNodeNoEx(ptop);
+               damage_per_second = std::max(damage_per_second,
+                       m_env->getGameDef()->ndef()->get(ntop).damage_per_second);
 
                if (damage_per_second != 0 && m_hp > 0) {
                        s16 newhp = ((s32) damage_per_second > m_hp ? 0 : m_hp - damage_per_second);
-                       setHP(newhp);
-                       m_env->getGameDef()->SendPlayerHPOrDie(this);
+                       PlayerHPChangeReason reason(PlayerHPChangeReason::NODE_DAMAGE);
+                       setHP(newhp, reason);
+                       m_env->getGameDef()->SendPlayerHPOrDie(this, reason);
                }
        }
 
@@ -963,12 +1039,11 @@ void PlayerSAO::step(float dtime, bool send_recommended)
        }
 
        // If attached, check that our parent is still there. If it isn't, detach.
-       if(m_attachment_parent_id && !isAttached())
-       {
+       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_attachment_position = v3f(0.0f, 0.0f, 0.0f);
+               m_attachment_rotation = v3f(0.0f, 0.0f, 0.0f);
                setBasePosition(m_last_good_position);
                m_env->getGameDef()->SendMovePlayer(m_peer_id);
        }
@@ -976,8 +1051,8 @@ void PlayerSAO::step(float dtime, bool send_recommended)
        //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;
+       const float LAG_POOL_MIN = 5.0f;
+       float lag_pool_max = m_env->getMaxLagEstimate() * 2.0f;
        if(lag_pool_max < LAG_POOL_MIN)
                lag_pool_max = LAG_POOL_MIN;
        m_dig_pool.setMax(lag_pool_max);
@@ -990,8 +1065,10 @@ void PlayerSAO::step(float dtime, bool send_recommended)
        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
+       // Each frame, parent position is copied if the object is attached,
+       // otherwise it's calculated normally.
+       // If the object gets detached this comes into effect automatically from
+       // the last known origin.
        if (isAttached()) {
                v3f pos = m_env->getActiveObject(m_attachment_parent_id)->getBasePosition();
                m_last_good_position = pos;
@@ -1001,20 +1078,21 @@ void PlayerSAO::step(float dtime, bool send_recommended)
        if (!send_recommended)
                return;
 
-       // If the object is attached client-side, don't waste bandwidth sending its position to clients
-       if(m_position_not_sent && !isAttached())
-       {
+       // 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
+               if (isAttached()) // Just in case we ever do send attachment position too
                        pos = m_env->getActiveObject(m_attachment_parent_id)->getBasePosition();
                else
                        pos = m_base_position;
+
                std::string str = gob_cmd_update_position(
                        pos,
-                       v3f(0,0,0),
-                       v3f(0,0,0),
+                       v3f(0.0f, 0.0f, 0.0f),
+                       v3f(0.0f, 0.0f, 0.0f),
                        m_yaw,
                        true,
                        false,
@@ -1066,7 +1144,7 @@ void PlayerSAO::step(float dtime, bool send_recommended)
                }
        }
 
-       if (!m_attachment_sent){
+       if (!m_attachment_sent) {
                m_attachment_sent = true;
                std::string str = gob_cmd_update_attachment(m_attachment_parent_id,
                                m_attachment_bone, m_attachment_position, m_attachment_rotation);
@@ -1083,7 +1161,11 @@ void PlayerSAO::setBasePosition(const v3f &position)
 
        // This needs to be ran for attachments too
        ServerActiveObject::setBasePosition(position);
-       m_position_not_sent = true;
+
+       // Updating is not wanted/required for player migration
+       if (m_env) {
+               m_position_not_sent = true;
+       }
 }
 
 void PlayerSAO::setPos(const v3f &pos)
@@ -1161,10 +1243,6 @@ int PlayerSAO::punch(v3f dir,
        ServerActiveObject *puncher,
        float time_from_last_punch)
 {
-       // It's best that attachments cannot be punched
-       if (isAttached())
-               return 0;
-
        if (!toolcap)
                return 0;
 
@@ -1194,7 +1272,8 @@ int PlayerSAO::punch(v3f dir,
                                hitparams.hp);
 
        if (!damage_handled) {
-               setHP(getHP() - hitparams.hp);
+               setHP(getHP() - hitparams.hp,
+                               PlayerHPChangeReason(PlayerHPChangeReason::PLAYER_PUNCH, puncher));
        } else { // override client prediction
                if (puncher->getType() == ACTIVEOBJECT_TYPE_PLAYER) {
                        std::string str = gob_cmd_punched(0, getHP());
@@ -1224,11 +1303,11 @@ s16 PlayerSAO::readDamage()
        return damage;
 }
 
-void PlayerSAO::setHP(s16 hp)
+void PlayerSAO::setHP(s16 hp, const PlayerHPChangeReason &reason)
 {
        s16 oldhp = m_hp;
 
-       s16 hp_change = m_env->getScriptIface()->on_player_hpchange(this, hp - oldhp);
+       s16 hp_change = m_env->getScriptIface()->on_player_hpchange(this, hp - oldhp, reason);
        if (hp_change == 0)
                return;
        hp = oldhp + hp_change;
@@ -1257,7 +1336,7 @@ void PlayerSAO::setBreath(const u16 breath, bool send)
        if (m_player && breath != m_breath)
                m_player->setDirty(true);
 
-       m_breath = MYMIN(breath, PLAYER_MAX_BREATH);
+       m_breath = MYMIN(breath, m_prop.breath_max);
 
        if (send)
                m_env->getGameDef()->SendPlayerBreath(this);
@@ -1334,17 +1413,16 @@ void PlayerSAO::setWieldIndex(int i)
        }
 }
 
-// Erase the peer id and make the object for removal
 void PlayerSAO::disconnected()
 {
        m_peer_id = 0;
-       m_removed = true;
+       m_pending_removal = true;
 }
 
 void PlayerSAO::unlinkPlayerSessionAndSave()
 {
        assert(m_player->getPlayerSAO() == this);
-       m_player->peer_id = 0;
+       m_player->setPeerId(PEER_ID_INEXISTENT);
        m_env->savePlayer(m_player);
        m_player->setPlayerSAO(NULL);
        m_env->removePlayer(m_player);
@@ -1375,26 +1453,38 @@ bool PlayerSAO::checkMovementCheat()
                too, and much more lightweight.
        */
 
-       float player_max_speed = 0;
+       float player_max_walk = 0; // horizontal movement
+       float player_max_jump = 0; // vertical upwards movement
 
-       if (m_privs.count("fast") != 0) {
-               // Fast speed
-               player_max_speed = m_player->movement_speed_fast * m_physics_override_speed;
-       } else {
-               // Normal speed
-               player_max_speed = m_player->movement_speed_walk * m_physics_override_speed;
-       }
-       // Tolerance. The lag pool does this a bit.
-       //player_max_speed *= 2.5;
+       if (m_privs.count("fast") != 0)
+               player_max_walk = m_player->movement_speed_fast; // Fast speed
+       else
+               player_max_walk = m_player->movement_speed_walk; // Normal speed
+       player_max_walk *= m_physics_override_speed;
+       player_max_jump = m_player->movement_speed_jump * m_physics_override_jump;
+       // FIXME: Bouncy nodes cause practically unbound increase in Y speed,
+       //        until this can be verified correctly, tolerate higher jumping speeds
+       player_max_jump *= 2.0;
+
+       // Don't divide by zero!
+       if (player_max_walk < 0.0001f)
+               player_max_walk = 0.0001f;
+       if (player_max_jump < 0.0001f)
+               player_max_jump = 0.0001f;
 
        v3f diff = (m_base_position - m_last_good_position);
        float d_vert = diff.Y;
        diff.Y = 0;
        float d_horiz = diff.getLength();
-       float required_time = d_horiz / player_max_speed;
-
-       if (d_vert > 0 && d_vert / player_max_speed > required_time)
-               required_time = d_vert / player_max_speed; // Moving upwards
+       float required_time = d_horiz / player_max_walk;
+
+       // FIXME: Checking downwards movement is not easily possible currently,
+       //        the server could calculate speed differences to examine the gravity
+       if (d_vert > 0) {
+               // In certain cases (water, ladders) walking speed is applied vertically
+               float s = MYMAX(player_max_jump, player_max_walk);
+               required_time = MYMAX(required_time, d_vert / s);
+       }
 
        if (m_move_pool.grab(required_time)) {
                m_last_good_position = m_base_position;
@@ -1426,12 +1516,17 @@ bool PlayerSAO::getCollisionBox(aabb3f *toset) const
 
 bool PlayerSAO::getSelectionBox(aabb3f *toset) const
 {
-       if (!m_prop.is_visible) {
+       if (!m_prop.is_visible || !m_prop.pointable) {
                return false;
        }
 
-       toset->MinEdge = m_prop.collisionbox.MinEdge * BS;
-       toset->MaxEdge = m_prop.collisionbox.MaxEdge * BS;
+       toset->MinEdge = m_prop.selectionbox.MinEdge * BS;
+       toset->MaxEdge = m_prop.selectionbox.MaxEdge * BS;
 
        return true;
 }
+
+float PlayerSAO::getZoomFOV() const
+{
+       return m_prop.zoom_fov;
+}