Fix Windows build
[oweals/minetest.git] / src / content_cao.cpp
1 /*
2 Minetest
3 Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
4
5 This program is free software; you can redistribute it and/or modify
6 it under the terms of the GNU Lesser General Public License as published by
7 the Free Software Foundation; either version 2.1 of the License, or
8 (at your option) any later version.
9
10 This program is distributed in the hope that it will be useful,
11 but WITHOUT ANY WARRANTY; without even the implied warranty of
12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
13 GNU Lesser General Public License for more details.
14
15 You should have received a copy of the GNU Lesser General Public License along
16 with this program; if not, write to the Free Software Foundation, Inc.,
17 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
18 */
19
20 #include "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 "main.h" // g_settings
44 #include "camera.h" // CameraModes
45 #include <IMeshManipulator.h>
46 #include <IAnimatedMeshSceneNode.h>
47 #include <IBoneSceneNode.h>
48
49 class Settings;
50 struct ToolCapabilities;
51
52 #define PP(x) "("<<(x).X<<","<<(x).Y<<","<<(x).Z<<")"
53
54 std::map<u16, ClientActiveObject::Factory> ClientActiveObject::m_types;
55
56 SmoothTranslator::SmoothTranslator():
57         vect_old(0,0,0),
58         vect_show(0,0,0),
59         vect_aim(0,0,0),
60         anim_counter(0),
61         anim_time(0),
62         anim_time_counter(0),
63         aim_is_end(true)
64 {}
65
66 void SmoothTranslator::init(v3f vect)
67 {
68         vect_old = vect;
69         vect_show = vect;
70         vect_aim = vect;
71         anim_counter = 0;
72         anim_time = 0;
73         anim_time_counter = 0;
74         aim_is_end = true;
75 }
76
77 void SmoothTranslator::sharpen()
78 {
79         init(vect_show);
80 }
81
82 void SmoothTranslator::update(v3f vect_new, bool is_end_position, float update_interval)
83 {
84         aim_is_end = is_end_position;
85         vect_old = vect_show;
86         vect_aim = vect_new;
87         if(update_interval > 0)
88         {
89                 anim_time = update_interval;
90         } else {
91                 if(anim_time < 0.001 || anim_time > 1.0)
92                         anim_time = anim_time_counter;
93                 else
94                         anim_time = anim_time * 0.9 + anim_time_counter * 0.1;
95         }
96         anim_time_counter = 0;
97         anim_counter = 0;
98 }
99
100 void SmoothTranslator::translate(f32 dtime)
101 {
102         anim_time_counter = anim_time_counter + dtime;
103         anim_counter = anim_counter + dtime;
104         v3f vect_move = vect_aim - vect_old;
105         f32 moveratio = 1.0;
106         if(anim_time > 0.001)
107                 moveratio = anim_time_counter / anim_time;
108         // Move a bit less than should, to avoid oscillation
109         moveratio = moveratio * 0.8;
110         float move_end = 1.5;
111         if(aim_is_end)
112                 move_end = 1.0;
113         if(moveratio > move_end)
114                 moveratio = move_end;
115         vect_show = vect_old + vect_move * moveratio;
116 }
117
118 bool SmoothTranslator::is_moving()
119 {
120         return ((anim_time_counter / anim_time) < 1.4);
121 }
122
123 /*
124         Other stuff
125 */
126
127 static void setBillboardTextureMatrix(scene::IBillboardSceneNode *bill,
128                 float txs, float tys, int col, int row)
129 {
130         video::SMaterial& material = bill->getMaterial(0);
131         core::matrix4& matrix = material.getTextureMatrix(0);
132         matrix.setTextureTranslate(txs*col, tys*row);
133         matrix.setTextureScale(txs, tys);
134 }
135
136 /*
137         TestCAO
138 */
139
140 class TestCAO : public ClientActiveObject
141 {
142 public:
143         TestCAO(IGameDef *gamedef, ClientEnvironment *env);
144         virtual ~TestCAO();
145         
146         u8 getType() const
147         {
148                 return ACTIVEOBJECT_TYPE_TEST;
149         }
150         
151         static ClientActiveObject* create(IGameDef *gamedef, ClientEnvironment *env);
152
153         void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
154                         IrrlichtDevice *irr);
155         void removeFromScene(bool permanent);
156         void updateLight(u8 light_at_pos);
157         v3s16 getLightPosition();
158         void updateNodePos();
159
160         void step(float dtime, ClientEnvironment *env);
161
162         void processMessage(const std::string &data);
163
164         bool getCollisionBox(aabb3f *toset) { return false; }
165 private:
166         scene::IMeshSceneNode *m_node;
167         v3f m_position;
168 };
169
170 // Prototype
171 TestCAO proto_TestCAO(NULL, NULL);
172
173 TestCAO::TestCAO(IGameDef *gamedef, ClientEnvironment *env):
174         ClientActiveObject(0, gamedef, env),
175         m_node(NULL),
176         m_position(v3f(0,10*BS,0))
177 {
178         ClientActiveObject::registerType(getType(), create);
179 }
180
181 TestCAO::~TestCAO()
182 {
183 }
184
185 ClientActiveObject* TestCAO::create(IGameDef *gamedef, ClientEnvironment *env)
186 {
187         return new TestCAO(gamedef, env);
188 }
189
190 void TestCAO::addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
191                         IrrlichtDevice *irr)
192 {
193         if(m_node != NULL)
194                 return;
195         
196         //video::IVideoDriver* driver = smgr->getVideoDriver();
197         
198         scene::SMesh *mesh = new scene::SMesh();
199         scene::IMeshBuffer *buf = new scene::SMeshBuffer();
200         video::SColor c(255,255,255,255);
201         video::S3DVertex vertices[4] =
202         {
203                 video::S3DVertex(-BS/2,-BS/4,0, 0,0,0, c, 0,1),
204                 video::S3DVertex(BS/2,-BS/4,0, 0,0,0, c, 1,1),
205                 video::S3DVertex(BS/2,BS/4,0, 0,0,0, c, 1,0),
206                 video::S3DVertex(-BS/2,BS/4,0, 0,0,0, c, 0,0),
207         };
208         u16 indices[] = {0,1,2,2,3,0};
209         buf->append(vertices, 4, indices, 6);
210         // Set material
211         buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
212         buf->getMaterial().setFlag(video::EMF_BACK_FACE_CULLING, false);
213         buf->getMaterial().setTexture(0, tsrc->getTexture("rat.png"));
214         buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
215         buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
216         buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
217         // Add to mesh
218         mesh->addMeshBuffer(buf);
219         buf->drop();
220         m_node = smgr->addMeshSceneNode(mesh, NULL);
221         mesh->drop();
222         updateNodePos();
223 }
224
225 void TestCAO::removeFromScene(bool permanent)
226 {
227         if(m_node == NULL)
228                 return;
229
230         m_node->remove();
231         m_node = NULL;
232 }
233
234 void TestCAO::updateLight(u8 light_at_pos)
235 {
236 }
237
238 v3s16 TestCAO::getLightPosition()
239 {
240         return floatToInt(m_position, BS);
241 }
242
243 void TestCAO::updateNodePos()
244 {
245         if(m_node == NULL)
246                 return;
247
248         m_node->setPosition(m_position);
249         //m_node->setRotation(v3f(0, 45, 0));
250 }
251
252 void TestCAO::step(float dtime, ClientEnvironment *env)
253 {
254         if(m_node)
255         {
256                 v3f rot = m_node->getRotation();
257                 //infostream<<"dtime="<<dtime<<", rot.Y="<<rot.Y<<std::endl;
258                 rot.Y += dtime * 180;
259                 m_node->setRotation(rot);
260         }
261 }
262
263 void TestCAO::processMessage(const std::string &data)
264 {
265         infostream<<"TestCAO: Got data: "<<data<<std::endl;
266         std::istringstream is(data, std::ios::binary);
267         u16 cmd;
268         is>>cmd;
269         if(cmd == 0)
270         {
271                 v3f newpos;
272                 is>>newpos.X;
273                 is>>newpos.Y;
274                 is>>newpos.Z;
275                 m_position = newpos;
276                 updateNodePos();
277         }
278 }
279
280 /*
281         ItemCAO
282 */
283
284 class ItemCAO : public ClientActiveObject
285 {
286 public:
287         ItemCAO(IGameDef *gamedef, ClientEnvironment *env);
288         virtual ~ItemCAO();
289         
290         u8 getType() const
291         {
292                 return ACTIVEOBJECT_TYPE_ITEM;
293         }
294         
295         static ClientActiveObject* create(IGameDef *gamedef, ClientEnvironment *env);
296
297         void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
298                         IrrlichtDevice *irr);
299         void removeFromScene(bool permanent);
300         void updateLight(u8 light_at_pos);
301         v3s16 getLightPosition();
302         void updateNodePos();
303         void updateInfoText();
304         void updateTexture();
305
306         void step(float dtime, ClientEnvironment *env);
307
308         void processMessage(const std::string &data);
309
310         void initialize(const std::string &data);
311         
312         core::aabbox3d<f32>* getSelectionBox()
313                 {return &m_selection_box;}
314         v3f getPosition()
315                 {return m_position;}
316         
317         std::string infoText()
318                 {return m_infotext;}
319
320         bool getCollisionBox(aabb3f *toset) { return false; }
321 private:
322         core::aabbox3d<f32> m_selection_box;
323         scene::IMeshSceneNode *m_node;
324         v3f m_position;
325         std::string m_itemstring;
326         std::string m_infotext;
327 };
328
329 #include "inventory.h"
330
331 // Prototype
332 ItemCAO proto_ItemCAO(NULL, NULL);
333
334 ItemCAO::ItemCAO(IGameDef *gamedef, ClientEnvironment *env):
335         ClientActiveObject(0, gamedef, env),
336         m_selection_box(-BS/3.,0.0,-BS/3., BS/3.,BS*2./3.,BS/3.),
337         m_node(NULL),
338         m_position(v3f(0,10*BS,0))
339 {
340         if(!gamedef && !env)
341         {
342                 ClientActiveObject::registerType(getType(), create);
343         }
344 }
345
346 ItemCAO::~ItemCAO()
347 {
348 }
349
350 ClientActiveObject* ItemCAO::create(IGameDef *gamedef, ClientEnvironment *env)
351 {
352         return new ItemCAO(gamedef, env);
353 }
354
355 void ItemCAO::addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
356                         IrrlichtDevice *irr)
357 {
358         if(m_node != NULL)
359                 return;
360         
361         //video::IVideoDriver* driver = smgr->getVideoDriver();
362         
363         scene::SMesh *mesh = new scene::SMesh();
364         scene::IMeshBuffer *buf = new scene::SMeshBuffer();
365         video::SColor c(255,255,255,255);
366         video::S3DVertex vertices[4] =
367         {
368                 /*video::S3DVertex(-BS/2,-BS/4,0, 0,0,0, c, 0,1),
369                 video::S3DVertex(BS/2,-BS/4,0, 0,0,0, c, 1,1),
370                 video::S3DVertex(BS/2,BS/4,0, 0,0,0, c, 1,0),
371                 video::S3DVertex(-BS/2,BS/4,0, 0,0,0, c, 0,0),*/
372                 video::S3DVertex(BS/3.,0,0, 0,0,0, c, 0,1),
373                 video::S3DVertex(-BS/3.,0,0, 0,0,0, c, 1,1),
374                 video::S3DVertex(-BS/3.,0+BS*2./3.,0, 0,0,0, c, 1,0),
375                 video::S3DVertex(BS/3.,0+BS*2./3.,0, 0,0,0, c, 0,0),
376         };
377         u16 indices[] = {0,1,2,2,3,0};
378         buf->append(vertices, 4, indices, 6);
379         // Set material
380         buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
381         buf->getMaterial().setFlag(video::EMF_BACK_FACE_CULLING, false);
382         // Initialize with a generated placeholder texture
383         buf->getMaterial().setTexture(0, tsrc->getTexture(""));
384         buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
385         buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
386         buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
387         // Add to mesh
388         mesh->addMeshBuffer(buf);
389         buf->drop();
390         m_node = smgr->addMeshSceneNode(mesh, NULL);
391         mesh->drop();
392         updateNodePos();
393
394         /*
395                 Update image of node
396         */
397
398         updateTexture();
399 }
400
401 void ItemCAO::removeFromScene(bool permanent)
402 {
403         if(m_node == NULL)
404                 return;
405
406         m_node->remove();
407         m_node = NULL;
408 }
409
410 void ItemCAO::updateLight(u8 light_at_pos)
411 {
412         if(m_node == NULL)
413                 return;
414
415         u8 li = decode_light(light_at_pos);
416         video::SColor color(255,li,li,li);
417         setMeshColor(m_node->getMesh(), color);
418 }
419
420 v3s16 ItemCAO::getLightPosition()
421 {
422         return floatToInt(m_position + v3f(0,0.5*BS,0), BS);
423 }
424
425 void ItemCAO::updateNodePos()
426 {
427         if(m_node == NULL)
428                 return;
429
430         m_node->setPosition(m_position);
431 }
432
433 void ItemCAO::updateInfoText()
434 {
435         try{
436                 IItemDefManager *idef = m_gamedef->idef();
437                 ItemStack item;
438                 item.deSerialize(m_itemstring, idef);
439                 if(item.isKnown(idef))
440                         m_infotext = item.getDefinition(idef).description;
441                 else
442                         m_infotext = "Unknown item: '" + m_itemstring + "'";
443                 if(item.count >= 2)
444                         m_infotext += " (" + itos(item.count) + ")";
445         }
446         catch(SerializationError &e)
447         {
448                 m_infotext = "Unknown item: '" + m_itemstring + "'";
449         }
450 }
451
452 void ItemCAO::updateTexture()
453 {
454         if(m_node == NULL)
455                 return;
456
457         // Create an inventory item to see what is its image
458         std::istringstream is(m_itemstring, std::ios_base::binary);
459         video::ITexture *texture = NULL;
460         try{
461                 IItemDefManager *idef = m_gamedef->idef();
462                 ItemStack item;
463                 item.deSerialize(is, idef);
464                 texture = idef->getInventoryTexture(item.getDefinition(idef).name, m_gamedef);
465         }
466         catch(SerializationError &e)
467         {
468                 infostream<<"WARNING: "<<__FUNCTION_NAME
469                                 <<": error deSerializing itemstring \""
470                                 <<m_itemstring<<std::endl;
471         }
472         
473         // Set meshbuffer texture
474         m_node->getMaterial(0).setTexture(0, texture);
475 }
476
477
478 void ItemCAO::step(float dtime, ClientEnvironment *env)
479 {
480         if(m_node)
481         {
482                 /*v3f rot = m_node->getRotation();
483                 rot.Y += dtime * 120;
484                 m_node->setRotation(rot);*/
485                 LocalPlayer *player = env->getLocalPlayer();
486                 assert(player);
487                 v3f rot = m_node->getRotation();
488                 rot.Y = 180.0 - (player->getYaw());
489                 m_node->setRotation(rot);
490         }
491 }
492
493 void ItemCAO::processMessage(const std::string &data)
494 {
495         //infostream<<"ItemCAO: Got message"<<std::endl;
496         std::istringstream is(data, std::ios::binary);
497         // command
498         u8 cmd = readU8(is);
499         if(cmd == 0)
500         {
501                 // pos
502                 m_position = readV3F1000(is);
503                 updateNodePos();
504         }
505         if(cmd == 1)
506         {
507                 // itemstring
508                 m_itemstring = deSerializeString(is);
509                 updateInfoText();
510                 updateTexture();
511         }
512 }
513
514 void ItemCAO::initialize(const std::string &data)
515 {
516         infostream<<"ItemCAO: Got init data"<<std::endl;
517         
518         {
519                 std::istringstream is(data, std::ios::binary);
520                 // version
521                 u8 version = readU8(is);
522                 // check version
523                 if(version != 0)
524                         return;
525                 // pos
526                 m_position = readV3F1000(is);
527                 // itemstring
528                 m_itemstring = deSerializeString(is);
529         }
530         
531         updateNodePos();
532         updateInfoText();
533 }
534
535 /*
536         GenericCAO
537 */
538
539 #include "genericobject.h"
540
541 GenericCAO::GenericCAO(IGameDef *gamedef, ClientEnvironment *env):
542                 ClientActiveObject(0, gamedef, env),
543                 //
544                 m_is_player(false),
545                 m_is_local_player(false),
546                 m_id(0),
547                 //
548                 m_smgr(NULL),
549                 m_irr(NULL),
550                 m_selection_box(-BS/3.,-BS/3.,-BS/3., BS/3.,BS/3.,BS/3.),
551                 m_meshnode(NULL),
552                 m_animated_meshnode(NULL),
553                 m_spritenode(NULL),
554                 m_textnode(NULL),
555                 m_position(v3f(0,10*BS,0)),
556                 m_velocity(v3f(0,0,0)),
557                 m_acceleration(v3f(0,0,0)),
558                 m_yaw(0),
559                 m_hp(1),
560                 m_tx_size(1,1),
561                 m_tx_basepos(0,0),
562                 m_initial_tx_basepos_set(false),
563                 m_tx_select_horiz_by_yawpitch(false),
564                 m_animation_range(v2s32(0,0)),
565                 m_animation_speed(15),
566                 m_animation_blend(0),
567                 m_bone_position(std::map<std::string, core::vector2d<v3f> >()),
568                 m_attachment_bone(""),
569                 m_attachment_position(v3f(0,0,0)),
570                 m_attachment_rotation(v3f(0,0,0)),
571                 m_attached_to_local(false),
572                 m_anim_frame(0),
573                 m_anim_num_frames(1),
574                 m_anim_framelength(0.2),
575                 m_anim_timer(0),
576                 m_reset_textures_timer(-1),
577                 m_visuals_expired(false),
578                 m_step_distance_counter(0),
579                 m_last_light(255),
580                 m_is_visible(false)
581 {
582         if(gamedef == NULL)
583                 ClientActiveObject::registerType(getType(), create);
584 }
585
586 bool GenericCAO::getCollisionBox(aabb3f *toset)
587 {
588         if (m_prop.physical)
589         {
590                 //update collision box
591                 toset->MinEdge = m_prop.collisionbox.MinEdge * BS;
592                 toset->MaxEdge = m_prop.collisionbox.MaxEdge * BS;
593
594                 toset->MinEdge += m_position;
595                 toset->MaxEdge += m_position;
596
597                 return true;
598         }
599
600         return false;
601 }
602
603 bool GenericCAO::collideWithObjects()
604 {
605         return m_prop.collideWithObjects;
606 }
607
608 void GenericCAO::initialize(const std::string &data)
609 {
610         infostream<<"GenericCAO: Got init data"<<std::endl;
611         std::istringstream is(data, std::ios::binary);
612         int num_messages = 0;
613         // version
614         u8 version = readU8(is);
615         // check version
616         if(version == 1) // In PROTOCOL_VERSION 14
617         {
618                 m_name = deSerializeString(is);
619                 m_is_player = readU8(is);
620                 m_id = readS16(is);
621                 m_position = readV3F1000(is);
622                 m_yaw = readF1000(is);
623                 m_hp = readS16(is);
624                 num_messages = readU8(is);
625         }
626         else if(version == 0) // In PROTOCOL_VERSION 13
627         {
628                 m_name = deSerializeString(is);
629                 m_is_player = readU8(is);
630                 m_position = readV3F1000(is);
631                 m_yaw = readF1000(is);
632                 m_hp = readS16(is);
633                 num_messages = readU8(is);
634         }
635         else
636         {
637                 errorstream<<"GenericCAO: Unsupported init data version"
638                                 <<std::endl;
639                 return;
640         }
641
642         for(int i=0; i<num_messages; i++)
643         {
644                 std::string message = deSerializeLongString(is);
645                 processMessage(message);
646         }
647
648         pos_translator.init(m_position);
649         updateNodePos();
650
651         if(m_is_player)
652         {
653                 Player *player = m_env->getPlayer(m_name.c_str());
654                 if(player && player->isLocal())
655                 {
656                         m_is_local_player = true;
657                         m_is_visible = false;
658                         LocalPlayer* localplayer = dynamic_cast<LocalPlayer*>(player);
659
660                         assert( localplayer != NULL );
661                         localplayer->setCAO(this);
662                 }
663                 m_env->addPlayerName(m_name.c_str());
664         }
665 }
666
667 GenericCAO::~GenericCAO()
668 {
669         if(m_is_player)
670         {
671                 m_env->removePlayerName(m_name.c_str());
672         }
673 }
674
675 core::aabbox3d<f32>* GenericCAO::getSelectionBox()
676 {
677         if(!m_prop.is_visible || !m_is_visible || m_is_local_player || getParent() != NULL)
678                 return NULL;
679         return &m_selection_box;
680 }
681
682 v3f GenericCAO::getPosition()
683 {
684         if(getParent() != NULL)
685         {
686                 if(m_meshnode)
687                         return m_meshnode->getAbsolutePosition();
688                 if(m_animated_meshnode)
689                         return m_animated_meshnode->getAbsolutePosition();
690                 if(m_spritenode)
691                         return m_spritenode->getAbsolutePosition();
692                 return m_position;
693         }
694         return pos_translator.vect_show;
695 }
696
697 scene::IMeshSceneNode* GenericCAO::getMeshSceneNode()
698 {
699         if(m_meshnode)
700                 return m_meshnode;
701         return NULL;
702 }
703
704 scene::IAnimatedMeshSceneNode* GenericCAO::getAnimatedMeshSceneNode()
705 {
706         if(m_animated_meshnode)
707                 return m_animated_meshnode;
708         return NULL;
709 }
710
711 scene::IBillboardSceneNode* GenericCAO::getSpriteSceneNode()
712 {
713         if(m_spritenode)
714                 return m_spritenode;
715         return NULL;
716 }
717
718 void GenericCAO::setAttachments()
719 {
720         updateAttachments();
721 }
722
723 ClientActiveObject* GenericCAO::getParent()
724 {
725         ClientActiveObject *obj = NULL;
726
727         u16 attached_id = m_env->m_attachements[getId()];
728
729         if ((attached_id != 0) &&
730                         (attached_id != getId())) {
731                 obj = m_env->getActiveObject(attached_id);
732         }
733         return obj;
734 }
735
736 void GenericCAO::removeFromScene(bool permanent)
737 {
738         if(permanent) // Should be true when removing the object permanently and false when refreshing (eg: updating visuals)
739         {
740                 for(std::vector<u16>::iterator ci = m_children.begin();
741                                                 ci != m_children.end(); ci++)
742                 {
743                         if (m_env->m_attachements[*ci] == getId()) {
744                                 m_env->m_attachements[*ci] = 0;
745                         }
746                 }
747
748                 m_env->m_attachements[getId()] = 0;
749         }
750
751         if(m_meshnode)
752         {
753                 m_meshnode->remove();
754                 m_meshnode = NULL;
755         }
756         if(m_animated_meshnode)
757         {
758                 m_animated_meshnode->remove();
759                 m_animated_meshnode = NULL;
760         }
761         if(m_spritenode)
762         {
763                 m_spritenode->remove();
764                 m_spritenode = NULL;
765         }
766 }
767
768 void GenericCAO::addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
769                 IrrlichtDevice *irr)
770 {
771         m_smgr = smgr;
772         m_irr = irr;
773
774         if(m_meshnode != NULL || m_animated_meshnode != NULL || m_spritenode != NULL)
775                 return;
776
777         m_visuals_expired = false;
778
779         if(!m_prop.is_visible)
780                 return;
781
782         //video::IVideoDriver* driver = smgr->getVideoDriver();
783
784         if(m_prop.visual == "sprite")
785         {
786                 infostream<<"GenericCAO::addToScene(): single_sprite"<<std::endl;
787                 m_spritenode = smgr->addBillboardSceneNode(
788                                 NULL, v2f(1, 1), v3f(0,0,0), -1);
789                 m_spritenode->setMaterialTexture(0,
790                                 tsrc->getTexture("unknown_node.png"));
791                 m_spritenode->setMaterialFlag(video::EMF_LIGHTING, false);
792                 m_spritenode->setMaterialFlag(video::EMF_BILINEAR_FILTER, false);
793                 m_spritenode->setMaterialType(video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF);
794                 m_spritenode->setMaterialFlag(video::EMF_FOG_ENABLE, true);
795                 u8 li = m_last_light;
796                 m_spritenode->setColor(video::SColor(255,li,li,li));
797                 m_spritenode->setSize(m_prop.visual_size*BS);
798                 {
799                         const float txs = 1.0 / 1;
800                         const float tys = 1.0 / 1;
801                         setBillboardTextureMatrix(m_spritenode,
802                                         txs, tys, 0, 0);
803                 }
804         }
805         else if(m_prop.visual == "upright_sprite") {
806                 scene::SMesh *mesh = new scene::SMesh();
807                 double dx = BS*m_prop.visual_size.X/2;
808                 double dy = BS*m_prop.visual_size.Y/2;
809                 { // Front
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, 0,1),
816                         video::S3DVertex(dx,-dy,0, 0,0,0, c, 1,1),
817                         video::S3DVertex(dx,dy,0, 0,0,0, c, 1,0),
818                         video::S3DVertex(-dx,dy,0, 0,0,0, c, 0,0),
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;
827                 // Add to mesh
828                 mesh->addMeshBuffer(buf);
829                 buf->drop();
830                 }
831                 { // Back
832                 scene::IMeshBuffer *buf = new scene::SMeshBuffer();
833                 u8 li = m_last_light;
834                 video::SColor c(255,li,li,li);
835                 video::S3DVertex vertices[4] =
836                 {
837                         video::S3DVertex(dx,-dy,0, 0,0,0, c, 1,1),
838                         video::S3DVertex(-dx,-dy,0, 0,0,0, c, 0,1),
839                         video::S3DVertex(-dx,dy,0, 0,0,0, c, 0,0),
840                         video::S3DVertex(dx,dy,0, 0,0,0, c, 1,0),
841                 };
842                 u16 indices[] = {0,1,2,2,3,0};
843                 buf->append(vertices, 4, indices, 6);
844                 // Set material
845                 buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
846                 buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
847                 buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
848                 buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
849                 // Add to mesh
850                 mesh->addMeshBuffer(buf);
851                 buf->drop();
852                 }
853                 m_meshnode = smgr->addMeshSceneNode(mesh, NULL);
854                 mesh->drop();
855                 // Set it to use the materials of the meshbuffers directly.
856                 // This is needed for changing the texture in the future
857                 m_meshnode->setReadOnlyMaterials(true);
858         }
859         else if(m_prop.visual == "cube") {
860                 infostream<<"GenericCAO::addToScene(): cube"<<std::endl;
861                 scene::IMesh *mesh = createCubeMesh(v3f(BS,BS,BS));
862                 m_meshnode = smgr->addMeshSceneNode(mesh, NULL);
863                 mesh->drop();
864                 
865                 m_meshnode->setScale(v3f(m_prop.visual_size.X,
866                                 m_prop.visual_size.Y,
867                                 m_prop.visual_size.X));
868                 u8 li = m_last_light;
869                 setMeshColor(m_meshnode->getMesh(), video::SColor(255,li,li,li));
870
871                 m_meshnode->setMaterialFlag(video::EMF_LIGHTING, false);
872                 m_meshnode->setMaterialFlag(video::EMF_BILINEAR_FILTER, false);
873                 m_meshnode->setMaterialType(video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF);
874                 m_meshnode->setMaterialFlag(video::EMF_FOG_ENABLE, true);
875         }
876         else if(m_prop.visual == "mesh") {
877                 infostream<<"GenericCAO::addToScene(): mesh"<<std::endl;
878                 scene::IAnimatedMesh *mesh = m_gamedef->getMesh(m_prop.mesh);
879                 if(mesh)
880                 {
881                         m_animated_meshnode = smgr->addAnimatedMeshSceneNode(mesh, NULL);
882                         mesh->drop(); // The scene node took hold of it
883                         m_animated_meshnode->animateJoints(); // Needed for some animations
884                         m_animated_meshnode->setScale(v3f(m_prop.visual_size.X,
885                                         m_prop.visual_size.Y,
886                                         m_prop.visual_size.X));
887                         u8 li = m_last_light;
888                         setMeshColor(m_animated_meshnode->getMesh(), video::SColor(255,li,li,li));
889
890                         m_animated_meshnode->setMaterialFlag(video::EMF_LIGHTING, false);
891                         m_animated_meshnode->setMaterialFlag(video::EMF_BILINEAR_FILTER, false);
892                         m_animated_meshnode->setMaterialType(video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF);
893                         m_animated_meshnode->setMaterialFlag(video::EMF_FOG_ENABLE, true);
894                 }
895                 else
896                         errorstream<<"GenericCAO::addToScene(): Could not load mesh "<<m_prop.mesh<<std::endl;
897         }
898         else if(m_prop.visual == "wielditem") {
899                 infostream<<"GenericCAO::addToScene(): node"<<std::endl;
900                 infostream<<"textures: "<<m_prop.textures.size()<<std::endl;
901                 if(m_prop.textures.size() >= 1){
902                         infostream<<"textures[0]: "<<m_prop.textures[0]<<std::endl;
903                         IItemDefManager *idef = m_gamedef->idef();
904                         ItemStack item(m_prop.textures[0], 1, 0, "", idef);
905                         scene::IMesh *item_mesh = idef->getWieldMesh(item.getDefinition(idef).name, m_gamedef);
906
907                         // Copy mesh to be able to set unique vertex colors
908                         scene::IMeshManipulator *manip =
909                                         irr->getVideoDriver()->getMeshManipulator();
910                         scene::IMesh *mesh = manip->createMeshUniquePrimitives(item_mesh);
911
912                         m_meshnode = smgr->addMeshSceneNode(mesh, NULL);
913                         mesh->drop();
914                         
915                         m_meshnode->setScale(v3f(m_prop.visual_size.X/2,
916                                         m_prop.visual_size.Y/2,
917                                         m_prop.visual_size.X/2));
918                         u8 li = m_last_light;
919                         setMeshColor(m_meshnode->getMesh(), video::SColor(255,li,li,li));
920                 }
921         } else {
922                 infostream<<"GenericCAO::addToScene(): \""<<m_prop.visual
923                                 <<"\" not supported"<<std::endl;
924         }
925         updateTextures("");
926
927         scene::ISceneNode *node = NULL;
928         if(m_spritenode)
929                 node = m_spritenode;
930         else if(m_animated_meshnode)
931                 node = m_animated_meshnode;
932         else if(m_meshnode)
933                 node = m_meshnode;
934         if(node && m_is_player && !m_is_local_player){
935                 // Add a text node for showing the name
936                 gui::IGUIEnvironment* gui = irr->getGUIEnvironment();
937                 std::wstring wname = narrow_to_wide(m_name);
938                 m_textnode = smgr->addTextSceneNode(gui->getBuiltInFont(),
939                                 wname.c_str(), video::SColor(255,255,255,255), node);
940                 m_textnode->setPosition(v3f(0, BS*1.1, 0));
941         }
942
943         updateNodePos();
944         updateAnimation();
945         updateBonePosition();
946         updateAttachments();
947 }
948                 
949 void GenericCAO::updateLight(u8 light_at_pos)
950 {
951         u8 li = decode_light(light_at_pos);
952         if(li != m_last_light)
953         {
954                 m_last_light = li;
955                 video::SColor color(255,li,li,li);
956                 if(m_meshnode)
957                         setMeshColor(m_meshnode->getMesh(), color);
958                 if(m_animated_meshnode)
959                         setMeshColor(m_animated_meshnode->getMesh(), color);
960                 if(m_spritenode)
961                         m_spritenode->setColor(color);
962         }
963 }
964
965 v3s16 GenericCAO::getLightPosition()
966 {
967         return floatToInt(m_position, BS);
968 }
969
970 void GenericCAO::updateNodePos()
971 {
972         if(getParent() != NULL)
973                 return;
974
975         v3s16 camera_offset = m_env->getCameraOffset();
976         if(m_meshnode)
977         {
978                 m_meshnode->setPosition(pos_translator.vect_show-intToFloat(camera_offset, BS));
979                 v3f rot = m_meshnode->getRotation();
980                 rot.Y = -m_yaw;
981                 m_meshnode->setRotation(rot);
982         }
983         if(m_animated_meshnode)
984         {
985                 m_animated_meshnode->setPosition(pos_translator.vect_show-intToFloat(camera_offset, BS));
986                 v3f rot = m_animated_meshnode->getRotation();
987                 rot.Y = -m_yaw;
988                 m_animated_meshnode->setRotation(rot);
989         }
990         if(m_spritenode)
991         {
992                 m_spritenode->setPosition(pos_translator.vect_show-intToFloat(camera_offset, BS));
993         }
994 }
995         
996 void GenericCAO::step(float dtime, ClientEnvironment *env)
997 {
998         // Handel model of local player instantly to prevent lags
999         if(m_is_local_player)
1000         {
1001                 LocalPlayer *player = m_env->getLocalPlayer();
1002
1003                 if (m_is_visible)
1004                 {
1005                         int old_anim = player->last_animation;
1006                         float old_anim_speed = player->last_animation_speed;
1007                         m_position = player->getPosition() + v3f(0,BS,0);
1008                         m_velocity = v3f(0,0,0);
1009                         m_acceleration = v3f(0,0,0);
1010                         pos_translator.vect_show = m_position;
1011                         m_yaw = player->getYaw();
1012                         PlayerControl controls = player->getPlayerControl();
1013
1014                         bool walking = false;
1015                         if(controls.up || controls.down || controls.left || controls.right)
1016                                 walking = true;
1017
1018                         f32 new_speed = player->local_animation_speed;
1019                         v2s32 new_anim = v2s32(0,0);
1020                         bool allow_update = false;
1021
1022                         // increase speed if using fast or flying fast
1023                         if((g_settings->getBool("fast_move") &&
1024                                         m_gamedef->checkLocalPrivilege("fast")) &&
1025                                         (controls.aux1 ||
1026                                         (!player->touching_ground &&
1027                                         g_settings->getBool("free_move") &&
1028                                         m_gamedef->checkLocalPrivilege("fly"))))
1029                                         new_speed *= 1.5;
1030                         // slowdown speed if sneeking
1031                         if(controls.sneak && walking)
1032                                 new_speed /= 2;
1033
1034                         if(walking && (controls.LMB || controls.RMB))
1035                         {
1036                                 new_anim = player->local_animations[3];
1037                                 player->last_animation = WD_ANIM;
1038                         } else if(walking) {
1039                                 new_anim = player->local_animations[1];
1040                                 player->last_animation = WALK_ANIM;
1041                         } else if(controls.LMB || controls.RMB) {
1042                                 new_anim = player->local_animations[2];
1043                                 player->last_animation = DIG_ANIM;
1044                         }
1045
1046                         // Apply animations if input detected and not attached
1047                         // or set idle animation
1048                         if ((new_anim.X + new_anim.Y) > 0 && !player->isAttached)
1049                         {
1050                                 allow_update = true;
1051                                 m_animation_range = new_anim;
1052                                 m_animation_speed = new_speed;
1053                                 player->last_animation_speed = m_animation_speed;
1054                         } else {
1055                                 player->last_animation = NO_ANIM;
1056
1057                                 if (old_anim != NO_ANIM)
1058                                 {
1059                                         m_animation_range = player->local_animations[0];
1060                                         updateAnimation();
1061                                 }
1062                         }
1063
1064                         // Update local player animations
1065                         if ((player->last_animation != old_anim ||
1066                                 m_animation_speed != old_anim_speed) &&
1067                                 player->last_animation != NO_ANIM && allow_update)
1068                                         updateAnimation();
1069
1070                 }
1071         }
1072
1073         if(m_visuals_expired && m_smgr && m_irr){
1074                 m_visuals_expired = false;
1075
1076                 // Attachments, part 1: All attached objects must be unparented first,
1077                 // or Irrlicht causes a segmentation fault
1078                 for(std::vector<u16>::iterator ci = m_children.begin();
1079                                 ci != m_children.end();)
1080                 {
1081                         if (m_env->m_attachements[*ci] != getId()) {
1082                                 ci = m_children.erase(ci);
1083                                 continue;
1084                         }
1085                         ClientActiveObject *obj = m_env->getActiveObject(*ci);
1086                         if(obj)
1087                         {
1088                                 scene::IMeshSceneNode *m_child_meshnode
1089                                                 = obj->getMeshSceneNode();
1090                                 scene::IAnimatedMeshSceneNode *m_child_animated_meshnode
1091                                                 = obj->getAnimatedMeshSceneNode();
1092                                 scene::IBillboardSceneNode *m_child_spritenode
1093                                                 = obj->getSpriteSceneNode();
1094                                 if(m_child_meshnode)
1095                                         m_child_meshnode->setParent(m_smgr->getRootSceneNode());
1096                                 if(m_child_animated_meshnode)
1097                                         m_child_animated_meshnode->setParent(m_smgr->getRootSceneNode());
1098                                 if(m_child_spritenode)
1099                                         m_child_spritenode->setParent(m_smgr->getRootSceneNode());
1100                         }
1101                         ++ci;
1102                 }
1103
1104                 removeFromScene(false);
1105                 addToScene(m_smgr, m_gamedef->tsrc(), m_irr);
1106
1107                 // Attachments, part 2: Now that the parent has been refreshed, put its attachments back
1108                 for(std::vector<u16>::iterator ci = m_children.begin();
1109                                                 ci != m_children.end(); ci++)
1110                 {
1111                                 // Get the object of the child
1112                                 ClientActiveObject *obj = m_env->getActiveObject(*ci);
1113                                 if(obj)
1114                                         obj->setAttachments();
1115                 }
1116         }
1117
1118         // Make sure m_is_visible is always applied
1119         if(m_meshnode)
1120                 m_meshnode->setVisible(m_is_visible);
1121         if(m_animated_meshnode)
1122                 m_animated_meshnode->setVisible(m_is_visible);
1123         if(m_spritenode)
1124                 m_spritenode->setVisible(m_is_visible);
1125         if(m_textnode)
1126                 m_textnode->setVisible(m_is_visible);
1127
1128         if(getParent() != NULL) // Attachments should be glued to their parent by Irrlicht
1129         {
1130                 // Set these for later
1131                 m_position = getPosition();
1132                 m_velocity = v3f(0,0,0);
1133                 m_acceleration = v3f(0,0,0);
1134                 pos_translator.vect_show = m_position;
1135
1136                 if(m_is_local_player) // Update local player attachment position
1137                 {
1138                         LocalPlayer *player = m_env->getLocalPlayer();
1139                         player->overridePosition = getParent()->getPosition();
1140                         m_env->getLocalPlayer()->parent = getParent();
1141                 }
1142         } else {
1143                 v3f lastpos = pos_translator.vect_show;
1144
1145                 if(m_prop.physical)
1146                 {
1147                         core::aabbox3d<f32> box = m_prop.collisionbox;
1148                         box.MinEdge *= BS;
1149                         box.MaxEdge *= BS;
1150                         collisionMoveResult moveresult;
1151                         f32 pos_max_d = BS*0.125; // Distance per iteration
1152                         v3f p_pos = m_position;
1153                         v3f p_velocity = m_velocity;
1154                         v3f p_acceleration = m_acceleration;
1155                         moveresult = collisionMoveSimple(env,env->getGameDef(),
1156                                         pos_max_d, box, m_prop.stepheight, dtime,
1157                                         p_pos, p_velocity, p_acceleration,
1158                                         this, m_prop.collideWithObjects);
1159                         // Apply results
1160                         m_position = p_pos;
1161                         m_velocity = p_velocity;
1162                         m_acceleration = p_acceleration;
1163
1164                         bool is_end_position = moveresult.collides;
1165                         pos_translator.update(m_position, is_end_position, dtime);
1166                         pos_translator.translate(dtime);
1167                         updateNodePos();
1168                 } else {
1169                         m_position += dtime * m_velocity + 0.5 * dtime * dtime * m_acceleration;
1170                         m_velocity += dtime * m_acceleration;
1171                         pos_translator.update(m_position, pos_translator.aim_is_end,
1172                                         pos_translator.anim_time);
1173                         pos_translator.translate(dtime);
1174                         updateNodePos();
1175                 }
1176
1177                 float moved = lastpos.getDistanceFrom(pos_translator.vect_show);
1178                 m_step_distance_counter += moved;
1179                 if(m_step_distance_counter > 1.5*BS)
1180                 {
1181                         m_step_distance_counter = 0;
1182                         if(!m_is_local_player && m_prop.makes_footstep_sound)
1183                         {
1184                                 INodeDefManager *ndef = m_gamedef->ndef();
1185                                 v3s16 p = floatToInt(getPosition() + v3f(0,
1186                                                 (m_prop.collisionbox.MinEdge.Y-0.5)*BS, 0), BS);
1187                                 MapNode n = m_env->getMap().getNodeNoEx(p);
1188                                 SimpleSoundSpec spec = ndef->get(n).sound_footstep;
1189                                 m_gamedef->sound()->playSoundAt(spec, false, getPosition());
1190                         }
1191                 }
1192         }
1193
1194         m_anim_timer += dtime;
1195         if(m_anim_timer >= m_anim_framelength)
1196         {
1197                 m_anim_timer -= m_anim_framelength;
1198                 m_anim_frame++;
1199                 if(m_anim_frame >= m_anim_num_frames)
1200                         m_anim_frame = 0;
1201         }
1202
1203         updateTexturePos();
1204
1205         if(m_reset_textures_timer >= 0)
1206         {
1207                 m_reset_textures_timer -= dtime;
1208                 if(m_reset_textures_timer <= 0){
1209                         m_reset_textures_timer = -1;
1210                         updateTextures("");
1211                 }
1212         }
1213         if(getParent() == NULL && fabs(m_prop.automatic_rotate) > 0.001)
1214         {
1215                 m_yaw += dtime * m_prop.automatic_rotate * 180 / M_PI;
1216                 updateNodePos();
1217         }
1218
1219         if (getParent() == NULL && m_prop.automatic_face_movement_dir &&
1220                         (fabs(m_velocity.Z) > 0.001 || fabs(m_velocity.X) > 0.001))
1221         {
1222                 m_yaw = atan2(m_velocity.Z,m_velocity.X) * 180 / M_PI
1223                                 + m_prop.automatic_face_movement_dir_offset;
1224                 updateNodePos();
1225         }
1226 }
1227
1228 void GenericCAO::updateTexturePos()
1229 {
1230         if(m_spritenode)
1231         {
1232                 scene::ICameraSceneNode* camera =
1233                                 m_spritenode->getSceneManager()->getActiveCamera();
1234                 if(!camera)
1235                         return;
1236                 v3f cam_to_entity = m_spritenode->getAbsolutePosition()
1237                                 - camera->getAbsolutePosition();
1238                 cam_to_entity.normalize();
1239
1240                 int row = m_tx_basepos.Y;
1241                 int col = m_tx_basepos.X;
1242
1243                 if(m_tx_select_horiz_by_yawpitch)
1244                 {
1245                         if(cam_to_entity.Y > 0.75)
1246                                 col += 5;
1247                         else if(cam_to_entity.Y < -0.75)
1248                                 col += 4;
1249                         else{
1250                                 float mob_dir =
1251                                                 atan2(cam_to_entity.Z, cam_to_entity.X) / M_PI * 180.;
1252                                 float dir = mob_dir - m_yaw;
1253                                 dir = wrapDegrees_180(dir);
1254                                 //infostream<<"id="<<m_id<<" dir="<<dir<<std::endl;
1255                                 if(fabs(wrapDegrees_180(dir - 0)) <= 45.1)
1256                                         col += 2;
1257                                 else if(fabs(wrapDegrees_180(dir - 90)) <= 45.1)
1258                                         col += 3;
1259                                 else if(fabs(wrapDegrees_180(dir - 180)) <= 45.1)
1260                                         col += 0;
1261                                 else if(fabs(wrapDegrees_180(dir + 90)) <= 45.1)
1262                                         col += 1;
1263                                 else
1264                                         col += 4;
1265                         }
1266                 }
1267
1268                 // Animation goes downwards
1269                 row += m_anim_frame;
1270
1271                 float txs = m_tx_size.X;
1272                 float tys = m_tx_size.Y;
1273                 setBillboardTextureMatrix(m_spritenode,
1274                                 txs, tys, col, row);
1275         }
1276 }
1277
1278 void GenericCAO::updateTextures(const std::string &mod)
1279 {
1280         ITextureSource *tsrc = m_gamedef->tsrc();
1281
1282         bool use_trilinear_filter = g_settings->getBool("trilinear_filter");
1283         bool use_bilinear_filter = g_settings->getBool("bilinear_filter");
1284         bool use_anisotropic_filter = g_settings->getBool("anisotropic_filter");
1285
1286         if(m_spritenode)
1287         {
1288                 if(m_prop.visual == "sprite")
1289                 {
1290                         std::string texturestring = "unknown_node.png";
1291                         if(m_prop.textures.size() >= 1)
1292                                 texturestring = m_prop.textures[0];
1293                         texturestring += mod;
1294                         m_spritenode->setMaterialTexture(0,
1295                                         tsrc->getTexture(texturestring));
1296
1297                         // This allows setting per-material colors. However, until a real lighting
1298                         // system is added, the code below will have no effect. Once MineTest
1299                         // has directional lighting, it should work automatically.
1300                         if(m_prop.colors.size() >= 1)
1301                         {
1302                                 m_spritenode->getMaterial(0).AmbientColor = m_prop.colors[0];
1303                                 m_spritenode->getMaterial(0).DiffuseColor = m_prop.colors[0];
1304                                 m_spritenode->getMaterial(0).SpecularColor = m_prop.colors[0];
1305                         }
1306
1307                         m_spritenode->getMaterial(0).setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
1308                         m_spritenode->getMaterial(0).setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
1309                         m_spritenode->getMaterial(0).setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
1310                 }
1311         }
1312         if(m_animated_meshnode)
1313         {
1314                 if(m_prop.visual == "mesh")
1315                 {
1316                         for (u32 i = 0; i < m_prop.textures.size() &&
1317                                         i < m_animated_meshnode->getMaterialCount(); ++i)
1318                         {
1319                                 std::string texturestring = m_prop.textures[i];
1320                                 if(texturestring == "")
1321                                         continue; // Empty texture string means don't modify that material
1322                                 texturestring += mod;
1323                                 video::ITexture* texture = tsrc->getTexture(texturestring);
1324                                 if(!texture)
1325                                 {
1326                                         errorstream<<"GenericCAO::updateTextures(): Could not load texture "<<texturestring<<std::endl;
1327                                         continue;
1328                                 }
1329
1330                                 // Set material flags and texture
1331                                 video::SMaterial& material = m_animated_meshnode->getMaterial(i);
1332                                 material.TextureLayer[0].Texture = texture;
1333                                 material.setFlag(video::EMF_LIGHTING, false);
1334                                 material.setFlag(video::EMF_BILINEAR_FILTER, false);
1335
1336                                 m_animated_meshnode->getMaterial(i)
1337                                                 .setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
1338                                 m_animated_meshnode->getMaterial(i)
1339                                                 .setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
1340                                 m_animated_meshnode->getMaterial(i)
1341                                                 .setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
1342                         }
1343                         for (u32 i = 0; i < m_prop.colors.size() &&
1344                         i < m_animated_meshnode->getMaterialCount(); ++i)
1345                         {
1346                                 // This allows setting per-material colors. However, until a real lighting
1347                                 // system is added, the code below will have no effect. Once MineTest
1348                                 // has directional lighting, it should work automatically.
1349                                 m_animated_meshnode->getMaterial(i).AmbientColor = m_prop.colors[i];
1350                                 m_animated_meshnode->getMaterial(i).DiffuseColor = m_prop.colors[i];
1351                                 m_animated_meshnode->getMaterial(i).SpecularColor = m_prop.colors[i];
1352                         }
1353                 }
1354         }
1355         if(m_meshnode)
1356         {
1357                 if(m_prop.visual == "cube")
1358                 {
1359                         for (u32 i = 0; i < 6; ++i)
1360                         {
1361                                 std::string texturestring = "unknown_node.png";
1362                                 if(m_prop.textures.size() > i)
1363                                         texturestring = m_prop.textures[i];
1364                                 texturestring += mod;
1365
1366
1367                                 // Set material flags and texture
1368                                 video::SMaterial& material = m_meshnode->getMaterial(i);
1369                                 material.setFlag(video::EMF_LIGHTING, false);
1370                                 material.setFlag(video::EMF_BILINEAR_FILTER, false);
1371                                 material.setTexture(0,
1372                                                 tsrc->getTexture(texturestring));
1373                                 material.getTextureMatrix(0).makeIdentity();
1374
1375                                 // This allows setting per-material colors. However, until a real lighting
1376                                 // system is added, the code below will have no effect. Once MineTest
1377                                 // has directional lighting, it should work automatically.
1378                                 if(m_prop.colors.size() > i)
1379                                 {
1380                                         m_meshnode->getMaterial(i).AmbientColor = m_prop.colors[i];
1381                                         m_meshnode->getMaterial(i).DiffuseColor = m_prop.colors[i];
1382                                         m_meshnode->getMaterial(i).SpecularColor = m_prop.colors[i];
1383                                 }
1384
1385                                 m_meshnode->getMaterial(i).setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
1386                                 m_meshnode->getMaterial(i).setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
1387                                 m_meshnode->getMaterial(i).setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
1388                         }
1389                 }
1390                 else if(m_prop.visual == "upright_sprite")
1391                 {
1392                         scene::IMesh *mesh = m_meshnode->getMesh();
1393                         {
1394                                 std::string tname = "unknown_object.png";
1395                                 if(m_prop.textures.size() >= 1)
1396                                         tname = m_prop.textures[0];
1397                                 tname += mod;
1398                                 scene::IMeshBuffer *buf = mesh->getMeshBuffer(0);
1399                                 buf->getMaterial().setTexture(0,
1400                                                 tsrc->getTexture(tname));
1401
1402                                 // This allows setting per-material colors. However, until a real lighting
1403                                 // system is added, the code below will have no effect. Once MineTest
1404                                 // has directional lighting, it should work automatically.
1405                                 if(m_prop.colors.size() >= 1)
1406                                 {
1407                                         buf->getMaterial().AmbientColor = m_prop.colors[0];
1408                                         buf->getMaterial().DiffuseColor = m_prop.colors[0];
1409                                         buf->getMaterial().SpecularColor = m_prop.colors[0];
1410                                 }
1411
1412                                 buf->getMaterial().setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
1413                                 buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
1414                                 buf->getMaterial().setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
1415                         }
1416                         {
1417                                 std::string tname = "unknown_object.png";
1418                                 if(m_prop.textures.size() >= 2)
1419                                         tname = m_prop.textures[1];
1420                                 else if(m_prop.textures.size() >= 1)
1421                                         tname = m_prop.textures[0];
1422                                 tname += mod;
1423                                 scene::IMeshBuffer *buf = mesh->getMeshBuffer(1);
1424                                 buf->getMaterial().setTexture(0,
1425                                                 tsrc->getTexture(tname));
1426
1427                                 // This allows setting per-material colors. However, until a real lighting
1428                                 // system is added, the code below will have no effect. Once MineTest
1429                                 // has directional lighting, it should work automatically.
1430                                 if(m_prop.colors.size() >= 2)
1431                                 {
1432                                         buf->getMaterial().AmbientColor = m_prop.colors[1];
1433                                         buf->getMaterial().DiffuseColor = m_prop.colors[1];
1434                                         buf->getMaterial().SpecularColor = m_prop.colors[1];
1435                                 }
1436                                 else if(m_prop.colors.size() >= 1)
1437                                 {
1438                                         buf->getMaterial().AmbientColor = m_prop.colors[0];
1439                                         buf->getMaterial().DiffuseColor = m_prop.colors[0];
1440                                         buf->getMaterial().SpecularColor = m_prop.colors[0];
1441                                 }
1442
1443                                 buf->getMaterial().setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
1444                                 buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
1445                                 buf->getMaterial().setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
1446                         }
1447                 }
1448         }
1449 }
1450
1451 void GenericCAO::updateAnimation()
1452 {
1453         if(m_animated_meshnode == NULL)
1454                 return;
1455         m_animated_meshnode->setFrameLoop(m_animation_range.X, m_animation_range.Y);
1456         m_animated_meshnode->setAnimationSpeed(m_animation_speed);
1457         m_animated_meshnode->setTransitionTime(m_animation_blend);
1458 }
1459
1460 void GenericCAO::updateBonePosition()
1461 {
1462         if(!m_bone_position.size() || m_animated_meshnode == NULL)
1463                 return;
1464
1465         m_animated_meshnode->setJointMode(irr::scene::EJUOR_CONTROL); // To write positions to the mesh on render
1466         for(std::map<std::string,
1467                         core::vector2d<v3f> >::const_iterator ii = m_bone_position.begin();
1468                         ii != m_bone_position.end(); ++ii)
1469         {
1470                 std::string bone_name = (*ii).first;
1471                 v3f bone_pos = (*ii).second.X;
1472                 v3f bone_rot = (*ii).second.Y;
1473                 irr::scene::IBoneSceneNode* bone = m_animated_meshnode->getJointNode(bone_name.c_str());
1474                 if(bone)
1475                 {
1476                         bone->setPosition(bone_pos);
1477                         bone->setRotation(bone_rot);
1478                 }
1479         }
1480 }
1481         
1482 void GenericCAO::updateAttachments()
1483 {
1484
1485         // localplayer itself can't be attached to localplayer
1486         if (!m_is_local_player)
1487         {
1488                 m_attached_to_local = getParent() != NULL && getParent()->isLocalPlayer();
1489                 // Objects attached to the local player should always be hidden
1490                 m_is_visible = !m_attached_to_local;
1491         }
1492
1493         if(getParent() == NULL || m_attached_to_local) // Detach or don't attach
1494         {
1495                 if(m_meshnode)
1496                 {
1497                         v3f old_position = m_meshnode->getAbsolutePosition();
1498                         v3f old_rotation = m_meshnode->getRotation();
1499                         m_meshnode->setParent(m_smgr->getRootSceneNode());
1500                         m_meshnode->setPosition(old_position);
1501                         m_meshnode->setRotation(old_rotation);
1502                         m_meshnode->updateAbsolutePosition();
1503                 }
1504                 if(m_animated_meshnode)
1505                 {
1506                         v3f old_position = m_animated_meshnode->getAbsolutePosition();
1507                         v3f old_rotation = m_animated_meshnode->getRotation();
1508                         m_animated_meshnode->setParent(m_smgr->getRootSceneNode());
1509                         m_animated_meshnode->setPosition(old_position);
1510                         m_animated_meshnode->setRotation(old_rotation);
1511                         m_animated_meshnode->updateAbsolutePosition();
1512                 }
1513                 if(m_spritenode)
1514                 {
1515                         v3f old_position = m_spritenode->getAbsolutePosition();
1516                         v3f old_rotation = m_spritenode->getRotation();
1517                         m_spritenode->setParent(m_smgr->getRootSceneNode());
1518                         m_spritenode->setPosition(old_position);
1519                         m_spritenode->setRotation(old_rotation);
1520                         m_spritenode->updateAbsolutePosition();
1521                 }
1522                 if(m_is_local_player)
1523                 {
1524                         LocalPlayer *player = m_env->getLocalPlayer();
1525                         player->isAttached = false;
1526                 }
1527         }
1528         else // Attach
1529         {
1530                 scene::IMeshSceneNode *parent_mesh = NULL;
1531                 if(getParent()->getMeshSceneNode())
1532                         parent_mesh = getParent()->getMeshSceneNode();
1533                 scene::IAnimatedMeshSceneNode *parent_animated_mesh = NULL;
1534                 if(getParent()->getAnimatedMeshSceneNode())
1535                         parent_animated_mesh = getParent()->getAnimatedMeshSceneNode();
1536                 scene::IBillboardSceneNode *parent_sprite = NULL;
1537                 if(getParent()->getSpriteSceneNode())
1538                         parent_sprite = getParent()->getSpriteSceneNode();
1539
1540                 scene::IBoneSceneNode *parent_bone = NULL;
1541                 if(parent_animated_mesh && m_attachment_bone != "")
1542                 {
1543                         parent_bone =
1544                                         parent_animated_mesh->getJointNode(m_attachment_bone.c_str());
1545                 }
1546                 // The spaghetti code below makes sure attaching works if either the
1547                 // parent or child is a spritenode, meshnode, or animatedmeshnode
1548                 // TODO: Perhaps use polymorphism here to save code duplication
1549                 if(m_meshnode)
1550                 {
1551                         if(parent_bone)
1552                         {
1553                                 m_meshnode->setParent(parent_bone);
1554                                 m_meshnode->setPosition(m_attachment_position);
1555                                 m_meshnode->setRotation(m_attachment_rotation);
1556                                 m_meshnode->updateAbsolutePosition();
1557                         }
1558                         else
1559                         {
1560                                 if(parent_mesh)
1561                                 {
1562                                         m_meshnode->setParent(parent_mesh);
1563                                         m_meshnode->setPosition(m_attachment_position);
1564                                         m_meshnode->setRotation(m_attachment_rotation);
1565                                         m_meshnode->updateAbsolutePosition();
1566                                 }
1567                                 else if(parent_animated_mesh) {
1568                                         m_meshnode->setParent(parent_animated_mesh);
1569                                         m_meshnode->setPosition(m_attachment_position);
1570                                         m_meshnode->setRotation(m_attachment_rotation);
1571                                         m_meshnode->updateAbsolutePosition();
1572                                 }
1573                                 else if(parent_sprite) {
1574                                         m_meshnode->setParent(parent_sprite);
1575                                         m_meshnode->setPosition(m_attachment_position);
1576                                         m_meshnode->setRotation(m_attachment_rotation);
1577                                         m_meshnode->updateAbsolutePosition();
1578                                 }
1579                         }
1580                 }
1581                 if(m_animated_meshnode)
1582                 {
1583                         if(parent_bone)
1584                         {
1585                                 m_animated_meshnode->setParent(parent_bone);
1586                                 m_animated_meshnode->setPosition(m_attachment_position);
1587                                 m_animated_meshnode->setRotation(m_attachment_rotation);
1588                                 m_animated_meshnode->updateAbsolutePosition();
1589                         }
1590                         else
1591                         {
1592                                 if(parent_mesh)
1593                                 {
1594                                         m_animated_meshnode->setParent(parent_mesh);
1595                                         m_animated_meshnode->setPosition(m_attachment_position);
1596                                         m_animated_meshnode->setRotation(m_attachment_rotation);
1597                                         m_animated_meshnode->updateAbsolutePosition();
1598                                 } else if(parent_animated_mesh) {
1599                                         m_animated_meshnode->setParent(parent_animated_mesh);
1600                                         m_animated_meshnode->setPosition(m_attachment_position);
1601                                         m_animated_meshnode->setRotation(m_attachment_rotation);
1602                                         m_animated_meshnode->updateAbsolutePosition();
1603                                 } else if(parent_sprite) {
1604                                         m_animated_meshnode->setParent(parent_sprite);
1605                                         m_animated_meshnode->setPosition(m_attachment_position);
1606                                         m_animated_meshnode->setRotation(m_attachment_rotation);
1607                                         m_animated_meshnode->updateAbsolutePosition();
1608                                 }
1609                         }
1610                 }
1611                 if(m_spritenode)
1612                 {
1613                         if(parent_bone)
1614                         {
1615                                 m_spritenode->setParent(parent_bone);
1616                                 m_spritenode->setPosition(m_attachment_position);
1617                                 m_spritenode->setRotation(m_attachment_rotation);
1618                                 m_spritenode->updateAbsolutePosition();
1619                         } else {
1620                                 if(parent_mesh)
1621                                 {
1622                                         m_spritenode->setParent(parent_mesh);
1623                                         m_spritenode->setPosition(m_attachment_position);
1624                                         m_spritenode->setRotation(m_attachment_rotation);
1625                                         m_spritenode->updateAbsolutePosition();
1626                                 }
1627                                 else if(parent_animated_mesh) {
1628                                         m_spritenode->setParent(parent_animated_mesh);
1629                                         m_spritenode->setPosition(m_attachment_position);
1630                                         m_spritenode->setRotation(m_attachment_rotation);
1631                                         m_spritenode->updateAbsolutePosition();
1632                                 }
1633                                 else if(parent_sprite) {
1634                                         m_spritenode->setParent(parent_sprite);
1635                                         m_spritenode->setPosition(m_attachment_position);
1636                                         m_spritenode->setRotation(m_attachment_rotation);
1637                                         m_spritenode->updateAbsolutePosition();
1638                                 }
1639                         }
1640                 }
1641                 if(m_is_local_player)
1642                 {
1643                         LocalPlayer *player = m_env->getLocalPlayer();
1644                         player->isAttached = true;
1645                 }
1646         }
1647 }
1648
1649 void GenericCAO::processMessage(const std::string &data)
1650 {
1651         //infostream<<"GenericCAO: Got message"<<std::endl;
1652         std::istringstream is(data, std::ios::binary);
1653         // command
1654         u8 cmd = readU8(is);
1655         if(cmd == GENERIC_CMD_SET_PROPERTIES)
1656         {
1657                 m_prop = gob_read_set_properties(is);
1658
1659                 m_selection_box = m_prop.collisionbox;
1660                 m_selection_box.MinEdge *= BS;
1661                 m_selection_box.MaxEdge *= BS;
1662
1663                 m_tx_size.X = 1.0 / m_prop.spritediv.X;
1664                 m_tx_size.Y = 1.0 / m_prop.spritediv.Y;
1665
1666                 if(!m_initial_tx_basepos_set){
1667                         m_initial_tx_basepos_set = true;
1668                         m_tx_basepos = m_prop.initial_sprite_basepos;
1669                 }
1670
1671                 expireVisuals();
1672         }
1673         else if(cmd == GENERIC_CMD_UPDATE_POSITION)
1674         {
1675                 // Not sent by the server if this object is an attachment.
1676                 // We might however get here if the server notices the object being detached before the client.
1677                 m_position = readV3F1000(is);
1678                 m_velocity = readV3F1000(is);
1679                 m_acceleration = readV3F1000(is);
1680                 if(fabs(m_prop.automatic_rotate) < 0.001)
1681                         m_yaw = readF1000(is);
1682                 else
1683                         readF1000(is);
1684                 bool do_interpolate = readU8(is);
1685                 bool is_end_position = readU8(is);
1686                 float update_interval = readF1000(is);
1687
1688                 // Place us a bit higher if we're physical, to not sink into
1689                 // the ground due to sucky collision detection...
1690                 if(m_prop.physical)
1691                         m_position += v3f(0,0.002,0);
1692
1693                 if(getParent() != NULL) // Just in case
1694                         return;
1695
1696                 if(do_interpolate)
1697                 {
1698                         if(!m_prop.physical)
1699                                 pos_translator.update(m_position, is_end_position, update_interval);
1700                 } else {
1701                         pos_translator.init(m_position);
1702                 }
1703                 updateNodePos();
1704         }
1705         else if(cmd == GENERIC_CMD_SET_TEXTURE_MOD) {
1706                 std::string mod = deSerializeString(is);
1707                 updateTextures(mod);
1708         }
1709         else if(cmd == GENERIC_CMD_SET_SPRITE) {
1710                 v2s16 p = readV2S16(is);
1711                 int num_frames = readU16(is);
1712                 float framelength = readF1000(is);
1713                 bool select_horiz_by_yawpitch = readU8(is);
1714
1715                 m_tx_basepos = p;
1716                 m_anim_num_frames = num_frames;
1717                 m_anim_framelength = framelength;
1718                 m_tx_select_horiz_by_yawpitch = select_horiz_by_yawpitch;
1719
1720                 updateTexturePos();
1721         }
1722         else if(cmd == GENERIC_CMD_SET_PHYSICS_OVERRIDE) {
1723                 float override_speed = readF1000(is);
1724                 float override_jump = readF1000(is);
1725                 float override_gravity = readF1000(is);
1726                 // these are sent inverted so we get true when the server sends nothing
1727                 bool sneak = !readU8(is);
1728                 bool sneak_glitch = !readU8(is);
1729
1730
1731                 if(m_is_local_player)
1732                 {
1733                         LocalPlayer *player = m_env->getLocalPlayer();
1734                         player->physics_override_speed = override_speed;
1735                         player->physics_override_jump = override_jump;
1736                         player->physics_override_gravity = override_gravity;
1737                         player->physics_override_sneak = sneak;
1738                         player->physics_override_sneak_glitch = sneak_glitch;
1739                 }
1740         }
1741         else if(cmd == GENERIC_CMD_SET_ANIMATION) {
1742                 // TODO: change frames send as v2s32 value
1743                 v2f range = readV2F1000(is);
1744                 if (!m_is_local_player) {
1745                         m_animation_range = v2s32((s32)range.X, (s32)range.Y);
1746                         m_animation_speed = readF1000(is);
1747                         m_animation_blend = readF1000(is);
1748                         updateAnimation();
1749                 } else {
1750                         LocalPlayer *player = m_env->getLocalPlayer();
1751                         if(player->last_animation == NO_ANIM)
1752                         {
1753                                 m_animation_range = v2s32((s32)range.X, (s32)range.Y);
1754                                 m_animation_speed = readF1000(is);
1755                                 m_animation_blend = readF1000(is);
1756                         }
1757                         // update animation only if local animations present
1758                         // and received animation is unknown (except idle animation)
1759                         bool is_known = false;
1760                         for (int i = 1;i<4;i++)
1761                         {
1762                                 if(m_animation_range.Y == player->local_animations[i].Y)
1763                                         is_known = true;
1764                         }
1765                         if(!is_known ||
1766                                         (player->local_animations[1].Y + player->local_animations[2].Y < 1))
1767                         {
1768                                         updateAnimation();
1769                         }
1770                 }
1771         }
1772         else if(cmd == GENERIC_CMD_SET_BONE_POSITION) {
1773                 std::string bone = deSerializeString(is);
1774                 v3f position = readV3F1000(is);
1775                 v3f rotation = readV3F1000(is);
1776                 m_bone_position[bone] = core::vector2d<v3f>(position, rotation);
1777
1778                 updateBonePosition();
1779         }
1780         else if(cmd == GENERIC_CMD_SET_ATTACHMENT) {
1781                 m_env->m_attachements[getId()] = readS16(is);
1782                 m_children.push_back(m_env->m_attachements[getId()]);
1783                 m_attachment_bone = deSerializeString(is);
1784                 m_attachment_position = readV3F1000(is);
1785                 m_attachment_rotation = readV3F1000(is);
1786
1787                 updateAttachments();
1788         }
1789         else if(cmd == GENERIC_CMD_PUNCHED) {
1790                 /*s16 damage =*/ readS16(is);
1791                 s16 result_hp = readS16(is);
1792
1793                 // Use this instead of the send damage to not interfere with prediction
1794                 s16 damage = m_hp - result_hp;
1795
1796                 m_hp = result_hp;
1797
1798                 if (damage > 0)
1799                 {
1800                         if (m_hp <= 0)
1801                         {
1802                                 // TODO: Execute defined fast response
1803                                 // As there is no definition, make a smoke puff
1804                                 ClientSimpleObject *simple = createSmokePuff(
1805                                                 m_smgr, m_env, m_position,
1806                                                 m_prop.visual_size * BS);
1807                                 m_env->addSimpleObject(simple);
1808                         } else {
1809                                 // TODO: Execute defined fast response
1810                                 // Flashing shall suffice as there is no definition
1811                                 m_reset_textures_timer = 0.05;
1812                                 if(damage >= 2)
1813                                         m_reset_textures_timer += 0.05 * damage;
1814                                 updateTextures("^[brighten");
1815                         }
1816                 }
1817         }
1818         else if(cmd == GENERIC_CMD_UPDATE_ARMOR_GROUPS) {
1819                 m_armor_groups.clear();
1820                 int armor_groups_size = readU16(is);
1821                 for(int i=0; i<armor_groups_size; i++)
1822                 {
1823                         std::string name = deSerializeString(is);
1824                         int rating = readS16(is);
1825                         m_armor_groups[name] = rating;
1826                 }
1827         }
1828 }
1829         
1830 bool GenericCAO::directReportPunch(v3f dir, const ItemStack *punchitem,
1831                 float time_from_last_punch)
1832 {
1833         assert(punchitem);
1834         const ToolCapabilities *toolcap =
1835                         &punchitem->getToolCapabilities(m_gamedef->idef());
1836         PunchDamageResult result = getPunchDamage(
1837                         m_armor_groups,
1838                         toolcap,
1839                         punchitem,
1840                         time_from_last_punch);
1841
1842         if(result.did_punch && result.damage != 0)
1843         {
1844                 if(result.damage < m_hp)
1845                 {
1846                         m_hp -= result.damage;
1847                 } else {
1848                         m_hp = 0;
1849                         // TODO: Execute defined fast response
1850                         // As there is no definition, make a smoke puff
1851                         ClientSimpleObject *simple = createSmokePuff(
1852                                         m_smgr, m_env, m_position,
1853                                         m_prop.visual_size * BS);
1854                         m_env->addSimpleObject(simple);
1855                 }
1856                 // TODO: Execute defined fast response
1857                 // Flashing shall suffice as there is no definition
1858                 m_reset_textures_timer = 0.05;
1859                 if(result.damage >= 2)
1860                         m_reset_textures_timer += 0.05 * result.damage;
1861                 updateTextures("^[brighten");
1862         }
1863
1864         return false;
1865 }
1866
1867 std::string GenericCAO::debugInfoText()
1868 {
1869         std::ostringstream os(std::ios::binary);
1870         os<<"GenericCAO hp="<<m_hp<<"\n";
1871         os<<"armor={";
1872         for(ItemGroupList::const_iterator i = m_armor_groups.begin();
1873                         i != m_armor_groups.end(); i++)
1874         {
1875                 os<<i->first<<"="<<i->second<<", ";
1876         }
1877         os<<"}";
1878         return os.str();
1879 }
1880
1881 // Prototype
1882 GenericCAO proto_GenericCAO(NULL, NULL);