]> git.lizzy.rs Git - dragonfireclient.git/blob - src/content_cao.cpp
Move globals from main.cpp to more sane locations
[dragonfireclient.git] / src / content_cao.cpp
1 /*
2 Minetest
3 Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
4
5 This program is free software; you can redistribute it and/or modify
6 it under the terms of the GNU Lesser General Public License as published by
7 the Free Software Foundation; either version 2.1 of the License, or
8 (at your option) any later version.
9
10 This program is distributed in the hope that it will be useful,
11 but WITHOUT ANY WARRANTY; without even the implied warranty of
12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
13 GNU Lesser General Public License for more details.
14
15 You should have received a copy of the GNU Lesser General Public License along
16 with this program; if not, write to the Free Software Foundation, Inc.,
17 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
18 */
19
20 #include <ICameraSceneNode.h>
21 #include <ITextSceneNode.h>
22 #include <IBillboardSceneNode.h>
23 #include <IMeshManipulator.h>
24 #include <IAnimatedMeshSceneNode.h>
25 #include <IBoneSceneNode.h>
26 #include "content_cao.h"
27 #include "util/numeric.h" // For IntervalLimiter
28 #include "util/serialize.h"
29 #include "util/mathconstants.h"
30 #include "client/tile.h"
31 #include "environment.h"
32 #include "collision.h"
33 #include "settings.h"
34 #include "serialization.h" // For decompressZlib
35 #include "gamedef.h"
36 #include "clientobject.h"
37 #include "mesh.h"
38 #include "itemdef.h"
39 #include "tool.h"
40 #include "content_cso.h"
41 #include "sound.h"
42 #include "nodedef.h"
43 #include "localplayer.h"
44 #include "map.h"
45 #include "camera.h" // CameraModes
46 #include "wieldmesh.h"
47 #include "log.h"
48
49 class Settings;
50 struct ToolCapabilities;
51
52 #define PP(x) "("<<(x).X<<","<<(x).Y<<","<<(x).Z<<")"
53
54 std::map<u16, ClientActiveObject::Factory> ClientActiveObject::m_types;
55
56 SmoothTranslator::SmoothTranslator():
57         vect_old(0,0,0),
58         vect_show(0,0,0),
59         vect_aim(0,0,0),
60         anim_counter(0),
61         anim_time(0),
62         anim_time_counter(0),
63         aim_is_end(true)
64 {}
65
66 void SmoothTranslator::init(v3f vect)
67 {
68         vect_old = vect;
69         vect_show = vect;
70         vect_aim = vect;
71         anim_counter = 0;
72         anim_time = 0;
73         anim_time_counter = 0;
74         aim_is_end = true;
75 }
76
77 void SmoothTranslator::sharpen()
78 {
79         init(vect_show);
80 }
81
82 void SmoothTranslator::update(v3f vect_new, bool is_end_position, float update_interval)
83 {
84         aim_is_end = is_end_position;
85         vect_old = vect_show;
86         vect_aim = vect_new;
87         if(update_interval > 0)
88         {
89                 anim_time = update_interval;
90         } else {
91                 if(anim_time < 0.001 || anim_time > 1.0)
92                         anim_time = anim_time_counter;
93                 else
94                         anim_time = anim_time * 0.9 + anim_time_counter * 0.1;
95         }
96         anim_time_counter = 0;
97         anim_counter = 0;
98 }
99
100 void SmoothTranslator::translate(f32 dtime)
101 {
102         anim_time_counter = anim_time_counter + dtime;
103         anim_counter = anim_counter + dtime;
104         v3f vect_move = vect_aim - vect_old;
105         f32 moveratio = 1.0;
106         if(anim_time > 0.001)
107                 moveratio = anim_time_counter / anim_time;
108         // Move a bit less than should, to avoid oscillation
109         moveratio = moveratio * 0.8;
110         float move_end = 1.5;
111         if(aim_is_end)
112                 move_end = 1.0;
113         if(moveratio > move_end)
114                 moveratio = move_end;
115         vect_show = vect_old + vect_move * moveratio;
116 }
117
118 bool SmoothTranslator::is_moving()
119 {
120         return ((anim_time_counter / anim_time) < 1.4);
121 }
122
123 /*
124         Other stuff
125 */
126
127 static void setBillboardTextureMatrix(scene::IBillboardSceneNode *bill,
128                 float txs, float tys, int col, int row)
129 {
130         video::SMaterial& material = bill->getMaterial(0);
131         core::matrix4& matrix = material.getTextureMatrix(0);
132         matrix.setTextureTranslate(txs*col, tys*row);
133         matrix.setTextureScale(txs, tys);
134 }
135
136 /*
137         TestCAO
138 */
139
140 class TestCAO : public ClientActiveObject
141 {
142 public:
143         TestCAO(IGameDef *gamedef, ClientEnvironment *env);
144         virtual ~TestCAO();
145         
146         ActiveObjectType getType() const
147         {
148                 return ACTIVEOBJECT_TYPE_TEST;
149         }
150         
151         static ClientActiveObject* create(IGameDef *gamedef, ClientEnvironment *env);
152
153         void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
154                         IrrlichtDevice *irr);
155         void removeFromScene(bool permanent);
156         void updateLight(u8 light_at_pos);
157         v3s16 getLightPosition();
158         void updateNodePos();
159
160         void step(float dtime, ClientEnvironment *env);
161
162         void processMessage(const std::string &data);
163
164         bool getCollisionBox(aabb3f *toset) { return false; }
165 private:
166         scene::IMeshSceneNode *m_node;
167         v3f m_position;
168 };
169
170 // Prototype
171 TestCAO proto_TestCAO(NULL, NULL);
172
173 TestCAO::TestCAO(IGameDef *gamedef, ClientEnvironment *env):
174         ClientActiveObject(0, gamedef, env),
175         m_node(NULL),
176         m_position(v3f(0,10*BS,0))
177 {
178         ClientActiveObject::registerType(getType(), create);
179 }
180
181 TestCAO::~TestCAO()
182 {
183 }
184
185 ClientActiveObject* TestCAO::create(IGameDef *gamedef, ClientEnvironment *env)
186 {
187         return new TestCAO(gamedef, env);
188 }
189
190 void TestCAO::addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
191                         IrrlichtDevice *irr)
192 {
193         if(m_node != NULL)
194                 return;
195         
196         //video::IVideoDriver* driver = smgr->getVideoDriver();
197         
198         scene::SMesh *mesh = new scene::SMesh();
199         scene::IMeshBuffer *buf = new scene::SMeshBuffer();
200         video::SColor c(255,255,255,255);
201         video::S3DVertex vertices[4] =
202         {
203                 video::S3DVertex(-BS/2,-BS/4,0, 0,0,0, c, 0,1),
204                 video::S3DVertex(BS/2,-BS/4,0, 0,0,0, c, 1,1),
205                 video::S3DVertex(BS/2,BS/4,0, 0,0,0, c, 1,0),
206                 video::S3DVertex(-BS/2,BS/4,0, 0,0,0, c, 0,0),
207         };
208         u16 indices[] = {0,1,2,2,3,0};
209         buf->append(vertices, 4, indices, 6);
210         // Set material
211         buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
212         buf->getMaterial().setFlag(video::EMF_BACK_FACE_CULLING, false);
213         buf->getMaterial().setTexture(0, tsrc->getTextureForMesh("rat.png"));
214         buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
215         buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
216         buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
217         // Add to mesh
218         mesh->addMeshBuffer(buf);
219         buf->drop();
220         m_node = smgr->addMeshSceneNode(mesh, NULL);
221         mesh->drop();
222         updateNodePos();
223 }
224
225 void TestCAO::removeFromScene(bool permanent)
226 {
227         if(m_node == NULL)
228                 return;
229
230         m_node->remove();
231         m_node = NULL;
232 }
233
234 void TestCAO::updateLight(u8 light_at_pos)
235 {
236 }
237
238 v3s16 TestCAO::getLightPosition()
239 {
240         return floatToInt(m_position, BS);
241 }
242
243 void TestCAO::updateNodePos()
244 {
245         if(m_node == NULL)
246                 return;
247
248         m_node->setPosition(m_position);
249         //m_node->setRotation(v3f(0, 45, 0));
250 }
251
252 void TestCAO::step(float dtime, ClientEnvironment *env)
253 {
254         if(m_node)
255         {
256                 v3f rot = m_node->getRotation();
257                 //infostream<<"dtime="<<dtime<<", rot.Y="<<rot.Y<<std::endl;
258                 rot.Y += dtime * 180;
259                 m_node->setRotation(rot);
260         }
261 }
262
263 void TestCAO::processMessage(const std::string &data)
264 {
265         infostream<<"TestCAO: Got data: "<<data<<std::endl;
266         std::istringstream is(data, std::ios::binary);
267         u16 cmd;
268         is>>cmd;
269         if(cmd == 0)
270         {
271                 v3f newpos;
272                 is>>newpos.X;
273                 is>>newpos.Y;
274                 is>>newpos.Z;
275                 m_position = newpos;
276                 updateNodePos();
277         }
278 }
279
280 /*
281         ItemCAO
282 */
283
284 class ItemCAO : public ClientActiveObject
285 {
286 public:
287         ItemCAO(IGameDef *gamedef, ClientEnvironment *env);
288         virtual ~ItemCAO();
289         
290         ActiveObjectType getType() const
291         {
292                 return ACTIVEOBJECT_TYPE_ITEM;
293         }
294         
295         static ClientActiveObject* create(IGameDef *gamedef, ClientEnvironment *env);
296
297         void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
298                         IrrlichtDevice *irr);
299         void removeFromScene(bool permanent);
300         void updateLight(u8 light_at_pos);
301         v3s16 getLightPosition();
302         void updateNodePos();
303         void updateInfoText();
304         void updateTexture();
305
306         void step(float dtime, ClientEnvironment *env);
307
308         void processMessage(const std::string &data);
309
310         void initialize(const std::string &data);
311         
312         core::aabbox3d<f32>* getSelectionBox()
313                 {return &m_selection_box;}
314         v3f getPosition()
315                 {return m_position;}
316         
317         std::string infoText()
318                 {return m_infotext;}
319
320         bool getCollisionBox(aabb3f *toset) { return false; }
321 private:
322         core::aabbox3d<f32> m_selection_box;
323         scene::IMeshSceneNode *m_node;
324         v3f m_position;
325         std::string m_itemstring;
326         std::string m_infotext;
327 };
328
329 #include "inventory.h"
330
331 // Prototype
332 ItemCAO proto_ItemCAO(NULL, NULL);
333
334 ItemCAO::ItemCAO(IGameDef *gamedef, ClientEnvironment *env):
335         ClientActiveObject(0, gamedef, env),
336         m_selection_box(-BS/3.,0.0,-BS/3., BS/3.,BS*2./3.,BS/3.),
337         m_node(NULL),
338         m_position(v3f(0,10*BS,0))
339 {
340         if(!gamedef && !env)
341         {
342                 ClientActiveObject::registerType(getType(), create);
343         }
344 }
345
346 ItemCAO::~ItemCAO()
347 {
348 }
349
350 ClientActiveObject* ItemCAO::create(IGameDef *gamedef, ClientEnvironment *env)
351 {
352         return new ItemCAO(gamedef, env);
353 }
354
355 void ItemCAO::addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
356                         IrrlichtDevice *irr)
357 {
358         if(m_node != NULL)
359                 return;
360         
361         //video::IVideoDriver* driver = smgr->getVideoDriver();
362         
363         scene::SMesh *mesh = new scene::SMesh();
364         scene::IMeshBuffer *buf = new scene::SMeshBuffer();
365         video::SColor c(255,255,255,255);
366         video::S3DVertex vertices[4] =
367         {
368                 /*video::S3DVertex(-BS/2,-BS/4,0, 0,0,0, c, 0,1),
369                 video::S3DVertex(BS/2,-BS/4,0, 0,0,0, c, 1,1),
370                 video::S3DVertex(BS/2,BS/4,0, 0,0,0, c, 1,0),
371                 video::S3DVertex(-BS/2,BS/4,0, 0,0,0, c, 0,0),*/
372                 video::S3DVertex(BS/3.,0,0, 0,0,0, c, 0,1),
373                 video::S3DVertex(-BS/3.,0,0, 0,0,0, c, 1,1),
374                 video::S3DVertex(-BS/3.,0+BS*2./3.,0, 0,0,0, c, 1,0),
375                 video::S3DVertex(BS/3.,0+BS*2./3.,0, 0,0,0, c, 0,0),
376         };
377         u16 indices[] = {0,1,2,2,3,0};
378         buf->append(vertices, 4, indices, 6);
379         // Set material
380         buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
381         buf->getMaterial().setFlag(video::EMF_BACK_FACE_CULLING, false);
382         // Initialize with a generated placeholder texture
383         buf->getMaterial().setTexture(0, tsrc->getTexture(""));
384         buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
385         buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
386         buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
387         // Add to mesh
388         mesh->addMeshBuffer(buf);
389         buf->drop();
390         m_node = smgr->addMeshSceneNode(mesh, NULL);
391         mesh->drop();
392         updateNodePos();
393
394         /*
395                 Update image of node
396         */
397
398         updateTexture();
399 }
400
401 void ItemCAO::removeFromScene(bool permanent)
402 {
403         if(m_node == NULL)
404                 return;
405
406         m_node->remove();
407         m_node = NULL;
408 }
409
410 void ItemCAO::updateLight(u8 light_at_pos)
411 {
412         if(m_node == NULL)
413                 return;
414
415         u8 li = decode_light(light_at_pos);
416         video::SColor color(255,li,li,li);
417         setMeshColor(m_node->getMesh(), color);
418 }
419
420 v3s16 ItemCAO::getLightPosition()
421 {
422         return floatToInt(m_position + v3f(0,0.5*BS,0), BS);
423 }
424
425 void ItemCAO::updateNodePos()
426 {
427         if(m_node == NULL)
428                 return;
429
430         m_node->setPosition(m_position);
431 }
432
433 void ItemCAO::updateInfoText()
434 {
435         try{
436                 IItemDefManager *idef = m_gamedef->idef();
437                 ItemStack item;
438                 item.deSerialize(m_itemstring, idef);
439                 if(item.isKnown(idef))
440                         m_infotext = item.getDefinition(idef).description;
441                 else
442                         m_infotext = "Unknown item: '" + m_itemstring + "'";
443                 if(item.count >= 2)
444                         m_infotext += " (" + itos(item.count) + ")";
445         }
446         catch(SerializationError &e)
447         {
448                 m_infotext = "Unknown item: '" + m_itemstring + "'";
449         }
450 }
451
452 void ItemCAO::updateTexture()
453 {
454         if(m_node == NULL)
455                 return;
456
457         // Create an inventory item to see what is its image
458         std::istringstream is(m_itemstring, std::ios_base::binary);
459         video::ITexture *texture = NULL;
460         try{
461                 IItemDefManager *idef = m_gamedef->idef();
462                 ItemStack item;
463                 item.deSerialize(is, idef);
464                 texture = idef->getInventoryTexture(item.getDefinition(idef).name, m_gamedef);
465         }
466         catch(SerializationError &e)
467         {
468                 infostream<<"WARNING: "<<__FUNCTION_NAME
469                                 <<": error deSerializing itemstring \""
470                                 <<m_itemstring<<std::endl;
471         }
472         
473         // Set meshbuffer texture
474         m_node->getMaterial(0).setTexture(0, texture);
475 }
476
477
478 void ItemCAO::step(float dtime, ClientEnvironment *env)
479 {
480         if(m_node)
481         {
482                 /*v3f rot = m_node->getRotation();
483                 rot.Y += dtime * 120;
484                 m_node->setRotation(rot);*/
485                 LocalPlayer *player = env->getLocalPlayer();
486                 assert(player);
487                 v3f rot = m_node->getRotation();
488                 rot.Y = 180.0 - (player->getYaw());
489                 m_node->setRotation(rot);
490         }
491 }
492
493 void ItemCAO::processMessage(const std::string &data)
494 {
495         //infostream<<"ItemCAO: Got message"<<std::endl;
496         std::istringstream is(data, std::ios::binary);
497         // command
498         u8 cmd = readU8(is);
499         if(cmd == 0)
500         {
501                 // pos
502                 m_position = readV3F1000(is);
503                 updateNodePos();
504         }
505         if(cmd == 1)
506         {
507                 // itemstring
508                 m_itemstring = deSerializeString(is);
509                 updateInfoText();
510                 updateTexture();
511         }
512 }
513
514 void ItemCAO::initialize(const std::string &data)
515 {
516         infostream<<"ItemCAO: Got init data"<<std::endl;
517         
518         {
519                 std::istringstream is(data, std::ios::binary);
520                 // version
521                 u8 version = readU8(is);
522                 // check version
523                 if(version != 0)
524                         return;
525                 // pos
526                 m_position = readV3F1000(is);
527                 // itemstring
528                 m_itemstring = deSerializeString(is);
529         }
530         
531         updateNodePos();
532         updateInfoText();
533 }
534
535 /*
536         GenericCAO
537 */
538
539 #include "genericobject.h"
540
541 GenericCAO::GenericCAO(IGameDef *gamedef, ClientEnvironment *env):
542                 ClientActiveObject(0, gamedef, env),
543                 //
544                 m_is_player(false),
545                 m_is_local_player(false),
546                 m_id(0),
547                 //
548                 m_smgr(NULL),
549                 m_irr(NULL),
550                 m_selection_box(-BS/3.,-BS/3.,-BS/3., BS/3.,BS/3.,BS/3.),
551                 m_meshnode(NULL),
552                 m_animated_meshnode(NULL),
553                 m_wield_meshnode(NULL),
554                 m_spritenode(NULL),
555                 m_textnode(NULL),
556                 m_position(v3f(0,10*BS,0)),
557                 m_velocity(v3f(0,0,0)),
558                 m_acceleration(v3f(0,0,0)),
559                 m_yaw(0),
560                 m_hp(1),
561                 m_tx_size(1,1),
562                 m_tx_basepos(0,0),
563                 m_initial_tx_basepos_set(false),
564                 m_tx_select_horiz_by_yawpitch(false),
565                 m_animation_range(v2s32(0,0)),
566                 m_animation_speed(15),
567                 m_animation_blend(0),
568                 m_bone_position(std::map<std::string, core::vector2d<v3f> >()),
569                 m_attachment_bone(""),
570                 m_attachment_position(v3f(0,0,0)),
571                 m_attachment_rotation(v3f(0,0,0)),
572                 m_attached_to_local(false),
573                 m_anim_frame(0),
574                 m_anim_num_frames(1),
575                 m_anim_framelength(0.2),
576                 m_anim_timer(0),
577                 m_reset_textures_timer(-1),
578                 m_visuals_expired(false),
579                 m_step_distance_counter(0),
580                 m_last_light(255),
581                 m_is_visible(false)
582 {
583         if(gamedef == NULL)
584                 ClientActiveObject::registerType(getType(), create);
585 }
586
587 bool GenericCAO::getCollisionBox(aabb3f *toset)
588 {
589         if (m_prop.physical)
590         {
591                 //update collision box
592                 toset->MinEdge = m_prop.collisionbox.MinEdge * BS;
593                 toset->MaxEdge = m_prop.collisionbox.MaxEdge * BS;
594
595                 toset->MinEdge += m_position;
596                 toset->MaxEdge += m_position;
597
598                 return true;
599         }
600
601         return false;
602 }
603
604 bool GenericCAO::collideWithObjects()
605 {
606         return m_prop.collideWithObjects;
607 }
608
609 void GenericCAO::initialize(const std::string &data)
610 {
611         infostream<<"GenericCAO: Got init data"<<std::endl;
612         std::istringstream is(data, std::ios::binary);
613         int num_messages = 0;
614         // version
615         u8 version = readU8(is);
616         // check version
617         if(version == 1) // In PROTOCOL_VERSION 14
618         {
619                 m_name = deSerializeString(is);
620                 m_is_player = readU8(is);
621                 m_id = readS16(is);
622                 m_position = readV3F1000(is);
623                 m_yaw = readF1000(is);
624                 m_hp = readS16(is);
625                 num_messages = readU8(is);
626         }
627         else if(version == 0) // In PROTOCOL_VERSION 13
628         {
629                 m_name = deSerializeString(is);
630                 m_is_player = readU8(is);
631                 m_position = readV3F1000(is);
632                 m_yaw = readF1000(is);
633                 m_hp = readS16(is);
634                 num_messages = readU8(is);
635         }
636         else
637         {
638                 errorstream<<"GenericCAO: Unsupported init data version"
639                                 <<std::endl;
640                 return;
641         }
642
643         for(int i=0; i<num_messages; i++)
644         {
645                 std::string message = deSerializeLongString(is);
646                 processMessage(message);
647         }
648
649         pos_translator.init(m_position);
650         updateNodePos();
651
652         if(m_is_player)
653         {
654                 Player *player = m_env->getPlayer(m_name.c_str());
655                 if(player && player->isLocal())
656                 {
657                         m_is_local_player = true;
658                         m_is_visible = false;
659                         LocalPlayer* localplayer = dynamic_cast<LocalPlayer*>(player);
660
661                         assert( localplayer != NULL );
662                         localplayer->setCAO(this);
663                 }
664                 m_env->addPlayerName(m_name.c_str());
665         }
666 }
667
668 GenericCAO::~GenericCAO()
669 {
670         if(m_is_player)
671         {
672                 m_env->removePlayerName(m_name.c_str());
673         }
674         removeFromScene(true);
675 }
676
677 core::aabbox3d<f32>* GenericCAO::getSelectionBox()
678 {
679         if(!m_prop.is_visible || !m_is_visible || m_is_local_player || getParent() != NULL)
680                 return NULL;
681         return &m_selection_box;
682 }
683
684 v3f GenericCAO::getPosition()
685 {
686         if (getParent() != NULL) {
687                 scene::ISceneNode *node = getSceneNode();
688                 if (node)
689                         return node->getAbsolutePosition();
690                 else
691                         return m_position;
692         }
693         return pos_translator.vect_show;
694 }
695
696 scene::ISceneNode* GenericCAO::getSceneNode()
697 {
698         if (m_meshnode)
699                 return m_meshnode;
700         if (m_animated_meshnode)
701                 return m_animated_meshnode;
702         if (m_wield_meshnode)
703                 return m_wield_meshnode;
704         if (m_spritenode)
705                 return m_spritenode;
706         return NULL;
707 }
708
709 scene::IMeshSceneNode* GenericCAO::getMeshSceneNode()
710 {
711         return m_meshnode;
712 }
713
714 scene::IAnimatedMeshSceneNode* GenericCAO::getAnimatedMeshSceneNode()
715 {
716         return m_animated_meshnode;
717 }
718
719 WieldMeshSceneNode* GenericCAO::getWieldMeshSceneNode()
720 {
721         return m_wield_meshnode;
722 }
723
724 scene::IBillboardSceneNode* GenericCAO::getSpriteSceneNode()
725 {
726         return m_spritenode;
727 }
728
729 void GenericCAO::setAttachments()
730 {
731         updateAttachments();
732 }
733
734 ClientActiveObject* GenericCAO::getParent()
735 {
736         ClientActiveObject *obj = NULL;
737
738         u16 attached_id = m_env->m_attachements[getId()];
739
740         if ((attached_id != 0) &&
741                         (attached_id != getId())) {
742                 obj = m_env->getActiveObject(attached_id);
743         }
744         return obj;
745 }
746
747 void GenericCAO::removeFromScene(bool permanent)
748 {
749         // Should be true when removing the object permanently and false when refreshing (eg: updating visuals)
750         if((m_env != NULL) && (permanent)) 
751         {
752                 for(std::vector<u16>::iterator ci = m_children.begin();
753                                                 ci != m_children.end(); ci++)
754                 {
755                         if (m_env->m_attachements[*ci] == getId()) {
756                                 m_env->m_attachements[*ci] = 0;
757                         }
758                 }
759
760                 m_env->m_attachements[getId()] = 0;
761                 
762                 LocalPlayer* player = m_env->getLocalPlayer();
763                 if (this == player->parent) {
764                         player->parent = NULL;
765                         player->isAttached = false;
766                 }
767         }
768
769         if(m_meshnode)
770         {
771                 m_meshnode->remove();
772                 m_meshnode->drop();
773                 m_meshnode = NULL;
774         }
775         if(m_animated_meshnode)
776         {
777                 m_animated_meshnode->remove();
778                 m_animated_meshnode->drop();
779                 m_animated_meshnode = NULL;
780         }
781         if(m_wield_meshnode)
782         {
783                 m_wield_meshnode->remove();
784                 m_wield_meshnode->drop();
785                 m_wield_meshnode = NULL;
786         }
787         if(m_spritenode)
788         {
789                 m_spritenode->remove();
790                 m_spritenode->drop();
791                 m_spritenode = NULL;
792         }
793         if (m_textnode)
794         {
795                 m_textnode->remove();
796                 m_textnode->drop();
797                 m_textnode = NULL;
798         }
799 }
800
801 void GenericCAO::addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
802                 IrrlichtDevice *irr)
803 {
804         m_smgr = smgr;
805         m_irr = irr;
806
807         if (getSceneNode() != NULL)
808                 return;
809
810         m_visuals_expired = false;
811
812         if(!m_prop.is_visible)
813                 return;
814
815         //video::IVideoDriver* driver = smgr->getVideoDriver();
816
817         if(m_prop.visual == "sprite")
818         {
819                 infostream<<"GenericCAO::addToScene(): single_sprite"<<std::endl;
820                 m_spritenode = smgr->addBillboardSceneNode(
821                                 NULL, v2f(1, 1), v3f(0,0,0), -1);
822                 m_spritenode->grab();
823                 m_spritenode->setMaterialTexture(0,
824                                 tsrc->getTextureForMesh("unknown_node.png"));
825                 m_spritenode->setMaterialFlag(video::EMF_LIGHTING, false);
826                 m_spritenode->setMaterialFlag(video::EMF_BILINEAR_FILTER, false);
827                 m_spritenode->setMaterialType(video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF);
828                 m_spritenode->setMaterialFlag(video::EMF_FOG_ENABLE, true);
829                 u8 li = m_last_light;
830                 m_spritenode->setColor(video::SColor(255,li,li,li));
831                 m_spritenode->setSize(m_prop.visual_size*BS);
832                 {
833                         const float txs = 1.0 / 1;
834                         const float tys = 1.0 / 1;
835                         setBillboardTextureMatrix(m_spritenode,
836                                         txs, tys, 0, 0);
837                 }
838         }
839         else if(m_prop.visual == "upright_sprite") {
840                 scene::SMesh *mesh = new scene::SMesh();
841                 double dx = BS*m_prop.visual_size.X/2;
842                 double dy = BS*m_prop.visual_size.Y/2;
843                 { // Front
844                 scene::IMeshBuffer *buf = new scene::SMeshBuffer();
845                 u8 li = m_last_light;
846                 video::SColor c(255,li,li,li);
847                 video::S3DVertex vertices[4] =
848                 {
849                         video::S3DVertex(-dx,-dy,0, 0,0,0, c, 0,1),
850                         video::S3DVertex(dx,-dy,0, 0,0,0, c, 1,1),
851                         video::S3DVertex(dx,dy,0, 0,0,0, c, 1,0),
852                         video::S3DVertex(-dx,dy,0, 0,0,0, c, 0,0),
853                 };
854                 u16 indices[] = {0,1,2,2,3,0};
855                 buf->append(vertices, 4, indices, 6);
856                 // Set material
857                 buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
858                 buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
859                 buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
860                 buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
861                 // Add to mesh
862                 mesh->addMeshBuffer(buf);
863                 buf->drop();
864                 }
865                 { // Back
866                 scene::IMeshBuffer *buf = new scene::SMeshBuffer();
867                 u8 li = m_last_light;
868                 video::SColor c(255,li,li,li);
869                 video::S3DVertex vertices[4] =
870                 {
871                         video::S3DVertex(dx,-dy,0, 0,0,0, c, 1,1),
872                         video::S3DVertex(-dx,-dy,0, 0,0,0, c, 0,1),
873                         video::S3DVertex(-dx,dy,0, 0,0,0, c, 0,0),
874                         video::S3DVertex(dx,dy,0, 0,0,0, c, 1,0),
875                 };
876                 u16 indices[] = {0,1,2,2,3,0};
877                 buf->append(vertices, 4, indices, 6);
878                 // Set material
879                 buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
880                 buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
881                 buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
882                 buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
883                 // Add to mesh
884                 mesh->addMeshBuffer(buf);
885                 buf->drop();
886                 }
887                 m_meshnode = smgr->addMeshSceneNode(mesh, NULL);
888                 m_meshnode->grab();
889                 mesh->drop();
890                 // Set it to use the materials of the meshbuffers directly.
891                 // This is needed for changing the texture in the future
892                 m_meshnode->setReadOnlyMaterials(true);
893         }
894         else if(m_prop.visual == "cube") {
895                 infostream<<"GenericCAO::addToScene(): cube"<<std::endl;
896                 scene::IMesh *mesh = createCubeMesh(v3f(BS,BS,BS));
897                 m_meshnode = smgr->addMeshSceneNode(mesh, NULL);
898                 m_meshnode->grab();
899                 mesh->drop();
900                 
901                 m_meshnode->setScale(v3f(m_prop.visual_size.X,
902                                 m_prop.visual_size.Y,
903                                 m_prop.visual_size.X));
904                 u8 li = m_last_light;
905                 setMeshColor(m_meshnode->getMesh(), video::SColor(255,li,li,li));
906
907                 m_meshnode->setMaterialFlag(video::EMF_LIGHTING, false);
908                 m_meshnode->setMaterialFlag(video::EMF_BILINEAR_FILTER, false);
909                 m_meshnode->setMaterialType(video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF);
910                 m_meshnode->setMaterialFlag(video::EMF_FOG_ENABLE, true);
911         }
912         else if(m_prop.visual == "mesh") {
913                 infostream<<"GenericCAO::addToScene(): mesh"<<std::endl;
914                 scene::IAnimatedMesh *mesh = m_gamedef->getMesh(m_prop.mesh);
915                 if(mesh)
916                 {
917                         m_animated_meshnode = smgr->addAnimatedMeshSceneNode(mesh, NULL);
918                         m_animated_meshnode->grab();
919                         mesh->drop(); // The scene node took hold of it
920                         m_animated_meshnode->animateJoints(); // Needed for some animations
921                         m_animated_meshnode->setScale(v3f(m_prop.visual_size.X,
922                                         m_prop.visual_size.Y,
923                                         m_prop.visual_size.X));
924                         u8 li = m_last_light;
925                         setMeshColor(m_animated_meshnode->getMesh(), video::SColor(255,li,li,li));
926
927                         m_animated_meshnode->setMaterialFlag(video::EMF_LIGHTING, false);
928                         m_animated_meshnode->setMaterialFlag(video::EMF_BILINEAR_FILTER, false);
929                         m_animated_meshnode->setMaterialType(video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF);
930                         m_animated_meshnode->setMaterialFlag(video::EMF_FOG_ENABLE, true);
931                 }
932                 else
933                         errorstream<<"GenericCAO::addToScene(): Could not load mesh "<<m_prop.mesh<<std::endl;
934         }
935         else if(m_prop.visual == "wielditem") {
936                 infostream<<"GenericCAO::addToScene(): wielditem"<<std::endl;
937                 infostream<<"textures: "<<m_prop.textures.size()<<std::endl;
938                 if(m_prop.textures.size() >= 1){
939                         infostream<<"textures[0]: "<<m_prop.textures[0]<<std::endl;
940                         IItemDefManager *idef = m_gamedef->idef();
941                         ItemStack item(m_prop.textures[0], 1, 0, "", idef);
942
943                         m_wield_meshnode = new WieldMeshSceneNode(
944                                         smgr->getRootSceneNode(), smgr, -1);
945                         m_wield_meshnode->setItem(item, m_gamedef);
946
947                         m_wield_meshnode->setScale(v3f(m_prop.visual_size.X/2,
948                                         m_prop.visual_size.Y/2,
949                                         m_prop.visual_size.X/2));
950                         u8 li = m_last_light;
951                         m_wield_meshnode->setColor(video::SColor(255,li,li,li));
952                 }
953         } else {
954                 infostream<<"GenericCAO::addToScene(): \""<<m_prop.visual
955                                 <<"\" not supported"<<std::endl;
956         }
957         updateTextures("");
958
959         scene::ISceneNode *node = getSceneNode();
960         if (node && m_is_player && !m_is_local_player) {
961                 // Add a text node for showing the name
962                 gui::IGUIEnvironment* gui = irr->getGUIEnvironment();
963                 std::wstring wname = narrow_to_wide(m_name);
964                 m_textnode = smgr->addTextSceneNode(gui->getSkin()->getFont(),
965                                 wname.c_str(), video::SColor(255,255,255,255), node);
966                 m_textnode->grab();
967                 m_textnode->setPosition(v3f(0, BS*1.1, 0));
968         }
969
970         updateNodePos();
971         updateAnimation();
972         updateBonePosition();
973         updateAttachments();
974 }
975
976 void GenericCAO::updateLight(u8 light_at_pos)
977 {
978         u8 li = decode_light(light_at_pos);
979         if(li != m_last_light)
980         {
981                 m_last_light = li;
982                 video::SColor color(255,li,li,li);
983                 if(m_meshnode)
984                         setMeshColor(m_meshnode->getMesh(), color);
985                 if(m_animated_meshnode)
986                         setMeshColor(m_animated_meshnode->getMesh(), color);
987                 if(m_wield_meshnode)
988                         m_wield_meshnode->setColor(color);
989                 if(m_spritenode)
990                         m_spritenode->setColor(color);
991         }
992 }
993
994 v3s16 GenericCAO::getLightPosition()
995 {
996         return floatToInt(m_position, BS);
997 }
998
999 void GenericCAO::updateNodePos()
1000 {
1001         if (getParent() != NULL)
1002                 return;
1003
1004         scene::ISceneNode *node = getSceneNode();
1005
1006         if (node) {
1007                 v3s16 camera_offset = m_env->getCameraOffset();
1008                 node->setPosition(pos_translator.vect_show - intToFloat(camera_offset, BS));
1009                 if (node != m_spritenode) { // rotate if not a sprite
1010                         v3f rot = node->getRotation();
1011                         rot.Y = -m_yaw;
1012                         node->setRotation(rot);
1013                 }
1014         }
1015 }
1016         
1017 void GenericCAO::step(float dtime, ClientEnvironment *env)
1018 {
1019         // Handel model of local player instantly to prevent lags
1020         if(m_is_local_player)
1021         {
1022                 LocalPlayer *player = m_env->getLocalPlayer();
1023
1024                 if (m_is_visible)
1025                 {
1026                         int old_anim = player->last_animation;
1027                         float old_anim_speed = player->last_animation_speed;
1028                         m_position = player->getPosition() + v3f(0,BS,0);
1029                         m_velocity = v3f(0,0,0);
1030                         m_acceleration = v3f(0,0,0);
1031                         pos_translator.vect_show = m_position;
1032                         m_yaw = player->getYaw();
1033                         PlayerControl controls = player->getPlayerControl();
1034
1035                         bool walking = false;
1036                         if(controls.up || controls.down || controls.left || controls.right)
1037                                 walking = true;
1038
1039                         f32 new_speed = player->local_animation_speed;
1040                         v2s32 new_anim = v2s32(0,0);
1041                         bool allow_update = false;
1042
1043                         // increase speed if using fast or flying fast
1044                         if((g_settings->getBool("fast_move") &&
1045                                         m_gamedef->checkLocalPrivilege("fast")) &&
1046                                         (controls.aux1 ||
1047                                         (!player->touching_ground &&
1048                                         g_settings->getBool("free_move") &&
1049                                         m_gamedef->checkLocalPrivilege("fly"))))
1050                                         new_speed *= 1.5;
1051                         // slowdown speed if sneeking
1052                         if(controls.sneak && walking)
1053                                 new_speed /= 2;
1054
1055                         if(walking && (controls.LMB || controls.RMB))
1056                         {
1057                                 new_anim = player->local_animations[3];
1058                                 player->last_animation = WD_ANIM;
1059                         } else if(walking) {
1060                                 new_anim = player->local_animations[1];
1061                                 player->last_animation = WALK_ANIM;
1062                         } else if(controls.LMB || controls.RMB) {
1063                                 new_anim = player->local_animations[2];
1064                                 player->last_animation = DIG_ANIM;
1065                         }
1066
1067                         // Apply animations if input detected and not attached
1068                         // or set idle animation
1069                         if ((new_anim.X + new_anim.Y) > 0 && !player->isAttached)
1070                         {
1071                                 allow_update = true;
1072                                 m_animation_range = new_anim;
1073                                 m_animation_speed = new_speed;
1074                                 player->last_animation_speed = m_animation_speed;
1075                         } else {
1076                                 player->last_animation = NO_ANIM;
1077
1078                                 if (old_anim != NO_ANIM)
1079                                 {
1080                                         m_animation_range = player->local_animations[0];
1081                                         updateAnimation();
1082                                 }
1083                         }
1084
1085                         // Update local player animations
1086                         if ((player->last_animation != old_anim ||
1087                                 m_animation_speed != old_anim_speed) &&
1088                                 player->last_animation != NO_ANIM && allow_update)
1089                                         updateAnimation();
1090
1091                 }
1092         }
1093
1094         if(m_visuals_expired && m_smgr && m_irr){
1095                 m_visuals_expired = false;
1096
1097                 // Attachments, part 1: All attached objects must be unparented first,
1098                 // or Irrlicht causes a segmentation fault
1099                 for(std::vector<u16>::iterator ci = m_children.begin();
1100                                 ci != m_children.end();)
1101                 {
1102                         if (m_env->m_attachements[*ci] != getId()) {
1103                                 ci = m_children.erase(ci);
1104                                 continue;
1105                         }
1106                         ClientActiveObject *obj = m_env->getActiveObject(*ci);
1107                         if (obj) {
1108                                 scene::ISceneNode *child_node = obj->getSceneNode();
1109                                 if (child_node)
1110                                         child_node->setParent(m_smgr->getRootSceneNode());
1111                         }
1112                         ++ci;
1113                 }
1114
1115                 removeFromScene(false);
1116                 addToScene(m_smgr, m_gamedef->tsrc(), m_irr);
1117
1118                 // Attachments, part 2: Now that the parent has been refreshed, put its attachments back
1119                 for(std::vector<u16>::iterator ci = m_children.begin();
1120                                                 ci != m_children.end(); ci++)
1121                 {
1122                         // Get the object of the child
1123                         ClientActiveObject *obj = m_env->getActiveObject(*ci);
1124                         if (obj)
1125                                 obj->setAttachments();
1126                 }
1127         }
1128
1129         // Make sure m_is_visible is always applied
1130         scene::ISceneNode *node = getSceneNode();
1131         if (node)
1132                 node->setVisible(m_is_visible);
1133
1134         if(getParent() != NULL) // Attachments should be glued to their parent by Irrlicht
1135         {
1136                 // Set these for later
1137                 m_position = getPosition();
1138                 m_velocity = v3f(0,0,0);
1139                 m_acceleration = v3f(0,0,0);
1140                 pos_translator.vect_show = m_position;
1141
1142                 if(m_is_local_player) // Update local player attachment position
1143                 {
1144                         LocalPlayer *player = m_env->getLocalPlayer();
1145                         player->overridePosition = getParent()->getPosition();
1146                         m_env->getLocalPlayer()->parent = getParent();
1147                 }
1148         } else {
1149                 v3f lastpos = pos_translator.vect_show;
1150
1151                 if(m_prop.physical)
1152                 {
1153                         core::aabbox3d<f32> box = m_prop.collisionbox;
1154                         box.MinEdge *= BS;
1155                         box.MaxEdge *= BS;
1156                         collisionMoveResult moveresult;
1157                         f32 pos_max_d = BS*0.125; // Distance per iteration
1158                         v3f p_pos = m_position;
1159                         v3f p_velocity = m_velocity;
1160                         v3f p_acceleration = m_acceleration;
1161                         moveresult = collisionMoveSimple(env,env->getGameDef(),
1162                                         pos_max_d, box, m_prop.stepheight, dtime,
1163                                         p_pos, p_velocity, p_acceleration,
1164                                         this, m_prop.collideWithObjects);
1165                         // Apply results
1166                         m_position = p_pos;
1167                         m_velocity = p_velocity;
1168                         m_acceleration = p_acceleration;
1169
1170                         bool is_end_position = moveresult.collides;
1171                         pos_translator.update(m_position, is_end_position, dtime);
1172                         pos_translator.translate(dtime);
1173                         updateNodePos();
1174                 } else {
1175                         m_position += dtime * m_velocity + 0.5 * dtime * dtime * m_acceleration;
1176                         m_velocity += dtime * m_acceleration;
1177                         pos_translator.update(m_position, pos_translator.aim_is_end,
1178                                         pos_translator.anim_time);
1179                         pos_translator.translate(dtime);
1180                         updateNodePos();
1181                 }
1182
1183                 float moved = lastpos.getDistanceFrom(pos_translator.vect_show);
1184                 m_step_distance_counter += moved;
1185                 if(m_step_distance_counter > 1.5*BS)
1186                 {
1187                         m_step_distance_counter = 0;
1188                         if(!m_is_local_player && m_prop.makes_footstep_sound)
1189                         {
1190                                 INodeDefManager *ndef = m_gamedef->ndef();
1191                                 v3s16 p = floatToInt(getPosition() + v3f(0,
1192                                                 (m_prop.collisionbox.MinEdge.Y-0.5)*BS, 0), BS);
1193                                 MapNode n = m_env->getMap().getNodeNoEx(p);
1194                                 SimpleSoundSpec spec = ndef->get(n).sound_footstep;
1195                                 m_gamedef->sound()->playSoundAt(spec, false, getPosition());
1196                         }
1197                 }
1198         }
1199
1200         m_anim_timer += dtime;
1201         if(m_anim_timer >= m_anim_framelength)
1202         {
1203                 m_anim_timer -= m_anim_framelength;
1204                 m_anim_frame++;
1205                 if(m_anim_frame >= m_anim_num_frames)
1206                         m_anim_frame = 0;
1207         }
1208
1209         updateTexturePos();
1210
1211         if(m_reset_textures_timer >= 0)
1212         {
1213                 m_reset_textures_timer -= dtime;
1214                 if(m_reset_textures_timer <= 0){
1215                         m_reset_textures_timer = -1;
1216                         updateTextures("");
1217                 }
1218         }
1219         if(getParent() == NULL && fabs(m_prop.automatic_rotate) > 0.001)
1220         {
1221                 m_yaw += dtime * m_prop.automatic_rotate * 180 / M_PI;
1222                 updateNodePos();
1223         }
1224
1225         if (getParent() == NULL && m_prop.automatic_face_movement_dir &&
1226                         (fabs(m_velocity.Z) > 0.001 || fabs(m_velocity.X) > 0.001))
1227         {
1228                 m_yaw = atan2(m_velocity.Z,m_velocity.X) * 180 / M_PI
1229                                 + m_prop.automatic_face_movement_dir_offset;
1230                 updateNodePos();
1231         }
1232 }
1233
1234 void GenericCAO::updateTexturePos()
1235 {
1236         if(m_spritenode)
1237         {
1238                 scene::ICameraSceneNode* camera =
1239                                 m_spritenode->getSceneManager()->getActiveCamera();
1240                 if(!camera)
1241                         return;
1242                 v3f cam_to_entity = m_spritenode->getAbsolutePosition()
1243                                 - camera->getAbsolutePosition();
1244                 cam_to_entity.normalize();
1245
1246                 int row = m_tx_basepos.Y;
1247                 int col = m_tx_basepos.X;
1248
1249                 if(m_tx_select_horiz_by_yawpitch)
1250                 {
1251                         if(cam_to_entity.Y > 0.75)
1252                                 col += 5;
1253                         else if(cam_to_entity.Y < -0.75)
1254                                 col += 4;
1255                         else{
1256                                 float mob_dir =
1257                                                 atan2(cam_to_entity.Z, cam_to_entity.X) / M_PI * 180.;
1258                                 float dir = mob_dir - m_yaw;
1259                                 dir = wrapDegrees_180(dir);
1260                                 //infostream<<"id="<<m_id<<" dir="<<dir<<std::endl;
1261                                 if(fabs(wrapDegrees_180(dir - 0)) <= 45.1)
1262                                         col += 2;
1263                                 else if(fabs(wrapDegrees_180(dir - 90)) <= 45.1)
1264                                         col += 3;
1265                                 else if(fabs(wrapDegrees_180(dir - 180)) <= 45.1)
1266                                         col += 0;
1267                                 else if(fabs(wrapDegrees_180(dir + 90)) <= 45.1)
1268                                         col += 1;
1269                                 else
1270                                         col += 4;
1271                         }
1272                 }
1273
1274                 // Animation goes downwards
1275                 row += m_anim_frame;
1276
1277                 float txs = m_tx_size.X;
1278                 float tys = m_tx_size.Y;
1279                 setBillboardTextureMatrix(m_spritenode,
1280                                 txs, tys, col, row);
1281         }
1282 }
1283
1284 void GenericCAO::updateTextures(const std::string &mod)
1285 {
1286         ITextureSource *tsrc = m_gamedef->tsrc();
1287
1288         bool use_trilinear_filter = g_settings->getBool("trilinear_filter");
1289         bool use_bilinear_filter = g_settings->getBool("bilinear_filter");
1290         bool use_anisotropic_filter = g_settings->getBool("anisotropic_filter");
1291
1292         if(m_spritenode)
1293         {
1294                 if(m_prop.visual == "sprite")
1295                 {
1296                         std::string texturestring = "unknown_node.png";
1297                         if(m_prop.textures.size() >= 1)
1298                                 texturestring = m_prop.textures[0];
1299                         texturestring += mod;
1300                         m_spritenode->setMaterialTexture(0,
1301                                         tsrc->getTextureForMesh(texturestring));
1302
1303                         // This allows setting per-material colors. However, until a real lighting
1304                         // system is added, the code below will have no effect. Once MineTest
1305                         // has directional lighting, it should work automatically.
1306                         if(m_prop.colors.size() >= 1)
1307                         {
1308                                 m_spritenode->getMaterial(0).AmbientColor = m_prop.colors[0];
1309                                 m_spritenode->getMaterial(0).DiffuseColor = m_prop.colors[0];
1310                                 m_spritenode->getMaterial(0).SpecularColor = m_prop.colors[0];
1311                         }
1312
1313                         m_spritenode->getMaterial(0).setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
1314                         m_spritenode->getMaterial(0).setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
1315                         m_spritenode->getMaterial(0).setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
1316                 }
1317         }
1318         if(m_animated_meshnode)
1319         {
1320                 if(m_prop.visual == "mesh")
1321                 {
1322                         for (u32 i = 0; i < m_prop.textures.size() &&
1323                                         i < m_animated_meshnode->getMaterialCount(); ++i)
1324                         {
1325                                 std::string texturestring = m_prop.textures[i];
1326                                 if(texturestring == "")
1327                                         continue; // Empty texture string means don't modify that material
1328                                 texturestring += mod;
1329                                 video::ITexture* texture = tsrc->getTextureForMesh(texturestring);
1330                                 if(!texture)
1331                                 {
1332                                         errorstream<<"GenericCAO::updateTextures(): Could not load texture "<<texturestring<<std::endl;
1333                                         continue;
1334                                 }
1335
1336                                 // Set material flags and texture
1337                                 video::SMaterial& material = m_animated_meshnode->getMaterial(i);
1338                                 material.TextureLayer[0].Texture = texture;
1339                                 material.setFlag(video::EMF_LIGHTING, false);
1340                                 material.setFlag(video::EMF_BILINEAR_FILTER, false);
1341
1342                                 m_animated_meshnode->getMaterial(i)
1343                                                 .setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
1344                                 m_animated_meshnode->getMaterial(i)
1345                                                 .setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
1346                                 m_animated_meshnode->getMaterial(i)
1347                                                 .setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
1348                         }
1349                         for (u32 i = 0; i < m_prop.colors.size() &&
1350                         i < m_animated_meshnode->getMaterialCount(); ++i)
1351                         {
1352                                 // This allows setting per-material colors. However, until a real lighting
1353                                 // system is added, the code below will have no effect. Once MineTest
1354                                 // has directional lighting, it should work automatically.
1355                                 m_animated_meshnode->getMaterial(i).AmbientColor = m_prop.colors[i];
1356                                 m_animated_meshnode->getMaterial(i).DiffuseColor = m_prop.colors[i];
1357                                 m_animated_meshnode->getMaterial(i).SpecularColor = m_prop.colors[i];
1358                         }
1359                 }
1360         }
1361         if(m_meshnode)
1362         {
1363                 if(m_prop.visual == "cube")
1364                 {
1365                         for (u32 i = 0; i < 6; ++i)
1366                         {
1367                                 std::string texturestring = "unknown_node.png";
1368                                 if(m_prop.textures.size() > i)
1369                                         texturestring = m_prop.textures[i];
1370                                 texturestring += mod;
1371
1372
1373                                 // Set material flags and texture
1374                                 video::SMaterial& material = m_meshnode->getMaterial(i);
1375                                 material.setFlag(video::EMF_LIGHTING, false);
1376                                 material.setFlag(video::EMF_BILINEAR_FILTER, false);
1377                                 material.setTexture(0,
1378                                                 tsrc->getTextureForMesh(texturestring));
1379                                 material.getTextureMatrix(0).makeIdentity();
1380
1381                                 // This allows setting per-material colors. However, until a real lighting
1382                                 // system is added, the code below will have no effect. Once MineTest
1383                                 // has directional lighting, it should work automatically.
1384                                 if(m_prop.colors.size() > i)
1385                                 {
1386                                         m_meshnode->getMaterial(i).AmbientColor = m_prop.colors[i];
1387                                         m_meshnode->getMaterial(i).DiffuseColor = m_prop.colors[i];
1388                                         m_meshnode->getMaterial(i).SpecularColor = m_prop.colors[i];
1389                                 }
1390
1391                                 m_meshnode->getMaterial(i).setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
1392                                 m_meshnode->getMaterial(i).setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
1393                                 m_meshnode->getMaterial(i).setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
1394                         }
1395                 }
1396                 else if(m_prop.visual == "upright_sprite")
1397                 {
1398                         scene::IMesh *mesh = m_meshnode->getMesh();
1399                         {
1400                                 std::string tname = "unknown_object.png";
1401                                 if(m_prop.textures.size() >= 1)
1402                                         tname = m_prop.textures[0];
1403                                 tname += mod;
1404                                 scene::IMeshBuffer *buf = mesh->getMeshBuffer(0);
1405                                 buf->getMaterial().setTexture(0,
1406                                                 tsrc->getTextureForMesh(tname));
1407
1408                                 // This allows setting per-material colors. However, until a real lighting
1409                                 // system is added, the code below will have no effect. Once MineTest
1410                                 // has directional lighting, it should work automatically.
1411                                 if(m_prop.colors.size() >= 1)
1412                                 {
1413                                         buf->getMaterial().AmbientColor = m_prop.colors[0];
1414                                         buf->getMaterial().DiffuseColor = m_prop.colors[0];
1415                                         buf->getMaterial().SpecularColor = m_prop.colors[0];
1416                                 }
1417
1418                                 buf->getMaterial().setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
1419                                 buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
1420                                 buf->getMaterial().setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
1421                         }
1422                         {
1423                                 std::string tname = "unknown_object.png";
1424                                 if(m_prop.textures.size() >= 2)
1425                                         tname = m_prop.textures[1];
1426                                 else if(m_prop.textures.size() >= 1)
1427                                         tname = m_prop.textures[0];
1428                                 tname += mod;
1429                                 scene::IMeshBuffer *buf = mesh->getMeshBuffer(1);
1430                                 buf->getMaterial().setTexture(0,
1431                                                 tsrc->getTextureForMesh(tname));
1432
1433                                 // This allows setting per-material colors. However, until a real lighting
1434                                 // system is added, the code below will have no effect. Once MineTest
1435                                 // has directional lighting, it should work automatically.
1436                                 if(m_prop.colors.size() >= 2)
1437                                 {
1438                                         buf->getMaterial().AmbientColor = m_prop.colors[1];
1439                                         buf->getMaterial().DiffuseColor = m_prop.colors[1];
1440                                         buf->getMaterial().SpecularColor = m_prop.colors[1];
1441                                 }
1442                                 else if(m_prop.colors.size() >= 1)
1443                                 {
1444                                         buf->getMaterial().AmbientColor = m_prop.colors[0];
1445                                         buf->getMaterial().DiffuseColor = m_prop.colors[0];
1446                                         buf->getMaterial().SpecularColor = m_prop.colors[0];
1447                                 }
1448
1449                                 buf->getMaterial().setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
1450                                 buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
1451                                 buf->getMaterial().setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
1452                         }
1453                 }
1454         }
1455 }
1456
1457 void GenericCAO::updateAnimation()
1458 {
1459         if(m_animated_meshnode == NULL)
1460                 return;
1461         m_animated_meshnode->setFrameLoop(m_animation_range.X, m_animation_range.Y);
1462         m_animated_meshnode->setAnimationSpeed(m_animation_speed);
1463         m_animated_meshnode->setTransitionTime(m_animation_blend);
1464 }
1465
1466 void GenericCAO::updateBonePosition()
1467 {
1468         if(m_bone_position.empty() || m_animated_meshnode == NULL)
1469                 return;
1470
1471         m_animated_meshnode->setJointMode(irr::scene::EJUOR_CONTROL); // To write positions to the mesh on render
1472         for(std::map<std::string,
1473                         core::vector2d<v3f> >::const_iterator ii = m_bone_position.begin();
1474                         ii != m_bone_position.end(); ++ii)
1475         {
1476                 std::string bone_name = (*ii).first;
1477                 v3f bone_pos = (*ii).second.X;
1478                 v3f bone_rot = (*ii).second.Y;
1479                 irr::scene::IBoneSceneNode* bone = m_animated_meshnode->getJointNode(bone_name.c_str());
1480                 if(bone)
1481                 {
1482                         bone->setPosition(bone_pos);
1483                         bone->setRotation(bone_rot);
1484                 }
1485         }
1486 }
1487         
1488 void GenericCAO::updateAttachments()
1489 {
1490
1491         // localplayer itself can't be attached to localplayer
1492         if (!m_is_local_player)
1493         {
1494                 m_attached_to_local = getParent() != NULL && getParent()->isLocalPlayer();
1495                 // Objects attached to the local player should always be hidden
1496                 m_is_visible = !m_attached_to_local;
1497         }
1498
1499         if(getParent() == NULL || m_attached_to_local) // Detach or don't attach
1500         {
1501                 scene::ISceneNode *node = getSceneNode();
1502                 if (node) {
1503                         v3f old_position = node->getAbsolutePosition();
1504                         v3f old_rotation = node->getRotation();
1505                         node->setParent(m_smgr->getRootSceneNode());
1506                         node->setPosition(old_position);
1507                         node->setRotation(old_rotation);
1508                         node->updateAbsolutePosition();
1509                 }
1510                 if (m_is_local_player) {
1511                         LocalPlayer *player = m_env->getLocalPlayer();
1512                         player->isAttached = false;
1513                 }
1514         }
1515         else // Attach
1516         {
1517                 scene::ISceneNode *my_node = getSceneNode();
1518
1519                 scene::ISceneNode *parent_node = getParent()->getSceneNode();
1520                 scene::IAnimatedMeshSceneNode *parent_animated_mesh_node =
1521                                 getParent()->getAnimatedMeshSceneNode();
1522                 if (parent_animated_mesh_node && m_attachment_bone != "") {
1523                         parent_node = parent_animated_mesh_node->getJointNode(m_attachment_bone.c_str());
1524                 }
1525
1526                 if (my_node && parent_node) {
1527                         my_node->setParent(parent_node);
1528                         my_node->setPosition(m_attachment_position);
1529                         my_node->setRotation(m_attachment_rotation);
1530                         my_node->updateAbsolutePosition();
1531                 }
1532                 if (m_is_local_player) {
1533                         LocalPlayer *player = m_env->getLocalPlayer();
1534                         player->isAttached = true;
1535                 }
1536         }
1537 }
1538
1539 void GenericCAO::processMessage(const std::string &data)
1540 {
1541         //infostream<<"GenericCAO: Got message"<<std::endl;
1542         std::istringstream is(data, std::ios::binary);
1543         // command
1544         u8 cmd = readU8(is);
1545         if(cmd == GENERIC_CMD_SET_PROPERTIES)
1546         {
1547                 m_prop = gob_read_set_properties(is);
1548
1549                 m_selection_box = m_prop.collisionbox;
1550                 m_selection_box.MinEdge *= BS;
1551                 m_selection_box.MaxEdge *= BS;
1552
1553                 m_tx_size.X = 1.0 / m_prop.spritediv.X;
1554                 m_tx_size.Y = 1.0 / m_prop.spritediv.Y;
1555
1556                 if(!m_initial_tx_basepos_set){
1557                         m_initial_tx_basepos_set = true;
1558                         m_tx_basepos = m_prop.initial_sprite_basepos;
1559                 }
1560
1561                 expireVisuals();
1562         }
1563         else if(cmd == GENERIC_CMD_UPDATE_POSITION)
1564         {
1565                 // Not sent by the server if this object is an attachment.
1566                 // We might however get here if the server notices the object being detached before the client.
1567                 m_position = readV3F1000(is);
1568                 m_velocity = readV3F1000(is);
1569                 m_acceleration = readV3F1000(is);
1570                 if(fabs(m_prop.automatic_rotate) < 0.001)
1571                         m_yaw = readF1000(is);
1572                 else
1573                         readF1000(is);
1574                 bool do_interpolate = readU8(is);
1575                 bool is_end_position = readU8(is);
1576                 float update_interval = readF1000(is);
1577
1578                 // Place us a bit higher if we're physical, to not sink into
1579                 // the ground due to sucky collision detection...
1580                 if(m_prop.physical)
1581                         m_position += v3f(0,0.002,0);
1582
1583                 if(getParent() != NULL) // Just in case
1584                         return;
1585
1586                 if(do_interpolate)
1587                 {
1588                         if(!m_prop.physical)
1589                                 pos_translator.update(m_position, is_end_position, update_interval);
1590                 } else {
1591                         pos_translator.init(m_position);
1592                 }
1593                 updateNodePos();
1594         }
1595         else if(cmd == GENERIC_CMD_SET_TEXTURE_MOD) {
1596                 std::string mod = deSerializeString(is);
1597                 updateTextures(mod);
1598         }
1599         else if(cmd == GENERIC_CMD_SET_SPRITE) {
1600                 v2s16 p = readV2S16(is);
1601                 int num_frames = readU16(is);
1602                 float framelength = readF1000(is);
1603                 bool select_horiz_by_yawpitch = readU8(is);
1604
1605                 m_tx_basepos = p;
1606                 m_anim_num_frames = num_frames;
1607                 m_anim_framelength = framelength;
1608                 m_tx_select_horiz_by_yawpitch = select_horiz_by_yawpitch;
1609
1610                 updateTexturePos();
1611         }
1612         else if(cmd == GENERIC_CMD_SET_PHYSICS_OVERRIDE) {
1613                 float override_speed = readF1000(is);
1614                 float override_jump = readF1000(is);
1615                 float override_gravity = readF1000(is);
1616                 // these are sent inverted so we get true when the server sends nothing
1617                 bool sneak = !readU8(is);
1618                 bool sneak_glitch = !readU8(is);
1619
1620
1621                 if(m_is_local_player)
1622                 {
1623                         LocalPlayer *player = m_env->getLocalPlayer();
1624                         player->physics_override_speed = override_speed;
1625                         player->physics_override_jump = override_jump;
1626                         player->physics_override_gravity = override_gravity;
1627                         player->physics_override_sneak = sneak;
1628                         player->physics_override_sneak_glitch = sneak_glitch;
1629                 }
1630         }
1631         else if(cmd == GENERIC_CMD_SET_ANIMATION) {
1632                 // TODO: change frames send as v2s32 value
1633                 v2f range = readV2F1000(is);
1634                 if (!m_is_local_player) {
1635                         m_animation_range = v2s32((s32)range.X, (s32)range.Y);
1636                         m_animation_speed = readF1000(is);
1637                         m_animation_blend = readF1000(is);
1638                         updateAnimation();
1639                 } else {
1640                         LocalPlayer *player = m_env->getLocalPlayer();
1641                         if(player->last_animation == NO_ANIM)
1642                         {
1643                                 m_animation_range = v2s32((s32)range.X, (s32)range.Y);
1644                                 m_animation_speed = readF1000(is);
1645                                 m_animation_blend = readF1000(is);
1646                         }
1647                         // update animation only if local animations present
1648                         // and received animation is unknown (except idle animation)
1649                         bool is_known = false;
1650                         for (int i = 1;i<4;i++)
1651                         {
1652                                 if(m_animation_range.Y == player->local_animations[i].Y)
1653                                         is_known = true;
1654                         }
1655                         if(!is_known ||
1656                                         (player->local_animations[1].Y + player->local_animations[2].Y < 1))
1657                         {
1658                                         updateAnimation();
1659                         }
1660                 }
1661         }
1662         else if(cmd == GENERIC_CMD_SET_BONE_POSITION) {
1663                 std::string bone = deSerializeString(is);
1664                 v3f position = readV3F1000(is);
1665                 v3f rotation = readV3F1000(is);
1666                 m_bone_position[bone] = core::vector2d<v3f>(position, rotation);
1667
1668                 updateBonePosition();
1669         }
1670         else if(cmd == GENERIC_CMD_SET_ATTACHMENT) {
1671                 m_env->m_attachements[getId()] = readS16(is);
1672                 m_children.push_back(m_env->m_attachements[getId()]);
1673                 m_attachment_bone = deSerializeString(is);
1674                 m_attachment_position = readV3F1000(is);
1675                 m_attachment_rotation = readV3F1000(is);
1676
1677                 updateAttachments();
1678         }
1679         else if(cmd == GENERIC_CMD_PUNCHED) {
1680                 /*s16 damage =*/ readS16(is);
1681                 s16 result_hp = readS16(is);
1682
1683                 // Use this instead of the send damage to not interfere with prediction
1684                 s16 damage = m_hp - result_hp;
1685
1686                 m_hp = result_hp;
1687
1688                 if (damage > 0)
1689                 {
1690                         if (m_hp <= 0)
1691                         {
1692                                 // TODO: Execute defined fast response
1693                                 // As there is no definition, make a smoke puff
1694                                 ClientSimpleObject *simple = createSmokePuff(
1695                                                 m_smgr, m_env, m_position,
1696                                                 m_prop.visual_size * BS);
1697                                 m_env->addSimpleObject(simple);
1698                         } else {
1699                                 // TODO: Execute defined fast response
1700                                 // Flashing shall suffice as there is no definition
1701                                 m_reset_textures_timer = 0.05;
1702                                 if(damage >= 2)
1703                                         m_reset_textures_timer += 0.05 * damage;
1704                                 updateTextures("^[brighten");
1705                         }
1706                 }
1707         }
1708         else if(cmd == GENERIC_CMD_UPDATE_ARMOR_GROUPS) {
1709                 m_armor_groups.clear();
1710                 int armor_groups_size = readU16(is);
1711                 for(int i=0; i<armor_groups_size; i++)
1712                 {
1713                         std::string name = deSerializeString(is);
1714                         int rating = readS16(is);
1715                         m_armor_groups[name] = rating;
1716                 }
1717         }
1718 }
1719         
1720 /* \pre punchitem != NULL
1721  */
1722 bool GenericCAO::directReportPunch(v3f dir, const ItemStack *punchitem,
1723                 float time_from_last_punch)
1724 {
1725         assert(punchitem);      // pre-condition
1726         const ToolCapabilities *toolcap =
1727                         &punchitem->getToolCapabilities(m_gamedef->idef());
1728         PunchDamageResult result = getPunchDamage(
1729                         m_armor_groups,
1730                         toolcap,
1731                         punchitem,
1732                         time_from_last_punch);
1733
1734         if(result.did_punch && result.damage != 0)
1735         {
1736                 if(result.damage < m_hp)
1737                 {
1738                         m_hp -= result.damage;
1739                 } else {
1740                         m_hp = 0;
1741                         // TODO: Execute defined fast response
1742                         // As there is no definition, make a smoke puff
1743                         ClientSimpleObject *simple = createSmokePuff(
1744                                         m_smgr, m_env, m_position,
1745                                         m_prop.visual_size * BS);
1746                         m_env->addSimpleObject(simple);
1747                 }
1748                 // TODO: Execute defined fast response
1749                 // Flashing shall suffice as there is no definition
1750                 m_reset_textures_timer = 0.05;
1751                 if(result.damage >= 2)
1752                         m_reset_textures_timer += 0.05 * result.damage;
1753                 updateTextures("^[brighten");
1754         }
1755
1756         return false;
1757 }
1758
1759 std::string GenericCAO::debugInfoText()
1760 {
1761         std::ostringstream os(std::ios::binary);
1762         os<<"GenericCAO hp="<<m_hp<<"\n";
1763         os<<"armor={";
1764         for(ItemGroupList::const_iterator i = m_armor_groups.begin();
1765                         i != m_armor_groups.end(); i++)
1766         {
1767                 os<<i->first<<"="<<i->second<<", ";
1768         }
1769         os<<"}";
1770         return os.str();
1771 }
1772
1773 // Prototype
1774 GenericCAO proto_GenericCAO(NULL, NULL);