]> git.lizzy.rs Git - minetest.git/blob - src/content_cao.cpp
Fix client crash on deletion of an object the clients localplayer is attached to
[minetest.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 "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 "main.h" // g_settings
44 #include "camera.h" // CameraModes
45 #include <IMeshManipulator.h>
46 #include <IAnimatedMeshSceneNode.h>
47 #include <IBoneSceneNode.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         u8 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->getTexture("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         u8 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_spritenode(NULL),
554                 m_textnode(NULL),
555                 m_position(v3f(0,10*BS,0)),
556                 m_velocity(v3f(0,0,0)),
557                 m_acceleration(v3f(0,0,0)),
558                 m_yaw(0),
559                 m_hp(1),
560                 m_tx_size(1,1),
561                 m_tx_basepos(0,0),
562                 m_initial_tx_basepos_set(false),
563                 m_tx_select_horiz_by_yawpitch(false),
564                 m_animation_range(v2s32(0,0)),
565                 m_animation_speed(15),
566                 m_animation_blend(0),
567                 m_bone_position(std::map<std::string, core::vector2d<v3f> >()),
568                 m_attachment_bone(""),
569                 m_attachment_position(v3f(0,0,0)),
570                 m_attachment_rotation(v3f(0,0,0)),
571                 m_attached_to_local(false),
572                 m_anim_frame(0),
573                 m_anim_num_frames(1),
574                 m_anim_framelength(0.2),
575                 m_anim_timer(0),
576                 m_reset_textures_timer(-1),
577                 m_visuals_expired(false),
578                 m_step_distance_counter(0),
579                 m_last_light(255),
580                 m_is_visible(false)
581 {
582         if(gamedef == NULL)
583                 ClientActiveObject::registerType(getType(), create);
584 }
585
586 bool GenericCAO::getCollisionBox(aabb3f *toset)
587 {
588         if (m_prop.physical)
589         {
590                 //update collision box
591                 toset->MinEdge = m_prop.collisionbox.MinEdge * BS;
592                 toset->MaxEdge = m_prop.collisionbox.MaxEdge * BS;
593
594                 toset->MinEdge += m_position;
595                 toset->MaxEdge += m_position;
596
597                 return true;
598         }
599
600         return false;
601 }
602
603 bool GenericCAO::collideWithObjects()
604 {
605         return m_prop.collideWithObjects;
606 }
607
608 void GenericCAO::initialize(const std::string &data)
609 {
610         infostream<<"GenericCAO: Got init data"<<std::endl;
611         std::istringstream is(data, std::ios::binary);
612         int num_messages = 0;
613         // version
614         u8 version = readU8(is);
615         // check version
616         if(version == 1) // In PROTOCOL_VERSION 14
617         {
618                 m_name = deSerializeString(is);
619                 m_is_player = readU8(is);
620                 m_id = readS16(is);
621                 m_position = readV3F1000(is);
622                 m_yaw = readF1000(is);
623                 m_hp = readS16(is);
624                 num_messages = readU8(is);
625         }
626         else if(version == 0) // In PROTOCOL_VERSION 13
627         {
628                 m_name = deSerializeString(is);
629                 m_is_player = readU8(is);
630                 m_position = readV3F1000(is);
631                 m_yaw = readF1000(is);
632                 m_hp = readS16(is);
633                 num_messages = readU8(is);
634         }
635         else
636         {
637                 errorstream<<"GenericCAO: Unsupported init data version"
638                                 <<std::endl;
639                 return;
640         }
641
642         for(int i=0; i<num_messages; i++)
643         {
644                 std::string message = deSerializeLongString(is);
645                 processMessage(message);
646         }
647
648         pos_translator.init(m_position);
649         updateNodePos();
650
651         if(m_is_player)
652         {
653                 Player *player = m_env->getPlayer(m_name.c_str());
654                 if(player && player->isLocal())
655                 {
656                         m_is_local_player = true;
657                         m_is_visible = false;
658                         LocalPlayer* localplayer = dynamic_cast<LocalPlayer*>(player);
659
660                         assert( localplayer != NULL );
661                         localplayer->setCAO(this);
662                 }
663                 m_env->addPlayerName(m_name.c_str());
664         }
665 }
666
667 GenericCAO::~GenericCAO()
668 {
669         if(m_is_player)
670         {
671                 m_env->removePlayerName(m_name.c_str());
672         }
673         removeFromScene(true);
674 }
675
676 core::aabbox3d<f32>* GenericCAO::getSelectionBox()
677 {
678         if(!m_prop.is_visible || !m_is_visible || m_is_local_player || getParent() != NULL)
679                 return NULL;
680         return &m_selection_box;
681 }
682
683 v3f GenericCAO::getPosition()
684 {
685         if(getParent() != NULL)
686         {
687                 if(m_meshnode)
688                         return m_meshnode->getAbsolutePosition();
689                 if(m_animated_meshnode)
690                         return m_animated_meshnode->getAbsolutePosition();
691                 if(m_spritenode)
692                         return m_spritenode->getAbsolutePosition();
693                 return m_position;
694         }
695         return pos_translator.vect_show;
696 }
697
698 scene::IMeshSceneNode* GenericCAO::getMeshSceneNode()
699 {
700         if(m_meshnode)
701                 return m_meshnode;
702         return NULL;
703 }
704
705 scene::IAnimatedMeshSceneNode* GenericCAO::getAnimatedMeshSceneNode()
706 {
707         if(m_animated_meshnode)
708                 return m_animated_meshnode;
709         return NULL;
710 }
711
712 scene::IBillboardSceneNode* GenericCAO::getSpriteSceneNode()
713 {
714         if(m_spritenode)
715                 return m_spritenode;
716         return NULL;
717 }
718
719 void GenericCAO::setAttachments()
720 {
721         updateAttachments();
722 }
723
724 ClientActiveObject* GenericCAO::getParent()
725 {
726         ClientActiveObject *obj = NULL;
727
728         u16 attached_id = m_env->m_attachements[getId()];
729
730         if ((attached_id != 0) &&
731                         (attached_id != getId())) {
732                 obj = m_env->getActiveObject(attached_id);
733         }
734         return obj;
735 }
736
737 void GenericCAO::removeFromScene(bool permanent)
738 {
739         // Should be true when removing the object permanently and false when refreshing (eg: updating visuals)
740         if((m_env != NULL) && (permanent)) 
741         {
742                 for(std::vector<u16>::iterator ci = m_children.begin();
743                                                 ci != m_children.end(); ci++)
744                 {
745                         if (m_env->m_attachements[*ci] == getId()) {
746                                 m_env->m_attachements[*ci] = 0;
747                         }
748                 }
749
750                 m_env->m_attachements[getId()] = 0;
751                 
752                 LocalPlayer* player = m_env->getLocalPlayer();
753                 if (this == player->parent) {
754                         player->parent = NULL;
755                         player->isAttached = false;
756                 }
757         }
758
759         if(m_meshnode)
760         {
761                 m_meshnode->remove();
762                 m_meshnode->drop();
763                 m_meshnode = NULL;
764         }
765         if(m_animated_meshnode)
766         {
767                 m_animated_meshnode->remove();
768                 m_animated_meshnode->drop();
769                 m_animated_meshnode = NULL;
770         }
771         if(m_spritenode)
772         {
773                 m_spritenode->remove();
774                 m_spritenode->drop();
775                 m_spritenode = NULL;
776         }
777         if (m_textnode)
778         {
779                 m_textnode->remove();
780                 m_textnode->drop();
781                 m_textnode = NULL;
782         }
783 }
784
785 void GenericCAO::addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
786                 IrrlichtDevice *irr)
787 {
788         m_smgr = smgr;
789         m_irr = irr;
790
791         if(m_meshnode != NULL || m_animated_meshnode != NULL || m_spritenode != NULL)
792                 return;
793
794         m_visuals_expired = false;
795
796         if(!m_prop.is_visible)
797                 return;
798
799         //video::IVideoDriver* driver = smgr->getVideoDriver();
800
801         if(m_prop.visual == "sprite")
802         {
803                 infostream<<"GenericCAO::addToScene(): single_sprite"<<std::endl;
804                 m_spritenode = smgr->addBillboardSceneNode(
805                                 NULL, v2f(1, 1), v3f(0,0,0), -1);
806                 m_spritenode->grab();
807                 m_spritenode->setMaterialTexture(0,
808                                 tsrc->getTexture("unknown_node.png"));
809                 m_spritenode->setMaterialFlag(video::EMF_LIGHTING, false);
810                 m_spritenode->setMaterialFlag(video::EMF_BILINEAR_FILTER, false);
811                 m_spritenode->setMaterialType(video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF);
812                 m_spritenode->setMaterialFlag(video::EMF_FOG_ENABLE, true);
813                 u8 li = m_last_light;
814                 m_spritenode->setColor(video::SColor(255,li,li,li));
815                 m_spritenode->setSize(m_prop.visual_size*BS);
816                 {
817                         const float txs = 1.0 / 1;
818                         const float tys = 1.0 / 1;
819                         setBillboardTextureMatrix(m_spritenode,
820                                         txs, tys, 0, 0);
821                 }
822         }
823         else if(m_prop.visual == "upright_sprite") {
824                 scene::SMesh *mesh = new scene::SMesh();
825                 double dx = BS*m_prop.visual_size.X/2;
826                 double dy = BS*m_prop.visual_size.Y/2;
827                 { // Front
828                 scene::IMeshBuffer *buf = new scene::SMeshBuffer();
829                 u8 li = m_last_light;
830                 video::SColor c(255,li,li,li);
831                 video::S3DVertex vertices[4] =
832                 {
833                         video::S3DVertex(-dx,-dy,0, 0,0,0, c, 0,1),
834                         video::S3DVertex(dx,-dy,0, 0,0,0, c, 1,1),
835                         video::S3DVertex(dx,dy,0, 0,0,0, c, 1,0),
836                         video::S3DVertex(-dx,dy,0, 0,0,0, c, 0,0),
837                 };
838                 u16 indices[] = {0,1,2,2,3,0};
839                 buf->append(vertices, 4, indices, 6);
840                 // Set material
841                 buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
842                 buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
843                 buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
844                 buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
845                 // Add to mesh
846                 mesh->addMeshBuffer(buf);
847                 buf->drop();
848                 }
849                 { // Back
850                 scene::IMeshBuffer *buf = new scene::SMeshBuffer();
851                 u8 li = m_last_light;
852                 video::SColor c(255,li,li,li);
853                 video::S3DVertex vertices[4] =
854                 {
855                         video::S3DVertex(dx,-dy,0, 0,0,0, c, 1,1),
856                         video::S3DVertex(-dx,-dy,0, 0,0,0, c, 0,1),
857                         video::S3DVertex(-dx,dy,0, 0,0,0, c, 0,0),
858                         video::S3DVertex(dx,dy,0, 0,0,0, c, 1,0),
859                 };
860                 u16 indices[] = {0,1,2,2,3,0};
861                 buf->append(vertices, 4, indices, 6);
862                 // Set material
863                 buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
864                 buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
865                 buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
866                 buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
867                 // Add to mesh
868                 mesh->addMeshBuffer(buf);
869                 buf->drop();
870                 }
871                 m_meshnode = smgr->addMeshSceneNode(mesh, NULL);
872                 m_meshnode->grab();
873                 mesh->drop();
874                 // Set it to use the materials of the meshbuffers directly.
875                 // This is needed for changing the texture in the future
876                 m_meshnode->setReadOnlyMaterials(true);
877         }
878         else if(m_prop.visual == "cube") {
879                 infostream<<"GenericCAO::addToScene(): cube"<<std::endl;
880                 scene::IMesh *mesh = createCubeMesh(v3f(BS,BS,BS));
881                 m_meshnode = smgr->addMeshSceneNode(mesh, NULL);
882                 m_meshnode->grab();
883                 mesh->drop();
884                 
885                 m_meshnode->setScale(v3f(m_prop.visual_size.X,
886                                 m_prop.visual_size.Y,
887                                 m_prop.visual_size.X));
888                 u8 li = m_last_light;
889                 setMeshColor(m_meshnode->getMesh(), video::SColor(255,li,li,li));
890
891                 m_meshnode->setMaterialFlag(video::EMF_LIGHTING, false);
892                 m_meshnode->setMaterialFlag(video::EMF_BILINEAR_FILTER, false);
893                 m_meshnode->setMaterialType(video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF);
894                 m_meshnode->setMaterialFlag(video::EMF_FOG_ENABLE, true);
895         }
896         else if(m_prop.visual == "mesh") {
897                 infostream<<"GenericCAO::addToScene(): mesh"<<std::endl;
898                 scene::IAnimatedMesh *mesh = m_gamedef->getMesh(m_prop.mesh);
899                 if(mesh)
900                 {
901                         m_animated_meshnode = smgr->addAnimatedMeshSceneNode(mesh, NULL);
902                         m_animated_meshnode->grab();
903                         mesh->drop(); // The scene node took hold of it
904                         m_animated_meshnode->animateJoints(); // Needed for some animations
905                         m_animated_meshnode->setScale(v3f(m_prop.visual_size.X,
906                                         m_prop.visual_size.Y,
907                                         m_prop.visual_size.X));
908                         u8 li = m_last_light;
909                         setMeshColor(m_animated_meshnode->getMesh(), video::SColor(255,li,li,li));
910
911                         m_animated_meshnode->setMaterialFlag(video::EMF_LIGHTING, false);
912                         m_animated_meshnode->setMaterialFlag(video::EMF_BILINEAR_FILTER, false);
913                         m_animated_meshnode->setMaterialType(video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF);
914                         m_animated_meshnode->setMaterialFlag(video::EMF_FOG_ENABLE, true);
915                 }
916                 else
917                         errorstream<<"GenericCAO::addToScene(): Could not load mesh "<<m_prop.mesh<<std::endl;
918         }
919         else if(m_prop.visual == "wielditem") {
920                 infostream<<"GenericCAO::addToScene(): node"<<std::endl;
921                 infostream<<"textures: "<<m_prop.textures.size()<<std::endl;
922                 if(m_prop.textures.size() >= 1){
923                         infostream<<"textures[0]: "<<m_prop.textures[0]<<std::endl;
924                         IItemDefManager *idef = m_gamedef->idef();
925                         ItemStack item(m_prop.textures[0], 1, 0, "", idef);
926                         scene::IMesh *item_mesh = idef->getWieldMesh(item.getDefinition(idef).name, m_gamedef);
927
928                         // Copy mesh to be able to set unique vertex colors
929                         scene::IMeshManipulator *manip =
930                                         irr->getVideoDriver()->getMeshManipulator();
931                         scene::IMesh *mesh = manip->createMeshUniquePrimitives(item_mesh);
932
933                         m_meshnode = smgr->addMeshSceneNode(mesh, NULL);
934                         m_meshnode->grab();
935                         mesh->drop();
936                         
937                         m_meshnode->setScale(v3f(m_prop.visual_size.X/2,
938                                         m_prop.visual_size.Y/2,
939                                         m_prop.visual_size.X/2));
940                         u8 li = m_last_light;
941                         setMeshColor(m_meshnode->getMesh(), video::SColor(255,li,li,li));
942                 }
943         } else {
944                 infostream<<"GenericCAO::addToScene(): \""<<m_prop.visual
945                                 <<"\" not supported"<<std::endl;
946         }
947         updateTextures("");
948
949         scene::ISceneNode *node = NULL;
950         if(m_spritenode)
951                 node = m_spritenode;
952         else if(m_animated_meshnode)
953                 node = m_animated_meshnode;
954         else if(m_meshnode)
955                 node = m_meshnode;
956         if(node && m_is_player && !m_is_local_player){
957                 // Add a text node for showing the name
958                 gui::IGUIEnvironment* gui = irr->getGUIEnvironment();
959                 std::wstring wname = narrow_to_wide(m_name);
960                 m_textnode = smgr->addTextSceneNode(gui->getBuiltInFont(),
961                                 wname.c_str(), video::SColor(255,255,255,255), node);
962                 m_textnode->grab();
963                 m_textnode->setPosition(v3f(0, BS*1.1, 0));
964         }
965
966         updateNodePos();
967         updateAnimation();
968         updateBonePosition();
969         updateAttachments();
970 }
971                 
972 void GenericCAO::updateLight(u8 light_at_pos)
973 {
974         u8 li = decode_light(light_at_pos);
975         if(li != m_last_light)
976         {
977                 m_last_light = li;
978                 video::SColor color(255,li,li,li);
979                 if(m_meshnode)
980                         setMeshColor(m_meshnode->getMesh(), color);
981                 if(m_animated_meshnode)
982                         setMeshColor(m_animated_meshnode->getMesh(), color);
983                 if(m_spritenode)
984                         m_spritenode->setColor(color);
985         }
986 }
987
988 v3s16 GenericCAO::getLightPosition()
989 {
990         return floatToInt(m_position, BS);
991 }
992
993 void GenericCAO::updateNodePos()
994 {
995         if(getParent() != NULL)
996                 return;
997
998         v3s16 camera_offset = m_env->getCameraOffset();
999         if(m_meshnode)
1000         {
1001                 m_meshnode->setPosition(pos_translator.vect_show-intToFloat(camera_offset, BS));
1002                 v3f rot = m_meshnode->getRotation();
1003                 rot.Y = -m_yaw;
1004                 m_meshnode->setRotation(rot);
1005         }
1006         if(m_animated_meshnode)
1007         {
1008                 m_animated_meshnode->setPosition(pos_translator.vect_show-intToFloat(camera_offset, BS));
1009                 v3f rot = m_animated_meshnode->getRotation();
1010                 rot.Y = -m_yaw;
1011                 m_animated_meshnode->setRotation(rot);
1012         }
1013         if(m_spritenode)
1014         {
1015                 m_spritenode->setPosition(pos_translator.vect_show-intToFloat(camera_offset, BS));
1016         }
1017 }
1018         
1019 void GenericCAO::step(float dtime, ClientEnvironment *env)
1020 {
1021         // Handel model of local player instantly to prevent lags
1022         if(m_is_local_player)
1023         {
1024                 LocalPlayer *player = m_env->getLocalPlayer();
1025
1026                 if (m_is_visible)
1027                 {
1028                         int old_anim = player->last_animation;
1029                         float old_anim_speed = player->last_animation_speed;
1030                         m_position = player->getPosition() + v3f(0,BS,0);
1031                         m_velocity = v3f(0,0,0);
1032                         m_acceleration = v3f(0,0,0);
1033                         pos_translator.vect_show = m_position;
1034                         m_yaw = player->getYaw();
1035                         PlayerControl controls = player->getPlayerControl();
1036
1037                         bool walking = false;
1038                         if(controls.up || controls.down || controls.left || controls.right)
1039                                 walking = true;
1040
1041                         f32 new_speed = player->local_animation_speed;
1042                         v2s32 new_anim = v2s32(0,0);
1043                         bool allow_update = false;
1044
1045                         // increase speed if using fast or flying fast
1046                         if((g_settings->getBool("fast_move") &&
1047                                         m_gamedef->checkLocalPrivilege("fast")) &&
1048                                         (controls.aux1 ||
1049                                         (!player->touching_ground &&
1050                                         g_settings->getBool("free_move") &&
1051                                         m_gamedef->checkLocalPrivilege("fly"))))
1052                                         new_speed *= 1.5;
1053                         // slowdown speed if sneeking
1054                         if(controls.sneak && walking)
1055                                 new_speed /= 2;
1056
1057                         if(walking && (controls.LMB || controls.RMB))
1058                         {
1059                                 new_anim = player->local_animations[3];
1060                                 player->last_animation = WD_ANIM;
1061                         } else if(walking) {
1062                                 new_anim = player->local_animations[1];
1063                                 player->last_animation = WALK_ANIM;
1064                         } else if(controls.LMB || controls.RMB) {
1065                                 new_anim = player->local_animations[2];
1066                                 player->last_animation = DIG_ANIM;
1067                         }
1068
1069                         // Apply animations if input detected and not attached
1070                         // or set idle animation
1071                         if ((new_anim.X + new_anim.Y) > 0 && !player->isAttached)
1072                         {
1073                                 allow_update = true;
1074                                 m_animation_range = new_anim;
1075                                 m_animation_speed = new_speed;
1076                                 player->last_animation_speed = m_animation_speed;
1077                         } else {
1078                                 player->last_animation = NO_ANIM;
1079
1080                                 if (old_anim != NO_ANIM)
1081                                 {
1082                                         m_animation_range = player->local_animations[0];
1083                                         updateAnimation();
1084                                 }
1085                         }
1086
1087                         // Update local player animations
1088                         if ((player->last_animation != old_anim ||
1089                                 m_animation_speed != old_anim_speed) &&
1090                                 player->last_animation != NO_ANIM && allow_update)
1091                                         updateAnimation();
1092
1093                 }
1094         }
1095
1096         if(m_visuals_expired && m_smgr && m_irr){
1097                 m_visuals_expired = false;
1098
1099                 // Attachments, part 1: All attached objects must be unparented first,
1100                 // or Irrlicht causes a segmentation fault
1101                 for(std::vector<u16>::iterator ci = m_children.begin();
1102                                 ci != m_children.end();)
1103                 {
1104                         if (m_env->m_attachements[*ci] != getId()) {
1105                                 ci = m_children.erase(ci);
1106                                 continue;
1107                         }
1108                         ClientActiveObject *obj = m_env->getActiveObject(*ci);
1109                         if(obj)
1110                         {
1111                                 scene::IMeshSceneNode *m_child_meshnode
1112                                                 = obj->getMeshSceneNode();
1113                                 scene::IAnimatedMeshSceneNode *m_child_animated_meshnode
1114                                                 = obj->getAnimatedMeshSceneNode();
1115                                 scene::IBillboardSceneNode *m_child_spritenode
1116                                                 = obj->getSpriteSceneNode();
1117                                 if(m_child_meshnode)
1118                                         m_child_meshnode->setParent(m_smgr->getRootSceneNode());
1119                                 if(m_child_animated_meshnode)
1120                                         m_child_animated_meshnode->setParent(m_smgr->getRootSceneNode());
1121                                 if(m_child_spritenode)
1122                                         m_child_spritenode->setParent(m_smgr->getRootSceneNode());
1123                         }
1124                         ++ci;
1125                 }
1126
1127                 removeFromScene(false);
1128                 addToScene(m_smgr, m_gamedef->tsrc(), m_irr);
1129
1130                 // Attachments, part 2: Now that the parent has been refreshed, put its attachments back
1131                 for(std::vector<u16>::iterator ci = m_children.begin();
1132                                                 ci != m_children.end(); ci++)
1133                 {
1134                                 // Get the object of the child
1135                                 ClientActiveObject *obj = m_env->getActiveObject(*ci);
1136                                 if(obj)
1137                                         obj->setAttachments();
1138                 }
1139         }
1140
1141         // Make sure m_is_visible is always applied
1142         if(m_meshnode)
1143                 m_meshnode->setVisible(m_is_visible);
1144         if(m_animated_meshnode)
1145                 m_animated_meshnode->setVisible(m_is_visible);
1146         if(m_spritenode)
1147                 m_spritenode->setVisible(m_is_visible);
1148         if(m_textnode)
1149                 m_textnode->setVisible(m_is_visible);
1150
1151         if(getParent() != NULL) // Attachments should be glued to their parent by Irrlicht
1152         {
1153                 // Set these for later
1154                 m_position = getPosition();
1155                 m_velocity = v3f(0,0,0);
1156                 m_acceleration = v3f(0,0,0);
1157                 pos_translator.vect_show = m_position;
1158
1159                 if(m_is_local_player) // Update local player attachment position
1160                 {
1161                         LocalPlayer *player = m_env->getLocalPlayer();
1162                         player->overridePosition = getParent()->getPosition();
1163                         m_env->getLocalPlayer()->parent = getParent();
1164                 }
1165         } else {
1166                 v3f lastpos = pos_translator.vect_show;
1167
1168                 if(m_prop.physical)
1169                 {
1170                         core::aabbox3d<f32> box = m_prop.collisionbox;
1171                         box.MinEdge *= BS;
1172                         box.MaxEdge *= BS;
1173                         collisionMoveResult moveresult;
1174                         f32 pos_max_d = BS*0.125; // Distance per iteration
1175                         v3f p_pos = m_position;
1176                         v3f p_velocity = m_velocity;
1177                         v3f p_acceleration = m_acceleration;
1178                         moveresult = collisionMoveSimple(env,env->getGameDef(),
1179                                         pos_max_d, box, m_prop.stepheight, dtime,
1180                                         p_pos, p_velocity, p_acceleration,
1181                                         this, m_prop.collideWithObjects);
1182                         // Apply results
1183                         m_position = p_pos;
1184                         m_velocity = p_velocity;
1185                         m_acceleration = p_acceleration;
1186
1187                         bool is_end_position = moveresult.collides;
1188                         pos_translator.update(m_position, is_end_position, dtime);
1189                         pos_translator.translate(dtime);
1190                         updateNodePos();
1191                 } else {
1192                         m_position += dtime * m_velocity + 0.5 * dtime * dtime * m_acceleration;
1193                         m_velocity += dtime * m_acceleration;
1194                         pos_translator.update(m_position, pos_translator.aim_is_end,
1195                                         pos_translator.anim_time);
1196                         pos_translator.translate(dtime);
1197                         updateNodePos();
1198                 }
1199
1200                 float moved = lastpos.getDistanceFrom(pos_translator.vect_show);
1201                 m_step_distance_counter += moved;
1202                 if(m_step_distance_counter > 1.5*BS)
1203                 {
1204                         m_step_distance_counter = 0;
1205                         if(!m_is_local_player && m_prop.makes_footstep_sound)
1206                         {
1207                                 INodeDefManager *ndef = m_gamedef->ndef();
1208                                 v3s16 p = floatToInt(getPosition() + v3f(0,
1209                                                 (m_prop.collisionbox.MinEdge.Y-0.5)*BS, 0), BS);
1210                                 MapNode n = m_env->getMap().getNodeNoEx(p);
1211                                 SimpleSoundSpec spec = ndef->get(n).sound_footstep;
1212                                 m_gamedef->sound()->playSoundAt(spec, false, getPosition());
1213                         }
1214                 }
1215         }
1216
1217         m_anim_timer += dtime;
1218         if(m_anim_timer >= m_anim_framelength)
1219         {
1220                 m_anim_timer -= m_anim_framelength;
1221                 m_anim_frame++;
1222                 if(m_anim_frame >= m_anim_num_frames)
1223                         m_anim_frame = 0;
1224         }
1225
1226         updateTexturePos();
1227
1228         if(m_reset_textures_timer >= 0)
1229         {
1230                 m_reset_textures_timer -= dtime;
1231                 if(m_reset_textures_timer <= 0){
1232                         m_reset_textures_timer = -1;
1233                         updateTextures("");
1234                 }
1235         }
1236         if(getParent() == NULL && fabs(m_prop.automatic_rotate) > 0.001)
1237         {
1238                 m_yaw += dtime * m_prop.automatic_rotate * 180 / M_PI;
1239                 updateNodePos();
1240         }
1241
1242         if (getParent() == NULL && m_prop.automatic_face_movement_dir &&
1243                         (fabs(m_velocity.Z) > 0.001 || fabs(m_velocity.X) > 0.001))
1244         {
1245                 m_yaw = atan2(m_velocity.Z,m_velocity.X) * 180 / M_PI
1246                                 + m_prop.automatic_face_movement_dir_offset;
1247                 updateNodePos();
1248         }
1249 }
1250
1251 void GenericCAO::updateTexturePos()
1252 {
1253         if(m_spritenode)
1254         {
1255                 scene::ICameraSceneNode* camera =
1256                                 m_spritenode->getSceneManager()->getActiveCamera();
1257                 if(!camera)
1258                         return;
1259                 v3f cam_to_entity = m_spritenode->getAbsolutePosition()
1260                                 - camera->getAbsolutePosition();
1261                 cam_to_entity.normalize();
1262
1263                 int row = m_tx_basepos.Y;
1264                 int col = m_tx_basepos.X;
1265
1266                 if(m_tx_select_horiz_by_yawpitch)
1267                 {
1268                         if(cam_to_entity.Y > 0.75)
1269                                 col += 5;
1270                         else if(cam_to_entity.Y < -0.75)
1271                                 col += 4;
1272                         else{
1273                                 float mob_dir =
1274                                                 atan2(cam_to_entity.Z, cam_to_entity.X) / M_PI * 180.;
1275                                 float dir = mob_dir - m_yaw;
1276                                 dir = wrapDegrees_180(dir);
1277                                 //infostream<<"id="<<m_id<<" dir="<<dir<<std::endl;
1278                                 if(fabs(wrapDegrees_180(dir - 0)) <= 45.1)
1279                                         col += 2;
1280                                 else if(fabs(wrapDegrees_180(dir - 90)) <= 45.1)
1281                                         col += 3;
1282                                 else if(fabs(wrapDegrees_180(dir - 180)) <= 45.1)
1283                                         col += 0;
1284                                 else if(fabs(wrapDegrees_180(dir + 90)) <= 45.1)
1285                                         col += 1;
1286                                 else
1287                                         col += 4;
1288                         }
1289                 }
1290
1291                 // Animation goes downwards
1292                 row += m_anim_frame;
1293
1294                 float txs = m_tx_size.X;
1295                 float tys = m_tx_size.Y;
1296                 setBillboardTextureMatrix(m_spritenode,
1297                                 txs, tys, col, row);
1298         }
1299 }
1300
1301 void GenericCAO::updateTextures(const std::string &mod)
1302 {
1303         ITextureSource *tsrc = m_gamedef->tsrc();
1304
1305         bool use_trilinear_filter = g_settings->getBool("trilinear_filter");
1306         bool use_bilinear_filter = g_settings->getBool("bilinear_filter");
1307         bool use_anisotropic_filter = g_settings->getBool("anisotropic_filter");
1308
1309         if(m_spritenode)
1310         {
1311                 if(m_prop.visual == "sprite")
1312                 {
1313                         std::string texturestring = "unknown_node.png";
1314                         if(m_prop.textures.size() >= 1)
1315                                 texturestring = m_prop.textures[0];
1316                         texturestring += mod;
1317                         m_spritenode->setMaterialTexture(0,
1318                                         tsrc->getTexture(texturestring));
1319
1320                         // This allows setting per-material colors. However, until a real lighting
1321                         // system is added, the code below will have no effect. Once MineTest
1322                         // has directional lighting, it should work automatically.
1323                         if(m_prop.colors.size() >= 1)
1324                         {
1325                                 m_spritenode->getMaterial(0).AmbientColor = m_prop.colors[0];
1326                                 m_spritenode->getMaterial(0).DiffuseColor = m_prop.colors[0];
1327                                 m_spritenode->getMaterial(0).SpecularColor = m_prop.colors[0];
1328                         }
1329
1330                         m_spritenode->getMaterial(0).setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
1331                         m_spritenode->getMaterial(0).setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
1332                         m_spritenode->getMaterial(0).setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
1333                 }
1334         }
1335         if(m_animated_meshnode)
1336         {
1337                 if(m_prop.visual == "mesh")
1338                 {
1339                         for (u32 i = 0; i < m_prop.textures.size() &&
1340                                         i < m_animated_meshnode->getMaterialCount(); ++i)
1341                         {
1342                                 std::string texturestring = m_prop.textures[i];
1343                                 if(texturestring == "")
1344                                         continue; // Empty texture string means don't modify that material
1345                                 texturestring += mod;
1346                                 video::ITexture* texture = tsrc->getTexture(texturestring);
1347                                 if(!texture)
1348                                 {
1349                                         errorstream<<"GenericCAO::updateTextures(): Could not load texture "<<texturestring<<std::endl;
1350                                         continue;
1351                                 }
1352
1353                                 // Set material flags and texture
1354                                 video::SMaterial& material = m_animated_meshnode->getMaterial(i);
1355                                 material.TextureLayer[0].Texture = texture;
1356                                 material.setFlag(video::EMF_LIGHTING, false);
1357                                 material.setFlag(video::EMF_BILINEAR_FILTER, false);
1358
1359                                 m_animated_meshnode->getMaterial(i)
1360                                                 .setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
1361                                 m_animated_meshnode->getMaterial(i)
1362                                                 .setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
1363                                 m_animated_meshnode->getMaterial(i)
1364                                                 .setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
1365                         }
1366                         for (u32 i = 0; i < m_prop.colors.size() &&
1367                         i < m_animated_meshnode->getMaterialCount(); ++i)
1368                         {
1369                                 // This allows setting per-material colors. However, until a real lighting
1370                                 // system is added, the code below will have no effect. Once MineTest
1371                                 // has directional lighting, it should work automatically.
1372                                 m_animated_meshnode->getMaterial(i).AmbientColor = m_prop.colors[i];
1373                                 m_animated_meshnode->getMaterial(i).DiffuseColor = m_prop.colors[i];
1374                                 m_animated_meshnode->getMaterial(i).SpecularColor = m_prop.colors[i];
1375                         }
1376                 }
1377         }
1378         if(m_meshnode)
1379         {
1380                 if(m_prop.visual == "cube")
1381                 {
1382                         for (u32 i = 0; i < 6; ++i)
1383                         {
1384                                 std::string texturestring = "unknown_node.png";
1385                                 if(m_prop.textures.size() > i)
1386                                         texturestring = m_prop.textures[i];
1387                                 texturestring += mod;
1388
1389
1390                                 // Set material flags and texture
1391                                 video::SMaterial& material = m_meshnode->getMaterial(i);
1392                                 material.setFlag(video::EMF_LIGHTING, false);
1393                                 material.setFlag(video::EMF_BILINEAR_FILTER, false);
1394                                 material.setTexture(0,
1395                                                 tsrc->getTexture(texturestring));
1396                                 material.getTextureMatrix(0).makeIdentity();
1397
1398                                 // This allows setting per-material colors. However, until a real lighting
1399                                 // system is added, the code below will have no effect. Once MineTest
1400                                 // has directional lighting, it should work automatically.
1401                                 if(m_prop.colors.size() > i)
1402                                 {
1403                                         m_meshnode->getMaterial(i).AmbientColor = m_prop.colors[i];
1404                                         m_meshnode->getMaterial(i).DiffuseColor = m_prop.colors[i];
1405                                         m_meshnode->getMaterial(i).SpecularColor = m_prop.colors[i];
1406                                 }
1407
1408                                 m_meshnode->getMaterial(i).setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
1409                                 m_meshnode->getMaterial(i).setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
1410                                 m_meshnode->getMaterial(i).setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
1411                         }
1412                 }
1413                 else if(m_prop.visual == "upright_sprite")
1414                 {
1415                         scene::IMesh *mesh = m_meshnode->getMesh();
1416                         {
1417                                 std::string tname = "unknown_object.png";
1418                                 if(m_prop.textures.size() >= 1)
1419                                         tname = m_prop.textures[0];
1420                                 tname += mod;
1421                                 scene::IMeshBuffer *buf = mesh->getMeshBuffer(0);
1422                                 buf->getMaterial().setTexture(0,
1423                                                 tsrc->getTexture(tname));
1424
1425                                 // This allows setting per-material colors. However, until a real lighting
1426                                 // system is added, the code below will have no effect. Once MineTest
1427                                 // has directional lighting, it should work automatically.
1428                                 if(m_prop.colors.size() >= 1)
1429                                 {
1430                                         buf->getMaterial().AmbientColor = m_prop.colors[0];
1431                                         buf->getMaterial().DiffuseColor = m_prop.colors[0];
1432                                         buf->getMaterial().SpecularColor = m_prop.colors[0];
1433                                 }
1434
1435                                 buf->getMaterial().setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
1436                                 buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
1437                                 buf->getMaterial().setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
1438                         }
1439                         {
1440                                 std::string tname = "unknown_object.png";
1441                                 if(m_prop.textures.size() >= 2)
1442                                         tname = m_prop.textures[1];
1443                                 else if(m_prop.textures.size() >= 1)
1444                                         tname = m_prop.textures[0];
1445                                 tname += mod;
1446                                 scene::IMeshBuffer *buf = mesh->getMeshBuffer(1);
1447                                 buf->getMaterial().setTexture(0,
1448                                                 tsrc->getTexture(tname));
1449
1450                                 // This allows setting per-material colors. However, until a real lighting
1451                                 // system is added, the code below will have no effect. Once MineTest
1452                                 // has directional lighting, it should work automatically.
1453                                 if(m_prop.colors.size() >= 2)
1454                                 {
1455                                         buf->getMaterial().AmbientColor = m_prop.colors[1];
1456                                         buf->getMaterial().DiffuseColor = m_prop.colors[1];
1457                                         buf->getMaterial().SpecularColor = m_prop.colors[1];
1458                                 }
1459                                 else if(m_prop.colors.size() >= 1)
1460                                 {
1461                                         buf->getMaterial().AmbientColor = m_prop.colors[0];
1462                                         buf->getMaterial().DiffuseColor = m_prop.colors[0];
1463                                         buf->getMaterial().SpecularColor = m_prop.colors[0];
1464                                 }
1465
1466                                 buf->getMaterial().setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
1467                                 buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
1468                                 buf->getMaterial().setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
1469                         }
1470                 }
1471         }
1472 }
1473
1474 void GenericCAO::updateAnimation()
1475 {
1476         if(m_animated_meshnode == NULL)
1477                 return;
1478         m_animated_meshnode->setFrameLoop(m_animation_range.X, m_animation_range.Y);
1479         m_animated_meshnode->setAnimationSpeed(m_animation_speed);
1480         m_animated_meshnode->setTransitionTime(m_animation_blend);
1481 }
1482
1483 void GenericCAO::updateBonePosition()
1484 {
1485         if(!m_bone_position.size() || m_animated_meshnode == NULL)
1486                 return;
1487
1488         m_animated_meshnode->setJointMode(irr::scene::EJUOR_CONTROL); // To write positions to the mesh on render
1489         for(std::map<std::string,
1490                         core::vector2d<v3f> >::const_iterator ii = m_bone_position.begin();
1491                         ii != m_bone_position.end(); ++ii)
1492         {
1493                 std::string bone_name = (*ii).first;
1494                 v3f bone_pos = (*ii).second.X;
1495                 v3f bone_rot = (*ii).second.Y;
1496                 irr::scene::IBoneSceneNode* bone = m_animated_meshnode->getJointNode(bone_name.c_str());
1497                 if(bone)
1498                 {
1499                         bone->setPosition(bone_pos);
1500                         bone->setRotation(bone_rot);
1501                 }
1502         }
1503 }
1504         
1505 void GenericCAO::updateAttachments()
1506 {
1507
1508         // localplayer itself can't be attached to localplayer
1509         if (!m_is_local_player)
1510         {
1511                 m_attached_to_local = getParent() != NULL && getParent()->isLocalPlayer();
1512                 // Objects attached to the local player should always be hidden
1513                 m_is_visible = !m_attached_to_local;
1514         }
1515
1516         if(getParent() == NULL || m_attached_to_local) // Detach or don't attach
1517         {
1518                 if(m_meshnode)
1519                 {
1520                         v3f old_position = m_meshnode->getAbsolutePosition();
1521                         v3f old_rotation = m_meshnode->getRotation();
1522                         m_meshnode->setParent(m_smgr->getRootSceneNode());
1523                         m_meshnode->setPosition(old_position);
1524                         m_meshnode->setRotation(old_rotation);
1525                         m_meshnode->updateAbsolutePosition();
1526                 }
1527                 if(m_animated_meshnode)
1528                 {
1529                         v3f old_position = m_animated_meshnode->getAbsolutePosition();
1530                         v3f old_rotation = m_animated_meshnode->getRotation();
1531                         m_animated_meshnode->setParent(m_smgr->getRootSceneNode());
1532                         m_animated_meshnode->setPosition(old_position);
1533                         m_animated_meshnode->setRotation(old_rotation);
1534                         m_animated_meshnode->updateAbsolutePosition();
1535                 }
1536                 if(m_spritenode)
1537                 {
1538                         v3f old_position = m_spritenode->getAbsolutePosition();
1539                         v3f old_rotation = m_spritenode->getRotation();
1540                         m_spritenode->setParent(m_smgr->getRootSceneNode());
1541                         m_spritenode->setPosition(old_position);
1542                         m_spritenode->setRotation(old_rotation);
1543                         m_spritenode->updateAbsolutePosition();
1544                 }
1545                 if(m_is_local_player)
1546                 {
1547                         LocalPlayer *player = m_env->getLocalPlayer();
1548                         player->isAttached = false;
1549                 }
1550         }
1551         else // Attach
1552         {
1553                 scene::IMeshSceneNode *parent_mesh = NULL;
1554                 if(getParent()->getMeshSceneNode())
1555                         parent_mesh = getParent()->getMeshSceneNode();
1556                 scene::IAnimatedMeshSceneNode *parent_animated_mesh = NULL;
1557                 if(getParent()->getAnimatedMeshSceneNode())
1558                         parent_animated_mesh = getParent()->getAnimatedMeshSceneNode();
1559                 scene::IBillboardSceneNode *parent_sprite = NULL;
1560                 if(getParent()->getSpriteSceneNode())
1561                         parent_sprite = getParent()->getSpriteSceneNode();
1562
1563                 scene::IBoneSceneNode *parent_bone = NULL;
1564                 if(parent_animated_mesh && m_attachment_bone != "")
1565                 {
1566                         parent_bone =
1567                                         parent_animated_mesh->getJointNode(m_attachment_bone.c_str());
1568                 }
1569                 // The spaghetti code below makes sure attaching works if either the
1570                 // parent or child is a spritenode, meshnode, or animatedmeshnode
1571                 // TODO: Perhaps use polymorphism here to save code duplication
1572                 if(m_meshnode)
1573                 {
1574                         if(parent_bone)
1575                         {
1576                                 m_meshnode->setParent(parent_bone);
1577                                 m_meshnode->setPosition(m_attachment_position);
1578                                 m_meshnode->setRotation(m_attachment_rotation);
1579                                 m_meshnode->updateAbsolutePosition();
1580                         }
1581                         else
1582                         {
1583                                 if(parent_mesh)
1584                                 {
1585                                         m_meshnode->setParent(parent_mesh);
1586                                         m_meshnode->setPosition(m_attachment_position);
1587                                         m_meshnode->setRotation(m_attachment_rotation);
1588                                         m_meshnode->updateAbsolutePosition();
1589                                 }
1590                                 else if(parent_animated_mesh) {
1591                                         m_meshnode->setParent(parent_animated_mesh);
1592                                         m_meshnode->setPosition(m_attachment_position);
1593                                         m_meshnode->setRotation(m_attachment_rotation);
1594                                         m_meshnode->updateAbsolutePosition();
1595                                 }
1596                                 else if(parent_sprite) {
1597                                         m_meshnode->setParent(parent_sprite);
1598                                         m_meshnode->setPosition(m_attachment_position);
1599                                         m_meshnode->setRotation(m_attachment_rotation);
1600                                         m_meshnode->updateAbsolutePosition();
1601                                 }
1602                         }
1603                 }
1604                 if(m_animated_meshnode)
1605                 {
1606                         if(parent_bone)
1607                         {
1608                                 m_animated_meshnode->setParent(parent_bone);
1609                                 m_animated_meshnode->setPosition(m_attachment_position);
1610                                 m_animated_meshnode->setRotation(m_attachment_rotation);
1611                                 m_animated_meshnode->updateAbsolutePosition();
1612                         }
1613                         else
1614                         {
1615                                 if(parent_mesh)
1616                                 {
1617                                         m_animated_meshnode->setParent(parent_mesh);
1618                                         m_animated_meshnode->setPosition(m_attachment_position);
1619                                         m_animated_meshnode->setRotation(m_attachment_rotation);
1620                                         m_animated_meshnode->updateAbsolutePosition();
1621                                 } else if(parent_animated_mesh) {
1622                                         m_animated_meshnode->setParent(parent_animated_mesh);
1623                                         m_animated_meshnode->setPosition(m_attachment_position);
1624                                         m_animated_meshnode->setRotation(m_attachment_rotation);
1625                                         m_animated_meshnode->updateAbsolutePosition();
1626                                 } else if(parent_sprite) {
1627                                         m_animated_meshnode->setParent(parent_sprite);
1628                                         m_animated_meshnode->setPosition(m_attachment_position);
1629                                         m_animated_meshnode->setRotation(m_attachment_rotation);
1630                                         m_animated_meshnode->updateAbsolutePosition();
1631                                 }
1632                         }
1633                 }
1634                 if(m_spritenode)
1635                 {
1636                         if(parent_bone)
1637                         {
1638                                 m_spritenode->setParent(parent_bone);
1639                                 m_spritenode->setPosition(m_attachment_position);
1640                                 m_spritenode->setRotation(m_attachment_rotation);
1641                                 m_spritenode->updateAbsolutePosition();
1642                         } else {
1643                                 if(parent_mesh)
1644                                 {
1645                                         m_spritenode->setParent(parent_mesh);
1646                                         m_spritenode->setPosition(m_attachment_position);
1647                                         m_spritenode->setRotation(m_attachment_rotation);
1648                                         m_spritenode->updateAbsolutePosition();
1649                                 }
1650                                 else if(parent_animated_mesh) {
1651                                         m_spritenode->setParent(parent_animated_mesh);
1652                                         m_spritenode->setPosition(m_attachment_position);
1653                                         m_spritenode->setRotation(m_attachment_rotation);
1654                                         m_spritenode->updateAbsolutePosition();
1655                                 }
1656                                 else if(parent_sprite) {
1657                                         m_spritenode->setParent(parent_sprite);
1658                                         m_spritenode->setPosition(m_attachment_position);
1659                                         m_spritenode->setRotation(m_attachment_rotation);
1660                                         m_spritenode->updateAbsolutePosition();
1661                                 }
1662                         }
1663                 }
1664                 if(m_is_local_player)
1665                 {
1666                         LocalPlayer *player = m_env->getLocalPlayer();
1667                         player->isAttached = true;
1668                 }
1669         }
1670 }
1671
1672 void GenericCAO::processMessage(const std::string &data)
1673 {
1674         //infostream<<"GenericCAO: Got message"<<std::endl;
1675         std::istringstream is(data, std::ios::binary);
1676         // command
1677         u8 cmd = readU8(is);
1678         if(cmd == GENERIC_CMD_SET_PROPERTIES)
1679         {
1680                 m_prop = gob_read_set_properties(is);
1681
1682                 m_selection_box = m_prop.collisionbox;
1683                 m_selection_box.MinEdge *= BS;
1684                 m_selection_box.MaxEdge *= BS;
1685
1686                 m_tx_size.X = 1.0 / m_prop.spritediv.X;
1687                 m_tx_size.Y = 1.0 / m_prop.spritediv.Y;
1688
1689                 if(!m_initial_tx_basepos_set){
1690                         m_initial_tx_basepos_set = true;
1691                         m_tx_basepos = m_prop.initial_sprite_basepos;
1692                 }
1693
1694                 expireVisuals();
1695         }
1696         else if(cmd == GENERIC_CMD_UPDATE_POSITION)
1697         {
1698                 // Not sent by the server if this object is an attachment.
1699                 // We might however get here if the server notices the object being detached before the client.
1700                 m_position = readV3F1000(is);
1701                 m_velocity = readV3F1000(is);
1702                 m_acceleration = readV3F1000(is);
1703                 if(fabs(m_prop.automatic_rotate) < 0.001)
1704                         m_yaw = readF1000(is);
1705                 else
1706                         readF1000(is);
1707                 bool do_interpolate = readU8(is);
1708                 bool is_end_position = readU8(is);
1709                 float update_interval = readF1000(is);
1710
1711                 // Place us a bit higher if we're physical, to not sink into
1712                 // the ground due to sucky collision detection...
1713                 if(m_prop.physical)
1714                         m_position += v3f(0,0.002,0);
1715
1716                 if(getParent() != NULL) // Just in case
1717                         return;
1718
1719                 if(do_interpolate)
1720                 {
1721                         if(!m_prop.physical)
1722                                 pos_translator.update(m_position, is_end_position, update_interval);
1723                 } else {
1724                         pos_translator.init(m_position);
1725                 }
1726                 updateNodePos();
1727         }
1728         else if(cmd == GENERIC_CMD_SET_TEXTURE_MOD) {
1729                 std::string mod = deSerializeString(is);
1730                 updateTextures(mod);
1731         }
1732         else if(cmd == GENERIC_CMD_SET_SPRITE) {
1733                 v2s16 p = readV2S16(is);
1734                 int num_frames = readU16(is);
1735                 float framelength = readF1000(is);
1736                 bool select_horiz_by_yawpitch = readU8(is);
1737
1738                 m_tx_basepos = p;
1739                 m_anim_num_frames = num_frames;
1740                 m_anim_framelength = framelength;
1741                 m_tx_select_horiz_by_yawpitch = select_horiz_by_yawpitch;
1742
1743                 updateTexturePos();
1744         }
1745         else if(cmd == GENERIC_CMD_SET_PHYSICS_OVERRIDE) {
1746                 float override_speed = readF1000(is);
1747                 float override_jump = readF1000(is);
1748                 float override_gravity = readF1000(is);
1749                 // these are sent inverted so we get true when the server sends nothing
1750                 bool sneak = !readU8(is);
1751                 bool sneak_glitch = !readU8(is);
1752
1753
1754                 if(m_is_local_player)
1755                 {
1756                         LocalPlayer *player = m_env->getLocalPlayer();
1757                         player->physics_override_speed = override_speed;
1758                         player->physics_override_jump = override_jump;
1759                         player->physics_override_gravity = override_gravity;
1760                         player->physics_override_sneak = sneak;
1761                         player->physics_override_sneak_glitch = sneak_glitch;
1762                 }
1763         }
1764         else if(cmd == GENERIC_CMD_SET_ANIMATION) {
1765                 // TODO: change frames send as v2s32 value
1766                 v2f range = readV2F1000(is);
1767                 if (!m_is_local_player) {
1768                         m_animation_range = v2s32((s32)range.X, (s32)range.Y);
1769                         m_animation_speed = readF1000(is);
1770                         m_animation_blend = readF1000(is);
1771                         updateAnimation();
1772                 } else {
1773                         LocalPlayer *player = m_env->getLocalPlayer();
1774                         if(player->last_animation == NO_ANIM)
1775                         {
1776                                 m_animation_range = v2s32((s32)range.X, (s32)range.Y);
1777                                 m_animation_speed = readF1000(is);
1778                                 m_animation_blend = readF1000(is);
1779                         }
1780                         // update animation only if local animations present
1781                         // and received animation is unknown (except idle animation)
1782                         bool is_known = false;
1783                         for (int i = 1;i<4;i++)
1784                         {
1785                                 if(m_animation_range.Y == player->local_animations[i].Y)
1786                                         is_known = true;
1787                         }
1788                         if(!is_known ||
1789                                         (player->local_animations[1].Y + player->local_animations[2].Y < 1))
1790                         {
1791                                         updateAnimation();
1792                         }
1793                 }
1794         }
1795         else if(cmd == GENERIC_CMD_SET_BONE_POSITION) {
1796                 std::string bone = deSerializeString(is);
1797                 v3f position = readV3F1000(is);
1798                 v3f rotation = readV3F1000(is);
1799                 m_bone_position[bone] = core::vector2d<v3f>(position, rotation);
1800
1801                 updateBonePosition();
1802         }
1803         else if(cmd == GENERIC_CMD_SET_ATTACHMENT) {
1804                 m_env->m_attachements[getId()] = readS16(is);
1805                 m_children.push_back(m_env->m_attachements[getId()]);
1806                 m_attachment_bone = deSerializeString(is);
1807                 m_attachment_position = readV3F1000(is);
1808                 m_attachment_rotation = readV3F1000(is);
1809
1810                 updateAttachments();
1811         }
1812         else if(cmd == GENERIC_CMD_PUNCHED) {
1813                 /*s16 damage =*/ readS16(is);
1814                 s16 result_hp = readS16(is);
1815
1816                 // Use this instead of the send damage to not interfere with prediction
1817                 s16 damage = m_hp - result_hp;
1818
1819                 m_hp = result_hp;
1820
1821                 if (damage > 0)
1822                 {
1823                         if (m_hp <= 0)
1824                         {
1825                                 // TODO: Execute defined fast response
1826                                 // As there is no definition, make a smoke puff
1827                                 ClientSimpleObject *simple = createSmokePuff(
1828                                                 m_smgr, m_env, m_position,
1829                                                 m_prop.visual_size * BS);
1830                                 m_env->addSimpleObject(simple);
1831                         } else {
1832                                 // TODO: Execute defined fast response
1833                                 // Flashing shall suffice as there is no definition
1834                                 m_reset_textures_timer = 0.05;
1835                                 if(damage >= 2)
1836                                         m_reset_textures_timer += 0.05 * damage;
1837                                 updateTextures("^[brighten");
1838                         }
1839                 }
1840         }
1841         else if(cmd == GENERIC_CMD_UPDATE_ARMOR_GROUPS) {
1842                 m_armor_groups.clear();
1843                 int armor_groups_size = readU16(is);
1844                 for(int i=0; i<armor_groups_size; i++)
1845                 {
1846                         std::string name = deSerializeString(is);
1847                         int rating = readS16(is);
1848                         m_armor_groups[name] = rating;
1849                 }
1850         }
1851 }
1852         
1853 bool GenericCAO::directReportPunch(v3f dir, const ItemStack *punchitem,
1854                 float time_from_last_punch)
1855 {
1856         assert(punchitem);
1857         const ToolCapabilities *toolcap =
1858                         &punchitem->getToolCapabilities(m_gamedef->idef());
1859         PunchDamageResult result = getPunchDamage(
1860                         m_armor_groups,
1861                         toolcap,
1862                         punchitem,
1863                         time_from_last_punch);
1864
1865         if(result.did_punch && result.damage != 0)
1866         {
1867                 if(result.damage < m_hp)
1868                 {
1869                         m_hp -= result.damage;
1870                 } else {
1871                         m_hp = 0;
1872                         // TODO: Execute defined fast response
1873                         // As there is no definition, make a smoke puff
1874                         ClientSimpleObject *simple = createSmokePuff(
1875                                         m_smgr, m_env, m_position,
1876                                         m_prop.visual_size * BS);
1877                         m_env->addSimpleObject(simple);
1878                 }
1879                 // TODO: Execute defined fast response
1880                 // Flashing shall suffice as there is no definition
1881                 m_reset_textures_timer = 0.05;
1882                 if(result.damage >= 2)
1883                         m_reset_textures_timer += 0.05 * result.damage;
1884                 updateTextures("^[brighten");
1885         }
1886
1887         return false;
1888 }
1889
1890 std::string GenericCAO::debugInfoText()
1891 {
1892         std::ostringstream os(std::ios::binary);
1893         os<<"GenericCAO hp="<<m_hp<<"\n";
1894         os<<"armor={";
1895         for(ItemGroupList::const_iterator i = m_armor_groups.begin();
1896                         i != m_armor_groups.end(); i++)
1897         {
1898                 os<<i->first<<"="<<i->second<<", ";
1899         }
1900         os<<"}";
1901         return os.str();
1902 }
1903
1904 // Prototype
1905 GenericCAO proto_GenericCAO(NULL, NULL);