b12bfe1c858a0bf0ee3d6c5854d2de2755823d54
[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; // determined locally
558         // Property-ish things
559         ObjectProperties m_prop;
560         //
561         scene::ISceneManager *m_smgr;
562         IrrlichtDevice *m_irr;
563         core::aabbox3d<f32> m_selection_box;
564         scene::IMeshSceneNode *m_meshnode;
565         scene::IAnimatedMeshSceneNode *m_animated_meshnode;
566         scene::IBillboardSceneNode *m_spritenode;
567         scene::ITextSceneNode* m_textnode;
568         v3f m_position;
569         v3f m_velocity;
570         v3f m_acceleration;
571         float m_yaw;
572         s16 m_hp;
573         SmoothTranslator pos_translator;
574         // Spritesheet/animation stuff
575         v2f m_tx_size;
576         v2s16 m_tx_basepos;
577         bool m_initial_tx_basepos_set;
578         bool m_tx_select_horiz_by_yawpitch;
579         v2f m_frames;
580         int m_frame_speed;
581         int m_frame_blend;
582         std::map<std::string, core::vector2d<v3f> > m_bone_posrot;
583         int m_anim_frame;
584         int m_anim_num_frames;
585         float m_anim_framelength;
586         float m_anim_timer;
587         ItemGroupList m_armor_groups;
588         float m_reset_textures_timer;
589         bool m_visuals_expired;
590         float m_step_distance_counter;
591         u8 m_last_light;
592
593 public:
594         GenericCAO(IGameDef *gamedef, ClientEnvironment *env):
595                 ClientActiveObject(0, gamedef, env),
596                 //
597                 m_is_player(false),
598                 m_is_local_player(false),
599                 //
600                 m_smgr(NULL),
601                 m_irr(NULL),
602                 m_selection_box(-BS/3.,-BS/3.,-BS/3., BS/3.,BS/3.,BS/3.),
603                 m_meshnode(NULL),
604                 m_animated_meshnode(NULL),
605                 m_spritenode(NULL),
606                 m_textnode(NULL),
607                 m_position(v3f(0,10*BS,0)),
608                 m_velocity(v3f(0,0,0)),
609                 m_acceleration(v3f(0,0,0)),
610                 m_yaw(0),
611                 m_hp(1),
612                 m_tx_size(1,1),
613                 m_tx_basepos(0,0),
614                 m_initial_tx_basepos_set(false),
615                 m_tx_select_horiz_by_yawpitch(false),
616                 m_anim_frame(0),
617                 m_anim_num_frames(1),
618                 m_anim_framelength(0.2),
619                 m_anim_timer(0),
620                 m_reset_textures_timer(-1),
621                 m_visuals_expired(false),
622                 m_step_distance_counter(0),
623                 m_last_light(255)
624         {
625                 if(gamedef == NULL)
626                         ClientActiveObject::registerType(getType(), create);
627         }
628
629         void initialize(const std::string &data)
630         {
631                 infostream<<"GenericCAO: Got init data"<<std::endl;
632                 std::istringstream is(data, std::ios::binary);
633                 // version
634                 u8 version = readU8(is);
635                 // check version
636                 if(version != 0){
637                         errorstream<<"GenericCAO: Unsupported init data version"
638                                         <<std::endl;
639                         return;
640                 }
641                 m_name = deSerializeString(is);
642                 m_is_player = readU8(is);
643                 m_position = readV3F1000(is);
644                 m_yaw = readF1000(is);
645                 m_hp = readS16(is);
646                 
647                 int num_messages = readU8(is);
648                 for(int i=0; i<num_messages; i++){
649                         std::string message = deSerializeLongString(is);
650                         processMessage(message);
651                 }
652
653                 pos_translator.init(m_position);
654                 updateNodePos();
655                 
656                 if(m_is_player){
657                         Player *player = m_env->getPlayer(m_name.c_str());
658                         if(player && player->isLocal()){
659                                 m_is_local_player = true;
660                         }
661                 }
662         }
663
664         ~GenericCAO()
665         {
666         }
667
668         static ClientActiveObject* create(IGameDef *gamedef, ClientEnvironment *env)
669         {
670                 return new GenericCAO(gamedef, env);
671         }
672
673         u8 getType() const
674         {
675                 return ACTIVEOBJECT_TYPE_GENERIC;
676         }
677         core::aabbox3d<f32>* getSelectionBox()
678         {
679                 if(!m_prop.is_visible || m_is_local_player)
680                         return NULL;
681                 return &m_selection_box;
682         }
683         v3f getPosition()
684         {
685                 return pos_translator.vect_show;
686         }
687
688         void removeFromScene()
689         {
690                 if(m_meshnode){
691                         m_meshnode->remove();
692                         m_meshnode = NULL;
693                 }
694                 if(m_animated_meshnode){
695                         m_animated_meshnode->remove();
696                         m_animated_meshnode = NULL;
697                 }
698                 if(m_spritenode){
699                         m_spritenode->remove();
700                         m_spritenode = NULL;
701                 }
702         }
703
704         void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
705                         IrrlichtDevice *irr)
706         {
707                 m_smgr = smgr;
708                 m_irr = irr;
709
710                 if(m_meshnode != NULL || m_animated_meshnode != NULL || m_spritenode != NULL)
711                         return;
712                 
713                 m_visuals_expired = false;
714
715                 if(!m_prop.is_visible || m_is_local_player)
716                         return;
717         
718                 //video::IVideoDriver* driver = smgr->getVideoDriver();
719
720                 if(m_prop.visual == "sprite"){
721                         infostream<<"GenericCAO::addToScene(): single_sprite"<<std::endl;
722                         m_spritenode = smgr->addBillboardSceneNode(
723                                         NULL, v2f(1, 1), v3f(0,0,0), -1);
724                         m_spritenode->setMaterialTexture(0,
725                                         tsrc->getTextureRaw("unknown_block.png"));
726                         m_spritenode->setMaterialFlag(video::EMF_LIGHTING, false);
727                         m_spritenode->setMaterialFlag(video::EMF_BILINEAR_FILTER, false);
728                         m_spritenode->setMaterialType(video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF);
729                         m_spritenode->setMaterialFlag(video::EMF_FOG_ENABLE, true);
730                         u8 li = m_last_light;
731                         m_spritenode->setColor(video::SColor(255,li,li,li));
732                         m_spritenode->setSize(m_prop.visual_size*BS);
733                         {
734                                 const float txs = 1.0 / 1;
735                                 const float tys = 1.0 / 1;
736                                 setBillboardTextureMatrix(m_spritenode,
737                                                 txs, tys, 0, 0);
738                         }
739                 }
740                 else if(m_prop.visual == "upright_sprite")
741                 {
742                         scene::SMesh *mesh = new scene::SMesh();
743                         double dx = BS*m_prop.visual_size.X/2;
744                         double dy = BS*m_prop.visual_size.Y/2;
745                         { // Front
746                         scene::IMeshBuffer *buf = new scene::SMeshBuffer();
747                         u8 li = m_last_light;
748                         video::SColor c(255,li,li,li);
749                         video::S3DVertex vertices[4] =
750                         {
751                                 video::S3DVertex(-dx,-dy,0, 0,0,0, c, 0,1),
752                                 video::S3DVertex(dx,-dy,0, 0,0,0, c, 1,1),
753                                 video::S3DVertex(dx,dy,0, 0,0,0, c, 1,0),
754                                 video::S3DVertex(-dx,dy,0, 0,0,0, c, 0,0),
755                         };
756                         u16 indices[] = {0,1,2,2,3,0};
757                         buf->append(vertices, 4, indices, 6);
758                         // Set material
759                         buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
760                         buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
761                         buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
762                         buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
763                         // Add to mesh
764                         mesh->addMeshBuffer(buf);
765                         buf->drop();
766                         }
767                         { // Back
768                         scene::IMeshBuffer *buf = new scene::SMeshBuffer();
769                         u8 li = m_last_light;
770                         video::SColor c(255,li,li,li);
771                         video::S3DVertex vertices[4] =
772                         {
773                                 video::S3DVertex(dx,-dy,0, 0,0,0, c, 1,1),
774                                 video::S3DVertex(-dx,-dy,0, 0,0,0, c, 0,1),
775                                 video::S3DVertex(-dx,dy,0, 0,0,0, c, 0,0),
776                                 video::S3DVertex(dx,dy,0, 0,0,0, c, 1,0),
777                         };
778                         u16 indices[] = {0,1,2,2,3,0};
779                         buf->append(vertices, 4, indices, 6);
780                         // Set material
781                         buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
782                         buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
783                         buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
784                         buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
785                         // Add to mesh
786                         mesh->addMeshBuffer(buf);
787                         buf->drop();
788                         }
789                         m_meshnode = smgr->addMeshSceneNode(mesh, NULL);
790                         mesh->drop();
791                         // Set it to use the materials of the meshbuffers directly.
792                         // This is needed for changing the texture in the future
793                         m_meshnode->setReadOnlyMaterials(true);
794                 }
795                 else if(m_prop.visual == "cube"){
796                         infostream<<"GenericCAO::addToScene(): cube"<<std::endl;
797                         scene::IMesh *mesh = createCubeMesh(v3f(BS,BS,BS));
798                         m_meshnode = smgr->addMeshSceneNode(mesh, NULL);
799                         mesh->drop();
800                         
801                         m_meshnode->setScale(v3f(m_prop.visual_size.X,
802                                         m_prop.visual_size.Y,
803                                         m_prop.visual_size.X));
804                         u8 li = m_last_light;
805                         setMeshColor(m_meshnode->getMesh(), video::SColor(255,li,li,li));
806                 }
807                 else if(m_prop.visual == "mesh"){
808                         infostream<<"GenericCAO::addToScene(): mesh"<<std::endl;
809                         scene::IAnimatedMesh *mesh = smgr->getMesh(m_prop.mesh.c_str());
810                         if(mesh)
811                         {
812                                 m_animated_meshnode = smgr->addAnimatedMeshSceneNode(mesh, NULL);
813                                 m_animated_meshnode->setMD2Animation(scene::EMAT_STAND);
814                                 m_animated_meshnode->animateJoints(); // Needed for some animations
815                                 m_animated_meshnode->setScale(v3f(m_prop.visual_size.X,
816                                                 m_prop.visual_size.Y,
817                                                 m_prop.visual_size.X));
818                                 u8 li = m_last_light;
819                                 setMeshColor(m_animated_meshnode->getMesh(), video::SColor(255,li,li,li));
820                         }
821                         else
822                                 errorstream<<"GenericCAO::addToScene(): Could not load mesh "<<m_prop.mesh<<std::endl;
823                 }
824                 else if(m_prop.visual == "wielditem"){
825                         infostream<<"GenericCAO::addToScene(): node"<<std::endl;
826                         infostream<<"textures: "<<m_prop.textures.size()<<std::endl;
827                         if(m_prop.textures.size() >= 1){
828                                 infostream<<"textures[0]: "<<m_prop.textures[0]<<std::endl;
829                                 IItemDefManager *idef = m_gamedef->idef();
830                                 ItemStack item(m_prop.textures[0], 1, 0, "", idef);
831                                 scene::IMesh *item_mesh = item.getDefinition(idef).wield_mesh;
832                                 
833                                 // Copy mesh to be able to set unique vertex colors
834                                 scene::IMeshManipulator *manip =
835                                                 irr->getVideoDriver()->getMeshManipulator();
836                                 scene::IMesh *mesh = manip->createMeshUniquePrimitives(item_mesh);
837
838                                 m_meshnode = smgr->addMeshSceneNode(mesh, NULL);
839                                 mesh->drop();
840                                 
841                                 m_meshnode->setScale(v3f(m_prop.visual_size.X/2,
842                                                 m_prop.visual_size.Y/2,
843                                                 m_prop.visual_size.X/2));
844                                 u8 li = m_last_light;
845                                 setMeshColor(m_meshnode->getMesh(), video::SColor(255,li,li,li));
846                         }
847                 } else {
848                         infostream<<"GenericCAO::addToScene(): \""<<m_prop.visual
849                                         <<"\" not supported"<<std::endl;
850                 }
851                 updateTextures("");
852                 
853                 scene::ISceneNode *node = NULL;
854                 if(m_spritenode)
855                         node = m_spritenode;
856                 else if(m_animated_meshnode)
857                         node = m_animated_meshnode;
858                 else if(m_meshnode)
859                         node = m_meshnode;
860                 if(node && m_is_player && !m_is_local_player){
861                         // Add a text node for showing the name
862                         gui::IGUIEnvironment* gui = irr->getGUIEnvironment();
863                         std::wstring wname = narrow_to_wide(m_name);
864                         m_textnode = smgr->addTextSceneNode(gui->getBuiltInFont(),
865                                         wname.c_str(), video::SColor(255,255,255,255), node);
866                         m_textnode->setPosition(v3f(0, BS*1.1, 0));
867                 }
868                 
869                 updateNodePos();
870         }
871
872         void expireVisuals()
873         {
874                 m_visuals_expired = true;
875         }
876                 
877         void updateLight(u8 light_at_pos)
878         {
879                 bool is_visible = (m_hp != 0);
880                 u8 li = decode_light(light_at_pos);
881                 if(li != m_last_light){
882                         m_last_light = li;
883                         video::SColor color(255,li,li,li);
884                         if(m_meshnode){
885                                 setMeshColor(m_meshnode->getMesh(), color);
886                                 m_meshnode->setVisible(is_visible);
887                         }
888                         if(m_animated_meshnode){
889                                 setMeshColor(m_animated_meshnode->getMesh(), color);
890                                 m_animated_meshnode->setVisible(is_visible);
891                         }
892                         if(m_spritenode){
893                                 m_spritenode->setColor(color);
894                                 m_spritenode->setVisible(is_visible);
895                         }
896                 }
897         }
898
899         v3s16 getLightPosition()
900         {
901                 return floatToInt(m_position, BS);
902         }
903
904         void updateNodePos()
905         {
906                 if(m_meshnode){
907                         m_meshnode->setPosition(pos_translator.vect_show);
908                         v3f rot = m_meshnode->getRotation();
909                         rot.Y = -m_yaw;
910                         m_meshnode->setRotation(rot);
911                 }
912                 if(m_animated_meshnode){
913                         m_animated_meshnode->setPosition(pos_translator.vect_show);
914                         v3f rot = m_animated_meshnode->getRotation();
915                         rot.Y = -m_yaw;
916                         m_animated_meshnode->setRotation(rot);
917                 }
918                 if(m_spritenode){
919                         m_spritenode->setPosition(pos_translator.vect_show);
920                 }
921         }
922
923         void step(float dtime, ClientEnvironment *env)
924         {
925                 v3f lastpos = pos_translator.vect_show;
926
927                 if(m_visuals_expired && m_smgr && m_irr){
928                         m_visuals_expired = false;
929                         removeFromScene();
930                         addToScene(m_smgr, m_gamedef->tsrc(), m_irr);
931                         updateAnimations();
932                         updateBonePosRot();
933                 }
934
935                 if(m_prop.physical){
936                         core::aabbox3d<f32> box = m_prop.collisionbox;
937                         box.MinEdge *= BS;
938                         box.MaxEdge *= BS;
939                         collisionMoveResult moveresult;
940                         f32 pos_max_d = BS*0.125; // Distance per iteration
941                         f32 stepheight = 0;
942                         v3f p_pos = m_position;
943                         v3f p_velocity = m_velocity;
944                         v3f p_acceleration = m_acceleration;
945                         IGameDef *gamedef = env->getGameDef();
946                         moveresult = collisionMoveSimple(&env->getMap(), gamedef,
947                                         pos_max_d, box, stepheight, dtime,
948                                         p_pos, p_velocity, p_acceleration);
949                         // Apply results
950                         m_position = p_pos;
951                         m_velocity = p_velocity;
952                         m_acceleration = p_acceleration;
953                         
954                         bool is_end_position = moveresult.collides;
955                         pos_translator.update(m_position, is_end_position, dtime);
956                         pos_translator.translate(dtime);
957                         updateNodePos();
958                 } else {
959                         m_position += dtime * m_velocity + 0.5 * dtime * dtime * m_acceleration;
960                         m_velocity += dtime * m_acceleration;
961                         pos_translator.update(m_position, pos_translator.aim_is_end, pos_translator.anim_time);
962                         pos_translator.translate(dtime);
963                         updateNodePos();
964                 }
965
966                 float moved = lastpos.getDistanceFrom(pos_translator.vect_show);
967                 m_step_distance_counter += moved;
968                 if(m_step_distance_counter > 1.5*BS){
969                         m_step_distance_counter = 0;
970                         if(!m_is_local_player && m_prop.makes_footstep_sound){
971                                 INodeDefManager *ndef = m_gamedef->ndef();
972                                 v3s16 p = floatToInt(getPosition() + v3f(0,
973                                                 (m_prop.collisionbox.MinEdge.Y-0.5)*BS, 0), BS);
974                                 MapNode n = m_env->getMap().getNodeNoEx(p);
975                                 SimpleSoundSpec spec = ndef->get(n).sound_footstep;
976                                 m_gamedef->sound()->playSoundAt(spec, false, getPosition());
977                         }
978                 }
979
980                 m_anim_timer += dtime;
981                 if(m_anim_timer >= m_anim_framelength){
982                         m_anim_timer -= m_anim_framelength;
983                         m_anim_frame++;
984                         if(m_anim_frame >= m_anim_num_frames)
985                                 m_anim_frame = 0;
986                 }
987
988                 updateTexturePos();
989
990                 if(m_reset_textures_timer >= 0){
991                         m_reset_textures_timer -= dtime;
992                         if(m_reset_textures_timer <= 0){
993                                 m_reset_textures_timer = -1;
994                                 updateTextures("");
995                         }
996                 }
997                 if(fabs(m_prop.automatic_rotate) > 0.001){
998                         m_yaw += dtime * m_prop.automatic_rotate * 180 / M_PI;
999                         updateNodePos();
1000                 }
1001         }
1002
1003         void updateTexturePos()
1004         {
1005                 if(m_spritenode){
1006                         scene::ICameraSceneNode* camera =
1007                                         m_spritenode->getSceneManager()->getActiveCamera();
1008                         if(!camera)
1009                                 return;
1010                         v3f cam_to_entity = m_spritenode->getAbsolutePosition()
1011                                         - camera->getAbsolutePosition();
1012                         cam_to_entity.normalize();
1013
1014                         int row = m_tx_basepos.Y;
1015                         int col = m_tx_basepos.X;
1016                         
1017                         if(m_tx_select_horiz_by_yawpitch)
1018                         {
1019                                 if(cam_to_entity.Y > 0.75)
1020                                         col += 5;
1021                                 else if(cam_to_entity.Y < -0.75)
1022                                         col += 4;
1023                                 else{
1024                                         float mob_dir = atan2(cam_to_entity.Z, cam_to_entity.X) / M_PI * 180.;
1025                                         float dir = mob_dir - m_yaw;
1026                                         dir = wrapDegrees_180(dir);
1027                                         //infostream<<"id="<<m_id<<" dir="<<dir<<std::endl;
1028                                         if(fabs(wrapDegrees_180(dir - 0)) <= 45.1)
1029                                                 col += 2;
1030                                         else if(fabs(wrapDegrees_180(dir - 90)) <= 45.1)
1031                                                 col += 3;
1032                                         else if(fabs(wrapDegrees_180(dir - 180)) <= 45.1)
1033                                                 col += 0;
1034                                         else if(fabs(wrapDegrees_180(dir + 90)) <= 45.1)
1035                                                 col += 1;
1036                                         else
1037                                                 col += 4;
1038                                 }
1039                         }
1040                         
1041                         // Animation goes downwards
1042                         row += m_anim_frame;
1043
1044                         float txs = m_tx_size.X;
1045                         float tys = m_tx_size.Y;
1046                         setBillboardTextureMatrix(m_spritenode,
1047                                         txs, tys, col, row);
1048                 }
1049         }
1050
1051         void updateTextures(const std::string &mod)
1052         {
1053                 ITextureSource *tsrc = m_gamedef->tsrc();
1054
1055                 if(m_spritenode)
1056                 {
1057                         if(m_prop.visual == "sprite")
1058                         {
1059                                 std::string texturestring = "unknown_block.png";
1060                                 if(m_prop.textures.size() >= 1)
1061                                         texturestring = m_prop.textures[0];
1062                                 texturestring += mod;
1063                                 m_spritenode->setMaterialTexture(0,
1064                                                 tsrc->getTextureRaw(texturestring));
1065                         }
1066                 }
1067                 if(m_animated_meshnode)
1068                 {
1069                         if(m_prop.visual == "mesh")
1070                         {
1071                                 for (u32 i = 0; i < m_prop.textures.size(); ++i)
1072                                 {
1073                                         std::string texturestring = m_prop.textures[i];
1074                                         if(texturestring == "")
1075                                                 continue; // Empty texture string means don't modify that material
1076                                         texturestring += mod;
1077                                         video::ITexture* texture = tsrc->getTextureRaw(texturestring);
1078                                         if(!texture)
1079                                         {
1080                                                 errorstream<<"GenericCAO::updateTextures(): Could not load texture "<<texturestring<<std::endl;
1081                                                 continue;
1082                                         }
1083
1084                                         // Set material flags and texture
1085                                         m_animated_meshnode->setMaterialTexture(i, texture);
1086                                         video::SMaterial& material = m_animated_meshnode->getMaterial(i);
1087                                         material.setFlag(video::EMF_LIGHTING, false);
1088                                         material.setFlag(video::EMF_BILINEAR_FILTER, false);
1089                                 }
1090                         }
1091                 }
1092                 if(m_meshnode)
1093                 {
1094                         if(m_prop.visual == "cube")
1095                         {
1096                                 for (u32 i = 0; i < 6; ++i)
1097                                 {
1098                                         std::string texturestring = "unknown_block.png";
1099                                         if(m_prop.textures.size() > i)
1100                                                 texturestring = m_prop.textures[i];
1101                                         texturestring += mod;
1102                                         AtlasPointer ap = tsrc->getTexture(texturestring);
1103
1104                                         // Get the tile texture and atlas transformation
1105                                         video::ITexture* atlas = ap.atlas;
1106                                         v2f pos = ap.pos;
1107                                         v2f size = ap.size;
1108
1109                                         // Set material flags and texture
1110                                         video::SMaterial& material = m_meshnode->getMaterial(i);
1111                                         material.setFlag(video::EMF_LIGHTING, false);
1112                                         material.setFlag(video::EMF_BILINEAR_FILTER, false);
1113                                         material.setTexture(0, atlas);
1114                                         material.getTextureMatrix(0).setTextureTranslate(pos.X, pos.Y);
1115                                         material.getTextureMatrix(0).setTextureScale(size.X, size.Y);
1116                                 }
1117                         }
1118                         else if(m_prop.visual == "upright_sprite")
1119                         {
1120                                 scene::IMesh *mesh = m_meshnode->getMesh();
1121                                 {
1122                                         std::string tname = "unknown_object.png";
1123                                         if(m_prop.textures.size() >= 1)
1124                                                 tname = m_prop.textures[0];
1125                                         tname += mod;
1126                                         scene::IMeshBuffer *buf = mesh->getMeshBuffer(0);
1127                                         buf->getMaterial().setTexture(0,
1128                                                         tsrc->getTextureRaw(tname));
1129                                 }
1130                                 {
1131                                         std::string tname = "unknown_object.png";
1132                                         if(m_prop.textures.size() >= 2)
1133                                                 tname = m_prop.textures[1];
1134                                         else if(m_prop.textures.size() >= 1)
1135                                                 tname = m_prop.textures[0];
1136                                         tname += mod;
1137                                         scene::IMeshBuffer *buf = mesh->getMeshBuffer(1);
1138                                         buf->getMaterial().setTexture(0,
1139                                                         tsrc->getTextureRaw(tname));
1140                                 }
1141                         }
1142                 }
1143         }
1144
1145         void updateAnimations()
1146         {
1147                 if(!m_animated_meshnode)
1148                         return;
1149
1150                 m_animated_meshnode->setFrameLoop((int)m_frames.X, (int)m_frames.Y);
1151                 m_animated_meshnode->setAnimationSpeed(m_frame_speed);
1152                 m_animated_meshnode->setTransitionTime(m_frame_blend);
1153         }
1154
1155         void updateBonePosRot()
1156         {
1157                 if(m_bone_posrot.size() > 0)
1158                 {
1159                         m_animated_meshnode->setJointMode(irr::scene::EJUOR_CONTROL); // To write positions to the mesh on render
1160                         for(std::map<std::string, core::vector2d<v3f> >::const_iterator ii = m_bone_posrot.begin(); ii != m_bone_posrot.end(); ++ii){
1161                                 std::string bone_name = (*ii).first;
1162                                 v3f bone_pos = (*ii).second.X;
1163                                 v3f bone_rot = (*ii).second.Y;
1164                                 irr::scene::IBoneSceneNode* bone = m_animated_meshnode->getJointNode(bone_name.c_str());
1165                                 bone->setPosition(bone_pos);
1166                                 bone->setRotation(bone_rot);
1167                         }
1168                 }
1169         }
1170
1171         void processMessage(const std::string &data)
1172         {
1173                 //infostream<<"GenericCAO: Got message"<<std::endl;
1174                 std::istringstream is(data, std::ios::binary);
1175                 // command
1176                 u8 cmd = readU8(is);
1177                 if(cmd == GENERIC_CMD_SET_PROPERTIES)
1178                 {
1179                         m_prop = gob_read_set_properties(is);
1180
1181                         m_selection_box = m_prop.collisionbox;
1182                         m_selection_box.MinEdge *= BS;
1183                         m_selection_box.MaxEdge *= BS;
1184                                 
1185                         m_tx_size.X = 1.0 / m_prop.spritediv.X;
1186                         m_tx_size.Y = 1.0 / m_prop.spritediv.Y;
1187
1188                         if(!m_initial_tx_basepos_set){
1189                                 m_initial_tx_basepos_set = true;
1190                                 m_tx_basepos = m_prop.initial_sprite_basepos;
1191                         }
1192                         
1193                         expireVisuals();
1194                 }
1195                 else if(cmd == GENERIC_CMD_UPDATE_POSITION)
1196                 {
1197                         m_position = readV3F1000(is);
1198                         m_velocity = readV3F1000(is);
1199                         m_acceleration = readV3F1000(is);
1200                         if(fabs(m_prop.automatic_rotate) < 0.001)
1201                                 m_yaw = readF1000(is);
1202                         bool do_interpolate = readU8(is);
1203                         bool is_end_position = readU8(is);
1204                         float update_interval = readF1000(is);
1205
1206                         // Place us a bit higher if we're physical, to not sink into
1207                         // the ground due to sucky collision detection...
1208                         if(m_prop.physical)
1209                                 m_position += v3f(0,0.002,0);
1210                         
1211                         if(do_interpolate){
1212                                 if(!m_prop.physical)
1213                                         pos_translator.update(m_position, is_end_position, update_interval);
1214                         } else {
1215                                 pos_translator.init(m_position);
1216                         }
1217                         updateNodePos();
1218                 }
1219                 else if(cmd == GENERIC_CMD_SET_TEXTURE_MOD)
1220                 {
1221                         std::string mod = deSerializeString(is);
1222                         updateTextures(mod);
1223                 }
1224                 else if(cmd == GENERIC_CMD_SET_SPRITE)
1225                 {
1226                         v2s16 p = readV2S16(is);
1227                         int num_frames = readU16(is);
1228                         float framelength = readF1000(is);
1229                         bool select_horiz_by_yawpitch = readU8(is);
1230                         
1231                         m_tx_basepos = p;
1232                         m_anim_num_frames = num_frames;
1233                         m_anim_framelength = framelength;
1234                         m_tx_select_horiz_by_yawpitch = select_horiz_by_yawpitch;
1235
1236                         updateTexturePos();
1237                 }
1238                 else if(cmd == GENERIC_CMD_SET_ANIMATIONS)
1239                 {
1240                         m_frames = readV2F1000(is);
1241                         m_frame_speed = readF1000(is);
1242                         m_frame_blend = readF1000(is);
1243
1244                         updateAnimations();
1245                         expireVisuals();
1246                 }
1247                 else if(cmd == GENERIC_CMD_SET_BONE_POSROT)
1248                 {
1249                         std::string bone = deSerializeString(is);
1250                         v3f position = readV3F1000(is);
1251                         v3f rotation = readV3F1000(is);
1252                         m_bone_posrot[bone] = core::vector2d<v3f>(position, rotation);
1253
1254                         updateBonePosRot();
1255                         expireVisuals();
1256                 }
1257                 else if(cmd == GENERIC_CMD_PUNCHED)
1258                 {
1259                         /*s16 damage =*/ readS16(is);
1260                         s16 result_hp = readS16(is);
1261                         
1262                         m_hp = result_hp;
1263                 }
1264                 else if(cmd == GENERIC_CMD_UPDATE_ARMOR_GROUPS)
1265                 {
1266                         m_armor_groups.clear();
1267                         int armor_groups_size = readU16(is);
1268                         for(int i=0; i<armor_groups_size; i++){
1269                                 std::string name = deSerializeString(is);
1270                                 int rating = readS16(is);
1271                                 m_armor_groups[name] = rating;
1272                         }
1273                 }
1274         }
1275         
1276         bool directReportPunch(v3f dir, const ItemStack *punchitem=NULL,
1277                         float time_from_last_punch=1000000)
1278         {
1279                 assert(punchitem);
1280                 const ToolCapabilities *toolcap =
1281                                 &punchitem->getToolCapabilities(m_gamedef->idef());
1282                 PunchDamageResult result = getPunchDamage(
1283                                 m_armor_groups,
1284                                 toolcap,
1285                                 punchitem,
1286                                 time_from_last_punch);
1287
1288                 if(result.did_punch && result.damage != 0)
1289                 {
1290                         if(result.damage < m_hp){
1291                                 m_hp -= result.damage;
1292                         } else {
1293                                 m_hp = 0;
1294                                 // TODO: Execute defined fast response
1295                                 // As there is no definition, make a smoke puff
1296                                 ClientSimpleObject *simple = createSmokePuff(
1297                                                 m_smgr, m_env, m_position,
1298                                                 m_prop.visual_size * BS);
1299                                 m_env->addSimpleObject(simple);
1300                         }
1301                         // TODO: Execute defined fast response
1302                         // Flashing shall suffice as there is no definition
1303                         m_reset_textures_timer = 0.05;
1304                         if(result.damage >= 2)
1305                                 m_reset_textures_timer += 0.05 * result.damage;
1306                         updateTextures("^[brighten");
1307                 }
1308                 
1309                 return false;
1310         }
1311         
1312         std::string debugInfoText()
1313         {
1314                 std::ostringstream os(std::ios::binary);
1315                 os<<"GenericCAO hp="<<m_hp<<"\n";
1316                 os<<"armor={";
1317                 for(ItemGroupList::const_iterator i = m_armor_groups.begin();
1318                                 i != m_armor_groups.end(); i++){
1319                         os<<i->first<<"="<<i->second<<", ";
1320                 }
1321                 os<<"}";
1322                 return os.str();
1323         }
1324 };
1325
1326 // Prototype
1327 GenericCAO proto_GenericCAO(NULL, NULL);
1328
1329