split content_cao.cpp file into multiple separate files
authorsapier <sapier at gmx dot net>
Sun, 15 Jan 2012 19:55:30 +0000 (20:55 +0100)
committersapier <sapier at gmx dot net>
Sun, 15 Jan 2012 19:55:30 +0000 (20:55 +0100)
13 files changed:
src/CMakeLists.txt
src/clientobject.cpp
src/clientobject.h
src/content_cao.cpp
src/content_cao.h
src/content_cao_firefly.cpp [new file with mode: 0644]
src/content_cao_item.cpp [new file with mode: 0644]
src/content_cao_lua.cpp [new file with mode: 0644]
src/content_cao_mobv2.cpp [new file with mode: 0644]
src/content_cao_oerkki1.cpp [new file with mode: 0644]
src/content_cao_player.cpp [new file with mode: 0644]
src/content_cao_rat.cpp [new file with mode: 0644]
src/content_cao_test.cpp [new file with mode: 0644]

index baf9fed5a5345c27c9e52fd611fc22b876c89ee7..6dd00b675ea4ab44b9594e976cc20f174f422499 100644 (file)
@@ -162,6 +162,14 @@ set(minetest_SRCS
        ${common_SRCS}
        content_mapblock.cpp
        content_cao.cpp
+       content_cao_player.cpp
+       content_cao_item.cpp
+       content_cao_lua.cpp
+       content_cao_rat.cpp
+       content_cao_oerkki1.cpp
+       content_cao_firefly.cpp
+       content_cao_mobv2.cpp
+       content_cao_test.cpp
        mesh.cpp
        mapblock_mesh.cpp
        farmesh.cpp
index 93f3b1cca69fce3deb1176c8e00bb92db6efd440..3312b12547876cc11c381b669016882830f82138 100644 (file)
@@ -43,8 +43,8 @@ ClientActiveObject* ClientActiveObject::create(u8 type, IGameDef *gamedef,
                ClientEnvironment *env)
 {
        // Find factory function
-       core::map<u16, Factory>::Node *n;
-       n = m_types.find(type);
+       core::map<u8, Factory>::Node *n;
+       n = ClientActiveObject::getTypes().find(type);
        if(n == NULL)
        {
                // If factory is not found, just return.
@@ -58,13 +58,13 @@ ClientActiveObject* ClientActiveObject::create(u8 type, IGameDef *gamedef,
        return object;
 }
 
-void ClientActiveObject::registerType(u16 type, Factory f)
+void ClientActiveObject::registerType(u8 type, Factory f)
 {
-       core::map<u16, Factory>::Node *n;
-       n = m_types.find(type);
+       core::map<u8, Factory>::Node *n;
+       n = ClientActiveObject::getTypes().find(type);
        if(n)
                return;
-       m_types.insert(type, f);
+       ClientActiveObject::getTypes().insert(type, f);
 }
 
 
index 2e1b850c74f51b271adb43c07e7ab05c2b7d5b0a..7b7c4ea479be725fa5ec5615d58af0260a1d658d 100644 (file)
@@ -1,6 +1,6 @@
 /*
 Minetest-c55
-Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>
+Copyright (C) 2010-2012 celeron55, Perttu Ahola <celeron55@gmail.com>
 
 This program is free software; you can redistribute it and/or modify
 it under the terms of the GNU General Public License as published by
@@ -81,12 +81,16 @@ public:
 protected:
        // Used for creating objects based on type
        typedef ClientActiveObject* (*Factory)(IGameDef *gamedef, ClientEnvironment *env);
-       static void registerType(u16 type, Factory f);
+       static void registerType(u8 type, Factory f);
+
        IGameDef *m_gamedef;
        ClientEnvironment *m_env;
 private:
-       // Used for creating objects based on type
-       static core::map<u16, Factory> m_types;
+    static core::map<u8, Factory>& getTypes()
+    {
+        static core::map<u8, Factory> types;
+        return types;
+    }
 };
 
 struct DistanceSortedActiveObject
index 83f1cedff8e5571644f01f0b6502eba90cf0cf2a..e8794e4e3d652e62271127a47836e79a5e1505ec 100644 (file)
@@ -1,6 +1,6 @@
 /*
 Minetest-c55
-Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>
+Copyright (C) 2010-2012 celeron55, Perttu Ahola <celeron55@gmail.com>
 
 This program is free software; you can redistribute it and/or modify
 it under the terms of the GNU General Public License as published by
@@ -18,321 +18,10 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 */
 
 #include "content_cao.h"
-#include "tile.h"
-#include "environment.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 "utility.h" // For IntervalLimiter
-class Settings;
-
-core::map<u16, ClientActiveObject::Factory> ClientActiveObject::m_types;
-
-/*
-       SmoothTranslator
-*/
-
-struct SmoothTranslator
-{
-       v3f vect_old;
-       v3f vect_show;
-       v3f vect_aim;
-       f32 anim_counter;
-       f32 anim_time;
-       f32 anim_time_counter;
-       bool aim_is_end;
-
-       SmoothTranslator():
-               vect_old(0,0,0),
-               vect_show(0,0,0),
-               vect_aim(0,0,0),
-               anim_counter(0),
-               anim_time(0),
-               anim_time_counter(0),
-               aim_is_end(true)
-       {}
-
-       void init(v3f vect)
-       {
-               vect_old = vect;
-               vect_show = vect;
-               vect_aim = vect;
-               anim_counter = 0;
-               anim_time = 0;
-               anim_time_counter = 0;
-               aim_is_end = true;
-       }
-
-       void sharpen()
-       {
-               init(vect_show);
-       }
-
-       void update(v3f vect_new, bool is_end_position=false, float update_interval=-1)
-       {
-               aim_is_end = is_end_position;
-               vect_old = vect_show;
-               vect_aim = vect_new;
-               if(update_interval > 0){
-                       anim_time = update_interval;
-               } else {
-                       if(anim_time < 0.001 || anim_time > 1.0)
-                               anim_time = anim_time_counter;
-                       else
-                               anim_time = anim_time * 0.9 + anim_time_counter * 0.1;
-               }
-               anim_time_counter = 0;
-               anim_counter = 0;
-       }
-
-       void translate(f32 dtime)
-       {
-               anim_time_counter = anim_time_counter + dtime;
-               anim_counter = anim_counter + dtime;
-               v3f vect_move = vect_aim - vect_old;
-               f32 moveratio = 1.0;
-               if(anim_time > 0.001)
-                       moveratio = anim_time_counter / anim_time;
-               // Move a bit less than should, to avoid oscillation
-               moveratio = moveratio * 0.8;
-               float move_end = 1.5;
-               if(aim_is_end)
-                       move_end = 1.0;
-               if(moveratio > move_end)
-                       moveratio = move_end;
-               vect_show = vect_old + vect_move * moveratio;
-       }
-
-       bool is_moving()
-       {
-               return ((anim_time_counter / anim_time) < 1.4);
-       }
-};
-
-
-/*
-       TestCAO
-*/
-
-class TestCAO : public ClientActiveObject
-{
-public:
-       TestCAO(IGameDef *gamedef, ClientEnvironment *env);
-       virtual ~TestCAO();
-       
-       u8 getType() const
-       {
-               return ACTIVEOBJECT_TYPE_TEST;
-       }
-       
-       static ClientActiveObject* create(IGameDef *gamedef, ClientEnvironment *env);
-
-       void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
-                       IrrlichtDevice *irr);
-       void removeFromScene();
-       void updateLight(u8 light_at_pos);
-       v3s16 getLightPosition();
-       void updateNodePos();
-
-       void step(float dtime, ClientEnvironment *env);
-
-       void processMessage(const std::string &data);
-
-private:
-       scene::IMeshSceneNode *m_node;
-       v3f m_position;
-};
-
-/*
-       ItemCAO
-*/
-
-class ItemCAO : public ClientActiveObject
-{
-public:
-       ItemCAO(IGameDef *gamedef, ClientEnvironment *env);
-       virtual ~ItemCAO();
-       
-       u8 getType() const
-       {
-               return ACTIVEOBJECT_TYPE_ITEM;
-       }
-       
-       static ClientActiveObject* create(IGameDef *gamedef, ClientEnvironment *env);
-
-       void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
-                       IrrlichtDevice *irr);
-       void removeFromScene();
-       void updateLight(u8 light_at_pos);
-       v3s16 getLightPosition();
-       void updateNodePos();
-
-       void step(float dtime, ClientEnvironment *env);
-
-       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;}
-
-private:
-       core::aabbox3d<f32> m_selection_box;
-       scene::IMeshSceneNode *m_node;
-       v3f m_position;
-       std::string m_inventorystring;
-       std::string m_infotext;
-};
-
-/*
-       RatCAO
-*/
-
-class RatCAO : public ClientActiveObject
-{
-public:
-       RatCAO(IGameDef *gamedef, ClientEnvironment *env);
-       virtual ~RatCAO();
-       
-       u8 getType() const
-       {
-               return ACTIVEOBJECT_TYPE_RAT;
-       }
-       
-       static ClientActiveObject* create(IGameDef *gamedef, ClientEnvironment *env);
-
-       void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
-                       IrrlichtDevice *irr);
-       void removeFromScene();
-       void updateLight(u8 light_at_pos);
-       v3s16 getLightPosition();
-       void updateNodePos();
-
-       void step(float dtime, ClientEnvironment *env);
-
-       void processMessage(const std::string &data);
-
-       void initialize(const std::string &data);
-       
-       core::aabbox3d<f32>* getSelectionBox()
-               {return &m_selection_box;}
-       v3f getPosition()
-               {return pos_translator.vect_show;}
-               //{return m_position;}
-
-private:
-       core::aabbox3d<f32> m_selection_box;
-       scene::IMeshSceneNode *m_node;
-       v3f m_position;
-       float m_yaw;
-       SmoothTranslator pos_translator;
-};
-
-/*
-       Oerkki1CAO
-*/
-
-class Oerkki1CAO : public ClientActiveObject
-{
-public:
-       Oerkki1CAO(IGameDef *gamedef, ClientEnvironment *env);
-       virtual ~Oerkki1CAO();
-       
-       u8 getType() const
-       {
-               return ACTIVEOBJECT_TYPE_OERKKI1;
-       }
-       
-       static ClientActiveObject* create(IGameDef *gamedef, ClientEnvironment *env);
-
-       void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
-                       IrrlichtDevice *irr);
-       void removeFromScene();
-       void updateLight(u8 light_at_pos);
-       v3s16 getLightPosition();
-       void updateNodePos();
-
-       void step(float dtime, ClientEnvironment *env);
-
-       void processMessage(const std::string &data);
-
-       void initialize(const std::string &data);
-       
-       core::aabbox3d<f32>* getSelectionBox()
-               {return &m_selection_box;}
-       v3f getPosition()
-               {return pos_translator.vect_show;}
-               //{return m_position;}
-
-       // If returns true, punch will not be sent to the server
-       bool directReportPunch(const std::string &toolname, v3f dir);
-
-private:
-       IntervalLimiter m_attack_interval;
-       core::aabbox3d<f32> m_selection_box;
-       scene::IMeshSceneNode *m_node;
-       v3f m_position;
-       float m_yaw;
-       SmoothTranslator pos_translator;
-       float m_damage_visual_timer;
-       bool m_damage_texture_enabled;
-};
 
-/*
-       FireflyCAO
-*/
-
-class FireflyCAO : public ClientActiveObject
-{
-public:
-       FireflyCAO(IGameDef *gamedef, ClientEnvironment *env);
-       virtual ~FireflyCAO();
-       
-       u8 getType() const
-       {
-               return ACTIVEOBJECT_TYPE_FIREFLY;
-       }
-       
-       static ClientActiveObject* create(IGameDef *gamedef, ClientEnvironment *env);
-
-       void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
-                       IrrlichtDevice *irr);
-       void removeFromScene();
-       void updateLight(u8 light_at_pos);
-       v3s16 getLightPosition();
-       void updateNodePos();
-
-       void step(float dtime, ClientEnvironment *env);
-
-       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;}
-
-private:
-       core::aabbox3d<f32> m_selection_box;
-       scene::IMeshSceneNode *m_node;
-       v3f m_position;
-       float m_yaw;
-       SmoothTranslator pos_translator;
-};
+class Settings;
 
-static void setBillboardTextureMatrix(scene::IBillboardSceneNode *bill,
+void setBillboardTextureMatrix(scene::IBillboardSceneNode *bill,
                float txs, float tys, int col, int row)
 {
        video::SMaterial& material = bill->getMaterial(0);
@@ -341,2009 +30,3 @@ static void setBillboardTextureMatrix(scene::IBillboardSceneNode *bill,
        matrix.setTextureScale(txs, tys);
 }
 
-/*
-       MobV2CAO
-*/
-
-class MobV2CAO : public ClientActiveObject
-{
-public:
-       MobV2CAO(IGameDef *gamedef, ClientEnvironment *env);
-       virtual ~MobV2CAO();
-       
-       u8 getType() const
-       {
-               return ACTIVEOBJECT_TYPE_MOBV2;
-       }
-       
-       static ClientActiveObject* create(IGameDef *gamedef, ClientEnvironment *env);
-
-       void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
-                       IrrlichtDevice *irr);
-       void removeFromScene();
-       void updateLight(u8 light_at_pos);
-       v3s16 getLightPosition();
-       void updateNodePos();
-
-       void step(float dtime, ClientEnvironment *env);
-
-       void processMessage(const std::string &data);
-
-       void initialize(const std::string &data);
-       
-       core::aabbox3d<f32>* getSelectionBox()
-               {return &m_selection_box;}
-       v3f getPosition()
-               {return pos_translator.vect_show;}
-               //{return m_position;}
-       bool doShowSelectionBox(){return false;}
-
-       // If returns true, punch will not be sent to the server
-       bool directReportPunch(const std::string &toolname, v3f dir);
-
-private:
-       void setLooks(const std::string &looks);
-       
-       IntervalLimiter m_attack_interval;
-       core::aabbox3d<f32> m_selection_box;
-       scene::IBillboardSceneNode *m_node;
-       v3f m_position;
-       std::string m_texture_name;
-       float m_yaw;
-       SmoothTranslator pos_translator;
-       bool m_walking;
-       float m_walking_unset_timer;
-       float m_walk_timer;
-       int m_walk_frame;
-       float m_damage_visual_timer;
-       u8 m_last_light;
-       bool m_shooting;
-       float m_shooting_unset_timer;
-       v2f m_sprite_size;
-       float m_sprite_y;
-       bool m_bright_shooting;
-       std::string m_sprite_type;
-       int m_simple_anim_frames;
-       float m_simple_anim_frametime;
-       bool m_lock_full_brightness;
-       int m_player_hit_damage;
-       float m_player_hit_distance;
-       float m_player_hit_interval;
-       float m_player_hit_timer;
-
-       Settings *m_properties;
-};
-
-/*
-       TestCAO
-*/
-
-// Prototype
-TestCAO proto_TestCAO(NULL, NULL);
-
-TestCAO::TestCAO(IGameDef *gamedef, ClientEnvironment *env):
-       ClientActiveObject(0, gamedef, env),
-       m_node(NULL),
-       m_position(v3f(0,10*BS,0))
-{
-       ClientActiveObject::registerType(getType(), create);
-}
-
-TestCAO::~TestCAO()
-{
-}
-
-ClientActiveObject* TestCAO::create(IGameDef *gamedef, ClientEnvironment *env)
-{
-       return new TestCAO(gamedef, env);
-}
-
-void TestCAO::addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
-                       IrrlichtDevice *irr)
-{
-       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);
-       video::S3DVertex vertices[4] =
-       {
-               video::S3DVertex(-BS/2,-BS/4,0, 0,0,0, c, 0,1),
-               video::S3DVertex(BS/2,-BS/4,0, 0,0,0, c, 1,1),
-               video::S3DVertex(BS/2,BS/4,0, 0,0,0, c, 1,0),
-               video::S3DVertex(-BS/2,BS/4,0, 0,0,0, c, 0,0),
-       };
-       u16 indices[] = {0,1,2,2,3,0};
-       buf->append(vertices, 4, indices, 6);
-       // Set material
-       buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
-       buf->getMaterial().setFlag(video::EMF_BACK_FACE_CULLING, false);
-       buf->getMaterial().setTexture(0, tsrc->getTextureRaw("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;
-       // Add to mesh
-       mesh->addMeshBuffer(buf);
-       buf->drop();
-       m_node = smgr->addMeshSceneNode(mesh, NULL);
-       mesh->drop();
-       updateNodePos();
-}
-
-void TestCAO::removeFromScene()
-{
-       if(m_node == NULL)
-               return;
-
-       m_node->remove();
-       m_node = NULL;
-}
-
-void TestCAO::updateLight(u8 light_at_pos)
-{
-}
-
-v3s16 TestCAO::getLightPosition()
-{
-       return floatToInt(m_position, BS);
-}
-
-void TestCAO::updateNodePos()
-{
-       if(m_node == NULL)
-               return;
-
-       m_node->setPosition(m_position);
-       //m_node->setRotation(v3f(0, 45, 0));
-}
-
-void TestCAO::step(float dtime, ClientEnvironment *env)
-{
-       if(m_node)
-       {
-               v3f rot = m_node->getRotation();
-               //infostream<<"dtime="<<dtime<<", rot.Y="<<rot.Y<<std::endl;
-               rot.Y += dtime * 180;
-               m_node->setRotation(rot);
-       }
-}
-
-void TestCAO::processMessage(const std::string &data)
-{
-       infostream<<"TestCAO: Got data: "<<data<<std::endl;
-       std::istringstream is(data, std::ios::binary);
-       u16 cmd;
-       is>>cmd;
-       if(cmd == 0)
-       {
-               v3f newpos;
-               is>>newpos.X;
-               is>>newpos.Y;
-               is>>newpos.Z;
-               m_position = newpos;
-               updateNodePos();
-       }
-}
-
-/*
-       ItemCAO
-*/
-
-#include "inventory.h"
-
-// Prototype
-ItemCAO proto_ItemCAO(NULL, NULL);
-
-ItemCAO::ItemCAO(IGameDef *gamedef, ClientEnvironment *env):
-       ClientActiveObject(0, gamedef, env),
-       m_selection_box(-BS/3.,0.0,-BS/3., BS/3.,BS*2./3.,BS/3.),
-       m_node(NULL),
-       m_position(v3f(0,10*BS,0))
-{
-       if(!gamedef && !env)
-       {
-               ClientActiveObject::registerType(getType(), create);
-       }
-}
-
-ItemCAO::~ItemCAO()
-{
-}
-
-ClientActiveObject* ItemCAO::create(IGameDef *gamedef, ClientEnvironment *env)
-{
-       return new ItemCAO(gamedef, env);
-}
-
-void ItemCAO::addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
-                       IrrlichtDevice *irr)
-{
-       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);
-       video::S3DVertex vertices[4] =
-       {
-               /*video::S3DVertex(-BS/2,-BS/4,0, 0,0,0, c, 0,1),
-               video::S3DVertex(BS/2,-BS/4,0, 0,0,0, c, 1,1),
-               video::S3DVertex(BS/2,BS/4,0, 0,0,0, c, 1,0),
-               video::S3DVertex(-BS/2,BS/4,0, 0,0,0, c, 0,0),*/
-               video::S3DVertex(BS/3.,0,0, 0,0,0, c, 0,1),
-               video::S3DVertex(-BS/3.,0,0, 0,0,0, c, 1,1),
-               video::S3DVertex(-BS/3.,0+BS*2./3.,0, 0,0,0, c, 1,0),
-               video::S3DVertex(BS/3.,0+BS*2./3.,0, 0,0,0, c, 0,0),
-       };
-       u16 indices[] = {0,1,2,2,3,0};
-       buf->append(vertices, 4, indices, 6);
-       // Set material
-       buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
-       buf->getMaterial().setFlag(video::EMF_BACK_FACE_CULLING, false);
-       // Initialize with a generated placeholder texture
-       buf->getMaterial().setTexture(0, tsrc->getTextureRaw(""));
-       buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
-       buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
-       buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
-       // Add to mesh
-       mesh->addMeshBuffer(buf);
-       buf->drop();
-       m_node = smgr->addMeshSceneNode(mesh, NULL);
-       mesh->drop();
-       // Set it to use the materials of the meshbuffers directly.
-       // This is needed for changing the texture in the future
-       m_node->setReadOnlyMaterials(true);
-       updateNodePos();
-
-       /*
-               Update image of node
-       */
-
-       // Create an inventory item to see what is its image
-       std::istringstream is(m_inventorystring, std::ios_base::binary);
-       video::ITexture *texture = NULL;
-       try{
-               InventoryItem *item = NULL;
-               item = InventoryItem::deSerialize(is, m_gamedef);
-               infostream<<__FUNCTION_NAME<<": m_inventorystring=\""
-                               <<m_inventorystring<<"\" -> item="<<item
-                               <<std::endl;
-               if(item)
-               {
-                       texture = item->getImage();
-                       delete item;
-               }
-       }
-       catch(SerializationError &e)
-       {
-               infostream<<"WARNING: "<<__FUNCTION_NAME
-                               <<": error deSerializing inventorystring \""
-                               <<m_inventorystring<<"\""<<std::endl;
-       }
-       
-       // Set meshbuffer texture
-       buf->getMaterial().setTexture(0, texture);
-}
-
-void ItemCAO::removeFromScene()
-{
-       if(m_node == NULL)
-               return;
-
-       m_node->remove();
-       m_node = NULL;
-}
-
-void ItemCAO::updateLight(u8 light_at_pos)
-{
-       if(m_node == NULL)
-               return;
-
-       u8 li = decode_light(light_at_pos);
-       video::SColor color(255,li,li,li);
-       setMeshColor(m_node->getMesh(), color);
-}
-
-v3s16 ItemCAO::getLightPosition()
-{
-       return floatToInt(m_position, BS);
-}
-
-void ItemCAO::updateNodePos()
-{
-       if(m_node == NULL)
-               return;
-
-       m_node->setPosition(m_position);
-}
-
-void ItemCAO::step(float dtime, ClientEnvironment *env)
-{
-       if(m_node)
-       {
-               /*v3f rot = m_node->getRotation();
-               rot.Y += dtime * 120;
-               m_node->setRotation(rot);*/
-               LocalPlayer *player = env->getLocalPlayer();
-               assert(player);
-               v3f rot = m_node->getRotation();
-               rot.Y = 180.0 - (player->getYaw());
-               m_node->setRotation(rot);
-       }
-}
-
-void ItemCAO::processMessage(const std::string &data)
-{
-       //infostream<<"ItemCAO: Got message"<<std::endl;
-       std::istringstream is(data, std::ios::binary);
-       // command
-       u8 cmd = readU8(is);
-       if(cmd == 0)
-       {
-               // pos
-               m_position = readV3F1000(is);
-               updateNodePos();
-       }
-}
-
-void ItemCAO::initialize(const std::string &data)
-{
-       infostream<<"ItemCAO: Got init data"<<std::endl;
-       
-       {
-               std::istringstream is(data, std::ios::binary);
-               // version
-               u8 version = readU8(is);
-               // check version
-               if(version != 0)
-                       return;
-               // pos
-               m_position = readV3F1000(is);
-               // inventorystring
-               m_inventorystring = deSerializeString(is);
-       }
-       
-       updateNodePos();
-       
-       /*
-               Set infotext to item name if item cannot be deserialized
-       */
-       try{
-               InventoryItem *item = NULL;
-               item = InventoryItem::deSerialize(m_inventorystring, m_gamedef);
-               if(item){
-                       if(!item->isKnown())
-                               m_infotext = "Unknown item: '" + m_inventorystring + "'";
-               }
-               delete item;
-       }
-       catch(SerializationError &e)
-       {
-               m_infotext = "Unknown item: '" + m_inventorystring + "'";
-       }
-}
-
-/*
-       RatCAO
-*/
-
-#include "inventory.h"
-
-// Prototype
-RatCAO proto_RatCAO(NULL, NULL);
-
-RatCAO::RatCAO(IGameDef *gamedef, ClientEnvironment *env):
-       ClientActiveObject(0, gamedef, env),
-       m_selection_box(-BS/3.,0.0,-BS/3., BS/3.,BS/2.,BS/3.),
-       m_node(NULL),
-       m_position(v3f(0,10*BS,0)),
-       m_yaw(0)
-{
-       ClientActiveObject::registerType(getType(), create);
-}
-
-RatCAO::~RatCAO()
-{
-}
-
-ClientActiveObject* RatCAO::create(IGameDef *gamedef, ClientEnvironment *env)
-{
-       return new RatCAO(gamedef, env);
-}
-
-void RatCAO::addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
-                       IrrlichtDevice *irr)
-{
-       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);
-       video::S3DVertex vertices[4] =
-       {
-               video::S3DVertex(-BS/2,0,0, 0,0,0, c, 0,1),
-               video::S3DVertex(BS/2,0,0, 0,0,0, c, 1,1),
-               video::S3DVertex(BS/2,BS/2,0, 0,0,0, c, 1,0),
-               video::S3DVertex(-BS/2,BS/2,0, 0,0,0, c, 0,0),
-       };
-       u16 indices[] = {0,1,2,2,3,0};
-       buf->append(vertices, 4, indices, 6);
-       // Set material
-       buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
-       buf->getMaterial().setFlag(video::EMF_BACK_FACE_CULLING, false);
-       //buf->getMaterial().setTexture(0, NULL);
-       buf->getMaterial().setTexture(0, tsrc->getTextureRaw("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;
-       // Add to mesh
-       mesh->addMeshBuffer(buf);
-       buf->drop();
-       m_node = smgr->addMeshSceneNode(mesh, NULL);
-       mesh->drop();
-       // Set it to use the materials of the meshbuffers directly.
-       // This is needed for changing the texture in the future
-       m_node->setReadOnlyMaterials(true);
-       updateNodePos();
-}
-
-void RatCAO::removeFromScene()
-{
-       if(m_node == NULL)
-               return;
-
-       m_node->remove();
-       m_node = NULL;
-}
-
-void RatCAO::updateLight(u8 light_at_pos)
-{
-       if(m_node == NULL)
-               return;
-
-       u8 li = decode_light(light_at_pos);
-       video::SColor color(255,li,li,li);
-       setMeshColor(m_node->getMesh(), color);
-}
-
-v3s16 RatCAO::getLightPosition()
-{
-       return floatToInt(m_position+v3f(0,BS*0.5,0), BS);
-}
-
-void RatCAO::updateNodePos()
-{
-       if(m_node == NULL)
-               return;
-
-       //m_node->setPosition(m_position);
-       m_node->setPosition(pos_translator.vect_show);
-
-       v3f rot = m_node->getRotation();
-       rot.Y = 180.0 - m_yaw;
-       m_node->setRotation(rot);
-}
-
-void RatCAO::step(float dtime, ClientEnvironment *env)
-{
-       pos_translator.translate(dtime);
-       updateNodePos();
-}
-
-void RatCAO::processMessage(const std::string &data)
-{
-       //infostream<<"RatCAO: Got message"<<std::endl;
-       std::istringstream is(data, std::ios::binary);
-       // command
-       u8 cmd = readU8(is);
-       if(cmd == 0)
-       {
-               // pos
-               m_position = readV3F1000(is);
-               pos_translator.update(m_position);
-               // yaw
-               m_yaw = readF1000(is);
-               updateNodePos();
-       }
-}
-
-void RatCAO::initialize(const std::string &data)
-{
-       //infostream<<"RatCAO: Got init data"<<std::endl;
-       
-       {
-               std::istringstream is(data, std::ios::binary);
-               // version
-               u8 version = readU8(is);
-               // check version
-               if(version != 0)
-                       return;
-               // pos
-               m_position = readV3F1000(is);
-               pos_translator.init(m_position);
-       }
-       
-       updateNodePos();
-}
-
-/*
-       Oerkki1CAO
-*/
-
-#include "inventory.h"
-
-// Prototype
-Oerkki1CAO proto_Oerkki1CAO(NULL, NULL);
-
-Oerkki1CAO::Oerkki1CAO(IGameDef *gamedef, ClientEnvironment *env):
-       ClientActiveObject(0, gamedef, env),
-       m_selection_box(-BS/3.,0.0,-BS/3., BS/3.,BS*2.,BS/3.),
-       m_node(NULL),
-       m_position(v3f(0,10*BS,0)),
-       m_yaw(0),
-       m_damage_visual_timer(0),
-       m_damage_texture_enabled(false)
-{
-       ClientActiveObject::registerType(getType(), create);
-}
-
-Oerkki1CAO::~Oerkki1CAO()
-{
-}
-
-ClientActiveObject* Oerkki1CAO::create(IGameDef *gamedef, ClientEnvironment *env)
-{
-       return new Oerkki1CAO(gamedef, env);
-}
-
-void Oerkki1CAO::addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
-                       IrrlichtDevice *irr)
-{
-       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);
-       video::S3DVertex vertices[4] =
-       {
-               video::S3DVertex(-BS/2-BS,0,0, 0,0,0, c, 0,1),
-               video::S3DVertex(BS/2+BS,0,0, 0,0,0, c, 1,1),
-               video::S3DVertex(BS/2+BS,BS*2,0, 0,0,0, c, 1,0),
-               video::S3DVertex(-BS/2-BS,BS*2,0, 0,0,0, c, 0,0),
-       };
-       u16 indices[] = {0,1,2,2,3,0};
-       buf->append(vertices, 4, indices, 6);
-       // Set material
-       buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
-       buf->getMaterial().setFlag(video::EMF_BACK_FACE_CULLING, false);
-       //buf->getMaterial().setTexture(0, NULL);
-       buf->getMaterial().setTexture(0, tsrc->getTextureRaw("oerkki1.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;
-       // Add to mesh
-       mesh->addMeshBuffer(buf);
-       buf->drop();
-       m_node = smgr->addMeshSceneNode(mesh, NULL);
-       mesh->drop();
-       // Set it to use the materials of the meshbuffers directly.
-       // This is needed for changing the texture in the future
-       m_node->setReadOnlyMaterials(true);
-       updateNodePos();
-}
-
-void Oerkki1CAO::removeFromScene()
-{
-       if(m_node == NULL)
-               return;
-
-       m_node->remove();
-       m_node = NULL;
-}
-
-void Oerkki1CAO::updateLight(u8 light_at_pos)
-{
-       if(m_node == NULL)
-               return;
-       
-       if(light_at_pos <= 2)
-       {
-               m_node->setVisible(false);
-               return;
-       }
-
-       m_node->setVisible(true);
-
-       u8 li = decode_light(light_at_pos);
-       video::SColor color(255,li,li,li);
-       setMeshColor(m_node->getMesh(), color);
-}
-
-v3s16 Oerkki1CAO::getLightPosition()
-{
-       return floatToInt(m_position+v3f(0,BS*1.5,0), BS);
-}
-
-void Oerkki1CAO::updateNodePos()
-{
-       if(m_node == NULL)
-               return;
-
-       //m_node->setPosition(m_position);
-       m_node->setPosition(pos_translator.vect_show);
-
-       v3f rot = m_node->getRotation();
-       rot.Y = 180.0 - m_yaw + 90.0;
-       m_node->setRotation(rot);
-}
-
-void Oerkki1CAO::step(float dtime, ClientEnvironment *env)
-{
-       ITextureSource *tsrc = m_gamedef->tsrc();
-
-       pos_translator.translate(dtime);
-       updateNodePos();
-
-       LocalPlayer *player = env->getLocalPlayer();
-       assert(player);
-       
-       v3f playerpos = player->getPosition();
-       v2f playerpos_2d(playerpos.X,playerpos.Z);
-       v2f objectpos_2d(m_position.X,m_position.Z);
-
-       if(fabs(m_position.Y - playerpos.Y) < 1.5*BS &&
-                       objectpos_2d.getDistanceFrom(playerpos_2d) < 1.5*BS)
-       {
-               if(m_attack_interval.step(dtime, 0.5))
-               {
-                       env->damageLocalPlayer(2);
-               }
-       }
-
-       if(m_damage_visual_timer > 0)
-       {
-               if(!m_damage_texture_enabled)
-               {
-                       // Enable damage texture
-                       if(m_node)
-                       {
-                               /*video::IVideoDriver* driver =
-                                       m_node->getSceneManager()->getVideoDriver();*/
-                               
-                               scene::IMesh *mesh = m_node->getMesh();
-                               if(mesh == NULL)
-                                       return;
-                               
-                               u16 mc = mesh->getMeshBufferCount();
-                               for(u16 j=0; j<mc; j++)
-                               {
-                                       scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
-                                       buf->getMaterial().setTexture(0,
-                                                       tsrc->getTextureRaw("oerkki1_damaged.png"));
-                               }
-                       }
-                       m_damage_texture_enabled = true;
-               }
-               m_damage_visual_timer -= dtime;
-       }
-       else
-       {
-               if(m_damage_texture_enabled)
-               {
-                       // Disable damage texture
-                       if(m_node)
-                       {
-                               /*video::IVideoDriver* driver =
-                                       m_node->getSceneManager()->getVideoDriver();*/
-                               
-                               scene::IMesh *mesh = m_node->getMesh();
-                               if(mesh == NULL)
-                                       return;
-                               
-                               u16 mc = mesh->getMeshBufferCount();
-                               for(u16 j=0; j<mc; j++)
-                               {
-                                       scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
-                                       buf->getMaterial().setTexture(0,
-                                                       tsrc->getTextureRaw("oerkki1.png"));
-                               }
-                       }
-                       m_damage_texture_enabled = false;
-               }
-       }
-}
-
-void Oerkki1CAO::processMessage(const std::string &data)
-{
-       //infostream<<"Oerkki1CAO: Got message"<<std::endl;
-       std::istringstream is(data, std::ios::binary);
-       // command
-       u8 cmd = readU8(is);
-       if(cmd == 0)
-       {
-               // pos
-               m_position = readV3F1000(is);
-               pos_translator.update(m_position);
-               // yaw
-               m_yaw = readF1000(is);
-               updateNodePos();
-       }
-       else if(cmd == 1)
-       {
-               //u16 damage = readU8(is);
-               m_damage_visual_timer = 1.0;
-       }
-}
-
-void Oerkki1CAO::initialize(const std::string &data)
-{
-       //infostream<<"Oerkki1CAO: Got init data"<<std::endl;
-       
-       {
-               std::istringstream is(data, std::ios::binary);
-               // version
-               u8 version = readU8(is);
-               // check version
-               if(version != 0)
-                       return;
-               // pos
-               m_position = readV3F1000(is);
-               pos_translator.init(m_position);
-       }
-       
-       updateNodePos();
-}
-
-bool Oerkki1CAO::directReportPunch(const std::string &toolname, v3f dir)
-{
-       m_damage_visual_timer = 1.0;
-
-       m_position += dir * BS;
-       pos_translator.sharpen();
-       pos_translator.update(m_position);
-       updateNodePos();
-       
-       return false;
-}
-
-/*
-       FireflyCAO
-*/
-
-// Prototype
-FireflyCAO proto_FireflyCAO(NULL, NULL);
-
-FireflyCAO::FireflyCAO(IGameDef *gamedef, ClientEnvironment *env):
-       ClientActiveObject(0, gamedef, env),
-       m_selection_box(-BS/3.,0.0,-BS/3., BS/3.,BS/2.,BS/3.),
-       m_node(NULL),
-       m_position(v3f(0,10*BS,0)),
-       m_yaw(0)
-{
-       ClientActiveObject::registerType(getType(), create);
-}
-
-FireflyCAO::~FireflyCAO()
-{
-}
-
-ClientActiveObject* FireflyCAO::create(IGameDef *gamedef, ClientEnvironment *env)
-{
-       return new FireflyCAO(gamedef, env);
-}
-
-void FireflyCAO::addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
-                       IrrlichtDevice *irr)
-{
-       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);
-       video::S3DVertex vertices[4] =
-       {
-               video::S3DVertex(0,0,0, 0,0,0, c, 0,1),
-               video::S3DVertex(BS/2,0,0, 0,0,0, c, 1,1),
-               video::S3DVertex(BS/2,BS/2,0, 0,0,0, c, 1,0),
-               video::S3DVertex(0,BS/2,0, 0,0,0, c, 0,0),
-       };
-       u16 indices[] = {0,1,2,2,3,0};
-       buf->append(vertices, 4, indices, 6);
-       // Set material
-       buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
-       buf->getMaterial().setFlag(video::EMF_BACK_FACE_CULLING, false);
-       //buf->getMaterial().setTexture(0, NULL);
-       buf->getMaterial().setTexture(0, tsrc->getTextureRaw("firefly.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;
-       // Add to mesh
-       mesh->addMeshBuffer(buf);
-       buf->drop();
-       m_node = smgr->addMeshSceneNode(mesh, NULL);
-       mesh->drop();
-       // Set it to use the materials of the meshbuffers directly.
-       // This is needed for changing the texture in the future
-       m_node->setReadOnlyMaterials(true);
-       updateNodePos();
-}
-
-void FireflyCAO::removeFromScene()
-{
-       if(m_node == NULL)
-               return;
-
-       m_node->remove();
-       m_node = NULL;
-}
-
-void FireflyCAO::updateLight(u8 light_at_pos)
-{
-       if(m_node == NULL)
-               return;
-
-       u8 li = 255;
-       video::SColor color(255,li,li,li);
-       setMeshColor(m_node->getMesh(), color);
-}
-
-v3s16 FireflyCAO::getLightPosition()
-{
-       return floatToInt(m_position+v3f(0,BS*0.5,0), BS);
-}
-
-void FireflyCAO::updateNodePos()
-{
-       if(m_node == NULL)
-               return;
-
-       //m_node->setPosition(m_position);
-       m_node->setPosition(pos_translator.vect_show);
-
-       v3f rot = m_node->getRotation();
-       rot.Y = 180.0 - m_yaw;
-       m_node->setRotation(rot);
-}
-
-void FireflyCAO::step(float dtime, ClientEnvironment *env)
-{
-       pos_translator.translate(dtime);
-       updateNodePos();
-}
-
-void FireflyCAO::processMessage(const std::string &data)
-{
-       //infostream<<"FireflyCAO: Got message"<<std::endl;
-       std::istringstream is(data, std::ios::binary);
-       // command
-       u8 cmd = readU8(is);
-       if(cmd == 0)
-       {
-               // pos
-               m_position = readV3F1000(is);
-               pos_translator.update(m_position);
-               // yaw
-               m_yaw = readF1000(is);
-               updateNodePos();
-       }
-}
-
-void FireflyCAO::initialize(const std::string &data)
-{
-       //infostream<<"FireflyCAO: Got init data"<<std::endl;
-       
-       {
-               std::istringstream is(data, std::ios::binary);
-               // version
-               u8 version = readU8(is);
-               // check version
-               if(version != 0)
-                       return;
-               // pos
-               m_position = readV3F1000(is);
-               pos_translator.init(m_position);
-       }
-       
-       updateNodePos();
-}
-
-/*
-       MobV2CAO
-*/
-
-// Prototype
-MobV2CAO proto_MobV2CAO(NULL, NULL);
-
-MobV2CAO::MobV2CAO(IGameDef *gamedef, ClientEnvironment *env):
-       ClientActiveObject(0, gamedef, env),
-       m_selection_box(-0.4*BS,-0.4*BS,-0.4*BS, 0.4*BS,0.8*BS,0.4*BS),
-       m_node(NULL),
-       m_position(v3f(0,10*BS,0)),
-       m_yaw(0),
-       m_walking(false),
-       m_walking_unset_timer(0),
-       m_walk_timer(0),
-       m_walk_frame(0),
-       m_damage_visual_timer(0),
-       m_last_light(0),
-       m_shooting(0),
-       m_shooting_unset_timer(0),
-       m_sprite_size(BS,BS),
-       m_sprite_y(0),
-       m_bright_shooting(false),
-       m_lock_full_brightness(false),
-       m_player_hit_timer(0)
-{
-       ClientActiveObject::registerType(getType(), create);
-
-       m_properties = new Settings;
-}
-
-MobV2CAO::~MobV2CAO()
-{
-       delete m_properties;
-}
-
-ClientActiveObject* MobV2CAO::create(IGameDef *gamedef, ClientEnvironment *env)
-{
-       return new MobV2CAO(gamedef, env);
-}
-
-void MobV2CAO::addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
-                       IrrlichtDevice *irr)
-{
-       if(m_node != NULL)
-               return;
-       
-       /*infostream<<"MobV2CAO::addToScene using texture_name="<<
-                       m_texture_name<<std::endl;*/
-       std::string texture_string = m_texture_name +
-                       "^[makealpha:128,0,0^[makealpha:128,128,0";
-       
-       scene::IBillboardSceneNode *bill = smgr->addBillboardSceneNode(
-                       NULL, v2f(1, 1), v3f(0,0,0), -1);
-       bill->setMaterialTexture(0, tsrc->getTextureRaw(texture_string));
-       bill->setMaterialFlag(video::EMF_LIGHTING, false);
-       bill->setMaterialFlag(video::EMF_BILINEAR_FILTER, false);
-       bill->setMaterialType(video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF);
-       bill->setMaterialFlag(video::EMF_FOG_ENABLE, true);
-       bill->setColor(video::SColor(255,0,0,0));
-       bill->setVisible(false); /* Set visible when brightness is known */
-       bill->setSize(m_sprite_size);
-       if(m_sprite_type == "humanoid_1"){
-               const float txp = 1./192;
-               const float txs = txp*32;
-               const float typ = 1./240;
-               const float tys = typ*48;
-               setBillboardTextureMatrix(bill, txs, tys, 0, 0);
-       } else if(m_sprite_type == "simple"){
-               const float txs = 1.0;
-               const float tys = 1.0 / m_simple_anim_frames;
-               setBillboardTextureMatrix(bill, txs, tys, 0, 0);
-       } else {
-               infostream<<"MobV2CAO: Unknown sprite type \""<<m_sprite_type<<"\""
-                               <<std::endl;
-       }
-
-       m_node = bill;
-
-       updateNodePos();
-}
-
-void MobV2CAO::removeFromScene()
-{
-       if(m_node == NULL)
-               return;
-
-       m_node->remove();
-       m_node = NULL;
-}
-
-void MobV2CAO::updateLight(u8 light_at_pos)
-{
-       if(m_lock_full_brightness)
-               light_at_pos = 15;
-       
-       m_last_light = light_at_pos;
-
-       if(m_node == NULL)
-               return;
-       
-       if(m_damage_visual_timer > 0)
-               return;
-       
-       if(m_shooting && m_bright_shooting)
-               return;
-       
-       /*if(light_at_pos <= 2){
-               m_node->setVisible(false);
-               return;
-       }*/
-
-       m_node->setVisible(true);
-
-       u8 li = decode_light(light_at_pos);
-       video::SColor color(255,li,li,li);
-       m_node->setColor(color);
-}
-
-v3s16 MobV2CAO::getLightPosition()
-{
-       return floatToInt(m_position+v3f(0,0,0), BS);
-}
-
-void MobV2CAO::updateNodePos()
-{
-       if(m_node == NULL)
-               return;
-
-       m_node->setPosition(pos_translator.vect_show + v3f(0,m_sprite_y,0));
-}
-
-void MobV2CAO::step(float dtime, ClientEnvironment *env)
-{
-       scene::IBillboardSceneNode *bill = m_node;
-       if(!bill)
-               return;
-
-       pos_translator.translate(dtime);
-       
-       if(m_sprite_type == "humanoid_1"){
-               scene::ICameraSceneNode* camera = m_node->getSceneManager()->getActiveCamera();
-               if(!camera)
-                       return;
-               v3f cam_to_mob = m_node->getAbsolutePosition() - camera->getAbsolutePosition();
-               cam_to_mob.normalize();
-               int col = 0;
-               if(cam_to_mob.Y > 0.75)
-                       col = 5;
-               else if(cam_to_mob.Y < -0.75)
-                       col = 4;
-               else{
-                       float mob_dir = atan2(cam_to_mob.Z, cam_to_mob.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;
-               }
-
-               int row = 0;
-               if(m_shooting){
-                       row = 3;
-               } else if(m_walking){
-                       m_walk_timer += dtime;
-                       if(m_walk_timer >= 0.5){
-                               m_walk_frame = (m_walk_frame + 1) % 2;
-                               m_walk_timer = 0;
-                       }
-                       if(m_walk_frame == 0)
-                               row = 1;
-                       else
-                               row = 2;
-               }
-
-               const float txp = 1./192;
-               const float txs = txp*32;
-               const float typ = 1./240;
-               const float tys = typ*48;
-               setBillboardTextureMatrix(bill, txs, tys, col, row);
-       } else if(m_sprite_type == "simple"){
-               m_walk_timer += dtime;
-               if(m_walk_timer >= m_simple_anim_frametime){
-                       m_walk_frame = (m_walk_frame + 1) % m_simple_anim_frames;
-                       m_walk_timer = 0;
-               }
-               int col = 0;
-               int row = m_walk_frame;
-               const float txs = 1.0;
-               const float tys = 1.0 / m_simple_anim_frames;
-               setBillboardTextureMatrix(bill, txs, tys, col, row);
-       } else {
-               infostream<<"MobV2CAO::step(): Unknown sprite type \""
-                               <<m_sprite_type<<"\""<<std::endl;
-       }
-
-       updateNodePos();
-
-       /* Damage local player */
-       if(m_player_hit_damage && m_player_hit_timer <= 0.0){
-               LocalPlayer *player = env->getLocalPlayer();
-               assert(player);
-               
-               v3f playerpos = player->getPosition();
-               v2f playerpos_2d(playerpos.X,playerpos.Z);
-               v2f objectpos_2d(m_position.X,m_position.Z);
-
-               if(fabs(m_position.Y - playerpos.Y) < m_player_hit_distance*BS &&
-               objectpos_2d.getDistanceFrom(playerpos_2d) < m_player_hit_distance*BS)
-               {
-                       env->damageLocalPlayer(m_player_hit_damage);
-                       m_player_hit_timer = m_player_hit_interval;
-               }
-       }
-
-       /* Run timers */
-
-       m_player_hit_timer -= dtime;
-
-       if(m_damage_visual_timer >= 0){
-               m_damage_visual_timer -= dtime;
-               if(m_damage_visual_timer <= 0){
-                       infostream<<"id="<<m_id<<" damage visual ended"<<std::endl;
-               }
-       }
-
-       m_walking_unset_timer += dtime;
-       if(m_walking_unset_timer >= 1.0){
-               m_walking = false;
-       }
-
-       m_shooting_unset_timer -= dtime;
-       if(m_shooting_unset_timer <= 0.0){
-               if(m_bright_shooting){
-                       u8 li = decode_light(m_last_light);
-                       video::SColor color(255,li,li,li);
-                       bill->setColor(color);
-                       m_bright_shooting = false;
-               }
-               m_shooting = false;
-       }
-
-}
-
-void MobV2CAO::processMessage(const std::string &data)
-{
-       //infostream<<"MobV2CAO: Got message"<<std::endl;
-       std::istringstream is(data, std::ios::binary);
-       // command
-       u8 cmd = readU8(is);
-
-       // Move
-       if(cmd == 0)
-       {
-               // pos
-               m_position = readV3F1000(is);
-               pos_translator.update(m_position);
-               // yaw
-               m_yaw = readF1000(is);
-
-               m_walking = true;
-               m_walking_unset_timer = 0;
-
-               updateNodePos();
-       }
-       // Damage
-       else if(cmd == 1)
-       {
-               //u16 damage = readU16(is);
-
-               /*u8 li = decode_light(m_last_light);
-               if(li >= 100)
-                       li = 30;
-               else
-                       li = 255;*/
-
-               /*video::SColor color(255,255,0,0);
-               m_node->setColor(color);
-
-               m_damage_visual_timer = 0.2;*/
-       }
-       // Trigger shooting
-       else if(cmd == 2)
-       {
-               // length
-               m_shooting_unset_timer = readF1000(is);
-               // bright?
-               m_bright_shooting = readU8(is);
-               if(m_bright_shooting){
-                       u8 li = 255;
-                       video::SColor color(255,li,li,li);
-                       m_node->setColor(color);
-               }
-
-               m_shooting = true;
-       }
-}
-
-void MobV2CAO::initialize(const std::string &data)
-{
-       //infostream<<"MobV2CAO: Got init data"<<std::endl;
-       
-       {
-               std::istringstream is(data, std::ios::binary);
-               // version
-               u8 version = readU8(is);
-               // check version
-               if(version != 0){
-                       infostream<<__FUNCTION_NAME<<": Invalid version"<<std::endl;
-                       return;
-               }
-               
-               std::ostringstream tmp_os(std::ios::binary);
-               decompressZlib(is, tmp_os);
-               std::istringstream tmp_is(tmp_os.str(), std::ios::binary);
-               m_properties->parseConfigLines(tmp_is, "MobArgsEnd");
-
-               infostream<<"MobV2CAO::initialize(): got properties:"<<std::endl;
-               m_properties->writeLines(infostream);
-               
-               m_properties->setDefault("looks", "dummy_default");
-               m_properties->setDefault("yaw", "0");
-               m_properties->setDefault("pos", "(0,0,0)");
-               m_properties->setDefault("player_hit_damage", "0");
-               m_properties->setDefault("player_hit_distance", "1.5");
-               m_properties->setDefault("player_hit_interval", "1.5");
-               
-               setLooks(m_properties->get("looks"));
-               m_yaw = m_properties->getFloat("yaw");
-               m_position = m_properties->getV3F("pos");
-               m_player_hit_damage = m_properties->getS32("player_hit_damage");
-               m_player_hit_distance = m_properties->getFloat("player_hit_distance");
-               m_player_hit_interval = m_properties->getFloat("player_hit_interval");
-
-               pos_translator.init(m_position);
-       }
-       
-       updateNodePos();
-}
-
-bool MobV2CAO::directReportPunch(const std::string &toolname, v3f dir)
-{
-       video::SColor color(255,255,0,0);
-       m_node->setColor(color);
-
-       m_damage_visual_timer = 0.05;
-
-       m_position += dir * BS;
-       pos_translator.sharpen();
-       pos_translator.update(m_position);
-       updateNodePos();
-       
-       return false;
-}
-
-void MobV2CAO::setLooks(const std::string &looks)
-{
-       v2f selection_size = v2f(0.4, 0.4) * BS;
-       float selection_y = 0 * BS;
-
-       if(looks == "dungeon_master"){
-               m_texture_name = "dungeon_master.png";
-               m_sprite_type = "humanoid_1";
-               m_sprite_size = v2f(2, 3) * BS;
-               m_sprite_y = 0.85 * BS;
-               selection_size = v2f(0.4, 2.6) * BS;
-               selection_y = -0.4 * BS;
-       }
-       else if(looks == "fireball"){
-               m_texture_name = "fireball.png";
-               m_sprite_type = "simple";
-               m_sprite_size = v2f(1, 1) * BS;
-               m_simple_anim_frames = 3;
-               m_simple_anim_frametime = 0.1;
-               m_lock_full_brightness = true;
-       }
-       else{
-               m_texture_name = "stone.png";
-               m_sprite_type = "simple";
-               m_sprite_size = v2f(1, 1) * BS;
-               m_simple_anim_frames = 3;
-               m_simple_anim_frametime = 0.333;
-               selection_size = v2f(0.4, 0.4) * BS;
-               selection_y = 0 * BS;
-       }
-
-       m_selection_box = core::aabbox3d<f32>(
-                       -selection_size.X, selection_y, -selection_size.X,
-                       selection_size.X, selection_y+selection_size.Y,
-                       selection_size.X);
-}
-
-/*
-       LuaEntityCAO
-*/
-
-#include "luaentity_common.h"
-
-class LuaEntityCAO : public ClientActiveObject
-{
-private:
-       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;
-       struct LuaEntityProperties *m_prop;
-       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;
-
-public:
-       LuaEntityCAO(IGameDef *gamedef, ClientEnvironment *env):
-               ClientActiveObject(0, gamedef, env),
-               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_prop(new LuaEntityProperties),
-               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)
-       {
-               if(gamedef == NULL)
-                       ClientActiveObject::registerType(getType(), create);
-       }
-
-       void initialize(const std::string &data)
-       {
-               infostream<<"LuaEntityCAO: Got init data"<<std::endl;
-               
-               std::istringstream is(data, std::ios::binary);
-               // version
-               u8 version = readU8(is);
-               // check version
-               if(version != 0)
-                       return;
-               // pos
-               m_position = readV3F1000(is);
-               // yaw
-               m_yaw = readF1000(is);
-               // properties
-               std::istringstream prop_is(deSerializeLongString(is), std::ios::binary);
-               m_prop->deSerialize(prop_is);
-
-               infostream<<"m_prop: "<<m_prop->dump()<<std::endl;
-
-               m_selection_box = m_prop->collisionbox;
-               m_selection_box.MinEdge *= BS;
-               m_selection_box.MaxEdge *= BS;
-                       
-               pos_translator.init(m_position);
-
-               m_tx_size.X = 1.0 / m_prop->spritediv.X;
-               m_tx_size.Y = 1.0 / m_prop->spritediv.Y;
-               m_tx_basepos.X = m_tx_size.X * m_prop->initial_sprite_basepos.X;
-               m_tx_basepos.Y = m_tx_size.Y * m_prop->initial_sprite_basepos.Y;
-               
-               updateNodePos();
-       }
-
-       ~LuaEntityCAO()
-       {
-               delete m_prop;
-       }
-
-       static ClientActiveObject* create(IGameDef *gamedef, ClientEnvironment *env)
-       {
-               return new LuaEntityCAO(gamedef, env);
-       }
-
-       u8 getType() const
-       {
-               return ACTIVEOBJECT_TYPE_LUAENTITY;
-       }
-       core::aabbox3d<f32>* getSelectionBox()
-       {
-               return &m_selection_box;
-       }
-       v3f getPosition()
-       {
-               return pos_translator.vect_show;
-       }
-               
-       void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
-                       IrrlichtDevice *irr)
-       {
-               if(m_meshnode != NULL || m_spritenode != NULL)
-                       return;
-               
-               //video::IVideoDriver* driver = smgr->getVideoDriver();
-
-               if(m_prop->visual == "sprite"){
-                       infostream<<"LuaEntityCAO::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_prop->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_prop->visual == "cube"){
-                       infostream<<"LuaEntityCAO::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 if (m_prop->visual == "plant") {
-                       infostream<<"LuaEntityCAO::addToScene(): plant"<<std::endl;
-                       scene::IMesh *mesh = createPlantMesh(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 if (m_prop->visual == "cube_disorted") {
-                       infostream<<"LuaEntityCAO::addToScene(): irregular_cube"<<std::endl;
-                       scene::IMesh *mesh = createCubeMesh(v3f(BS,BS,BS), m_prop->collisionbox);
-                       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<<"LuaEntityCAO::addToScene(): \""<<m_prop->visual
-                                       <<"\" not supported"<<std::endl;
-               }
-               updateTextures("");
-               updateNodePos();
-       }
-
-       void removeFromScene()
-       {
-               if(m_meshnode){
-                       m_meshnode->remove();
-                       m_meshnode = NULL;
-               }
-               if(m_spritenode){
-                       m_spritenode->remove();
-                       m_spritenode = NULL;
-               }
-       }
-
-       void updateLight(u8 light_at_pos)
-       {
-               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(true);
-               }
-               if(m_spritenode){
-                       m_spritenode->setColor(color);
-                       m_spritenode->setVisible(true);
-               }
-       }
-
-       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_prop->physical){
-                       core::aabbox3d<f32> box = m_prop->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();
-       }
-
-       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_prop->textures.size() >= 1)
-                               texturestring = m_prop->textures[0];
-                       texturestring += mod;
-                       m_spritenode->setMaterialTexture(0,
-                                       tsrc->getTextureRaw(texturestring));
-               }
-               if(m_meshnode){
-                       if (m_prop->visual == "plant") {
-                               for (u32 i = 0; i < 4; ++i)     {
-                                       std::string texturestring = "unknown_block.png";
-                                       if(m_prop->textures.size() > 0)
-                                               texturestring = m_prop->textures[0];
-                                       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);
-                                       material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
-                               }
-                       }
-                       else {
-                               for (u32 i = 0; i < 6; ++i)     {
-                                       std::string texturestring = "unknown_block.png";
-                                       if(m_prop->textures.size() > i)
-                                               texturestring = m_prop->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);
-                                       material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
-                               }
-                       }
-               }
-       }
-
-       void processMessage(const std::string &data)
-       {
-               //infostream<<"LuaEntityCAO: Got message"<<std::endl;
-               std::istringstream is(data, std::ios::binary);
-               // command
-               u8 cmd = readU8(is);
-               if(cmd == 0) // update position
-               {
-                       // do_interpolate
-                       bool do_interpolate = readU8(is);
-                       // pos
-                       m_position = readV3F1000(is);
-                       // velocity
-                       m_velocity = readV3F1000(is);
-                       // acceleration
-                       m_acceleration = readV3F1000(is);
-                       // yaw
-                       m_yaw = readF1000(is);
-                       // is_end_position (for interpolation)
-                       bool is_end_position = readU8(is);
-                       // update_interval
-                       float update_interval = readF1000(is);
-                       
-                       if(do_interpolate){
-                               if(!m_prop->physical)
-                                       pos_translator.update(m_position, is_end_position, update_interval);
-                       } else {
-                               pos_translator.init(m_position);
-                       }
-                       updateNodePos();
-               }
-               else if(cmd == 1) // set texture modification
-               {
-                       std::string mod = deSerializeString(is);
-                       updateTextures(mod);
-               }
-               else if(cmd == 2) // 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();
-               }
-       }
-};
-
-// Prototype
-LuaEntityCAO proto_LuaEntityCAO(NULL, NULL);
-
-/*
-       PlayerCAO
-*/
-
-class PlayerCAO : public ClientActiveObject
-{
-private:
-       core::aabbox3d<f32> m_selection_box;
-       scene::IMeshSceneNode *m_node;
-       scene::ITextSceneNode* m_text;
-       std::string m_name;
-       v3f m_position;
-       float m_yaw;
-       SmoothTranslator pos_translator;
-       bool m_is_local_player;
-       LocalPlayer *m_local_player;
-       float m_damage_visual_timer;
-
-public:
-       PlayerCAO(IGameDef *gamedef, ClientEnvironment *env):
-               ClientActiveObject(0, gamedef, env),
-               m_selection_box(-BS/3.,0.0,-BS/3., BS/3.,BS*2.0,BS/3.),
-               m_node(NULL),
-               m_text(NULL),
-               m_position(v3f(0,10*BS,0)),
-               m_yaw(0),
-               m_is_local_player(false),
-               m_local_player(NULL),
-               m_damage_visual_timer(0)
-       {
-               if(gamedef == NULL)
-                       ClientActiveObject::registerType(getType(), create);
-       }
-
-       void initialize(const std::string &data)
-       {
-               infostream<<"PlayerCAO: Got init data"<<std::endl;
-               
-               std::istringstream is(data, std::ios::binary);
-               // version
-               u8 version = readU8(is);
-               // check version
-               if(version != 0)
-                       return;
-               // name
-               m_name = deSerializeString(is);
-               // pos
-               m_position = readV3F1000(is);
-               // yaw
-               m_yaw = readF1000(is);
-
-               pos_translator.init(m_position);
-
-               Player *player = m_env->getPlayer(m_name.c_str());
-               if(player && player->isLocal()){
-                       m_is_local_player = true;
-                       m_local_player = (LocalPlayer*)player;
-               }
-       }
-
-       ~PlayerCAO()
-       {
-               if(m_node)
-                       m_node->remove();
-       }
-
-       static ClientActiveObject* create(IGameDef *gamedef, ClientEnvironment *env)
-       {
-               return new PlayerCAO(gamedef, env);
-       }
-
-       u8 getType() const
-       {
-               return ACTIVEOBJECT_TYPE_PLAYER;
-       }
-       core::aabbox3d<f32>* getSelectionBox()
-       {
-               if(m_is_local_player)
-                       return NULL;
-               return &m_selection_box;
-       }
-       v3f getPosition()
-       {
-               return pos_translator.vect_show;
-       }
-               
-       void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
-                       IrrlichtDevice *irr)
-       {
-               if(m_node != NULL)
-                       return;
-               if(m_is_local_player)
-                       return;
-               
-               //video::IVideoDriver* driver = smgr->getVideoDriver();
-               gui::IGUIEnvironment* gui = irr->getGUIEnvironment();
-               
-               scene::SMesh *mesh = new scene::SMesh();
-               { // Front
-               scene::IMeshBuffer *buf = new scene::SMeshBuffer();
-               video::SColor c(255,255,255,255);
-               video::S3DVertex vertices[4] =
-               {
-                       video::S3DVertex(-BS/2,0,0, 0,0,0, c, 0,1),
-                       video::S3DVertex(BS/2,0,0, 0,0,0, c, 1,1),
-                       video::S3DVertex(BS/2,BS*2,0, 0,0,0, c, 1,0),
-                       video::S3DVertex(-BS/2,BS*2,0, 0,0,0, c, 0,0),
-               };
-               u16 indices[] = {0,1,2,2,3,0};
-               buf->append(vertices, 4, indices, 6);
-               // Set material
-               buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
-               buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
-               buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
-               buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
-               // Add to mesh
-               mesh->addMeshBuffer(buf);
-               buf->drop();
-               }
-               { // Back
-               scene::IMeshBuffer *buf = new scene::SMeshBuffer();
-               video::SColor c(255,255,255,255);
-               video::S3DVertex vertices[4] =
-               {
-                       video::S3DVertex(BS/2,0,0, 0,0,0, c, 1,1),
-                       video::S3DVertex(-BS/2,0,0, 0,0,0, c, 0,1),
-                       video::S3DVertex(-BS/2,BS*2,0, 0,0,0, c, 0,0),
-                       video::S3DVertex(BS/2,BS*2,0, 0,0,0, c, 1,0),
-               };
-               u16 indices[] = {0,1,2,2,3,0};
-               buf->append(vertices, 4, indices, 6);
-               // Set material
-               buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
-               buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
-               buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
-               buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
-               // Add to mesh
-               mesh->addMeshBuffer(buf);
-               buf->drop();
-               }
-               m_node = smgr->addMeshSceneNode(mesh, NULL);
-               mesh->drop();
-               // Set it to use the materials of the meshbuffers directly.
-               // This is needed for changing the texture in the future
-               m_node->setReadOnlyMaterials(true);
-               updateNodePos();
-
-               // Add a text node for showing the name
-               std::wstring wname = narrow_to_wide(m_name);
-               m_text = smgr->addTextSceneNode(gui->getBuiltInFont(),
-                               wname.c_str(), video::SColor(255,255,255,255), m_node);
-               m_text->setPosition(v3f(0, (f32)BS*2.1, 0));
-               
-               updateTextures("");
-               updateNodePos();
-       }
-
-       void removeFromScene()
-       {
-               if(m_node == NULL)
-                       return;
-
-               m_node->remove();
-               m_node = NULL;
-       }
-
-       void updateLight(u8 light_at_pos)
-       {
-               if(m_node == NULL)
-                       return;
-               
-               m_node->setVisible(true);
-
-               u8 li = decode_light(light_at_pos);
-               video::SColor color(255,li,li,li);
-               setMeshColor(m_node->getMesh(), color);
-       }
-
-       v3s16 getLightPosition()
-       {
-               return floatToInt(m_position+v3f(0,BS*1.5,0), BS);
-       }
-
-       void updateNodePos()
-       {
-               if(m_node == NULL)
-                       return;
-
-               m_node->setPosition(pos_translator.vect_show);
-
-               v3f rot = m_node->getRotation();
-               rot.Y = -m_yaw;
-               m_node->setRotation(rot);
-       }
-
-       void step(float dtime, ClientEnvironment *env)
-       {
-               pos_translator.translate(dtime);
-               updateNodePos();
-
-               if(m_damage_visual_timer > 0){
-                       m_damage_visual_timer -= dtime;
-                       if(m_damage_visual_timer <= 0){
-                               updateTextures("");
-                       }
-               }
-       }
-
-       void processMessage(const std::string &data)
-       {
-               //infostream<<"PlayerCAO: Got message"<<std::endl;
-               std::istringstream is(data, std::ios::binary);
-               // command
-               u8 cmd = readU8(is);
-               if(cmd == 0) // update position
-               {
-                       // pos
-                       m_position = readV3F1000(is);
-                       // yaw
-                       m_yaw = readF1000(is);
-
-                       pos_translator.update(m_position, false);
-
-                       updateNodePos();
-               }
-               else if(cmd == 1) // punched
-               {
-                       // damage
-                       s16 damage = readS16(is);
-                       
-                       if(m_is_local_player)
-                               m_env->damageLocalPlayer(damage, false);
-                       
-                       m_damage_visual_timer = 0.5;
-                       updateTextures("^[brighten");
-               }
-       }
-
-       void updateTextures(const std::string &mod)
-       {
-               if(!m_node)
-                       return;
-               ITextureSource *tsrc = m_gamedef->tsrc();
-               scene::IMesh *mesh = m_node->getMesh();
-               if(mesh){
-                       {
-                               std::string tname = "player.png";
-                               tname += mod;
-                               scene::IMeshBuffer *buf = mesh->getMeshBuffer(0);
-                               buf->getMaterial().setTexture(0,
-                                               tsrc->getTextureRaw(tname));
-                       }
-                       {
-                               std::string tname = "player_back.png";
-                               tname += mod;
-                               scene::IMeshBuffer *buf = mesh->getMeshBuffer(1);
-                               buf->getMaterial().setTexture(0,
-                                               tsrc->getTextureRaw(tname));
-                       }
-               }
-       }
-};
-
-// Prototype
-PlayerCAO proto_PlayerCAO(NULL, NULL);
-
-
index 6394bedbebe2af93b9c0c022a3979e57ba456334..d3e1ec87b4b7e7f10824c11fdd05493dafd0e5bc 100644 (file)
@@ -1,6 +1,6 @@
 /*
 Minetest-c55
-Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>
+Copyright (C) 2010-2012 celeron55, Perttu Ahola <celeron55@gmail.com>
 
 This program is free software; you can redistribute it and/or modify
 it under the terms of the GNU General Public License as published by
@@ -20,5 +20,104 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #ifndef CONTENT_CAO_HEADER
 #define CONTENT_CAO_HEADER
 
+#include "tile.h"
+#include "environment.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 "utility.h" // For IntervalLimiter
+
+class Settings;
+
+/*
+       SmoothTranslator
+*/
+
+struct SmoothTranslator
+{
+       v3f vect_old;
+       v3f vect_show;
+       v3f vect_aim;
+       f32 anim_counter;
+       f32 anim_time;
+       f32 anim_time_counter;
+       bool aim_is_end;
+
+       SmoothTranslator():
+               vect_old(0,0,0),
+               vect_show(0,0,0),
+               vect_aim(0,0,0),
+               anim_counter(0),
+               anim_time(0),
+               anim_time_counter(0),
+               aim_is_end(true)
+       {}
+
+       void init(v3f vect)
+       {
+               vect_old = vect;
+               vect_show = vect;
+               vect_aim = vect;
+               anim_counter = 0;
+               anim_time = 0;
+               anim_time_counter = 0;
+               aim_is_end = true;
+       }
+
+       void sharpen()
+       {
+               init(vect_show);
+       }
+
+       void update(v3f vect_new, bool is_end_position=false, float update_interval=-1)
+       {
+               aim_is_end = is_end_position;
+               vect_old = vect_show;
+               vect_aim = vect_new;
+               if(update_interval > 0){
+                       anim_time = update_interval;
+               } else {
+                       if(anim_time < 0.001 || anim_time > 1.0)
+                               anim_time = anim_time_counter;
+                       else
+                               anim_time = anim_time * 0.9 + anim_time_counter * 0.1;
+               }
+               anim_time_counter = 0;
+               anim_counter = 0;
+       }
+
+       void translate(f32 dtime)
+       {
+               anim_time_counter = anim_time_counter + dtime;
+               anim_counter = anim_counter + dtime;
+               v3f vect_move = vect_aim - vect_old;
+               f32 moveratio = 1.0;
+               if(anim_time > 0.001)
+                       moveratio = anim_time_counter / anim_time;
+               // Move a bit less than should, to avoid oscillation
+               moveratio = moveratio * 0.8;
+               float move_end = 1.5;
+               if(aim_is_end)
+                       move_end = 1.0;
+               if(moveratio > move_end)
+                       moveratio = move_end;
+               vect_show = vect_old + vect_move * moveratio;
+       }
+
+       bool is_moving()
+       {
+               return ((anim_time_counter / anim_time) < 1.4);
+       }
+};
+
+void setBillboardTextureMatrix(scene::IBillboardSceneNode *bill,
+               float txs, float tys, int col, int row);
+
 #endif
 
diff --git a/src/content_cao_firefly.cpp b/src/content_cao_firefly.cpp
new file mode 100644 (file)
index 0000000..d54e57d
--- /dev/null
@@ -0,0 +1,181 @@
+/*
+Minetest-c55
+Copyright (C) 2010-2012 celeron55, Perttu Ahola <celeron55@gmail.com>
+
+This program is free software; you can redistribute it and/or modify
+it under the terms of the GNU General Public License as published by
+the Free Software Foundation; either version 2 of the License, or
+(at your option) any later version.
+
+This program is distributed in the hope that it will be useful,
+but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License along
+with this program; if not, write to the Free Software Foundation, Inc.,
+51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
+*/
+#include "content_cao.h"
+
+/*
+       FireflyCAO
+*/
+class FireflyCAO : public ClientActiveObject
+{
+public:
+       FireflyCAO(IGameDef *gamedef, ClientEnvironment *env):
+               ClientActiveObject(0, gamedef, env),
+               m_selection_box(-BS/3.,0.0,-BS/3., BS/3.,BS/2.,BS/3.),
+               m_node(NULL),
+               m_position(v3f(0,10*BS,0)),
+               m_yaw(0)
+       {
+               registerType(getType(), create);
+       };
+
+       ~FireflyCAO()
+       {
+       }
+
+       inline u8 getType() const       {       return ACTIVEOBJECT_TYPE_FIREFLY;       }
+
+       static ClientActiveObject* create(IGameDef *gamedef, ClientEnvironment *env)
+       {
+               return new FireflyCAO(gamedef, env);
+       }
+
+       void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
+                               IrrlichtDevice *irr)
+       {
+               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);
+               video::S3DVertex vertices[4] =
+               {
+                       video::S3DVertex(0,0,0, 0,0,0, c, 0,1),
+                       video::S3DVertex(BS/2,0,0, 0,0,0, c, 1,1),
+                       video::S3DVertex(BS/2,BS/2,0, 0,0,0, c, 1,0),
+                       video::S3DVertex(0,BS/2,0, 0,0,0, c, 0,0),
+               };
+               u16 indices[] = {0,1,2,2,3,0};
+               buf->append(vertices, 4, indices, 6);
+               // Set material
+               buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
+               buf->getMaterial().setFlag(video::EMF_BACK_FACE_CULLING, false);
+               //buf->getMaterial().setTexture(0, NULL);
+               buf->getMaterial().setTexture(0, tsrc->getTextureRaw("firefly.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;
+               // Add to mesh
+               mesh->addMeshBuffer(buf);
+               buf->drop();
+               m_node = smgr->addMeshSceneNode(mesh, NULL);
+               mesh->drop();
+               // Set it to use the materials of the meshbuffers directly.
+               // This is needed for changing the texture in the future
+               m_node->setReadOnlyMaterials(true);
+               updateNodePos();
+       }
+
+       void removeFromScene()
+       {
+               if(m_node == NULL)
+                       return;
+
+               m_node->remove();
+               m_node = NULL;
+       }
+
+       void updateLight(u8 light_at_pos)
+       {
+               if(m_node == NULL)
+                       return;
+
+               u8 li = 255;
+               video::SColor color(255,li,li,li);
+               setMeshColor(m_node->getMesh(), color);
+       }
+
+       v3s16 getLightPosition()
+       {
+               return floatToInt(m_position+v3f(0,BS*0.5,0), BS);
+       }
+
+       void updateNodePos()
+       {
+               if(m_node == NULL)
+                       return;
+
+               //m_node->setPosition(m_position);
+               m_node->setPosition(pos_translator.vect_show);
+
+               v3f rot = m_node->getRotation();
+               rot.Y = 180.0 - m_yaw;
+               m_node->setRotation(rot);
+       }
+
+       void step(float dtime, ClientEnvironment *env)
+       {
+               pos_translator.translate(dtime);
+               updateNodePos();
+       }
+
+       void processMessage(const std::string &data)
+       {
+               //infostream<<"FireflyCAO: Got message"<<std::endl;
+               std::istringstream is(data, std::ios::binary);
+               // command
+               u8 cmd = readU8(is);
+               if(cmd == 0)
+               {
+                       // pos
+                       m_position = readV3F1000(is);
+                       pos_translator.update(m_position);
+                       // yaw
+                       m_yaw = readF1000(is);
+                       updateNodePos();
+               }
+       }
+
+       void initialize(const std::string &data)
+       {
+               //infostream<<"FireflyCAO: Got init data"<<std::endl;
+
+               {
+                       std::istringstream is(data, std::ios::binary);
+                       // version
+                       u8 version = readU8(is);
+                       // check version
+                       if(version != 0)
+                               return;
+                       // pos
+                       m_position = readV3F1000(is);
+                       pos_translator.init(m_position);
+               }
+
+               updateNodePos();
+       }
+
+       core::aabbox3d<f32>* getSelectionBox()
+               {return &m_selection_box;}
+
+       v3f getPosition()
+               {return m_position;}
+
+private:
+       core::aabbox3d<f32> m_selection_box;
+       scene::IMeshSceneNode *m_node;
+       v3f m_position;
+       float m_yaw;
+       SmoothTranslator pos_translator;
+};
+
+// Prototype
+FireflyCAO proto_FireflyCAO(NULL, NULL);
+
diff --git a/src/content_cao_item.cpp b/src/content_cao_item.cpp
new file mode 100644 (file)
index 0000000..8d1bfb4
--- /dev/null
@@ -0,0 +1,239 @@
+/*
+Minetest-c55
+Copyright (C) 2010-2012 celeron55, Perttu Ahola <celeron55@gmail.com>
+
+This program is free software; you can redistribute it and/or modify
+it under the terms of the GNU General Public License as published by
+the Free Software Foundation; either version 2 of the License, or
+(at your option) any later version.
+
+This program is distributed in the hope that it will be useful,
+but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License along
+with this program; if not, write to the Free Software Foundation, Inc.,
+51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
+*/
+
+#include "content_cao.h"
+#include "inventory.h"
+/*
+       ItemCAO
+*/
+
+class ItemCAO : public ClientActiveObject
+{
+public:
+       ItemCAO(IGameDef *gamedef, ClientEnvironment *env):
+               ClientActiveObject(0, gamedef, env),
+               m_selection_box(-BS/3.,0.0,-BS/3., BS/3.,BS*2./3.,BS/3.),
+               m_node(NULL),
+               m_position(v3f(0,10*BS,0))
+       {
+               if(!gamedef && !env)
+               {
+                       ClientActiveObject::registerType(getType(), create);
+               }
+       }
+
+       ~ItemCAO()
+       {
+       }
+
+       inline u8 getType() const
+       {       return ACTIVEOBJECT_TYPE_ITEM;  }
+
+       static ClientActiveObject* create(IGameDef *gamedef, ClientEnvironment *env)
+       {
+               return new ItemCAO(gamedef, env);
+       }
+
+       void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
+                               IrrlichtDevice *irr)
+       {
+               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);
+               video::S3DVertex vertices[4] =
+               {
+                       /*video::S3DVertex(-BS/2,-BS/4,0, 0,0,0, c, 0,1),
+                       video::S3DVertex(BS/2,-BS/4,0, 0,0,0, c, 1,1),
+                       video::S3DVertex(BS/2,BS/4,0, 0,0,0, c, 1,0),
+                       video::S3DVertex(-BS/2,BS/4,0, 0,0,0, c, 0,0),*/
+                       video::S3DVertex(BS/3.,0,0, 0,0,0, c, 0,1),
+                       video::S3DVertex(-BS/3.,0,0, 0,0,0, c, 1,1),
+                       video::S3DVertex(-BS/3.,0+BS*2./3.,0, 0,0,0, c, 1,0),
+                       video::S3DVertex(BS/3.,0+BS*2./3.,0, 0,0,0, c, 0,0),
+               };
+               u16 indices[] = {0,1,2,2,3,0};
+               buf->append(vertices, 4, indices, 6);
+               // Set material
+               buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
+               buf->getMaterial().setFlag(video::EMF_BACK_FACE_CULLING, false);
+               // Initialize with a generated placeholder texture
+               buf->getMaterial().setTexture(0, tsrc->getTextureRaw(""));
+               buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
+               buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
+               buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
+               // Add to mesh
+               mesh->addMeshBuffer(buf);
+               buf->drop();
+               m_node = smgr->addMeshSceneNode(mesh, NULL);
+               mesh->drop();
+               // Set it to use the materials of the meshbuffers directly.
+               // This is needed for changing the texture in the future
+               m_node->setReadOnlyMaterials(true);
+               updateNodePos();
+
+               /*
+                       Update image of node
+               */
+
+               // Create an inventory item to see what is its image
+               std::istringstream is(m_inventorystring, std::ios_base::binary);
+               video::ITexture *texture = NULL;
+               try{
+                       InventoryItem *item = NULL;
+                       item = InventoryItem::deSerialize(is, m_gamedef);
+                       infostream<<__FUNCTION_NAME<<": m_inventorystring=\""
+                                       <<m_inventorystring<<"\" -> item="<<item
+                                       <<std::endl;
+                       if(item)
+                       {
+                               texture = item->getImage();
+                               delete item;
+                       }
+               }
+               catch(SerializationError &e)
+               {
+                       infostream<<"WARNING: "<<__FUNCTION_NAME
+                                       <<": error deSerializing inventorystring \""
+                                       <<m_inventorystring<<"\""<<std::endl;
+               }
+
+               // Set meshbuffer texture
+               buf->getMaterial().setTexture(0, texture);
+       }
+
+       void removeFromScene()
+       {
+               if(m_node == NULL)
+                       return;
+
+               m_node->remove();
+               m_node = NULL;
+       }
+
+       void updateLight(u8 light_at_pos)
+       {
+               if(m_node == NULL)
+                       return;
+
+               u8 li = decode_light(light_at_pos);
+               video::SColor color(255,li,li,li);
+               setMeshColor(m_node->getMesh(), color);
+       }
+
+       v3s16 getLightPosition()
+       {
+               return floatToInt(m_position, BS);
+       }
+
+       void updateNodePos()
+       {
+               if(m_node == NULL)
+                       return;
+
+               m_node->setPosition(m_position);
+       }
+
+       void step(float dtime, ClientEnvironment *env)
+       {
+               if(m_node)
+               {
+                       /*v3f rot = m_node->getRotation();
+                       rot.Y += dtime * 120;
+                       m_node->setRotation(rot);*/
+                       LocalPlayer *player = env->getLocalPlayer();
+                       assert(player);
+                       v3f rot = m_node->getRotation();
+                       rot.Y = 180.0 - (player->getYaw());
+                       m_node->setRotation(rot);
+               }
+       }
+
+       void processMessage(const std::string &data)
+       {
+               //infostream<<"ItemCAO: Got message"<<std::endl;
+               std::istringstream is(data, std::ios::binary);
+               // command
+               u8 cmd = readU8(is);
+               if(cmd == 0)
+               {
+                       // pos
+                       m_position = readV3F1000(is);
+                       updateNodePos();
+               }
+       }
+
+       void initialize(const std::string &data)
+       {
+               infostream<<"ItemCAO: Got init data"<<std::endl;
+
+               {
+                       std::istringstream is(data, std::ios::binary);
+                       // version
+                       u8 version = readU8(is);
+                       // check version
+                       if(version != 0)
+                               return;
+                       // pos
+                       m_position = readV3F1000(is);
+                       // inventorystring
+                       m_inventorystring = deSerializeString(is);
+               }
+
+               updateNodePos();
+
+               /*
+                       Set infotext to item name if item cannot be deserialized
+               */
+               try{
+                       InventoryItem *item = NULL;
+                       item = InventoryItem::deSerialize(m_inventorystring, m_gamedef);
+                       if(item){
+                               if(!item->isKnown())
+                                       m_infotext = "Unknown item: '" + m_inventorystring + "'";
+                       }
+                       delete item;
+               }
+               catch(SerializationError &e)
+               {
+                       m_infotext = "Unknown item: '" + m_inventorystring + "'";
+               }
+       }
+       core::aabbox3d<f32>* getSelectionBox()
+               {return &m_selection_box;}
+       v3f getPosition()
+               {return m_position;}
+
+       std::string infoText()
+               {return m_infotext;}
+
+private:
+       core::aabbox3d<f32> m_selection_box;
+       scene::IMeshSceneNode *m_node;
+       v3f m_position;
+       std::string m_inventorystring;
+       std::string m_infotext;
+};
+
+// Prototype
+ItemCAO proto_ItemCAO(NULL, NULL);
diff --git a/src/content_cao_lua.cpp b/src/content_cao_lua.cpp
new file mode 100644 (file)
index 0000000..4a047fc
--- /dev/null
@@ -0,0 +1,404 @@
+/*
+Minetest-c55
+Copyright (C) 2010-2012 celeron55, Perttu Ahola <celeron55@gmail.com>
+
+This program is free software; you can redistribute it and/or modify
+it under the terms of the GNU General Public License as published by
+the Free Software Foundation; either version 2 of the License, or
+(at your option) any later version.
+
+This program is distributed in the hope that it will be useful,
+but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License along
+with this program; if not, write to the Free Software Foundation, Inc.,
+51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
+*/
+#include <list>
+#include "content_cao.h"
+#include "luaentity_common.h"
+
+class LuaEntityCAO : public ClientActiveObject
+{
+private:
+       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;
+       struct LuaEntityProperties *m_prop;
+       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;
+public:
+
+       inline u8 getType() const       { return ACTIVEOBJECT_TYPE_LUAENTITY; }
+
+       inline core::aabbox3d<f32>* getSelectionBox()
+       { return &m_selection_box;      }
+
+       inline v3f getPosition()
+       { return pos_translator.vect_show;      }
+
+       LuaEntityCAO(IGameDef *gamedef, ClientEnvironment *env):
+               ClientActiveObject(0, gamedef, env),
+               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_prop(new LuaEntityProperties),
+               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)
+       {
+               if(gamedef == NULL)
+                       ClientActiveObject::registerType(LuaEntityCAO::getType(), LuaEntityCAO::create);
+
+       }
+
+       void initialize(const std::string &data)
+       {
+               infostream<<"LuaEntityCAO: Got init data"<<std::endl;
+
+               std::istringstream is(data, std::ios::binary);
+               // version
+               u8 version = readU8(is);
+               // check version
+               if(version != 0)
+                       return;
+               // pos
+               m_position = readV3F1000(is);
+               // yaw
+               m_yaw = readF1000(is);
+               // properties
+               std::istringstream prop_is(deSerializeLongString(is), std::ios::binary);
+               m_prop->deSerialize(prop_is);
+
+               infostream<<"m_prop: "<<m_prop->dump()<<std::endl;
+
+               m_selection_box = m_prop->collisionbox;
+               m_selection_box.MinEdge *= BS;
+               m_selection_box.MaxEdge *= BS;
+
+               pos_translator.init(m_position);
+
+               m_tx_size.X = 1.0 / m_prop->spritediv.X;
+               m_tx_size.Y = 1.0 / m_prop->spritediv.Y;
+               m_tx_basepos.X = m_tx_size.X * m_prop->initial_sprite_basepos.X;
+               m_tx_basepos.Y = m_tx_size.Y * m_prop->initial_sprite_basepos.Y;
+
+               updateNodePos();
+       }
+
+       ~LuaEntityCAO()
+       {
+               delete m_prop;
+       }
+
+       static ClientActiveObject* create(IGameDef *gamedef, ClientEnvironment *env)
+       {
+               return new LuaEntityCAO(gamedef, env);
+       }
+
+
+       void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
+                       IrrlichtDevice *irr)
+       {
+               if(m_meshnode != NULL || m_spritenode != NULL)
+                       return;
+
+               //video::IVideoDriver* driver = smgr->getVideoDriver();
+
+               if(m_prop->visual == "sprite"){
+                       infostream<<"LuaEntityCAO::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_prop->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_prop->visual == "cube"){
+                       infostream<<"LuaEntityCAO::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 if (m_prop->visual == "plant") {
+                       infostream<<"LuaEntityCAO::addToScene(): plant"<<std::endl;
+                       scene::IMesh *mesh = createPlantMesh(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 if (m_prop->visual == "cube_disorted") {
+                       infostream<<"LuaEntityCAO::addToScene(): irregular_cube"<<std::endl;
+                       scene::IMesh *mesh = createCubeMesh(v3f(BS,BS,BS), m_prop->collisionbox);
+                       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<<"LuaEntityCAO::addToScene(): \""<<m_prop->visual
+                                       <<"\" not supported"<<std::endl;
+               }
+               updateTextures("");
+               updateNodePos();
+       }
+
+       void removeFromScene()
+       {
+               if(m_meshnode){
+                       m_meshnode->remove();
+                       m_meshnode = NULL;
+               }
+               if(m_spritenode){
+                       m_spritenode->remove();
+                       m_spritenode = NULL;
+               }
+       }
+
+       void updateLight(u8 light_at_pos)
+       {
+               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(true);
+               }
+               if(m_spritenode){
+                       m_spritenode->setColor(color);
+                       m_spritenode->setVisible(true);
+               }
+       }
+
+       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_prop->physical){
+                       core::aabbox3d<f32> box = m_prop->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();
+       }
+
+       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_prop->textures.size() >= 1)
+                               texturestring = m_prop->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_prop->textures.size() > i)
+                                       texturestring = m_prop->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)
+       {
+               std::istringstream is(data, std::ios::binary);
+               // command
+               u8 cmd = readU8(is);
+               if(cmd == 0) // update position
+               {
+                       // do_interpolate
+                       bool do_interpolate = readU8(is);
+                       // pos
+                       m_position = readV3F1000(is);
+                       // velocity
+                       m_velocity = readV3F1000(is);
+                       // acceleration
+                       m_acceleration = readV3F1000(is);
+                       // yaw
+                       m_yaw = readF1000(is);
+                       // is_end_position (for interpolation)
+                       bool is_end_position = readU8(is);
+                       // update_interval
+                       float update_interval = readF1000(is);
+
+                       if(do_interpolate){
+                               if(!m_prop->physical)
+                                       pos_translator.update(m_position, is_end_position, update_interval);
+                       } else {
+                               pos_translator.init(m_position);
+                       }
+                       updateNodePos();
+               }
+               else if(cmd == 1) // set texture modification
+               {
+                       std::string mod = deSerializeString(is);
+                       updateTextures(mod);
+               }
+               else if(cmd == 2) // 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();
+               }
+       }
+};
+
+// Prototype
+LuaEntityCAO proto_LuaEntityCAO(NULL, NULL);
diff --git a/src/content_cao_mobv2.cpp b/src/content_cao_mobv2.cpp
new file mode 100644 (file)
index 0000000..403b859
--- /dev/null
@@ -0,0 +1,464 @@
+/*
+Minetest-c55
+Copyright (C) 2010-2012 celeron55, Perttu Ahola <celeron55@gmail.com>
+
+This program is free software; you can redistribute it and/or modify
+it under the terms of the GNU General Public License as published by
+the Free Software Foundation; either version 2 of the License, or
+(at your option) any later version.
+
+This program is distributed in the hope that it will be useful,
+but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License along
+with this program; if not, write to the Free Software Foundation, Inc.,
+51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
+*/
+
+#include "content_cao.h"
+
+/*
+       MobV2CAO
+*/
+
+class MobV2CAO : public ClientActiveObject
+{
+public:
+
+       MobV2CAO(IGameDef *gamedef, ClientEnvironment *env):
+               ClientActiveObject(0, gamedef, env),
+               m_selection_box(-0.4*BS,-0.4*BS,-0.4*BS, 0.4*BS,0.8*BS,0.4*BS),
+               m_node(NULL),
+               m_position(v3f(0,10*BS,0)),
+               m_yaw(0),
+               m_walking(false),
+               m_walking_unset_timer(0),
+               m_walk_timer(0),
+               m_walk_frame(0),
+               m_damage_visual_timer(0),
+               m_last_light(0),
+               m_shooting(0),
+               m_shooting_unset_timer(0),
+               m_sprite_size(BS,BS),
+               m_sprite_y(0),
+               m_bright_shooting(false),
+               m_lock_full_brightness(false),
+               m_player_hit_timer(0)
+       {
+               ClientActiveObject::registerType(getType(), create);
+
+               m_properties = new Settings;
+       }
+
+       ~MobV2CAO()
+       {
+               delete m_properties;
+       }
+
+       inline u8 getType() const       {       return ACTIVEOBJECT_TYPE_MOBV2; }
+
+       static ClientActiveObject* create(IGameDef *gamedef, ClientEnvironment *env)
+       {
+               return new MobV2CAO(gamedef, env);
+       }
+
+       void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
+                               IrrlichtDevice *irr)
+       {
+               if(m_node != NULL)
+                       return;
+
+               /*infostream<<"MobV2CAO::addToScene using texture_name="<<
+                               m_texture_name<<std::endl;*/
+               std::string texture_string = m_texture_name +
+                               "^[makealpha:128,0,0^[makealpha:128,128,0";
+
+               scene::IBillboardSceneNode *bill = smgr->addBillboardSceneNode(
+                               NULL, v2f(1, 1), v3f(0,0,0), -1);
+               bill->setMaterialTexture(0, tsrc->getTextureRaw(texture_string));
+               bill->setMaterialFlag(video::EMF_LIGHTING, false);
+               bill->setMaterialFlag(video::EMF_BILINEAR_FILTER, false);
+               bill->setMaterialType(video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF);
+               bill->setMaterialFlag(video::EMF_FOG_ENABLE, true);
+               bill->setColor(video::SColor(255,0,0,0));
+               bill->setVisible(false); /* Set visible when brightness is known */
+               bill->setSize(m_sprite_size);
+               if(m_sprite_type == "humanoid_1"){
+                       const float txp = 1./192;
+                       const float txs = txp*32;
+                       const float typ = 1./240;
+                       const float tys = typ*48;
+                       setBillboardTextureMatrix(bill, txs, tys, 0, 0);
+               } else if(m_sprite_type == "simple"){
+                       const float txs = 1.0;
+                       const float tys = 1.0 / m_simple_anim_frames;
+                       setBillboardTextureMatrix(bill, txs, tys, 0, 0);
+               } else {
+                       infostream<<"MobV2CAO: Unknown sprite type \""<<m_sprite_type<<"\""
+                                       <<std::endl;
+               }
+
+               m_node = bill;
+
+               updateNodePos();
+       }
+
+       void removeFromScene()
+       {
+               if(m_node == NULL)
+                       return;
+
+               m_node->remove();
+               m_node = NULL;
+       }
+
+       void updateLight(u8 light_at_pos)
+       {
+               if(m_lock_full_brightness)
+                       light_at_pos = 15;
+
+               m_last_light = light_at_pos;
+
+               if(m_node == NULL)
+                       return;
+
+               if(m_damage_visual_timer > 0)
+                       return;
+
+               if(m_shooting && m_bright_shooting)
+                       return;
+
+               /*if(light_at_pos <= 2){
+                       m_node->setVisible(false);
+                       return;
+               }*/
+
+               m_node->setVisible(true);
+
+               u8 li = decode_light(light_at_pos);
+               video::SColor color(255,li,li,li);
+               m_node->setColor(color);
+       }
+
+       v3s16 getLightPosition()
+       {
+               return floatToInt(m_position+v3f(0,0,0), BS);
+       }
+
+       void updateNodePos()
+       {
+               if(m_node == NULL)
+                       return;
+
+               m_node->setPosition(pos_translator.vect_show + v3f(0,m_sprite_y,0));
+       }
+
+       void step(float dtime, ClientEnvironment *env)
+       {
+               scene::IBillboardSceneNode *bill = m_node;
+               if(!bill)
+                       return;
+
+               pos_translator.translate(dtime);
+
+               if(m_sprite_type == "humanoid_1"){
+                       scene::ICameraSceneNode* camera = m_node->getSceneManager()->getActiveCamera();
+                       if(!camera)
+                               return;
+                       v3f cam_to_mob = m_node->getAbsolutePosition() - camera->getAbsolutePosition();
+                       cam_to_mob.normalize();
+                       int col = 0;
+                       if(cam_to_mob.Y > 0.75)
+                               col = 5;
+                       else if(cam_to_mob.Y < -0.75)
+                               col = 4;
+                       else{
+                               float mob_dir = atan2(cam_to_mob.Z, cam_to_mob.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;
+                       }
+
+                       int row = 0;
+                       if(m_shooting){
+                               row = 3;
+                       } else if(m_walking){
+                               m_walk_timer += dtime;
+                               if(m_walk_timer >= 0.5){
+                                       m_walk_frame = (m_walk_frame + 1) % 2;
+                                       m_walk_timer = 0;
+                               }
+                               if(m_walk_frame == 0)
+                                       row = 1;
+                               else
+                                       row = 2;
+                       }
+
+                       const float txp = 1./192;
+                       const float txs = txp*32;
+                       const float typ = 1./240;
+                       const float tys = typ*48;
+                       setBillboardTextureMatrix(bill, txs, tys, col, row);
+               } else if(m_sprite_type == "simple"){
+                       m_walk_timer += dtime;
+                       if(m_walk_timer >= m_simple_anim_frametime){
+                               m_walk_frame = (m_walk_frame + 1) % m_simple_anim_frames;
+                               m_walk_timer = 0;
+                       }
+                       int col = 0;
+                       int row = m_walk_frame;
+                       const float txs = 1.0;
+                       const float tys = 1.0 / m_simple_anim_frames;
+                       setBillboardTextureMatrix(bill, txs, tys, col, row);
+               } else {
+                       infostream<<"MobV2CAO::step(): Unknown sprite type \""
+                                       <<m_sprite_type<<"\""<<std::endl;
+               }
+
+               updateNodePos();
+
+               /* Damage local player */
+               if(m_player_hit_damage && m_player_hit_timer <= 0.0){
+                       LocalPlayer *player = env->getLocalPlayer();
+                       assert(player);
+
+                       v3f playerpos = player->getPosition();
+                       v2f playerpos_2d(playerpos.X,playerpos.Z);
+                       v2f objectpos_2d(m_position.X,m_position.Z);
+
+                       if(fabs(m_position.Y - playerpos.Y) < m_player_hit_distance*BS &&
+                       objectpos_2d.getDistanceFrom(playerpos_2d) < m_player_hit_distance*BS)
+                       {
+                               env->damageLocalPlayer(m_player_hit_damage);
+                               m_player_hit_timer = m_player_hit_interval;
+                       }
+               }
+
+               /* Run timers */
+
+               m_player_hit_timer -= dtime;
+
+               if(m_damage_visual_timer >= 0){
+                       m_damage_visual_timer -= dtime;
+                       if(m_damage_visual_timer <= 0){
+                               infostream<<"id="<<m_id<<" damage visual ended"<<std::endl;
+                       }
+               }
+
+               m_walking_unset_timer += dtime;
+               if(m_walking_unset_timer >= 1.0){
+                       m_walking = false;
+               }
+
+               m_shooting_unset_timer -= dtime;
+               if(m_shooting_unset_timer <= 0.0){
+                       if(m_bright_shooting){
+                               u8 li = decode_light(m_last_light);
+                               video::SColor color(255,li,li,li);
+                               bill->setColor(color);
+                               m_bright_shooting = false;
+                       }
+                       m_shooting = false;
+               }
+
+       }
+
+       void processMessage(const std::string &data)
+       {
+               //infostream<<"MobV2CAO: Got message"<<std::endl;
+               std::istringstream is(data, std::ios::binary);
+               // command
+               u8 cmd = readU8(is);
+
+               // Move
+               if(cmd == 0)
+               {
+                       // pos
+                       m_position = readV3F1000(is);
+                       pos_translator.update(m_position);
+                       // yaw
+                       m_yaw = readF1000(is);
+
+                       m_walking = true;
+                       m_walking_unset_timer = 0;
+
+                       updateNodePos();
+               }
+               // Damage
+               else if(cmd == 1)
+               {
+                       //u16 damage = readU16(is);
+
+                       /*u8 li = decode_light(m_last_light);
+                       if(li >= 100)
+                               li = 30;
+                       else
+                               li = 255;*/
+
+                       /*video::SColor color(255,255,0,0);
+                       m_node->setColor(color);
+
+                       m_damage_visual_timer = 0.2;*/
+               }
+               // Trigger shooting
+               else if(cmd == 2)
+               {
+                       // length
+                       m_shooting_unset_timer = readF1000(is);
+                       // bright?
+                       m_bright_shooting = readU8(is);
+                       if(m_bright_shooting){
+                               u8 li = 255;
+                               video::SColor color(255,li,li,li);
+                               m_node->setColor(color);
+                       }
+
+                       m_shooting = true;
+               }
+       }
+
+       void initialize(const std::string &data)
+       {
+               //infostream<<"MobV2CAO: Got init data"<<std::endl;
+
+               {
+                       std::istringstream is(data, std::ios::binary);
+                       // version
+                       u8 version = readU8(is);
+                       // check version
+                       if(version != 0){
+                               infostream<<__FUNCTION_NAME<<": Invalid version"<<std::endl;
+                               return;
+                       }
+
+                       std::ostringstream tmp_os(std::ios::binary);
+                       decompressZlib(is, tmp_os);
+                       std::istringstream tmp_is(tmp_os.str(), std::ios::binary);
+                       m_properties->parseConfigLines(tmp_is, "MobArgsEnd");
+
+                       infostream<<"MobV2CAO::initialize(): got properties:"<<std::endl;
+                       m_properties->writeLines(infostream);
+
+                       m_properties->setDefault("looks", "dummy_default");
+                       m_properties->setDefault("yaw", "0");
+                       m_properties->setDefault("pos", "(0,0,0)");
+                       m_properties->setDefault("player_hit_damage", "0");
+                       m_properties->setDefault("player_hit_distance", "1.5");
+                       m_properties->setDefault("player_hit_interval", "1.5");
+
+                       setLooks(m_properties->get("looks"));
+                       m_yaw = m_properties->getFloat("yaw");
+                       m_position = m_properties->getV3F("pos");
+                       m_player_hit_damage = m_properties->getS32("player_hit_damage");
+                       m_player_hit_distance = m_properties->getFloat("player_hit_distance");
+                       m_player_hit_interval = m_properties->getFloat("player_hit_interval");
+
+                       pos_translator.init(m_position);
+               }
+
+               updateNodePos();
+       }
+
+       core::aabbox3d<f32>* getSelectionBox()
+               {return &m_selection_box;}
+
+       v3f getPosition()
+               {return pos_translator.vect_show;}
+
+       bool directReportPunch(const std::string &toolname, v3f dir)
+       {
+               video::SColor color(255,255,0,0);
+               m_node->setColor(color);
+
+               m_damage_visual_timer = 0.05;
+
+               m_position += dir * BS;
+               pos_translator.sharpen();
+               pos_translator.update(m_position);
+               updateNodePos();
+
+               return false;
+       }
+
+private:
+       void setLooks(const std::string &looks)
+               {
+                       v2f selection_size = v2f(0.4, 0.4) * BS;
+                       float selection_y = 0 * BS;
+
+                       if(looks == "dungeon_master"){
+                               m_texture_name = "dungeon_master.png";
+                               m_sprite_type = "humanoid_1";
+                               m_sprite_size = v2f(2, 3) * BS;
+                               m_sprite_y = 0.85 * BS;
+                               selection_size = v2f(0.4, 2.6) * BS;
+                               selection_y = -0.4 * BS;
+                       }
+                       else if(looks == "fireball"){
+                               m_texture_name = "fireball.png";
+                               m_sprite_type = "simple";
+                               m_sprite_size = v2f(1, 1) * BS;
+                               m_simple_anim_frames = 3;
+                               m_simple_anim_frametime = 0.1;
+                               m_lock_full_brightness = true;
+                       }
+                       else{
+                               m_texture_name = "stone.png";
+                               m_sprite_type = "simple";
+                               m_sprite_size = v2f(1, 1) * BS;
+                               m_simple_anim_frames = 3;
+                               m_simple_anim_frametime = 0.333;
+                               selection_size = v2f(0.4, 0.4) * BS;
+                               selection_y = 0 * BS;
+                       }
+
+                       m_selection_box = core::aabbox3d<f32>(
+                                       -selection_size.X, selection_y, -selection_size.X,
+                                       selection_size.X, selection_y+selection_size.Y,
+                                       selection_size.X);
+               }
+
+       IntervalLimiter m_attack_interval;
+       core::aabbox3d<f32> m_selection_box;
+       scene::IBillboardSceneNode *m_node;
+       v3f m_position;
+       std::string m_texture_name;
+       float m_yaw;
+       SmoothTranslator pos_translator;
+       bool m_walking;
+       float m_walking_unset_timer;
+       float m_walk_timer;
+       int m_walk_frame;
+       float m_damage_visual_timer;
+       u8 m_last_light;
+       bool m_shooting;
+       float m_shooting_unset_timer;
+       v2f m_sprite_size;
+       float m_sprite_y;
+       bool m_bright_shooting;
+       std::string m_sprite_type;
+       int m_simple_anim_frames;
+       float m_simple_anim_frametime;
+       bool m_lock_full_brightness;
+       int m_player_hit_damage;
+       float m_player_hit_distance;
+       float m_player_hit_interval;
+       float m_player_hit_timer;
+
+       Settings *m_properties;
+};
+
+// Prototype
+MobV2CAO proto_MobV2CAO(NULL, NULL);
diff --git a/src/content_cao_oerkki1.cpp b/src/content_cao_oerkki1.cpp
new file mode 100644 (file)
index 0000000..920a989
--- /dev/null
@@ -0,0 +1,283 @@
+/*
+Minetest-c55
+Copyright (C) 2010-2012 celeron55, Perttu Ahola <celeron55@gmail.com>
+
+This program is free software; you can redistribute it and/or modify
+it under the terms of the GNU General Public License as published by
+the Free Software Foundation; either version 2 of the License, or
+(at your option) any later version.
+
+This program is distributed in the hope that it will be useful,
+but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License along
+with this program; if not, write to the Free Software Foundation, Inc.,
+51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
+*/
+#include "inventory.h"
+#include "content_cao.h"
+
+/*
+       Oerkki1CAO
+*/
+
+class Oerkki1CAO : public ClientActiveObject
+{
+public:
+       Oerkki1CAO(IGameDef *gamedef, ClientEnvironment *env):
+               ClientActiveObject(0, gamedef, env),
+               m_selection_box(-BS/3.,0.0,-BS/3., BS/3.,BS*2.,BS/3.),
+               m_node(NULL),
+               m_position(v3f(0,10*BS,0)),
+               m_yaw(0),
+               m_damage_visual_timer(0),
+               m_damage_texture_enabled(false)
+       {
+               ClientActiveObject::registerType(getType(), create);
+       }
+
+       ~Oerkki1CAO()
+       {
+       }
+
+       inline u8 getType() const {     return ACTIVEOBJECT_TYPE_OERKKI1;       }
+
+       static ClientActiveObject* create(IGameDef *gamedef, ClientEnvironment *env)
+       {
+               return new Oerkki1CAO(gamedef, env);
+       }
+
+       void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
+                               IrrlichtDevice *irr)
+       {
+               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);
+               video::S3DVertex vertices[4] =
+               {
+                       video::S3DVertex(-BS/2-BS,0,0, 0,0,0, c, 0,1),
+                       video::S3DVertex(BS/2+BS,0,0, 0,0,0, c, 1,1),
+                       video::S3DVertex(BS/2+BS,BS*2,0, 0,0,0, c, 1,0),
+                       video::S3DVertex(-BS/2-BS,BS*2,0, 0,0,0, c, 0,0),
+               };
+               u16 indices[] = {0,1,2,2,3,0};
+               buf->append(vertices, 4, indices, 6);
+               // Set material
+               buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
+               buf->getMaterial().setFlag(video::EMF_BACK_FACE_CULLING, false);
+               //buf->getMaterial().setTexture(0, NULL);
+               buf->getMaterial().setTexture(0, tsrc->getTextureRaw("oerkki1.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;
+               // Add to mesh
+               mesh->addMeshBuffer(buf);
+               buf->drop();
+               m_node = smgr->addMeshSceneNode(mesh, NULL);
+               mesh->drop();
+               // Set it to use the materials of the meshbuffers directly.
+               // This is needed for changing the texture in the future
+               m_node->setReadOnlyMaterials(true);
+               updateNodePos();
+       }
+
+       void removeFromScene()
+       {
+               if(m_node == NULL)
+                       return;
+
+               m_node->remove();
+               m_node = NULL;
+       }
+
+       void updateLight(u8 light_at_pos)
+       {
+               if(m_node == NULL)
+                       return;
+
+               if(light_at_pos <= 2)
+               {
+                       m_node->setVisible(false);
+                       return;
+               }
+
+               m_node->setVisible(true);
+
+               u8 li = decode_light(light_at_pos);
+               video::SColor color(255,li,li,li);
+               setMeshColor(m_node->getMesh(), color);
+       }
+
+       v3s16 getLightPosition()
+       {
+               return floatToInt(m_position+v3f(0,BS*1.5,0), BS);
+       }
+
+       void updateNodePos()
+       {
+               if(m_node == NULL)
+                       return;
+
+               //m_node->setPosition(m_position);
+               m_node->setPosition(pos_translator.vect_show);
+
+               v3f rot = m_node->getRotation();
+               rot.Y = 180.0 - m_yaw + 90.0;
+               m_node->setRotation(rot);
+       }
+
+       void step(float dtime, ClientEnvironment *env)
+       {
+               ITextureSource *tsrc = m_gamedef->tsrc();
+
+               pos_translator.translate(dtime);
+               updateNodePos();
+
+               LocalPlayer *player = env->getLocalPlayer();
+               assert(player);
+
+               v3f playerpos = player->getPosition();
+               v2f playerpos_2d(playerpos.X,playerpos.Z);
+               v2f objectpos_2d(m_position.X,m_position.Z);
+
+               if(fabs(m_position.Y - playerpos.Y) < 1.5*BS &&
+                               objectpos_2d.getDistanceFrom(playerpos_2d) < 1.5*BS)
+               {
+                       if(m_attack_interval.step(dtime, 0.5))
+                       {
+                               env->damageLocalPlayer(2);
+                       }
+               }
+
+               if(m_damage_visual_timer > 0)
+               {
+                       if(!m_damage_texture_enabled)
+                       {
+                               // Enable damage texture
+                               if(m_node)
+                               {
+                                       /*video::IVideoDriver* driver =
+                                               m_node->getSceneManager()->getVideoDriver();*/
+
+                                       scene::IMesh *mesh = m_node->getMesh();
+                                       if(mesh == NULL)
+                                               return;
+
+                                       u16 mc = mesh->getMeshBufferCount();
+                                       for(u16 j=0; j<mc; j++)
+                                       {
+                                               scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
+                                               buf->getMaterial().setTexture(0,
+                                                               tsrc->getTextureRaw("oerkki1_damaged.png"));
+                                       }
+                               }
+                               m_damage_texture_enabled = true;
+                       }
+                       m_damage_visual_timer -= dtime;
+               }
+               else
+               {
+                       if(m_damage_texture_enabled)
+                       {
+                               // Disable damage texture
+                               if(m_node)
+                               {
+                                       /*video::IVideoDriver* driver =
+                                               m_node->getSceneManager()->getVideoDriver();*/
+
+                                       scene::IMesh *mesh = m_node->getMesh();
+                                       if(mesh == NULL)
+                                               return;
+
+                                       u16 mc = mesh->getMeshBufferCount();
+                                       for(u16 j=0; j<mc; j++)
+                                       {
+                                               scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
+                                               buf->getMaterial().setTexture(0,
+                                                               tsrc->getTextureRaw("oerkki1.png"));
+                                       }
+                               }
+                               m_damage_texture_enabled = false;
+                       }
+               }
+       }
+
+       void processMessage(const std::string &data)
+       {
+               //infostream<<"Oerkki1CAO: Got message"<<std::endl;
+               std::istringstream is(data, std::ios::binary);
+               // command
+               u8 cmd = readU8(is);
+               if(cmd == 0)
+               {
+                       // pos
+                       m_position = readV3F1000(is);
+                       pos_translator.update(m_position);
+                       // yaw
+                       m_yaw = readF1000(is);
+                       updateNodePos();
+               }
+               else if(cmd == 1)
+               {
+                       //u16 damage = readU8(is);
+                       m_damage_visual_timer = 1.0;
+               }
+       }
+
+       void initialize(const std::string &data)
+       {
+               //infostream<<"Oerkki1CAO: Got init data"<<std::endl;
+
+               {
+                       std::istringstream is(data, std::ios::binary);
+                       // version
+                       u8 version = readU8(is);
+                       // check version
+                       if(version != 0)
+                               return;
+                       // pos
+                       m_position = readV3F1000(is);
+                       pos_translator.init(m_position);
+               }
+
+               updateNodePos();
+       }
+
+       core::aabbox3d<f32>* getSelectionBox()
+               {return &m_selection_box;}
+
+       v3f getPosition()
+               {return pos_translator.vect_show;}
+
+       bool directReportPunch(const std::string &toolname, v3f dir)
+       {
+               m_damage_visual_timer = 1.0;
+
+               m_position += dir * BS;
+               pos_translator.sharpen();
+               pos_translator.update(m_position);
+               updateNodePos();
+
+               return false;
+       }
+
+private:
+       IntervalLimiter m_attack_interval;
+       core::aabbox3d<f32> m_selection_box;
+       scene::IMeshSceneNode *m_node;
+       v3f m_position;
+       float m_yaw;
+       SmoothTranslator pos_translator;
+       float m_damage_visual_timer;
+       bool m_damage_texture_enabled;
+};
+
+// Prototype
+Oerkki1CAO proto_Oerkki1CAO(NULL, NULL);
diff --git a/src/content_cao_player.cpp b/src/content_cao_player.cpp
new file mode 100644 (file)
index 0000000..bfa994f
--- /dev/null
@@ -0,0 +1,286 @@
+/*
+Minetest-c55
+Copyright (C) 2010-2012 celeron55, Perttu Ahola <celeron55@gmail.com>
+
+This program is free software; you can redistribute it and/or modify
+it under the terms of the GNU General Public License as published by
+the Free Software Foundation; either version 2 of the License, or
+(at your option) any later version.
+
+This program is distributed in the hope that it will be useful,
+but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License along
+with this program; if not, write to the Free Software Foundation, Inc.,
+51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
+*/
+
+#include "content_cao.h"
+
+/*
+       PlayerCAO
+*/
+
+class PlayerCAO : public ClientActiveObject
+{
+private:
+       core::aabbox3d<f32> m_selection_box;
+       scene::IMeshSceneNode *m_node;
+       scene::ITextSceneNode* m_text;
+       std::string m_name;
+       v3f m_position;
+       float m_yaw;
+       SmoothTranslator pos_translator;
+       bool m_is_local_player;
+       LocalPlayer *m_local_player;
+       float m_damage_visual_timer;
+
+public:
+       PlayerCAO(IGameDef *gamedef, ClientEnvironment *env):
+                       ClientActiveObject(0, gamedef, env),
+                       m_selection_box(-BS/3.,0.0,-BS/3., BS/3.,BS*2.0,BS/3.),
+                       m_node(NULL),
+                       m_text(NULL),
+                       m_position(v3f(0,10*BS,0)),
+                       m_yaw(0),
+                       m_is_local_player(false),
+                       m_local_player(NULL),
+                       m_damage_visual_timer(0)
+               {
+                       if(gamedef == NULL)
+                               ClientActiveObject::registerType(getType(), create);
+               }
+
+       void initialize(const std::string &data)
+               {
+                       infostream<<"PlayerCAO: Got init data"<<std::endl;
+
+                       std::istringstream is(data, std::ios::binary);
+                       // version
+                       u8 version = readU8(is);
+                       // check version
+                       if(version != 0)
+                               return;
+                       // name
+                       m_name = deSerializeString(is);
+                       // pos
+                       m_position = readV3F1000(is);
+                       // yaw
+                       m_yaw = readF1000(is);
+
+                       pos_translator.init(m_position);
+
+                       Player *player = m_env->getPlayer(m_name.c_str());
+                       if(player && player->isLocal()){
+                               m_is_local_player = true;
+                               m_local_player = (LocalPlayer*)player;
+                       }
+               }
+
+       ~PlayerCAO()
+               {
+                       if(m_node)
+                               m_node->remove();
+               }
+
+       inline u8 getType() const       {       return ACTIVEOBJECT_TYPE_PLAYER;        }
+
+       static ClientActiveObject* create(IGameDef *gamedef, ClientEnvironment *env)
+               {
+                       return new PlayerCAO(gamedef, env);
+               }
+
+
+       core::aabbox3d<f32>* getSelectionBox()
+               {
+                       if(m_is_local_player)
+                               return NULL;
+                       return &m_selection_box;
+               }
+
+
+       void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
+                               IrrlichtDevice *irr)
+               {
+                       if(m_node != NULL)
+                               return;
+                       if(m_is_local_player)
+                               return;
+
+                       //video::IVideoDriver* driver = smgr->getVideoDriver();
+                       gui::IGUIEnvironment* gui = irr->getGUIEnvironment();
+
+                       scene::SMesh *mesh = new scene::SMesh();
+                       { // Front
+                       scene::IMeshBuffer *buf = new scene::SMeshBuffer();
+                       video::SColor c(255,255,255,255);
+                       video::S3DVertex vertices[4] =
+                       {
+                               video::S3DVertex(-BS/2,0,0, 0,0,0, c, 0,1),
+                               video::S3DVertex(BS/2,0,0, 0,0,0, c, 1,1),
+                               video::S3DVertex(BS/2,BS*2,0, 0,0,0, c, 1,0),
+                               video::S3DVertex(-BS/2,BS*2,0, 0,0,0, c, 0,0),
+                       };
+                       u16 indices[] = {0,1,2,2,3,0};
+                       buf->append(vertices, 4, indices, 6);
+                       // Set material
+                       buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
+                       buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
+                       buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
+                       buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
+                       // Add to mesh
+                       mesh->addMeshBuffer(buf);
+                       buf->drop();
+                       }
+                       { // Back
+                       scene::IMeshBuffer *buf = new scene::SMeshBuffer();
+                       video::SColor c(255,255,255,255);
+                       video::S3DVertex vertices[4] =
+                       {
+                               video::S3DVertex(BS/2,0,0, 0,0,0, c, 1,1),
+                               video::S3DVertex(-BS/2,0,0, 0,0,0, c, 0,1),
+                               video::S3DVertex(-BS/2,BS*2,0, 0,0,0, c, 0,0),
+                               video::S3DVertex(BS/2,BS*2,0, 0,0,0, c, 1,0),
+                       };
+                       u16 indices[] = {0,1,2,2,3,0};
+                       buf->append(vertices, 4, indices, 6);
+                       // Set material
+                       buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
+                       buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
+                       buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
+                       buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
+                       // Add to mesh
+                       mesh->addMeshBuffer(buf);
+                       buf->drop();
+                       }
+                       m_node = smgr->addMeshSceneNode(mesh, NULL);
+                       mesh->drop();
+                       // Set it to use the materials of the meshbuffers directly.
+                       // This is needed for changing the texture in the future
+                       m_node->setReadOnlyMaterials(true);
+                       updateNodePos();
+
+                       // Add a text node for showing the name
+                       std::wstring wname = narrow_to_wide(m_name);
+                       m_text = smgr->addTextSceneNode(gui->getBuiltInFont(),
+                                       wname.c_str(), video::SColor(255,255,255,255), m_node);
+                       m_text->setPosition(v3f(0, (f32)BS*2.1, 0));
+
+                       updateTextures("");
+                       updateNodePos();
+               }
+
+       void removeFromScene()
+               {
+                       if(m_node == NULL)
+                               return;
+
+                       m_node->remove();
+                       m_node = NULL;
+               }
+
+       void updateLight(u8 light_at_pos)
+               {
+                       if(m_node == NULL)
+                               return;
+
+                       m_node->setVisible(true);
+
+                       u8 li = decode_light(light_at_pos);
+                       video::SColor color(255,li,li,li);
+                       setMeshColor(m_node->getMesh(), color);
+               }
+
+       v3s16 getLightPosition()
+               {
+                       return floatToInt(m_position+v3f(0,BS*1.5,0), BS);
+               }
+
+       void updateNodePos()
+               {
+                       if(m_node == NULL)
+                               return;
+
+                       m_node->setPosition(pos_translator.vect_show);
+
+                       v3f rot = m_node->getRotation();
+                       rot.Y = -m_yaw;
+                       m_node->setRotation(rot);
+               }
+
+       void step(float dtime, ClientEnvironment *env)
+               {
+                       pos_translator.translate(dtime);
+                       updateNodePos();
+
+                       if(m_damage_visual_timer > 0){
+                               m_damage_visual_timer -= dtime;
+                               if(m_damage_visual_timer <= 0){
+                                       updateTextures("");
+                               }
+                       }
+
+               }
+
+       void processMessage(const std::string &data)
+               {
+                       //infostream<<"PlayerCAO: Got message"<<std::endl;
+                       std::istringstream is(data, std::ios::binary);
+                       // command
+                       u8 cmd = readU8(is);
+                       if(cmd == 0) // update position
+                       {
+                               // pos
+                               m_position = readV3F1000(is);
+                               // yaw
+                               m_yaw = readF1000(is);
+
+                               pos_translator.update(m_position, false);
+
+                               updateNodePos();
+                       }
+                       else if(cmd == 1) // punched
+                       {
+                               // damage
+                               s16 damage = readS16(is);
+
+                               if(m_is_local_player)
+                                       m_env->damageLocalPlayer(damage, false);
+
+                               m_damage_visual_timer = 0.5;
+                               updateTextures("^[brighten");
+                       }
+               }
+
+       void updateTextures(const std::string &mod)
+               {
+                       if(!m_node)
+                               return;
+                       ITextureSource *tsrc = m_gamedef->tsrc();
+                       scene::IMesh *mesh = m_node->getMesh();
+                       if(mesh){
+                               {
+                                       std::string tname = "player.png";
+                                       tname += mod;
+                                       scene::IMeshBuffer *buf = mesh->getMeshBuffer(0);
+                                       buf->getMaterial().setTexture(0,
+                                                       tsrc->getTextureRaw(tname));
+                               }
+                               {
+                                       std::string tname = "player_back.png";
+                                       tname += mod;
+                                       scene::IMeshBuffer *buf = mesh->getMeshBuffer(1);
+                                       buf->getMaterial().setTexture(0,
+                                                       tsrc->getTextureRaw(tname));
+                               }
+                       }
+               }
+
+       inline v3f getPosition()        {       return m_position;      }
+
+};
+
+// Prototype
+PlayerCAO proto_PlayerCAO(NULL, NULL);
diff --git a/src/content_cao_rat.cpp b/src/content_cao_rat.cpp
new file mode 100644 (file)
index 0000000..23bec7f
--- /dev/null
@@ -0,0 +1,183 @@
+/*
+Minetest-c55
+Copyright (C) 2010-2012 celeron55, Perttu Ahola <celeron55@gmail.com>
+
+This program is free software; you can redistribute it and/or modify
+it under the terms of the GNU General Public License as published by
+the Free Software Foundation; either version 2 of the License, or
+(at your option) any later version.
+
+This program is distributed in the hope that it will be useful,
+but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License along
+with this program; if not, write to the Free Software Foundation, Inc.,
+51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
+*/
+#include "inventory.h"
+#include "content_cao.h"
+
+/*
+       RatCAO
+*/
+
+class RatCAO : public ClientActiveObject
+{
+public:
+       RatCAO(IGameDef *gamedef, ClientEnvironment *env):
+               ClientActiveObject(0, gamedef, env),
+               m_selection_box(-BS/3.,0.0,-BS/3., BS/3.,BS/2.,BS/3.),
+               m_node(NULL),
+               m_position(v3f(0,10*BS,0)),
+               m_yaw(0)
+       {
+               ClientActiveObject::registerType(getType(), create);
+       }
+
+       ~RatCAO()
+       {
+       }
+
+       inline u8 getType() const       {       return ACTIVEOBJECT_TYPE_RAT;   }
+
+       static ClientActiveObject* create(IGameDef *gamedef, ClientEnvironment *env)
+       {
+               return new RatCAO(gamedef, env);
+       }
+
+       void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
+                               IrrlichtDevice *irr)
+       {
+               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);
+               video::S3DVertex vertices[4] =
+               {
+                       video::S3DVertex(-BS/2,0,0, 0,0,0, c, 0,1),
+                       video::S3DVertex(BS/2,0,0, 0,0,0, c, 1,1),
+                       video::S3DVertex(BS/2,BS/2,0, 0,0,0, c, 1,0),
+                       video::S3DVertex(-BS/2,BS/2,0, 0,0,0, c, 0,0),
+               };
+               u16 indices[] = {0,1,2,2,3,0};
+               buf->append(vertices, 4, indices, 6);
+               // Set material
+               buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
+               buf->getMaterial().setFlag(video::EMF_BACK_FACE_CULLING, false);
+               //buf->getMaterial().setTexture(0, NULL);
+               buf->getMaterial().setTexture(0, tsrc->getTextureRaw("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;
+               // Add to mesh
+               mesh->addMeshBuffer(buf);
+               buf->drop();
+               m_node = smgr->addMeshSceneNode(mesh, NULL);
+               mesh->drop();
+               // Set it to use the materials of the meshbuffers directly.
+               // This is needed for changing the texture in the future
+               m_node->setReadOnlyMaterials(true);
+               updateNodePos();
+       }
+
+       void removeFromScene()
+       {
+               if(m_node == NULL)
+                       return;
+
+               m_node->remove();
+               m_node = NULL;
+       }
+
+       void updateLight(u8 light_at_pos)
+       {
+               if(m_node == NULL)
+                       return;
+
+               u8 li = decode_light(light_at_pos);
+               video::SColor color(255,li,li,li);
+               setMeshColor(m_node->getMesh(), color);
+       }
+
+       v3s16 getLightPosition()
+       {
+               return floatToInt(m_position+v3f(0,BS*0.5,0), BS);
+       }
+
+       void updateNodePos()
+       {
+               if(m_node == NULL)
+                       return;
+
+               //m_node->setPosition(m_position);
+               m_node->setPosition(pos_translator.vect_show);
+
+               v3f rot = m_node->getRotation();
+               rot.Y = 180.0 - m_yaw;
+               m_node->setRotation(rot);
+       }
+
+       void step(float dtime, ClientEnvironment *env)
+       {
+               pos_translator.translate(dtime);
+               updateNodePos();
+       }
+
+       void processMessage(const std::string &data)
+       {
+               //infostream<<"RatCAO: Got message"<<std::endl;
+               std::istringstream is(data, std::ios::binary);
+               // command
+               u8 cmd = readU8(is);
+               if(cmd == 0)
+               {
+                       // pos
+                       m_position = readV3F1000(is);
+                       pos_translator.update(m_position);
+                       // yaw
+                       m_yaw = readF1000(is);
+                       updateNodePos();
+               }
+       }
+
+       void initialize(const std::string &data)
+       {
+               //infostream<<"RatCAO: Got init data"<<std::endl;
+
+               {
+                       std::istringstream is(data, std::ios::binary);
+                       // version
+                       u8 version = readU8(is);
+                       // check version
+                       if(version != 0)
+                               return;
+                       // pos
+                       m_position = readV3F1000(is);
+                       pos_translator.init(m_position);
+               }
+
+               updateNodePos();
+       }
+
+       core::aabbox3d<f32>* getSelectionBox()
+               {return &m_selection_box;}
+
+       v3f getPosition()
+               {return pos_translator.vect_show;}
+
+private:
+       core::aabbox3d<f32> m_selection_box;
+       scene::IMeshSceneNode *m_node;
+       v3f m_position;
+       float m_yaw;
+       SmoothTranslator pos_translator;
+};
+
+// Prototype
+RatCAO proto_RatCAO(NULL, NULL);
diff --git a/src/content_cao_test.cpp b/src/content_cao_test.cpp
new file mode 100644 (file)
index 0000000..f062b73
--- /dev/null
@@ -0,0 +1,144 @@
+/*
+Minetest-c55
+Copyright (C) 2010-2012 celeron55, Perttu Ahola <celeron55@gmail.com>
+
+This program is free software; you can redistribute it and/or modify
+it under the terms of the GNU General Public License as published by
+the Free Software Foundation; either version 2 of the License, or
+(at your option) any later version.
+
+This program is distributed in the hope that it will be useful,
+but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License along
+with this program; if not, write to the Free Software Foundation, Inc.,
+51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
+*/
+#include "content_cao.h"
+
+/*
+       TestCAO
+*/
+
+class TestCAO : public ClientActiveObject
+{
+public:
+
+       TestCAO(IGameDef *gamedef, ClientEnvironment *env):
+               ClientActiveObject(0, gamedef, env),
+               m_node(NULL),
+               m_position(v3f(0,10*BS,0))
+       {
+               ClientActiveObject::registerType(getType(), create);
+       }
+
+       ~TestCAO()
+       {
+       }
+
+       static ClientActiveObject* create(IGameDef *gamedef, ClientEnvironment *env)
+       {
+               return new TestCAO(gamedef, env);
+       }
+
+       inline u8 getType() const
+       {       return ACTIVEOBJECT_TYPE_TEST;  }
+
+       void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
+                               IrrlichtDevice *irr)
+       {
+               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);
+               video::S3DVertex vertices[4] =
+               {
+                       video::S3DVertex(-BS/2,-BS/4,0, 0,0,0, c, 0,1),
+                       video::S3DVertex(BS/2,-BS/4,0, 0,0,0, c, 1,1),
+                       video::S3DVertex(BS/2,BS/4,0, 0,0,0, c, 1,0),
+                       video::S3DVertex(-BS/2,BS/4,0, 0,0,0, c, 0,0),
+               };
+               u16 indices[] = {0,1,2,2,3,0};
+               buf->append(vertices, 4, indices, 6);
+               // Set material
+               buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
+               buf->getMaterial().setFlag(video::EMF_BACK_FACE_CULLING, false);
+               buf->getMaterial().setTexture(0, tsrc->getTextureRaw("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;
+               // Add to mesh
+               mesh->addMeshBuffer(buf);
+               buf->drop();
+               m_node = smgr->addMeshSceneNode(mesh, NULL);
+               mesh->drop();
+               updateNodePos();
+       }
+
+       void removeFromScene()
+       {
+               if(m_node == NULL)
+                       return;
+
+               m_node->remove();
+               m_node = NULL;
+       }
+
+       void updateLight(u8 light_at_pos)
+       {
+       }
+
+       v3s16 getLightPosition()
+       {
+               return floatToInt(m_position, BS);
+       }
+
+       void updateNodePos()
+       {
+               if(m_node == NULL)
+                       return;
+
+               m_node->setPosition(m_position);
+               //m_node->setRotation(v3f(0, 45, 0));
+       }
+
+       void step(float dtime, ClientEnvironment *env)
+       {
+               if(m_node)
+               {
+                       v3f rot = m_node->getRotation();
+                       //infostream<<"dtime="<<dtime<<", rot.Y="<<rot.Y<<std::endl;
+                       rot.Y += dtime * 180;
+                       m_node->setRotation(rot);
+               }
+       }
+
+       void processMessage(const std::string &data)
+       {
+               infostream<<"TestCAO: Got data: "<<data<<std::endl;
+               std::istringstream is(data, std::ios::binary);
+               u16 cmd;
+               is>>cmd;
+               if(cmd == 0)
+               {
+                       v3f newpos;
+                       is>>newpos.X;
+                       is>>newpos.Y;
+                       is>>newpos.Z;
+                       m_position = newpos;
+                       updateNodePos();
+               }
+       }
+private:
+       scene::IMeshSceneNode *m_node;
+       v3f m_position;
+};
+
+// Prototype
+TestCAO proto_TestCAO(NULL, NULL);