]> git.lizzy.rs Git - dragonfireclient.git/blob - src/content_cao.cpp
Fix a m_camera not used warning fix pointed by clang
[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         aabb3f *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         aabb3f 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                 warningstream<<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                 //
547                 m_smgr(NULL),
548                 m_irr(NULL),
549                 m_gamedef(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_nametag(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_animation_loop(true),
569                 m_bone_position(std::map<std::string, core::vector2d<v3f> >()),
570                 m_attachment_bone(""),
571                 m_attachment_position(v3f(0,0,0)),
572                 m_attachment_rotation(v3f(0,0,0)),
573                 m_attached_to_local(false),
574                 m_anim_frame(0),
575                 m_anim_num_frames(1),
576                 m_anim_framelength(0.2),
577                 m_anim_timer(0),
578                 m_reset_textures_timer(-1),
579                 m_visuals_expired(false),
580                 m_step_distance_counter(0),
581                 m_last_light(255),
582                 m_is_visible(false)
583 {
584         if (gamedef == NULL) {
585                 ClientActiveObject::registerType(getType(), create);
586         } else {
587                 m_gamedef = gamedef;
588         }
589 }
590
591 bool GenericCAO::getCollisionBox(aabb3f *toset)
592 {
593         if (m_prop.physical)
594         {
595                 //update collision box
596                 toset->MinEdge = m_prop.collisionbox.MinEdge * BS;
597                 toset->MaxEdge = m_prop.collisionbox.MaxEdge * BS;
598
599                 toset->MinEdge += m_position;
600                 toset->MaxEdge += m_position;
601
602                 return true;
603         }
604
605         return false;
606 }
607
608 bool GenericCAO::collideWithObjects()
609 {
610         return m_prop.collideWithObjects;
611 }
612
613 void GenericCAO::initialize(const std::string &data)
614 {
615         infostream<<"GenericCAO: Got init data"<<std::endl;
616         std::istringstream is(data, std::ios::binary);
617         int num_messages = 0;
618         // version
619         u8 version = readU8(is);
620         // check version
621         if(version == 1) // In PROTOCOL_VERSION 14
622         {
623                 m_name = deSerializeString(is);
624                 m_is_player = readU8(is);
625                 m_id = readS16(is);
626                 m_position = readV3F1000(is);
627                 m_yaw = readF1000(is);
628                 m_hp = readS16(is);
629                 num_messages = readU8(is);
630         }
631         else if(version == 0) // In PROTOCOL_VERSION 13
632         {
633                 m_name = deSerializeString(is);
634                 m_is_player = readU8(is);
635                 m_position = readV3F1000(is);
636                 m_yaw = readF1000(is);
637                 m_hp = readS16(is);
638                 num_messages = readU8(is);
639         }
640         else
641         {
642                 errorstream<<"GenericCAO: Unsupported init data version"
643                                 <<std::endl;
644                 return;
645         }
646
647         for(int i=0; i<num_messages; i++)
648         {
649                 std::string message = deSerializeLongString(is);
650                 processMessage(message);
651         }
652
653         pos_translator.init(m_position);
654         updateNodePos();
655
656         if(m_is_player)
657         {
658                 Player *player = m_env->getPlayer(m_name.c_str());
659                 if(player && player->isLocal())
660                 {
661                         m_is_local_player = true;
662                         m_is_visible = false;
663                         LocalPlayer* localplayer = dynamic_cast<LocalPlayer*>(player);
664
665                         assert( localplayer != NULL );
666                         localplayer->setCAO(this);
667                 }
668                 m_env->addPlayerName(m_name.c_str());
669         }
670 }
671
672 GenericCAO::~GenericCAO()
673 {
674         if (m_is_player) {
675                 m_env->removePlayerName(m_name.c_str());
676         }
677         removeFromScene(true);
678 }
679
680 aabb3f *GenericCAO::getSelectionBox()
681 {
682         if(!m_prop.is_visible || !m_is_visible || m_is_local_player || getParent() != NULL)
683                 return NULL;
684         return &m_selection_box;
685 }
686
687 v3f GenericCAO::getPosition()
688 {
689         if (getParent() != NULL) {
690                 scene::ISceneNode *node = getSceneNode();
691                 if (node)
692                         return node->getAbsolutePosition();
693                 else
694                         return m_position;
695         }
696         return pos_translator.vect_show;
697 }
698
699 scene::ISceneNode* GenericCAO::getSceneNode()
700 {
701         if (m_meshnode) {
702                 return m_meshnode;
703         } else if (m_animated_meshnode) {
704                 return m_animated_meshnode;
705         } else if (m_wield_meshnode) {
706                 return m_wield_meshnode;
707         } else if (m_spritenode) {
708                 return m_spritenode;
709         }
710         return NULL;
711 }
712
713 scene::IMeshSceneNode* GenericCAO::getMeshSceneNode()
714 {
715         return m_meshnode;
716 }
717
718 scene::IAnimatedMeshSceneNode* GenericCAO::getAnimatedMeshSceneNode()
719 {
720         return m_animated_meshnode;
721 }
722
723 WieldMeshSceneNode* GenericCAO::getWieldMeshSceneNode()
724 {
725         return m_wield_meshnode;
726 }
727
728 scene::IBillboardSceneNode* GenericCAO::getSpriteSceneNode()
729 {
730         return m_spritenode;
731 }
732
733 void GenericCAO::setChildrenVisible(bool toset)
734 {
735         for (std::vector<u16>::size_type i = 0; i < m_children.size(); i++) {
736                 GenericCAO *obj = m_env->getGenericCAO(m_children[i]);
737                 if (obj) {
738                         obj->setVisible(toset);
739                 }
740         }
741 }
742
743 void GenericCAO::setAttachments()
744 {
745         updateAttachments();
746 }
747
748 ClientActiveObject* GenericCAO::getParent()
749 {
750         ClientActiveObject *obj = NULL;
751
752         u16 attached_id = m_env->attachement_parent_ids[getId()];
753
754         if ((attached_id != 0) &&
755                         (attached_id != getId())) {
756                 obj = m_env->getActiveObject(attached_id);
757         }
758         return obj;
759 }
760
761 void GenericCAO::removeFromScene(bool permanent)
762 {
763         // Should be true when removing the object permanently and false when refreshing (eg: updating visuals)
764         if((m_env != NULL) && (permanent))
765         {
766                 for (std::vector<u16>::size_type i = 0; i < m_children.size(); i++) {
767                         u16 ci = m_children[i];
768                         if (m_env->attachement_parent_ids[ci] == getId()) {
769                                 m_env->attachement_parent_ids[ci] = 0;
770                         }
771                 }
772
773                 m_env->attachement_parent_ids[getId()] = 0;
774
775                 LocalPlayer* player = m_env->getLocalPlayer();
776                 if (this == player->parent) {
777                         player->parent = NULL;
778                         player->isAttached = false;
779                 }
780         }
781
782         if (m_meshnode) {
783                 m_meshnode->remove();
784                 m_meshnode->drop();
785                 m_meshnode = NULL;
786         } else if (m_animated_meshnode) {
787                 m_animated_meshnode->remove();
788                 m_animated_meshnode->drop();
789                 m_animated_meshnode = NULL;
790         } else if (m_wield_meshnode) {
791                 m_wield_meshnode->remove();
792                 m_wield_meshnode->drop();
793                 m_wield_meshnode = NULL;
794         } else if (m_spritenode) {
795                 m_spritenode->remove();
796                 m_spritenode->drop();
797                 m_spritenode = NULL;
798         }
799
800         if (m_nametag) {
801                 m_gamedef->getCamera()->removeNametag(m_nametag);
802                 m_nametag = NULL;
803         }
804 }
805
806 void GenericCAO::addToScene(scene::ISceneManager *smgr,
807                 ITextureSource *tsrc, IrrlichtDevice *irr)
808 {
809         m_smgr = smgr;
810         m_irr = irr;
811
812         if (getSceneNode() != NULL) {
813                 return;
814         }
815
816         m_visuals_expired = false;
817
818         if (!m_prop.is_visible) {
819                 return;
820         }
821
822         if (m_prop.visual == "sprite") {
823                 infostream<<"GenericCAO::addToScene(): single_sprite"<<std::endl;
824                 m_spritenode = smgr->addBillboardSceneNode(
825                                 NULL, v2f(1, 1), v3f(0,0,0), -1);
826                 m_spritenode->grab();
827                 m_spritenode->setMaterialTexture(0,
828                                 tsrc->getTextureForMesh("unknown_node.png"));
829                 m_spritenode->setMaterialFlag(video::EMF_LIGHTING, false);
830                 m_spritenode->setMaterialFlag(video::EMF_BILINEAR_FILTER, false);
831                 m_spritenode->setMaterialType(video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF);
832                 m_spritenode->setMaterialFlag(video::EMF_FOG_ENABLE, true);
833                 u8 li = m_last_light;
834                 m_spritenode->setColor(video::SColor(255,li,li,li));
835                 m_spritenode->setSize(m_prop.visual_size*BS);
836                 {
837                         const float txs = 1.0 / 1;
838                         const float tys = 1.0 / 1;
839                         setBillboardTextureMatrix(m_spritenode,
840                                         txs, tys, 0, 0);
841                 }
842         }
843         else if(m_prop.visual == "upright_sprite") {
844                 scene::SMesh *mesh = new scene::SMesh();
845                 double dx = BS*m_prop.visual_size.X/2;
846                 double dy = BS*m_prop.visual_size.Y/2;
847                 { // Front
848                 scene::IMeshBuffer *buf = new scene::SMeshBuffer();
849                 u8 li = m_last_light;
850                 video::SColor c(255,li,li,li);
851                 video::S3DVertex vertices[4] =
852                 {
853                         video::S3DVertex(-dx,-dy,0, 0,0,0, c, 0,1),
854                         video::S3DVertex(dx,-dy,0, 0,0,0, c, 1,1),
855                         video::S3DVertex(dx,dy,0, 0,0,0, c, 1,0),
856                         video::S3DVertex(-dx,dy,0, 0,0,0, c, 0,0),
857                 };
858                 u16 indices[] = {0,1,2,2,3,0};
859                 buf->append(vertices, 4, indices, 6);
860                 // Set material
861                 buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
862                 buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
863                 buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
864                 buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
865                 // Add to mesh
866                 mesh->addMeshBuffer(buf);
867                 buf->drop();
868                 }
869                 { // Back
870                 scene::IMeshBuffer *buf = new scene::SMeshBuffer();
871                 u8 li = m_last_light;
872                 video::SColor c(255,li,li,li);
873                 video::S3DVertex vertices[4] =
874                 {
875                         video::S3DVertex(dx,-dy,0, 0,0,0, c, 1,1),
876                         video::S3DVertex(-dx,-dy,0, 0,0,0, c, 0,1),
877                         video::S3DVertex(-dx,dy,0, 0,0,0, c, 0,0),
878                         video::S3DVertex(dx,dy,0, 0,0,0, c, 1,0),
879                 };
880                 u16 indices[] = {0,1,2,2,3,0};
881                 buf->append(vertices, 4, indices, 6);
882                 // Set material
883                 buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
884                 buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
885                 buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
886                 buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
887                 // Add to mesh
888                 mesh->addMeshBuffer(buf);
889                 buf->drop();
890                 }
891                 m_meshnode = smgr->addMeshSceneNode(mesh, NULL);
892                 m_meshnode->grab();
893                 mesh->drop();
894                 // Set it to use the materials of the meshbuffers directly.
895                 // This is needed for changing the texture in the future
896                 m_meshnode->setReadOnlyMaterials(true);
897         }
898         else if(m_prop.visual == "cube") {
899                 infostream<<"GenericCAO::addToScene(): cube"<<std::endl;
900                 scene::IMesh *mesh = createCubeMesh(v3f(BS,BS,BS));
901                 m_meshnode = smgr->addMeshSceneNode(mesh, NULL);
902                 m_meshnode->grab();
903                 mesh->drop();
904
905                 m_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_meshnode->getMesh(), video::SColor(255,li,li,li));
910
911                 m_meshnode->setMaterialFlag(video::EMF_LIGHTING, false);
912                 m_meshnode->setMaterialFlag(video::EMF_BILINEAR_FILTER, false);
913                 m_meshnode->setMaterialType(video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF);
914                 m_meshnode->setMaterialFlag(video::EMF_FOG_ENABLE, true);
915         }
916         else if(m_prop.visual == "mesh") {
917                 infostream<<"GenericCAO::addToScene(): mesh"<<std::endl;
918                 scene::IAnimatedMesh *mesh = m_gamedef->getMesh(m_prop.mesh);
919                 if(mesh)
920                 {
921                         m_animated_meshnode = smgr->addAnimatedMeshSceneNode(mesh, NULL);
922                         m_animated_meshnode->grab();
923                         mesh->drop(); // The scene node took hold of it
924                         m_animated_meshnode->animateJoints(); // Needed for some animations
925                         m_animated_meshnode->setScale(v3f(m_prop.visual_size.X,
926                                         m_prop.visual_size.Y,
927                                         m_prop.visual_size.X));
928                         u8 li = m_last_light;
929                         setMeshColor(m_animated_meshnode->getMesh(), video::SColor(255,li,li,li));
930
931                         bool backface_culling = m_prop.backface_culling;
932                         if (m_is_player)
933                                 backface_culling = false;
934
935                         m_animated_meshnode->setMaterialFlag(video::EMF_LIGHTING, false);
936                         m_animated_meshnode->setMaterialFlag(video::EMF_BILINEAR_FILTER, false);
937                         m_animated_meshnode->setMaterialType(video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF);
938                         m_animated_meshnode->setMaterialFlag(video::EMF_FOG_ENABLE, true);
939                         m_animated_meshnode->setMaterialFlag(video::EMF_BACK_FACE_CULLING, backface_culling);
940                 }
941                 else
942                         errorstream<<"GenericCAO::addToScene(): Could not load mesh "<<m_prop.mesh<<std::endl;
943         }
944         else if(m_prop.visual == "wielditem") {
945                 infostream<<"GenericCAO::addToScene(): wielditem"<<std::endl;
946                 infostream<<"textures: "<<m_prop.textures.size()<<std::endl;
947                 if(m_prop.textures.size() >= 1){
948                         infostream<<"textures[0]: "<<m_prop.textures[0]<<std::endl;
949                         IItemDefManager *idef = m_gamedef->idef();
950                         ItemStack item(m_prop.textures[0], 1, 0, "", idef);
951
952                         m_wield_meshnode = new WieldMeshSceneNode(
953                                         smgr->getRootSceneNode(), smgr, -1);
954                         m_wield_meshnode->setItem(item, m_gamedef);
955
956                         m_wield_meshnode->setScale(v3f(m_prop.visual_size.X/2,
957                                         m_prop.visual_size.Y/2,
958                                         m_prop.visual_size.X/2));
959                         u8 li = m_last_light;
960                         m_wield_meshnode->setColor(video::SColor(255,li,li,li));
961                 }
962         } else {
963                 infostream<<"GenericCAO::addToScene(): \""<<m_prop.visual
964                                 <<"\" not supported"<<std::endl;
965         }
966         updateTextures("");
967
968         scene::ISceneNode *node = getSceneNode();
969         if (node && m_prop.nametag != "" && !m_is_local_player) {
970                 // Add nametag
971                 m_nametag = m_gamedef->getCamera()->addNametag(node,
972                         m_prop.nametag, m_prop.nametag_color);
973         }
974
975         updateNodePos();
976         updateAnimation();
977         updateBonePosition();
978         updateAttachments();
979 }
980
981 void GenericCAO::updateLight(u8 light_at_pos)
982 {
983         // Don't update light of attached one
984         if (getParent() != NULL) {
985                 return;
986         }
987
988         updateLightNoCheck(light_at_pos);
989
990         // Update light of all children
991         for (std::vector<u16>::size_type i = 0; i < m_children.size(); i++) {
992                 ClientActiveObject *obj = m_env->getActiveObject(m_children[i]);
993                 if (obj) {
994                         obj->updateLightNoCheck(light_at_pos);
995                 }
996         }
997 }
998
999 void GenericCAO::updateLightNoCheck(u8 light_at_pos)
1000 {
1001         u8 li = decode_light(light_at_pos);
1002         if (li != m_last_light) {
1003                 m_last_light = li;
1004                 video::SColor color(255,li,li,li);
1005                 if (m_meshnode) {
1006                         setMeshColor(m_meshnode->getMesh(), color);
1007                 } else if (m_animated_meshnode) {
1008                         setMeshColor(m_animated_meshnode->getMesh(), color);
1009                 } else if (m_wield_meshnode) {
1010                         m_wield_meshnode->setColor(color);
1011                 } else if (m_spritenode) {
1012                         m_spritenode->setColor(color);
1013                 }
1014         }
1015 }
1016
1017 v3s16 GenericCAO::getLightPosition()
1018 {
1019         return floatToInt(m_position, BS);
1020 }
1021
1022 void GenericCAO::updateNodePos()
1023 {
1024         if (getParent() != NULL)
1025                 return;
1026
1027         scene::ISceneNode *node = getSceneNode();
1028
1029         if (node) {
1030                 v3s16 camera_offset = m_env->getCameraOffset();
1031                 node->setPosition(pos_translator.vect_show - intToFloat(camera_offset, BS));
1032                 if (node != m_spritenode) { // rotate if not a sprite
1033                         v3f rot = node->getRotation();
1034                         rot.Y = -m_yaw;
1035                         node->setRotation(rot);
1036                 }
1037         }
1038 }
1039
1040 void GenericCAO::step(float dtime, ClientEnvironment *env)
1041 {
1042         // Handel model of local player instantly to prevent lags
1043         if(m_is_local_player)
1044         {
1045                 LocalPlayer *player = m_env->getLocalPlayer();
1046
1047                 if (m_is_visible)
1048                 {
1049                         int old_anim = player->last_animation;
1050                         float old_anim_speed = player->last_animation_speed;
1051                         m_position = player->getPosition() + v3f(0,BS,0);
1052                         m_velocity = v3f(0,0,0);
1053                         m_acceleration = v3f(0,0,0);
1054                         pos_translator.vect_show = m_position;
1055                         m_yaw = player->getYaw();
1056                         PlayerControl controls = player->getPlayerControl();
1057
1058                         bool walking = false;
1059                         if(controls.up || controls.down || controls.left || controls.right)
1060                                 walking = true;
1061
1062                         f32 new_speed = player->local_animation_speed;
1063                         v2s32 new_anim = v2s32(0,0);
1064                         bool allow_update = false;
1065
1066                         // increase speed if using fast or flying fast
1067                         if((g_settings->getBool("fast_move") &&
1068                                         m_gamedef->checkLocalPrivilege("fast")) &&
1069                                         (controls.aux1 ||
1070                                         (!player->touching_ground &&
1071                                         g_settings->getBool("free_move") &&
1072                                         m_gamedef->checkLocalPrivilege("fly"))))
1073                                         new_speed *= 1.5;
1074                         // slowdown speed if sneeking
1075                         if(controls.sneak && walking)
1076                                 new_speed /= 2;
1077
1078                         if(walking && (controls.LMB || controls.RMB))
1079                         {
1080                                 new_anim = player->local_animations[3];
1081                                 player->last_animation = WD_ANIM;
1082                         } else if(walking) {
1083                                 new_anim = player->local_animations[1];
1084                                 player->last_animation = WALK_ANIM;
1085                         } else if(controls.LMB || controls.RMB) {
1086                                 new_anim = player->local_animations[2];
1087                                 player->last_animation = DIG_ANIM;
1088                         }
1089
1090                         // Apply animations if input detected and not attached
1091                         // or set idle animation
1092                         if ((new_anim.X + new_anim.Y) > 0 && !player->isAttached)
1093                         {
1094                                 allow_update = true;
1095                                 m_animation_range = new_anim;
1096                                 m_animation_speed = new_speed;
1097                                 player->last_animation_speed = m_animation_speed;
1098                         } else {
1099                                 player->last_animation = NO_ANIM;
1100
1101                                 if (old_anim != NO_ANIM)
1102                                 {
1103                                         m_animation_range = player->local_animations[0];
1104                                         updateAnimation();
1105                                 }
1106                         }
1107
1108                         // Update local player animations
1109                         if ((player->last_animation != old_anim ||
1110                                 m_animation_speed != old_anim_speed) &&
1111                                 player->last_animation != NO_ANIM && allow_update)
1112                                         updateAnimation();
1113
1114                 }
1115         }
1116
1117         if(m_visuals_expired && m_smgr && m_irr){
1118                 m_visuals_expired = false;
1119
1120                 // Attachments, part 1: All attached objects must be unparented first,
1121                 // or Irrlicht causes a segmentation fault
1122                 for(std::vector<u16>::iterator ci = m_children.begin();
1123                                 ci != m_children.end();)
1124                 {
1125                         if (m_env->attachement_parent_ids[*ci] != getId()) {
1126                                 ci = m_children.erase(ci);
1127                                 continue;
1128                         }
1129                         ClientActiveObject *obj = m_env->getActiveObject(*ci);
1130                         if (obj) {
1131                                 scene::ISceneNode *child_node = obj->getSceneNode();
1132                                 if (child_node)
1133                                         child_node->setParent(m_smgr->getRootSceneNode());
1134                         }
1135                         ++ci;
1136                 }
1137
1138                 removeFromScene(false);
1139                 addToScene(m_smgr, m_gamedef->tsrc(), m_irr);
1140
1141                 // Attachments, part 2: Now that the parent has been refreshed, put its attachments back
1142                 for (std::vector<u16>::size_type i = 0; i < m_children.size(); i++) {
1143                         // Get the object of the child
1144                         ClientActiveObject *obj = m_env->getActiveObject(m_children[i]);
1145                         if (obj)
1146                                 obj->setAttachments();
1147                 }
1148         }
1149
1150         // Make sure m_is_visible is always applied
1151         scene::ISceneNode *node = getSceneNode();
1152         if (node)
1153                 node->setVisible(m_is_visible);
1154
1155         if(getParent() != NULL) // Attachments should be glued to their parent by Irrlicht
1156         {
1157                 // Set these for later
1158                 m_position = getPosition();
1159                 m_velocity = v3f(0,0,0);
1160                 m_acceleration = v3f(0,0,0);
1161                 pos_translator.vect_show = m_position;
1162
1163                 if(m_is_local_player) // Update local player attachment position
1164                 {
1165                         LocalPlayer *player = m_env->getLocalPlayer();
1166                         player->overridePosition = getParent()->getPosition();
1167                         m_env->getLocalPlayer()->parent = getParent();
1168                 }
1169         } else {
1170                 v3f lastpos = pos_translator.vect_show;
1171
1172                 if(m_prop.physical)
1173                 {
1174                         aabb3f box = m_prop.collisionbox;
1175                         box.MinEdge *= BS;
1176                         box.MaxEdge *= BS;
1177                         collisionMoveResult moveresult;
1178                         f32 pos_max_d = BS*0.125; // Distance per iteration
1179                         v3f p_pos = m_position;
1180                         v3f p_velocity = m_velocity;
1181                         moveresult = collisionMoveSimple(env,env->getGameDef(),
1182                                         pos_max_d, box, m_prop.stepheight, dtime,
1183                                         &p_pos, &p_velocity, m_acceleration,
1184                                         this, m_prop.collideWithObjects);
1185                         // Apply results
1186                         m_position = p_pos;
1187                         m_velocity = p_velocity;
1188
1189                         bool is_end_position = moveresult.collides;
1190                         pos_translator.update(m_position, is_end_position, dtime);
1191                         pos_translator.translate(dtime);
1192                         updateNodePos();
1193                 } else {
1194                         m_position += dtime * m_velocity + 0.5 * dtime * dtime * m_acceleration;
1195                         m_velocity += dtime * m_acceleration;
1196                         pos_translator.update(m_position, pos_translator.aim_is_end,
1197                                         pos_translator.anim_time);
1198                         pos_translator.translate(dtime);
1199                         updateNodePos();
1200                 }
1201
1202                 float moved = lastpos.getDistanceFrom(pos_translator.vect_show);
1203                 m_step_distance_counter += moved;
1204                 if(m_step_distance_counter > 1.5*BS)
1205                 {
1206                         m_step_distance_counter = 0;
1207                         if(!m_is_local_player && m_prop.makes_footstep_sound)
1208                         {
1209                                 INodeDefManager *ndef = m_gamedef->ndef();
1210                                 v3s16 p = floatToInt(getPosition() + v3f(0,
1211                                                 (m_prop.collisionbox.MinEdge.Y-0.5)*BS, 0), BS);
1212                                 MapNode n = m_env->getMap().getNodeNoEx(p);
1213                                 SimpleSoundSpec spec = ndef->get(n).sound_footstep;
1214                                 m_gamedef->sound()->playSoundAt(spec, false, getPosition());
1215                         }
1216                 }
1217         }
1218
1219         m_anim_timer += dtime;
1220         if(m_anim_timer >= m_anim_framelength)
1221         {
1222                 m_anim_timer -= m_anim_framelength;
1223                 m_anim_frame++;
1224                 if(m_anim_frame >= m_anim_num_frames)
1225                         m_anim_frame = 0;
1226         }
1227
1228         updateTexturePos();
1229
1230         if(m_reset_textures_timer >= 0)
1231         {
1232                 m_reset_textures_timer -= dtime;
1233                 if(m_reset_textures_timer <= 0){
1234                         m_reset_textures_timer = -1;
1235                         updateTextures("");
1236                 }
1237         }
1238         if(getParent() == NULL && fabs(m_prop.automatic_rotate) > 0.001)
1239         {
1240                 m_yaw += dtime * m_prop.automatic_rotate * 180 / M_PI;
1241                 updateNodePos();
1242         }
1243
1244         if (getParent() == NULL && m_prop.automatic_face_movement_dir &&
1245                         (fabs(m_velocity.Z) > 0.001 || fabs(m_velocity.X) > 0.001))
1246         {
1247                 float optimal_yaw = atan2(m_velocity.Z,m_velocity.X) * 180 / M_PI
1248                                 + m_prop.automatic_face_movement_dir_offset;
1249                 float max_rotation_delta =
1250                                 dtime * m_prop.automatic_face_movement_max_rotation_per_sec;
1251
1252                 if ((m_prop.automatic_face_movement_max_rotation_per_sec > 0) &&
1253                         (fabs(m_yaw - optimal_yaw) > max_rotation_delta)) {
1254
1255                         m_yaw = optimal_yaw < m_yaw ? m_yaw - max_rotation_delta : m_yaw + max_rotation_delta;
1256                 } else {
1257                         m_yaw = optimal_yaw;
1258                 }
1259                 updateNodePos();
1260         }
1261 }
1262
1263 void GenericCAO::updateTexturePos()
1264 {
1265         if(m_spritenode)
1266         {
1267                 scene::ICameraSceneNode* camera =
1268                                 m_spritenode->getSceneManager()->getActiveCamera();
1269                 if(!camera)
1270                         return;
1271                 v3f cam_to_entity = m_spritenode->getAbsolutePosition()
1272                                 - camera->getAbsolutePosition();
1273                 cam_to_entity.normalize();
1274
1275                 int row = m_tx_basepos.Y;
1276                 int col = m_tx_basepos.X;
1277
1278                 if(m_tx_select_horiz_by_yawpitch)
1279                 {
1280                         if(cam_to_entity.Y > 0.75)
1281                                 col += 5;
1282                         else if(cam_to_entity.Y < -0.75)
1283                                 col += 4;
1284                         else{
1285                                 float mob_dir =
1286                                                 atan2(cam_to_entity.Z, cam_to_entity.X) / M_PI * 180.;
1287                                 float dir = mob_dir - m_yaw;
1288                                 dir = wrapDegrees_180(dir);
1289                                 //infostream<<"id="<<m_id<<" dir="<<dir<<std::endl;
1290                                 if(fabs(wrapDegrees_180(dir - 0)) <= 45.1)
1291                                         col += 2;
1292                                 else if(fabs(wrapDegrees_180(dir - 90)) <= 45.1)
1293                                         col += 3;
1294                                 else if(fabs(wrapDegrees_180(dir - 180)) <= 45.1)
1295                                         col += 0;
1296                                 else if(fabs(wrapDegrees_180(dir + 90)) <= 45.1)
1297                                         col += 1;
1298                                 else
1299                                         col += 4;
1300                         }
1301                 }
1302
1303                 // Animation goes downwards
1304                 row += m_anim_frame;
1305
1306                 float txs = m_tx_size.X;
1307                 float tys = m_tx_size.Y;
1308                 setBillboardTextureMatrix(m_spritenode,
1309                                 txs, tys, col, row);
1310         }
1311 }
1312
1313 void GenericCAO::updateTextures(const std::string &mod)
1314 {
1315         ITextureSource *tsrc = m_gamedef->tsrc();
1316
1317         bool use_trilinear_filter = g_settings->getBool("trilinear_filter");
1318         bool use_bilinear_filter = g_settings->getBool("bilinear_filter");
1319         bool use_anisotropic_filter = g_settings->getBool("anisotropic_filter");
1320
1321         if(m_spritenode)
1322         {
1323                 if(m_prop.visual == "sprite")
1324                 {
1325                         std::string texturestring = "unknown_node.png";
1326                         if(m_prop.textures.size() >= 1)
1327                                 texturestring = m_prop.textures[0];
1328                         texturestring += mod;
1329                         m_spritenode->setMaterialTexture(0,
1330                                         tsrc->getTextureForMesh(texturestring));
1331
1332                         // This allows setting per-material colors. However, until a real lighting
1333                         // system is added, the code below will have no effect. Once MineTest
1334                         // has directional lighting, it should work automatically.
1335                         if(m_prop.colors.size() >= 1)
1336                         {
1337                                 m_spritenode->getMaterial(0).AmbientColor = m_prop.colors[0];
1338                                 m_spritenode->getMaterial(0).DiffuseColor = m_prop.colors[0];
1339                                 m_spritenode->getMaterial(0).SpecularColor = m_prop.colors[0];
1340                         }
1341
1342                         m_spritenode->getMaterial(0).setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
1343                         m_spritenode->getMaterial(0).setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
1344                         m_spritenode->getMaterial(0).setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
1345                 }
1346         }
1347         if(m_animated_meshnode)
1348         {
1349                 if(m_prop.visual == "mesh")
1350                 {
1351                         for (u32 i = 0; i < m_prop.textures.size() &&
1352                                         i < m_animated_meshnode->getMaterialCount(); ++i)
1353                         {
1354                                 std::string texturestring = m_prop.textures[i];
1355                                 if(texturestring == "")
1356                                         continue; // Empty texture string means don't modify that material
1357                                 texturestring += mod;
1358                                 video::ITexture* texture = tsrc->getTextureForMesh(texturestring);
1359                                 if(!texture)
1360                                 {
1361                                         errorstream<<"GenericCAO::updateTextures(): Could not load texture "<<texturestring<<std::endl;
1362                                         continue;
1363                                 }
1364
1365                                 // Set material flags and texture
1366                                 video::SMaterial& material = m_animated_meshnode->getMaterial(i);
1367                                 material.TextureLayer[0].Texture = texture;
1368                                 material.setFlag(video::EMF_LIGHTING, false);
1369                                 material.setFlag(video::EMF_BILINEAR_FILTER, false);
1370
1371                                 m_animated_meshnode->getMaterial(i)
1372                                                 .setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
1373                                 m_animated_meshnode->getMaterial(i)
1374                                                 .setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
1375                                 m_animated_meshnode->getMaterial(i)
1376                                                 .setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
1377                         }
1378                         for (u32 i = 0; i < m_prop.colors.size() &&
1379                         i < m_animated_meshnode->getMaterialCount(); ++i)
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                                 m_animated_meshnode->getMaterial(i).AmbientColor = m_prop.colors[i];
1385                                 m_animated_meshnode->getMaterial(i).DiffuseColor = m_prop.colors[i];
1386                                 m_animated_meshnode->getMaterial(i).SpecularColor = m_prop.colors[i];
1387                         }
1388                 }
1389         }
1390         if(m_meshnode)
1391         {
1392                 if(m_prop.visual == "cube")
1393                 {
1394                         for (u32 i = 0; i < 6; ++i)
1395                         {
1396                                 std::string texturestring = "unknown_node.png";
1397                                 if(m_prop.textures.size() > i)
1398                                         texturestring = m_prop.textures[i];
1399                                 texturestring += mod;
1400
1401
1402                                 // Set material flags and texture
1403                                 video::SMaterial& material = m_meshnode->getMaterial(i);
1404                                 material.setFlag(video::EMF_LIGHTING, false);
1405                                 material.setFlag(video::EMF_BILINEAR_FILTER, false);
1406                                 material.setTexture(0,
1407                                                 tsrc->getTextureForMesh(texturestring));
1408                                 material.getTextureMatrix(0).makeIdentity();
1409
1410                                 // This allows setting per-material colors. However, until a real lighting
1411                                 // system is added, the code below will have no effect. Once MineTest
1412                                 // has directional lighting, it should work automatically.
1413                                 if(m_prop.colors.size() > i)
1414                                 {
1415                                         m_meshnode->getMaterial(i).AmbientColor = m_prop.colors[i];
1416                                         m_meshnode->getMaterial(i).DiffuseColor = m_prop.colors[i];
1417                                         m_meshnode->getMaterial(i).SpecularColor = m_prop.colors[i];
1418                                 }
1419
1420                                 m_meshnode->getMaterial(i).setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
1421                                 m_meshnode->getMaterial(i).setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
1422                                 m_meshnode->getMaterial(i).setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
1423                         }
1424                 }
1425                 else if(m_prop.visual == "upright_sprite")
1426                 {
1427                         scene::IMesh *mesh = m_meshnode->getMesh();
1428                         {
1429                                 std::string tname = "unknown_object.png";
1430                                 if(m_prop.textures.size() >= 1)
1431                                         tname = m_prop.textures[0];
1432                                 tname += mod;
1433                                 scene::IMeshBuffer *buf = mesh->getMeshBuffer(0);
1434                                 buf->getMaterial().setTexture(0,
1435                                                 tsrc->getTextureForMesh(tname));
1436
1437                                 // This allows setting per-material colors. However, until a real lighting
1438                                 // system is added, the code below will have no effect. Once MineTest
1439                                 // has directional lighting, it should work automatically.
1440                                 if(m_prop.colors.size() >= 1)
1441                                 {
1442                                         buf->getMaterial().AmbientColor = m_prop.colors[0];
1443                                         buf->getMaterial().DiffuseColor = m_prop.colors[0];
1444                                         buf->getMaterial().SpecularColor = m_prop.colors[0];
1445                                 }
1446
1447                                 buf->getMaterial().setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
1448                                 buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
1449                                 buf->getMaterial().setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
1450                         }
1451                         {
1452                                 std::string tname = "unknown_object.png";
1453                                 if(m_prop.textures.size() >= 2)
1454                                         tname = m_prop.textures[1];
1455                                 else if(m_prop.textures.size() >= 1)
1456                                         tname = m_prop.textures[0];
1457                                 tname += mod;
1458                                 scene::IMeshBuffer *buf = mesh->getMeshBuffer(1);
1459                                 buf->getMaterial().setTexture(0,
1460                                                 tsrc->getTextureForMesh(tname));
1461
1462                                 // This allows setting per-material colors. However, until a real lighting
1463                                 // system is added, the code below will have no effect. Once MineTest
1464                                 // has directional lighting, it should work automatically.
1465                                 if(m_prop.colors.size() >= 2)
1466                                 {
1467                                         buf->getMaterial().AmbientColor = m_prop.colors[1];
1468                                         buf->getMaterial().DiffuseColor = m_prop.colors[1];
1469                                         buf->getMaterial().SpecularColor = m_prop.colors[1];
1470                                 }
1471                                 else if(m_prop.colors.size() >= 1)
1472                                 {
1473                                         buf->getMaterial().AmbientColor = m_prop.colors[0];
1474                                         buf->getMaterial().DiffuseColor = m_prop.colors[0];
1475                                         buf->getMaterial().SpecularColor = m_prop.colors[0];
1476                                 }
1477
1478                                 buf->getMaterial().setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
1479                                 buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
1480                                 buf->getMaterial().setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
1481                         }
1482                 }
1483         }
1484 }
1485
1486 void GenericCAO::updateAnimation()
1487 {
1488         if(m_animated_meshnode == NULL)
1489                 return;
1490
1491         if (m_animated_meshnode->getStartFrame() != m_animation_range.X ||
1492                 m_animated_meshnode->getEndFrame() != m_animation_range.Y)
1493                         m_animated_meshnode->setFrameLoop(m_animation_range.X, m_animation_range.Y);
1494         if (m_animated_meshnode->getAnimationSpeed() != m_animation_speed)
1495                 m_animated_meshnode->setAnimationSpeed(m_animation_speed);
1496         m_animated_meshnode->setTransitionTime(m_animation_blend);
1497 // Requires Irrlicht 1.8 or greater
1498 #if (IRRLICHT_VERSION_MAJOR == 1 && IRRLICHT_VERSION_MINOR >= 8) || IRRLICHT_VERSION_MAJOR > 1
1499         if (m_animated_meshnode->getLoopMode() != m_animation_loop)
1500                 m_animated_meshnode->setLoopMode(m_animation_loop);
1501 #endif
1502 }
1503
1504 void GenericCAO::updateBonePosition()
1505 {
1506         if(m_bone_position.empty() || m_animated_meshnode == NULL)
1507                 return;
1508
1509         m_animated_meshnode->setJointMode(irr::scene::EJUOR_CONTROL); // To write positions to the mesh on render
1510         for(std::map<std::string,
1511                         core::vector2d<v3f> >::const_iterator ii = m_bone_position.begin();
1512                         ii != m_bone_position.end(); ++ii)
1513         {
1514                 std::string bone_name = (*ii).first;
1515                 v3f bone_pos = (*ii).second.X;
1516                 v3f bone_rot = (*ii).second.Y;
1517                 irr::scene::IBoneSceneNode* bone = m_animated_meshnode->getJointNode(bone_name.c_str());
1518                 if(bone)
1519                 {
1520                         bone->setPosition(bone_pos);
1521                         bone->setRotation(bone_rot);
1522                 }
1523         }
1524 }
1525
1526 void GenericCAO::updateAttachments()
1527 {
1528
1529         if (getParent() == NULL) { // Detach or don't attach
1530                 scene::ISceneNode *node = getSceneNode();
1531                 if (node) {
1532                         v3f old_position = node->getAbsolutePosition();
1533                         v3f old_rotation = node->getRotation();
1534                         node->setParent(m_smgr->getRootSceneNode());
1535                         node->setPosition(old_position);
1536                         node->setRotation(old_rotation);
1537                         node->updateAbsolutePosition();
1538                 }
1539                 if (m_is_local_player) {
1540                         LocalPlayer *player = m_env->getLocalPlayer();
1541                         player->isAttached = false;
1542                 }
1543         }
1544         else // Attach
1545         {
1546                 scene::ISceneNode *my_node = getSceneNode();
1547
1548                 scene::ISceneNode *parent_node = getParent()->getSceneNode();
1549                 scene::IAnimatedMeshSceneNode *parent_animated_mesh_node =
1550                                 getParent()->getAnimatedMeshSceneNode();
1551                 if (parent_animated_mesh_node && m_attachment_bone != "") {
1552                         parent_node = parent_animated_mesh_node->getJointNode(m_attachment_bone.c_str());
1553                 }
1554
1555                 if (my_node && parent_node) {
1556                         my_node->setParent(parent_node);
1557                         my_node->setPosition(m_attachment_position);
1558                         my_node->setRotation(m_attachment_rotation);
1559                         my_node->updateAbsolutePosition();
1560                 }
1561                 if (m_is_local_player) {
1562                         LocalPlayer *player = m_env->getLocalPlayer();
1563                         player->isAttached = true;
1564                 }
1565         }
1566 }
1567
1568 void GenericCAO::processMessage(const std::string &data)
1569 {
1570         //infostream<<"GenericCAO: Got message"<<std::endl;
1571         std::istringstream is(data, std::ios::binary);
1572         // command
1573         u8 cmd = readU8(is);
1574         if(cmd == GENERIC_CMD_SET_PROPERTIES)
1575         {
1576                 m_prop = gob_read_set_properties(is);
1577
1578                 m_selection_box = m_prop.collisionbox;
1579                 m_selection_box.MinEdge *= BS;
1580                 m_selection_box.MaxEdge *= BS;
1581
1582                 m_tx_size.X = 1.0 / m_prop.spritediv.X;
1583                 m_tx_size.Y = 1.0 / m_prop.spritediv.Y;
1584
1585                 if(!m_initial_tx_basepos_set){
1586                         m_initial_tx_basepos_set = true;
1587                         m_tx_basepos = m_prop.initial_sprite_basepos;
1588                 }
1589
1590                 if ((m_is_player && !m_is_local_player) && m_prop.nametag == "")
1591                         m_prop.nametag = m_name;
1592
1593                 expireVisuals();
1594         }
1595         else if(cmd == GENERIC_CMD_UPDATE_POSITION)
1596         {
1597                 // Not sent by the server if this object is an attachment.
1598                 // We might however get here if the server notices the object being detached before the client.
1599                 m_position = readV3F1000(is);
1600                 m_velocity = readV3F1000(is);
1601                 m_acceleration = readV3F1000(is);
1602                 if(fabs(m_prop.automatic_rotate) < 0.001)
1603                         m_yaw = readF1000(is);
1604                 else
1605                         readF1000(is);
1606                 bool do_interpolate = readU8(is);
1607                 bool is_end_position = readU8(is);
1608                 float update_interval = readF1000(is);
1609
1610                 // Place us a bit higher if we're physical, to not sink into
1611                 // the ground due to sucky collision detection...
1612                 if(m_prop.physical)
1613                         m_position += v3f(0,0.002,0);
1614
1615                 if(getParent() != NULL) // Just in case
1616                         return;
1617
1618                 if(do_interpolate)
1619                 {
1620                         if(!m_prop.physical)
1621                                 pos_translator.update(m_position, is_end_position, update_interval);
1622                 } else {
1623                         pos_translator.init(m_position);
1624                 }
1625                 updateNodePos();
1626         }
1627         else if(cmd == GENERIC_CMD_SET_TEXTURE_MOD) {
1628                 std::string mod = deSerializeString(is);
1629                 updateTextures(mod);
1630         }
1631         else if(cmd == GENERIC_CMD_SET_SPRITE) {
1632                 v2s16 p = readV2S16(is);
1633                 int num_frames = readU16(is);
1634                 float framelength = readF1000(is);
1635                 bool select_horiz_by_yawpitch = readU8(is);
1636
1637                 m_tx_basepos = p;
1638                 m_anim_num_frames = num_frames;
1639                 m_anim_framelength = framelength;
1640                 m_tx_select_horiz_by_yawpitch = select_horiz_by_yawpitch;
1641
1642                 updateTexturePos();
1643         }
1644         else if(cmd == GENERIC_CMD_SET_PHYSICS_OVERRIDE) {
1645                 float override_speed = readF1000(is);
1646                 float override_jump = readF1000(is);
1647                 float override_gravity = readF1000(is);
1648                 // these are sent inverted so we get true when the server sends nothing
1649                 bool sneak = !readU8(is);
1650                 bool sneak_glitch = !readU8(is);
1651
1652
1653                 if(m_is_local_player)
1654                 {
1655                         LocalPlayer *player = m_env->getLocalPlayer();
1656                         player->physics_override_speed = override_speed;
1657                         player->physics_override_jump = override_jump;
1658                         player->physics_override_gravity = override_gravity;
1659                         player->physics_override_sneak = sneak;
1660                         player->physics_override_sneak_glitch = sneak_glitch;
1661                 }
1662         }
1663         else if(cmd == GENERIC_CMD_SET_ANIMATION) {
1664                 // TODO: change frames send as v2s32 value
1665                 v2f range = readV2F1000(is);
1666                 if (!m_is_local_player) {
1667                         m_animation_range = v2s32((s32)range.X, (s32)range.Y);
1668                         m_animation_speed = readF1000(is);
1669                         m_animation_blend = readF1000(is);
1670                         // these are sent inverted so we get true when the server sends nothing
1671                         m_animation_loop = !readU8(is);
1672                         updateAnimation();
1673                 } else {
1674                         LocalPlayer *player = m_env->getLocalPlayer();
1675                         if(player->last_animation == NO_ANIM)
1676                         {
1677                                 m_animation_range = v2s32((s32)range.X, (s32)range.Y);
1678                                 m_animation_speed = readF1000(is);
1679                                 m_animation_blend = readF1000(is);
1680                                 // these are sent inverted so we get true when the server sends nothing
1681                                 m_animation_loop = !readU8(is);
1682                         }
1683                         // update animation only if local animations present
1684                         // and received animation is unknown (except idle animation)
1685                         bool is_known = false;
1686                         for (int i = 1;i<4;i++)
1687                         {
1688                                 if(m_animation_range.Y == player->local_animations[i].Y)
1689                                         is_known = true;
1690                         }
1691                         if(!is_known ||
1692                                         (player->local_animations[1].Y + player->local_animations[2].Y < 1))
1693                         {
1694                                         updateAnimation();
1695                         }
1696                 }
1697         }
1698         else if(cmd == GENERIC_CMD_SET_BONE_POSITION) {
1699                 std::string bone = deSerializeString(is);
1700                 v3f position = readV3F1000(is);
1701                 v3f rotation = readV3F1000(is);
1702                 m_bone_position[bone] = core::vector2d<v3f>(position, rotation);
1703
1704                 updateBonePosition();
1705         } else if (cmd == GENERIC_CMD_ATTACH_TO) {
1706                 u16 parentID = readS16(is);
1707                 u16 oldparent = m_env->attachement_parent_ids[getId()];
1708                 if (oldparent) {
1709                         m_children.erase(std::remove(m_children.begin(), m_children.end(),
1710                                 getId()), m_children.end());
1711                 }
1712                 m_env->attachement_parent_ids[getId()] = parentID;
1713                 GenericCAO *parentobj = m_env->getGenericCAO(parentID);
1714
1715                 if (parentobj) {
1716                         parentobj->m_children.push_back(getId());
1717                 }
1718
1719                 m_attachment_bone = deSerializeString(is);
1720                 m_attachment_position = readV3F1000(is);
1721                 m_attachment_rotation = readV3F1000(is);
1722
1723                 // localplayer itself can't be attached to localplayer
1724                 if (!m_is_local_player) {
1725                         m_attached_to_local = getParent() != NULL && getParent()->isLocalPlayer();
1726                         // Objects attached to the local player should be hidden by default
1727                         m_is_visible = !m_attached_to_local;
1728                 }
1729
1730                 updateAttachments();
1731         }
1732         else if(cmd == GENERIC_CMD_PUNCHED) {
1733                 /*s16 damage =*/ readS16(is);
1734                 s16 result_hp = readS16(is);
1735
1736                 // Use this instead of the send damage to not interfere with prediction
1737                 s16 damage = m_hp - result_hp;
1738
1739                 m_hp = result_hp;
1740
1741                 if (damage > 0)
1742                 {
1743                         if (m_hp <= 0)
1744                         {
1745                                 // TODO: Execute defined fast response
1746                                 // As there is no definition, make a smoke puff
1747                                 ClientSimpleObject *simple = createSmokePuff(
1748                                                 m_smgr, m_env, m_position,
1749                                                 m_prop.visual_size * BS);
1750                                 m_env->addSimpleObject(simple);
1751                         } else {
1752                                 // TODO: Execute defined fast response
1753                                 // Flashing shall suffice as there is no definition
1754                                 m_reset_textures_timer = 0.05;
1755                                 if(damage >= 2)
1756                                         m_reset_textures_timer += 0.05 * damage;
1757                                 updateTextures("^[brighten");
1758                         }
1759                 }
1760         }
1761         else if(cmd == GENERIC_CMD_UPDATE_ARMOR_GROUPS) {
1762                 m_armor_groups.clear();
1763                 int armor_groups_size = readU16(is);
1764                 for(int i=0; i<armor_groups_size; i++)
1765                 {
1766                         std::string name = deSerializeString(is);
1767                         int rating = readS16(is);
1768                         m_armor_groups[name] = rating;
1769                 }
1770         } else if (cmd == GENERIC_CMD_UPDATE_NAMETAG_ATTRIBUTES) {
1771                 // Deprecated, for backwards compatibility only.
1772                 readU8(is); // version
1773                 m_prop.nametag_color = readARGB8(is);
1774                 if (m_nametag != NULL) {
1775                         m_nametag->nametag_color = m_prop.nametag_color;
1776                 }
1777         }
1778 }
1779
1780 /* \pre punchitem != NULL
1781  */
1782 bool GenericCAO::directReportPunch(v3f dir, const ItemStack *punchitem,
1783                 float time_from_last_punch)
1784 {
1785         assert(punchitem);      // pre-condition
1786         const ToolCapabilities *toolcap =
1787                         &punchitem->getToolCapabilities(m_gamedef->idef());
1788         PunchDamageResult result = getPunchDamage(
1789                         m_armor_groups,
1790                         toolcap,
1791                         punchitem,
1792                         time_from_last_punch);
1793
1794         if(result.did_punch && result.damage != 0)
1795         {
1796                 if(result.damage < m_hp)
1797                 {
1798                         m_hp -= result.damage;
1799                 } else {
1800                         m_hp = 0;
1801                         // TODO: Execute defined fast response
1802                         // As there is no definition, make a smoke puff
1803                         ClientSimpleObject *simple = createSmokePuff(
1804                                         m_smgr, m_env, m_position,
1805                                         m_prop.visual_size * BS);
1806                         m_env->addSimpleObject(simple);
1807                 }
1808                 // TODO: Execute defined fast response
1809                 // Flashing shall suffice as there is no definition
1810                 m_reset_textures_timer = 0.05;
1811                 if(result.damage >= 2)
1812                         m_reset_textures_timer += 0.05 * result.damage;
1813                 updateTextures("^[brighten");
1814         }
1815
1816         return false;
1817 }
1818
1819 std::string GenericCAO::debugInfoText()
1820 {
1821         std::ostringstream os(std::ios::binary);
1822         os<<"GenericCAO hp="<<m_hp<<"\n";
1823         os<<"armor={";
1824         for(ItemGroupList::const_iterator i = m_armor_groups.begin();
1825                         i != m_armor_groups.end(); ++i)
1826         {
1827                 os<<i->first<<"="<<i->second<<", ";
1828         }
1829         os<<"}";
1830         return os.str();
1831 }
1832
1833 // Prototype
1834 GenericCAO proto_GenericCAO(NULL, NULL);