Translation to Portuguese of Brazil for Minetest
[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 <IMeshManipulator.h>
45 #include <IAnimatedMeshSceneNode.h>
46 #include <IBoneSceneNode.h>
47
48 class Settings;
49 struct ToolCapabilities;
50
51 #define PP(x) "("<<(x).X<<","<<(x).Y<<","<<(x).Z<<")"
52
53 std::map<u16, ClientActiveObject::Factory> ClientActiveObject::m_types;
54
55 /*
56         SmoothTranslator
57 */
58
59 struct SmoothTranslator
60 {
61         v3f vect_old;
62         v3f vect_show;
63         v3f vect_aim;
64         f32 anim_counter;
65         f32 anim_time;
66         f32 anim_time_counter;
67         bool aim_is_end;
68
69         SmoothTranslator():
70                 vect_old(0,0,0),
71                 vect_show(0,0,0),
72                 vect_aim(0,0,0),
73                 anim_counter(0),
74                 anim_time(0),
75                 anim_time_counter(0),
76                 aim_is_end(true)
77         {}
78
79         void init(v3f vect)
80         {
81                 vect_old = vect;
82                 vect_show = vect;
83                 vect_aim = vect;
84                 anim_counter = 0;
85                 anim_time = 0;
86                 anim_time_counter = 0;
87                 aim_is_end = true;
88         }
89
90         void sharpen()
91         {
92                 init(vect_show);
93         }
94
95         void update(v3f vect_new, bool is_end_position=false, float update_interval=-1)
96         {
97                 aim_is_end = is_end_position;
98                 vect_old = vect_show;
99                 vect_aim = vect_new;
100                 if(update_interval > 0){
101                         anim_time = update_interval;
102                 } else {
103                         if(anim_time < 0.001 || anim_time > 1.0)
104                                 anim_time = anim_time_counter;
105                         else
106                                 anim_time = anim_time * 0.9 + anim_time_counter * 0.1;
107                 }
108                 anim_time_counter = 0;
109                 anim_counter = 0;
110         }
111
112         void translate(f32 dtime)
113         {
114                 anim_time_counter = anim_time_counter + dtime;
115                 anim_counter = anim_counter + dtime;
116                 v3f vect_move = vect_aim - vect_old;
117                 f32 moveratio = 1.0;
118                 if(anim_time > 0.001)
119                         moveratio = anim_time_counter / anim_time;
120                 // Move a bit less than should, to avoid oscillation
121                 moveratio = moveratio * 0.8;
122                 float move_end = 1.5;
123                 if(aim_is_end)
124                         move_end = 1.0;
125                 if(moveratio > move_end)
126                         moveratio = move_end;
127                 vect_show = vect_old + vect_move * moveratio;
128         }
129
130         bool is_moving()
131         {
132                 return ((anim_time_counter / anim_time) < 1.4);
133         }
134 };
135
136 /*
137         Other stuff
138 */
139
140 static void setBillboardTextureMatrix(scene::IBillboardSceneNode *bill,
141                 float txs, float tys, int col, int row)
142 {
143         video::SMaterial& material = bill->getMaterial(0);
144         core::matrix4& matrix = material.getTextureMatrix(0);
145         matrix.setTextureTranslate(txs*col, tys*row);
146         matrix.setTextureScale(txs, tys);
147 }
148
149 /*
150         TestCAO
151 */
152
153 class TestCAO : public ClientActiveObject
154 {
155 public:
156         TestCAO(IGameDef *gamedef, ClientEnvironment *env);
157         virtual ~TestCAO();
158         
159         u8 getType() const
160         {
161                 return ACTIVEOBJECT_TYPE_TEST;
162         }
163         
164         static ClientActiveObject* create(IGameDef *gamedef, ClientEnvironment *env);
165
166         void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
167                         IrrlichtDevice *irr);
168         void removeFromScene();
169         void updateLight(u8 light_at_pos);
170         v3s16 getLightPosition();
171         void updateNodePos();
172
173         void step(float dtime, ClientEnvironment *env);
174
175         void processMessage(const std::string &data);
176
177         bool getCollisionBox(aabb3f *toset) { return false; }
178 private:
179         scene::IMeshSceneNode *m_node;
180         v3f m_position;
181 };
182
183 // Prototype
184 TestCAO proto_TestCAO(NULL, NULL);
185
186 TestCAO::TestCAO(IGameDef *gamedef, ClientEnvironment *env):
187         ClientActiveObject(0, gamedef, env),
188         m_node(NULL),
189         m_position(v3f(0,10*BS,0))
190 {
191         ClientActiveObject::registerType(getType(), create);
192 }
193
194 TestCAO::~TestCAO()
195 {
196 }
197
198 ClientActiveObject* TestCAO::create(IGameDef *gamedef, ClientEnvironment *env)
199 {
200         return new TestCAO(gamedef, env);
201 }
202
203 void TestCAO::addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
204                         IrrlichtDevice *irr)
205 {
206         if(m_node != NULL)
207                 return;
208         
209         //video::IVideoDriver* driver = smgr->getVideoDriver();
210         
211         scene::SMesh *mesh = new scene::SMesh();
212         scene::IMeshBuffer *buf = new scene::SMeshBuffer();
213         video::SColor c(255,255,255,255);
214         video::S3DVertex vertices[4] =
215         {
216                 video::S3DVertex(-BS/2,-BS/4,0, 0,0,0, c, 0,1),
217                 video::S3DVertex(BS/2,-BS/4,0, 0,0,0, c, 1,1),
218                 video::S3DVertex(BS/2,BS/4,0, 0,0,0, c, 1,0),
219                 video::S3DVertex(-BS/2,BS/4,0, 0,0,0, c, 0,0),
220         };
221         u16 indices[] = {0,1,2,2,3,0};
222         buf->append(vertices, 4, indices, 6);
223         // Set material
224         buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
225         buf->getMaterial().setFlag(video::EMF_BACK_FACE_CULLING, false);
226         buf->getMaterial().setTexture(0, tsrc->getTextureRaw("rat.png"));
227         buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
228         buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
229         buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
230         // Add to mesh
231         mesh->addMeshBuffer(buf);
232         buf->drop();
233         m_node = smgr->addMeshSceneNode(mesh, NULL);
234         mesh->drop();
235         updateNodePos();
236 }
237
238 void TestCAO::removeFromScene()
239 {
240         if(m_node == NULL)
241                 return;
242
243         m_node->remove();
244         m_node = NULL;
245 }
246
247 void TestCAO::updateLight(u8 light_at_pos)
248 {
249 }
250
251 v3s16 TestCAO::getLightPosition()
252 {
253         return floatToInt(m_position, BS);
254 }
255
256 void TestCAO::updateNodePos()
257 {
258         if(m_node == NULL)
259                 return;
260
261         m_node->setPosition(m_position);
262         //m_node->setRotation(v3f(0, 45, 0));
263 }
264
265 void TestCAO::step(float dtime, ClientEnvironment *env)
266 {
267         if(m_node)
268         {
269                 v3f rot = m_node->getRotation();
270                 //infostream<<"dtime="<<dtime<<", rot.Y="<<rot.Y<<std::endl;
271                 rot.Y += dtime * 180;
272                 m_node->setRotation(rot);
273         }
274 }
275
276 void TestCAO::processMessage(const std::string &data)
277 {
278         infostream<<"TestCAO: Got data: "<<data<<std::endl;
279         std::istringstream is(data, std::ios::binary);
280         u16 cmd;
281         is>>cmd;
282         if(cmd == 0)
283         {
284                 v3f newpos;
285                 is>>newpos.X;
286                 is>>newpos.Y;
287                 is>>newpos.Z;
288                 m_position = newpos;
289                 updateNodePos();
290         }
291 }
292
293 /*
294         ItemCAO
295 */
296
297 class ItemCAO : public ClientActiveObject
298 {
299 public:
300         ItemCAO(IGameDef *gamedef, ClientEnvironment *env);
301         virtual ~ItemCAO();
302         
303         u8 getType() const
304         {
305                 return ACTIVEOBJECT_TYPE_ITEM;
306         }
307         
308         static ClientActiveObject* create(IGameDef *gamedef, ClientEnvironment *env);
309
310         void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
311                         IrrlichtDevice *irr);
312         void removeFromScene();
313         void updateLight(u8 light_at_pos);
314         v3s16 getLightPosition();
315         void updateNodePos();
316         void updateInfoText();
317         void updateTexture();
318
319         void step(float dtime, ClientEnvironment *env);
320
321         void processMessage(const std::string &data);
322
323         void initialize(const std::string &data);
324         
325         core::aabbox3d<f32>* getSelectionBox()
326                 {return &m_selection_box;}
327         v3f getPosition()
328                 {return m_position;}
329         
330         std::string infoText()
331                 {return m_infotext;}
332
333         bool getCollisionBox(aabb3f *toset) { return false; }
334 private:
335         core::aabbox3d<f32> m_selection_box;
336         scene::IMeshSceneNode *m_node;
337         v3f m_position;
338         std::string m_itemstring;
339         std::string m_infotext;
340 };
341
342 #include "inventory.h"
343
344 // Prototype
345 ItemCAO proto_ItemCAO(NULL, NULL);
346
347 ItemCAO::ItemCAO(IGameDef *gamedef, ClientEnvironment *env):
348         ClientActiveObject(0, gamedef, env),
349         m_selection_box(-BS/3.,0.0,-BS/3., BS/3.,BS*2./3.,BS/3.),
350         m_node(NULL),
351         m_position(v3f(0,10*BS,0))
352 {
353         if(!gamedef && !env)
354         {
355                 ClientActiveObject::registerType(getType(), create);
356         }
357 }
358
359 ItemCAO::~ItemCAO()
360 {
361 }
362
363 ClientActiveObject* ItemCAO::create(IGameDef *gamedef, ClientEnvironment *env)
364 {
365         return new ItemCAO(gamedef, env);
366 }
367
368 void ItemCAO::addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
369                         IrrlichtDevice *irr)
370 {
371         if(m_node != NULL)
372                 return;
373         
374         //video::IVideoDriver* driver = smgr->getVideoDriver();
375         
376         scene::SMesh *mesh = new scene::SMesh();
377         scene::IMeshBuffer *buf = new scene::SMeshBuffer();
378         video::SColor c(255,255,255,255);
379         video::S3DVertex vertices[4] =
380         {
381                 /*video::S3DVertex(-BS/2,-BS/4,0, 0,0,0, c, 0,1),
382                 video::S3DVertex(BS/2,-BS/4,0, 0,0,0, c, 1,1),
383                 video::S3DVertex(BS/2,BS/4,0, 0,0,0, c, 1,0),
384                 video::S3DVertex(-BS/2,BS/4,0, 0,0,0, c, 0,0),*/
385                 video::S3DVertex(BS/3.,0,0, 0,0,0, c, 0,1),
386                 video::S3DVertex(-BS/3.,0,0, 0,0,0, c, 1,1),
387                 video::S3DVertex(-BS/3.,0+BS*2./3.,0, 0,0,0, c, 1,0),
388                 video::S3DVertex(BS/3.,0+BS*2./3.,0, 0,0,0, c, 0,0),
389         };
390         u16 indices[] = {0,1,2,2,3,0};
391         buf->append(vertices, 4, indices, 6);
392         // Set material
393         buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
394         buf->getMaterial().setFlag(video::EMF_BACK_FACE_CULLING, false);
395         // Initialize with a generated placeholder texture
396         buf->getMaterial().setTexture(0, tsrc->getTextureRaw(""));
397         buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
398         buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
399         buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
400         // Add to mesh
401         mesh->addMeshBuffer(buf);
402         buf->drop();
403         m_node = smgr->addMeshSceneNode(mesh, NULL);
404         mesh->drop();
405         updateNodePos();
406
407         /*
408                 Update image of node
409         */
410
411         updateTexture();
412 }
413
414 void ItemCAO::removeFromScene()
415 {
416         if(m_node == NULL)
417                 return;
418
419         m_node->remove();
420         m_node = NULL;
421 }
422
423 void ItemCAO::updateLight(u8 light_at_pos)
424 {
425         if(m_node == NULL)
426                 return;
427
428         u8 li = decode_light(light_at_pos);
429         video::SColor color(255,li,li,li);
430         setMeshColor(m_node->getMesh(), color);
431 }
432
433 v3s16 ItemCAO::getLightPosition()
434 {
435         return floatToInt(m_position + v3f(0,0.5*BS,0), BS);
436 }
437
438 void ItemCAO::updateNodePos()
439 {
440         if(m_node == NULL)
441                 return;
442
443         m_node->setPosition(m_position);
444 }
445
446 void ItemCAO::updateInfoText()
447 {
448         try{
449                 IItemDefManager *idef = m_gamedef->idef();
450                 ItemStack item;
451                 item.deSerialize(m_itemstring, idef);
452                 if(item.isKnown(idef))
453                         m_infotext = item.getDefinition(idef).description;
454                 else
455                         m_infotext = "Unknown item: '" + m_itemstring + "'";
456                 if(item.count >= 2)
457                         m_infotext += " (" + itos(item.count) + ")";
458         }
459         catch(SerializationError &e)
460         {
461                 m_infotext = "Unknown item: '" + m_itemstring + "'";
462         }
463 }
464
465 void ItemCAO::updateTexture()
466 {
467         if(m_node == NULL)
468                 return;
469
470         // Create an inventory item to see what is its image
471         std::istringstream is(m_itemstring, std::ios_base::binary);
472         video::ITexture *texture = NULL;
473         try{
474                 IItemDefManager *idef = m_gamedef->idef();
475                 ItemStack item;
476                 item.deSerialize(is, idef);
477                 texture = idef->getInventoryTexture(item.getDefinition(idef).name, m_gamedef);
478         }
479         catch(SerializationError &e)
480         {
481                 infostream<<"WARNING: "<<__FUNCTION_NAME
482                                 <<": error deSerializing itemstring \""
483                                 <<m_itemstring<<std::endl;
484         }
485         
486         // Set meshbuffer texture
487         m_node->getMaterial(0).setTexture(0, texture);
488 }
489
490
491 void ItemCAO::step(float dtime, ClientEnvironment *env)
492 {
493         if(m_node)
494         {
495                 /*v3f rot = m_node->getRotation();
496                 rot.Y += dtime * 120;
497                 m_node->setRotation(rot);*/
498                 LocalPlayer *player = env->getLocalPlayer();
499                 assert(player);
500                 v3f rot = m_node->getRotation();
501                 rot.Y = 180.0 - (player->getYaw());
502                 m_node->setRotation(rot);
503         }
504 }
505
506 void ItemCAO::processMessage(const std::string &data)
507 {
508         //infostream<<"ItemCAO: Got message"<<std::endl;
509         std::istringstream is(data, std::ios::binary);
510         // command
511         u8 cmd = readU8(is);
512         if(cmd == 0)
513         {
514                 // pos
515                 m_position = readV3F1000(is);
516                 updateNodePos();
517         }
518         if(cmd == 1)
519         {
520                 // itemstring
521                 m_itemstring = deSerializeString(is);
522                 updateInfoText();
523                 updateTexture();
524         }
525 }
526
527 void ItemCAO::initialize(const std::string &data)
528 {
529         infostream<<"ItemCAO: Got init data"<<std::endl;
530         
531         {
532                 std::istringstream is(data, std::ios::binary);
533                 // version
534                 u8 version = readU8(is);
535                 // check version
536                 if(version != 0)
537                         return;
538                 // pos
539                 m_position = readV3F1000(is);
540                 // itemstring
541                 m_itemstring = deSerializeString(is);
542         }
543         
544         updateNodePos();
545         updateInfoText();
546 }
547
548 /*
549         GenericCAO
550 */
551
552 #include "genericobject.h"
553
554 class GenericCAO : public ClientActiveObject
555 {
556 private:
557         // Only set at initialization
558         std::string m_name;
559         bool m_is_player;
560         bool m_is_local_player;
561         int m_id;
562         // Property-ish things
563         ObjectProperties m_prop;
564         //
565         scene::ISceneManager *m_smgr;
566         IrrlichtDevice *m_irr;
567         core::aabbox3d<f32> m_selection_box;
568         scene::IMeshSceneNode *m_meshnode;
569         scene::IAnimatedMeshSceneNode *m_animated_meshnode;
570         scene::IBillboardSceneNode *m_spritenode;
571         scene::ITextSceneNode* m_textnode;
572         v3f m_position;
573         v3f m_velocity;
574         v3f m_acceleration;
575         float m_yaw;
576         s16 m_hp;
577         SmoothTranslator pos_translator;
578         // Spritesheet/animation stuff
579         v2f m_tx_size;
580         v2s16 m_tx_basepos;
581         bool m_initial_tx_basepos_set;
582         bool m_tx_select_horiz_by_yawpitch;
583         v2f m_animation_range;
584         int m_animation_speed;
585         int m_animation_blend;
586         std::map<std::string, core::vector2d<v3f> > m_bone_position; // stores position and rotation for each bone name
587         std::string m_attachment_bone;
588         v3f m_attachment_position;
589         v3f m_attachment_rotation;
590         bool m_attached_to_local;
591         int m_anim_frame;
592         int m_anim_num_frames;
593         float m_anim_framelength;
594         float m_anim_timer;
595         ItemGroupList m_armor_groups;
596         float m_reset_textures_timer;
597         bool m_visuals_expired;
598         float m_step_distance_counter;
599         u8 m_last_light;
600         bool m_is_visible;
601
602 public:
603         GenericCAO(IGameDef *gamedef, ClientEnvironment *env):
604                 ClientActiveObject(0, gamedef, env),
605                 //
606                 m_is_player(false),
607                 m_is_local_player(false),
608                 m_id(0),
609                 //
610                 m_smgr(NULL),
611                 m_irr(NULL),
612                 m_selection_box(-BS/3.,-BS/3.,-BS/3., BS/3.,BS/3.,BS/3.),
613                 m_meshnode(NULL),
614                 m_animated_meshnode(NULL),
615                 m_spritenode(NULL),
616                 m_textnode(NULL),
617                 m_position(v3f(0,10*BS,0)),
618                 m_velocity(v3f(0,0,0)),
619                 m_acceleration(v3f(0,0,0)),
620                 m_yaw(0),
621                 m_hp(1),
622                 m_tx_size(1,1),
623                 m_tx_basepos(0,0),
624                 m_initial_tx_basepos_set(false),
625                 m_tx_select_horiz_by_yawpitch(false),
626                 m_animation_range(v2f(0,0)),
627                 m_animation_speed(15),
628                 m_animation_blend(0),
629                 m_bone_position(std::map<std::string, core::vector2d<v3f> >()),
630                 m_attachment_bone(""),
631                 m_attachment_position(v3f(0,0,0)),
632                 m_attachment_rotation(v3f(0,0,0)),
633                 m_attached_to_local(false),
634                 m_anim_frame(0),
635                 m_anim_num_frames(1),
636                 m_anim_framelength(0.2),
637                 m_anim_timer(0),
638                 m_reset_textures_timer(-1),
639                 m_visuals_expired(false),
640                 m_step_distance_counter(0),
641                 m_last_light(255),
642                 m_is_visible(false)
643         {
644                 if(gamedef == NULL)
645                         ClientActiveObject::registerType(getType(), create);
646         }
647
648         bool getCollisionBox(aabb3f *toset) {
649                 if (m_prop.physical) {
650                         aabb3f retval;
651                         //update collision box
652                         toset->MinEdge = m_prop.collisionbox.MinEdge * BS;
653                         toset->MaxEdge = m_prop.collisionbox.MaxEdge * BS;
654
655                         toset->MinEdge += m_position;
656                         toset->MaxEdge += m_position;
657
658                         return true;
659                 }
660
661                 return false;
662         }
663
664         void initialize(const std::string &data)
665         {
666                 infostream<<"GenericCAO: Got init data"<<std::endl;
667                 std::istringstream is(data, std::ios::binary);
668                 int num_messages = 0;
669                 // version
670                 u8 version = readU8(is);
671                 // check version
672                 if(version == 1) // In PROTOCOL_VERSION 14
673                 {
674                         m_name = deSerializeString(is);
675                         m_is_player = readU8(is);
676                         m_id = readS16(is);
677                         m_position = readV3F1000(is);
678                         m_yaw = readF1000(is);
679                         m_hp = readS16(is);
680                         num_messages = readU8(is);
681                 }
682                 else if(version == 0) // In PROTOCOL_VERSION 13
683                 {
684                         m_name = deSerializeString(is);
685                         m_is_player = readU8(is);
686                         m_position = readV3F1000(is);
687                         m_yaw = readF1000(is);
688                         m_hp = readS16(is);
689                         num_messages = readU8(is);
690                 }
691                 else
692                 {
693                         errorstream<<"GenericCAO: Unsupported init data version"
694                                         <<std::endl;
695                         return;
696                 }
697
698                 for(int i=0; i<num_messages; i++){
699                         std::string message = deSerializeLongString(is);
700                         processMessage(message);
701                 }
702
703                 pos_translator.init(m_position);
704                 updateNodePos();
705                 
706                 if(m_is_player){
707                         Player *player = m_env->getPlayer(m_name.c_str());
708                         if(player && player->isLocal()){
709                                 m_is_local_player = true;
710                         }
711                         m_env->addPlayerName(m_name.c_str());
712                 }
713         }
714
715         ~GenericCAO()
716         {
717                 if(m_is_player){
718                         m_env->removePlayerName(m_name.c_str());
719                 }
720         }
721
722         static ClientActiveObject* create(IGameDef *gamedef, ClientEnvironment *env)
723         {
724                 return new GenericCAO(gamedef, env);
725         }
726
727         u8 getType() const
728         {
729                 return ACTIVEOBJECT_TYPE_GENERIC;
730         }
731         core::aabbox3d<f32>* getSelectionBox()
732         {
733                 if(!m_prop.is_visible || !m_is_visible || m_is_local_player || getParent() != NULL)
734                         return NULL;
735                 return &m_selection_box;
736         }
737         v3f getPosition()
738         {
739                 if(getParent() != NULL){
740                         if(m_meshnode)
741                                 return m_meshnode->getAbsolutePosition();
742                         if(m_animated_meshnode)
743                                 return m_animated_meshnode->getAbsolutePosition();
744                         if(m_spritenode)
745                                 return m_spritenode->getAbsolutePosition();
746                         return m_position;
747                 }
748                 return pos_translator.vect_show;
749         }
750
751         scene::IMeshSceneNode *getMeshSceneNode()
752         {
753                 if(m_meshnode)
754                         return m_meshnode;
755                 return NULL;
756         }
757
758         scene::IAnimatedMeshSceneNode *getAnimatedMeshSceneNode()
759         {
760                 if(m_animated_meshnode)
761                         return m_animated_meshnode;
762                 return NULL;
763         }
764
765         scene::IBillboardSceneNode *getSpriteSceneNode()
766         {
767                 if(m_spritenode)
768                         return m_spritenode;
769                 return NULL;
770         }
771
772         bool isPlayer()
773         {
774                 return m_is_player;
775         }
776
777         bool isLocalPlayer()
778         {
779                 return m_is_local_player;
780         }
781
782         void setAttachments()
783         {
784                 updateAttachments();
785         }
786
787         ClientActiveObject *getParent()
788         {
789                 ClientActiveObject *obj = NULL;
790                 for(std::vector<core::vector2d<int> >::const_iterator cii = m_env->attachment_list.begin(); cii != m_env->attachment_list.end(); cii++)
791                 {
792                         if(cii->X == getId()){ // This ID is our child
793                                 if(cii->Y > 0){ // A parent ID exists for our child
794                                         if(cii->X != cii->Y){ // The parent and child ID are not the same
795                                                 obj = m_env->getActiveObject(cii->Y);
796                                         }
797                                 }
798                                 break;
799                         }
800                 }
801                 if(obj)
802                         return obj;
803                 return NULL;
804         }
805
806         void removeFromScene(bool permanent)
807         {
808                 if(permanent) // Should be true when removing the object permanently and false when refreshing (eg: updating visuals)
809                 {
810                         // Detach this object's children
811                         for(std::vector<core::vector2d<int> >::iterator ii = m_env->attachment_list.begin(); ii != m_env->attachment_list.end(); ii++)
812                         {
813                                 if(ii->Y == getId()) // Is a child of our object
814                                 {
815                                         ii->Y = 0;
816                                         ClientActiveObject *obj = m_env->getActiveObject(ii->X); // Get the object of the child
817                                         if(obj)
818                                                 obj->setAttachments();
819                                 }
820                         }
821                         // Delete this object from the attachments list
822                         for(std::vector<core::vector2d<int> >::iterator ii = m_env->attachment_list.begin(); ii != m_env->attachment_list.end(); ii++)
823                         {
824                                 if(ii->X == getId()) // Is our object
825                                 {
826                                         m_env->attachment_list.erase(ii);
827                                         break;
828                                 }
829                         }
830                 }
831
832                 if(m_meshnode){
833                         m_meshnode->remove();
834                         m_meshnode = NULL;
835                 }
836                 if(m_animated_meshnode){
837                         m_animated_meshnode->remove();
838                         m_animated_meshnode = NULL;
839                 }
840                 if(m_spritenode){
841                         m_spritenode->remove();
842                         m_spritenode = NULL;
843                 }
844         }
845
846         void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
847                         IrrlichtDevice *irr)
848         {
849                 m_smgr = smgr;
850                 m_irr = irr;
851
852                 if(m_meshnode != NULL || m_animated_meshnode != NULL || m_spritenode != NULL)
853                         return;
854                 
855                 m_visuals_expired = false;
856
857                 if(!m_prop.is_visible || m_is_local_player)
858                         return;
859         
860                 //video::IVideoDriver* driver = smgr->getVideoDriver();
861
862                 if(m_prop.visual == "sprite"){
863                         infostream<<"GenericCAO::addToScene(): single_sprite"<<std::endl;
864                         m_spritenode = smgr->addBillboardSceneNode(
865                                         NULL, v2f(1, 1), v3f(0,0,0), -1);
866                         m_spritenode->setMaterialTexture(0,
867                                         tsrc->getTextureRaw("unknown_node.png"));
868                         m_spritenode->setMaterialFlag(video::EMF_LIGHTING, false);
869                         m_spritenode->setMaterialFlag(video::EMF_BILINEAR_FILTER, false);
870                         m_spritenode->setMaterialType(video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF);
871                         m_spritenode->setMaterialFlag(video::EMF_FOG_ENABLE, true);
872                         u8 li = m_last_light;
873                         m_spritenode->setColor(video::SColor(255,li,li,li));
874                         m_spritenode->setSize(m_prop.visual_size*BS);
875                         {
876                                 const float txs = 1.0 / 1;
877                                 const float tys = 1.0 / 1;
878                                 setBillboardTextureMatrix(m_spritenode,
879                                                 txs, tys, 0, 0);
880                         }
881                 }
882                 else if(m_prop.visual == "upright_sprite")
883                 {
884                         scene::SMesh *mesh = new scene::SMesh();
885                         double dx = BS*m_prop.visual_size.X/2;
886                         double dy = BS*m_prop.visual_size.Y/2;
887                         { // Front
888                         scene::IMeshBuffer *buf = new scene::SMeshBuffer();
889                         u8 li = m_last_light;
890                         video::SColor c(255,li,li,li);
891                         video::S3DVertex vertices[4] =
892                         {
893                                 video::S3DVertex(-dx,-dy,0, 0,0,0, c, 0,1),
894                                 video::S3DVertex(dx,-dy,0, 0,0,0, c, 1,1),
895                                 video::S3DVertex(dx,dy,0, 0,0,0, c, 1,0),
896                                 video::S3DVertex(-dx,dy,0, 0,0,0, c, 0,0),
897                         };
898                         u16 indices[] = {0,1,2,2,3,0};
899                         buf->append(vertices, 4, indices, 6);
900                         // Set material
901                         buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
902                         buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
903                         buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
904                         buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
905                         // Add to mesh
906                         mesh->addMeshBuffer(buf);
907                         buf->drop();
908                         }
909                         { // Back
910                         scene::IMeshBuffer *buf = new scene::SMeshBuffer();
911                         u8 li = m_last_light;
912                         video::SColor c(255,li,li,li);
913                         video::S3DVertex vertices[4] =
914                         {
915                                 video::S3DVertex(dx,-dy,0, 0,0,0, c, 1,1),
916                                 video::S3DVertex(-dx,-dy,0, 0,0,0, c, 0,1),
917                                 video::S3DVertex(-dx,dy,0, 0,0,0, c, 0,0),
918                                 video::S3DVertex(dx,dy,0, 0,0,0, c, 1,0),
919                         };
920                         u16 indices[] = {0,1,2,2,3,0};
921                         buf->append(vertices, 4, indices, 6);
922                         // Set material
923                         buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
924                         buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
925                         buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
926                         buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
927                         // Add to mesh
928                         mesh->addMeshBuffer(buf);
929                         buf->drop();
930                         }
931                         m_meshnode = smgr->addMeshSceneNode(mesh, NULL);
932                         mesh->drop();
933                         // Set it to use the materials of the meshbuffers directly.
934                         // This is needed for changing the texture in the future
935                         m_meshnode->setReadOnlyMaterials(true);
936                 }
937                 else if(m_prop.visual == "cube"){
938                         infostream<<"GenericCAO::addToScene(): cube"<<std::endl;
939                         scene::IMesh *mesh = createCubeMesh(v3f(BS,BS,BS));
940                         m_meshnode = smgr->addMeshSceneNode(mesh, NULL);
941                         mesh->drop();
942                         
943                         m_meshnode->setScale(v3f(m_prop.visual_size.X,
944                                         m_prop.visual_size.Y,
945                                         m_prop.visual_size.X));
946                         u8 li = m_last_light;
947                         setMeshColor(m_meshnode->getMesh(), video::SColor(255,li,li,li));
948
949                         m_meshnode->setMaterialFlag(video::EMF_LIGHTING, false);
950                         m_meshnode->setMaterialFlag(video::EMF_BILINEAR_FILTER, false);
951                         m_meshnode->setMaterialType(video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF);
952                         m_meshnode->setMaterialFlag(video::EMF_FOG_ENABLE, true);
953                 }
954                 else if(m_prop.visual == "mesh"){
955                         infostream<<"GenericCAO::addToScene(): mesh"<<std::endl;
956                         scene::IAnimatedMesh *mesh = smgr->getMesh(m_prop.mesh.c_str());
957                         if(mesh)
958                         {
959                                 m_animated_meshnode = smgr->addAnimatedMeshSceneNode(mesh, NULL);
960                                 m_animated_meshnode->animateJoints(); // Needed for some animations
961                                 m_animated_meshnode->setScale(v3f(m_prop.visual_size.X,
962                                                 m_prop.visual_size.Y,
963                                                 m_prop.visual_size.X));
964                                 u8 li = m_last_light;
965                                 setMeshColor(m_animated_meshnode->getMesh(), video::SColor(255,li,li,li));
966
967                                 m_animated_meshnode->setMaterialFlag(video::EMF_LIGHTING, false);
968                                 m_animated_meshnode->setMaterialFlag(video::EMF_BILINEAR_FILTER, false);
969                                 m_animated_meshnode->setMaterialType(video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF);
970                                 m_animated_meshnode->setMaterialFlag(video::EMF_FOG_ENABLE, true);
971                         }
972                         else
973                                 errorstream<<"GenericCAO::addToScene(): Could not load mesh "<<m_prop.mesh<<std::endl;
974                 }
975                 else if(m_prop.visual == "wielditem"){
976                         infostream<<"GenericCAO::addToScene(): node"<<std::endl;
977                         infostream<<"textures: "<<m_prop.textures.size()<<std::endl;
978                         if(m_prop.textures.size() >= 1){
979                                 infostream<<"textures[0]: "<<m_prop.textures[0]<<std::endl;
980                                 IItemDefManager *idef = m_gamedef->idef();
981                                 ItemStack item(m_prop.textures[0], 1, 0, "", idef);
982                                 scene::IMesh *item_mesh = idef->getWieldMesh(item.getDefinition(idef).name, m_gamedef);
983                                 
984                                 // Copy mesh to be able to set unique vertex colors
985                                 scene::IMeshManipulator *manip =
986                                                 irr->getVideoDriver()->getMeshManipulator();
987                                 scene::IMesh *mesh = manip->createMeshUniquePrimitives(item_mesh);
988
989                                 m_meshnode = smgr->addMeshSceneNode(mesh, NULL);
990                                 mesh->drop();
991                                 
992                                 m_meshnode->setScale(v3f(m_prop.visual_size.X/2,
993                                                 m_prop.visual_size.Y/2,
994                                                 m_prop.visual_size.X/2));
995                                 u8 li = m_last_light;
996                                 setMeshColor(m_meshnode->getMesh(), video::SColor(255,li,li,li));
997                         }
998                 } else {
999                         infostream<<"GenericCAO::addToScene(): \""<<m_prop.visual
1000                                         <<"\" not supported"<<std::endl;
1001                 }
1002                 updateTextures("");
1003                 
1004                 scene::ISceneNode *node = NULL;
1005                 if(m_spritenode)
1006                         node = m_spritenode;
1007                 else if(m_animated_meshnode)
1008                         node = m_animated_meshnode;
1009                 else if(m_meshnode)
1010                         node = m_meshnode;
1011                 if(node && m_is_player && !m_is_local_player){
1012                         // Add a text node for showing the name
1013                         gui::IGUIEnvironment* gui = irr->getGUIEnvironment();
1014                         std::wstring wname = narrow_to_wide(m_name);
1015                         m_textnode = smgr->addTextSceneNode(gui->getBuiltInFont(),
1016                                         wname.c_str(), video::SColor(255,255,255,255), node);
1017                         m_textnode->setPosition(v3f(0, BS*1.1, 0));
1018                 }
1019
1020                 updateNodePos();
1021                 updateAnimation();
1022                 updateBonePosition();
1023                 updateAttachments();
1024         }
1025
1026         void expireVisuals()
1027         {
1028                 m_visuals_expired = true;
1029         }
1030                 
1031         void updateLight(u8 light_at_pos)
1032         {
1033                 u8 li = decode_light(light_at_pos);
1034                 if(li != m_last_light){
1035                         m_last_light = li;
1036                         video::SColor color(255,li,li,li);
1037                         if(m_meshnode)
1038                                 setMeshColor(m_meshnode->getMesh(), color);
1039                         if(m_animated_meshnode)
1040                                 setMeshColor(m_animated_meshnode->getMesh(), color);
1041                         if(m_spritenode)
1042                                 m_spritenode->setColor(color);
1043                 }
1044         }
1045
1046         v3s16 getLightPosition()
1047         {
1048                 return floatToInt(m_position, BS);
1049         }
1050
1051         void updateNodePos()
1052         {
1053                 if(getParent() != NULL)
1054                         return;
1055
1056                 if(m_meshnode){
1057                         m_meshnode->setPosition(pos_translator.vect_show);
1058                         v3f rot = m_meshnode->getRotation();
1059                         rot.Y = -m_yaw;
1060                         m_meshnode->setRotation(rot);
1061                 }
1062                 if(m_animated_meshnode){
1063                         m_animated_meshnode->setPosition(pos_translator.vect_show);
1064                         v3f rot = m_animated_meshnode->getRotation();
1065                         rot.Y = -m_yaw;
1066                         m_animated_meshnode->setRotation(rot);
1067                 }
1068                 if(m_spritenode){
1069                         m_spritenode->setPosition(pos_translator.vect_show);
1070                 }
1071         }
1072
1073         void step(float dtime, ClientEnvironment *env)
1074         {
1075                 if(m_visuals_expired && m_smgr && m_irr){
1076                         m_visuals_expired = false;
1077
1078                         // Attachments, part 1: All attached objects must be unparented first, or Irrlicht causes a segmentation fault
1079                         for(std::vector<core::vector2d<int> >::iterator ii = m_env->attachment_list.begin(); ii != m_env->attachment_list.end(); ii++)
1080                         {
1081                                 if(ii->Y == getId()) // This is a child of our parent
1082                                 {
1083                                         ClientActiveObject *obj = m_env->getActiveObject(ii->X); // Get the object of the child
1084                                         if(obj)
1085                                         {
1086                                                 scene::IMeshSceneNode *m_child_meshnode = obj->getMeshSceneNode();
1087                                                 scene::IAnimatedMeshSceneNode *m_child_animated_meshnode = obj->getAnimatedMeshSceneNode();
1088                                                 scene::IBillboardSceneNode *m_child_spritenode = obj->getSpriteSceneNode();
1089                                                 if(m_child_meshnode)
1090                                                         m_child_meshnode->setParent(m_smgr->getRootSceneNode());
1091                                                 if(m_child_animated_meshnode)
1092                                                         m_child_animated_meshnode->setParent(m_smgr->getRootSceneNode());
1093                                                 if(m_child_spritenode)
1094                                                         m_child_spritenode->setParent(m_smgr->getRootSceneNode());
1095                                         }
1096                                 }
1097                         }
1098
1099                         removeFromScene(false);
1100                         addToScene(m_smgr, m_gamedef->tsrc(), m_irr);
1101
1102                         // Attachments, part 2: Now that the parent has been refreshed, put its attachments back
1103                         for(std::vector<core::vector2d<int> >::iterator ii = m_env->attachment_list.begin(); ii != m_env->attachment_list.end(); ii++)
1104                         {
1105                                 if(ii->Y == getId()) // This is a child of our parent
1106                                 {
1107                                         ClientActiveObject *obj = m_env->getActiveObject(ii->X); // Get the object of the child
1108                                         if(obj)
1109                                                 obj->setAttachments();
1110                                 }
1111                         }
1112                 }
1113
1114                 // Make sure m_is_visible is always applied
1115                 if(m_meshnode)
1116                         m_meshnode->setVisible(m_is_visible);
1117                 if(m_animated_meshnode)
1118                         m_animated_meshnode->setVisible(m_is_visible);
1119                 if(m_spritenode)
1120                         m_spritenode->setVisible(m_is_visible);
1121                 if(m_textnode)
1122                         m_textnode->setVisible(m_is_visible);
1123
1124                 if(getParent() != NULL) // Attachments should be glued to their parent by Irrlicht
1125                 {
1126                         // Set these for later
1127                         m_position = getPosition();
1128                         m_velocity = v3f(0,0,0);
1129                         m_acceleration = v3f(0,0,0);
1130                         pos_translator.vect_show = m_position;
1131
1132                         if(m_is_local_player) // Update local player attachment position
1133                         {
1134                                 LocalPlayer *player = m_env->getLocalPlayer();
1135                                 player->overridePosition = getParent()->getPosition();
1136                                 m_env->getLocalPlayer()->parent = getParent();
1137                         }
1138                 }
1139                 else
1140                 {
1141                         v3f lastpos = pos_translator.vect_show;
1142
1143                         if(m_prop.physical){
1144                                 core::aabbox3d<f32> box = m_prop.collisionbox;
1145                                 box.MinEdge *= BS;
1146                                 box.MaxEdge *= BS;
1147                                 collisionMoveResult moveresult;
1148                                 f32 pos_max_d = BS*0.125; // Distance per iteration
1149                                 f32 stepheight = 0;
1150                                 v3f p_pos = m_position;
1151                                 v3f p_velocity = m_velocity;
1152                                 v3f p_acceleration = m_acceleration;
1153                                 moveresult = collisionMoveSimple(env,env->getGameDef(),
1154                                                 pos_max_d, box, stepheight, dtime,
1155                                                 p_pos, p_velocity, p_acceleration,this);
1156                                 // Apply results
1157                                 m_position = p_pos;
1158                                 m_velocity = p_velocity;
1159                                 m_acceleration = p_acceleration;
1160                                 
1161                                 bool is_end_position = moveresult.collides;
1162                                 pos_translator.update(m_position, is_end_position, dtime);
1163                                 pos_translator.translate(dtime);
1164                                 updateNodePos();
1165                         } else {
1166                                 m_position += dtime * m_velocity + 0.5 * dtime * dtime * m_acceleration;
1167                                 m_velocity += dtime * m_acceleration;
1168                                 pos_translator.update(m_position, pos_translator.aim_is_end, pos_translator.anim_time);
1169                                 pos_translator.translate(dtime);
1170                                 updateNodePos();
1171                         }
1172
1173                         float moved = lastpos.getDistanceFrom(pos_translator.vect_show);
1174                         m_step_distance_counter += moved;
1175                         if(m_step_distance_counter > 1.5*BS){
1176                                 m_step_distance_counter = 0;
1177                                 if(!m_is_local_player && m_prop.makes_footstep_sound){
1178                                         INodeDefManager *ndef = m_gamedef->ndef();
1179                                         v3s16 p = floatToInt(getPosition() + v3f(0,
1180                                                         (m_prop.collisionbox.MinEdge.Y-0.5)*BS, 0), BS);
1181                                         MapNode n = m_env->getMap().getNodeNoEx(p);
1182                                         SimpleSoundSpec spec = ndef->get(n).sound_footstep;
1183                                         m_gamedef->sound()->playSoundAt(spec, false, getPosition());
1184                                 }
1185                         }
1186                 }
1187
1188                 m_anim_timer += dtime;
1189                 if(m_anim_timer >= m_anim_framelength){
1190                         m_anim_timer -= m_anim_framelength;
1191                         m_anim_frame++;
1192                         if(m_anim_frame >= m_anim_num_frames)
1193                                 m_anim_frame = 0;
1194                 }
1195
1196                 updateTexturePos();
1197
1198                 if(m_reset_textures_timer >= 0){
1199                         m_reset_textures_timer -= dtime;
1200                         if(m_reset_textures_timer <= 0){
1201                                 m_reset_textures_timer = -1;
1202                                 updateTextures("");
1203                         }
1204                 }
1205                 if(getParent() == NULL && fabs(m_prop.automatic_rotate) > 0.001){
1206                         m_yaw += dtime * m_prop.automatic_rotate * 180 / M_PI;
1207                         updateNodePos();
1208                 }
1209         }
1210
1211         void updateTexturePos()
1212         {
1213                 if(m_spritenode){
1214                         scene::ICameraSceneNode* camera =
1215                                         m_spritenode->getSceneManager()->getActiveCamera();
1216                         if(!camera)
1217                                 return;
1218                         v3f cam_to_entity = m_spritenode->getAbsolutePosition()
1219                                         - camera->getAbsolutePosition();
1220                         cam_to_entity.normalize();
1221
1222                         int row = m_tx_basepos.Y;
1223                         int col = m_tx_basepos.X;
1224                         
1225                         if(m_tx_select_horiz_by_yawpitch)
1226                         {
1227                                 if(cam_to_entity.Y > 0.75)
1228                                         col += 5;
1229                                 else if(cam_to_entity.Y < -0.75)
1230                                         col += 4;
1231                                 else{
1232                                         float mob_dir = atan2(cam_to_entity.Z, cam_to_entity.X) / M_PI * 180.;
1233                                         float dir = mob_dir - m_yaw;
1234                                         dir = wrapDegrees_180(dir);
1235                                         //infostream<<"id="<<m_id<<" dir="<<dir<<std::endl;
1236                                         if(fabs(wrapDegrees_180(dir - 0)) <= 45.1)
1237                                                 col += 2;
1238                                         else if(fabs(wrapDegrees_180(dir - 90)) <= 45.1)
1239                                                 col += 3;
1240                                         else if(fabs(wrapDegrees_180(dir - 180)) <= 45.1)
1241                                                 col += 0;
1242                                         else if(fabs(wrapDegrees_180(dir + 90)) <= 45.1)
1243                                                 col += 1;
1244                                         else
1245                                                 col += 4;
1246                                 }
1247                         }
1248                         
1249                         // Animation goes downwards
1250                         row += m_anim_frame;
1251
1252                         float txs = m_tx_size.X;
1253                         float tys = m_tx_size.Y;
1254                         setBillboardTextureMatrix(m_spritenode,
1255                                         txs, tys, col, row);
1256                 }
1257         }
1258
1259         void updateTextures(const std::string &mod)
1260         {
1261                 ITextureSource *tsrc = m_gamedef->tsrc();
1262
1263                 bool use_trilinear_filter = g_settings->getBool("trilinear_filter");
1264                 bool use_bilinear_filter = g_settings->getBool("bilinear_filter");
1265                 bool use_anisotropic_filter = g_settings->getBool("anisotropic_filter");
1266
1267                 if(m_spritenode)
1268                 {
1269                         if(m_prop.visual == "sprite")
1270                         {
1271                                 std::string texturestring = "unknown_node.png";
1272                                 if(m_prop.textures.size() >= 1)
1273                                         texturestring = m_prop.textures[0];
1274                                 texturestring += mod;
1275                                 m_spritenode->setMaterialTexture(0,
1276                                                 tsrc->getTextureRaw(texturestring));
1277
1278                                 // This allows setting per-material colors. However, until a real lighting
1279                                 // system is added, the code below will have no effect. Once MineTest
1280                                 // has directional lighting, it should work automatically.
1281                                 if(m_prop.colors.size() >= 1)
1282                                 {
1283                                         m_spritenode->getMaterial(0).AmbientColor = m_prop.colors[0];
1284                                         m_spritenode->getMaterial(0).DiffuseColor = m_prop.colors[0];
1285                                         m_spritenode->getMaterial(0).SpecularColor = m_prop.colors[0];
1286                                 }
1287
1288                                 m_spritenode->getMaterial(0).setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
1289                                 m_spritenode->getMaterial(0).setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
1290                                 m_spritenode->getMaterial(0).setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
1291                         }
1292                 }
1293                 if(m_animated_meshnode)
1294                 {
1295                         if(m_prop.visual == "mesh")
1296                         {
1297                                 for (u32 i = 0; i < m_prop.textures.size() && i < m_animated_meshnode->getMaterialCount(); ++i)
1298                                 {
1299                                         std::string texturestring = m_prop.textures[i];
1300                                         if(texturestring == "")
1301                                                 continue; // Empty texture string means don't modify that material
1302                                         texturestring += mod;
1303                                         video::ITexture* texture = tsrc->getTextureRaw(texturestring);
1304                                         if(!texture)
1305                                         {
1306                                                 errorstream<<"GenericCAO::updateTextures(): Could not load texture "<<texturestring<<std::endl;
1307                                                 continue;
1308                                         }
1309
1310                                         // Set material flags and texture
1311                                         m_animated_meshnode->setMaterialTexture(i, texture);
1312                                         video::SMaterial& material = m_animated_meshnode->getMaterial(i);
1313                                         material.setFlag(video::EMF_LIGHTING, false);
1314                                         material.setFlag(video::EMF_BILINEAR_FILTER, false);
1315
1316                                         m_animated_meshnode->getMaterial(i).setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
1317                                         m_animated_meshnode->getMaterial(i).setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
1318                                         m_animated_meshnode->getMaterial(i).setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
1319                                 }
1320                                 for (u32 i = 0; i < m_prop.colors.size() && i < m_animated_meshnode->getMaterialCount(); ++i)
1321                                 {
1322                                         // This allows setting per-material colors. However, until a real lighting
1323                                         // system is added, the code below will have no effect. Once MineTest
1324                                         // has directional lighting, it should work automatically.
1325                                         m_animated_meshnode->getMaterial(i).AmbientColor = m_prop.colors[i];
1326                                         m_animated_meshnode->getMaterial(i).DiffuseColor = m_prop.colors[i];
1327                                         m_animated_meshnode->getMaterial(i).SpecularColor = m_prop.colors[i];
1328                                 }
1329                         }
1330                 }
1331                 if(m_meshnode)
1332                 {
1333                         if(m_prop.visual == "cube")
1334                         {
1335                                 for (u32 i = 0; i < 6; ++i)
1336                                 {
1337                                         std::string texturestring = "unknown_node.png";
1338                                         if(m_prop.textures.size() > i)
1339                                                 texturestring = m_prop.textures[i];
1340                                         texturestring += mod;
1341                                         AtlasPointer ap = tsrc->getTexture(texturestring);
1342
1343                                         // Get the tile texture and atlas transformation
1344                                         video::ITexture* atlas = ap.atlas;
1345                                         v2f pos = ap.pos;
1346                                         v2f size = ap.size;
1347
1348                                         // Set material flags and texture
1349                                         video::SMaterial& material = m_meshnode->getMaterial(i);
1350                                         material.setFlag(video::EMF_LIGHTING, false);
1351                                         material.setFlag(video::EMF_BILINEAR_FILTER, false);
1352                                         material.setTexture(0, atlas);
1353                                         material.getTextureMatrix(0).setTextureTranslate(pos.X, pos.Y);
1354                                         material.getTextureMatrix(0).setTextureScale(size.X, size.Y);
1355
1356                                         // This allows setting per-material colors. However, until a real lighting
1357                                         // system is added, the code below will have no effect. Once MineTest
1358                                         // has directional lighting, it should work automatically.
1359                                         if(m_prop.colors.size() > i)
1360                                         {
1361                                                 m_meshnode->getMaterial(i).AmbientColor = m_prop.colors[i];
1362                                                 m_meshnode->getMaterial(i).DiffuseColor = m_prop.colors[i];
1363                                                 m_meshnode->getMaterial(i).SpecularColor = m_prop.colors[i];
1364                                         }
1365
1366                                         m_meshnode->getMaterial(i).setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
1367                                         m_meshnode->getMaterial(i).setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
1368                                         m_meshnode->getMaterial(i).setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
1369                                 }
1370                         }
1371                         else if(m_prop.visual == "upright_sprite")
1372                         {
1373                                 scene::IMesh *mesh = m_meshnode->getMesh();
1374                                 {
1375                                         std::string tname = "unknown_object.png";
1376                                         if(m_prop.textures.size() >= 1)
1377                                                 tname = m_prop.textures[0];
1378                                         tname += mod;
1379                                         scene::IMeshBuffer *buf = mesh->getMeshBuffer(0);
1380                                         buf->getMaterial().setTexture(0,
1381                                                         tsrc->getTextureRaw(tname));
1382                                         
1383                                         // This allows setting per-material colors. However, until a real lighting
1384                                         // system is added, the code below will have no effect. Once MineTest
1385                                         // has directional lighting, it should work automatically.
1386                                         if(m_prop.colors.size() >= 1)
1387                                         {
1388                                                 buf->getMaterial().AmbientColor = m_prop.colors[0];
1389                                                 buf->getMaterial().DiffuseColor = m_prop.colors[0];
1390                                                 buf->getMaterial().SpecularColor = m_prop.colors[0];
1391                                         }
1392
1393                                         buf->getMaterial().setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
1394                                         buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
1395                                         buf->getMaterial().setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
1396                                 }
1397                                 {
1398                                         std::string tname = "unknown_object.png";
1399                                         if(m_prop.textures.size() >= 2)
1400                                                 tname = m_prop.textures[1];
1401                                         else if(m_prop.textures.size() >= 1)
1402                                                 tname = m_prop.textures[0];
1403                                         tname += mod;
1404                                         scene::IMeshBuffer *buf = mesh->getMeshBuffer(1);
1405                                         buf->getMaterial().setTexture(0,
1406                                                         tsrc->getTextureRaw(tname));
1407
1408                                         // This allows setting per-material colors. However, until a real lighting
1409                                         // system is added, the code below will have no effect. Once MineTest
1410                                         // has directional lighting, it should work automatically.
1411                                         if(m_prop.colors.size() >= 2)
1412                                         {
1413                                                 buf->getMaterial().AmbientColor = m_prop.colors[1];
1414                                                 buf->getMaterial().DiffuseColor = m_prop.colors[1];
1415                                                 buf->getMaterial().SpecularColor = m_prop.colors[1];
1416                                         }
1417                                         else if(m_prop.colors.size() >= 1)
1418                                         {
1419                                                 buf->getMaterial().AmbientColor = m_prop.colors[0];
1420                                                 buf->getMaterial().DiffuseColor = m_prop.colors[0];
1421                                                 buf->getMaterial().SpecularColor = m_prop.colors[0];
1422                                         }
1423
1424                                         buf->getMaterial().setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
1425                                         buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
1426                                         buf->getMaterial().setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
1427                                 }
1428                         }
1429                 }
1430         }
1431
1432         void updateAnimation()
1433         {
1434                 if(m_animated_meshnode == NULL)
1435                         return;
1436
1437                 m_animated_meshnode->setFrameLoop((int)m_animation_range.X, (int)m_animation_range.Y);
1438                 m_animated_meshnode->setAnimationSpeed(m_animation_speed);
1439                 m_animated_meshnode->setTransitionTime(m_animation_blend);
1440         }
1441
1442         void updateBonePosition()
1443         {
1444                 if(!m_bone_position.size() || m_animated_meshnode == NULL)
1445                         return;
1446
1447                 m_animated_meshnode->setJointMode(irr::scene::EJUOR_CONTROL); // To write positions to the mesh on render
1448                 for(std::map<std::string, core::vector2d<v3f> >::const_iterator ii = m_bone_position.begin(); ii != m_bone_position.end(); ++ii){
1449                         std::string bone_name = (*ii).first;
1450                         v3f bone_pos = (*ii).second.X;
1451                         v3f bone_rot = (*ii).second.Y;
1452                         irr::scene::IBoneSceneNode* bone = m_animated_meshnode->getJointNode(bone_name.c_str());
1453                         if(bone)
1454                         {
1455                                 bone->setPosition(bone_pos);
1456                                 bone->setRotation(bone_rot);
1457                         }
1458                 }
1459         }
1460         
1461         void updateAttachments()
1462         {
1463                 m_attached_to_local = getParent() != NULL && getParent()->isLocalPlayer();
1464                 m_is_visible = !m_attached_to_local; // Objects attached to the local player should always be hidden
1465
1466                 if(getParent() == NULL || m_attached_to_local) // Detach or don't attach
1467                 {
1468                         if(m_meshnode)
1469                         {
1470                                 v3f old_position = m_meshnode->getAbsolutePosition();
1471                                 v3f old_rotation = m_meshnode->getRotation();
1472                                 m_meshnode->setParent(m_smgr->getRootSceneNode());
1473                                 m_meshnode->setPosition(old_position);
1474                                 m_meshnode->setRotation(old_rotation);
1475                                 m_meshnode->updateAbsolutePosition();
1476                         }
1477                         if(m_animated_meshnode)
1478                         {
1479                                 v3f old_position = m_animated_meshnode->getAbsolutePosition();
1480                                 v3f old_rotation = m_animated_meshnode->getRotation();
1481                                 m_animated_meshnode->setParent(m_smgr->getRootSceneNode());
1482                                 m_animated_meshnode->setPosition(old_position);
1483                                 m_animated_meshnode->setRotation(old_rotation);
1484                                 m_animated_meshnode->updateAbsolutePosition();
1485                         }
1486                         if(m_spritenode)
1487                         {
1488                                 v3f old_position = m_spritenode->getAbsolutePosition();
1489                                 v3f old_rotation = m_spritenode->getRotation();
1490                                 m_spritenode->setParent(m_smgr->getRootSceneNode());
1491                                 m_spritenode->setPosition(old_position);
1492                                 m_spritenode->setRotation(old_rotation);
1493                                 m_spritenode->updateAbsolutePosition();
1494                         }
1495                         if(m_is_local_player)
1496                         {
1497                                 LocalPlayer *player = m_env->getLocalPlayer();
1498                                 player->isAttached = false;
1499                         }
1500                 }
1501                 else // Attach
1502                 {
1503                         scene::IMeshSceneNode *parent_mesh = NULL;
1504                         if(getParent()->getMeshSceneNode())
1505                                 parent_mesh = getParent()->getMeshSceneNode();
1506                         scene::IAnimatedMeshSceneNode *parent_animated_mesh = NULL;
1507                         if(getParent()->getAnimatedMeshSceneNode())
1508                                 parent_animated_mesh = getParent()->getAnimatedMeshSceneNode();
1509                         scene::IBillboardSceneNode *parent_sprite = NULL;
1510                         if(getParent()->getSpriteSceneNode())
1511                                 parent_sprite = getParent()->getSpriteSceneNode();
1512
1513                         scene::IBoneSceneNode *parent_bone = NULL;
1514                         if(parent_animated_mesh && m_attachment_bone != "")
1515                                 parent_bone = parent_animated_mesh->getJointNode(m_attachment_bone.c_str());
1516
1517                         // The spaghetti code below makes sure attaching works if either the parent or child is a spritenode, meshnode, or animatedmeshnode
1518                         // TODO: Perhaps use polymorphism here to save code duplication
1519                         if(m_meshnode){
1520                                 if(parent_bone){
1521                                         m_meshnode->setParent(parent_bone);
1522                                         m_meshnode->setPosition(m_attachment_position);
1523                                         m_meshnode->setRotation(m_attachment_rotation);
1524                                         m_meshnode->updateAbsolutePosition();
1525                                 }
1526                                 else
1527                                 {
1528                                         if(parent_mesh){
1529                                                 m_meshnode->setParent(parent_mesh);
1530                                                 m_meshnode->setPosition(m_attachment_position);
1531                                                 m_meshnode->setRotation(m_attachment_rotation);
1532                                                 m_meshnode->updateAbsolutePosition();
1533                                         }
1534                                         else if(parent_animated_mesh){
1535                                                 m_meshnode->setParent(parent_animated_mesh);
1536                                                 m_meshnode->setPosition(m_attachment_position);
1537                                                 m_meshnode->setRotation(m_attachment_rotation);
1538                                                 m_meshnode->updateAbsolutePosition();
1539                                         }
1540                                         else if(parent_sprite){
1541                                                 m_meshnode->setParent(parent_sprite);
1542                                                 m_meshnode->setPosition(m_attachment_position);
1543                                                 m_meshnode->setRotation(m_attachment_rotation);
1544                                                 m_meshnode->updateAbsolutePosition();
1545                                         }
1546                                 }
1547                         }
1548                         if(m_animated_meshnode){
1549                                 if(parent_bone){
1550                                         m_animated_meshnode->setParent(parent_bone);
1551                                         m_animated_meshnode->setPosition(m_attachment_position);
1552                                         m_animated_meshnode->setRotation(m_attachment_rotation);
1553                                         m_animated_meshnode->updateAbsolutePosition();
1554                                 }
1555                                 else
1556                                 {
1557                                         if(parent_mesh){
1558                                                 m_animated_meshnode->setParent(parent_mesh);
1559                                                 m_animated_meshnode->setPosition(m_attachment_position);
1560                                                 m_animated_meshnode->setRotation(m_attachment_rotation);
1561                                                 m_animated_meshnode->updateAbsolutePosition();
1562                                         }
1563                                         else if(parent_animated_mesh){
1564                                                 m_animated_meshnode->setParent(parent_animated_mesh);
1565                                                 m_animated_meshnode->setPosition(m_attachment_position);
1566                                                 m_animated_meshnode->setRotation(m_attachment_rotation);
1567                                                 m_animated_meshnode->updateAbsolutePosition();
1568                                         }
1569                                         else if(parent_sprite){
1570                                                 m_animated_meshnode->setParent(parent_sprite);
1571                                                 m_animated_meshnode->setPosition(m_attachment_position);
1572                                                 m_animated_meshnode->setRotation(m_attachment_rotation);
1573                                                 m_animated_meshnode->updateAbsolutePosition();
1574                                         }
1575                                 }
1576                         }
1577                         if(m_spritenode){
1578                                 if(parent_bone){
1579                                         m_spritenode->setParent(parent_bone);
1580                                         m_spritenode->setPosition(m_attachment_position);
1581                                         m_spritenode->setRotation(m_attachment_rotation);
1582                                         m_spritenode->updateAbsolutePosition();
1583                                 }
1584                                 else
1585                                 {
1586                                         if(parent_mesh){
1587                                                 m_spritenode->setParent(parent_mesh);
1588                                                 m_spritenode->setPosition(m_attachment_position);
1589                                                 m_spritenode->setRotation(m_attachment_rotation);
1590                                                 m_spritenode->updateAbsolutePosition();
1591                                         }
1592                                         else if(parent_animated_mesh){
1593                                                 m_spritenode->setParent(parent_animated_mesh);
1594                                                 m_spritenode->setPosition(m_attachment_position);
1595                                                 m_spritenode->setRotation(m_attachment_rotation);
1596                                                 m_spritenode->updateAbsolutePosition();
1597                                         }
1598                                         else if(parent_sprite){
1599                                                 m_spritenode->setParent(parent_sprite);
1600                                                 m_spritenode->setPosition(m_attachment_position);
1601                                                 m_spritenode->setRotation(m_attachment_rotation);
1602                                                 m_spritenode->updateAbsolutePosition();
1603                                         }
1604                                 }
1605                         }
1606                         if(m_is_local_player)
1607                         {
1608                                 LocalPlayer *player = m_env->getLocalPlayer();
1609                                 player->isAttached = true;
1610                         }
1611                 }
1612         }
1613
1614         void processMessage(const std::string &data)
1615         {
1616                 //infostream<<"GenericCAO: Got message"<<std::endl;
1617                 std::istringstream is(data, std::ios::binary);
1618                 // command
1619                 u8 cmd = readU8(is);
1620                 if(cmd == GENERIC_CMD_SET_PROPERTIES)
1621                 {
1622                         m_prop = gob_read_set_properties(is);
1623
1624                         m_selection_box = m_prop.collisionbox;
1625                         m_selection_box.MinEdge *= BS;
1626                         m_selection_box.MaxEdge *= BS;
1627                                 
1628                         m_tx_size.X = 1.0 / m_prop.spritediv.X;
1629                         m_tx_size.Y = 1.0 / m_prop.spritediv.Y;
1630
1631                         if(!m_initial_tx_basepos_set){
1632                                 m_initial_tx_basepos_set = true;
1633                                 m_tx_basepos = m_prop.initial_sprite_basepos;
1634                         }
1635                         
1636                         expireVisuals();
1637                 }
1638                 else if(cmd == GENERIC_CMD_UPDATE_POSITION)
1639                 {
1640                         // Not sent by the server if this object is an attachment.
1641                         // We might however get here if the server notices the object being detached before the client.
1642                         m_position = readV3F1000(is);
1643                         m_velocity = readV3F1000(is);
1644                         m_acceleration = readV3F1000(is);
1645                         if(fabs(m_prop.automatic_rotate) < 0.001)
1646                                 m_yaw = readF1000(is);
1647                         bool do_interpolate = readU8(is);
1648                         bool is_end_position = readU8(is);
1649                         float update_interval = readF1000(is);
1650
1651                         // Place us a bit higher if we're physical, to not sink into
1652                         // the ground due to sucky collision detection...
1653                         if(m_prop.physical)
1654                                 m_position += v3f(0,0.002,0);
1655
1656                         if(getParent() != NULL) // Just in case
1657                                 return;
1658
1659                         if(do_interpolate){
1660                                 if(!m_prop.physical)
1661                                         pos_translator.update(m_position, is_end_position, update_interval);
1662                         } else {
1663                                 pos_translator.init(m_position);
1664                         }
1665                         updateNodePos();
1666                 }
1667                 else if(cmd == GENERIC_CMD_SET_TEXTURE_MOD)
1668                 {
1669                         std::string mod = deSerializeString(is);
1670                         updateTextures(mod);
1671                 }
1672                 else if(cmd == GENERIC_CMD_SET_SPRITE)
1673                 {
1674                         v2s16 p = readV2S16(is);
1675                         int num_frames = readU16(is);
1676                         float framelength = readF1000(is);
1677                         bool select_horiz_by_yawpitch = readU8(is);
1678                         
1679                         m_tx_basepos = p;
1680                         m_anim_num_frames = num_frames;
1681                         m_anim_framelength = framelength;
1682                         m_tx_select_horiz_by_yawpitch = select_horiz_by_yawpitch;
1683
1684                         updateTexturePos();
1685                 }
1686                 else if(cmd == GENERIC_CMD_SET_PHYSICS_OVERRIDE)
1687                 {
1688                         float override_speed = readF1000(is);
1689                         float override_jump = readF1000(is);
1690                         float override_gravity = readF1000(is);
1691                         if(m_is_local_player)
1692                         {
1693                                 LocalPlayer *player = m_env->getLocalPlayer();
1694                                 player->physics_override_speed = override_speed;
1695                                 player->physics_override_jump = override_jump;
1696                                 player->physics_override_gravity = override_gravity;
1697                         }
1698                 }
1699                 else if(cmd == GENERIC_CMD_SET_ANIMATION)
1700                 {
1701                         m_animation_range = readV2F1000(is);
1702                         m_animation_speed = readF1000(is);
1703                         m_animation_blend = readF1000(is);
1704
1705                         updateAnimation();
1706                 }
1707                 else if(cmd == GENERIC_CMD_SET_BONE_POSITION)
1708                 {
1709                         std::string bone = deSerializeString(is);
1710                         v3f position = readV3F1000(is);
1711                         v3f rotation = readV3F1000(is);
1712                         m_bone_position[bone] = core::vector2d<v3f>(position, rotation);
1713
1714                         updateBonePosition();
1715                 }
1716                 else if(cmd == GENERIC_CMD_SET_ATTACHMENT)
1717                 {
1718                         // If an entry already exists for this object, delete it first to avoid duplicates
1719                         for(std::vector<core::vector2d<int> >::iterator ii = m_env->attachment_list.begin(); ii != m_env->attachment_list.end(); ii++)
1720                         {
1721                                 if(ii->X == getId()) // This is the ID of our object
1722                                 {
1723                                         m_env->attachment_list.erase(ii);
1724                                         break;
1725                                 }
1726                         }
1727                         m_env->attachment_list.push_back(core::vector2d<int>(getId(), readS16(is)));
1728                         m_attachment_bone = deSerializeString(is);
1729                         m_attachment_position = readV3F1000(is);
1730                         m_attachment_rotation = readV3F1000(is);
1731
1732                         updateAttachments();
1733                 }
1734                 else if(cmd == GENERIC_CMD_PUNCHED)
1735                 {
1736                         /*s16 damage =*/ readS16(is);
1737                         s16 result_hp = readS16(is);
1738                         
1739                         m_hp = result_hp;
1740                 }
1741                 else if(cmd == GENERIC_CMD_UPDATE_ARMOR_GROUPS)
1742                 {
1743                         m_armor_groups.clear();
1744                         int armor_groups_size = readU16(is);
1745                         for(int i=0; i<armor_groups_size; i++){
1746                                 std::string name = deSerializeString(is);
1747                                 int rating = readS16(is);
1748                                 m_armor_groups[name] = rating;
1749                         }
1750                 }
1751         }
1752         
1753         bool directReportPunch(v3f dir, const ItemStack *punchitem=NULL,
1754                         float time_from_last_punch=1000000)
1755         {
1756                 assert(punchitem);
1757                 const ToolCapabilities *toolcap =
1758                                 &punchitem->getToolCapabilities(m_gamedef->idef());
1759                 PunchDamageResult result = getPunchDamage(
1760                                 m_armor_groups,
1761                                 toolcap,
1762                                 punchitem,
1763                                 time_from_last_punch);
1764
1765                 if(result.did_punch && result.damage != 0)
1766                 {
1767                         if(result.damage < m_hp){
1768                                 m_hp -= result.damage;
1769                         } else {
1770                                 m_hp = 0;
1771                                 // TODO: Execute defined fast response
1772                                 // As there is no definition, make a smoke puff
1773                                 ClientSimpleObject *simple = createSmokePuff(
1774                                                 m_smgr, m_env, m_position,
1775                                                 m_prop.visual_size * BS);
1776                                 m_env->addSimpleObject(simple);
1777                         }
1778                         // TODO: Execute defined fast response
1779                         // Flashing shall suffice as there is no definition
1780                         m_reset_textures_timer = 0.05;
1781                         if(result.damage >= 2)
1782                                 m_reset_textures_timer += 0.05 * result.damage;
1783                         updateTextures("^[brighten");
1784                 }
1785                 
1786                 return false;
1787         }
1788         
1789         std::string debugInfoText()
1790         {
1791                 std::ostringstream os(std::ios::binary);
1792                 os<<"GenericCAO hp="<<m_hp<<"\n";
1793                 os<<"armor={";
1794                 for(ItemGroupList::const_iterator i = m_armor_groups.begin();
1795                                 i != m_armor_groups.end(); i++){
1796                         os<<i->first<<"="<<i->second<<", ";
1797                 }
1798                 os<<"}";
1799                 return os.str();
1800         }
1801 };
1802
1803 // Prototype
1804 GenericCAO proto_GenericCAO(NULL, NULL);
1805
1806