]> git.lizzy.rs Git - minetest.git/blobdiff - src/content_sao.cpp
Decoration: Change divlen to sidelen
[minetest.git] / src / content_sao.cpp
index 7787e33fba326881978e6309ef0b95000855b0fc..cc02a743146264f939141fe889e12fff628788be 100644 (file)
@@ -1,6 +1,6 @@
 /*
-Minetest-c55
-Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>
+Minetest
+Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
 
 This program is free software; you can redistribute it and/or modify
 it under the terms of the GNU Lesser General Public License as published by
@@ -27,11 +27,11 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include "tool.h" // For ToolCapabilities
 #include "gamedef.h"
 #include "player.h"
-#include "scriptapi.h"
+#include "cpp_api/scriptapi.h"
 #include "genericobject.h"
 #include "util/serialize.h"
 
-core::map<u16, ServerActiveObject::Factory> ServerActiveObject::m_types;
+std::map<u16, ServerActiveObject::Factory> ServerActiveObject::m_types;
 
 /*
        DummyLoadSAO
@@ -64,6 +64,10 @@ class DummyLoadSAO : public ServerActiveObject
                infostream<<"DummyLoadSAO step"<<std::endl;
        }
 
+       bool getCollisionBox(aabb3f *toset) {
+               return false;
+       }
+
 private:
 };
 
@@ -132,6 +136,10 @@ class TestSAO : public ServerActiveObject
                }
        }
 
+       bool getCollisionBox(aabb3f *toset) {
+               return false;
+       }
+
 private:
        float m_timer1;
        float m_age;
@@ -208,8 +216,7 @@ class ItemSAO : public ServerActiveObject
                v3f pos_f_old = pos_f;
                v3f accel_f = v3f(0,0,0);
                f32 stepheight = 0;
-               IGameDef *gamedef = m_env->getGameDef();
-               moveresult = collisionMoveSimple(&m_env->getMap(), gamedef,
+               moveresult = collisionMoveSimple(m_env,m_env->getGameDef(),
                                pos_max_d, box, stepheight, dtime,
                                pos_f, m_speed_f, accel_f);
                
@@ -218,7 +225,6 @@ class ItemSAO : public ServerActiveObject
 
                if(pos_f.getDistanceFrom(m_last_sent_position) > 0.05*BS)
                {
-                       // TODO: We shouldn't be sending this when the object is attached, but we can't check m_parent here
                        setBasePosition(pos_f);
                        m_last_sent_position = pos_f;
 
@@ -246,7 +252,7 @@ class ItemSAO : public ServerActiveObject
                }
        }
 
-       std::string getClientInitializationData()
+       std::string getClientInitializationData(u16 protocol_version)
        {
                std::ostringstream os(std::ios::binary);
                // version
@@ -315,6 +321,10 @@ class ItemSAO : public ServerActiveObject
                return 0;
        }
 
+       bool getCollisionBox(aabb3f *toset) {
+               return false;
+       }
+
 
 private:
        std::string m_itemstring;
@@ -356,7 +366,13 @@ LuaEntitySAO::LuaEntitySAO(ServerEnvironment *env, v3f pos,
        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_armor_groups_sent(false),
+       m_animation_speed(0),
+       m_animation_blend(0),
+       m_animation_sent(false),
+       m_bone_position_sent(false),
+       m_attachment_parent_id(0),
+       m_attachment_sent(false)
 {
        // Only register type if no environment supplied
        if(env == NULL){
@@ -365,15 +381,13 @@ LuaEntitySAO::LuaEntitySAO(ServerEnvironment *env, v3f pos,
        }
        
        // Initialize something to armor groups
-       m_armor_groups["fleshy"] = 3;
-       m_armor_groups["snappy"] = 2;
+       m_armor_groups["fleshy"] = 100;
 }
 
 LuaEntitySAO::~LuaEntitySAO()
 {
        if(m_registered){
-               lua_State *L = m_env->getLua();
-               scriptapi_luaentity_rm(L, m_id);
+               ENV_TO_SA(m_env)->luaentity_Remove(m_id);
        }
 }
 
@@ -382,17 +396,15 @@ void LuaEntitySAO::addedToEnvironment(u32 dtime_s)
        ServerActiveObject::addedToEnvironment(dtime_s);
        
        // Create entity from name
-       lua_State *L = m_env->getLua();
-       m_registered = scriptapi_luaentity_add(L, m_id, m_init_name.c_str());
-       m_parent = NULL;
+       m_registered = ENV_TO_SA(m_env)->luaentity_Add(m_id, m_init_name.c_str());
        
        if(m_registered){
                // Get properties
-               scriptapi_luaentity_get_properties(L, m_id, &m_prop);
+               ENV_TO_SA(m_env)->luaentity_GetProperties(m_id, &m_prop);
                // Initialize HP from properties
                m_hp = m_prop.hp_max;
                // Activate entity, supplying serialized state
-               scriptapi_luaentity_activate(L, m_id, m_init_state.c_str(), dtime_s);
+               ENV_TO_SA(m_env)->luaentity_Activate(m_id, m_init_state.c_str(), dtime_s);
        }
 }
 
@@ -431,6 +443,17 @@ ServerActiveObject* LuaEntitySAO::create(ServerEnvironment *env, v3f pos,
        return sao;
 }
 
+bool LuaEntitySAO::isAttached()
+{
+       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 LuaEntitySAO::step(float dtime, bool send_recommended)
 {
        if(!m_properties_sent)
@@ -442,13 +465,24 @@ void LuaEntitySAO::step(float dtime, bool send_recommended)
                m_messages_out.push_back(aom);
        }
 
+       // If attached, check that our parent is still there. If it isn't, detach.
+       if(m_attachment_parent_id && !isAttached())
+       {
+               m_attachment_parent_id = 0;
+               m_attachment_bone = "";
+               m_attachment_position = v3f(0,0,0);
+               m_attachment_rotation = v3f(0,0,0);
+               sendPosition(false, true);
+       }
+
        m_last_sent_position_timer += dtime;
-       
-       if(m_parent != NULL)
+
+       // 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())
        {
-               // REMAINING ATTACHMENT ISSUES:
-               // This is causing a segmentation fault, investigate why!
-               //m_base_position = m_parent->getBasePosition();
+               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);
        }
@@ -464,10 +498,9 @@ void LuaEntitySAO::step(float dtime, bool send_recommended)
                        v3f p_pos = m_base_position;
                        v3f p_velocity = m_velocity;
                        v3f p_acceleration = m_acceleration;
-                       IGameDef *gamedef = m_env->getGameDef();
-                       moveresult = collisionMoveSimple(&m_env->getMap(), gamedef,
+                       moveresult = collisionMoveSimple(m_env,m_env->getGameDef(),
                                        pos_max_d, box, stepheight, dtime,
-                                       p_pos, p_velocity, p_acceleration);
+                                       p_pos, p_velocity, p_acceleration,this);
                        // Apply results
                        m_base_position = p_pos;
                        m_velocity = p_velocity;
@@ -480,26 +513,28 @@ void LuaEntitySAO::step(float dtime, bool send_recommended)
        }
 
        if(m_registered){
-               lua_State *L = m_env->getLua();
-               scriptapi_luaentity_step(L, m_id, dtime);
+               ENV_TO_SA(m_env)->luaentity_Step(m_id, dtime);
        }
 
        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);
+
+       if(!isAttached())
+       {
+               // TODO: force send when acceleration changes enough?
+               float minchange = 0.2*BS;
+               if(m_last_sent_position_timer > 1.0){
+                       minchange = 0.01*BS;
+               } else if(m_last_sent_position_timer > 0.2){
+                       minchange = 0.05*BS;
+               }
+               float move_d = m_base_position.getDistanceFrom(m_last_sent_position);
+               move_d += m_last_sent_move_precision;
+               float vel_d = m_velocity.getDistanceFrom(m_last_sent_velocity);
+               if(move_d > minchange || vel_d > minchange ||
+                               fabs(m_yaw - m_last_sent_yaw) > 1.0){
+                       sendPosition(true, false);
+               }
        }
 
        if(m_armor_groups_sent == false){
@@ -510,21 +545,70 @@ void LuaEntitySAO::step(float dtime, bool send_recommended)
                ActiveObjectMessage aom(getId(), true, str);
                m_messages_out.push_back(aom);
        }
+
+       if(m_animation_sent == false){
+               m_animation_sent = true;
+               std::string str = gob_cmd_update_animation(m_animation_range, m_animation_speed, m_animation_blend);
+               // create message and add to list
+               ActiveObjectMessage aom(getId(), true, str);
+               m_messages_out.push_back(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_back(aom);
+               }
+       }
+
+       if(m_attachment_sent == false){
+               m_attachment_sent = true;
+               std::string str = gob_cmd_update_attachment(m_attachment_parent_id, m_attachment_bone, m_attachment_position, m_attachment_rotation);
+               // create message and add to list
+               ActiveObjectMessage aom(getId(), true, str);
+               m_messages_out.push_back(aom);
+       }
 }
 
-std::string LuaEntitySAO::getClientInitializationData()
+std::string LuaEntitySAO::getClientInitializationData(u16 protocol_version)
 {
        std::ostringstream os(std::ios::binary);
-       writeU8(os, 0); // version
-       os<<serializeString(""); // name
-       writeS16(os, getId()); //id
-       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
+
+       if(protocol_version >= 14)
+       {
+               writeU8(os, 1); // version
+               os<<serializeString(""); // name
+               writeU8(os, 0); // is_player
+               writeS16(os, getId()); //id
+               writeV3F1000(os, m_base_position);
+               writeF1000(os, m_yaw);
+               writeS16(os, m_hp);
+
+               writeU8(os, 4 + m_bone_position.size()); // number of messages stuffed in here
+               os<<serializeLongString(getPropertyPacket()); // message 1
+               os<<serializeLongString(gob_cmd_update_armor_groups(m_armor_groups)); // 2
+               os<<serializeLongString(gob_cmd_update_animation(m_animation_range, m_animation_speed, m_animation_blend)); // 3
+               for(std::map<std::string, core::vector2d<v3f> >::const_iterator ii = m_bone_position.begin(); ii != m_bone_position.end(); ++ii){
+                       os<<serializeLongString(gob_cmd_update_bone_position((*ii).first, (*ii).second.X, (*ii).second.Y)); // m_bone_position.size
+               }
+               os<<serializeLongString(gob_cmd_update_attachment(m_attachment_parent_id, m_attachment_bone, m_attachment_position, m_attachment_rotation)); // 4
+       }
+       else
+       {
+               writeU8(os, 0); // version
+               os<<serializeString(""); // name
+               writeU8(os, 0); // is_player
+               writeV3F1000(os, m_base_position);
+               writeF1000(os, m_yaw);
+               writeS16(os, m_hp);
+               writeU8(os, 2); // number of messages stuffed in here
+               os<<serializeLongString(getPropertyPacket()); // message 1
+               os<<serializeLongString(gob_cmd_update_armor_groups(m_armor_groups)); // 2
+       }
+
        // return result
        return os.str();
 }
@@ -539,8 +623,7 @@ std::string LuaEntitySAO::getStaticData()
        os<<serializeString(m_init_name);
        // state
        if(m_registered){
-               lua_State *L = m_env->getLua();
-               std::string state = scriptapi_luaentity_get_staticdata(L, m_id);
+               std::string state = ENV_TO_SA(m_env)->luaentity_GetStaticdata(m_id);
                os<<serializeLongString(state);
        } else {
                os<<serializeLongString(m_init_state);
@@ -566,7 +649,7 @@ int LuaEntitySAO::punch(v3f dir,
        }
 
        // It's best that attachments cannot be punched 
-       if(m_parent != NULL)
+       if(isAttached())
                return 0;
        
        ItemStack *punchitem = NULL;
@@ -586,8 +669,14 @@ int LuaEntitySAO::punch(v3f dir,
        {
                setHP(getHP() - result.damage);
                
+
+               std::string punchername = "nil";
+
+               if ( puncher != 0 )
+                       punchername = puncher->getDescription();
+
                actionstream<<getDescription()<<" punched by "
-                               <<puncher->getDescription()<<", damage "<<result.damage
+                               <<punchername<<", damage "<<result.damage
                                <<" hp, health now "<<getHP()<<" hp"<<std::endl;
                
                {
@@ -601,8 +690,7 @@ int LuaEntitySAO::punch(v3f dir,
                        m_removed = true;
        }
 
-       lua_State *L = m_env->getLua();
-       scriptapi_luaentity_punch(L, m_id, puncher,
+       ENV_TO_SA(m_env)->luaentity_Punch(m_id, puncher,
                        time_from_last_punch, toolcap, dir);
 
        return result.wear;
@@ -612,13 +700,15 @@ void LuaEntitySAO::rightClick(ServerActiveObject *clicker)
 {
        if(!m_registered)
                return;
-       lua_State *L = m_env->getLua();
-       scriptapi_luaentity_rightclick(L, m_id, clicker);
+       // It's best that attachments cannot be clicked
+       if(isAttached())
+               return;
+       ENV_TO_SA(m_env)->luaentity_Rightclick(m_id, clicker);
 }
 
 void LuaEntitySAO::setPos(v3f pos)
 {
-       if(m_parent != NULL)
+       if(isAttached())
                return;
        m_base_position = pos;
        sendPosition(false, true);
@@ -626,7 +716,7 @@ void LuaEntitySAO::setPos(v3f pos)
 
 void LuaEntitySAO::moveTo(v3f pos, bool continuous)
 {
-       if(m_parent != NULL)
+       if(isAttached())
                return;
        m_base_position = pos;
        if(!continuous)
@@ -666,40 +756,35 @@ void LuaEntitySAO::setArmorGroups(const ItemGroupList &armor_groups)
        m_armor_groups_sent = false;
 }
 
-void LuaEntitySAO::setAnimations(v2f frames, float frame_speed, float frame_blend)
+void LuaEntitySAO::setAnimation(v2f frame_range, float frame_speed, float frame_blend)
 {
-       std::string str = gob_cmd_set_animations(frames, frame_speed, frame_blend);
-       // create message and add to list
-       ActiveObjectMessage aom(getId(), true, str);
-       m_messages_out.push_back(aom);
+       m_animation_range = frame_range;
+       m_animation_speed = frame_speed;
+       m_animation_blend = frame_blend;
+       m_animation_sent = false;
 }
 
-void LuaEntitySAO::setBonePosRot(std::string bone, v3f position, v3f rotation)
+void LuaEntitySAO::setBonePosition(std::string bone, v3f position, v3f rotation)
 {
-       std::string str = gob_cmd_set_bone_posrot(bone, position, rotation);
-       // create message and add to list
-       ActiveObjectMessage aom(getId(), true, str);
-       m_messages_out.push_back(aom);
+       m_bone_position[bone] = core::vector2d<v3f>(position, rotation);
+       m_bone_position_sent = false;
 }
 
-void LuaEntitySAO::setAttachment(ServerActiveObject *parent, std::string bone, v3f position, v3f rotation)
+void LuaEntitySAO::setAttachment(int parent_id, 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 would see them following the parent
-       // instead of sticking to it, plus we can't read and attach to skeletal bones.
+       // 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 can break some things, so we also give the server the most accurate representation
-       // even if players will only see the client changes since they override server-sent position.
+       // This breaks some things so we also give the server the most accurate representation
+       // even if players only see the client changes.
 
-       // Server attachment:
-       m_parent = parent;
-
-       // Client attachment:
-       std::string str = gob_cmd_set_attachment(parent->getId(), bone, position, rotation);
-       // create message and add to list
-       ActiveObjectMessage aom(getId(), true, 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;
 }
 
 ObjectProperties* LuaEntitySAO::accessObjectProperties()
@@ -776,7 +861,8 @@ std::string LuaEntitySAO::getPropertyPacket()
 
 void LuaEntitySAO::sendPosition(bool do_interpolate, bool is_movement_end)
 {
-       if(m_parent != NULL)
+       // If the object is attached client-side, don't waste bandwidth sending its position to clients
+       if(isAttached())
                return;
        
        m_last_sent_move_precision = m_base_position.getDistanceFrom(
@@ -803,6 +889,22 @@ void LuaEntitySAO::sendPosition(bool do_interpolate, bool is_movement_end)
        m_messages_out.push_back(aom);
 }
 
+bool LuaEntitySAO::getCollisionBox(aabb3f *toset) {
+       if (m_prop.physical)
+       {
+               //update collision box
+               toset->MinEdge = m_prop.collisionbox.MinEdge * BS;
+               toset->MaxEdge = m_prop.collisionbox.MaxEdge * BS;
+
+               toset->MinEdge += m_base_position;
+               toset->MaxEdge += m_base_position;
+
+               return true;
+       }
+
+       return false;
+}
+
 /*
        PlayerSAO
 */
@@ -826,18 +928,24 @@ PlayerSAO::PlayerSAO(ServerEnvironment *env_, Player *player_, u16 peer_id_,
        m_properties_sent(true),
        m_privs(privs),
        m_is_singleplayer(is_singleplayer),
+       m_animation_sent(false),
+       m_bone_position_sent(false),
+       m_attachment_sent(false),
        // public
-       m_teleported(false),
+       m_moved(false),
        m_inventory_not_sent(false),
        m_hp_not_sent(false),
-       m_wielded_item_not_sent(false)
+       m_wielded_item_not_sent(false),
+       m_physics_override_speed(1),
+       m_physics_override_jump(1),
+       m_physics_override_gravity(1),
+       m_physics_override_sent(false)
 {
        assert(m_player);
        assert(m_peer_id != 0);
        setBasePosition(m_player->getPosition());
        m_inventory = &m_player->inventory;
-       m_armor_groups["choppy"] = 2;
-       m_armor_groups["fleshy"] = 3;
+       m_armor_groups["fleshy"] = 100;
 
        m_prop.hp_max = PLAYER_MAX_HP;
        m_prop.physical = false;
@@ -853,7 +961,7 @@ PlayerSAO::PlayerSAO(ServerEnvironment *env_, Player *player_, u16 peer_id_,
        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 = (getHP() != 0); // TODO: Use a death animation instead for mesh players
+       m_prop.is_visible = true;
        m_prop.makes_footstep_sound = true;
 }
 
@@ -874,7 +982,6 @@ void PlayerSAO::addedToEnvironment(u32 dtime_s)
 {
        ServerActiveObject::addedToEnvironment(dtime_s);
        ServerActiveObject::setBasePosition(m_player->getPosition());
-       m_parent = NULL;
        m_player->setPlayerSAO(this);
        m_player->peer_id = m_peer_id;
        m_last_good_position = m_player->getPosition();
@@ -902,19 +1009,44 @@ bool PlayerSAO::unlimitedTransferDistance() const
        return g_settings->getBool("unlimited_player_transfer_distance");
 }
 
-std::string PlayerSAO::getClientInitializationData()
+std::string PlayerSAO::getClientInitializationData(u16 protocol_version)
 {
        std::ostringstream os(std::ios::binary);
-       writeU8(os, 0); // 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, 2); // number of messages stuffed in here
-       os<<serializeLongString(getPropertyPacket()); // message 1
-       os<<serializeLongString(gob_cmd_update_armor_groups(m_armor_groups)); // 2
+
+       if(protocol_version >= 15)
+       {
+               writeU8(os, 1); // version
+               os<<serializeString(m_player->getName()); // name
+               writeU8(os, 1); // is_player
+               writeS16(os, getId()); //id
+               writeV3F1000(os, m_player->getPosition() + v3f(0,BS*1,0));
+               writeF1000(os, m_player->getYaw());
+               writeS16(os, getHP());
+
+               writeU8(os, 5 + m_bone_position.size()); // number of messages stuffed in here
+               os<<serializeLongString(getPropertyPacket()); // message 1
+               os<<serializeLongString(gob_cmd_update_armor_groups(m_armor_groups)); // 2
+               os<<serializeLongString(gob_cmd_update_animation(m_animation_range, m_animation_speed, m_animation_blend)); // 3
+               for(std::map<std::string, core::vector2d<v3f> >::const_iterator ii = m_bone_position.begin(); ii != m_bone_position.end(); ++ii){
+                       os<<serializeLongString(gob_cmd_update_bone_position((*ii).first, (*ii).second.X, (*ii).second.Y)); // m_bone_position.size
+               }
+               os<<serializeLongString(gob_cmd_update_attachment(m_attachment_parent_id, m_attachment_bone, m_attachment_position, m_attachment_rotation)); // 4
+               os<<serializeLongString(gob_cmd_update_physics_override(m_physics_override_speed, m_physics_override_jump, m_physics_override_gravity)); // 5
+       }
+       else
+       {
+               writeU8(os, 0); // version
+               os<<serializeString(m_player->getName()); // name
+               writeU8(os, 1); // is_player
+               writeV3F1000(os, m_player->getPosition() + v3f(0,BS*1,0));
+               writeF1000(os, m_player->getYaw());
+               writeS16(os, getHP());
+               writeU8(os, 2); // number of messages stuffed in here
+               os<<serializeLongString(getPropertyPacket()); // message 1
+               os<<serializeLongString(gob_cmd_update_armor_groups(m_armor_groups)); // 2
+       }
+
+       // return result
        return os.str();
 }
 
@@ -924,8 +1056,19 @@ std::string PlayerSAO::getStaticData()
        return "";
 }
 
+bool PlayerSAO::isAttached()
+{
+       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 PlayerSAO::step(float dtime, bool send_recommended)
-{      
+{
        if(!m_properties_sent)
        {
                m_properties_sent = true;
@@ -935,10 +1078,30 @@ void PlayerSAO::step(float dtime, bool send_recommended)
                m_messages_out.push_back(aom);
        }
 
+       // If attached, check that our parent is still there. If it isn't, detach.
+       if(m_attachment_parent_id && !isAttached())
+       {
+               m_attachment_parent_id = 0;
+               m_attachment_bone = "";
+               m_attachment_position = v3f(0,0,0);
+               m_attachment_rotation = v3f(0,0,0);
+               m_player->setPosition(m_last_good_position);
+               m_moved = true;
+       }
+
        m_time_from_last_punch += dtime;
        m_nocheat_dig_time += dtime;
 
-       if(m_parent == NULL)
+       // 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;
+               m_last_good_position_age = 0;
+               m_player->setPosition(pos);
+       }
+       else
        {
                if(m_is_singleplayer || g_settings->getBool("disable_anticheat"))
                {
@@ -989,7 +1152,7 @@ void PlayerSAO::step(float dtime, bool send_recommended)
                                                        <<" moved too fast; resetting position"
                                                        <<std::endl;
                                        m_player->setPosition(m_last_good_position);
-                                       m_teleported = true;
+                                       m_moved = true;
                                }
                                m_last_good_position_age = 0;
                        }
@@ -999,16 +1162,14 @@ void PlayerSAO::step(float dtime, bool send_recommended)
        if(send_recommended == false)
                return;
 
-       // If the object is attached client-side, don't waste bandwidth and send its position to clients
-       if(m_position_not_sent && m_parent == NULL)
+       // 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;
-               // REMAINING ATTACHMENT ISSUES:
-               // This is causing a segmentation fault, investigate why!
-               if(m_parent != NULL)
-                       pos = m_parent->getBasePosition();
+               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(
@@ -1039,38 +1200,85 @@ void PlayerSAO::step(float dtime, bool send_recommended)
                ActiveObjectMessage aom(getId(), true, str);
                m_messages_out.push_back(aom);
        }
+
+       if(m_physics_override_sent == false){
+               m_physics_override_sent = true;
+               std::string str = gob_cmd_update_physics_override(m_physics_override_speed, m_physics_override_jump, m_physics_override_gravity);
+               // create message and add to list
+               ActiveObjectMessage aom(getId(), true, str);
+               m_messages_out.push_back(aom);
+       }
+
+       if(m_animation_sent == false){
+               m_animation_sent = true;
+               std::string str = gob_cmd_update_animation(m_animation_range, m_animation_speed, m_animation_blend);
+               // create message and add to list
+               ActiveObjectMessage aom(getId(), true, str);
+               m_messages_out.push_back(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_back(aom);
+               }
+       }
+
+       if(m_attachment_sent == false){
+               m_attachment_sent = true;
+               std::string str = gob_cmd_update_attachment(m_attachment_parent_id, m_attachment_bone, m_attachment_position, m_attachment_rotation);
+               // create message and add to list
+               ActiveObjectMessage aom(getId(), true, str);
+               m_messages_out.push_back(aom);
+       }
 }
 
 void PlayerSAO::setBasePosition(const v3f &position)
 {
-       if(m_parent != NULL)
-               return;
+       // This needs to be ran for attachments too
        ServerActiveObject::setBasePosition(position);
        m_position_not_sent = true;
 }
 
 void PlayerSAO::setPos(v3f pos)
 {
-       if(m_parent != NULL)
+       if(isAttached())
                return;
        m_player->setPosition(pos);
        // Movement caused by this command is always valid
        m_last_good_position = pos;
        m_last_good_position_age = 0;
        // Force position change on client
-       m_teleported = true;
+       m_moved = true;
 }
 
 void PlayerSAO::moveTo(v3f pos, bool continuous)
 {
-       if(m_parent != NULL)
+       if(isAttached())
                return;
        m_player->setPosition(pos);
        // Movement caused by this command is always valid
        m_last_good_position = pos;
        m_last_good_position_age = 0;
        // Force position change on client
-       m_teleported = true;
+       m_moved = true;
+}
+
+void PlayerSAO::setYaw(float yaw)
+{
+       m_player->setYaw(yaw);
+       // Force change on client
+       m_moved = true;
+}
+
+void PlayerSAO::setPitch(float pitch)
+{
+       m_player->setPitch(pitch);
+       // Force change on client
+       m_moved = true;
 }
 
 int PlayerSAO::punch(v3f dir,
@@ -1079,7 +1287,7 @@ int PlayerSAO::punch(v3f dir,
        float time_from_last_punch)
 {
        // It's best that attachments cannot be punched 
-       if(m_parent != NULL)
+       if(isAttached())
                return 0;
 
        if(!toolcap)
@@ -1099,8 +1307,13 @@ int PlayerSAO::punch(v3f dir,
        HitParams hitparams = getHitParams(m_armor_groups, toolcap,
                        time_from_last_punch);
 
+       std::string punchername = "nil";
+
+       if ( puncher != 0 )
+               punchername = puncher->getDescription();
+
        actionstream<<"Player "<<m_player->getName()<<" punched by "
-                       <<puncher->getDescription()<<", damage "<<hitparams.hp
+                       <<punchername<<", damage "<<hitparams.hp
                        <<" HP"<<std::endl;
 
        setHP(getHP() - hitparams.hp);
@@ -1163,40 +1376,37 @@ void PlayerSAO::setArmorGroups(const ItemGroupList &armor_groups)
        m_armor_groups_sent = false;
 }
 
-void PlayerSAO::setAnimations(v2f frames, float frame_speed, float frame_blend)
+void PlayerSAO::setAnimation(v2f frame_range, float frame_speed, float frame_blend)
 {
-       std::string str = gob_cmd_set_animations(frames, frame_speed, frame_blend);
-       // create message and add to list
-       ActiveObjectMessage aom(getId(), true, str);
-       m_messages_out.push_back(aom);
+       // 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_sent = false;
 }
 
-void PlayerSAO::setBonePosRot(std::string bone, v3f position, v3f rotation)
+void PlayerSAO::setBonePosition(std::string bone, v3f position, v3f rotation)
 {
-       std::string str = gob_cmd_set_bone_posrot(bone, position, rotation);
-       // create message and add to list
-       ActiveObjectMessage aom(getId(), true, str);
-       m_messages_out.push_back(aom);
+       // store these so they can be updated to clients
+       m_bone_position[bone] = core::vector2d<v3f>(position, rotation);
+       m_bone_position_sent = false;
 }
 
-void PlayerSAO::setAttachment(ServerActiveObject *parent, std::string bone, v3f position, v3f rotation)
+void PlayerSAO::setAttachment(int parent_id, 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 would see them following the parent
-       // instead of sticking to it, plus we can't read and attach to skeletal bones.
+       // 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 can break some things, so we also give the server the most accurate representation
-       // even if players will only see the client changes since they override server-sent position.
-
-       // Server attachment:
-       m_parent = parent;
+       // This breaks some things so we also give the server the most accurate representation
+       // even if players only see the client changes.
 
-       // Client attachment:
-       std::string str = gob_cmd_set_attachment(parent->getId(), bone, position, rotation);
-       // create message and add to list
-       ActiveObjectMessage aom(getId(), true, 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;
 }
 
 ObjectProperties* PlayerSAO::accessObjectProperties()
@@ -1262,7 +1472,16 @@ void PlayerSAO::disconnected()
 
 std::string PlayerSAO::getPropertyPacket()
 {
-       m_prop.is_visible = (getHP() != 0);
+       m_prop.is_visible = (true);
        return gob_cmd_set_properties(m_prop);
 }
 
+bool PlayerSAO::getCollisionBox(aabb3f *toset) {
+       //update collision box
+       *toset = m_player->getCollisionbox();
+
+       toset->MinEdge += m_base_position;
+       toset->MaxEdge += m_base_position;
+
+       return true;
+}