Add GenericCAO and player armor groups, but don't use them yet
authorPerttu Ahola <celeron55@gmail.com>
Thu, 29 Mar 2012 13:10:11 +0000 (16:10 +0300)
committerPerttu Ahola <celeron55@gmail.com>
Thu, 29 Mar 2012 13:10:11 +0000 (16:10 +0300)
src/CMakeLists.txt
src/content_cao.cpp
src/content_object.h
src/content_sao.cpp
src/content_sao.h
src/server.cpp
src/serverobject.h

index 2558be9cb19254416c7c76ebe4741cae0129ab88..4e7ac31523267bf46f8992f69bab09b29b038529 100644 (file)
@@ -153,6 +153,7 @@ configure_file(
 )
 
 set(common_SRCS
+       genericobject.cpp
        voxelalgorithms.cpp
        sound.cpp
        quicktune.cpp
index 11c9ad9c6fd7ee676f31cc1f411cb035e27e3573..da4ab614406f9640c5a330ac7a43bc103c53c48d 100644 (file)
@@ -1349,4 +1349,492 @@ public:
 // Prototype
 PlayerCAO proto_PlayerCAO(NULL, NULL);
 
+/*
+       GenericCAO
+*/
+
+#include "genericobject.h"
+
+class GenericCAO : public ClientActiveObject
+{
+private:
+       // Property-ish things
+       s16 m_hp_max;
+       bool m_physical;
+       float m_weight;
+       core::aabbox3d<f32> m_collisionbox;
+       std::string m_visual;
+       v2f m_visual_size;
+       core::array<std::string> m_textures;
+       v2s16 m_spritediv;
+       //
+       scene::ISceneManager *m_smgr;
+       core::aabbox3d<f32> m_selection_box;
+       scene::IMeshSceneNode *m_meshnode;
+       scene::IBillboardSceneNode *m_spritenode;
+       v3f m_position;
+       v3f m_velocity;
+       v3f m_acceleration;
+       float m_yaw;
+       s16 m_hp;
+       SmoothTranslator pos_translator;
+       // Spritesheet/animation stuff
+       v2f m_tx_size;
+       v2s16 m_tx_basepos;
+       bool m_tx_select_horiz_by_yawpitch;
+       int m_anim_frame;
+       int m_anim_num_frames;
+       float m_anim_framelength;
+       float m_anim_timer;
+       ItemGroupList m_armor_groups;
+       float m_reset_textures_timer;
+
+public:
+       GenericCAO(IGameDef *gamedef, ClientEnvironment *env):
+               ClientActiveObject(0, gamedef, env),
+               //
+               m_hp_max(1),
+               m_physical(false),
+               m_weight(5),
+               m_collisionbox(-0.5,-0.5,-0.5, 0.5,0.5,0.5),
+               m_visual("sprite"),
+               m_visual_size(1,1),
+               m_spritediv(1,1),
+               //
+               m_smgr(NULL),
+               m_selection_box(-BS/3.,-BS/3.,-BS/3., BS/3.,BS/3.,BS/3.),
+               m_meshnode(NULL),
+               m_spritenode(NULL),
+               m_position(v3f(0,10*BS,0)),
+               m_velocity(v3f(0,0,0)),
+               m_acceleration(v3f(0,0,0)),
+               m_yaw(0),
+               m_hp(1),
+               m_tx_size(1,1),
+               m_tx_basepos(0,0),
+               m_tx_select_horiz_by_yawpitch(false),
+               m_anim_frame(0),
+               m_anim_num_frames(1),
+               m_anim_framelength(0.2),
+               m_anim_timer(0),
+               m_reset_textures_timer(-1)
+       {
+               m_textures.push_back("unknown_object.png");
+               if(gamedef == NULL)
+                       ClientActiveObject::registerType(getType(), create);
+       }
+
+       void initialize(const std::string &data)
+       {
+               infostream<<"GenericCAO: Got init data"<<std::endl;
+               
+               std::istringstream is(data, std::ios::binary);
+               // version
+               u8 version = readU8(is);
+               // check version
+               if(version != 1)
+                       return;
+               // pos
+               m_position = readV3F1000(is);
+               // yaw
+               m_yaw = readF1000(is);
+               // hp
+               m_hp = readS16(is);
+
+               pos_translator.init(m_position);
+
+               updateNodePos();
+       }
+
+       ~GenericCAO()
+       {
+       }
+
+       static ClientActiveObject* create(IGameDef *gamedef, ClientEnvironment *env)
+       {
+               return new GenericCAO(gamedef, env);
+       }
+
+       u8 getType() const
+       {
+               return ACTIVEOBJECT_TYPE_GENERIC;
+       }
+       core::aabbox3d<f32>* getSelectionBox()
+       {
+               return &m_selection_box;
+       }
+       v3f getPosition()
+       {
+               return pos_translator.vect_show;
+       }
+
+       void removeFromScene()
+       {
+               if(m_meshnode){
+                       m_meshnode->remove();
+                       m_meshnode = NULL;
+               }
+               if(m_spritenode){
+                       m_spritenode->remove();
+                       m_spritenode = NULL;
+               }
+       }
+
+       void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
+                       IrrlichtDevice *irr)
+       {
+               m_smgr = smgr;
+
+               if(m_meshnode != NULL || m_spritenode != NULL)
+                       return;
+               
+               //video::IVideoDriver* driver = smgr->getVideoDriver();
+
+               if(m_visual == "sprite"){
+                       infostream<<"GenericCAO::addToScene(): single_sprite"<<std::endl;
+                       m_spritenode = smgr->addBillboardSceneNode(
+                                       NULL, v2f(1, 1), v3f(0,0,0), -1);
+                       m_spritenode->setMaterialTexture(0,
+                                       tsrc->getTextureRaw("unknown_block.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);
+                       m_spritenode->setMaterialFlag(video::EMF_FOG_ENABLE, true);
+                       m_spritenode->setColor(video::SColor(255,0,0,0));
+                       m_spritenode->setVisible(false); /* Set visible when brightness is known */
+                       m_spritenode->setSize(m_visual_size*BS);
+                       {
+                               const float txs = 1.0 / 1;
+                               const float tys = 1.0 / 1;
+                               setBillboardTextureMatrix(m_spritenode,
+                                               txs, tys, 0, 0);
+                       }
+               } else if(m_visual == "cube"){
+                       infostream<<"GenericCAO::addToScene(): cube"<<std::endl;
+                       scene::IMesh *mesh = createCubeMesh(v3f(BS,BS,BS));
+                       m_meshnode = smgr->addMeshSceneNode(mesh, NULL);
+                       mesh->drop();
+                       
+                       m_meshnode->setScale(v3f(1));
+                       // Will be shown when we know the brightness
+                       m_meshnode->setVisible(false);
+               } else {
+                       infostream<<"GenericCAO::addToScene(): \""<<m_visual
+                                       <<"\" not supported"<<std::endl;
+               }
+               updateTextures("");
+               updateNodePos();
+       }
+
+       void updateVisuals()
+       {
+               removeFromScene();
+               // We haven't got any IrrlichtDevices but it isn't actually needed
+               addToScene(m_smgr, m_gamedef->tsrc(), NULL);
+       }
+               
+       void updateLight(u8 light_at_pos)
+       {
+               bool is_visible = (m_hp != 0);
+               u8 li = decode_light(light_at_pos);
+               video::SColor color(255,li,li,li);
+               if(m_meshnode){
+                       setMeshColor(m_meshnode->getMesh(), color);
+                       m_meshnode->setVisible(is_visible);
+               }
+               if(m_spritenode){
+                       m_spritenode->setColor(color);
+                       m_spritenode->setVisible(is_visible);
+               }
+       }
+
+       v3s16 getLightPosition()
+       {
+               return floatToInt(m_position, BS);
+       }
+
+       void updateNodePos()
+       {
+               if(m_meshnode){
+                       m_meshnode->setPosition(pos_translator.vect_show);
+               }
+               if(m_spritenode){
+                       m_spritenode->setPosition(pos_translator.vect_show);
+               }
+       }
+
+       void step(float dtime, ClientEnvironment *env)
+       {
+               if(m_physical){
+                       core::aabbox3d<f32> box = m_collisionbox;
+                       box.MinEdge *= BS;
+                       box.MaxEdge *= BS;
+                       collisionMoveResult moveresult;
+                       f32 pos_max_d = BS*0.25; // Distance per iteration
+                       v3f p_pos = m_position;
+                       v3f p_velocity = m_velocity;
+                       IGameDef *gamedef = env->getGameDef();
+                       moveresult = collisionMovePrecise(&env->getMap(), gamedef,
+                                       pos_max_d, box, dtime, p_pos, p_velocity);
+                       // Apply results
+                       m_position = p_pos;
+                       m_velocity = p_velocity;
+                       
+                       bool is_end_position = moveresult.collides;
+                       pos_translator.update(m_position, is_end_position, dtime);
+                       pos_translator.translate(dtime);
+                       updateNodePos();
+
+                       m_velocity += dtime * m_acceleration;
+               } else {
+                       m_position += dtime * m_velocity + 0.5 * dtime * dtime * m_acceleration;
+                       m_velocity += dtime * m_acceleration;
+                       pos_translator.update(m_position, pos_translator.aim_is_end, pos_translator.anim_time);
+                       pos_translator.translate(dtime);
+                       updateNodePos();
+               }
+
+               m_anim_timer += dtime;
+               if(m_anim_timer >= m_anim_framelength){
+                       m_anim_timer -= m_anim_framelength;
+                       m_anim_frame++;
+                       if(m_anim_frame >= m_anim_num_frames)
+                               m_anim_frame = 0;
+               }
+
+               updateTexturePos();
+
+               if(m_reset_textures_timer >= 0){
+                       m_reset_textures_timer -= dtime;
+                       if(m_reset_textures_timer <= 0){
+                               m_reset_textures_timer = -1;
+                               updateTextures("");
+                       }
+               }
+       }
+
+       void updateTexturePos()
+       {
+               if(m_spritenode){
+                       scene::ICameraSceneNode* camera =
+                                       m_spritenode->getSceneManager()->getActiveCamera();
+                       if(!camera)
+                               return;
+                       v3f cam_to_entity = m_spritenode->getAbsolutePosition()
+                                       - camera->getAbsolutePosition();
+                       cam_to_entity.normalize();
+
+                       int row = m_tx_basepos.Y;
+                       int col = m_tx_basepos.X;
+                       
+                       if(m_tx_select_horiz_by_yawpitch)
+                       {
+                               if(cam_to_entity.Y > 0.75)
+                                       col += 5;
+                               else if(cam_to_entity.Y < -0.75)
+                                       col += 4;
+                               else{
+                                       float mob_dir = atan2(cam_to_entity.Z, cam_to_entity.X) / PI * 180.;
+                                       float dir = mob_dir - m_yaw;
+                                       dir = wrapDegrees_180(dir);
+                                       //infostream<<"id="<<m_id<<" dir="<<dir<<std::endl;
+                                       if(fabs(wrapDegrees_180(dir - 0)) <= 45.1)
+                                               col += 2;
+                                       else if(fabs(wrapDegrees_180(dir - 90)) <= 45.1)
+                                               col += 3;
+                                       else if(fabs(wrapDegrees_180(dir - 180)) <= 45.1)
+                                               col += 0;
+                                       else if(fabs(wrapDegrees_180(dir + 90)) <= 45.1)
+                                               col += 1;
+                                       else
+                                               col += 4;
+                               }
+                       }
+                       
+                       // Animation goes downwards
+                       row += m_anim_frame;
+
+                       float txs = m_tx_size.X;
+                       float tys = m_tx_size.Y;
+                       setBillboardTextureMatrix(m_spritenode,
+                                       txs, tys, col, row);
+               }
+       }
+
+       void updateTextures(const std::string &mod)
+       {
+               ITextureSource *tsrc = m_gamedef->tsrc();
+
+               if(m_spritenode){
+                       std::string texturestring = "unknown_block.png";
+                       if(m_textures.size() >= 1)
+                               texturestring = m_textures[0];
+                       texturestring += mod;
+                       m_spritenode->setMaterialTexture(0,
+                                       tsrc->getTextureRaw(texturestring));
+               }
+               if(m_meshnode){
+                       for (u32 i = 0; i < 6; ++i)
+                       {
+                               std::string texturestring = "unknown_block.png";
+                               if(m_textures.size() > i)
+                                       texturestring = m_textures[i];
+                               texturestring += mod;
+                               AtlasPointer ap = tsrc->getTexture(texturestring);
+
+                               // Get the tile texture and atlas transformation
+                               video::ITexture* atlas = ap.atlas;
+                               v2f pos = ap.pos;
+                               v2f size = ap.size;
+
+                               // Set material flags and texture
+                               video::SMaterial& material = m_meshnode->getMaterial(i);
+                               material.setFlag(video::EMF_LIGHTING, false);
+                               material.setFlag(video::EMF_BILINEAR_FILTER, false);
+                               material.setTexture(0, atlas);
+                               material.getTextureMatrix(0).setTextureTranslate(pos.X, pos.Y);
+                               material.getTextureMatrix(0).setTextureScale(size.X, size.Y);
+                       }
+               }
+       }
+
+       void processMessage(const std::string &data)
+       {
+               //infostream<<"GenericCAO: Got message"<<std::endl;
+               std::istringstream is(data, std::ios::binary);
+               // command
+               u8 cmd = readU8(is);
+               if(cmd == GENERIC_CMD_SET_PROPERTIES)
+               {
+                       m_hp_max = readS16(is);
+                       m_physical = readU8(is);
+                       m_weight = readF1000(is);
+                       m_collisionbox.MinEdge = readV3F1000(is);
+                       m_collisionbox.MaxEdge = readV3F1000(is);
+                       m_visual = deSerializeString(is);
+                       m_visual_size = readV2F1000(is);
+                       m_textures.clear();
+                       u32 texture_count = readU16(is);
+                       for(u32 i=0; i<texture_count; i++){
+                               m_textures.push_back(deSerializeString(is));
+                       }
+                       m_spritediv = readV2S16(is);
+                       
+                       m_selection_box = m_collisionbox;
+                       m_selection_box.MinEdge *= BS;
+                       m_selection_box.MaxEdge *= BS;
+                               
+                       m_tx_size.X = 1.0 / m_spritediv.X;
+                       m_tx_size.Y = 1.0 / m_spritediv.Y;
+                       
+                       updateVisuals();
+               }
+               else if(cmd == GENERIC_CMD_UPDATE_POSITION)
+               {
+                       m_position = readV3F1000(is);
+                       m_velocity = readV3F1000(is);
+                       m_acceleration = readV3F1000(is);
+                       m_yaw = readF1000(is);
+                       bool do_interpolate = readU8(is);
+                       bool is_end_position = readU8(is);
+                       float update_interval = readF1000(is);
+                       
+                       if(do_interpolate){
+                               if(!m_physical)
+                                       pos_translator.update(m_position, is_end_position, update_interval);
+                       } else {
+                               pos_translator.init(m_position);
+                       }
+                       updateNodePos();
+               }
+               else if(cmd == GENERIC_CMD_SET_TEXTURE_MOD)
+               {
+                       std::string mod = deSerializeString(is);
+                       updateTextures(mod);
+               }
+               else if(cmd == GENERIC_CMD_SET_SPRITE)
+               {
+                       v2s16 p = readV2S16(is);
+                       int num_frames = readU16(is);
+                       float framelength = readF1000(is);
+                       bool select_horiz_by_yawpitch = readU8(is);
+                       
+                       m_tx_basepos = p;
+                       m_anim_num_frames = num_frames;
+                       m_anim_framelength = framelength;
+                       m_tx_select_horiz_by_yawpitch = select_horiz_by_yawpitch;
+
+                       updateTexturePos();
+               }
+               else if(cmd == GENERIC_CMD_PUNCHED)
+               {
+                       /*s16 damage =*/ readS16(is);
+                       s16 result_hp = readS16(is);
+                       
+                       m_hp = result_hp;
+                       // TODO: Execute defined fast response
+               }
+               else if(cmd == GENERIC_CMD_UPDATE_ARMOR_GROUPS)
+               {
+                       m_armor_groups.clear();
+                       int armor_groups_size = readU16(is);
+                       for(int i=0; i<armor_groups_size; i++){
+                               std::string name = deSerializeString(is);
+                               int rating = readS16(is);
+                               m_armor_groups[name] = rating;
+                       }
+               }
+       }
+       
+       bool directReportPunch(v3f dir, const ItemStack *punchitem=NULL,
+                       float time_from_last_punch=1000000)
+       {
+               assert(punchitem);
+               const ToolCapabilities *toolcap =
+                               &punchitem->getToolCapabilities(m_gamedef->idef());
+               PunchDamageResult result = getPunchDamage(
+                               m_armor_groups,
+                               toolcap,
+                               punchitem,
+                               time_from_last_punch);
+               
+               if(result.did_punch && result.damage != 0)
+               {
+                       if(result.damage < m_hp){
+                               m_hp -= result.damage;
+                       } else {
+                               m_hp = 0;
+                               // TODO: Execute defined fast response
+                               // As there is no definition, make a smoke puff
+                               ClientSimpleObject *simple = createSmokePuff(
+                                               m_smgr, m_env, m_position,
+                                               m_visual_size * BS);
+                               m_env->addSimpleObject(simple);
+                       }
+                       // TODO: Execute defined fast response
+                       // Flashing shall suffice as there is no definition
+                       updateTextures("^[brighten");
+                       m_reset_textures_timer = 0.1;
+               }
+               
+               return false;
+       }
+       
+       std::string debugInfoText()
+       {
+               std::ostringstream os(std::ios::binary);
+               os<<"GenericCAO hp="<<m_hp<<"\n";
+               os<<"armor={";
+               for(ItemGroupList::const_iterator i = m_armor_groups.begin();
+                               i != m_armor_groups.end(); i++){
+                       os<<i->first<<"="<<i->second<<", ";
+               }
+               os<<"}";
+               return os.str();
+       }
+};
+
+// Prototype
+GenericCAO proto_GenericCAO(NULL, NULL);
+
 
index 0b85e3cf14361d78adbdc7d51cbda58876864677..aa73d107caca3fdb7ace5c3744453051545e3137 100644 (file)
@@ -32,5 +32,8 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 // Special type, not stored as a static object
 #define ACTIVEOBJECT_TYPE_PLAYER 100
 
+// Special type, only exists as CAO
+#define ACTIVEOBJECT_TYPE_GENERIC 101
+
 #endif
 
index d01b023de069fa3b5e38be7847e309ccc50bc7b6..fb8b23fbf5093441fc851cdff567e2f6a1215116 100644 (file)
@@ -605,17 +605,6 @@ void LuaEntitySAO::rightClick(ServerActiveObject *clicker)
        scriptapi_luaentity_rightclick(L, m_id, clicker);
 }
 
-void LuaEntitySAO::setHP(s16 hp)
-{
-       if(hp < 0) hp = 0;
-       m_hp = hp;
-}
-
-s16 LuaEntitySAO::getHP() const
-{
-       return m_hp;
-}
-
 void LuaEntitySAO::setPos(v3f pos)
 {
        m_base_position = pos;
@@ -645,6 +634,23 @@ std::string LuaEntitySAO::getDescription()
        return os.str();
 }
 
+void LuaEntitySAO::setHP(s16 hp)
+{
+       if(hp < 0) hp = 0;
+       m_hp = hp;
+}
+
+s16 LuaEntitySAO::getHP() const
+{
+       return m_hp;
+}
+
+void LuaEntitySAO::setArmorGroups(const ItemGroupList &armor_groups)
+{
+       m_armor_groups = armor_groups;
+       m_armor_groups_sent = false;
+}
+
 void LuaEntitySAO::setVelocity(v3f velocity)
 {
        m_velocity = velocity;
@@ -708,12 +714,6 @@ std::string LuaEntitySAO::getName()
        return m_init_name;
 }
 
-void LuaEntitySAO::setArmorGroups(const ItemGroupList &armor_groups)
-{
-       m_armor_groups = armor_groups;
-       m_armor_groups_sent = false;
-}
-
 void LuaEntitySAO::sendPosition(bool do_interpolate, bool is_movement_end)
 {
        m_last_sent_move_precision = m_base_position.getDistanceFrom(
@@ -766,6 +766,7 @@ PlayerSAO::PlayerSAO(ServerEnvironment *env_, Player *player_, u16 peer_id_):
        m_time_from_last_punch(0),
        m_wield_index(0),
        m_position_not_sent(false),
+       m_armor_groups_sent(false),
        m_teleported(false),
        m_inventory_not_sent(false),
        m_hp_not_sent(false),
@@ -775,6 +776,8 @@ PlayerSAO::PlayerSAO(ServerEnvironment *env_, Player *player_, u16 peer_id_):
        assert(m_peer_id != 0);
        setBasePosition(m_player->getPosition());
        m_inventory = &m_player->inventory;
+       m_armor_groups["choppy"] = 2;
+       m_armor_groups["fleshy"] = 3;
 }
 
 PlayerSAO::~PlayerSAO()
@@ -960,12 +963,8 @@ int PlayerSAO::punch(v3f dir,
                        return 0;
        }
 
-       // "Material" groups of the player
-       ItemGroupList groups;
-       groups["choppy"] = 2;
-       groups["fleshy"] = 3;
-
-       HitParams hitparams = getHitParams(groups, toolcap, time_from_last_punch);
+       HitParams hitparams = getHitParams(m_armor_groups, toolcap,
+                       time_from_last_punch);
 
        actionstream<<"Player "<<m_player->getName()<<" punched by "
                        <<puncher->getDescription()<<", damage "<<hitparams.hp
@@ -1031,6 +1030,12 @@ void PlayerSAO::setHP(s16 hp)
        }
 }
 
+void PlayerSAO::setArmorGroups(const ItemGroupList &armor_groups)
+{
+       m_armor_groups = armor_groups;
+       m_armor_groups_sent = false;
+}
+
 Inventory* PlayerSAO::getInventory()
 {
        return m_inventory;
index 9ceb6ed6ae65879f523f4340ec07e677d7e3d2fe..600499b0d364eb75e62fc628386ad9e9ae62ddcf 100644 (file)
@@ -59,6 +59,7 @@ public:
        std::string getDescription();
        void setHP(s16 hp);
        s16 getHP() const;
+       void setArmorGroups(const ItemGroupList &armor_groups);
        /* LuaEntitySAO-specific */
        void setVelocity(v3f velocity);
        v3f getVelocity();
@@ -70,7 +71,6 @@ public:
        void setSprite(v2s16 p, int num_frames, float framelength,
                        bool select_horiz_by_yawpitch);
        std::string getName();
-       void setArmorGroups(const ItemGroupList &armor_groups);
 private:
        void sendPosition(bool do_interpolate, bool is_movement_end);
 
@@ -132,6 +132,7 @@ public:
        void rightClick(ServerActiveObject *clicker);
        s16 getHP() const;
        void setHP(s16 hp);
+       void setArmorGroups(const ItemGroupList &armor_groups);
 
        /*
                Inventory interface
@@ -181,6 +182,8 @@ private:
        float m_time_from_last_punch;
        int m_wield_index;
        bool m_position_not_sent;
+       ItemGroupList m_armor_groups;
+       bool m_armor_groups_sent;
 
 public:
        // Some flags used by Server
index 8ad0d0869cdc07796f5dff796d217f0f43524739..4a6165f307a61e4488b99aa971f876a7b9d8ed19 100644 (file)
@@ -1515,7 +1515,7 @@ void Server::AsyncRunStep()
                                        infostream<<"WARNING: "<<__FUNCTION_NAME
                                                        <<": NULL object"<<std::endl;
                                else
-                                       type = obj->getType();
+                                       type = obj->getSendType();
 
                                // Add to data buffer for sending
                                writeU16((u8*)buf, id);
index 8719267d7b1ff0e1ea1f089e8a55f606ba007439..110f67f5bd0ddbe1abfad2af761a6acab04ad0d1 100644 (file)
@@ -24,6 +24,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include "activeobject.h"
 #include "utility.h"
 #include "inventorymanager.h"
+#include "itemgroup.h"
 
 /*
 
@@ -56,6 +57,9 @@ public:
        ServerActiveObject(ServerEnvironment *env, v3f pos);
        virtual ~ServerActiveObject();
 
+       virtual u8 getSendType() const
+       { return getType(); }
+
        // Called after id has been set and has been inserted in environment
        virtual void addedToEnvironment(){};
        // Called before removing from environment
@@ -146,6 +150,9 @@ public:
        virtual s16 getHP() const
        { return 0; }
 
+       virtual void setArmorGroups(const ItemGroupList &armor_groups)
+       {}
+
        // Inventory and wielded item
        virtual Inventory* getInventory()
        { return NULL; }