Fix damage flash when damage disabled
[oweals/minetest.git] / src / content_cao.cpp
index b7923ff80d4c02bc03cf980da0232b413eb0b573..a16bd4efa5fd55c69ccc762f49fcaf7f342f1362 100644 (file)
@@ -17,18 +17,23 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
 */
 
+#include <ICameraSceneNode.h>
+#include <ITextSceneNode.h>
+#include <IBillboardSceneNode.h>
+#include <IMeshManipulator.h>
+#include <IAnimatedMeshSceneNode.h>
+#include <IBoneSceneNode.h>
 #include "content_cao.h"
-#include "tile.h"
+#include "util/numeric.h" // For IntervalLimiter
+#include "util/serialize.h"
+#include "util/mathconstants.h"
+#include "client/tile.h"
 #include "environment.h"
 #include "collision.h"
 #include "settings.h"
-#include <ICameraSceneNode.h>
-#include <ITextSceneNode.h>
-#include <IBillboardSceneNode.h>
 #include "serialization.h" // For decompressZlib
 #include "gamedef.h"
 #include "clientobject.h"
-#include "content_object.h"
 #include "mesh.h"
 #include "itemdef.h"
 #include "tool.h"
@@ -36,15 +41,10 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include "sound.h"
 #include "nodedef.h"
 #include "localplayer.h"
-#include "util/numeric.h" // For IntervalLimiter
-#include "util/serialize.h"
-#include "util/mathconstants.h"
 #include "map.h"
-#include "main.h" // g_settings
 #include "camera.h" // CameraModes
-#include <IMeshManipulator.h>
-#include <IAnimatedMeshSceneNode.h>
-#include <IBoneSceneNode.h>
+#include "wieldmesh.h"
+#include "log.h"
 
 class Settings;
 struct ToolCapabilities;
@@ -142,12 +142,12 @@ class TestCAO : public ClientActiveObject
 public:
        TestCAO(IGameDef *gamedef, ClientEnvironment *env);
        virtual ~TestCAO();
-       
-       u8 getType() const
+
+       ActiveObjectType getType() const
        {
                return ACTIVEOBJECT_TYPE_TEST;
        }
-       
+
        static ClientActiveObject* create(IGameDef *gamedef, ClientEnvironment *env);
 
        void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
@@ -192,9 +192,9 @@ void TestCAO::addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
 {
        if(m_node != NULL)
                return;
-       
+
        //video::IVideoDriver* driver = smgr->getVideoDriver();
-       
+
        scene::SMesh *mesh = new scene::SMesh();
        scene::IMeshBuffer *buf = new scene::SMeshBuffer();
        video::SColor c(255,255,255,255);
@@ -210,7 +210,7 @@ void TestCAO::addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
        // Set material
        buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
        buf->getMaterial().setFlag(video::EMF_BACK_FACE_CULLING, false);
-       buf->getMaterial().setTexture(0, tsrc->getTexture("rat.png"));
+       buf->getMaterial().setTexture(0, tsrc->getTextureForMesh("rat.png"));
        buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
        buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
        buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
@@ -286,12 +286,12 @@ class ItemCAO : public ClientActiveObject
 public:
        ItemCAO(IGameDef *gamedef, ClientEnvironment *env);
        virtual ~ItemCAO();
-       
-       u8 getType() const
+
+       ActiveObjectType getType() const
        {
                return ACTIVEOBJECT_TYPE_ITEM;
        }
-       
+
        static ClientActiveObject* create(IGameDef *gamedef, ClientEnvironment *env);
 
        void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
@@ -308,12 +308,12 @@ public:
        void processMessage(const std::string &data);
 
        void initialize(const std::string &data);
-       
+
        core::aabbox3d<f32>* getSelectionBox()
                {return &m_selection_box;}
        v3f getPosition()
                {return m_position;}
-       
+
        std::string infoText()
                {return m_infotext;}
 
@@ -357,9 +357,9 @@ void ItemCAO::addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
 {
        if(m_node != NULL)
                return;
-       
+
        //video::IVideoDriver* driver = smgr->getVideoDriver();
-       
+
        scene::SMesh *mesh = new scene::SMesh();
        scene::IMeshBuffer *buf = new scene::SMeshBuffer();
        video::SColor c(255,255,255,255);
@@ -469,7 +469,7 @@ void ItemCAO::updateTexture()
                                <<": error deSerializing itemstring \""
                                <<m_itemstring<<std::endl;
        }
-       
+
        // Set meshbuffer texture
        m_node->getMaterial(0).setTexture(0, texture);
 }
@@ -514,7 +514,7 @@ void ItemCAO::processMessage(const std::string &data)
 void ItemCAO::initialize(const std::string &data)
 {
        infostream<<"ItemCAO: Got init data"<<std::endl;
-       
+
        {
                std::istringstream is(data, std::ios::binary);
                // version
@@ -527,7 +527,7 @@ void ItemCAO::initialize(const std::string &data)
                // itemstring
                m_itemstring = deSerializeString(is);
        }
-       
+
        updateNodePos();
        updateInfoText();
 }
@@ -543,14 +543,15 @@ GenericCAO::GenericCAO(IGameDef *gamedef, ClientEnvironment *env):
                //
                m_is_player(false),
                m_is_local_player(false),
-               m_id(0),
                //
                m_smgr(NULL),
                m_irr(NULL),
                m_selection_box(-BS/3.,-BS/3.,-BS/3., BS/3.,BS/3.,BS/3.),
                m_meshnode(NULL),
                m_animated_meshnode(NULL),
+               m_wield_meshnode(NULL),
                m_spritenode(NULL),
+               m_nametag_color(video::SColor(255, 255, 255, 255)),
                m_textnode(NULL),
                m_position(v3f(0,10*BS,0)),
                m_velocity(v3f(0,0,0)),
@@ -564,6 +565,7 @@ GenericCAO::GenericCAO(IGameDef *gamedef, ClientEnvironment *env):
                m_animation_range(v2s32(0,0)),
                m_animation_speed(15),
                m_animation_blend(0),
+               m_animation_loop(true),
                m_bone_position(std::map<std::string, core::vector2d<v3f> >()),
                m_attachment_bone(""),
                m_attachment_position(v3f(0,0,0)),
@@ -670,6 +672,7 @@ GenericCAO::~GenericCAO()
        {
                m_env->removePlayerName(m_name.c_str());
        }
+       removeFromScene(true);
 }
 
 core::aabbox3d<f32>* GenericCAO::getSelectionBox()
@@ -681,38 +684,57 @@ core::aabbox3d<f32>* GenericCAO::getSelectionBox()
 
 v3f GenericCAO::getPosition()
 {
-       if(getParent() != NULL)
-       {
-               if(m_meshnode)
-                       return m_meshnode->getAbsolutePosition();
-               if(m_animated_meshnode)
-                       return m_animated_meshnode->getAbsolutePosition();
-               if(m_spritenode)
-                       return m_spritenode->getAbsolutePosition();
-               return m_position;
+       if (getParent() != NULL) {
+               scene::ISceneNode *node = getSceneNode();
+               if (node)
+                       return node->getAbsolutePosition();
+               else
+                       return m_position;
        }
        return pos_translator.vect_show;
 }
 
-scene::IMeshSceneNode* GenericCAO::getMeshSceneNode()
+scene::ISceneNode* GenericCAO::getSceneNode()
 {
-       if(m_meshnode)
+       if (m_meshnode)
                return m_meshnode;
+       if (m_animated_meshnode)
+               return m_animated_meshnode;
+       if (m_wield_meshnode)
+               return m_wield_meshnode;
+       if (m_spritenode)
+               return m_spritenode;
        return NULL;
 }
 
+scene::IMeshSceneNode* GenericCAO::getMeshSceneNode()
+{
+       return m_meshnode;
+}
+
 scene::IAnimatedMeshSceneNode* GenericCAO::getAnimatedMeshSceneNode()
 {
-       if(m_animated_meshnode)
-               return m_animated_meshnode;
-       return NULL;
+       return m_animated_meshnode;
+}
+
+WieldMeshSceneNode* GenericCAO::getWieldMeshSceneNode()
+{
+       return m_wield_meshnode;
 }
 
 scene::IBillboardSceneNode* GenericCAO::getSpriteSceneNode()
 {
-       if(m_spritenode)
-               return m_spritenode;
-       return NULL;
+       return m_spritenode;
+}
+
+void GenericCAO::setChildrenVisible(bool toset)
+{
+       for (std::vector<u16>::size_type i = 0; i < m_children.size(); i++) {
+               GenericCAO *obj = m_env->getGenericCAO(m_children[i]);
+               if (obj) {
+                       obj->setVisible(toset);
+               }
+       }
 }
 
 void GenericCAO::setAttachments()
@@ -723,69 +745,67 @@ void GenericCAO::setAttachments()
 ClientActiveObject* GenericCAO::getParent()
 {
        ClientActiveObject *obj = NULL;
-       for(std::vector<core::vector2d<int> >::const_iterator cii = m_env->attachment_list.begin(); cii != m_env->attachment_list.end(); cii++)
-       {
-               if(cii->X == getId()) // This ID is our child
-               {
-                       if(cii->Y > 0) // A parent ID exists for our child
-                       {
-                               if(cii->X != cii->Y) // The parent and child ID are not the same
-                               {
-                                       obj = m_env->getActiveObject(cii->Y);
-                               }
-                       }
-                       break;
-               }
+
+       u16 attached_id = m_env->attachement_parent_ids[getId()];
+
+       if ((attached_id != 0) &&
+                       (attached_id != getId())) {
+               obj = m_env->getActiveObject(attached_id);
        }
-       if(obj)
-               return obj;
-       return NULL;
+       return obj;
 }
 
 void GenericCAO::removeFromScene(bool permanent)
 {
-       if(permanent) // Should be true when removing the object permanently and false when refreshing (eg: updating visuals)
+       // Should be true when removing the object permanently and false when refreshing (eg: updating visuals)
+       if((m_env != NULL) && (permanent))
        {
-               // Detach this object's children
-               for(std::vector<core::vector2d<int> >::iterator ii = m_env->attachment_list.begin();
-                               ii != m_env->attachment_list.end(); ii++)
-               {
-                       if(ii->Y == getId()) // Is a child of our object
-                       {
-                               ii->Y = 0;
-                               // Get the object of the child
-                               ClientActiveObject *obj = m_env->getActiveObject(ii->X);
-                               if(obj)
-                                       obj->setAttachments();
+               for (std::vector<u16>::size_type i = 0; i < m_children.size(); i++) {
+                       u16 ci = m_children[i];
+                       if (m_env->attachement_parent_ids[ci] == getId()) {
+                               m_env->attachement_parent_ids[ci] = 0;
                        }
                }
-               // Delete this object from the attachments list
-               for(std::vector<core::vector2d<int> >::iterator ii = m_env->attachment_list.begin();
-                               ii != m_env->attachment_list.end(); ii++)
-               {
-                       if(ii->X == getId()) // Is our object
-                       {
-                               m_env->attachment_list.erase(ii);
-                               break;
-                       }
+
+               m_env->attachement_parent_ids[getId()] = 0;
+
+               LocalPlayer* player = m_env->getLocalPlayer();
+               if (this == player->parent) {
+                       player->parent = NULL;
+                       player->isAttached = false;
                }
        }
 
        if(m_meshnode)
        {
                m_meshnode->remove();
+               m_meshnode->drop();
                m_meshnode = NULL;
        }
        if(m_animated_meshnode)
        {
                m_animated_meshnode->remove();
+               m_animated_meshnode->drop();
                m_animated_meshnode = NULL;
        }
+       if(m_wield_meshnode)
+       {
+               m_wield_meshnode->remove();
+               m_wield_meshnode->drop();
+               m_wield_meshnode = NULL;
+       }
        if(m_spritenode)
        {
                m_spritenode->remove();
+               m_spritenode->drop();
                m_spritenode = NULL;
        }
+       if (m_textnode)
+       {
+               m_textnode->remove();
+               m_textnode->drop();
+               m_textnode = NULL;
+       }
 }
 
 void GenericCAO::addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
@@ -794,7 +814,7 @@ void GenericCAO::addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
        m_smgr = smgr;
        m_irr = irr;
 
-       if(m_meshnode != NULL || m_animated_meshnode != NULL || m_spritenode != NULL)
+       if (getSceneNode() != NULL)
                return;
 
        m_visuals_expired = false;
@@ -809,8 +829,9 @@ void GenericCAO::addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
                infostream<<"GenericCAO::addToScene(): single_sprite"<<std::endl;
                m_spritenode = smgr->addBillboardSceneNode(
                                NULL, v2f(1, 1), v3f(0,0,0), -1);
+               m_spritenode->grab();
                m_spritenode->setMaterialTexture(0,
-                               tsrc->getTexture("unknown_node.png"));
+                               tsrc->getTextureForMesh("unknown_node.png"));
                m_spritenode->setMaterialFlag(video::EMF_LIGHTING, false);
                m_spritenode->setMaterialFlag(video::EMF_BILINEAR_FILTER, false);
                m_spritenode->setMaterialType(video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF);
@@ -874,6 +895,7 @@ void GenericCAO::addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
                buf->drop();
                }
                m_meshnode = smgr->addMeshSceneNode(mesh, NULL);
+               m_meshnode->grab();
                mesh->drop();
                // Set it to use the materials of the meshbuffers directly.
                // This is needed for changing the texture in the future
@@ -883,8 +905,9 @@ void GenericCAO::addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
                infostream<<"GenericCAO::addToScene(): cube"<<std::endl;
                scene::IMesh *mesh = createCubeMesh(v3f(BS,BS,BS));
                m_meshnode = smgr->addMeshSceneNode(mesh, NULL);
+               m_meshnode->grab();
                mesh->drop();
-               
+
                m_meshnode->setScale(v3f(m_prop.visual_size.X,
                                m_prop.visual_size.Y,
                                m_prop.visual_size.X));
@@ -902,6 +925,7 @@ void GenericCAO::addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
                if(mesh)
                {
                        m_animated_meshnode = smgr->addAnimatedMeshSceneNode(mesh, NULL);
+                       m_animated_meshnode->grab();
                        mesh->drop(); // The scene node took hold of it
                        m_animated_meshnode->animateJoints(); // Needed for some animations
                        m_animated_meshnode->setScale(v3f(m_prop.visual_size.X,
@@ -919,27 +943,22 @@ void GenericCAO::addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
                        errorstream<<"GenericCAO::addToScene(): Could not load mesh "<<m_prop.mesh<<std::endl;
        }
        else if(m_prop.visual == "wielditem") {
-               infostream<<"GenericCAO::addToScene(): node"<<std::endl;
+               infostream<<"GenericCAO::addToScene(): wielditem"<<std::endl;
                infostream<<"textures: "<<m_prop.textures.size()<<std::endl;
                if(m_prop.textures.size() >= 1){
                        infostream<<"textures[0]: "<<m_prop.textures[0]<<std::endl;
                        IItemDefManager *idef = m_gamedef->idef();
                        ItemStack item(m_prop.textures[0], 1, 0, "", idef);
-                       scene::IMesh *item_mesh = idef->getWieldMesh(item.getDefinition(idef).name, m_gamedef);
 
-                       // Copy mesh to be able to set unique vertex colors
-                       scene::IMeshManipulator *manip =
-                                       irr->getVideoDriver()->getMeshManipulator();
-                       scene::IMesh *mesh = manip->createMeshUniquePrimitives(item_mesh);
+                       m_wield_meshnode = new WieldMeshSceneNode(
+                                       smgr->getRootSceneNode(), smgr, -1);
+                       m_wield_meshnode->setItem(item, m_gamedef);
 
-                       m_meshnode = smgr->addMeshSceneNode(mesh, NULL);
-                       mesh->drop();
-                       
-                       m_meshnode->setScale(v3f(m_prop.visual_size.X/2,
+                       m_wield_meshnode->setScale(v3f(m_prop.visual_size.X/2,
                                        m_prop.visual_size.Y/2,
                                        m_prop.visual_size.X/2));
                        u8 li = m_last_light;
-                       setMeshColor(m_meshnode->getMesh(), video::SColor(255,li,li,li));
+                       m_wield_meshnode->setColor(video::SColor(255,li,li,li));
                }
        } else {
                infostream<<"GenericCAO::addToScene(): \""<<m_prop.visual
@@ -947,19 +966,14 @@ void GenericCAO::addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
        }
        updateTextures("");
 
-       scene::ISceneNode *node = NULL;
-       if(m_spritenode)
-               node = m_spritenode;
-       else if(m_animated_meshnode)
-               node = m_animated_meshnode;
-       else if(m_meshnode)
-               node = m_meshnode;
-       if(node && m_is_player && !m_is_local_player){
+       scene::ISceneNode *node = getSceneNode();
+       if (node && m_is_player && !m_is_local_player) {
                // Add a text node for showing the name
                gui::IGUIEnvironment* gui = irr->getGUIEnvironment();
-               std::wstring wname = narrow_to_wide(m_name);
-               m_textnode = smgr->addTextSceneNode(gui->getBuiltInFont(),
-                               wname.c_str(), video::SColor(255,255,255,255), node);
+               std::wstring wname = utf8_to_wide(m_name);
+               m_textnode = smgr->addTextSceneNode(gui->getSkin()->getFont(),
+                               wname.c_str(), m_nametag_color, node);
+               m_textnode->grab();
                m_textnode->setPosition(v3f(0, BS*1.1, 0));
        }
 
@@ -968,7 +982,7 @@ void GenericCAO::addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
        updateBonePosition();
        updateAttachments();
 }
-               
+
 void GenericCAO::updateLight(u8 light_at_pos)
 {
        u8 li = decode_light(light_at_pos);
@@ -980,6 +994,8 @@ void GenericCAO::updateLight(u8 light_at_pos)
                        setMeshColor(m_meshnode->getMesh(), color);
                if(m_animated_meshnode)
                        setMeshColor(m_animated_meshnode->getMesh(), color);
+               if(m_wield_meshnode)
+                       m_wield_meshnode->setColor(color);
                if(m_spritenode)
                        m_spritenode->setColor(color);
        }
@@ -992,30 +1008,22 @@ v3s16 GenericCAO::getLightPosition()
 
 void GenericCAO::updateNodePos()
 {
-       if(getParent() != NULL)
+       if (getParent() != NULL)
                return;
 
-       v3s16 camera_offset = m_env->getCameraOffset();
-       if(m_meshnode)
-       {
-               m_meshnode->setPosition(pos_translator.vect_show-intToFloat(camera_offset, BS));
-               v3f rot = m_meshnode->getRotation();
-               rot.Y = -m_yaw;
-               m_meshnode->setRotation(rot);
-       }
-       if(m_animated_meshnode)
-       {
-               m_animated_meshnode->setPosition(pos_translator.vect_show-intToFloat(camera_offset, BS));
-               v3f rot = m_animated_meshnode->getRotation();
-               rot.Y = -m_yaw;
-               m_animated_meshnode->setRotation(rot);
-       }
-       if(m_spritenode)
-       {
-               m_spritenode->setPosition(pos_translator.vect_show-intToFloat(camera_offset, BS));
+       scene::ISceneNode *node = getSceneNode();
+
+       if (node) {
+               v3s16 camera_offset = m_env->getCameraOffset();
+               node->setPosition(pos_translator.vect_show - intToFloat(camera_offset, BS));
+               if (node != m_spritenode) { // rotate if not a sprite
+                       v3f rot = node->getRotation();
+                       rot.Y = -m_yaw;
+                       node->setRotation(rot);
+               }
        }
 }
-       
+
 void GenericCAO::step(float dtime, ClientEnvironment *env)
 {
        // Handel model of local player instantly to prevent lags
@@ -1098,57 +1106,38 @@ void GenericCAO::step(float dtime, ClientEnvironment *env)
 
                // Attachments, part 1: All attached objects must be unparented first,
                // or Irrlicht causes a segmentation fault
-               for(std::vector<core::vector2d<int> >::iterator ii = m_env->attachment_list.begin();
-                               ii != m_env->attachment_list.end(); ii++)
+               for(std::vector<u16>::iterator ci = m_children.begin();
+                               ci != m_children.end();)
                {
-                       if(ii->Y == getId()) // This is a child of our parent
-                       {
-                               // Get the object of the child
-                               ClientActiveObject *obj = m_env->getActiveObject(ii->X);
-                               if(obj)
-                               {
-                                       scene::IMeshSceneNode *m_child_meshnode
-                                                       = obj->getMeshSceneNode();
-                                       scene::IAnimatedMeshSceneNode *m_child_animated_meshnode
-                                                       = obj->getAnimatedMeshSceneNode();
-                                       scene::IBillboardSceneNode *m_child_spritenode
-                                                       = obj->getSpriteSceneNode();
-                                       if(m_child_meshnode)
-                                               m_child_meshnode->setParent(m_smgr->getRootSceneNode());
-                                       if(m_child_animated_meshnode)
-                                               m_child_animated_meshnode->setParent(m_smgr->getRootSceneNode());
-                                       if(m_child_spritenode)
-                                               m_child_spritenode->setParent(m_smgr->getRootSceneNode());
-                               }
+                       if (m_env->attachement_parent_ids[*ci] != getId()) {
+                               ci = m_children.erase(ci);
+                               continue;
                        }
+                       ClientActiveObject *obj = m_env->getActiveObject(*ci);
+                       if (obj) {
+                               scene::ISceneNode *child_node = obj->getSceneNode();
+                               if (child_node)
+                                       child_node->setParent(m_smgr->getRootSceneNode());
+                       }
+                       ++ci;
                }
 
                removeFromScene(false);
                addToScene(m_smgr, m_gamedef->tsrc(), m_irr);
 
                // Attachments, part 2: Now that the parent has been refreshed, put its attachments back
-               for(std::vector<core::vector2d<int> >::iterator ii = m_env->attachment_list.begin();
-                               ii != m_env->attachment_list.end(); ii++)
-               {
-                       if(ii->Y == getId()) // This is a child of our parent
-                       {
-                               // Get the object of the child
-                               ClientActiveObject *obj = m_env->getActiveObject(ii->X);
-                               if(obj)
-                                       obj->setAttachments();
-                       }
+               for (std::vector<u16>::size_type i = 0; i < m_children.size(); i++) {
+                       // Get the object of the child
+                       ClientActiveObject *obj = m_env->getActiveObject(m_children[i]);
+                       if (obj)
+                               obj->setAttachments();
                }
        }
 
        // Make sure m_is_visible is always applied
-       if(m_meshnode)
-               m_meshnode->setVisible(m_is_visible);
-       if(m_animated_meshnode)
-               m_animated_meshnode->setVisible(m_is_visible);
-       if(m_spritenode)
-               m_spritenode->setVisible(m_is_visible);
-       if(m_textnode)
-               m_textnode->setVisible(m_is_visible);
+       scene::ISceneNode *node = getSceneNode();
+       if (node)
+               node->setVisible(m_is_visible);
 
        if(getParent() != NULL) // Attachments should be glued to their parent by Irrlicht
        {
@@ -1317,7 +1306,7 @@ void GenericCAO::updateTextures(const std::string &mod)
                                texturestring = m_prop.textures[0];
                        texturestring += mod;
                        m_spritenode->setMaterialTexture(0,
-                                       tsrc->getTexture(texturestring));
+                                       tsrc->getTextureForMesh(texturestring));
 
                        // This allows setting per-material colors. However, until a real lighting
                        // system is added, the code below will have no effect. Once MineTest
@@ -1345,7 +1334,7 @@ void GenericCAO::updateTextures(const std::string &mod)
                                if(texturestring == "")
                                        continue; // Empty texture string means don't modify that material
                                texturestring += mod;
-                               video::ITexture* texture = tsrc->getTexture(texturestring);
+                               video::ITexture* texture = tsrc->getTextureForMesh(texturestring);
                                if(!texture)
                                {
                                        errorstream<<"GenericCAO::updateTextures(): Could not load texture "<<texturestring<<std::endl;
@@ -1394,7 +1383,7 @@ void GenericCAO::updateTextures(const std::string &mod)
                                material.setFlag(video::EMF_LIGHTING, false);
                                material.setFlag(video::EMF_BILINEAR_FILTER, false);
                                material.setTexture(0,
-                                               tsrc->getTexture(texturestring));
+                                               tsrc->getTextureForMesh(texturestring));
                                material.getTextureMatrix(0).makeIdentity();
 
                                // This allows setting per-material colors. However, until a real lighting
@@ -1422,7 +1411,7 @@ void GenericCAO::updateTextures(const std::string &mod)
                                tname += mod;
                                scene::IMeshBuffer *buf = mesh->getMeshBuffer(0);
                                buf->getMaterial().setTexture(0,
-                                               tsrc->getTexture(tname));
+                                               tsrc->getTextureForMesh(tname));
 
                                // This allows setting per-material colors. However, until a real lighting
                                // system is added, the code below will have no effect. Once MineTest
@@ -1447,7 +1436,7 @@ void GenericCAO::updateTextures(const std::string &mod)
                                tname += mod;
                                scene::IMeshBuffer *buf = mesh->getMeshBuffer(1);
                                buf->getMaterial().setTexture(0,
-                                               tsrc->getTexture(tname));
+                                               tsrc->getTextureForMesh(tname));
 
                                // This allows setting per-material colors. However, until a real lighting
                                // system is added, the code below will have no effect. Once MineTest
@@ -1477,14 +1466,23 @@ void GenericCAO::updateAnimation()
 {
        if(m_animated_meshnode == NULL)
                return;
-       m_animated_meshnode->setFrameLoop(m_animation_range.X, m_animation_range.Y);
-       m_animated_meshnode->setAnimationSpeed(m_animation_speed);
+
+       if (m_animated_meshnode->getStartFrame() != m_animation_range.X ||
+               m_animated_meshnode->getEndFrame() != m_animation_range.Y)
+                       m_animated_meshnode->setFrameLoop(m_animation_range.X, m_animation_range.Y);
+       if (m_animated_meshnode->getAnimationSpeed() != m_animation_speed)
+               m_animated_meshnode->setAnimationSpeed(m_animation_speed);
        m_animated_meshnode->setTransitionTime(m_animation_blend);
+// Requires Irrlicht 1.8 or greater
+#if (IRRLICHT_VERSION_MAJOR == 1 && IRRLICHT_VERSION_MINOR >= 8) || IRRLICHT_VERSION_MAJOR > 1
+       if (m_animated_meshnode->getLoopMode() != m_animation_loop)
+               m_animated_meshnode->setLoopMode(m_animation_loop);
+#endif
 }
 
 void GenericCAO::updateBonePosition()
 {
-       if(!m_bone_position.size() || m_animated_meshnode == NULL)
+       if(m_bone_position.empty() || m_animated_meshnode == NULL)
                return;
 
        m_animated_meshnode->setJointMode(irr::scene::EJUOR_CONTROL); // To write positions to the mesh on render
@@ -1503,168 +1501,43 @@ void GenericCAO::updateBonePosition()
                }
        }
 }
-       
+
 void GenericCAO::updateAttachments()
 {
 
-       // localplayer itself can't be attached to localplayer
-       if (!m_is_local_player)
-       {
-               m_attached_to_local = getParent() != NULL && getParent()->isLocalPlayer();
-               // Objects attached to the local player should always be hidden
-               m_is_visible = !m_attached_to_local;
-       }
-
-       if(getParent() == NULL || m_attached_to_local) // Detach or don't attach
-       {
-               if(m_meshnode)
-               {
-                       v3f old_position = m_meshnode->getAbsolutePosition();
-                       v3f old_rotation = m_meshnode->getRotation();
-                       m_meshnode->setParent(m_smgr->getRootSceneNode());
-                       m_meshnode->setPosition(old_position);
-                       m_meshnode->setRotation(old_rotation);
-                       m_meshnode->updateAbsolutePosition();
-               }
-               if(m_animated_meshnode)
-               {
-                       v3f old_position = m_animated_meshnode->getAbsolutePosition();
-                       v3f old_rotation = m_animated_meshnode->getRotation();
-                       m_animated_meshnode->setParent(m_smgr->getRootSceneNode());
-                       m_animated_meshnode->setPosition(old_position);
-                       m_animated_meshnode->setRotation(old_rotation);
-                       m_animated_meshnode->updateAbsolutePosition();
+       if (getParent() == NULL) { // Detach or don't attach
+               scene::ISceneNode *node = getSceneNode();
+               if (node) {
+                       v3f old_position = node->getAbsolutePosition();
+                       v3f old_rotation = node->getRotation();
+                       node->setParent(m_smgr->getRootSceneNode());
+                       node->setPosition(old_position);
+                       node->setRotation(old_rotation);
+                       node->updateAbsolutePosition();
                }
-               if(m_spritenode)
-               {
-                       v3f old_position = m_spritenode->getAbsolutePosition();
-                       v3f old_rotation = m_spritenode->getRotation();
-                       m_spritenode->setParent(m_smgr->getRootSceneNode());
-                       m_spritenode->setPosition(old_position);
-                       m_spritenode->setRotation(old_rotation);
-                       m_spritenode->updateAbsolutePosition();
-               }
-               if(m_is_local_player)
-               {
+               if (m_is_local_player) {
                        LocalPlayer *player = m_env->getLocalPlayer();
                        player->isAttached = false;
                }
        }
        else // Attach
        {
-               scene::IMeshSceneNode *parent_mesh = NULL;
-               if(getParent()->getMeshSceneNode())
-                       parent_mesh = getParent()->getMeshSceneNode();
-               scene::IAnimatedMeshSceneNode *parent_animated_mesh = NULL;
-               if(getParent()->getAnimatedMeshSceneNode())
-                       parent_animated_mesh = getParent()->getAnimatedMeshSceneNode();
-               scene::IBillboardSceneNode *parent_sprite = NULL;
-               if(getParent()->getSpriteSceneNode())
-                       parent_sprite = getParent()->getSpriteSceneNode();
-
-               scene::IBoneSceneNode *parent_bone = NULL;
-               if(parent_animated_mesh && m_attachment_bone != "")
-               {
-                       parent_bone =
-                                       parent_animated_mesh->getJointNode(m_attachment_bone.c_str());
-               }
-               // The spaghetti code below makes sure attaching works if either the
-               // parent or child is a spritenode, meshnode, or animatedmeshnode
-               // TODO: Perhaps use polymorphism here to save code duplication
-               if(m_meshnode)
-               {
-                       if(parent_bone)
-                       {
-                               m_meshnode->setParent(parent_bone);
-                               m_meshnode->setPosition(m_attachment_position);
-                               m_meshnode->setRotation(m_attachment_rotation);
-                               m_meshnode->updateAbsolutePosition();
-                       }
-                       else
-                       {
-                               if(parent_mesh)
-                               {
-                                       m_meshnode->setParent(parent_mesh);
-                                       m_meshnode->setPosition(m_attachment_position);
-                                       m_meshnode->setRotation(m_attachment_rotation);
-                                       m_meshnode->updateAbsolutePosition();
-                               }
-                               else if(parent_animated_mesh) {
-                                       m_meshnode->setParent(parent_animated_mesh);
-                                       m_meshnode->setPosition(m_attachment_position);
-                                       m_meshnode->setRotation(m_attachment_rotation);
-                                       m_meshnode->updateAbsolutePosition();
-                               }
-                               else if(parent_sprite) {
-                                       m_meshnode->setParent(parent_sprite);
-                                       m_meshnode->setPosition(m_attachment_position);
-                                       m_meshnode->setRotation(m_attachment_rotation);
-                                       m_meshnode->updateAbsolutePosition();
-                               }
-                       }
-               }
-               if(m_animated_meshnode)
-               {
-                       if(parent_bone)
-                       {
-                               m_animated_meshnode->setParent(parent_bone);
-                               m_animated_meshnode->setPosition(m_attachment_position);
-                               m_animated_meshnode->setRotation(m_attachment_rotation);
-                               m_animated_meshnode->updateAbsolutePosition();
-                       }
-                       else
-                       {
-                               if(parent_mesh)
-                               {
-                                       m_animated_meshnode->setParent(parent_mesh);
-                                       m_animated_meshnode->setPosition(m_attachment_position);
-                                       m_animated_meshnode->setRotation(m_attachment_rotation);
-                                       m_animated_meshnode->updateAbsolutePosition();
-                               } else if(parent_animated_mesh) {
-                                       m_animated_meshnode->setParent(parent_animated_mesh);
-                                       m_animated_meshnode->setPosition(m_attachment_position);
-                                       m_animated_meshnode->setRotation(m_attachment_rotation);
-                                       m_animated_meshnode->updateAbsolutePosition();
-                               } else if(parent_sprite) {
-                                       m_animated_meshnode->setParent(parent_sprite);
-                                       m_animated_meshnode->setPosition(m_attachment_position);
-                                       m_animated_meshnode->setRotation(m_attachment_rotation);
-                                       m_animated_meshnode->updateAbsolutePosition();
-                               }
-                       }
+               scene::ISceneNode *my_node = getSceneNode();
+
+               scene::ISceneNode *parent_node = getParent()->getSceneNode();
+               scene::IAnimatedMeshSceneNode *parent_animated_mesh_node =
+                               getParent()->getAnimatedMeshSceneNode();
+               if (parent_animated_mesh_node && m_attachment_bone != "") {
+                       parent_node = parent_animated_mesh_node->getJointNode(m_attachment_bone.c_str());
                }
-               if(m_spritenode)
-               {
-                       if(parent_bone)
-                       {
-                               m_spritenode->setParent(parent_bone);
-                               m_spritenode->setPosition(m_attachment_position);
-                               m_spritenode->setRotation(m_attachment_rotation);
-                               m_spritenode->updateAbsolutePosition();
-                       } else {
-                               if(parent_mesh)
-                               {
-                                       m_spritenode->setParent(parent_mesh);
-                                       m_spritenode->setPosition(m_attachment_position);
-                                       m_spritenode->setRotation(m_attachment_rotation);
-                                       m_spritenode->updateAbsolutePosition();
-                               }
-                               else if(parent_animated_mesh) {
-                                       m_spritenode->setParent(parent_animated_mesh);
-                                       m_spritenode->setPosition(m_attachment_position);
-                                       m_spritenode->setRotation(m_attachment_rotation);
-                                       m_spritenode->updateAbsolutePosition();
-                               }
-                               else if(parent_sprite) {
-                                       m_spritenode->setParent(parent_sprite);
-                                       m_spritenode->setPosition(m_attachment_position);
-                                       m_spritenode->setRotation(m_attachment_rotation);
-                                       m_spritenode->updateAbsolutePosition();
-                               }
-                       }
+
+               if (my_node && parent_node) {
+                       my_node->setParent(parent_node);
+                       my_node->setPosition(m_attachment_position);
+                       my_node->setRotation(m_attachment_rotation);
+                       my_node->updateAbsolutePosition();
                }
-               if(m_is_local_player)
-               {
+               if (m_is_local_player) {
                        LocalPlayer *player = m_env->getLocalPlayer();
                        player->isAttached = true;
                }
@@ -1770,6 +1643,8 @@ void GenericCAO::processMessage(const std::string &data)
                        m_animation_range = v2s32((s32)range.X, (s32)range.Y);
                        m_animation_speed = readF1000(is);
                        m_animation_blend = readF1000(is);
+                       // these are sent inverted so we get true when the server sends nothing
+                       m_animation_loop = !readU8(is);
                        updateAnimation();
                } else {
                        LocalPlayer *player = m_env->getLocalPlayer();
@@ -1778,6 +1653,8 @@ void GenericCAO::processMessage(const std::string &data)
                                m_animation_range = v2s32((s32)range.X, (s32)range.Y);
                                m_animation_speed = readF1000(is);
                                m_animation_blend = readF1000(is);
+                               // these are sent inverted so we get true when the server sends nothing
+                               m_animation_loop = !readU8(is);
                        }
                        // update animation only if local animations present
                        // and received animation is unknown (except idle animation)
@@ -1801,22 +1678,31 @@ void GenericCAO::processMessage(const std::string &data)
                m_bone_position[bone] = core::vector2d<v3f>(position, rotation);
 
                updateBonePosition();
-       }
-       else if(cmd == GENERIC_CMD_SET_ATTACHMENT) {
-               // If an entry already exists for this object, delete it first to avoid duplicates
-               for(std::vector<core::vector2d<int> >::iterator ii = m_env->attachment_list.begin(); ii != m_env->attachment_list.end(); ii++)
-               {
-                       if(ii->X == getId()) // This is the ID of our object
-                       {
-                               m_env->attachment_list.erase(ii);
-                               break;
-                       }
+       } else if (cmd == GENERIC_CMD_ATTACH_TO) {
+               u16 parentID = readS16(is);
+               u16 oldparent = m_env->attachement_parent_ids[getId()];
+               if (oldparent) {
+                       m_children.erase(std::remove(m_children.begin(), m_children.end(),
+                               getId()), m_children.end());
                }
-               m_env->attachment_list.push_back(core::vector2d<int>(getId(), readS16(is)));
+               m_env->attachement_parent_ids[getId()] = parentID;
+               GenericCAO *parentobj = m_env->getGenericCAO(parentID);
+
+               if (parentobj) {
+                       parentobj->m_children.push_back(getId());
+               }
+
                m_attachment_bone = deSerializeString(is);
                m_attachment_position = readV3F1000(is);
                m_attachment_rotation = readV3F1000(is);
 
+               // localplayer itself can't be attached to localplayer
+               if (!m_is_local_player) {
+                       m_attached_to_local = getParent() != NULL && getParent()->isLocalPlayer();
+                       // Objects attached to the local player should be hidden by default
+                       m_is_visible = !m_attached_to_local;
+               }
+
                updateAttachments();
        }
        else if(cmd == GENERIC_CMD_PUNCHED) {
@@ -1857,13 +1743,26 @@ void GenericCAO::processMessage(const std::string &data)
                        int rating = readS16(is);
                        m_armor_groups[name] = rating;
                }
+       } else if (cmd == GENERIC_CMD_UPDATE_NAMETAG_ATTRIBUTES) {
+               readU8(is); // version
+               m_nametag_color = readARGB8(is);
+               if (m_textnode != NULL) {
+                       m_textnode->setTextColor(m_nametag_color);
+
+                       // Enforce hiding nametag,
+                       // because if freetype is enabled, a grey
+                       // shadow can remain.
+                       m_textnode->setVisible(m_nametag_color.getAlpha() > 0);
+               }
        }
 }
-       
+
+/* \pre punchitem != NULL
+ */
 bool GenericCAO::directReportPunch(v3f dir, const ItemStack *punchitem,
                float time_from_last_punch)
 {
-       assert(punchitem);
+       assert(punchitem);      // pre-condition
        const ToolCapabilities *toolcap =
                        &punchitem->getToolCapabilities(m_gamedef->idef());
        PunchDamageResult result = getPunchDamage(