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1 /*
2 Minetest-c55
3 Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>
4
5 This program is free software; you can redistribute it and/or modify
6 it under the terms of the GNU Lesser General Public License as published by
7 the Free Software Foundation; either version 2.1 of the License, or
8 (at your option) any later version.
9
10 This program is distributed in the hope that it will be useful,
11 but WITHOUT ANY WARRANTY; without even the implied warranty of
12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
13 GNU Lesser General Public License for more details.
14
15 You should have received a copy of the GNU Lesser General Public License along
16 with this program; if not, write to the Free Software Foundation, Inc.,
17 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
18 */
19
20 #include "content_cao.h"
21 #include "tile.h"
22 #include "environment.h"
23 #include "collision.h"
24 #include "settings.h"
25 #include <ICameraSceneNode.h>
26 #include <ITextSceneNode.h>
27 #include <IBillboardSceneNode.h>
28 #include "serialization.h" // For decompressZlib
29 #include "gamedef.h"
30 #include "clientobject.h"
31 #include "content_object.h"
32 #include "mesh.h"
33 #include "itemdef.h"
34 #include "tool.h"
35 #include "content_cso.h"
36 #include "sound.h"
37 #include "nodedef.h"
38 #include "localplayer.h"
39 #include "util/numeric.h" // For IntervalLimiter
40 #include "util/serialize.h"
41 #include "util/mathconstants.h"
42 #include "map.h"
43 #include <IMeshManipulator.h>
44 #include <IAnimatedMeshSceneNode.h>
45 #include <IBoneSceneNode.h>
46
47 class Settings;
48 struct ToolCapabilities;
49
50 #define PP(x) "("<<(x).X<<","<<(x).Y<<","<<(x).Z<<")"
51
52 core::map<u16, ClientActiveObject::Factory> ClientActiveObject::m_types;
53
54 /*
55         SmoothTranslator
56 */
57
58 struct SmoothTranslator
59 {
60         v3f vect_old;
61         v3f vect_show;
62         v3f vect_aim;
63         f32 anim_counter;
64         f32 anim_time;
65         f32 anim_time_counter;
66         bool aim_is_end;
67
68         SmoothTranslator():
69                 vect_old(0,0,0),
70                 vect_show(0,0,0),
71                 vect_aim(0,0,0),
72                 anim_counter(0),
73                 anim_time(0),
74                 anim_time_counter(0),
75                 aim_is_end(true)
76         {}
77
78         void init(v3f vect)
79         {
80                 vect_old = vect;
81                 vect_show = vect;
82                 vect_aim = vect;
83                 anim_counter = 0;
84                 anim_time = 0;
85                 anim_time_counter = 0;
86                 aim_is_end = true;
87         }
88
89         void sharpen()
90         {
91                 init(vect_show);
92         }
93
94         void update(v3f vect_new, bool is_end_position=false, float update_interval=-1)
95         {
96                 aim_is_end = is_end_position;
97                 vect_old = vect_show;
98                 vect_aim = vect_new;
99                 if(update_interval > 0){
100                         anim_time = update_interval;
101                 } else {
102                         if(anim_time < 0.001 || anim_time > 1.0)
103                                 anim_time = anim_time_counter;
104                         else
105                                 anim_time = anim_time * 0.9 + anim_time_counter * 0.1;
106                 }
107                 anim_time_counter = 0;
108                 anim_counter = 0;
109         }
110
111         void translate(f32 dtime)
112         {
113                 anim_time_counter = anim_time_counter + dtime;
114                 anim_counter = anim_counter + dtime;
115                 v3f vect_move = vect_aim - vect_old;
116                 f32 moveratio = 1.0;
117                 if(anim_time > 0.001)
118                         moveratio = anim_time_counter / anim_time;
119                 // Move a bit less than should, to avoid oscillation
120                 moveratio = moveratio * 0.8;
121                 float move_end = 1.5;
122                 if(aim_is_end)
123                         move_end = 1.0;
124                 if(moveratio > move_end)
125                         moveratio = move_end;
126                 vect_show = vect_old + vect_move * moveratio;
127         }
128
129         bool is_moving()
130         {
131                 return ((anim_time_counter / anim_time) < 1.4);
132         }
133 };
134
135 /*
136         Other stuff
137 */
138
139 static void setBillboardTextureMatrix(scene::IBillboardSceneNode *bill,
140                 float txs, float tys, int col, int row)
141 {
142         video::SMaterial& material = bill->getMaterial(0);
143         core::matrix4& matrix = material.getTextureMatrix(0);
144         matrix.setTextureTranslate(txs*col, tys*row);
145         matrix.setTextureScale(txs, tys);
146 }
147
148 /*
149         TestCAO
150 */
151
152 class TestCAO : public ClientActiveObject
153 {
154 public:
155         TestCAO(IGameDef *gamedef, ClientEnvironment *env);
156         virtual ~TestCAO();
157         
158         u8 getType() const
159         {
160                 return ACTIVEOBJECT_TYPE_TEST;
161         }
162         
163         static ClientActiveObject* create(IGameDef *gamedef, ClientEnvironment *env);
164
165         void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
166                         IrrlichtDevice *irr);
167         void removeFromScene();
168         void updateLight(u8 light_at_pos);
169         v3s16 getLightPosition();
170         void updateNodePos();
171
172         void step(float dtime, ClientEnvironment *env);
173
174         void processMessage(const std::string &data);
175
176 private:
177         scene::IMeshSceneNode *m_node;
178         v3f m_position;
179 };
180
181 // Prototype
182 TestCAO proto_TestCAO(NULL, NULL);
183
184 TestCAO::TestCAO(IGameDef *gamedef, ClientEnvironment *env):
185         ClientActiveObject(0, gamedef, env),
186         m_node(NULL),
187         m_position(v3f(0,10*BS,0))
188 {
189         ClientActiveObject::registerType(getType(), create);
190 }
191
192 TestCAO::~TestCAO()
193 {
194 }
195
196 ClientActiveObject* TestCAO::create(IGameDef *gamedef, ClientEnvironment *env)
197 {
198         return new TestCAO(gamedef, env);
199 }
200
201 void TestCAO::addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
202                         IrrlichtDevice *irr)
203 {
204         if(m_node != NULL)
205                 return;
206         
207         //video::IVideoDriver* driver = smgr->getVideoDriver();
208         
209         scene::SMesh *mesh = new scene::SMesh();
210         scene::IMeshBuffer *buf = new scene::SMeshBuffer();
211         video::SColor c(255,255,255,255);
212         video::S3DVertex vertices[4] =
213         {
214                 video::S3DVertex(-BS/2,-BS/4,0, 0,0,0, c, 0,1),
215                 video::S3DVertex(BS/2,-BS/4,0, 0,0,0, c, 1,1),
216                 video::S3DVertex(BS/2,BS/4,0, 0,0,0, c, 1,0),
217                 video::S3DVertex(-BS/2,BS/4,0, 0,0,0, c, 0,0),
218         };
219         u16 indices[] = {0,1,2,2,3,0};
220         buf->append(vertices, 4, indices, 6);
221         // Set material
222         buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
223         buf->getMaterial().setFlag(video::EMF_BACK_FACE_CULLING, false);
224         buf->getMaterial().setTexture(0, tsrc->getTextureRaw("rat.png"));
225         buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
226         buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
227         buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
228         // Add to mesh
229         mesh->addMeshBuffer(buf);
230         buf->drop();
231         m_node = smgr->addMeshSceneNode(mesh, NULL);
232         mesh->drop();
233         updateNodePos();
234 }
235
236 void TestCAO::removeFromScene()
237 {
238         if(m_node == NULL)
239                 return;
240
241         m_node->remove();
242         m_node = NULL;
243 }
244
245 void TestCAO::updateLight(u8 light_at_pos)
246 {
247 }
248
249 v3s16 TestCAO::getLightPosition()
250 {
251         return floatToInt(m_position, BS);
252 }
253
254 void TestCAO::updateNodePos()
255 {
256         if(m_node == NULL)
257                 return;
258
259         m_node->setPosition(m_position);
260         //m_node->setRotation(v3f(0, 45, 0));
261 }
262
263 void TestCAO::step(float dtime, ClientEnvironment *env)
264 {
265         if(m_node)
266         {
267                 v3f rot = m_node->getRotation();
268                 //infostream<<"dtime="<<dtime<<", rot.Y="<<rot.Y<<std::endl;
269                 rot.Y += dtime * 180;
270                 m_node->setRotation(rot);
271         }
272 }
273
274 void TestCAO::processMessage(const std::string &data)
275 {
276         infostream<<"TestCAO: Got data: "<<data<<std::endl;
277         std::istringstream is(data, std::ios::binary);
278         u16 cmd;
279         is>>cmd;
280         if(cmd == 0)
281         {
282                 v3f newpos;
283                 is>>newpos.X;
284                 is>>newpos.Y;
285                 is>>newpos.Z;
286                 m_position = newpos;
287                 updateNodePos();
288         }
289 }
290
291 /*
292         ItemCAO
293 */
294
295 class ItemCAO : public ClientActiveObject
296 {
297 public:
298         ItemCAO(IGameDef *gamedef, ClientEnvironment *env);
299         virtual ~ItemCAO();
300         
301         u8 getType() const
302         {
303                 return ACTIVEOBJECT_TYPE_ITEM;
304         }
305         
306         static ClientActiveObject* create(IGameDef *gamedef, ClientEnvironment *env);
307
308         void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
309                         IrrlichtDevice *irr);
310         void removeFromScene();
311         void updateLight(u8 light_at_pos);
312         v3s16 getLightPosition();
313         void updateNodePos();
314         void updateInfoText();
315         void updateTexture();
316
317         void step(float dtime, ClientEnvironment *env);
318
319         void processMessage(const std::string &data);
320
321         void initialize(const std::string &data);
322         
323         core::aabbox3d<f32>* getSelectionBox()
324                 {return &m_selection_box;}
325         v3f getPosition()
326                 {return m_position;}
327         
328         std::string infoText()
329                 {return m_infotext;}
330
331 private:
332         core::aabbox3d<f32> m_selection_box;
333         scene::IMeshSceneNode *m_node;
334         v3f m_position;
335         std::string m_itemstring;
336         std::string m_infotext;
337 };
338
339 #include "inventory.h"
340
341 // Prototype
342 ItemCAO proto_ItemCAO(NULL, NULL);
343
344 ItemCAO::ItemCAO(IGameDef *gamedef, ClientEnvironment *env):
345         ClientActiveObject(0, gamedef, env),
346         m_selection_box(-BS/3.,0.0,-BS/3., BS/3.,BS*2./3.,BS/3.),
347         m_node(NULL),
348         m_position(v3f(0,10*BS,0))
349 {
350         if(!gamedef && !env)
351         {
352                 ClientActiveObject::registerType(getType(), create);
353         }
354 }
355
356 ItemCAO::~ItemCAO()
357 {
358 }
359
360 ClientActiveObject* ItemCAO::create(IGameDef *gamedef, ClientEnvironment *env)
361 {
362         return new ItemCAO(gamedef, env);
363 }
364
365 void ItemCAO::addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
366                         IrrlichtDevice *irr)
367 {
368         if(m_node != NULL)
369                 return;
370         
371         //video::IVideoDriver* driver = smgr->getVideoDriver();
372         
373         scene::SMesh *mesh = new scene::SMesh();
374         scene::IMeshBuffer *buf = new scene::SMeshBuffer();
375         video::SColor c(255,255,255,255);
376         video::S3DVertex vertices[4] =
377         {
378                 /*video::S3DVertex(-BS/2,-BS/4,0, 0,0,0, c, 0,1),
379                 video::S3DVertex(BS/2,-BS/4,0, 0,0,0, c, 1,1),
380                 video::S3DVertex(BS/2,BS/4,0, 0,0,0, c, 1,0),
381                 video::S3DVertex(-BS/2,BS/4,0, 0,0,0, c, 0,0),*/
382                 video::S3DVertex(BS/3.,0,0, 0,0,0, c, 0,1),
383                 video::S3DVertex(-BS/3.,0,0, 0,0,0, c, 1,1),
384                 video::S3DVertex(-BS/3.,0+BS*2./3.,0, 0,0,0, c, 1,0),
385                 video::S3DVertex(BS/3.,0+BS*2./3.,0, 0,0,0, c, 0,0),
386         };
387         u16 indices[] = {0,1,2,2,3,0};
388         buf->append(vertices, 4, indices, 6);
389         // Set material
390         buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
391         buf->getMaterial().setFlag(video::EMF_BACK_FACE_CULLING, false);
392         // Initialize with a generated placeholder texture
393         buf->getMaterial().setTexture(0, tsrc->getTextureRaw(""));
394         buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
395         buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
396         buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
397         // Add to mesh
398         mesh->addMeshBuffer(buf);
399         buf->drop();
400         m_node = smgr->addMeshSceneNode(mesh, NULL);
401         mesh->drop();
402         updateNodePos();
403
404         /*
405                 Update image of node
406         */
407
408         updateTexture();
409 }
410
411 void ItemCAO::removeFromScene()
412 {
413         if(m_node == NULL)
414                 return;
415
416         m_node->remove();
417         m_node = NULL;
418 }
419
420 void ItemCAO::updateLight(u8 light_at_pos)
421 {
422         if(m_node == NULL)
423                 return;
424
425         u8 li = decode_light(light_at_pos);
426         video::SColor color(255,li,li,li);
427         setMeshColor(m_node->getMesh(), color);
428 }
429
430 v3s16 ItemCAO::getLightPosition()
431 {
432         return floatToInt(m_position + v3f(0,0.5*BS,0), BS);
433 }
434
435 void ItemCAO::updateNodePos()
436 {
437         if(m_node == NULL)
438                 return;
439
440         m_node->setPosition(m_position);
441 }
442
443 void ItemCAO::updateInfoText()
444 {
445         try{
446                 IItemDefManager *idef = m_gamedef->idef();
447                 ItemStack item;
448                 item.deSerialize(m_itemstring, idef);
449                 if(item.isKnown(idef))
450                         m_infotext = item.getDefinition(idef).description;
451                 else
452                         m_infotext = "Unknown item: '" + m_itemstring + "'";
453                 if(item.count >= 2)
454                         m_infotext += " (" + itos(item.count) + ")";
455         }
456         catch(SerializationError &e)
457         {
458                 m_infotext = "Unknown item: '" + m_itemstring + "'";
459         }
460 }
461
462 void ItemCAO::updateTexture()
463 {
464         if(m_node == NULL)
465                 return;
466
467         // Create an inventory item to see what is its image
468         std::istringstream is(m_itemstring, std::ios_base::binary);
469         video::ITexture *texture = NULL;
470         try{
471                 IItemDefManager *idef = m_gamedef->idef();
472                 ItemStack item;
473                 item.deSerialize(is, idef);
474                 texture = item.getDefinition(idef).inventory_texture;
475         }
476         catch(SerializationError &e)
477         {
478                 infostream<<"WARNING: "<<__FUNCTION_NAME
479                                 <<": error deSerializing itemstring \""
480                                 <<m_itemstring<<std::endl;
481         }
482         
483         // Set meshbuffer texture
484         m_node->getMaterial(0).setTexture(0, texture);
485 }
486
487
488 void ItemCAO::step(float dtime, ClientEnvironment *env)
489 {
490         if(m_node)
491         {
492                 /*v3f rot = m_node->getRotation();
493                 rot.Y += dtime * 120;
494                 m_node->setRotation(rot);*/
495                 LocalPlayer *player = env->getLocalPlayer();
496                 assert(player);
497                 v3f rot = m_node->getRotation();
498                 rot.Y = 180.0 - (player->getYaw());
499                 m_node->setRotation(rot);
500         }
501 }
502
503 void ItemCAO::processMessage(const std::string &data)
504 {
505         //infostream<<"ItemCAO: Got message"<<std::endl;
506         std::istringstream is(data, std::ios::binary);
507         // command
508         u8 cmd = readU8(is);
509         if(cmd == 0)
510         {
511                 // pos
512                 m_position = readV3F1000(is);
513                 updateNodePos();
514         }
515         if(cmd == 1)
516         {
517                 // itemstring
518                 m_itemstring = deSerializeString(is);
519                 updateInfoText();
520                 updateTexture();
521         }
522 }
523
524 void ItemCAO::initialize(const std::string &data)
525 {
526         infostream<<"ItemCAO: Got init data"<<std::endl;
527         
528         {
529                 std::istringstream is(data, std::ios::binary);
530                 // version
531                 u8 version = readU8(is);
532                 // check version
533                 if(version != 0)
534                         return;
535                 // pos
536                 m_position = readV3F1000(is);
537                 // itemstring
538                 m_itemstring = deSerializeString(is);
539         }
540         
541         updateNodePos();
542         updateInfoText();
543 }
544
545 /*
546         GenericCAO
547 */
548
549 #include "genericobject.h"
550
551 class GenericCAO : public ClientActiveObject
552 {
553 private:
554         // Only set at initialization
555         std::string m_name;
556         bool m_is_player;
557         bool m_is_local_player; // determined locally
558         int m_id;
559         // Property-ish things
560         ObjectProperties m_prop;
561         //
562         scene::ISceneManager *m_smgr;
563         IrrlichtDevice *m_irr;
564         core::aabbox3d<f32> m_selection_box;
565         scene::IMeshSceneNode *m_meshnode;
566         scene::IAnimatedMeshSceneNode *m_animated_meshnode;
567         scene::IBillboardSceneNode *m_spritenode;
568         scene::ITextSceneNode* m_textnode;
569         v3f m_position;
570         v3f m_velocity;
571         v3f m_acceleration;
572         float m_yaw;
573         s16 m_hp;
574         SmoothTranslator pos_translator;
575         // Spritesheet/animation stuff
576         v2f m_tx_size;
577         v2s16 m_tx_basepos;
578         bool m_initial_tx_basepos_set;
579         bool m_tx_select_horiz_by_yawpitch;
580         v2f m_frames;
581         int m_frame_speed;
582         int m_frame_blend;
583         std::map<std::string, core::vector2d<v3f> > m_bone_posrot;
584         ClientActiveObject* m_attachment_parent;
585         std::string m_attachment_bone;
586         v3f m_attacmhent_position;
587         v3f m_attachment_rotation;
588         int m_anim_frame;
589         int m_anim_num_frames;
590         float m_anim_framelength;
591         float m_anim_timer;
592         ItemGroupList m_armor_groups;
593         float m_reset_textures_timer;
594         bool m_visuals_expired;
595         float m_step_distance_counter;
596         u8 m_last_light;
597
598 public:
599         GenericCAO(IGameDef *gamedef, ClientEnvironment *env):
600                 ClientActiveObject(0, gamedef, env),
601                 //
602                 m_is_player(false),
603                 m_is_local_player(false),
604                 m_id(0),
605                 //
606                 m_smgr(NULL),
607                 m_irr(NULL),
608                 m_selection_box(-BS/3.,-BS/3.,-BS/3., BS/3.,BS/3.,BS/3.),
609                 m_meshnode(NULL),
610                 m_animated_meshnode(NULL),
611                 m_spritenode(NULL),
612                 m_textnode(NULL),
613                 m_position(v3f(0,10*BS,0)),
614                 m_velocity(v3f(0,0,0)),
615                 m_acceleration(v3f(0,0,0)),
616                 m_yaw(0),
617                 m_hp(1),
618                 m_tx_size(1,1),
619                 m_tx_basepos(0,0),
620                 m_initial_tx_basepos_set(false),
621                 m_tx_select_horiz_by_yawpitch(false),
622                 m_frames(v2f(0,0)),
623                 m_frame_speed(15),
624                 m_frame_blend(0),
625                 // Nothing to do for m_bone_posrot
626                 m_attachment_parent(NULL),
627                 m_attachment_bone(""),
628                 m_attacmhent_position(v3f(0,0,0)),
629                 m_attachment_rotation(v3f(0,0,0)),
630                 m_anim_frame(0),
631                 m_anim_num_frames(1),
632                 m_anim_framelength(0.2),
633                 m_anim_timer(0),
634                 m_reset_textures_timer(-1),
635                 m_visuals_expired(false),
636                 m_step_distance_counter(0),
637                 m_last_light(255)
638         {
639                 if(gamedef == NULL)
640                         ClientActiveObject::registerType(getType(), create);
641         }
642
643         void initialize(const std::string &data)
644         {
645                 infostream<<"GenericCAO: Got init data"<<std::endl;
646                 std::istringstream is(data, std::ios::binary);
647                 // version
648                 u8 version = readU8(is);
649                 // check version
650                 if(version != 0){
651                         errorstream<<"GenericCAO: Unsupported init data version"
652                                         <<std::endl;
653                         return;
654                 }
655                 m_name = deSerializeString(is);
656                 m_is_player = readU8(is);
657                 m_id = readS16(is);
658                 m_position = readV3F1000(is);
659                 m_yaw = readF1000(is);
660                 m_hp = readS16(is);
661                 
662                 int num_messages = readU8(is);
663                 for(int i=0; i<num_messages; i++){
664                         std::string message = deSerializeLongString(is);
665                         processMessage(message);
666                 }
667
668                 pos_translator.init(m_position);
669                 updateNodePos();
670                 
671                 if(m_is_player){
672                         Player *player = m_env->getPlayer(m_name.c_str());
673                         if(player && player->isLocal()){
674                                 m_is_local_player = true;
675                         }
676                 }
677         }
678
679         ~GenericCAO()
680         {
681         }
682
683         static ClientActiveObject* create(IGameDef *gamedef, ClientEnvironment *env)
684         {
685                 return new GenericCAO(gamedef, env);
686         }
687
688         u8 getType() const
689         {
690                 return ACTIVEOBJECT_TYPE_GENERIC;
691         }
692         core::aabbox3d<f32>* getSelectionBox()
693         {
694                 if(!m_prop.is_visible || m_is_local_player)
695                         return NULL;
696                 return &m_selection_box;
697         }
698         v3f getPosition()
699         {
700                 return pos_translator.vect_show;
701         }
702
703         void removeFromScene()
704         {
705                 if(m_meshnode){
706                         m_meshnode->remove();
707                         m_meshnode = NULL;
708                 }
709                 if(m_animated_meshnode){
710                         m_animated_meshnode->remove();
711                         m_animated_meshnode = NULL;
712                 }
713                 if(m_spritenode){
714                         m_spritenode->remove();
715                         m_spritenode = NULL;
716                 }
717         }
718
719         void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
720                         IrrlichtDevice *irr)
721         {
722                 m_smgr = smgr;
723                 m_irr = irr;
724
725                 if(m_meshnode != NULL || m_animated_meshnode != NULL || m_spritenode != NULL)
726                         return;
727                 
728                 m_visuals_expired = false;
729
730                 if(!m_prop.is_visible || m_is_local_player)
731                         return;
732         
733                 //video::IVideoDriver* driver = smgr->getVideoDriver();
734
735                 if(m_prop.visual == "sprite"){
736                         infostream<<"GenericCAO::addToScene(): single_sprite"<<std::endl;
737                         m_spritenode = smgr->addBillboardSceneNode(
738                                         NULL, v2f(1, 1), v3f(0,0,0), -1);
739                         m_spritenode->setMaterialTexture(0,
740                                         tsrc->getTextureRaw("unknown_block.png"));
741                         m_spritenode->setMaterialFlag(video::EMF_LIGHTING, false);
742                         m_spritenode->setMaterialFlag(video::EMF_BILINEAR_FILTER, false);
743                         m_spritenode->setMaterialType(video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF);
744                         m_spritenode->setMaterialFlag(video::EMF_FOG_ENABLE, true);
745                         u8 li = m_last_light;
746                         m_spritenode->setColor(video::SColor(255,li,li,li));
747                         m_spritenode->setSize(m_prop.visual_size*BS);
748                         {
749                                 const float txs = 1.0 / 1;
750                                 const float tys = 1.0 / 1;
751                                 setBillboardTextureMatrix(m_spritenode,
752                                                 txs, tys, 0, 0);
753                         }
754                 }
755                 else if(m_prop.visual == "upright_sprite")
756                 {
757                         scene::SMesh *mesh = new scene::SMesh();
758                         double dx = BS*m_prop.visual_size.X/2;
759                         double dy = BS*m_prop.visual_size.Y/2;
760                         { // Front
761                         scene::IMeshBuffer *buf = new scene::SMeshBuffer();
762                         u8 li = m_last_light;
763                         video::SColor c(255,li,li,li);
764                         video::S3DVertex vertices[4] =
765                         {
766                                 video::S3DVertex(-dx,-dy,0, 0,0,0, c, 0,1),
767                                 video::S3DVertex(dx,-dy,0, 0,0,0, c, 1,1),
768                                 video::S3DVertex(dx,dy,0, 0,0,0, c, 1,0),
769                                 video::S3DVertex(-dx,dy,0, 0,0,0, c, 0,0),
770                         };
771                         u16 indices[] = {0,1,2,2,3,0};
772                         buf->append(vertices, 4, indices, 6);
773                         // Set material
774                         buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
775                         buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
776                         buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
777                         buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
778                         // Add to mesh
779                         mesh->addMeshBuffer(buf);
780                         buf->drop();
781                         }
782                         { // Back
783                         scene::IMeshBuffer *buf = new scene::SMeshBuffer();
784                         u8 li = m_last_light;
785                         video::SColor c(255,li,li,li);
786                         video::S3DVertex vertices[4] =
787                         {
788                                 video::S3DVertex(dx,-dy,0, 0,0,0, c, 1,1),
789                                 video::S3DVertex(-dx,-dy,0, 0,0,0, c, 0,1),
790                                 video::S3DVertex(-dx,dy,0, 0,0,0, c, 0,0),
791                                 video::S3DVertex(dx,dy,0, 0,0,0, c, 1,0),
792                         };
793                         u16 indices[] = {0,1,2,2,3,0};
794                         buf->append(vertices, 4, indices, 6);
795                         // Set material
796                         buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
797                         buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
798                         buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
799                         buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
800                         // Add to mesh
801                         mesh->addMeshBuffer(buf);
802                         buf->drop();
803                         }
804                         m_meshnode = smgr->addMeshSceneNode(mesh, NULL);
805                         mesh->drop();
806                         // Set it to use the materials of the meshbuffers directly.
807                         // This is needed for changing the texture in the future
808                         m_meshnode->setReadOnlyMaterials(true);
809                 }
810                 else if(m_prop.visual == "cube"){
811                         infostream<<"GenericCAO::addToScene(): cube"<<std::endl;
812                         scene::IMesh *mesh = createCubeMesh(v3f(BS,BS,BS));
813                         m_meshnode = smgr->addMeshSceneNode(mesh, NULL);
814                         mesh->drop();
815                         
816                         m_meshnode->setScale(v3f(m_prop.visual_size.X,
817                                         m_prop.visual_size.Y,
818                                         m_prop.visual_size.X));
819                         u8 li = m_last_light;
820                         setMeshColor(m_meshnode->getMesh(), video::SColor(255,li,li,li));
821                 }
822                 else if(m_prop.visual == "mesh"){
823                         infostream<<"GenericCAO::addToScene(): mesh"<<std::endl;
824                         scene::IAnimatedMesh *mesh = smgr->getMesh(m_prop.mesh.c_str());
825                         if(mesh)
826                         {
827                                 m_animated_meshnode = smgr->addAnimatedMeshSceneNode(mesh, NULL);
828                                 m_animated_meshnode->setMD2Animation(scene::EMAT_STAND);
829                                 m_animated_meshnode->animateJoints(); // Needed for some animations
830                                 m_animated_meshnode->setScale(v3f(m_prop.visual_size.X,
831                                                 m_prop.visual_size.Y,
832                                                 m_prop.visual_size.X));
833                                 u8 li = m_last_light;
834                                 setMeshColor(m_animated_meshnode->getMesh(), video::SColor(255,li,li,li));
835                         }
836                         else
837                                 errorstream<<"GenericCAO::addToScene(): Could not load mesh "<<m_prop.mesh<<std::endl;
838                 }
839                 else if(m_prop.visual == "wielditem"){
840                         infostream<<"GenericCAO::addToScene(): node"<<std::endl;
841                         infostream<<"textures: "<<m_prop.textures.size()<<std::endl;
842                         if(m_prop.textures.size() >= 1){
843                                 infostream<<"textures[0]: "<<m_prop.textures[0]<<std::endl;
844                                 IItemDefManager *idef = m_gamedef->idef();
845                                 ItemStack item(m_prop.textures[0], 1, 0, "", idef);
846                                 scene::IMesh *item_mesh = item.getDefinition(idef).wield_mesh;
847                                 
848                                 // Copy mesh to be able to set unique vertex colors
849                                 scene::IMeshManipulator *manip =
850                                                 irr->getVideoDriver()->getMeshManipulator();
851                                 scene::IMesh *mesh = manip->createMeshUniquePrimitives(item_mesh);
852
853                                 m_meshnode = smgr->addMeshSceneNode(mesh, NULL);
854                                 mesh->drop();
855                                 
856                                 m_meshnode->setScale(v3f(m_prop.visual_size.X/2,
857                                                 m_prop.visual_size.Y/2,
858                                                 m_prop.visual_size.X/2));
859                                 u8 li = m_last_light;
860                                 setMeshColor(m_meshnode->getMesh(), video::SColor(255,li,li,li));
861                         }
862                 } else {
863                         infostream<<"GenericCAO::addToScene(): \""<<m_prop.visual
864                                         <<"\" not supported"<<std::endl;
865                 }
866                 updateTextures("");
867                 
868                 scene::ISceneNode *node = NULL;
869                 if(m_spritenode)
870                         node = m_spritenode;
871                 else if(m_animated_meshnode)
872                         node = m_animated_meshnode;
873                 else if(m_meshnode)
874                         node = m_meshnode;
875                 if(node && m_is_player && !m_is_local_player){
876                         // Add a text node for showing the name
877                         gui::IGUIEnvironment* gui = irr->getGUIEnvironment();
878                         std::wstring wname = narrow_to_wide(m_name);
879                         m_textnode = smgr->addTextSceneNode(gui->getBuiltInFont(),
880                                         wname.c_str(), video::SColor(255,255,255,255), node);
881                         m_textnode->setPosition(v3f(0, BS*1.1, 0));
882                 }
883                 
884                 updateNodePos();
885         }
886
887         void expireVisuals()
888         {
889                 m_visuals_expired = true;
890         }
891                 
892         void updateLight(u8 light_at_pos)
893         {
894                 bool is_visible = (m_hp != 0);
895                 u8 li = decode_light(light_at_pos);
896                 if(li != m_last_light){
897                         m_last_light = li;
898                         video::SColor color(255,li,li,li);
899                         if(m_meshnode){
900                                 setMeshColor(m_meshnode->getMesh(), color);
901                                 m_meshnode->setVisible(is_visible);
902                         }
903                         if(m_animated_meshnode){
904                                 setMeshColor(m_animated_meshnode->getMesh(), color);
905                                 m_animated_meshnode->setVisible(is_visible);
906                         }
907                         if(m_spritenode){
908                                 m_spritenode->setColor(color);
909                                 m_spritenode->setVisible(is_visible);
910                         }
911                 }
912         }
913
914         v3s16 getLightPosition()
915         {
916                 return floatToInt(m_position, BS);
917         }
918
919         void updateNodePos()
920         {
921                 if(m_attachment_parent != NULL)
922                         return;
923
924                 if(m_meshnode){
925                         m_meshnode->setPosition(pos_translator.vect_show);
926                         v3f rot = m_meshnode->getRotation();
927                         rot.Y = -m_yaw;
928                         m_meshnode->setRotation(rot);
929                 }
930                 if(m_animated_meshnode){
931                         m_animated_meshnode->setPosition(pos_translator.vect_show);
932                         v3f rot = m_animated_meshnode->getRotation();
933                         rot.Y = -m_yaw;
934                         m_animated_meshnode->setRotation(rot);
935                 }
936                 if(m_spritenode){
937                         m_spritenode->setPosition(pos_translator.vect_show);
938                 }
939         }
940
941         void step(float dtime, ClientEnvironment *env)
942         {
943                 v3f lastpos = pos_translator.vect_show;
944
945                 if(m_visuals_expired && m_smgr && m_irr){
946                         m_visuals_expired = false;
947                         removeFromScene();
948                         addToScene(m_smgr, m_gamedef->tsrc(), m_irr);
949                         updateAnimations();
950                         updateBonePosRot();
951                 }
952
953                 if(m_attachment_parent == NULL) // Attachments should be glued to their parent by Irrlicht
954                 {
955                         if(m_prop.physical){
956                                 core::aabbox3d<f32> box = m_prop.collisionbox;
957                                 box.MinEdge *= BS;
958                                 box.MaxEdge *= BS;
959                                 collisionMoveResult moveresult;
960                                 f32 pos_max_d = BS*0.125; // Distance per iteration
961                                 f32 stepheight = 0;
962                                 v3f p_pos = m_position;
963                                 v3f p_velocity = m_velocity;
964                                 v3f p_acceleration = m_acceleration;
965                                 IGameDef *gamedef = env->getGameDef();
966                                 moveresult = collisionMoveSimple(&env->getMap(), gamedef,
967                                                 pos_max_d, box, stepheight, dtime,
968                                                 p_pos, p_velocity, p_acceleration);
969                                 // Apply results
970                                 m_position = p_pos;
971                                 m_velocity = p_velocity;
972                                 m_acceleration = p_acceleration;
973                                 
974                                 bool is_end_position = moveresult.collides;
975                                 pos_translator.update(m_position, is_end_position, dtime);
976                                 pos_translator.translate(dtime);
977                                 updateNodePos();
978                         } else {
979                                 m_position += dtime * m_velocity + 0.5 * dtime * dtime * m_acceleration;
980                                 m_velocity += dtime * m_acceleration;
981                                 pos_translator.update(m_position, pos_translator.aim_is_end, pos_translator.anim_time);
982                                 pos_translator.translate(dtime);
983                                 updateNodePos();
984                         }
985
986                         float moved = lastpos.getDistanceFrom(pos_translator.vect_show);
987                         m_step_distance_counter += moved;
988                         if(m_step_distance_counter > 1.5*BS){
989                                 m_step_distance_counter = 0;
990                                 if(!m_is_local_player && m_prop.makes_footstep_sound){
991                                         INodeDefManager *ndef = m_gamedef->ndef();
992                                         v3s16 p = floatToInt(getPosition() + v3f(0,
993                                                         (m_prop.collisionbox.MinEdge.Y-0.5)*BS, 0), BS);
994                                         MapNode n = m_env->getMap().getNodeNoEx(p);
995                                         SimpleSoundSpec spec = ndef->get(n).sound_footstep;
996                                         m_gamedef->sound()->playSoundAt(spec, false, getPosition());
997                                 }
998                         }
999                 }
1000
1001                 m_anim_timer += dtime;
1002                 if(m_anim_timer >= m_anim_framelength){
1003                         m_anim_timer -= m_anim_framelength;
1004                         m_anim_frame++;
1005                         if(m_anim_frame >= m_anim_num_frames)
1006                                 m_anim_frame = 0;
1007                 }
1008
1009                 updateTexturePos();
1010
1011                 if(m_reset_textures_timer >= 0){
1012                         m_reset_textures_timer -= dtime;
1013                         if(m_reset_textures_timer <= 0){
1014                                 m_reset_textures_timer = -1;
1015                                 updateTextures("");
1016                         }
1017                 }
1018                 if(fabs(m_prop.automatic_rotate) > 0.001){
1019                         m_yaw += dtime * m_prop.automatic_rotate * 180 / M_PI;
1020                         updateNodePos();
1021                 }
1022         }
1023
1024         void updateTexturePos()
1025         {
1026                 if(m_spritenode){
1027                         scene::ICameraSceneNode* camera =
1028                                         m_spritenode->getSceneManager()->getActiveCamera();
1029                         if(!camera)
1030                                 return;
1031                         v3f cam_to_entity = m_spritenode->getAbsolutePosition()
1032                                         - camera->getAbsolutePosition();
1033                         cam_to_entity.normalize();
1034
1035                         int row = m_tx_basepos.Y;
1036                         int col = m_tx_basepos.X;
1037                         
1038                         if(m_tx_select_horiz_by_yawpitch)
1039                         {
1040                                 if(cam_to_entity.Y > 0.75)
1041                                         col += 5;
1042                                 else if(cam_to_entity.Y < -0.75)
1043                                         col += 4;
1044                                 else{
1045                                         float mob_dir = atan2(cam_to_entity.Z, cam_to_entity.X) / M_PI * 180.;
1046                                         float dir = mob_dir - m_yaw;
1047                                         dir = wrapDegrees_180(dir);
1048                                         //infostream<<"id="<<m_id<<" dir="<<dir<<std::endl;
1049                                         if(fabs(wrapDegrees_180(dir - 0)) <= 45.1)
1050                                                 col += 2;
1051                                         else if(fabs(wrapDegrees_180(dir - 90)) <= 45.1)
1052                                                 col += 3;
1053                                         else if(fabs(wrapDegrees_180(dir - 180)) <= 45.1)
1054                                                 col += 0;
1055                                         else if(fabs(wrapDegrees_180(dir + 90)) <= 45.1)
1056                                                 col += 1;
1057                                         else
1058                                                 col += 4;
1059                                 }
1060                         }
1061                         
1062                         // Animation goes downwards
1063                         row += m_anim_frame;
1064
1065                         float txs = m_tx_size.X;
1066                         float tys = m_tx_size.Y;
1067                         setBillboardTextureMatrix(m_spritenode,
1068                                         txs, tys, col, row);
1069                 }
1070         }
1071
1072         void updateTextures(const std::string &mod)
1073         {
1074                 ITextureSource *tsrc = m_gamedef->tsrc();
1075
1076                 if(m_spritenode)
1077                 {
1078                         if(m_prop.visual == "sprite")
1079                         {
1080                                 std::string texturestring = "unknown_block.png";
1081                                 if(m_prop.textures.size() >= 1)
1082                                         texturestring = m_prop.textures[0];
1083                                 texturestring += mod;
1084                                 m_spritenode->setMaterialTexture(0,
1085                                                 tsrc->getTextureRaw(texturestring));
1086
1087                                 // Does not work yet with the current lighting settings
1088                                 m_meshnode->getMaterial(0).AmbientColor = m_prop.colors[0];
1089                                 m_meshnode->getMaterial(0).DiffuseColor = m_prop.colors[0];
1090                         }
1091                 }
1092                 if(m_animated_meshnode)
1093                 {
1094                         if(m_prop.visual == "mesh")
1095                         {
1096                                 for (u32 i = 0; i < m_prop.textures.size(); ++i)
1097                                 {
1098                                         std::string texturestring = m_prop.textures[i];
1099                                         if(texturestring == "")
1100                                                 continue; // Empty texture string means don't modify that material
1101                                         texturestring += mod;
1102                                         video::ITexture* texture = tsrc->getTextureRaw(texturestring);
1103                                         if(!texture)
1104                                         {
1105                                                 errorstream<<"GenericCAO::updateTextures(): Could not load texture "<<texturestring<<std::endl;
1106                                                 continue;
1107                                         }
1108
1109                                         // Set material flags and texture
1110                                         m_animated_meshnode->setMaterialTexture(i, texture);
1111                                         video::SMaterial& material = m_animated_meshnode->getMaterial(i);
1112                                         material.setFlag(video::EMF_LIGHTING, false);
1113                                         material.setFlag(video::EMF_BILINEAR_FILTER, false);
1114                                 }
1115                                 for (u32 i = 0; i < m_prop.colors.size(); ++i)
1116                                 {
1117                                         // Does not work yet with the current lighting settings
1118                                         m_animated_meshnode->getMaterial(i).AmbientColor = m_prop.colors[i];
1119                                         m_animated_meshnode->getMaterial(i).DiffuseColor = m_prop.colors[i];
1120                                 }
1121                         }
1122                 }
1123                 if(m_meshnode)
1124                 {
1125                         if(m_prop.visual == "cube")
1126                         {
1127                                 for (u32 i = 0; i < 6; ++i)
1128                                 {
1129                                         std::string texturestring = "unknown_block.png";
1130                                         if(m_prop.textures.size() > i)
1131                                                 texturestring = m_prop.textures[i];
1132                                         texturestring += mod;
1133                                         AtlasPointer ap = tsrc->getTexture(texturestring);
1134
1135                                         // Get the tile texture and atlas transformation
1136                                         video::ITexture* atlas = ap.atlas;
1137                                         v2f pos = ap.pos;
1138                                         v2f size = ap.size;
1139
1140                                         // Set material flags and texture
1141                                         video::SMaterial& material = m_meshnode->getMaterial(i);
1142                                         material.setFlag(video::EMF_LIGHTING, false);
1143                                         material.setFlag(video::EMF_BILINEAR_FILTER, false);
1144                                         material.setTexture(0, atlas);
1145                                         material.getTextureMatrix(0).setTextureTranslate(pos.X, pos.Y);
1146                                         material.getTextureMatrix(0).setTextureScale(size.X, size.Y);
1147
1148                                         // Does not work yet with the current lighting settings
1149                                         m_meshnode->getMaterial(i).AmbientColor = m_prop.colors[i];
1150                                         m_meshnode->getMaterial(i).DiffuseColor = m_prop.colors[i];
1151                                 }
1152                         }
1153                         else if(m_prop.visual == "upright_sprite")
1154                         {
1155                                 scene::IMesh *mesh = m_meshnode->getMesh();
1156                                 {
1157                                         std::string tname = "unknown_object.png";
1158                                         if(m_prop.textures.size() >= 1)
1159                                                 tname = m_prop.textures[0];
1160                                         tname += mod;
1161                                         scene::IMeshBuffer *buf = mesh->getMeshBuffer(0);
1162                                         buf->getMaterial().setTexture(0,
1163                                                         tsrc->getTextureRaw(tname));
1164                                         
1165                                         // Does not work yet with the current lighting settings
1166                                         m_meshnode->getMaterial(0).AmbientColor = m_prop.colors[0];
1167                                         m_meshnode->getMaterial(0).DiffuseColor = m_prop.colors[0];
1168                                 }
1169                                 {
1170                                         std::string tname = "unknown_object.png";
1171                                         if(m_prop.textures.size() >= 2)
1172                                                 tname = m_prop.textures[1];
1173                                         else if(m_prop.textures.size() >= 1)
1174                                                 tname = m_prop.textures[0];
1175                                         tname += mod;
1176                                         scene::IMeshBuffer *buf = mesh->getMeshBuffer(1);
1177                                         buf->getMaterial().setTexture(0,
1178                                                         tsrc->getTextureRaw(tname));
1179
1180                                         // Does not work yet with the current lighting settings
1181                                         m_meshnode->getMaterial(1).AmbientColor = m_prop.colors[1]; 
1182                                         m_meshnode->getMaterial(1).DiffuseColor = m_prop.colors[1]; 
1183                                 }
1184                         }
1185                 }
1186         }
1187
1188         void updateAnimations()
1189         {
1190                 if(!m_animated_meshnode)
1191                         return;
1192
1193                 m_animated_meshnode->setFrameLoop((int)m_frames.X, (int)m_frames.Y);
1194                 m_animated_meshnode->setAnimationSpeed(m_frame_speed);
1195                 m_animated_meshnode->setTransitionTime(m_frame_blend);
1196         }
1197
1198         void updateBonePosRot()
1199         {
1200                 if(m_bone_posrot.size() > 0)
1201                 {
1202                         m_animated_meshnode->setJointMode(irr::scene::EJUOR_CONTROL); // To write positions to the mesh on render
1203                         for(std::map<std::string, core::vector2d<v3f> >::const_iterator ii = m_bone_posrot.begin(); ii != m_bone_posrot.end(); ++ii){
1204                                 std::string bone_name = (*ii).first;
1205                                 v3f bone_pos = (*ii).second.X;
1206                                 v3f bone_rot = (*ii).second.Y;
1207                                 irr::scene::IBoneSceneNode* bone = m_animated_meshnode->getJointNode(bone_name.c_str());
1208                                 bone->setPosition(bone_pos);
1209                                 bone->setRotation(bone_rot);
1210                         }
1211                 }
1212         }
1213         
1214         void updateAttachments()
1215         {
1216                 // REMAINING ATTACHMENT ISSUES:
1217                 // We get to this function when the object is an attachment that needs to
1218                 // be attached to its parent. If a bone is set we attach it to that skeletal
1219                 // bone, otherwise just to the object's origin. Attachments should not copy parent
1220                 // position as that's laggy... instead the Irrlicht function(s) to attach should
1221                 // be used. If the parent object is NULL that means this object should be detached.
1222                 // This function is only called whenever a GENERIC_CMD_SET_ATTACHMENT message is received.
1223                 
1224                 // We already attach our entity on the server too (copy position). Reason we attach
1225                 // to the client as well is first of all lag. The server sends the position
1226                 // of the child separately than that of the parent, so even on localhost
1227                 // you'd see the child lagging behind. Models are also client-side, so this is
1228                 // needed to read bone data and attach to joints.
1229                 
1230                 // Functions:
1231                 // - m_attachment_parent is ClientActiveObject* for the parent entity.
1232                 // - m_attachment_bone is std::string of the bone, "" means none.
1233                 // - m_attachment_position is v3f and represents the position offset of the attachment.
1234                 // - m_attachment_rotation is v3f and represents the rotation offset of the attachment.
1235                 
1236                 // Implementation information:
1237                 // From what I know, we need to get the AnimatedMeshSceneNode of m_attachment_parent then
1238                 // use parent_node->addChild(m_animated_meshnode) for position attachment. For skeletal
1239                 // attachment I don't know yet. Same must be used to detach when a NULL parent is received.
1240
1241                 //Useful links:
1242                 // http://irrlicht.sourceforge.net/forum/viewtopic.php?t=7514
1243                 // http://www.irrlicht3d.org/wiki/index.php?n=Main.HowToUseTheNewAnimationSystem
1244                 // Irrlicht documentation: http://irrlicht.sourceforge.net/docu/
1245         }
1246
1247         void processMessage(const std::string &data)
1248         {
1249                 //infostream<<"GenericCAO: Got message"<<std::endl;
1250                 std::istringstream is(data, std::ios::binary);
1251                 // command
1252                 u8 cmd = readU8(is);
1253                 if(cmd == GENERIC_CMD_SET_PROPERTIES)
1254                 {
1255                         m_prop = gob_read_set_properties(is);
1256
1257                         m_selection_box = m_prop.collisionbox;
1258                         m_selection_box.MinEdge *= BS;
1259                         m_selection_box.MaxEdge *= BS;
1260                                 
1261                         m_tx_size.X = 1.0 / m_prop.spritediv.X;
1262                         m_tx_size.Y = 1.0 / m_prop.spritediv.Y;
1263
1264                         if(!m_initial_tx_basepos_set){
1265                                 m_initial_tx_basepos_set = true;
1266                                 m_tx_basepos = m_prop.initial_sprite_basepos;
1267                         }
1268                         
1269                         expireVisuals();
1270                 }
1271                 else if(cmd == GENERIC_CMD_UPDATE_POSITION)
1272                 {
1273                         // Not sent by the server if the object is an attachment
1274                         
1275                         m_position = readV3F1000(is);
1276                         m_velocity = readV3F1000(is);
1277                         m_acceleration = readV3F1000(is);
1278                         if(fabs(m_prop.automatic_rotate) < 0.001)
1279                                 m_yaw = readF1000(is);
1280                         bool do_interpolate = readU8(is);
1281                         bool is_end_position = readU8(is);
1282                         float update_interval = readF1000(is);
1283
1284                         // Place us a bit higher if we're physical, to not sink into
1285                         // the ground due to sucky collision detection...
1286                         if(m_prop.physical)
1287                                 m_position += v3f(0,0.002,0);
1288                                 
1289                         if(do_interpolate){
1290                                 if(!m_prop.physical)
1291                                         pos_translator.update(m_position, is_end_position, update_interval);
1292                         } else {
1293                                 pos_translator.init(m_position);
1294                         }
1295                         updateNodePos();
1296                 }
1297                 else if(cmd == GENERIC_CMD_SET_TEXTURE_MOD)
1298                 {
1299                         std::string mod = deSerializeString(is);
1300                         updateTextures(mod);
1301                 }
1302                 else if(cmd == GENERIC_CMD_SET_SPRITE)
1303                 {
1304                         v2s16 p = readV2S16(is);
1305                         int num_frames = readU16(is);
1306                         float framelength = readF1000(is);
1307                         bool select_horiz_by_yawpitch = readU8(is);
1308                         
1309                         m_tx_basepos = p;
1310                         m_anim_num_frames = num_frames;
1311                         m_anim_framelength = framelength;
1312                         m_tx_select_horiz_by_yawpitch = select_horiz_by_yawpitch;
1313
1314                         updateTexturePos();
1315                 }
1316                 else if(cmd == GENERIC_CMD_SET_ANIMATIONS)
1317                 {
1318                         m_frames = readV2F1000(is);
1319                         m_frame_speed = readF1000(is);
1320                         m_frame_blend = readF1000(is);
1321
1322                         updateAnimations();
1323                         expireVisuals();
1324                 }
1325                 else if(cmd == GENERIC_CMD_SET_BONE_POSROT)
1326                 {
1327                         std::string bone = deSerializeString(is);
1328                         v3f position = readV3F1000(is);
1329                         v3f rotation = readV3F1000(is);
1330                         m_bone_posrot[bone] = core::vector2d<v3f>(position, rotation);
1331
1332                         updateBonePosRot();
1333                         expireVisuals();
1334                 }
1335                 else if(cmd == GENERIC_CMD_SET_ATTACHMENT)
1336                 {
1337                         ClientActiveObject *obj;
1338                         int parent_id = readS16(is);
1339                         if(parent_id > 0)
1340                                 obj = m_env->getActiveObject(parent_id);
1341                         else
1342                                 obj = NULL;
1343                         m_attachment_parent = obj;
1344                         m_attachment_bone = deSerializeString(is);
1345                         m_attacmhent_position = readV3F1000(is);
1346                         m_attachment_rotation = readV3F1000(is);
1347
1348                         updateAttachments();
1349                 }
1350                 else if(cmd == GENERIC_CMD_PUNCHED)
1351                 {
1352                         /*s16 damage =*/ readS16(is);
1353                         s16 result_hp = readS16(is);
1354                         
1355                         m_hp = result_hp;
1356                 }
1357                 else if(cmd == GENERIC_CMD_UPDATE_ARMOR_GROUPS)
1358                 {
1359                         m_armor_groups.clear();
1360                         int armor_groups_size = readU16(is);
1361                         for(int i=0; i<armor_groups_size; i++){
1362                                 std::string name = deSerializeString(is);
1363                                 int rating = readS16(is);
1364                                 m_armor_groups[name] = rating;
1365                         }
1366                 }
1367         }
1368         
1369         bool directReportPunch(v3f dir, const ItemStack *punchitem=NULL,
1370                         float time_from_last_punch=1000000)
1371         {
1372                 assert(punchitem);
1373                 const ToolCapabilities *toolcap =
1374                                 &punchitem->getToolCapabilities(m_gamedef->idef());
1375                 PunchDamageResult result = getPunchDamage(
1376                                 m_armor_groups,
1377                                 toolcap,
1378                                 punchitem,
1379                                 time_from_last_punch);
1380
1381                 if(result.did_punch && result.damage != 0)
1382                 {
1383                         if(result.damage < m_hp){
1384                                 m_hp -= result.damage;
1385                         } else {
1386                                 m_hp = 0;
1387                                 // TODO: Execute defined fast response
1388                                 // As there is no definition, make a smoke puff
1389                                 ClientSimpleObject *simple = createSmokePuff(
1390                                                 m_smgr, m_env, m_position,
1391                                                 m_prop.visual_size * BS);
1392                                 m_env->addSimpleObject(simple);
1393                         }
1394                         // TODO: Execute defined fast response
1395                         // Flashing shall suffice as there is no definition
1396                         m_reset_textures_timer = 0.05;
1397                         if(result.damage >= 2)
1398                                 m_reset_textures_timer += 0.05 * result.damage;
1399                         updateTextures("^[brighten");
1400                 }
1401                 
1402                 return false;
1403         }
1404         
1405         std::string debugInfoText()
1406         {
1407                 std::ostringstream os(std::ios::binary);
1408                 os<<"GenericCAO hp="<<m_hp<<"\n";
1409                 os<<"armor={";
1410                 for(ItemGroupList::const_iterator i = m_armor_groups.begin();
1411                                 i != m_armor_groups.end(); i++){
1412                         os<<i->first<<"="<<i->second<<", ";
1413                 }
1414                 os<<"}";
1415                 return os.str();
1416         }
1417 };
1418
1419 // Prototype
1420 GenericCAO proto_GenericCAO(NULL, NULL);
1421
1422