4f1336d281b58ff1b55f4d63da3ba060e029ee15
[oweals/minetest.git] / src / content_cao.cpp
1 /*
2 Minetest
3 Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
4
5 This program is free software; you can redistribute it and/or modify
6 it under the terms of the GNU Lesser General Public License as published by
7 the Free Software Foundation; either version 2.1 of the License, or
8 (at your option) any later version.
9
10 This program is distributed in the hope that it will be useful,
11 but WITHOUT ANY WARRANTY; without even the implied warranty of
12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
13 GNU Lesser General Public License for more details.
14
15 You should have received a copy of the GNU Lesser General Public License along
16 with this program; if not, write to the Free Software Foundation, Inc.,
17 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
18 */
19
20 #include <ICameraSceneNode.h>
21 #include <ITextSceneNode.h>
22 #include <IBillboardSceneNode.h>
23 #include <IMeshManipulator.h>
24 #include <IAnimatedMeshSceneNode.h>
25 #include <IBoneSceneNode.h>
26 #include "content_cao.h"
27 #include "util/numeric.h" // For IntervalLimiter
28 #include "util/serialize.h"
29 #include "util/mathconstants.h"
30 #include "client/tile.h"
31 #include "environment.h"
32 #include "collision.h"
33 #include "settings.h"
34 #include "serialization.h" // For decompressZlib
35 #include "gamedef.h"
36 #include "clientobject.h"
37 #include "mesh.h"
38 #include "itemdef.h"
39 #include "tool.h"
40 #include "content_cso.h"
41 #include "sound.h"
42 #include "nodedef.h"
43 #include "localplayer.h"
44 #include "map.h"
45 #include "camera.h" // CameraModes
46 #include "wieldmesh.h"
47 #include "log.h"
48
49 class Settings;
50 struct ToolCapabilities;
51
52 #define PP(x) "("<<(x).X<<","<<(x).Y<<","<<(x).Z<<")"
53
54 std::map<u16, ClientActiveObject::Factory> ClientActiveObject::m_types;
55
56 SmoothTranslator::SmoothTranslator():
57         vect_old(0,0,0),
58         vect_show(0,0,0),
59         vect_aim(0,0,0),
60         anim_counter(0),
61         anim_time(0),
62         anim_time_counter(0),
63         aim_is_end(true)
64 {}
65
66 void SmoothTranslator::init(v3f vect)
67 {
68         vect_old = vect;
69         vect_show = vect;
70         vect_aim = vect;
71         anim_counter = 0;
72         anim_time = 0;
73         anim_time_counter = 0;
74         aim_is_end = true;
75 }
76
77 void SmoothTranslator::sharpen()
78 {
79         init(vect_show);
80 }
81
82 void SmoothTranslator::update(v3f vect_new, bool is_end_position, float update_interval)
83 {
84         aim_is_end = is_end_position;
85         vect_old = vect_show;
86         vect_aim = vect_new;
87         if(update_interval > 0)
88         {
89                 anim_time = update_interval;
90         } else {
91                 if(anim_time < 0.001 || anim_time > 1.0)
92                         anim_time = anim_time_counter;
93                 else
94                         anim_time = anim_time * 0.9 + anim_time_counter * 0.1;
95         }
96         anim_time_counter = 0;
97         anim_counter = 0;
98 }
99
100 void SmoothTranslator::translate(f32 dtime)
101 {
102         anim_time_counter = anim_time_counter + dtime;
103         anim_counter = anim_counter + dtime;
104         v3f vect_move = vect_aim - vect_old;
105         f32 moveratio = 1.0;
106         if(anim_time > 0.001)
107                 moveratio = anim_time_counter / anim_time;
108         // Move a bit less than should, to avoid oscillation
109         moveratio = moveratio * 0.8;
110         float move_end = 1.5;
111         if(aim_is_end)
112                 move_end = 1.0;
113         if(moveratio > move_end)
114                 moveratio = move_end;
115         vect_show = vect_old + vect_move * moveratio;
116 }
117
118 bool SmoothTranslator::is_moving()
119 {
120         return ((anim_time_counter / anim_time) < 1.4);
121 }
122
123 /*
124         Other stuff
125 */
126
127 static void setBillboardTextureMatrix(scene::IBillboardSceneNode *bill,
128                 float txs, float tys, int col, int row)
129 {
130         video::SMaterial& material = bill->getMaterial(0);
131         core::matrix4& matrix = material.getTextureMatrix(0);
132         matrix.setTextureTranslate(txs*col, tys*row);
133         matrix.setTextureScale(txs, tys);
134 }
135
136 /*
137         TestCAO
138 */
139
140 class TestCAO : public ClientActiveObject
141 {
142 public:
143         TestCAO(IGameDef *gamedef, ClientEnvironment *env);
144         virtual ~TestCAO();
145
146         ActiveObjectType getType() const
147         {
148                 return ACTIVEOBJECT_TYPE_TEST;
149         }
150
151         static ClientActiveObject* create(IGameDef *gamedef, ClientEnvironment *env);
152
153         void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
154                         IrrlichtDevice *irr);
155         void removeFromScene(bool permanent);
156         void updateLight(u8 light_at_pos);
157         v3s16 getLightPosition();
158         void updateNodePos();
159
160         void step(float dtime, ClientEnvironment *env);
161
162         void processMessage(const std::string &data);
163
164         bool getCollisionBox(aabb3f *toset) { return false; }
165 private:
166         scene::IMeshSceneNode *m_node;
167         v3f m_position;
168 };
169
170 // Prototype
171 TestCAO proto_TestCAO(NULL, NULL);
172
173 TestCAO::TestCAO(IGameDef *gamedef, ClientEnvironment *env):
174         ClientActiveObject(0, gamedef, env),
175         m_node(NULL),
176         m_position(v3f(0,10*BS,0))
177 {
178         ClientActiveObject::registerType(getType(), create);
179 }
180
181 TestCAO::~TestCAO()
182 {
183 }
184
185 ClientActiveObject* TestCAO::create(IGameDef *gamedef, ClientEnvironment *env)
186 {
187         return new TestCAO(gamedef, env);
188 }
189
190 void TestCAO::addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
191                         IrrlichtDevice *irr)
192 {
193         if(m_node != NULL)
194                 return;
195
196         //video::IVideoDriver* driver = smgr->getVideoDriver();
197
198         scene::SMesh *mesh = new scene::SMesh();
199         scene::IMeshBuffer *buf = new scene::SMeshBuffer();
200         video::SColor c(255,255,255,255);
201         video::S3DVertex vertices[4] =
202         {
203                 video::S3DVertex(-BS/2,-BS/4,0, 0,0,0, c, 0,1),
204                 video::S3DVertex(BS/2,-BS/4,0, 0,0,0, c, 1,1),
205                 video::S3DVertex(BS/2,BS/4,0, 0,0,0, c, 1,0),
206                 video::S3DVertex(-BS/2,BS/4,0, 0,0,0, c, 0,0),
207         };
208         u16 indices[] = {0,1,2,2,3,0};
209         buf->append(vertices, 4, indices, 6);
210         // Set material
211         buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
212         buf->getMaterial().setFlag(video::EMF_BACK_FACE_CULLING, false);
213         buf->getMaterial().setTexture(0, tsrc->getTextureForMesh("rat.png"));
214         buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
215         buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
216         buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
217         // Add to mesh
218         mesh->addMeshBuffer(buf);
219         buf->drop();
220         m_node = smgr->addMeshSceneNode(mesh, NULL);
221         mesh->drop();
222         updateNodePos();
223 }
224
225 void TestCAO::removeFromScene(bool permanent)
226 {
227         if(m_node == NULL)
228                 return;
229
230         m_node->remove();
231         m_node = NULL;
232 }
233
234 void TestCAO::updateLight(u8 light_at_pos)
235 {
236 }
237
238 v3s16 TestCAO::getLightPosition()
239 {
240         return floatToInt(m_position, BS);
241 }
242
243 void TestCAO::updateNodePos()
244 {
245         if(m_node == NULL)
246                 return;
247
248         m_node->setPosition(m_position);
249         //m_node->setRotation(v3f(0, 45, 0));
250 }
251
252 void TestCAO::step(float dtime, ClientEnvironment *env)
253 {
254         if(m_node)
255         {
256                 v3f rot = m_node->getRotation();
257                 //infostream<<"dtime="<<dtime<<", rot.Y="<<rot.Y<<std::endl;
258                 rot.Y += dtime * 180;
259                 m_node->setRotation(rot);
260         }
261 }
262
263 void TestCAO::processMessage(const std::string &data)
264 {
265         infostream<<"TestCAO: Got data: "<<data<<std::endl;
266         std::istringstream is(data, std::ios::binary);
267         u16 cmd;
268         is>>cmd;
269         if(cmd == 0)
270         {
271                 v3f newpos;
272                 is>>newpos.X;
273                 is>>newpos.Y;
274                 is>>newpos.Z;
275                 m_position = newpos;
276                 updateNodePos();
277         }
278 }
279
280 /*
281         ItemCAO
282 */
283
284 class ItemCAO : public ClientActiveObject
285 {
286 public:
287         ItemCAO(IGameDef *gamedef, ClientEnvironment *env);
288         virtual ~ItemCAO();
289
290         ActiveObjectType getType() const
291         {
292                 return ACTIVEOBJECT_TYPE_ITEM;
293         }
294
295         static ClientActiveObject* create(IGameDef *gamedef, ClientEnvironment *env);
296
297         void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
298                         IrrlichtDevice *irr);
299         void removeFromScene(bool permanent);
300         void updateLight(u8 light_at_pos);
301         v3s16 getLightPosition();
302         void updateNodePos();
303         void updateInfoText();
304         void updateTexture();
305
306         void step(float dtime, ClientEnvironment *env);
307
308         void processMessage(const std::string &data);
309
310         void initialize(const std::string &data);
311
312         core::aabbox3d<f32>* getSelectionBox()
313                 {return &m_selection_box;}
314         v3f getPosition()
315                 {return m_position;}
316
317         std::string infoText()
318                 {return m_infotext;}
319
320         bool getCollisionBox(aabb3f *toset) { return false; }
321 private:
322         core::aabbox3d<f32> m_selection_box;
323         scene::IMeshSceneNode *m_node;
324         v3f m_position;
325         std::string m_itemstring;
326         std::string m_infotext;
327 };
328
329 #include "inventory.h"
330
331 // Prototype
332 ItemCAO proto_ItemCAO(NULL, NULL);
333
334 ItemCAO::ItemCAO(IGameDef *gamedef, ClientEnvironment *env):
335         ClientActiveObject(0, gamedef, env),
336         m_selection_box(-BS/3.,0.0,-BS/3., BS/3.,BS*2./3.,BS/3.),
337         m_node(NULL),
338         m_position(v3f(0,10*BS,0))
339 {
340         if(!gamedef && !env)
341         {
342                 ClientActiveObject::registerType(getType(), create);
343         }
344 }
345
346 ItemCAO::~ItemCAO()
347 {
348 }
349
350 ClientActiveObject* ItemCAO::create(IGameDef *gamedef, ClientEnvironment *env)
351 {
352         return new ItemCAO(gamedef, env);
353 }
354
355 void ItemCAO::addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
356                         IrrlichtDevice *irr)
357 {
358         if(m_node != NULL)
359                 return;
360
361         //video::IVideoDriver* driver = smgr->getVideoDriver();
362
363         scene::SMesh *mesh = new scene::SMesh();
364         scene::IMeshBuffer *buf = new scene::SMeshBuffer();
365         video::SColor c(255,255,255,255);
366         video::S3DVertex vertices[4] =
367         {
368                 /*video::S3DVertex(-BS/2,-BS/4,0, 0,0,0, c, 0,1),
369                 video::S3DVertex(BS/2,-BS/4,0, 0,0,0, c, 1,1),
370                 video::S3DVertex(BS/2,BS/4,0, 0,0,0, c, 1,0),
371                 video::S3DVertex(-BS/2,BS/4,0, 0,0,0, c, 0,0),*/
372                 video::S3DVertex(BS/3.,0,0, 0,0,0, c, 0,1),
373                 video::S3DVertex(-BS/3.,0,0, 0,0,0, c, 1,1),
374                 video::S3DVertex(-BS/3.,0+BS*2./3.,0, 0,0,0, c, 1,0),
375                 video::S3DVertex(BS/3.,0+BS*2./3.,0, 0,0,0, c, 0,0),
376         };
377         u16 indices[] = {0,1,2,2,3,0};
378         buf->append(vertices, 4, indices, 6);
379         // Set material
380         buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
381         buf->getMaterial().setFlag(video::EMF_BACK_FACE_CULLING, false);
382         // Initialize with a generated placeholder texture
383         buf->getMaterial().setTexture(0, tsrc->getTexture(""));
384         buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
385         buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
386         buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
387         // Add to mesh
388         mesh->addMeshBuffer(buf);
389         buf->drop();
390         m_node = smgr->addMeshSceneNode(mesh, NULL);
391         mesh->drop();
392         updateNodePos();
393
394         /*
395                 Update image of node
396         */
397
398         updateTexture();
399 }
400
401 void ItemCAO::removeFromScene(bool permanent)
402 {
403         if(m_node == NULL)
404                 return;
405
406         m_node->remove();
407         m_node = NULL;
408 }
409
410 void ItemCAO::updateLight(u8 light_at_pos)
411 {
412         if(m_node == NULL)
413                 return;
414
415         u8 li = decode_light(light_at_pos);
416         video::SColor color(255,li,li,li);
417         setMeshColor(m_node->getMesh(), color);
418 }
419
420 v3s16 ItemCAO::getLightPosition()
421 {
422         return floatToInt(m_position + v3f(0,0.5*BS,0), BS);
423 }
424
425 void ItemCAO::updateNodePos()
426 {
427         if(m_node == NULL)
428                 return;
429
430         m_node->setPosition(m_position);
431 }
432
433 void ItemCAO::updateInfoText()
434 {
435         try{
436                 IItemDefManager *idef = m_gamedef->idef();
437                 ItemStack item;
438                 item.deSerialize(m_itemstring, idef);
439                 if(item.isKnown(idef))
440                         m_infotext = item.getDefinition(idef).description;
441                 else
442                         m_infotext = "Unknown item: '" + m_itemstring + "'";
443                 if(item.count >= 2)
444                         m_infotext += " (" + itos(item.count) + ")";
445         }
446         catch(SerializationError &e)
447         {
448                 m_infotext = "Unknown item: '" + m_itemstring + "'";
449         }
450 }
451
452 void ItemCAO::updateTexture()
453 {
454         if(m_node == NULL)
455                 return;
456
457         // Create an inventory item to see what is its image
458         std::istringstream is(m_itemstring, std::ios_base::binary);
459         video::ITexture *texture = NULL;
460         try{
461                 IItemDefManager *idef = m_gamedef->idef();
462                 ItemStack item;
463                 item.deSerialize(is, idef);
464                 texture = idef->getInventoryTexture(item.getDefinition(idef).name, m_gamedef);
465         }
466         catch(SerializationError &e)
467         {
468                 infostream<<"WARNING: "<<__FUNCTION_NAME
469                                 <<": error deSerializing itemstring \""
470                                 <<m_itemstring<<std::endl;
471         }
472
473         // Set meshbuffer texture
474         m_node->getMaterial(0).setTexture(0, texture);
475 }
476
477
478 void ItemCAO::step(float dtime, ClientEnvironment *env)
479 {
480         if(m_node)
481         {
482                 /*v3f rot = m_node->getRotation();
483                 rot.Y += dtime * 120;
484                 m_node->setRotation(rot);*/
485                 LocalPlayer *player = env->getLocalPlayer();
486                 assert(player);
487                 v3f rot = m_node->getRotation();
488                 rot.Y = 180.0 - (player->getYaw());
489                 m_node->setRotation(rot);
490         }
491 }
492
493 void ItemCAO::processMessage(const std::string &data)
494 {
495         //infostream<<"ItemCAO: Got message"<<std::endl;
496         std::istringstream is(data, std::ios::binary);
497         // command
498         u8 cmd = readU8(is);
499         if(cmd == 0)
500         {
501                 // pos
502                 m_position = readV3F1000(is);
503                 updateNodePos();
504         }
505         if(cmd == 1)
506         {
507                 // itemstring
508                 m_itemstring = deSerializeString(is);
509                 updateInfoText();
510                 updateTexture();
511         }
512 }
513
514 void ItemCAO::initialize(const std::string &data)
515 {
516         infostream<<"ItemCAO: Got init data"<<std::endl;
517
518         {
519                 std::istringstream is(data, std::ios::binary);
520                 // version
521                 u8 version = readU8(is);
522                 // check version
523                 if(version != 0)
524                         return;
525                 // pos
526                 m_position = readV3F1000(is);
527                 // itemstring
528                 m_itemstring = deSerializeString(is);
529         }
530
531         updateNodePos();
532         updateInfoText();
533 }
534
535 /*
536         GenericCAO
537 */
538
539 #include "genericobject.h"
540
541 GenericCAO::GenericCAO(IGameDef *gamedef, ClientEnvironment *env):
542                 ClientActiveObject(0, gamedef, env),
543                 //
544                 m_is_player(false),
545                 m_is_local_player(false),
546                 m_id(0),
547                 //
548                 m_smgr(NULL),
549                 m_irr(NULL),
550                 m_selection_box(-BS/3.,-BS/3.,-BS/3., BS/3.,BS/3.,BS/3.),
551                 m_meshnode(NULL),
552                 m_animated_meshnode(NULL),
553                 m_wield_meshnode(NULL),
554                 m_spritenode(NULL),
555                 m_nametag_color(video::SColor(255, 255, 255, 255)),
556                 m_textnode(NULL),
557                 m_position(v3f(0,10*BS,0)),
558                 m_velocity(v3f(0,0,0)),
559                 m_acceleration(v3f(0,0,0)),
560                 m_yaw(0),
561                 m_hp(1),
562                 m_tx_size(1,1),
563                 m_tx_basepos(0,0),
564                 m_initial_tx_basepos_set(false),
565                 m_tx_select_horiz_by_yawpitch(false),
566                 m_animation_range(v2s32(0,0)),
567                 m_animation_speed(15),
568                 m_animation_blend(0),
569                 m_bone_position(std::map<std::string, core::vector2d<v3f> >()),
570                 m_attachment_bone(""),
571                 m_attachment_position(v3f(0,0,0)),
572                 m_attachment_rotation(v3f(0,0,0)),
573                 m_attached_to_local(false),
574                 m_anim_frame(0),
575                 m_anim_num_frames(1),
576                 m_anim_framelength(0.2),
577                 m_anim_timer(0),
578                 m_reset_textures_timer(-1),
579                 m_visuals_expired(false),
580                 m_step_distance_counter(0),
581                 m_last_light(255),
582                 m_is_visible(false)
583 {
584         if(gamedef == NULL)
585                 ClientActiveObject::registerType(getType(), create);
586 }
587
588 bool GenericCAO::getCollisionBox(aabb3f *toset)
589 {
590         if (m_prop.physical)
591         {
592                 //update collision box
593                 toset->MinEdge = m_prop.collisionbox.MinEdge * BS;
594                 toset->MaxEdge = m_prop.collisionbox.MaxEdge * BS;
595
596                 toset->MinEdge += m_position;
597                 toset->MaxEdge += m_position;
598
599                 return true;
600         }
601
602         return false;
603 }
604
605 bool GenericCAO::collideWithObjects()
606 {
607         return m_prop.collideWithObjects;
608 }
609
610 void GenericCAO::initialize(const std::string &data)
611 {
612         infostream<<"GenericCAO: Got init data"<<std::endl;
613         std::istringstream is(data, std::ios::binary);
614         int num_messages = 0;
615         // version
616         u8 version = readU8(is);
617         // check version
618         if(version == 1) // In PROTOCOL_VERSION 14
619         {
620                 m_name = deSerializeString(is);
621                 m_is_player = readU8(is);
622                 m_id = readS16(is);
623                 m_position = readV3F1000(is);
624                 m_yaw = readF1000(is);
625                 m_hp = readS16(is);
626                 num_messages = readU8(is);
627         }
628         else if(version == 0) // In PROTOCOL_VERSION 13
629         {
630                 m_name = deSerializeString(is);
631                 m_is_player = readU8(is);
632                 m_position = readV3F1000(is);
633                 m_yaw = readF1000(is);
634                 m_hp = readS16(is);
635                 num_messages = readU8(is);
636         }
637         else
638         {
639                 errorstream<<"GenericCAO: Unsupported init data version"
640                                 <<std::endl;
641                 return;
642         }
643
644         for(int i=0; i<num_messages; i++)
645         {
646                 std::string message = deSerializeLongString(is);
647                 processMessage(message);
648         }
649
650         pos_translator.init(m_position);
651         updateNodePos();
652
653         if(m_is_player)
654         {
655                 Player *player = m_env->getPlayer(m_name.c_str());
656                 if(player && player->isLocal())
657                 {
658                         m_is_local_player = true;
659                         m_is_visible = false;
660                         LocalPlayer* localplayer = dynamic_cast<LocalPlayer*>(player);
661
662                         assert( localplayer != NULL );
663                         localplayer->setCAO(this);
664                 }
665                 m_env->addPlayerName(m_name.c_str());
666         }
667 }
668
669 GenericCAO::~GenericCAO()
670 {
671         if(m_is_player)
672         {
673                 m_env->removePlayerName(m_name.c_str());
674         }
675         removeFromScene(true);
676 }
677
678 core::aabbox3d<f32>* GenericCAO::getSelectionBox()
679 {
680         if(!m_prop.is_visible || !m_is_visible || m_is_local_player || getParent() != NULL)
681                 return NULL;
682         return &m_selection_box;
683 }
684
685 v3f GenericCAO::getPosition()
686 {
687         if (getParent() != NULL) {
688                 scene::ISceneNode *node = getSceneNode();
689                 if (node)
690                         return node->getAbsolutePosition();
691                 else
692                         return m_position;
693         }
694         return pos_translator.vect_show;
695 }
696
697 scene::ISceneNode* GenericCAO::getSceneNode()
698 {
699         if (m_meshnode)
700                 return m_meshnode;
701         if (m_animated_meshnode)
702                 return m_animated_meshnode;
703         if (m_wield_meshnode)
704                 return m_wield_meshnode;
705         if (m_spritenode)
706                 return m_spritenode;
707         return NULL;
708 }
709
710 scene::IMeshSceneNode* GenericCAO::getMeshSceneNode()
711 {
712         return m_meshnode;
713 }
714
715 scene::IAnimatedMeshSceneNode* GenericCAO::getAnimatedMeshSceneNode()
716 {
717         return m_animated_meshnode;
718 }
719
720 WieldMeshSceneNode* GenericCAO::getWieldMeshSceneNode()
721 {
722         return m_wield_meshnode;
723 }
724
725 scene::IBillboardSceneNode* GenericCAO::getSpriteSceneNode()
726 {
727         return m_spritenode;
728 }
729
730 void GenericCAO::setChildrenVisible(bool toset)
731 {
732         for (std::vector<u16>::iterator ci = m_children.begin();
733                         ci != m_children.end(); ci++) {
734                 GenericCAO *obj = m_env->getGenericCAO(*ci);
735                 if (obj) {
736                         obj->setVisible(toset);
737                 }
738         }
739 }
740
741 void GenericCAO::setAttachments()
742 {
743         updateAttachments();
744 }
745
746 ClientActiveObject* GenericCAO::getParent()
747 {
748         ClientActiveObject *obj = NULL;
749
750         u16 attached_id = m_env->m_attachements[getId()];
751
752         if ((attached_id != 0) &&
753                         (attached_id != getId())) {
754                 obj = m_env->getActiveObject(attached_id);
755         }
756         return obj;
757 }
758
759 void GenericCAO::removeFromScene(bool permanent)
760 {
761         // Should be true when removing the object permanently and false when refreshing (eg: updating visuals)
762         if((m_env != NULL) && (permanent))
763         {
764                 for(std::vector<u16>::iterator ci = m_children.begin();
765                                                 ci != m_children.end(); ci++)
766                 {
767                         if (m_env->m_attachements[*ci] == getId()) {
768                                 m_env->m_attachements[*ci] = 0;
769                         }
770                 }
771
772                 m_env->m_attachements[getId()] = 0;
773
774                 LocalPlayer* player = m_env->getLocalPlayer();
775                 if (this == player->parent) {
776                         player->parent = NULL;
777                         player->isAttached = false;
778                 }
779         }
780
781         if(m_meshnode)
782         {
783                 m_meshnode->remove();
784                 m_meshnode->drop();
785                 m_meshnode = NULL;
786         }
787         if(m_animated_meshnode)
788         {
789                 m_animated_meshnode->remove();
790                 m_animated_meshnode->drop();
791                 m_animated_meshnode = NULL;
792         }
793         if(m_wield_meshnode)
794         {
795                 m_wield_meshnode->remove();
796                 m_wield_meshnode->drop();
797                 m_wield_meshnode = NULL;
798         }
799         if(m_spritenode)
800         {
801                 m_spritenode->remove();
802                 m_spritenode->drop();
803                 m_spritenode = NULL;
804         }
805         if (m_textnode)
806         {
807                 m_textnode->remove();
808                 m_textnode->drop();
809                 m_textnode = NULL;
810         }
811 }
812
813 void GenericCAO::addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
814                 IrrlichtDevice *irr)
815 {
816         m_smgr = smgr;
817         m_irr = irr;
818
819         if (getSceneNode() != NULL)
820                 return;
821
822         m_visuals_expired = false;
823
824         if(!m_prop.is_visible)
825                 return;
826
827         //video::IVideoDriver* driver = smgr->getVideoDriver();
828
829         if(m_prop.visual == "sprite")
830         {
831                 infostream<<"GenericCAO::addToScene(): single_sprite"<<std::endl;
832                 m_spritenode = smgr->addBillboardSceneNode(
833                                 NULL, v2f(1, 1), v3f(0,0,0), -1);
834                 m_spritenode->grab();
835                 m_spritenode->setMaterialTexture(0,
836                                 tsrc->getTextureForMesh("unknown_node.png"));
837                 m_spritenode->setMaterialFlag(video::EMF_LIGHTING, false);
838                 m_spritenode->setMaterialFlag(video::EMF_BILINEAR_FILTER, false);
839                 m_spritenode->setMaterialType(video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF);
840                 m_spritenode->setMaterialFlag(video::EMF_FOG_ENABLE, true);
841                 u8 li = m_last_light;
842                 m_spritenode->setColor(video::SColor(255,li,li,li));
843                 m_spritenode->setSize(m_prop.visual_size*BS);
844                 {
845                         const float txs = 1.0 / 1;
846                         const float tys = 1.0 / 1;
847                         setBillboardTextureMatrix(m_spritenode,
848                                         txs, tys, 0, 0);
849                 }
850         }
851         else if(m_prop.visual == "upright_sprite") {
852                 scene::SMesh *mesh = new scene::SMesh();
853                 double dx = BS*m_prop.visual_size.X/2;
854                 double dy = BS*m_prop.visual_size.Y/2;
855                 { // Front
856                 scene::IMeshBuffer *buf = new scene::SMeshBuffer();
857                 u8 li = m_last_light;
858                 video::SColor c(255,li,li,li);
859                 video::S3DVertex vertices[4] =
860                 {
861                         video::S3DVertex(-dx,-dy,0, 0,0,0, c, 0,1),
862                         video::S3DVertex(dx,-dy,0, 0,0,0, c, 1,1),
863                         video::S3DVertex(dx,dy,0, 0,0,0, c, 1,0),
864                         video::S3DVertex(-dx,dy,0, 0,0,0, c, 0,0),
865                 };
866                 u16 indices[] = {0,1,2,2,3,0};
867                 buf->append(vertices, 4, indices, 6);
868                 // Set material
869                 buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
870                 buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
871                 buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
872                 buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
873                 // Add to mesh
874                 mesh->addMeshBuffer(buf);
875                 buf->drop();
876                 }
877                 { // Back
878                 scene::IMeshBuffer *buf = new scene::SMeshBuffer();
879                 u8 li = m_last_light;
880                 video::SColor c(255,li,li,li);
881                 video::S3DVertex vertices[4] =
882                 {
883                         video::S3DVertex(dx,-dy,0, 0,0,0, c, 1,1),
884                         video::S3DVertex(-dx,-dy,0, 0,0,0, c, 0,1),
885                         video::S3DVertex(-dx,dy,0, 0,0,0, c, 0,0),
886                         video::S3DVertex(dx,dy,0, 0,0,0, c, 1,0),
887                 };
888                 u16 indices[] = {0,1,2,2,3,0};
889                 buf->append(vertices, 4, indices, 6);
890                 // Set material
891                 buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
892                 buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
893                 buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
894                 buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
895                 // Add to mesh
896                 mesh->addMeshBuffer(buf);
897                 buf->drop();
898                 }
899                 m_meshnode = smgr->addMeshSceneNode(mesh, NULL);
900                 m_meshnode->grab();
901                 mesh->drop();
902                 // Set it to use the materials of the meshbuffers directly.
903                 // This is needed for changing the texture in the future
904                 m_meshnode->setReadOnlyMaterials(true);
905         }
906         else if(m_prop.visual == "cube") {
907                 infostream<<"GenericCAO::addToScene(): cube"<<std::endl;
908                 scene::IMesh *mesh = createCubeMesh(v3f(BS,BS,BS));
909                 m_meshnode = smgr->addMeshSceneNode(mesh, NULL);
910                 m_meshnode->grab();
911                 mesh->drop();
912
913                 m_meshnode->setScale(v3f(m_prop.visual_size.X,
914                                 m_prop.visual_size.Y,
915                                 m_prop.visual_size.X));
916                 u8 li = m_last_light;
917                 setMeshColor(m_meshnode->getMesh(), video::SColor(255,li,li,li));
918
919                 m_meshnode->setMaterialFlag(video::EMF_LIGHTING, false);
920                 m_meshnode->setMaterialFlag(video::EMF_BILINEAR_FILTER, false);
921                 m_meshnode->setMaterialType(video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF);
922                 m_meshnode->setMaterialFlag(video::EMF_FOG_ENABLE, true);
923         }
924         else if(m_prop.visual == "mesh") {
925                 infostream<<"GenericCAO::addToScene(): mesh"<<std::endl;
926                 scene::IAnimatedMesh *mesh = m_gamedef->getMesh(m_prop.mesh);
927                 if(mesh)
928                 {
929                         m_animated_meshnode = smgr->addAnimatedMeshSceneNode(mesh, NULL);
930                         m_animated_meshnode->grab();
931                         mesh->drop(); // The scene node took hold of it
932                         m_animated_meshnode->animateJoints(); // Needed for some animations
933                         m_animated_meshnode->setScale(v3f(m_prop.visual_size.X,
934                                         m_prop.visual_size.Y,
935                                         m_prop.visual_size.X));
936                         u8 li = m_last_light;
937                         setMeshColor(m_animated_meshnode->getMesh(), video::SColor(255,li,li,li));
938
939                         m_animated_meshnode->setMaterialFlag(video::EMF_LIGHTING, false);
940                         m_animated_meshnode->setMaterialFlag(video::EMF_BILINEAR_FILTER, false);
941                         m_animated_meshnode->setMaterialType(video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF);
942                         m_animated_meshnode->setMaterialFlag(video::EMF_FOG_ENABLE, true);
943                 }
944                 else
945                         errorstream<<"GenericCAO::addToScene(): Could not load mesh "<<m_prop.mesh<<std::endl;
946         }
947         else if(m_prop.visual == "wielditem") {
948                 infostream<<"GenericCAO::addToScene(): wielditem"<<std::endl;
949                 infostream<<"textures: "<<m_prop.textures.size()<<std::endl;
950                 if(m_prop.textures.size() >= 1){
951                         infostream<<"textures[0]: "<<m_prop.textures[0]<<std::endl;
952                         IItemDefManager *idef = m_gamedef->idef();
953                         ItemStack item(m_prop.textures[0], 1, 0, "", idef);
954
955                         m_wield_meshnode = new WieldMeshSceneNode(
956                                         smgr->getRootSceneNode(), smgr, -1);
957                         m_wield_meshnode->setItem(item, m_gamedef);
958
959                         m_wield_meshnode->setScale(v3f(m_prop.visual_size.X/2,
960                                         m_prop.visual_size.Y/2,
961                                         m_prop.visual_size.X/2));
962                         u8 li = m_last_light;
963                         m_wield_meshnode->setColor(video::SColor(255,li,li,li));
964                 }
965         } else {
966                 infostream<<"GenericCAO::addToScene(): \""<<m_prop.visual
967                                 <<"\" not supported"<<std::endl;
968         }
969         updateTextures("");
970
971         scene::ISceneNode *node = getSceneNode();
972         if (node && m_is_player && !m_is_local_player) {
973                 // Add a text node for showing the name
974                 gui::IGUIEnvironment* gui = irr->getGUIEnvironment();
975                 std::wstring wname = narrow_to_wide(m_name);
976                 m_textnode = smgr->addTextSceneNode(gui->getSkin()->getFont(),
977                                 wname.c_str(), m_nametag_color, node);
978                 m_textnode->grab();
979                 m_textnode->setPosition(v3f(0, BS*1.1, 0));
980         }
981
982         updateNodePos();
983         updateAnimation();
984         updateBonePosition();
985         updateAttachments();
986 }
987
988 void GenericCAO::updateLight(u8 light_at_pos)
989 {
990         u8 li = decode_light(light_at_pos);
991         if(li != m_last_light)
992         {
993                 m_last_light = li;
994                 video::SColor color(255,li,li,li);
995                 if(m_meshnode)
996                         setMeshColor(m_meshnode->getMesh(), color);
997                 if(m_animated_meshnode)
998                         setMeshColor(m_animated_meshnode->getMesh(), color);
999                 if(m_wield_meshnode)
1000                         m_wield_meshnode->setColor(color);
1001                 if(m_spritenode)
1002                         m_spritenode->setColor(color);
1003         }
1004 }
1005
1006 v3s16 GenericCAO::getLightPosition()
1007 {
1008         return floatToInt(m_position, BS);
1009 }
1010
1011 void GenericCAO::updateNodePos()
1012 {
1013         if (getParent() != NULL)
1014                 return;
1015
1016         scene::ISceneNode *node = getSceneNode();
1017
1018         if (node) {
1019                 v3s16 camera_offset = m_env->getCameraOffset();
1020                 node->setPosition(pos_translator.vect_show - intToFloat(camera_offset, BS));
1021                 if (node != m_spritenode) { // rotate if not a sprite
1022                         v3f rot = node->getRotation();
1023                         rot.Y = -m_yaw;
1024                         node->setRotation(rot);
1025                 }
1026         }
1027 }
1028
1029 void GenericCAO::step(float dtime, ClientEnvironment *env)
1030 {
1031         // Handel model of local player instantly to prevent lags
1032         if(m_is_local_player)
1033         {
1034                 LocalPlayer *player = m_env->getLocalPlayer();
1035
1036                 if (m_is_visible)
1037                 {
1038                         int old_anim = player->last_animation;
1039                         float old_anim_speed = player->last_animation_speed;
1040                         m_position = player->getPosition() + v3f(0,BS,0);
1041                         m_velocity = v3f(0,0,0);
1042                         m_acceleration = v3f(0,0,0);
1043                         pos_translator.vect_show = m_position;
1044                         m_yaw = player->getYaw();
1045                         PlayerControl controls = player->getPlayerControl();
1046
1047                         bool walking = false;
1048                         if(controls.up || controls.down || controls.left || controls.right)
1049                                 walking = true;
1050
1051                         f32 new_speed = player->local_animation_speed;
1052                         v2s32 new_anim = v2s32(0,0);
1053                         bool allow_update = false;
1054
1055                         // increase speed if using fast or flying fast
1056                         if((g_settings->getBool("fast_move") &&
1057                                         m_gamedef->checkLocalPrivilege("fast")) &&
1058                                         (controls.aux1 ||
1059                                         (!player->touching_ground &&
1060                                         g_settings->getBool("free_move") &&
1061                                         m_gamedef->checkLocalPrivilege("fly"))))
1062                                         new_speed *= 1.5;
1063                         // slowdown speed if sneeking
1064                         if(controls.sneak && walking)
1065                                 new_speed /= 2;
1066
1067                         if(walking && (controls.LMB || controls.RMB))
1068                         {
1069                                 new_anim = player->local_animations[3];
1070                                 player->last_animation = WD_ANIM;
1071                         } else if(walking) {
1072                                 new_anim = player->local_animations[1];
1073                                 player->last_animation = WALK_ANIM;
1074                         } else if(controls.LMB || controls.RMB) {
1075                                 new_anim = player->local_animations[2];
1076                                 player->last_animation = DIG_ANIM;
1077                         }
1078
1079                         // Apply animations if input detected and not attached
1080                         // or set idle animation
1081                         if ((new_anim.X + new_anim.Y) > 0 && !player->isAttached)
1082                         {
1083                                 allow_update = true;
1084                                 m_animation_range = new_anim;
1085                                 m_animation_speed = new_speed;
1086                                 player->last_animation_speed = m_animation_speed;
1087                         } else {
1088                                 player->last_animation = NO_ANIM;
1089
1090                                 if (old_anim != NO_ANIM)
1091                                 {
1092                                         m_animation_range = player->local_animations[0];
1093                                         updateAnimation();
1094                                 }
1095                         }
1096
1097                         // Update local player animations
1098                         if ((player->last_animation != old_anim ||
1099                                 m_animation_speed != old_anim_speed) &&
1100                                 player->last_animation != NO_ANIM && allow_update)
1101                                         updateAnimation();
1102
1103                 }
1104         }
1105
1106         if(m_visuals_expired && m_smgr && m_irr){
1107                 m_visuals_expired = false;
1108
1109                 // Attachments, part 1: All attached objects must be unparented first,
1110                 // or Irrlicht causes a segmentation fault
1111                 for(std::vector<u16>::iterator ci = m_children.begin();
1112                                 ci != m_children.end();)
1113                 {
1114                         if (m_env->m_attachements[*ci] != getId()) {
1115                                 ci = m_children.erase(ci);
1116                                 continue;
1117                         }
1118                         ClientActiveObject *obj = m_env->getActiveObject(*ci);
1119                         if (obj) {
1120                                 scene::ISceneNode *child_node = obj->getSceneNode();
1121                                 if (child_node)
1122                                         child_node->setParent(m_smgr->getRootSceneNode());
1123                         }
1124                         ++ci;
1125                 }
1126
1127                 removeFromScene(false);
1128                 addToScene(m_smgr, m_gamedef->tsrc(), m_irr);
1129
1130                 // Attachments, part 2: Now that the parent has been refreshed, put its attachments back
1131                 for(std::vector<u16>::iterator ci = m_children.begin();
1132                                                 ci != m_children.end(); ci++)
1133                 {
1134                         // Get the object of the child
1135                         ClientActiveObject *obj = m_env->getActiveObject(*ci);
1136                         if (obj)
1137                                 obj->setAttachments();
1138                 }
1139         }
1140
1141         // Make sure m_is_visible is always applied
1142         scene::ISceneNode *node = getSceneNode();
1143         if (node)
1144                 node->setVisible(m_is_visible);
1145
1146         if(getParent() != NULL) // Attachments should be glued to their parent by Irrlicht
1147         {
1148                 // Set these for later
1149                 m_position = getPosition();
1150                 m_velocity = v3f(0,0,0);
1151                 m_acceleration = v3f(0,0,0);
1152                 pos_translator.vect_show = m_position;
1153
1154                 if(m_is_local_player) // Update local player attachment position
1155                 {
1156                         LocalPlayer *player = m_env->getLocalPlayer();
1157                         player->overridePosition = getParent()->getPosition();
1158                         m_env->getLocalPlayer()->parent = getParent();
1159                 }
1160         } else {
1161                 v3f lastpos = pos_translator.vect_show;
1162
1163                 if(m_prop.physical)
1164                 {
1165                         core::aabbox3d<f32> box = m_prop.collisionbox;
1166                         box.MinEdge *= BS;
1167                         box.MaxEdge *= BS;
1168                         collisionMoveResult moveresult;
1169                         f32 pos_max_d = BS*0.125; // Distance per iteration
1170                         v3f p_pos = m_position;
1171                         v3f p_velocity = m_velocity;
1172                         v3f p_acceleration = m_acceleration;
1173                         moveresult = collisionMoveSimple(env,env->getGameDef(),
1174                                         pos_max_d, box, m_prop.stepheight, dtime,
1175                                         p_pos, p_velocity, p_acceleration,
1176                                         this, m_prop.collideWithObjects);
1177                         // Apply results
1178                         m_position = p_pos;
1179                         m_velocity = p_velocity;
1180                         m_acceleration = p_acceleration;
1181
1182                         bool is_end_position = moveresult.collides;
1183                         pos_translator.update(m_position, is_end_position, dtime);
1184                         pos_translator.translate(dtime);
1185                         updateNodePos();
1186                 } else {
1187                         m_position += dtime * m_velocity + 0.5 * dtime * dtime * m_acceleration;
1188                         m_velocity += dtime * m_acceleration;
1189                         pos_translator.update(m_position, pos_translator.aim_is_end,
1190                                         pos_translator.anim_time);
1191                         pos_translator.translate(dtime);
1192                         updateNodePos();
1193                 }
1194
1195                 float moved = lastpos.getDistanceFrom(pos_translator.vect_show);
1196                 m_step_distance_counter += moved;
1197                 if(m_step_distance_counter > 1.5*BS)
1198                 {
1199                         m_step_distance_counter = 0;
1200                         if(!m_is_local_player && m_prop.makes_footstep_sound)
1201                         {
1202                                 INodeDefManager *ndef = m_gamedef->ndef();
1203                                 v3s16 p = floatToInt(getPosition() + v3f(0,
1204                                                 (m_prop.collisionbox.MinEdge.Y-0.5)*BS, 0), BS);
1205                                 MapNode n = m_env->getMap().getNodeNoEx(p);
1206                                 SimpleSoundSpec spec = ndef->get(n).sound_footstep;
1207                                 m_gamedef->sound()->playSoundAt(spec, false, getPosition());
1208                         }
1209                 }
1210         }
1211
1212         m_anim_timer += dtime;
1213         if(m_anim_timer >= m_anim_framelength)
1214         {
1215                 m_anim_timer -= m_anim_framelength;
1216                 m_anim_frame++;
1217                 if(m_anim_frame >= m_anim_num_frames)
1218                         m_anim_frame = 0;
1219         }
1220
1221         updateTexturePos();
1222
1223         if(m_reset_textures_timer >= 0)
1224         {
1225                 m_reset_textures_timer -= dtime;
1226                 if(m_reset_textures_timer <= 0){
1227                         m_reset_textures_timer = -1;
1228                         updateTextures("");
1229                 }
1230         }
1231         if(getParent() == NULL && fabs(m_prop.automatic_rotate) > 0.001)
1232         {
1233                 m_yaw += dtime * m_prop.automatic_rotate * 180 / M_PI;
1234                 updateNodePos();
1235         }
1236
1237         if (getParent() == NULL && m_prop.automatic_face_movement_dir &&
1238                         (fabs(m_velocity.Z) > 0.001 || fabs(m_velocity.X) > 0.001))
1239         {
1240                 m_yaw = atan2(m_velocity.Z,m_velocity.X) * 180 / M_PI
1241                                 + m_prop.automatic_face_movement_dir_offset;
1242                 updateNodePos();
1243         }
1244 }
1245
1246 void GenericCAO::updateTexturePos()
1247 {
1248         if(m_spritenode)
1249         {
1250                 scene::ICameraSceneNode* camera =
1251                                 m_spritenode->getSceneManager()->getActiveCamera();
1252                 if(!camera)
1253                         return;
1254                 v3f cam_to_entity = m_spritenode->getAbsolutePosition()
1255                                 - camera->getAbsolutePosition();
1256                 cam_to_entity.normalize();
1257
1258                 int row = m_tx_basepos.Y;
1259                 int col = m_tx_basepos.X;
1260
1261                 if(m_tx_select_horiz_by_yawpitch)
1262                 {
1263                         if(cam_to_entity.Y > 0.75)
1264                                 col += 5;
1265                         else if(cam_to_entity.Y < -0.75)
1266                                 col += 4;
1267                         else{
1268                                 float mob_dir =
1269                                                 atan2(cam_to_entity.Z, cam_to_entity.X) / M_PI * 180.;
1270                                 float dir = mob_dir - m_yaw;
1271                                 dir = wrapDegrees_180(dir);
1272                                 //infostream<<"id="<<m_id<<" dir="<<dir<<std::endl;
1273                                 if(fabs(wrapDegrees_180(dir - 0)) <= 45.1)
1274                                         col += 2;
1275                                 else if(fabs(wrapDegrees_180(dir - 90)) <= 45.1)
1276                                         col += 3;
1277                                 else if(fabs(wrapDegrees_180(dir - 180)) <= 45.1)
1278                                         col += 0;
1279                                 else if(fabs(wrapDegrees_180(dir + 90)) <= 45.1)
1280                                         col += 1;
1281                                 else
1282                                         col += 4;
1283                         }
1284                 }
1285
1286                 // Animation goes downwards
1287                 row += m_anim_frame;
1288
1289                 float txs = m_tx_size.X;
1290                 float tys = m_tx_size.Y;
1291                 setBillboardTextureMatrix(m_spritenode,
1292                                 txs, tys, col, row);
1293         }
1294 }
1295
1296 void GenericCAO::updateTextures(const std::string &mod)
1297 {
1298         ITextureSource *tsrc = m_gamedef->tsrc();
1299
1300         bool use_trilinear_filter = g_settings->getBool("trilinear_filter");
1301         bool use_bilinear_filter = g_settings->getBool("bilinear_filter");
1302         bool use_anisotropic_filter = g_settings->getBool("anisotropic_filter");
1303
1304         if(m_spritenode)
1305         {
1306                 if(m_prop.visual == "sprite")
1307                 {
1308                         std::string texturestring = "unknown_node.png";
1309                         if(m_prop.textures.size() >= 1)
1310                                 texturestring = m_prop.textures[0];
1311                         texturestring += mod;
1312                         m_spritenode->setMaterialTexture(0,
1313                                         tsrc->getTextureForMesh(texturestring));
1314
1315                         // This allows setting per-material colors. However, until a real lighting
1316                         // system is added, the code below will have no effect. Once MineTest
1317                         // has directional lighting, it should work automatically.
1318                         if(m_prop.colors.size() >= 1)
1319                         {
1320                                 m_spritenode->getMaterial(0).AmbientColor = m_prop.colors[0];
1321                                 m_spritenode->getMaterial(0).DiffuseColor = m_prop.colors[0];
1322                                 m_spritenode->getMaterial(0).SpecularColor = m_prop.colors[0];
1323                         }
1324
1325                         m_spritenode->getMaterial(0).setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
1326                         m_spritenode->getMaterial(0).setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
1327                         m_spritenode->getMaterial(0).setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
1328                 }
1329         }
1330         if(m_animated_meshnode)
1331         {
1332                 if(m_prop.visual == "mesh")
1333                 {
1334                         for (u32 i = 0; i < m_prop.textures.size() &&
1335                                         i < m_animated_meshnode->getMaterialCount(); ++i)
1336                         {
1337                                 std::string texturestring = m_prop.textures[i];
1338                                 if(texturestring == "")
1339                                         continue; // Empty texture string means don't modify that material
1340                                 texturestring += mod;
1341                                 video::ITexture* texture = tsrc->getTextureForMesh(texturestring);
1342                                 if(!texture)
1343                                 {
1344                                         errorstream<<"GenericCAO::updateTextures(): Could not load texture "<<texturestring<<std::endl;
1345                                         continue;
1346                                 }
1347
1348                                 // Set material flags and texture
1349                                 video::SMaterial& material = m_animated_meshnode->getMaterial(i);
1350                                 material.TextureLayer[0].Texture = texture;
1351                                 material.setFlag(video::EMF_LIGHTING, false);
1352                                 material.setFlag(video::EMF_BILINEAR_FILTER, false);
1353
1354                                 m_animated_meshnode->getMaterial(i)
1355                                                 .setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
1356                                 m_animated_meshnode->getMaterial(i)
1357                                                 .setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
1358                                 m_animated_meshnode->getMaterial(i)
1359                                                 .setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
1360                         }
1361                         for (u32 i = 0; i < m_prop.colors.size() &&
1362                         i < m_animated_meshnode->getMaterialCount(); ++i)
1363                         {
1364                                 // This allows setting per-material colors. However, until a real lighting
1365                                 // system is added, the code below will have no effect. Once MineTest
1366                                 // has directional lighting, it should work automatically.
1367                                 m_animated_meshnode->getMaterial(i).AmbientColor = m_prop.colors[i];
1368                                 m_animated_meshnode->getMaterial(i).DiffuseColor = m_prop.colors[i];
1369                                 m_animated_meshnode->getMaterial(i).SpecularColor = m_prop.colors[i];
1370                         }
1371                 }
1372         }
1373         if(m_meshnode)
1374         {
1375                 if(m_prop.visual == "cube")
1376                 {
1377                         for (u32 i = 0; i < 6; ++i)
1378                         {
1379                                 std::string texturestring = "unknown_node.png";
1380                                 if(m_prop.textures.size() > i)
1381                                         texturestring = m_prop.textures[i];
1382                                 texturestring += mod;
1383
1384
1385                                 // Set material flags and texture
1386                                 video::SMaterial& material = m_meshnode->getMaterial(i);
1387                                 material.setFlag(video::EMF_LIGHTING, false);
1388                                 material.setFlag(video::EMF_BILINEAR_FILTER, false);
1389                                 material.setTexture(0,
1390                                                 tsrc->getTextureForMesh(texturestring));
1391                                 material.getTextureMatrix(0).makeIdentity();
1392
1393                                 // This allows setting per-material colors. However, until a real lighting
1394                                 // system is added, the code below will have no effect. Once MineTest
1395                                 // has directional lighting, it should work automatically.
1396                                 if(m_prop.colors.size() > i)
1397                                 {
1398                                         m_meshnode->getMaterial(i).AmbientColor = m_prop.colors[i];
1399                                         m_meshnode->getMaterial(i).DiffuseColor = m_prop.colors[i];
1400                                         m_meshnode->getMaterial(i).SpecularColor = m_prop.colors[i];
1401                                 }
1402
1403                                 m_meshnode->getMaterial(i).setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
1404                                 m_meshnode->getMaterial(i).setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
1405                                 m_meshnode->getMaterial(i).setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
1406                         }
1407                 }
1408                 else if(m_prop.visual == "upright_sprite")
1409                 {
1410                         scene::IMesh *mesh = m_meshnode->getMesh();
1411                         {
1412                                 std::string tname = "unknown_object.png";
1413                                 if(m_prop.textures.size() >= 1)
1414                                         tname = m_prop.textures[0];
1415                                 tname += mod;
1416                                 scene::IMeshBuffer *buf = mesh->getMeshBuffer(0);
1417                                 buf->getMaterial().setTexture(0,
1418                                                 tsrc->getTextureForMesh(tname));
1419
1420                                 // This allows setting per-material colors. However, until a real lighting
1421                                 // system is added, the code below will have no effect. Once MineTest
1422                                 // has directional lighting, it should work automatically.
1423                                 if(m_prop.colors.size() >= 1)
1424                                 {
1425                                         buf->getMaterial().AmbientColor = m_prop.colors[0];
1426                                         buf->getMaterial().DiffuseColor = m_prop.colors[0];
1427                                         buf->getMaterial().SpecularColor = m_prop.colors[0];
1428                                 }
1429
1430                                 buf->getMaterial().setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
1431                                 buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
1432                                 buf->getMaterial().setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
1433                         }
1434                         {
1435                                 std::string tname = "unknown_object.png";
1436                                 if(m_prop.textures.size() >= 2)
1437                                         tname = m_prop.textures[1];
1438                                 else if(m_prop.textures.size() >= 1)
1439                                         tname = m_prop.textures[0];
1440                                 tname += mod;
1441                                 scene::IMeshBuffer *buf = mesh->getMeshBuffer(1);
1442                                 buf->getMaterial().setTexture(0,
1443                                                 tsrc->getTextureForMesh(tname));
1444
1445                                 // This allows setting per-material colors. However, until a real lighting
1446                                 // system is added, the code below will have no effect. Once MineTest
1447                                 // has directional lighting, it should work automatically.
1448                                 if(m_prop.colors.size() >= 2)
1449                                 {
1450                                         buf->getMaterial().AmbientColor = m_prop.colors[1];
1451                                         buf->getMaterial().DiffuseColor = m_prop.colors[1];
1452                                         buf->getMaterial().SpecularColor = m_prop.colors[1];
1453                                 }
1454                                 else if(m_prop.colors.size() >= 1)
1455                                 {
1456                                         buf->getMaterial().AmbientColor = m_prop.colors[0];
1457                                         buf->getMaterial().DiffuseColor = m_prop.colors[0];
1458                                         buf->getMaterial().SpecularColor = m_prop.colors[0];
1459                                 }
1460
1461                                 buf->getMaterial().setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
1462                                 buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
1463                                 buf->getMaterial().setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
1464                         }
1465                 }
1466         }
1467 }
1468
1469 void GenericCAO::updateAnimation()
1470 {
1471         if(m_animated_meshnode == NULL)
1472                 return;
1473         m_animated_meshnode->setFrameLoop(m_animation_range.X, m_animation_range.Y);
1474         m_animated_meshnode->setAnimationSpeed(m_animation_speed);
1475         m_animated_meshnode->setTransitionTime(m_animation_blend);
1476 }
1477
1478 void GenericCAO::updateBonePosition()
1479 {
1480         if(m_bone_position.empty() || m_animated_meshnode == NULL)
1481                 return;
1482
1483         m_animated_meshnode->setJointMode(irr::scene::EJUOR_CONTROL); // To write positions to the mesh on render
1484         for(std::map<std::string,
1485                         core::vector2d<v3f> >::const_iterator ii = m_bone_position.begin();
1486                         ii != m_bone_position.end(); ++ii)
1487         {
1488                 std::string bone_name = (*ii).first;
1489                 v3f bone_pos = (*ii).second.X;
1490                 v3f bone_rot = (*ii).second.Y;
1491                 irr::scene::IBoneSceneNode* bone = m_animated_meshnode->getJointNode(bone_name.c_str());
1492                 if(bone)
1493                 {
1494                         bone->setPosition(bone_pos);
1495                         bone->setRotation(bone_rot);
1496                 }
1497         }
1498 }
1499
1500 void GenericCAO::updateAttachments()
1501 {
1502
1503         if (getParent() == NULL) { // Detach or don't attach
1504                 scene::ISceneNode *node = getSceneNode();
1505                 if (node) {
1506                         v3f old_position = node->getAbsolutePosition();
1507                         v3f old_rotation = node->getRotation();
1508                         node->setParent(m_smgr->getRootSceneNode());
1509                         node->setPosition(old_position);
1510                         node->setRotation(old_rotation);
1511                         node->updateAbsolutePosition();
1512                 }
1513                 if (m_is_local_player) {
1514                         LocalPlayer *player = m_env->getLocalPlayer();
1515                         player->isAttached = false;
1516                 }
1517         }
1518         else // Attach
1519         {
1520                 scene::ISceneNode *my_node = getSceneNode();
1521
1522                 scene::ISceneNode *parent_node = getParent()->getSceneNode();
1523                 scene::IAnimatedMeshSceneNode *parent_animated_mesh_node =
1524                                 getParent()->getAnimatedMeshSceneNode();
1525                 if (parent_animated_mesh_node && m_attachment_bone != "") {
1526                         parent_node = parent_animated_mesh_node->getJointNode(m_attachment_bone.c_str());
1527                 }
1528
1529                 if (my_node && parent_node) {
1530                         my_node->setParent(parent_node);
1531                         my_node->setPosition(m_attachment_position);
1532                         my_node->setRotation(m_attachment_rotation);
1533                         my_node->updateAbsolutePosition();
1534                 }
1535                 if (m_is_local_player) {
1536                         LocalPlayer *player = m_env->getLocalPlayer();
1537                         player->isAttached = true;
1538                 }
1539         }
1540 }
1541
1542 void GenericCAO::processMessage(const std::string &data)
1543 {
1544         //infostream<<"GenericCAO: Got message"<<std::endl;
1545         std::istringstream is(data, std::ios::binary);
1546         // command
1547         u8 cmd = readU8(is);
1548         if(cmd == GENERIC_CMD_SET_PROPERTIES)
1549         {
1550                 m_prop = gob_read_set_properties(is);
1551
1552                 m_selection_box = m_prop.collisionbox;
1553                 m_selection_box.MinEdge *= BS;
1554                 m_selection_box.MaxEdge *= BS;
1555
1556                 m_tx_size.X = 1.0 / m_prop.spritediv.X;
1557                 m_tx_size.Y = 1.0 / m_prop.spritediv.Y;
1558
1559                 if(!m_initial_tx_basepos_set){
1560                         m_initial_tx_basepos_set = true;
1561                         m_tx_basepos = m_prop.initial_sprite_basepos;
1562                 }
1563
1564                 expireVisuals();
1565         }
1566         else if(cmd == GENERIC_CMD_UPDATE_POSITION)
1567         {
1568                 // Not sent by the server if this object is an attachment.
1569                 // We might however get here if the server notices the object being detached before the client.
1570                 m_position = readV3F1000(is);
1571                 m_velocity = readV3F1000(is);
1572                 m_acceleration = readV3F1000(is);
1573                 if(fabs(m_prop.automatic_rotate) < 0.001)
1574                         m_yaw = readF1000(is);
1575                 else
1576                         readF1000(is);
1577                 bool do_interpolate = readU8(is);
1578                 bool is_end_position = readU8(is);
1579                 float update_interval = readF1000(is);
1580
1581                 // Place us a bit higher if we're physical, to not sink into
1582                 // the ground due to sucky collision detection...
1583                 if(m_prop.physical)
1584                         m_position += v3f(0,0.002,0);
1585
1586                 if(getParent() != NULL) // Just in case
1587                         return;
1588
1589                 if(do_interpolate)
1590                 {
1591                         if(!m_prop.physical)
1592                                 pos_translator.update(m_position, is_end_position, update_interval);
1593                 } else {
1594                         pos_translator.init(m_position);
1595                 }
1596                 updateNodePos();
1597         }
1598         else if(cmd == GENERIC_CMD_SET_TEXTURE_MOD) {
1599                 std::string mod = deSerializeString(is);
1600                 updateTextures(mod);
1601         }
1602         else if(cmd == GENERIC_CMD_SET_SPRITE) {
1603                 v2s16 p = readV2S16(is);
1604                 int num_frames = readU16(is);
1605                 float framelength = readF1000(is);
1606                 bool select_horiz_by_yawpitch = readU8(is);
1607
1608                 m_tx_basepos = p;
1609                 m_anim_num_frames = num_frames;
1610                 m_anim_framelength = framelength;
1611                 m_tx_select_horiz_by_yawpitch = select_horiz_by_yawpitch;
1612
1613                 updateTexturePos();
1614         }
1615         else if(cmd == GENERIC_CMD_SET_PHYSICS_OVERRIDE) {
1616                 float override_speed = readF1000(is);
1617                 float override_jump = readF1000(is);
1618                 float override_gravity = readF1000(is);
1619                 // these are sent inverted so we get true when the server sends nothing
1620                 bool sneak = !readU8(is);
1621                 bool sneak_glitch = !readU8(is);
1622
1623
1624                 if(m_is_local_player)
1625                 {
1626                         LocalPlayer *player = m_env->getLocalPlayer();
1627                         player->physics_override_speed = override_speed;
1628                         player->physics_override_jump = override_jump;
1629                         player->physics_override_gravity = override_gravity;
1630                         player->physics_override_sneak = sneak;
1631                         player->physics_override_sneak_glitch = sneak_glitch;
1632                 }
1633         }
1634         else if(cmd == GENERIC_CMD_SET_ANIMATION) {
1635                 // TODO: change frames send as v2s32 value
1636                 v2f range = readV2F1000(is);
1637                 if (!m_is_local_player) {
1638                         m_animation_range = v2s32((s32)range.X, (s32)range.Y);
1639                         m_animation_speed = readF1000(is);
1640                         m_animation_blend = readF1000(is);
1641                         updateAnimation();
1642                 } else {
1643                         LocalPlayer *player = m_env->getLocalPlayer();
1644                         if(player->last_animation == NO_ANIM)
1645                         {
1646                                 m_animation_range = v2s32((s32)range.X, (s32)range.Y);
1647                                 m_animation_speed = readF1000(is);
1648                                 m_animation_blend = readF1000(is);
1649                         }
1650                         // update animation only if local animations present
1651                         // and received animation is unknown (except idle animation)
1652                         bool is_known = false;
1653                         for (int i = 1;i<4;i++)
1654                         {
1655                                 if(m_animation_range.Y == player->local_animations[i].Y)
1656                                         is_known = true;
1657                         }
1658                         if(!is_known ||
1659                                         (player->local_animations[1].Y + player->local_animations[2].Y < 1))
1660                         {
1661                                         updateAnimation();
1662                         }
1663                 }
1664         }
1665         else if(cmd == GENERIC_CMD_SET_BONE_POSITION) {
1666                 std::string bone = deSerializeString(is);
1667                 v3f position = readV3F1000(is);
1668                 v3f rotation = readV3F1000(is);
1669                 m_bone_position[bone] = core::vector2d<v3f>(position, rotation);
1670
1671                 updateBonePosition();
1672         } else if (cmd == GENERIC_CMD_SET_ATTACHMENT) {
1673                 u16 parentID = readS16(is);
1674                 m_env->m_attachements[getId()] = parentID;
1675                 GenericCAO *parentobj = m_env->getGenericCAO(parentID);
1676
1677                 if (parentobj) {
1678                         parentobj->m_children.push_back(getId());
1679                 }
1680
1681                 m_attachment_bone = deSerializeString(is);
1682                 m_attachment_position = readV3F1000(is);
1683                 m_attachment_rotation = readV3F1000(is);
1684
1685                 // localplayer itself can't be attached to localplayer
1686                 if (!m_is_local_player) {
1687                         m_attached_to_local = getParent() != NULL && getParent()->isLocalPlayer();
1688                         // Objects attached to the local player should be hidden by default
1689                         m_is_visible = !m_attached_to_local;
1690                 }
1691
1692                 updateAttachments();
1693         }
1694         else if(cmd == GENERIC_CMD_PUNCHED) {
1695                 /*s16 damage =*/ readS16(is);
1696                 s16 result_hp = readS16(is);
1697
1698                 // Use this instead of the send damage to not interfere with prediction
1699                 s16 damage = m_hp - result_hp;
1700
1701                 m_hp = result_hp;
1702
1703                 if (damage > 0)
1704                 {
1705                         if (m_hp <= 0)
1706                         {
1707                                 // TODO: Execute defined fast response
1708                                 // As there is no definition, make a smoke puff
1709                                 ClientSimpleObject *simple = createSmokePuff(
1710                                                 m_smgr, m_env, m_position,
1711                                                 m_prop.visual_size * BS);
1712                                 m_env->addSimpleObject(simple);
1713                         } else {
1714                                 // TODO: Execute defined fast response
1715                                 // Flashing shall suffice as there is no definition
1716                                 m_reset_textures_timer = 0.05;
1717                                 if(damage >= 2)
1718                                         m_reset_textures_timer += 0.05 * damage;
1719                                 updateTextures("^[brighten");
1720                         }
1721                 }
1722         }
1723         else if(cmd == GENERIC_CMD_UPDATE_ARMOR_GROUPS) {
1724                 m_armor_groups.clear();
1725                 int armor_groups_size = readU16(is);
1726                 for(int i=0; i<armor_groups_size; i++)
1727                 {
1728                         std::string name = deSerializeString(is);
1729                         int rating = readS16(is);
1730                         m_armor_groups[name] = rating;
1731                 }
1732         } else if (cmd == GENERIC_CMD_UPDATE_NAMETAG_ATTRIBUTES) {
1733                 readU8(is); // version
1734                 m_nametag_color = readARGB8(is);
1735                 if (m_textnode != NULL) {
1736                         m_textnode->setTextColor(m_nametag_color);
1737
1738                         // Enforce hiding nametag,
1739                         // because if freetype is enabled, a grey
1740                         // shadow can remain.
1741                         m_textnode->setVisible(m_nametag_color.getAlpha() > 0);
1742                 }
1743         }
1744 }
1745
1746 /* \pre punchitem != NULL
1747  */
1748 bool GenericCAO::directReportPunch(v3f dir, const ItemStack *punchitem,
1749                 float time_from_last_punch)
1750 {
1751         assert(punchitem);      // pre-condition
1752         const ToolCapabilities *toolcap =
1753                         &punchitem->getToolCapabilities(m_gamedef->idef());
1754         PunchDamageResult result = getPunchDamage(
1755                         m_armor_groups,
1756                         toolcap,
1757                         punchitem,
1758                         time_from_last_punch);
1759
1760         if(result.did_punch && result.damage != 0)
1761         {
1762                 if(result.damage < m_hp)
1763                 {
1764                         m_hp -= result.damage;
1765                 } else {
1766                         m_hp = 0;
1767                         // TODO: Execute defined fast response
1768                         // As there is no definition, make a smoke puff
1769                         ClientSimpleObject *simple = createSmokePuff(
1770                                         m_smgr, m_env, m_position,
1771                                         m_prop.visual_size * BS);
1772                         m_env->addSimpleObject(simple);
1773                 }
1774                 // TODO: Execute defined fast response
1775                 // Flashing shall suffice as there is no definition
1776                 m_reset_textures_timer = 0.05;
1777                 if(result.damage >= 2)
1778                         m_reset_textures_timer += 0.05 * result.damage;
1779                 updateTextures("^[brighten");
1780         }
1781
1782         return false;
1783 }
1784
1785 std::string GenericCAO::debugInfoText()
1786 {
1787         std::ostringstream os(std::ios::binary);
1788         os<<"GenericCAO hp="<<m_hp<<"\n";
1789         os<<"armor={";
1790         for(ItemGroupList::const_iterator i = m_armor_groups.begin();
1791                         i != m_armor_groups.end(); i++)
1792         {
1793                 os<<i->first<<"="<<i->second<<", ";
1794         }
1795         os<<"}";
1796         return os.str();
1797 }
1798
1799 // Prototype
1800 GenericCAO proto_GenericCAO(NULL, NULL);