60d458318d7ce6a3816d6d30137ef6d3f6ca724b
[oweals/minetest.git] / src / content_cao.cpp
1 /*
2 Minetest-c55
3 Copyright (C) 2010-2011 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 "content_cao.h"
21 #include "tile.h"
22 #include "environment.h"
23 #include "collision.h"
24 #include "settings.h"
25 #include <ICameraSceneNode.h>
26 #include <ITextSceneNode.h>
27 #include <IBillboardSceneNode.h>
28 #include "serialization.h" // For decompressZlib
29 #include "gamedef.h"
30 #include "clientobject.h"
31 #include "content_object.h"
32 #include "mesh.h"
33 #include "itemdef.h"
34 #include "tool.h"
35 #include "content_cso.h"
36 #include "sound.h"
37 #include "nodedef.h"
38 #include "localplayer.h"
39 #include "util/numeric.h" // For IntervalLimiter
40 #include "util/serialize.h"
41 #include "util/mathconstants.h"
42 #include "map.h"
43 #include <IMeshManipulator.h>
44 #include <IAnimatedMeshSceneNode.h>
45 #include <IBoneSceneNode.h>
46
47 class Settings;
48 struct ToolCapabilities;
49
50 #define PP(x) "("<<(x).X<<","<<(x).Y<<","<<(x).Z<<")"
51
52 core::map<u16, ClientActiveObject::Factory> ClientActiveObject::m_types;
53
54 /*
55         SmoothTranslator
56 */
57
58 struct SmoothTranslator
59 {
60         v3f vect_old;
61         v3f vect_show;
62         v3f vect_aim;
63         f32 anim_counter;
64         f32 anim_time;
65         f32 anim_time_counter;
66         bool aim_is_end;
67
68         SmoothTranslator():
69                 vect_old(0,0,0),
70                 vect_show(0,0,0),
71                 vect_aim(0,0,0),
72                 anim_counter(0),
73                 anim_time(0),
74                 anim_time_counter(0),
75                 aim_is_end(true)
76         {}
77
78         void init(v3f vect)
79         {
80                 vect_old = vect;
81                 vect_show = vect;
82                 vect_aim = vect;
83                 anim_counter = 0;
84                 anim_time = 0;
85                 anim_time_counter = 0;
86                 aim_is_end = true;
87         }
88
89         void sharpen()
90         {
91                 init(vect_show);
92         }
93
94         void update(v3f vect_new, bool is_end_position=false, float update_interval=-1)
95         {
96                 aim_is_end = is_end_position;
97                 vect_old = vect_show;
98                 vect_aim = vect_new;
99                 if(update_interval > 0){
100                         anim_time = update_interval;
101                 } else {
102                         if(anim_time < 0.001 || anim_time > 1.0)
103                                 anim_time = anim_time_counter;
104                         else
105                                 anim_time = anim_time * 0.9 + anim_time_counter * 0.1;
106                 }
107                 anim_time_counter = 0;
108                 anim_counter = 0;
109         }
110
111         void translate(f32 dtime)
112         {
113                 anim_time_counter = anim_time_counter + dtime;
114                 anim_counter = anim_counter + dtime;
115                 v3f vect_move = vect_aim - vect_old;
116                 f32 moveratio = 1.0;
117                 if(anim_time > 0.001)
118                         moveratio = anim_time_counter / anim_time;
119                 // Move a bit less than should, to avoid oscillation
120                 moveratio = moveratio * 0.8;
121                 float move_end = 1.5;
122                 if(aim_is_end)
123                         move_end = 1.0;
124                 if(moveratio > move_end)
125                         moveratio = move_end;
126                 vect_show = vect_old + vect_move * moveratio;
127         }
128
129         bool is_moving()
130         {
131                 return ((anim_time_counter / anim_time) < 1.4);
132         }
133 };
134
135 /*
136         Other stuff
137 */
138
139 static void setBillboardTextureMatrix(scene::IBillboardSceneNode *bill,
140                 float txs, float tys, int col, int row)
141 {
142         video::SMaterial& material = bill->getMaterial(0);
143         core::matrix4& matrix = material.getTextureMatrix(0);
144         matrix.setTextureTranslate(txs*col, tys*row);
145         matrix.setTextureScale(txs, tys);
146 }
147
148 /*
149         TestCAO
150 */
151
152 class TestCAO : public ClientActiveObject
153 {
154 public:
155         TestCAO(IGameDef *gamedef, ClientEnvironment *env);
156         virtual ~TestCAO();
157         
158         u8 getType() const
159         {
160                 return ACTIVEOBJECT_TYPE_TEST;
161         }
162         
163         static ClientActiveObject* create(IGameDef *gamedef, ClientEnvironment *env);
164
165         void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
166                         IrrlichtDevice *irr);
167         void removeFromScene();
168         void updateLight(u8 light_at_pos);
169         v3s16 getLightPosition();
170         void updateNodePos();
171
172         void step(float dtime, ClientEnvironment *env);
173
174         void processMessage(const std::string &data);
175
176 private:
177         scene::IMeshSceneNode *m_node;
178         v3f m_position;
179 };
180
181 // Prototype
182 TestCAO proto_TestCAO(NULL, NULL);
183
184 TestCAO::TestCAO(IGameDef *gamedef, ClientEnvironment *env):
185         ClientActiveObject(0, gamedef, env),
186         m_node(NULL),
187         m_position(v3f(0,10*BS,0))
188 {
189         ClientActiveObject::registerType(getType(), create);
190 }
191
192 TestCAO::~TestCAO()
193 {
194 }
195
196 ClientActiveObject* TestCAO::create(IGameDef *gamedef, ClientEnvironment *env)
197 {
198         return new TestCAO(gamedef, env);
199 }
200
201 void TestCAO::addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
202                         IrrlichtDevice *irr)
203 {
204         if(m_node != NULL)
205                 return;
206         
207         //video::IVideoDriver* driver = smgr->getVideoDriver();
208         
209         scene::SMesh *mesh = new scene::SMesh();
210         scene::IMeshBuffer *buf = new scene::SMeshBuffer();
211         video::SColor c(255,255,255,255);
212         video::S3DVertex vertices[4] =
213         {
214                 video::S3DVertex(-BS/2,-BS/4,0, 0,0,0, c, 0,1),
215                 video::S3DVertex(BS/2,-BS/4,0, 0,0,0, c, 1,1),
216                 video::S3DVertex(BS/2,BS/4,0, 0,0,0, c, 1,0),
217                 video::S3DVertex(-BS/2,BS/4,0, 0,0,0, c, 0,0),
218         };
219         u16 indices[] = {0,1,2,2,3,0};
220         buf->append(vertices, 4, indices, 6);
221         // Set material
222         buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
223         buf->getMaterial().setFlag(video::EMF_BACK_FACE_CULLING, false);
224         buf->getMaterial().setTexture(0, tsrc->getTextureRaw("rat.png"));
225         buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
226         buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
227         buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
228         // Add to mesh
229         mesh->addMeshBuffer(buf);
230         buf->drop();
231         m_node = smgr->addMeshSceneNode(mesh, NULL);
232         mesh->drop();
233         updateNodePos();
234 }
235
236 void TestCAO::removeFromScene()
237 {
238         if(m_node == NULL)
239                 return;
240
241         m_node->remove();
242         m_node = NULL;
243 }
244
245 void TestCAO::updateLight(u8 light_at_pos)
246 {
247 }
248
249 v3s16 TestCAO::getLightPosition()
250 {
251         return floatToInt(m_position, BS);
252 }
253
254 void TestCAO::updateNodePos()
255 {
256         if(m_node == NULL)
257                 return;
258
259         m_node->setPosition(m_position);
260         //m_node->setRotation(v3f(0, 45, 0));
261 }
262
263 void TestCAO::step(float dtime, ClientEnvironment *env)
264 {
265         if(m_node)
266         {
267                 v3f rot = m_node->getRotation();
268                 //infostream<<"dtime="<<dtime<<", rot.Y="<<rot.Y<<std::endl;
269                 rot.Y += dtime * 180;
270                 m_node->setRotation(rot);
271         }
272 }
273
274 void TestCAO::processMessage(const std::string &data)
275 {
276         infostream<<"TestCAO: Got data: "<<data<<std::endl;
277         std::istringstream is(data, std::ios::binary);
278         u16 cmd;
279         is>>cmd;
280         if(cmd == 0)
281         {
282                 v3f newpos;
283                 is>>newpos.X;
284                 is>>newpos.Y;
285                 is>>newpos.Z;
286                 m_position = newpos;
287                 updateNodePos();
288         }
289 }
290
291 /*
292         ItemCAO
293 */
294
295 class ItemCAO : public ClientActiveObject
296 {
297 public:
298         ItemCAO(IGameDef *gamedef, ClientEnvironment *env);
299         virtual ~ItemCAO();
300         
301         u8 getType() const
302         {
303                 return ACTIVEOBJECT_TYPE_ITEM;
304         }
305         
306         static ClientActiveObject* create(IGameDef *gamedef, ClientEnvironment *env);
307
308         void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
309                         IrrlichtDevice *irr);
310         void removeFromScene();
311         void updateLight(u8 light_at_pos);
312         v3s16 getLightPosition();
313         void updateNodePos();
314         void updateInfoText();
315         void updateTexture();
316
317         void step(float dtime, ClientEnvironment *env);
318
319         void processMessage(const std::string &data);
320
321         void initialize(const std::string &data);
322         
323         core::aabbox3d<f32>* getSelectionBox()
324                 {return &m_selection_box;}
325         v3f getPosition()
326                 {return m_position;}
327         
328         std::string infoText()
329                 {return m_infotext;}
330
331 private:
332         core::aabbox3d<f32> m_selection_box;
333         scene::IMeshSceneNode *m_node;
334         v3f m_position;
335         std::string m_itemstring;
336         std::string m_infotext;
337 };
338
339 #include "inventory.h"
340
341 // Prototype
342 ItemCAO proto_ItemCAO(NULL, NULL);
343
344 ItemCAO::ItemCAO(IGameDef *gamedef, ClientEnvironment *env):
345         ClientActiveObject(0, gamedef, env),
346         m_selection_box(-BS/3.,0.0,-BS/3., BS/3.,BS*2./3.,BS/3.),
347         m_node(NULL),
348         m_position(v3f(0,10*BS,0))
349 {
350         if(!gamedef && !env)
351         {
352                 ClientActiveObject::registerType(getType(), create);
353         }
354 }
355
356 ItemCAO::~ItemCAO()
357 {
358 }
359
360 ClientActiveObject* ItemCAO::create(IGameDef *gamedef, ClientEnvironment *env)
361 {
362         return new ItemCAO(gamedef, env);
363 }
364
365 void ItemCAO::addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
366                         IrrlichtDevice *irr)
367 {
368         if(m_node != NULL)
369                 return;
370         
371         //video::IVideoDriver* driver = smgr->getVideoDriver();
372         
373         scene::SMesh *mesh = new scene::SMesh();
374         scene::IMeshBuffer *buf = new scene::SMeshBuffer();
375         video::SColor c(255,255,255,255);
376         video::S3DVertex vertices[4] =
377         {
378                 /*video::S3DVertex(-BS/2,-BS/4,0, 0,0,0, c, 0,1),
379                 video::S3DVertex(BS/2,-BS/4,0, 0,0,0, c, 1,1),
380                 video::S3DVertex(BS/2,BS/4,0, 0,0,0, c, 1,0),
381                 video::S3DVertex(-BS/2,BS/4,0, 0,0,0, c, 0,0),*/
382                 video::S3DVertex(BS/3.,0,0, 0,0,0, c, 0,1),
383                 video::S3DVertex(-BS/3.,0,0, 0,0,0, c, 1,1),
384                 video::S3DVertex(-BS/3.,0+BS*2./3.,0, 0,0,0, c, 1,0),
385                 video::S3DVertex(BS/3.,0+BS*2./3.,0, 0,0,0, c, 0,0),
386         };
387         u16 indices[] = {0,1,2,2,3,0};
388         buf->append(vertices, 4, indices, 6);
389         // Set material
390         buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
391         buf->getMaterial().setFlag(video::EMF_BACK_FACE_CULLING, false);
392         // Initialize with a generated placeholder texture
393         buf->getMaterial().setTexture(0, tsrc->getTextureRaw(""));
394         buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
395         buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
396         buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
397         // Add to mesh
398         mesh->addMeshBuffer(buf);
399         buf->drop();
400         m_node = smgr->addMeshSceneNode(mesh, NULL);
401         mesh->drop();
402         updateNodePos();
403
404         /*
405                 Update image of node
406         */
407
408         updateTexture();
409 }
410
411 void ItemCAO::removeFromScene()
412 {
413         if(m_node == NULL)
414                 return;
415
416         m_node->remove();
417         m_node = NULL;
418 }
419
420 void ItemCAO::updateLight(u8 light_at_pos)
421 {
422         if(m_node == NULL)
423                 return;
424
425         u8 li = decode_light(light_at_pos);
426         video::SColor color(255,li,li,li);
427         setMeshColor(m_node->getMesh(), color);
428 }
429
430 v3s16 ItemCAO::getLightPosition()
431 {
432         return floatToInt(m_position + v3f(0,0.5*BS,0), BS);
433 }
434
435 void ItemCAO::updateNodePos()
436 {
437         if(m_node == NULL)
438                 return;
439
440         m_node->setPosition(m_position);
441 }
442
443 void ItemCAO::updateInfoText()
444 {
445         try{
446                 IItemDefManager *idef = m_gamedef->idef();
447                 ItemStack item;
448                 item.deSerialize(m_itemstring, idef);
449                 if(item.isKnown(idef))
450                         m_infotext = item.getDefinition(idef).description;
451                 else
452                         m_infotext = "Unknown item: '" + m_itemstring + "'";
453                 if(item.count >= 2)
454                         m_infotext += " (" + itos(item.count) + ")";
455         }
456         catch(SerializationError &e)
457         {
458                 m_infotext = "Unknown item: '" + m_itemstring + "'";
459         }
460 }
461
462 void ItemCAO::updateTexture()
463 {
464         if(m_node == NULL)
465                 return;
466
467         // Create an inventory item to see what is its image
468         std::istringstream is(m_itemstring, std::ios_base::binary);
469         video::ITexture *texture = NULL;
470         try{
471                 IItemDefManager *idef = m_gamedef->idef();
472                 ItemStack item;
473                 item.deSerialize(is, idef);
474                 texture = item.getDefinition(idef).inventory_texture;
475         }
476         catch(SerializationError &e)
477         {
478                 infostream<<"WARNING: "<<__FUNCTION_NAME
479                                 <<": error deSerializing itemstring \""
480                                 <<m_itemstring<<std::endl;
481         }
482         
483         // Set meshbuffer texture
484         m_node->getMaterial(0).setTexture(0, texture);
485 }
486
487
488 void ItemCAO::step(float dtime, ClientEnvironment *env)
489 {
490         if(m_node)
491         {
492                 /*v3f rot = m_node->getRotation();
493                 rot.Y += dtime * 120;
494                 m_node->setRotation(rot);*/
495                 LocalPlayer *player = env->getLocalPlayer();
496                 assert(player);
497                 v3f rot = m_node->getRotation();
498                 rot.Y = 180.0 - (player->getYaw());
499                 m_node->setRotation(rot);
500         }
501 }
502
503 void ItemCAO::processMessage(const std::string &data)
504 {
505         //infostream<<"ItemCAO: Got message"<<std::endl;
506         std::istringstream is(data, std::ios::binary);
507         // command
508         u8 cmd = readU8(is);
509         if(cmd == 0)
510         {
511                 // pos
512                 m_position = readV3F1000(is);
513                 updateNodePos();
514         }
515         if(cmd == 1)
516         {
517                 // itemstring
518                 m_itemstring = deSerializeString(is);
519                 updateInfoText();
520                 updateTexture();
521         }
522 }
523
524 void ItemCAO::initialize(const std::string &data)
525 {
526         infostream<<"ItemCAO: Got init data"<<std::endl;
527         
528         {
529                 std::istringstream is(data, std::ios::binary);
530                 // version
531                 u8 version = readU8(is);
532                 // check version
533                 if(version != 0)
534                         return;
535                 // pos
536                 m_position = readV3F1000(is);
537                 // itemstring
538                 m_itemstring = deSerializeString(is);
539         }
540         
541         updateNodePos();
542         updateInfoText();
543 }
544
545 /*
546         GenericCAO
547 */
548
549 #include "genericobject.h"
550
551 class GenericCAO : public ClientActiveObject
552 {
553 private:
554         // Only set at initialization
555         std::string m_name;
556         bool m_is_player;
557         bool m_is_local_player;
558         int m_id;
559         // Property-ish things
560         ObjectProperties m_prop;
561         //
562         scene::ISceneManager *m_smgr;
563         IrrlichtDevice *m_irr;
564         core::aabbox3d<f32> m_selection_box;
565         scene::IMeshSceneNode *m_meshnode;
566         scene::IAnimatedMeshSceneNode *m_animated_meshnode;
567         scene::IBillboardSceneNode *m_spritenode;
568         scene::ITextSceneNode* m_textnode;
569         v3f m_position;
570         v3f m_velocity;
571         v3f m_acceleration;
572         float m_yaw;
573         s16 m_hp;
574         SmoothTranslator pos_translator;
575         // Spritesheet/animation stuff
576         v2f m_tx_size;
577         v2s16 m_tx_basepos;
578         bool m_initial_tx_basepos_set;
579         bool m_tx_select_horiz_by_yawpitch;
580         v2f m_frames;
581         int m_frame_speed;
582         int m_frame_blend;
583         std::map<std::string, core::vector2d<v3f> > m_bone_posrot;
584         ClientActiveObject* m_attachment_parent;
585         std::string m_attachment_bone;
586         v3f m_attacmhent_position;
587         v3f m_attachment_rotation;
588         int m_anim_frame;
589         int m_anim_num_frames;
590         float m_anim_framelength;
591         float m_anim_timer;
592         ItemGroupList m_armor_groups;
593         float m_reset_textures_timer;
594         bool m_visuals_expired;
595         float m_step_distance_counter;
596         u8 m_last_light;
597         bool m_is_visible;
598
599 public:
600         GenericCAO(IGameDef *gamedef, ClientEnvironment *env):
601                 ClientActiveObject(0, gamedef, env),
602                 //
603                 m_is_player(false),
604                 m_is_local_player(false),
605                 m_id(0),
606                 //
607                 m_smgr(NULL),
608                 m_irr(NULL),
609                 m_selection_box(-BS/3.,-BS/3.,-BS/3., BS/3.,BS/3.,BS/3.),
610                 m_meshnode(NULL),
611                 m_animated_meshnode(NULL),
612                 m_spritenode(NULL),
613                 m_textnode(NULL),
614                 m_position(v3f(0,10*BS,0)),
615                 m_velocity(v3f(0,0,0)),
616                 m_acceleration(v3f(0,0,0)),
617                 m_yaw(0),
618                 m_hp(1),
619                 m_tx_size(1,1),
620                 m_tx_basepos(0,0),
621                 m_initial_tx_basepos_set(false),
622                 m_tx_select_horiz_by_yawpitch(false),
623                 m_frames(v2f(0,0)),
624                 m_frame_speed(15),
625                 m_frame_blend(0),
626                 // Nothing to do for m_bone_posrot
627                 m_attachment_parent(NULL),
628                 m_attachment_bone(""),
629                 m_attacmhent_position(v3f(0,0,0)),
630                 m_attachment_rotation(v3f(0,0,0)),
631                 m_anim_frame(0),
632                 m_anim_num_frames(1),
633                 m_anim_framelength(0.2),
634                 m_anim_timer(0),
635                 m_reset_textures_timer(-1),
636                 m_visuals_expired(false),
637                 m_step_distance_counter(0),
638                 m_last_light(255),
639                 m_is_visible(false)
640         {
641                 if(gamedef == NULL)
642                         ClientActiveObject::registerType(getType(), create);
643         }
644
645         void initialize(const std::string &data)
646         {
647                 infostream<<"GenericCAO: Got init data"<<std::endl;
648                 std::istringstream is(data, std::ios::binary);
649                 // version
650                 u8 version = readU8(is);
651                 // check version
652                 if(version != 0){
653                         errorstream<<"GenericCAO: Unsupported init data version"
654                                         <<std::endl;
655                         return;
656                 }
657                 m_name = deSerializeString(is);
658                 m_is_player = readU8(is);
659                 m_id = readS16(is);
660                 m_position = readV3F1000(is);
661                 m_yaw = readF1000(is);
662                 m_hp = readS16(is);
663                 
664                 int num_messages = readU8(is);
665                 for(int i=0; i<num_messages; i++){
666                         std::string message = deSerializeLongString(is);
667                         processMessage(message);
668                 }
669
670                 pos_translator.init(m_position);
671                 updateNodePos();
672                 
673                 if(m_is_player){
674                         Player *player = m_env->getPlayer(m_name.c_str());
675                         if(player && player->isLocal()){
676                                 m_is_local_player = true;
677                         }
678                 }
679         }
680
681         ~GenericCAO()
682         {
683         }
684
685         static ClientActiveObject* create(IGameDef *gamedef, ClientEnvironment *env)
686         {
687                 return new GenericCAO(gamedef, env);
688         }
689
690         u8 getType() const
691         {
692                 return ACTIVEOBJECT_TYPE_GENERIC;
693         }
694         core::aabbox3d<f32>* getSelectionBox()
695         {
696                 if(!m_prop.is_visible || !m_is_visible || m_is_local_player)
697                         return NULL;
698                 return &m_selection_box;
699         }
700         v3f getPosition()
701         {
702                 return pos_translator.vect_show;
703         }
704
705         scene::IMeshSceneNode *getMeshSceneNode()
706         {
707                 return m_meshnode;
708         }
709
710         scene::IAnimatedMeshSceneNode *getAnimatedMeshSceneNode()
711         {
712                 return m_animated_meshnode;
713         }
714
715         scene::IBillboardSceneNode *getSpriteSceneNode()
716         {
717                 return m_spritenode;
718         }
719
720         bool isPlayer()
721         {
722                 return m_is_player;
723         }
724
725         bool isLocalPlayer()
726         {
727                 return m_is_local_player;
728         }
729
730         void removeFromScene()
731         {
732                 if(m_meshnode){
733                         m_meshnode->remove();
734                         m_meshnode = NULL;
735                 }
736                 if(m_animated_meshnode){
737                         m_animated_meshnode->remove();
738                         m_animated_meshnode = NULL;
739                 }
740                 if(m_spritenode){
741                         m_spritenode->remove();
742                         m_spritenode = NULL;
743                 }
744         }
745
746         void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
747                         IrrlichtDevice *irr)
748         {
749                 m_smgr = smgr;
750                 m_irr = irr;
751
752                 if(m_meshnode != NULL || m_animated_meshnode != NULL || m_spritenode != NULL)
753                         return;
754                 
755                 m_visuals_expired = false;
756
757                 if(!m_prop.is_visible || m_is_local_player)
758                         return;
759         
760                 //video::IVideoDriver* driver = smgr->getVideoDriver();
761
762                 if(m_prop.visual == "sprite"){
763                         infostream<<"GenericCAO::addToScene(): single_sprite"<<std::endl;
764                         m_spritenode = smgr->addBillboardSceneNode(
765                                         NULL, v2f(1, 1), v3f(0,0,0), -1);
766                         m_spritenode->setMaterialTexture(0,
767                                         tsrc->getTextureRaw("unknown_block.png"));
768                         m_spritenode->setMaterialFlag(video::EMF_LIGHTING, false);
769                         m_spritenode->setMaterialFlag(video::EMF_BILINEAR_FILTER, false);
770                         m_spritenode->setMaterialType(video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF);
771                         m_spritenode->setMaterialFlag(video::EMF_FOG_ENABLE, true);
772                         u8 li = m_last_light;
773                         m_spritenode->setColor(video::SColor(255,li,li,li));
774                         m_spritenode->setSize(m_prop.visual_size*BS);
775                         {
776                                 const float txs = 1.0 / 1;
777                                 const float tys = 1.0 / 1;
778                                 setBillboardTextureMatrix(m_spritenode,
779                                                 txs, tys, 0, 0);
780                         }
781                 }
782                 else if(m_prop.visual == "upright_sprite")
783                 {
784                         scene::SMesh *mesh = new scene::SMesh();
785                         double dx = BS*m_prop.visual_size.X/2;
786                         double dy = BS*m_prop.visual_size.Y/2;
787                         { // Front
788                         scene::IMeshBuffer *buf = new scene::SMeshBuffer();
789                         u8 li = m_last_light;
790                         video::SColor c(255,li,li,li);
791                         video::S3DVertex vertices[4] =
792                         {
793                                 video::S3DVertex(-dx,-dy,0, 0,0,0, c, 0,1),
794                                 video::S3DVertex(dx,-dy,0, 0,0,0, c, 1,1),
795                                 video::S3DVertex(dx,dy,0, 0,0,0, c, 1,0),
796                                 video::S3DVertex(-dx,dy,0, 0,0,0, c, 0,0),
797                         };
798                         u16 indices[] = {0,1,2,2,3,0};
799                         buf->append(vertices, 4, indices, 6);
800                         // Set material
801                         buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
802                         buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
803                         buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
804                         buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
805                         // Add to mesh
806                         mesh->addMeshBuffer(buf);
807                         buf->drop();
808                         }
809                         { // Back
810                         scene::IMeshBuffer *buf = new scene::SMeshBuffer();
811                         u8 li = m_last_light;
812                         video::SColor c(255,li,li,li);
813                         video::S3DVertex vertices[4] =
814                         {
815                                 video::S3DVertex(dx,-dy,0, 0,0,0, c, 1,1),
816                                 video::S3DVertex(-dx,-dy,0, 0,0,0, c, 0,1),
817                                 video::S3DVertex(-dx,dy,0, 0,0,0, c, 0,0),
818                                 video::S3DVertex(dx,dy,0, 0,0,0, c, 1,0),
819                         };
820                         u16 indices[] = {0,1,2,2,3,0};
821                         buf->append(vertices, 4, indices, 6);
822                         // Set material
823                         buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
824                         buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
825                         buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
826                         buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
827                         // Add to mesh
828                         mesh->addMeshBuffer(buf);
829                         buf->drop();
830                         }
831                         m_meshnode = smgr->addMeshSceneNode(mesh, NULL);
832                         mesh->drop();
833                         // Set it to use the materials of the meshbuffers directly.
834                         // This is needed for changing the texture in the future
835                         m_meshnode->setReadOnlyMaterials(true);
836                 }
837                 else if(m_prop.visual == "cube"){
838                         infostream<<"GenericCAO::addToScene(): cube"<<std::endl;
839                         scene::IMesh *mesh = createCubeMesh(v3f(BS,BS,BS));
840                         m_meshnode = smgr->addMeshSceneNode(mesh, NULL);
841                         mesh->drop();
842                         
843                         m_meshnode->setScale(v3f(m_prop.visual_size.X,
844                                         m_prop.visual_size.Y,
845                                         m_prop.visual_size.X));
846                         u8 li = m_last_light;
847                         setMeshColor(m_meshnode->getMesh(), video::SColor(255,li,li,li));
848                 }
849                 else if(m_prop.visual == "mesh"){
850                         infostream<<"GenericCAO::addToScene(): mesh"<<std::endl;
851                         scene::IAnimatedMesh *mesh = smgr->getMesh(m_prop.mesh.c_str());
852                         if(mesh)
853                         {
854                                 m_animated_meshnode = smgr->addAnimatedMeshSceneNode(mesh, NULL);
855                                 m_animated_meshnode->setMD2Animation(scene::EMAT_STAND);
856                                 m_animated_meshnode->animateJoints(); // Needed for some animations
857                                 m_animated_meshnode->setScale(v3f(m_prop.visual_size.X,
858                                                 m_prop.visual_size.Y,
859                                                 m_prop.visual_size.X));
860                                 u8 li = m_last_light;
861                                 setMeshColor(m_animated_meshnode->getMesh(), video::SColor(255,li,li,li));
862                         }
863                         else
864                                 errorstream<<"GenericCAO::addToScene(): Could not load mesh "<<m_prop.mesh<<std::endl;
865                 }
866                 else if(m_prop.visual == "wielditem"){
867                         infostream<<"GenericCAO::addToScene(): node"<<std::endl;
868                         infostream<<"textures: "<<m_prop.textures.size()<<std::endl;
869                         if(m_prop.textures.size() >= 1){
870                                 infostream<<"textures[0]: "<<m_prop.textures[0]<<std::endl;
871                                 IItemDefManager *idef = m_gamedef->idef();
872                                 ItemStack item(m_prop.textures[0], 1, 0, "", idef);
873                                 scene::IMesh *item_mesh = item.getDefinition(idef).wield_mesh;
874                                 
875                                 // Copy mesh to be able to set unique vertex colors
876                                 scene::IMeshManipulator *manip =
877                                                 irr->getVideoDriver()->getMeshManipulator();
878                                 scene::IMesh *mesh = manip->createMeshUniquePrimitives(item_mesh);
879
880                                 m_meshnode = smgr->addMeshSceneNode(mesh, NULL);
881                                 mesh->drop();
882                                 
883                                 m_meshnode->setScale(v3f(m_prop.visual_size.X/2,
884                                                 m_prop.visual_size.Y/2,
885                                                 m_prop.visual_size.X/2));
886                                 u8 li = m_last_light;
887                                 setMeshColor(m_meshnode->getMesh(), video::SColor(255,li,li,li));
888                         }
889                 } else {
890                         infostream<<"GenericCAO::addToScene(): \""<<m_prop.visual
891                                         <<"\" not supported"<<std::endl;
892                 }
893                 updateTextures("");
894                 
895                 scene::ISceneNode *node = NULL;
896                 if(m_spritenode)
897                         node = m_spritenode;
898                 else if(m_animated_meshnode)
899                         node = m_animated_meshnode;
900                 else if(m_meshnode)
901                         node = m_meshnode;
902                 if(node && m_is_player && !m_is_local_player){
903                         // Add a text node for showing the name
904                         gui::IGUIEnvironment* gui = irr->getGUIEnvironment();
905                         std::wstring wname = narrow_to_wide(m_name);
906                         m_textnode = smgr->addTextSceneNode(gui->getBuiltInFont(),
907                                         wname.c_str(), video::SColor(255,255,255,255), node);
908                         m_textnode->setPosition(v3f(0, BS*1.1, 0));
909                 }
910                 
911                 updateNodePos();
912         }
913
914         void expireVisuals()
915         {
916                 m_visuals_expired = true;
917         }
918                 
919         void updateLight(u8 light_at_pos)
920         {
921                 // Objects attached to the local player should always be hidden
922                 if(m_attachment_parent != NULL && m_attachment_parent->isLocalPlayer())
923                         m_is_visible = false;
924                 else
925                         m_is_visible = (m_hp != 0);
926                 u8 li = decode_light(light_at_pos);
927
928                 if(li != m_last_light){
929                         m_last_light = li;
930                         video::SColor color(255,li,li,li);
931                         if(m_meshnode){
932                                 setMeshColor(m_meshnode->getMesh(), color);
933                                 m_meshnode->setVisible(m_is_visible);
934                         }
935                         if(m_animated_meshnode){
936                                 setMeshColor(m_animated_meshnode->getMesh(), color);
937                                 m_animated_meshnode->setVisible(m_is_visible);
938                         }
939                         if(m_spritenode){
940                                 m_spritenode->setColor(color);
941                                 m_spritenode->setVisible(m_is_visible);
942                         }
943                 }
944         }
945
946         v3s16 getLightPosition()
947         {
948                 return floatToInt(m_position, BS);
949         }
950
951         void updateNodePos()
952         {
953                 if(m_attachment_parent != NULL)
954                         return;
955
956                 if(m_meshnode){
957                         m_meshnode->setPosition(pos_translator.vect_show);
958                         v3f rot = m_meshnode->getRotation();
959                         rot.Y = -m_yaw;
960                         m_meshnode->setRotation(rot);
961                 }
962                 if(m_animated_meshnode){
963                         m_animated_meshnode->setPosition(pos_translator.vect_show);
964                         v3f rot = m_animated_meshnode->getRotation();
965                         rot.Y = -m_yaw;
966                         m_animated_meshnode->setRotation(rot);
967                 }
968                 if(m_spritenode){
969                         m_spritenode->setPosition(pos_translator.vect_show);
970                 }
971         }
972
973         void step(float dtime, ClientEnvironment *env)
974         {
975                 v3f lastpos = pos_translator.vect_show;
976
977                 if(m_visuals_expired && m_smgr && m_irr){
978                         m_visuals_expired = false;
979                         removeFromScene();
980                         addToScene(m_smgr, m_gamedef->tsrc(), m_irr);
981                         updateAnimations();
982                         updateBonePosRot();
983                         updateAttachments();
984                 }
985
986                 if(m_attachment_parent == NULL) // Attachments should be glued to their parent by Irrlicht
987                 {
988                         if(m_prop.physical){
989                                 core::aabbox3d<f32> box = m_prop.collisionbox;
990                                 box.MinEdge *= BS;
991                                 box.MaxEdge *= BS;
992                                 collisionMoveResult moveresult;
993                                 f32 pos_max_d = BS*0.125; // Distance per iteration
994                                 f32 stepheight = 0;
995                                 v3f p_pos = m_position;
996                                 v3f p_velocity = m_velocity;
997                                 v3f p_acceleration = m_acceleration;
998                                 IGameDef *gamedef = env->getGameDef();
999                                 moveresult = collisionMoveSimple(&env->getMap(), gamedef,
1000                                                 pos_max_d, box, stepheight, dtime,
1001                                                 p_pos, p_velocity, p_acceleration);
1002                                 // Apply results
1003                                 m_position = p_pos;
1004                                 m_velocity = p_velocity;
1005                                 m_acceleration = p_acceleration;
1006                                 
1007                                 bool is_end_position = moveresult.collides;
1008                                 pos_translator.update(m_position, is_end_position, dtime);
1009                                 pos_translator.translate(dtime);
1010                                 updateNodePos();
1011                         } else {
1012                                 m_position += dtime * m_velocity + 0.5 * dtime * dtime * m_acceleration;
1013                                 m_velocity += dtime * m_acceleration;
1014                                 pos_translator.update(m_position, pos_translator.aim_is_end, pos_translator.anim_time);
1015                                 pos_translator.translate(dtime);
1016                                 updateNodePos();
1017                         }
1018
1019                         float moved = lastpos.getDistanceFrom(pos_translator.vect_show);
1020                         m_step_distance_counter += moved;
1021                         if(m_step_distance_counter > 1.5*BS){
1022                                 m_step_distance_counter = 0;
1023                                 if(!m_is_local_player && m_prop.makes_footstep_sound){
1024                                         INodeDefManager *ndef = m_gamedef->ndef();
1025                                         v3s16 p = floatToInt(getPosition() + v3f(0,
1026                                                         (m_prop.collisionbox.MinEdge.Y-0.5)*BS, 0), BS);
1027                                         MapNode n = m_env->getMap().getNodeNoEx(p);
1028                                         SimpleSoundSpec spec = ndef->get(n).sound_footstep;
1029                                         m_gamedef->sound()->playSoundAt(spec, false, getPosition());
1030                                 }
1031                         }
1032                 }
1033
1034                 m_anim_timer += dtime;
1035                 if(m_anim_timer >= m_anim_framelength){
1036                         m_anim_timer -= m_anim_framelength;
1037                         m_anim_frame++;
1038                         if(m_anim_frame >= m_anim_num_frames)
1039                                 m_anim_frame = 0;
1040                 }
1041
1042                 updateTexturePos();
1043
1044                 if(m_reset_textures_timer >= 0){
1045                         m_reset_textures_timer -= dtime;
1046                         if(m_reset_textures_timer <= 0){
1047                                 m_reset_textures_timer = -1;
1048                                 updateTextures("");
1049                         }
1050                 }
1051                 if(fabs(m_prop.automatic_rotate) > 0.001){
1052                         m_yaw += dtime * m_prop.automatic_rotate * 180 / M_PI;
1053                         updateNodePos();
1054                 }
1055
1056                 if(m_animated_meshnode)
1057                         errorstream<<"Attachment position: "<<m_animated_meshnode->getPosition().X<<","<<m_animated_meshnode->getPosition().Y<<","<<m_animated_meshnode->getPosition().Z<<std::endl;
1058         }
1059
1060         void updateTexturePos()
1061         {
1062                 if(m_spritenode){
1063                         scene::ICameraSceneNode* camera =
1064                                         m_spritenode->getSceneManager()->getActiveCamera();
1065                         if(!camera)
1066                                 return;
1067                         v3f cam_to_entity = m_spritenode->getAbsolutePosition()
1068                                         - camera->getAbsolutePosition();
1069                         cam_to_entity.normalize();
1070
1071                         int row = m_tx_basepos.Y;
1072                         int col = m_tx_basepos.X;
1073                         
1074                         if(m_tx_select_horiz_by_yawpitch)
1075                         {
1076                                 if(cam_to_entity.Y > 0.75)
1077                                         col += 5;
1078                                 else if(cam_to_entity.Y < -0.75)
1079                                         col += 4;
1080                                 else{
1081                                         float mob_dir = atan2(cam_to_entity.Z, cam_to_entity.X) / M_PI * 180.;
1082                                         float dir = mob_dir - m_yaw;
1083                                         dir = wrapDegrees_180(dir);
1084                                         //infostream<<"id="<<m_id<<" dir="<<dir<<std::endl;
1085                                         if(fabs(wrapDegrees_180(dir - 0)) <= 45.1)
1086                                                 col += 2;
1087                                         else if(fabs(wrapDegrees_180(dir - 90)) <= 45.1)
1088                                                 col += 3;
1089                                         else if(fabs(wrapDegrees_180(dir - 180)) <= 45.1)
1090                                                 col += 0;
1091                                         else if(fabs(wrapDegrees_180(dir + 90)) <= 45.1)
1092                                                 col += 1;
1093                                         else
1094                                                 col += 4;
1095                                 }
1096                         }
1097                         
1098                         // Animation goes downwards
1099                         row += m_anim_frame;
1100
1101                         float txs = m_tx_size.X;
1102                         float tys = m_tx_size.Y;
1103                         setBillboardTextureMatrix(m_spritenode,
1104                                         txs, tys, col, row);
1105                 }
1106         }
1107
1108         void updateTextures(const std::string &mod)
1109         {
1110                 ITextureSource *tsrc = m_gamedef->tsrc();
1111
1112                 if(m_spritenode)
1113                 {
1114                         if(m_prop.visual == "sprite")
1115                         {
1116                                 std::string texturestring = "unknown_block.png";
1117                                 if(m_prop.textures.size() >= 1)
1118                                         texturestring = m_prop.textures[0];
1119                                 texturestring += mod;
1120                                 m_spritenode->setMaterialTexture(0,
1121                                                 tsrc->getTextureRaw(texturestring));
1122
1123                                 // Does not work yet with the current lighting settings
1124                                 m_meshnode->getMaterial(0).AmbientColor = m_prop.colors[0];
1125                                 m_meshnode->getMaterial(0).DiffuseColor = m_prop.colors[0];
1126                         }
1127                 }
1128                 if(m_animated_meshnode)
1129                 {
1130                         if(m_prop.visual == "mesh")
1131                         {
1132                                 for (u32 i = 0; i < m_prop.textures.size(); ++i)
1133                                 {
1134                                         std::string texturestring = m_prop.textures[i];
1135                                         if(texturestring == "")
1136                                                 continue; // Empty texture string means don't modify that material
1137                                         texturestring += mod;
1138                                         video::ITexture* texture = tsrc->getTextureRaw(texturestring);
1139                                         if(!texture)
1140                                         {
1141                                                 errorstream<<"GenericCAO::updateTextures(): Could not load texture "<<texturestring<<std::endl;
1142                                                 continue;
1143                                         }
1144
1145                                         // Set material flags and texture
1146                                         m_animated_meshnode->setMaterialTexture(i, texture);
1147                                         video::SMaterial& material = m_animated_meshnode->getMaterial(i);
1148                                         material.setFlag(video::EMF_LIGHTING, false);
1149                                         material.setFlag(video::EMF_BILINEAR_FILTER, false);
1150                                 }
1151                                 for (u32 i = 0; i < m_prop.colors.size(); ++i)
1152                                 {
1153                                         // Does not work yet with the current lighting settings
1154                                         m_animated_meshnode->getMaterial(i).AmbientColor = m_prop.colors[i];
1155                                         m_animated_meshnode->getMaterial(i).DiffuseColor = m_prop.colors[i];
1156                                 }
1157                         }
1158                 }
1159                 if(m_meshnode)
1160                 {
1161                         if(m_prop.visual == "cube")
1162                         {
1163                                 for (u32 i = 0; i < 6; ++i)
1164                                 {
1165                                         std::string texturestring = "unknown_block.png";
1166                                         if(m_prop.textures.size() > i)
1167                                                 texturestring = m_prop.textures[i];
1168                                         texturestring += mod;
1169                                         AtlasPointer ap = tsrc->getTexture(texturestring);
1170
1171                                         // Get the tile texture and atlas transformation
1172                                         video::ITexture* atlas = ap.atlas;
1173                                         v2f pos = ap.pos;
1174                                         v2f size = ap.size;
1175
1176                                         // Set material flags and texture
1177                                         video::SMaterial& material = m_meshnode->getMaterial(i);
1178                                         material.setFlag(video::EMF_LIGHTING, false);
1179                                         material.setFlag(video::EMF_BILINEAR_FILTER, false);
1180                                         material.setTexture(0, atlas);
1181                                         material.getTextureMatrix(0).setTextureTranslate(pos.X, pos.Y);
1182                                         material.getTextureMatrix(0).setTextureScale(size.X, size.Y);
1183
1184                                         // Does not work yet with the current lighting settings
1185                                         m_meshnode->getMaterial(i).AmbientColor = m_prop.colors[i];
1186                                         m_meshnode->getMaterial(i).DiffuseColor = m_prop.colors[i];
1187                                 }
1188                         }
1189                         else if(m_prop.visual == "upright_sprite")
1190                         {
1191                                 scene::IMesh *mesh = m_meshnode->getMesh();
1192                                 {
1193                                         std::string tname = "unknown_object.png";
1194                                         if(m_prop.textures.size() >= 1)
1195                                                 tname = m_prop.textures[0];
1196                                         tname += mod;
1197                                         scene::IMeshBuffer *buf = mesh->getMeshBuffer(0);
1198                                         buf->getMaterial().setTexture(0,
1199                                                         tsrc->getTextureRaw(tname));
1200                                         
1201                                         // Does not work yet with the current lighting settings
1202                                         m_meshnode->getMaterial(0).AmbientColor = m_prop.colors[0];
1203                                         m_meshnode->getMaterial(0).DiffuseColor = m_prop.colors[0];
1204                                 }
1205                                 {
1206                                         std::string tname = "unknown_object.png";
1207                                         if(m_prop.textures.size() >= 2)
1208                                                 tname = m_prop.textures[1];
1209                                         else if(m_prop.textures.size() >= 1)
1210                                                 tname = m_prop.textures[0];
1211                                         tname += mod;
1212                                         scene::IMeshBuffer *buf = mesh->getMeshBuffer(1);
1213                                         buf->getMaterial().setTexture(0,
1214                                                         tsrc->getTextureRaw(tname));
1215
1216                                         // Does not work yet with the current lighting settings
1217                                         m_meshnode->getMaterial(1).AmbientColor = m_prop.colors[1]; 
1218                                         m_meshnode->getMaterial(1).DiffuseColor = m_prop.colors[1]; 
1219                                 }
1220                         }
1221                 }
1222         }
1223
1224         void updateAnimations()
1225         {
1226                 if(!m_animated_meshnode)
1227                         return;
1228
1229                 m_animated_meshnode->setFrameLoop((int)m_frames.X, (int)m_frames.Y);
1230                 m_animated_meshnode->setAnimationSpeed(m_frame_speed);
1231                 m_animated_meshnode->setTransitionTime(m_frame_blend);
1232         }
1233
1234         void updateBonePosRot()
1235         {
1236                 if(m_bone_posrot.size() > 0)
1237                 {
1238                         m_animated_meshnode->setJointMode(irr::scene::EJUOR_CONTROL); // To write positions to the mesh on render
1239                         for(std::map<std::string, core::vector2d<v3f> >::const_iterator ii = m_bone_posrot.begin(); ii != m_bone_posrot.end(); ++ii){
1240                                 std::string bone_name = (*ii).first;
1241                                 v3f bone_pos = (*ii).second.X;
1242                                 v3f bone_rot = (*ii).second.Y;
1243                                 irr::scene::IBoneSceneNode* bone = m_animated_meshnode->getJointNode(bone_name.c_str());
1244                                 bone->setPosition(bone_pos);
1245                                 bone->setRotation(bone_rot);
1246                         }
1247                 }
1248         }
1249         
1250         void updateAttachments()
1251         {
1252                 // REMAINING ATTACHMENT ISSUES:
1253                 // We get to this function when the object is an attachment that needs to
1254                 // be attached to its parent. If a bone is set we attach it to that skeletal
1255                 // bone, otherwise just to the object's origin. Attachments should not copy parent
1256                 // position as that's laggy... instead the Irrlicht function(s) to attach should
1257                 // be used. If the parent object is NULL that means this object should be detached.
1258                 // This function is only called whenever a GENERIC_CMD_SET_ATTACHMENT message is received.
1259                 
1260                 // We already attach our entity on the server too (copy position). Reason we attach
1261                 // to the client as well is first of all lag. The server sends the position
1262                 // of the child separately than that of the parent, so even on localhost
1263                 // you'd see the child lagging behind. Models are also client-side, so this is
1264                 // needed to read bone data and attach to joints.
1265                 
1266                 // Functions:
1267                 // - m_attachment_parent is ClientActiveObject* for the parent entity.
1268                 // - m_attachment_bone is std::string of the bone, "" means none.
1269                 // - m_attachment_position is v3f and represents the position offset of the attachment.
1270                 // - m_attachment_rotation is v3f and represents the rotation offset of the attachment.
1271                 
1272                 // Implementation information:
1273                 // From what I know, we need to get the AnimatedMeshSceneNode of m_attachment_parent then
1274                 // use parent_node->addChild(m_animated_meshnode) for position attachment. For skeletal
1275                 // attachment I don't know yet. Same must be used to detach when a NULL parent is received.
1276
1277                 //Useful links:
1278                 // http://irrlicht.sourceforge.net/forum/viewtopic.php?t=7514
1279                 // http://www.irrlicht3d.org/wiki/index.php?n=Main.HowToUseTheNewAnimationSystem
1280                 // http://gamedev.stackexchange.com/questions/27363/finding-the-endpoint-of-a-named-bone-in-irrlicht
1281                 // Irrlicht documentation: http://irrlicht.sourceforge.net/docu/
1282
1283                 if (m_attachment_parent != NULL && !m_attachment_parent->isLocalPlayer())
1284                 {
1285                         // REMAINING ATTACHMENT ISSUES:
1286                         // The code below should cause the child to get attached, but for some reason it's not working
1287                         // A debug print confirms both position and absolute position are set accordingly, but the object still shows at origin 0,0,0
1288
1289                         scene::IMeshSceneNode *parent_mesh = NULL;
1290                         if(m_attachment_parent->getMeshSceneNode())
1291                                 parent_mesh = m_attachment_parent->getMeshSceneNode();
1292                         scene::IAnimatedMeshSceneNode *parent_animated_mesh = NULL;
1293                         if(m_attachment_parent->getAnimatedMeshSceneNode())
1294                                 parent_animated_mesh = m_attachment_parent->getAnimatedMeshSceneNode();
1295                         scene::IBillboardSceneNode *parent_sprite = NULL;
1296                         if(m_attachment_parent->getSpriteSceneNode())
1297                                 parent_sprite = m_attachment_parent->getSpriteSceneNode();
1298
1299                         scene::IBoneSceneNode *parent_bone = NULL;
1300                         if(parent_animated_mesh && m_attachment_bone != "")
1301                                 parent_bone = parent_animated_mesh->getJointNode(m_attachment_bone.c_str());
1302                         if(!parent_bone) // Should be false if the bone doesn't exist on the mesh
1303                                 parent_bone = NULL;
1304
1305                         // TODO: Perhaps use polymorphism here to save code duplication
1306                         if(m_meshnode){
1307                                 if(parent_bone){
1308                                         m_meshnode->setPosition(parent_bone->getPosition());
1309                                         m_meshnode->setRotation(parent_bone->getRotation());
1310                                         m_meshnode->updateAbsolutePosition();
1311                                         //m_meshnode->setParent(parent_bone);
1312                                 }
1313                                 else
1314                                 {
1315                                         if(parent_mesh){
1316                                                 m_meshnode->setPosition(parent_mesh->getPosition());
1317                                                 m_meshnode->setRotation(parent_mesh->getRotation());
1318                                                 m_meshnode->updateAbsolutePosition();
1319                                                 //m_meshnode->setParent(parent_mesh);
1320                                         }
1321                                         else if(parent_animated_mesh){
1322                                                 m_meshnode->setPosition(parent_animated_mesh->getPosition());
1323                                                 m_meshnode->setRotation(parent_animated_mesh->getRotation());
1324                                                 m_meshnode->updateAbsolutePosition();
1325                                                 //m_meshnode->setParent(parent_animated_mesh);
1326                                         }
1327                                         else if(parent_sprite){
1328                                                 m_meshnode->setPosition(parent_sprite->getPosition());
1329                                                 m_meshnode->setRotation(parent_sprite->getRotation());
1330                                                 m_meshnode->updateAbsolutePosition();
1331                                                 //m_meshnode->setParent(parent_sprite);
1332                                         }
1333                                 }
1334                         }
1335                         if(m_animated_meshnode){
1336                                 if(parent_bone){
1337                                         m_animated_meshnode->setPosition(parent_bone->getPosition());
1338                                         m_animated_meshnode->setRotation(parent_bone->getRotation());
1339                                         m_animated_meshnode->updateAbsolutePosition();
1340                                         //m_animated_meshnode->setParent(parent_bone);
1341                                 }
1342                                 else
1343                                 {
1344                                         if(parent_mesh){
1345                                                 m_animated_meshnode->setPosition(parent_mesh->getPosition());
1346                                                 m_animated_meshnode->setRotation(parent_mesh->getRotation());
1347                                                 m_animated_meshnode->updateAbsolutePosition();
1348                                                 //m_animated_meshnode->setParent(parent_mesh);
1349                                         }
1350                                         else if(parent_animated_mesh){
1351                                                 m_animated_meshnode->setPosition(parent_animated_mesh->getPosition());
1352                                                 m_animated_meshnode->setRotation(parent_animated_mesh->getRotation());
1353                                                 m_animated_meshnode->updateAbsolutePosition();
1354                                                 //m_animated_meshnode->setParent(parent_animated_mesh);
1355                                         }
1356                                         else if(parent_sprite){
1357                                                 m_animated_meshnode->setPosition(parent_sprite->getPosition());
1358                                                 m_animated_meshnode->setRotation(parent_sprite->getRotation());
1359                                                 m_animated_meshnode->updateAbsolutePosition();
1360                                                 //m_animated_meshnode->setParent(parent_sprite);
1361                                         }
1362                                 }
1363                         }
1364                         if(m_spritenode){
1365                                 if(parent_bone){
1366                                         m_spritenode->setPosition(parent_bone->getPosition());
1367                                         m_spritenode->setRotation(parent_bone->getRotation());
1368                                         m_spritenode->updateAbsolutePosition();
1369                                         //m_spritenode->setParent(parent_bone);
1370                                 }
1371                                 else
1372                                 {
1373                                         if(parent_mesh){
1374                                                 m_spritenode->setPosition(parent_mesh->getPosition());
1375                                                 m_spritenode->setRotation(parent_mesh->getRotation());
1376                                                 m_spritenode->updateAbsolutePosition();
1377                                                 //m_spritenode->setParent(parent_mesh);
1378                                         }
1379                                         else if(parent_animated_mesh){
1380                                                 m_spritenode->setPosition(parent_animated_mesh->getPosition());
1381                                                 m_spritenode->setRotation(parent_animated_mesh->getRotation());
1382                                                 m_spritenode->updateAbsolutePosition();
1383                                                 //m_spritenode->setParent(parent_animated_mesh);
1384                                         }
1385                                         else if(parent_sprite){
1386                                                 m_spritenode->setPosition(parent_sprite->getPosition());
1387                                                 m_spritenode->setRotation(parent_sprite->getRotation());
1388                                                 m_spritenode->updateAbsolutePosition();
1389                                                 //m_spritenode->setParent(parent_sprite);
1390                                         }
1391                                 }
1392                         }
1393                 }
1394         }
1395
1396         void processMessage(const std::string &data)
1397         {
1398                 //infostream<<"GenericCAO: Got message"<<std::endl;
1399                 std::istringstream is(data, std::ios::binary);
1400                 // command
1401                 u8 cmd = readU8(is);
1402                 if(cmd == GENERIC_CMD_SET_PROPERTIES)
1403                 {
1404                         m_prop = gob_read_set_properties(is);
1405
1406                         m_selection_box = m_prop.collisionbox;
1407                         m_selection_box.MinEdge *= BS;
1408                         m_selection_box.MaxEdge *= BS;
1409                                 
1410                         m_tx_size.X = 1.0 / m_prop.spritediv.X;
1411                         m_tx_size.Y = 1.0 / m_prop.spritediv.Y;
1412
1413                         if(!m_initial_tx_basepos_set){
1414                                 m_initial_tx_basepos_set = true;
1415                                 m_tx_basepos = m_prop.initial_sprite_basepos;
1416                         }
1417                         
1418                         expireVisuals();
1419                 }
1420                 else if(cmd == GENERIC_CMD_UPDATE_POSITION)
1421                 {
1422                         // Not sent by the server if the object is an attachment
1423                         
1424                         m_position = readV3F1000(is);
1425                         m_velocity = readV3F1000(is);
1426                         m_acceleration = readV3F1000(is);
1427                         if(fabs(m_prop.automatic_rotate) < 0.001)
1428                                 m_yaw = readF1000(is);
1429                         bool do_interpolate = readU8(is);
1430                         bool is_end_position = readU8(is);
1431                         float update_interval = readF1000(is);
1432
1433                         // Place us a bit higher if we're physical, to not sink into
1434                         // the ground due to sucky collision detection...
1435                         if(m_prop.physical)
1436                                 m_position += v3f(0,0.002,0);
1437                                 
1438                         if(do_interpolate){
1439                                 if(!m_prop.physical)
1440                                         pos_translator.update(m_position, is_end_position, update_interval);
1441                         } else {
1442                                 pos_translator.init(m_position);
1443                         }
1444                         updateNodePos();
1445                 }
1446                 else if(cmd == GENERIC_CMD_SET_TEXTURE_MOD)
1447                 {
1448                         std::string mod = deSerializeString(is);
1449                         updateTextures(mod);
1450                 }
1451                 else if(cmd == GENERIC_CMD_SET_SPRITE)
1452                 {
1453                         v2s16 p = readV2S16(is);
1454                         int num_frames = readU16(is);
1455                         float framelength = readF1000(is);
1456                         bool select_horiz_by_yawpitch = readU8(is);
1457                         
1458                         m_tx_basepos = p;
1459                         m_anim_num_frames = num_frames;
1460                         m_anim_framelength = framelength;
1461                         m_tx_select_horiz_by_yawpitch = select_horiz_by_yawpitch;
1462
1463                         updateTexturePos();
1464                 }
1465                 else if(cmd == GENERIC_CMD_SET_ANIMATIONS)
1466                 {
1467                         m_frames = readV2F1000(is);
1468                         m_frame_speed = readF1000(is);
1469                         m_frame_blend = readF1000(is);
1470
1471                         updateAnimations();
1472                         expireVisuals();
1473                 }
1474                 else if(cmd == GENERIC_CMD_SET_BONE_POSROT)
1475                 {
1476                         std::string bone = deSerializeString(is);
1477                         v3f position = readV3F1000(is);
1478                         v3f rotation = readV3F1000(is);
1479                         m_bone_posrot[bone] = core::vector2d<v3f>(position, rotation);
1480
1481                         updateBonePosRot();
1482                         expireVisuals();
1483                 }
1484                 else if(cmd == GENERIC_CMD_SET_ATTACHMENT)
1485                 {
1486                         int parent_id = readS16(is);
1487                         ClientActiveObject *obj = m_env->getActiveObject(parent_id);
1488                         if(!parent_id || !obj)
1489                                 obj = NULL;
1490                         m_attachment_parent = obj;
1491                         m_attachment_bone = deSerializeString(is);
1492                         m_attacmhent_position = readV3F1000(is);
1493                         m_attachment_rotation = readV3F1000(is);
1494
1495                         updateAttachments();
1496                 }
1497                 else if(cmd == GENERIC_CMD_PUNCHED)
1498                 {
1499                         /*s16 damage =*/ readS16(is);
1500                         s16 result_hp = readS16(is);
1501                         
1502                         m_hp = result_hp;
1503                 }
1504                 else if(cmd == GENERIC_CMD_UPDATE_ARMOR_GROUPS)
1505                 {
1506                         m_armor_groups.clear();
1507                         int armor_groups_size = readU16(is);
1508                         for(int i=0; i<armor_groups_size; i++){
1509                                 std::string name = deSerializeString(is);
1510                                 int rating = readS16(is);
1511                                 m_armor_groups[name] = rating;
1512                         }
1513                 }
1514         }
1515         
1516         bool directReportPunch(v3f dir, const ItemStack *punchitem=NULL,
1517                         float time_from_last_punch=1000000)
1518         {
1519                 assert(punchitem);
1520                 const ToolCapabilities *toolcap =
1521                                 &punchitem->getToolCapabilities(m_gamedef->idef());
1522                 PunchDamageResult result = getPunchDamage(
1523                                 m_armor_groups,
1524                                 toolcap,
1525                                 punchitem,
1526                                 time_from_last_punch);
1527
1528                 if(result.did_punch && result.damage != 0)
1529                 {
1530                         if(result.damage < m_hp){
1531                                 m_hp -= result.damage;
1532                         } else {
1533                                 m_hp = 0;
1534                                 // TODO: Execute defined fast response
1535                                 // As there is no definition, make a smoke puff
1536                                 ClientSimpleObject *simple = createSmokePuff(
1537                                                 m_smgr, m_env, m_position,
1538                                                 m_prop.visual_size * BS);
1539                                 m_env->addSimpleObject(simple);
1540                         }
1541                         // TODO: Execute defined fast response
1542                         // Flashing shall suffice as there is no definition
1543                         m_reset_textures_timer = 0.05;
1544                         if(result.damage >= 2)
1545                                 m_reset_textures_timer += 0.05 * result.damage;
1546                         updateTextures("^[brighten");
1547                 }
1548                 
1549                 return false;
1550         }
1551         
1552         std::string debugInfoText()
1553         {
1554                 std::ostringstream os(std::ios::binary);
1555                 os<<"GenericCAO hp="<<m_hp<<"\n";
1556                 os<<"armor={";
1557                 for(ItemGroupList::const_iterator i = m_armor_groups.begin();
1558                                 i != m_armor_groups.end(); i++){
1559                         os<<i->first<<"="<<i->second<<", ";
1560                 }
1561                 os<<"}";
1562                 return os.str();
1563         }
1564 };
1565
1566 // Prototype
1567 GenericCAO proto_GenericCAO(NULL, NULL);
1568
1569