]> git.lizzy.rs Git - dragonfireclient.git/blobdiff - src/content_cao.cpp
Added configurable ambient_occlusion_gamma. Default is 2.2 (same as previous hardcode...
[dragonfireclient.git] / src / content_cao.cpp
index 30384a3134855a79576b14c21ed162953a56c9c1..671ddd4b1afc241667b734229b4c49b176f3b349 100644 (file)
@@ -17,14 +17,20 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
 */
 
+#include <ICameraSceneNode.h>
+#include <ITextSceneNode.h>
+#include <IBillboardSceneNode.h>
+#include <IMeshManipulator.h>
+#include <IAnimatedMeshSceneNode.h>
+#include <IBoneSceneNode.h>
 #include "content_cao.h"
+#include "util/numeric.h" // For IntervalLimiter
+#include "util/serialize.h"
+#include "util/mathconstants.h"
 #include "tile.h"
 #include "environment.h"
 #include "collision.h"
 #include "settings.h"
-#include <ICameraSceneNode.h>
-#include <ITextSceneNode.h>
-#include <IBillboardSceneNode.h>
 #include "serialization.h" // For decompressZlib
 #include "gamedef.h"
 #include "clientobject.h"
@@ -36,15 +42,11 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include "sound.h"
 #include "nodedef.h"
 #include "localplayer.h"
-#include "util/numeric.h" // For IntervalLimiter
-#include "util/serialize.h"
-#include "util/mathconstants.h"
 #include "map.h"
 #include "main.h" // g_settings
 #include "camera.h" // CameraModes
-#include <IMeshManipulator.h>
-#include <IAnimatedMeshSceneNode.h>
-#include <IBoneSceneNode.h>
+#include "wieldmesh.h"
+#include "log.h"
 
 class Settings;
 struct ToolCapabilities;
@@ -84,7 +86,8 @@ void SmoothTranslator::update(v3f vect_new, bool is_end_position, float update_i
        aim_is_end = is_end_position;
        vect_old = vect_show;
        vect_aim = vect_new;
-       if(update_interval > 0){
+       if(update_interval > 0)
+       {
                anim_time = update_interval;
        } else {
                if(anim_time < 0.001 || anim_time > 1.0)
@@ -549,6 +552,7 @@ GenericCAO::GenericCAO(IGameDef *gamedef, ClientEnvironment *env):
                m_selection_box(-BS/3.,-BS/3.,-BS/3., BS/3.,BS/3.,BS/3.),
                m_meshnode(NULL),
                m_animated_meshnode(NULL),
+               m_wield_meshnode(NULL),
                m_spritenode(NULL),
                m_textnode(NULL),
                m_position(v3f(0,10*BS,0)),
@@ -582,8 +586,10 @@ GenericCAO::GenericCAO(IGameDef *gamedef, ClientEnvironment *env):
                ClientActiveObject::registerType(getType(), create);
 }
 
-bool GenericCAO::getCollisionBox(aabb3f *toset) {
-       if (m_prop.physical) {
+bool GenericCAO::getCollisionBox(aabb3f *toset)
+{
+       if (m_prop.physical)
+       {
                //update collision box
                toset->MinEdge = m_prop.collisionbox.MinEdge * BS;
                toset->MaxEdge = m_prop.collisionbox.MaxEdge * BS;
@@ -597,7 +603,8 @@ bool GenericCAO::getCollisionBox(aabb3f *toset) {
        return false;
 }
 
-bool GenericCAO::collideWithObjects() {
+bool GenericCAO::collideWithObjects()
+{
        return m_prop.collideWithObjects;
 }
 
@@ -635,7 +642,8 @@ void GenericCAO::initialize(const std::string &data)
                return;
        }
 
-       for(int i=0; i<num_messages; i++){
+       for(int i=0; i<num_messages; i++)
+       {
                std::string message = deSerializeLongString(is);
                processMessage(message);
        }
@@ -643,10 +651,17 @@ void GenericCAO::initialize(const std::string &data)
        pos_translator.init(m_position);
        updateNodePos();
 
-       if(m_is_player){
+       if(m_is_player)
+       {
                Player *player = m_env->getPlayer(m_name.c_str());
-               if(player && player->isLocal()){
+               if(player && player->isLocal())
+               {
                        m_is_local_player = true;
+                       m_is_visible = false;
+                       LocalPlayer* localplayer = dynamic_cast<LocalPlayer*>(player);
+
+                       assert( localplayer != NULL );
+                       localplayer->setCAO(this);
                }
                m_env->addPlayerName(m_name.c_str());
        }
@@ -654,9 +669,11 @@ void GenericCAO::initialize(const std::string &data)
 
 GenericCAO::~GenericCAO()
 {
-       if(m_is_player){
+       if(m_is_player)
+       {
                m_env->removePlayerName(m_name.c_str());
        }
+       removeFromScene(true);
 }
 
 core::aabbox3d<f32>* GenericCAO::getSelectionBox()
@@ -668,37 +685,47 @@ core::aabbox3d<f32>* GenericCAO::getSelectionBox()
 
 v3f GenericCAO::getPosition()
 {
-       if(getParent() != NULL){
-               if(m_meshnode)
-                       return m_meshnode->getAbsolutePosition();
-               if(m_animated_meshnode)
-                       return m_animated_meshnode->getAbsolutePosition();
-               if(m_spritenode)
-                       return m_spritenode->getAbsolutePosition();
-               return m_position;
+       if (getParent() != NULL) {
+               scene::ISceneNode *node = getSceneNode();
+               if (node)
+                       return node->getAbsolutePosition();
+               else
+                       return m_position;
        }
        return pos_translator.vect_show;
 }
 
-scene::IMeshSceneNode* GenericCAO::getMeshSceneNode()
+scene::ISceneNode* GenericCAO::getSceneNode()
 {
-       if(m_meshnode)
+       if (m_meshnode)
                return m_meshnode;
+       if (m_animated_meshnode)
+               return m_animated_meshnode;
+       if (m_wield_meshnode)
+               return m_wield_meshnode;
+       if (m_spritenode)
+               return m_spritenode;
        return NULL;
 }
 
+scene::IMeshSceneNode* GenericCAO::getMeshSceneNode()
+{
+       return m_meshnode;
+}
+
 scene::IAnimatedMeshSceneNode* GenericCAO::getAnimatedMeshSceneNode()
 {
-       if(m_animated_meshnode)
-               return m_animated_meshnode;
-       return NULL;
+       return m_animated_meshnode;
+}
+
+WieldMeshSceneNode* GenericCAO::getWieldMeshSceneNode()
+{
+       return m_wield_meshnode;
 }
 
 scene::IBillboardSceneNode* GenericCAO::getSpriteSceneNode()
 {
-       if(m_spritenode)
-               return m_spritenode;
-       return NULL;
+       return m_spritenode;
 }
 
 void GenericCAO::setAttachments()
@@ -709,60 +736,68 @@ void GenericCAO::setAttachments()
 ClientActiveObject* GenericCAO::getParent()
 {
        ClientActiveObject *obj = NULL;
-       for(std::vector<core::vector2d<int> >::const_iterator cii = m_env->attachment_list.begin(); cii != m_env->attachment_list.end(); cii++)
-       {
-               if(cii->X == getId()){ // This ID is our child
-                       if(cii->Y > 0){ // A parent ID exists for our child
-                               if(cii->X != cii->Y){ // The parent and child ID are not the same
-                                       obj = m_env->getActiveObject(cii->Y);
-                               }
-                       }
-                       break;
-               }
+
+       u16 attached_id = m_env->m_attachements[getId()];
+
+       if ((attached_id != 0) &&
+                       (attached_id != getId())) {
+               obj = m_env->getActiveObject(attached_id);
        }
-       if(obj)
-               return obj;
-       return NULL;
+       return obj;
 }
 
 void GenericCAO::removeFromScene(bool permanent)
 {
-       if(permanent) // Should be true when removing the object permanently and false when refreshing (eg: updating visuals)
+       // Should be true when removing the object permanently and false when refreshing (eg: updating visuals)
+       if((m_env != NULL) && (permanent)) 
        {
-               // Detach this object's children
-               for(std::vector<core::vector2d<int> >::iterator ii = m_env->attachment_list.begin(); ii != m_env->attachment_list.end(); ii++)
+               for(std::vector<u16>::iterator ci = m_children.begin();
+                                               ci != m_children.end(); ci++)
                {
-                       if(ii->Y == getId()) // Is a child of our object
-                       {
-                               ii->Y = 0;
-                               ClientActiveObject *obj = m_env->getActiveObject(ii->X); // Get the object of the child
-                               if(obj)
-                                       obj->setAttachments();
+                       if (m_env->m_attachements[*ci] == getId()) {
+                               m_env->m_attachements[*ci] = 0;
                        }
                }
-               // Delete this object from the attachments list
-               for(std::vector<core::vector2d<int> >::iterator ii = m_env->attachment_list.begin(); ii != m_env->attachment_list.end(); ii++)
-               {
-                       if(ii->X == getId()) // Is our object
-                       {
-                               m_env->attachment_list.erase(ii);
-                               break;
-                       }
+
+               m_env->m_attachements[getId()] = 0;
+               
+               LocalPlayer* player = m_env->getLocalPlayer();
+               if (this == player->parent) {
+                       player->parent = NULL;
+                       player->isAttached = false;
                }
        }
 
-       if(m_meshnode){
+       if(m_meshnode)
+       {
                m_meshnode->remove();
+               m_meshnode->drop();
                m_meshnode = NULL;
        }
-       if(m_animated_meshnode){
+       if(m_animated_meshnode)
+       {
                m_animated_meshnode->remove();
+               m_animated_meshnode->drop();
                m_animated_meshnode = NULL;
        }
-       if(m_spritenode){
+       if(m_wield_meshnode)
+       {
+               m_wield_meshnode->remove();
+               m_wield_meshnode->drop();
+               m_wield_meshnode = NULL;
+       }
+       if(m_spritenode)
+       {
                m_spritenode->remove();
+               m_spritenode->drop();
                m_spritenode = NULL;
        }
+       if (m_textnode)
+       {
+               m_textnode->remove();
+               m_textnode->drop();
+               m_textnode = NULL;
+       }
 }
 
 void GenericCAO::addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
@@ -771,7 +806,7 @@ void GenericCAO::addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
        m_smgr = smgr;
        m_irr = irr;
 
-       if(m_meshnode != NULL || m_animated_meshnode != NULL || m_spritenode != NULL)
+       if (getSceneNode() != NULL)
                return;
 
        m_visuals_expired = false;
@@ -781,10 +816,12 @@ void GenericCAO::addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
 
        //video::IVideoDriver* driver = smgr->getVideoDriver();
 
-       if(m_prop.visual == "sprite"){
+       if(m_prop.visual == "sprite")
+       {
                infostream<<"GenericCAO::addToScene(): single_sprite"<<std::endl;
                m_spritenode = smgr->addBillboardSceneNode(
                                NULL, v2f(1, 1), v3f(0,0,0), -1);
+               m_spritenode->grab();
                m_spritenode->setMaterialTexture(0,
                                tsrc->getTexture("unknown_node.png"));
                m_spritenode->setMaterialFlag(video::EMF_LIGHTING, false);
@@ -801,8 +838,7 @@ void GenericCAO::addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
                                        txs, tys, 0, 0);
                }
        }
-       else if(m_prop.visual == "upright_sprite")
-       {
+       else if(m_prop.visual == "upright_sprite") {
                scene::SMesh *mesh = new scene::SMesh();
                double dx = BS*m_prop.visual_size.X/2;
                double dy = BS*m_prop.visual_size.Y/2;
@@ -851,15 +887,17 @@ void GenericCAO::addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
                buf->drop();
                }
                m_meshnode = smgr->addMeshSceneNode(mesh, NULL);
+               m_meshnode->grab();
                mesh->drop();
                // Set it to use the materials of the meshbuffers directly.
                // This is needed for changing the texture in the future
                m_meshnode->setReadOnlyMaterials(true);
        }
-       else if(m_prop.visual == "cube"){
+       else if(m_prop.visual == "cube") {
                infostream<<"GenericCAO::addToScene(): cube"<<std::endl;
                scene::IMesh *mesh = createCubeMesh(v3f(BS,BS,BS));
                m_meshnode = smgr->addMeshSceneNode(mesh, NULL);
+               m_meshnode->grab();
                mesh->drop();
                
                m_meshnode->setScale(v3f(m_prop.visual_size.X,
@@ -873,12 +911,13 @@ void GenericCAO::addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
                m_meshnode->setMaterialType(video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF);
                m_meshnode->setMaterialFlag(video::EMF_FOG_ENABLE, true);
        }
-       else if(m_prop.visual == "mesh"){
+       else if(m_prop.visual == "mesh") {
                infostream<<"GenericCAO::addToScene(): mesh"<<std::endl;
                scene::IAnimatedMesh *mesh = m_gamedef->getMesh(m_prop.mesh);
                if(mesh)
                {
                        m_animated_meshnode = smgr->addAnimatedMeshSceneNode(mesh, NULL);
+                       m_animated_meshnode->grab();
                        mesh->drop(); // The scene node took hold of it
                        m_animated_meshnode->animateJoints(); // Needed for some animations
                        m_animated_meshnode->setScale(v3f(m_prop.visual_size.X,
@@ -895,28 +934,24 @@ void GenericCAO::addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
                else
                        errorstream<<"GenericCAO::addToScene(): Could not load mesh "<<m_prop.mesh<<std::endl;
        }
-       else if(m_prop.visual == "wielditem"){
-               infostream<<"GenericCAO::addToScene(): node"<<std::endl;
+       else if(m_prop.visual == "wielditem") {
+               infostream<<"GenericCAO::addToScene(): wielditem"<<std::endl;
                infostream<<"textures: "<<m_prop.textures.size()<<std::endl;
                if(m_prop.textures.size() >= 1){
                        infostream<<"textures[0]: "<<m_prop.textures[0]<<std::endl;
                        IItemDefManager *idef = m_gamedef->idef();
                        ItemStack item(m_prop.textures[0], 1, 0, "", idef);
-                       scene::IMesh *item_mesh = idef->getWieldMesh(item.getDefinition(idef).name, m_gamedef);
 
-                       // Copy mesh to be able to set unique vertex colors
-                       scene::IMeshManipulator *manip =
-                                       irr->getVideoDriver()->getMeshManipulator();
-                       scene::IMesh *mesh = manip->createMeshUniquePrimitives(item_mesh);
-
-                       m_meshnode = smgr->addMeshSceneNode(mesh, NULL);
-                       mesh->drop();
+                       m_wield_meshnode = new WieldMeshSceneNode(
+                                       smgr->getRootSceneNode(), smgr, -1);
+                       m_wield_meshnode->setItem(item, m_gamedef);
+                       m_wield_meshnode->grab();
                        
-                       m_meshnode->setScale(v3f(m_prop.visual_size.X/2,
+                       m_wield_meshnode->setScale(v3f(m_prop.visual_size.X/2,
                                        m_prop.visual_size.Y/2,
                                        m_prop.visual_size.X/2));
                        u8 li = m_last_light;
-                       setMeshColor(m_meshnode->getMesh(), video::SColor(255,li,li,li));
+                       m_wield_meshnode->setColor(video::SColor(255,li,li,li));
                }
        } else {
                infostream<<"GenericCAO::addToScene(): \""<<m_prop.visual
@@ -924,19 +959,14 @@ void GenericCAO::addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
        }
        updateTextures("");
 
-       scene::ISceneNode *node = NULL;
-       if(m_spritenode)
-               node = m_spritenode;
-       else if(m_animated_meshnode)
-               node = m_animated_meshnode;
-       else if(m_meshnode)
-               node = m_meshnode;
-       if(node && m_is_player && !m_is_local_player){
+       scene::ISceneNode *node = getSceneNode();
+       if (node && m_is_player && !m_is_local_player) {
                // Add a text node for showing the name
                gui::IGUIEnvironment* gui = irr->getGUIEnvironment();
                std::wstring wname = narrow_to_wide(m_name);
                m_textnode = smgr->addTextSceneNode(gui->getBuiltInFont(),
                                wname.c_str(), video::SColor(255,255,255,255), node);
+               m_textnode->grab();
                m_textnode->setPosition(v3f(0, BS*1.1, 0));
        }
 
@@ -949,13 +979,16 @@ void GenericCAO::addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
 void GenericCAO::updateLight(u8 light_at_pos)
 {
        u8 li = decode_light(light_at_pos);
-       if(li != m_last_light){
+       if(li != m_last_light)
+       {
                m_last_light = li;
                video::SColor color(255,li,li,li);
                if(m_meshnode)
                        setMeshColor(m_meshnode->getMesh(), color);
                if(m_animated_meshnode)
                        setMeshColor(m_animated_meshnode->getMesh(), color);
+               if(m_wield_meshnode)
+                       m_wield_meshnode->setColor(color);
                if(m_spritenode)
                        m_spritenode->setColor(color);
        }
@@ -968,37 +1001,33 @@ v3s16 GenericCAO::getLightPosition()
 
 void GenericCAO::updateNodePos()
 {
-       if(getParent() != NULL)
+       if (getParent() != NULL)
                return;
 
-       v3s16 camera_offset = m_env->getCameraOffset();
-       if(m_meshnode){
-               m_meshnode->setPosition(pos_translator.vect_show-intToFloat(camera_offset, BS));
-               v3f rot = m_meshnode->getRotation();
-               rot.Y = -m_yaw;
-               m_meshnode->setRotation(rot);
-       }
-       if(m_animated_meshnode){
-               m_animated_meshnode->setPosition(pos_translator.vect_show-intToFloat(camera_offset, BS));
-               v3f rot = m_animated_meshnode->getRotation();
-               rot.Y = -m_yaw;
-               m_animated_meshnode->setRotation(rot);
-       }
-       if(m_spritenode){
-               m_spritenode->setPosition(pos_translator.vect_show-intToFloat(camera_offset, BS));
+       scene::ISceneNode *node = getSceneNode();
+
+       if (node) {
+               v3s16 camera_offset = m_env->getCameraOffset();
+               node->setPosition(pos_translator.vect_show - intToFloat(camera_offset, BS));
+               if (node != m_spritenode) { // rotate if not a sprite
+                       v3f rot = node->getRotation();
+                       rot.Y = -m_yaw;
+                       node->setRotation(rot);
+               }
        }
 }
        
 void GenericCAO::step(float dtime, ClientEnvironment *env)
 {
        // Handel model of local player instantly to prevent lags
-       if(m_is_local_player) {
+       if(m_is_local_player)
+       {
                LocalPlayer *player = m_env->getLocalPlayer();
 
-               if (player->camera_mode > CAMERA_MODE_FIRST) {
+               if (m_is_visible)
+               {
                        int old_anim = player->last_animation;
                        float old_anim_speed = player->last_animation_speed;
-                       m_is_visible = true;
                        m_position = player->getPosition() + v3f(0,BS,0);
                        m_velocity = v3f(0,0,0);
                        m_acceleration = v3f(0,0,0);
@@ -1026,7 +1055,8 @@ void GenericCAO::step(float dtime, ClientEnvironment *env)
                        if(controls.sneak && walking)
                                new_speed /= 2;
 
-                       if(walking && (controls.LMB || controls.RMB)) {
+                       if(walking && (controls.LMB || controls.RMB))
+                       {
                                new_anim = player->local_animations[3];
                                player->last_animation = WD_ANIM;
                        } else if(walking) {
@@ -1039,7 +1069,8 @@ void GenericCAO::step(float dtime, ClientEnvironment *env)
 
                        // Apply animations if input detected and not attached
                        // or set idle animation
-                       if ((new_anim.X + new_anim.Y) > 0 && !player->isAttached) {
+                       if ((new_anim.X + new_anim.Y) > 0 && !player->isAttached)
+                       {
                                allow_update = true;
                                m_animation_range = new_anim;
                                m_animation_speed = new_speed;
@@ -1047,70 +1078,61 @@ void GenericCAO::step(float dtime, ClientEnvironment *env)
                        } else {
                                player->last_animation = NO_ANIM;
 
-                               if (old_anim != NO_ANIM) {
+                               if (old_anim != NO_ANIM)
+                               {
                                        m_animation_range = player->local_animations[0];
                                        updateAnimation();
                                }
                        }
 
                        // Update local player animations
-                       if ((player->last_animation != old_anim || m_animation_speed != old_anim_speed) &&
+                       if ((player->last_animation != old_anim ||
+                               m_animation_speed != old_anim_speed) &&
                                player->last_animation != NO_ANIM && allow_update)
                                        updateAnimation();
 
-               } else {
-                       m_is_visible = false;
                }
        }
 
        if(m_visuals_expired && m_smgr && m_irr){
                m_visuals_expired = false;
 
-               // Attachments, part 1: All attached objects must be unparented first, or Irrlicht causes a segmentation fault
-               for(std::vector<core::vector2d<int> >::iterator ii = m_env->attachment_list.begin(); ii != m_env->attachment_list.end(); ii++)
+               // Attachments, part 1: All attached objects must be unparented first,
+               // or Irrlicht causes a segmentation fault
+               for(std::vector<u16>::iterator ci = m_children.begin();
+                               ci != m_children.end();)
                {
-                       if(ii->Y == getId()) // This is a child of our parent
-                       {
-                               ClientActiveObject *obj = m_env->getActiveObject(ii->X); // Get the object of the child
-                               if(obj)
-                               {
-                                       scene::IMeshSceneNode *m_child_meshnode = obj->getMeshSceneNode();
-                                       scene::IAnimatedMeshSceneNode *m_child_animated_meshnode = obj->getAnimatedMeshSceneNode();
-                                       scene::IBillboardSceneNode *m_child_spritenode = obj->getSpriteSceneNode();
-                                       if(m_child_meshnode)
-                                               m_child_meshnode->setParent(m_smgr->getRootSceneNode());
-                                       if(m_child_animated_meshnode)
-                                               m_child_animated_meshnode->setParent(m_smgr->getRootSceneNode());
-                                       if(m_child_spritenode)
-                                               m_child_spritenode->setParent(m_smgr->getRootSceneNode());
-                               }
+                       if (m_env->m_attachements[*ci] != getId()) {
+                               ci = m_children.erase(ci);
+                               continue;
+                       }
+                       ClientActiveObject *obj = m_env->getActiveObject(*ci);
+                       if (obj) {
+                               scene::ISceneNode *child_node = obj->getSceneNode();
+                               if (child_node)
+                                       child_node->setParent(m_smgr->getRootSceneNode());
                        }
+                       ++ci;
                }
 
                removeFromScene(false);
                addToScene(m_smgr, m_gamedef->tsrc(), m_irr);
 
                // Attachments, part 2: Now that the parent has been refreshed, put its attachments back
-               for(std::vector<core::vector2d<int> >::iterator ii = m_env->attachment_list.begin(); ii != m_env->attachment_list.end(); ii++)
+               for(std::vector<u16>::iterator ci = m_children.begin();
+                                               ci != m_children.end(); ci++)
                {
-                       if(ii->Y == getId()) // This is a child of our parent
-                       {
-                               ClientActiveObject *obj = m_env->getActiveObject(ii->X); // Get the object of the child
-                               if(obj)
-                                       obj->setAttachments();
-                       }
+                       // Get the object of the child
+                       ClientActiveObject *obj = m_env->getActiveObject(*ci);
+                       if (obj)
+                               obj->setAttachments();
                }
        }
 
        // Make sure m_is_visible is always applied
-       if(m_meshnode)
-               m_meshnode->setVisible(m_is_visible);
-       if(m_animated_meshnode)
-               m_animated_meshnode->setVisible(m_is_visible);
-       if(m_spritenode)
-               m_spritenode->setVisible(m_is_visible);
-       if(m_textnode)
-               m_textnode->setVisible(m_is_visible);
+       scene::ISceneNode *node = getSceneNode();
+       if (node)
+               node->setVisible(m_is_visible);
 
        if(getParent() != NULL) // Attachments should be glued to their parent by Irrlicht
        {
@@ -1126,12 +1148,11 @@ void GenericCAO::step(float dtime, ClientEnvironment *env)
                        player->overridePosition = getParent()->getPosition();
                        m_env->getLocalPlayer()->parent = getParent();
                }
-       }
-       else
-       {
+       } else {
                v3f lastpos = pos_translator.vect_show;
 
-               if(m_prop.physical){
+               if(m_prop.physical)
+               {
                        core::aabbox3d<f32> box = m_prop.collisionbox;
                        box.MinEdge *= BS;
                        box.MaxEdge *= BS;
@@ -1156,16 +1177,19 @@ void GenericCAO::step(float dtime, ClientEnvironment *env)
                } else {
                        m_position += dtime * m_velocity + 0.5 * dtime * dtime * m_acceleration;
                        m_velocity += dtime * m_acceleration;
-                       pos_translator.update(m_position, pos_translator.aim_is_end, pos_translator.anim_time);
+                       pos_translator.update(m_position, pos_translator.aim_is_end,
+                                       pos_translator.anim_time);
                        pos_translator.translate(dtime);
                        updateNodePos();
                }
 
                float moved = lastpos.getDistanceFrom(pos_translator.vect_show);
                m_step_distance_counter += moved;
-               if(m_step_distance_counter > 1.5*BS){
+               if(m_step_distance_counter > 1.5*BS)
+               {
                        m_step_distance_counter = 0;
-                       if(!m_is_local_player && m_prop.makes_footstep_sound){
+                       if(!m_is_local_player && m_prop.makes_footstep_sound)
+                       {
                                INodeDefManager *ndef = m_gamedef->ndef();
                                v3s16 p = floatToInt(getPosition() + v3f(0,
                                                (m_prop.collisionbox.MinEdge.Y-0.5)*BS, 0), BS);
@@ -1177,7 +1201,8 @@ void GenericCAO::step(float dtime, ClientEnvironment *env)
        }
 
        m_anim_timer += dtime;
-       if(m_anim_timer >= m_anim_framelength){
+       if(m_anim_timer >= m_anim_framelength)
+       {
                m_anim_timer -= m_anim_framelength;
                m_anim_frame++;
                if(m_anim_frame >= m_anim_num_frames)
@@ -1186,28 +1211,33 @@ void GenericCAO::step(float dtime, ClientEnvironment *env)
 
        updateTexturePos();
 
-       if(m_reset_textures_timer >= 0){
+       if(m_reset_textures_timer >= 0)
+       {
                m_reset_textures_timer -= dtime;
                if(m_reset_textures_timer <= 0){
                        m_reset_textures_timer = -1;
                        updateTextures("");
                }
        }
-       if(getParent() == NULL && fabs(m_prop.automatic_rotate) > 0.001){
+       if(getParent() == NULL && fabs(m_prop.automatic_rotate) > 0.001)
+       {
                m_yaw += dtime * m_prop.automatic_rotate * 180 / M_PI;
                updateNodePos();
        }
 
        if (getParent() == NULL && m_prop.automatic_face_movement_dir &&
-                       (fabs(m_velocity.Z) > 0.001 || fabs(m_velocity.X) > 0.001)){
-               m_yaw = atan2(m_velocity.Z,m_velocity.X) * 180 / M_PI + m_prop.automatic_face_movement_dir_offset;
+                       (fabs(m_velocity.Z) > 0.001 || fabs(m_velocity.X) > 0.001))
+       {
+               m_yaw = atan2(m_velocity.Z,m_velocity.X) * 180 / M_PI
+                               + m_prop.automatic_face_movement_dir_offset;
                updateNodePos();
        }
 }
 
 void GenericCAO::updateTexturePos()
 {
-       if(m_spritenode){
+       if(m_spritenode)
+       {
                scene::ICameraSceneNode* camera =
                                m_spritenode->getSceneManager()->getActiveCamera();
                if(!camera)
@@ -1226,7 +1256,8 @@ void GenericCAO::updateTexturePos()
                        else if(cam_to_entity.Y < -0.75)
                                col += 4;
                        else{
-                               float mob_dir = atan2(cam_to_entity.Z, cam_to_entity.X) / M_PI * 180.;
+                               float mob_dir =
+                                               atan2(cam_to_entity.Z, cam_to_entity.X) / M_PI * 180.;
                                float dir = mob_dir - m_yaw;
                                dir = wrapDegrees_180(dir);
                                //infostream<<"id="<<m_id<<" dir="<<dir<<std::endl;
@@ -1291,7 +1322,8 @@ void GenericCAO::updateTextures(const std::string &mod)
        {
                if(m_prop.visual == "mesh")
                {
-                       for (u32 i = 0; i < m_prop.textures.size() && i < m_animated_meshnode->getMaterialCount(); ++i)
+                       for (u32 i = 0; i < m_prop.textures.size() &&
+                                       i < m_animated_meshnode->getMaterialCount(); ++i)
                        {
                                std::string texturestring = m_prop.textures[i];
                                if(texturestring == "")
@@ -1310,11 +1342,15 @@ void GenericCAO::updateTextures(const std::string &mod)
                                material.setFlag(video::EMF_LIGHTING, false);
                                material.setFlag(video::EMF_BILINEAR_FILTER, false);
 
-                               m_animated_meshnode->getMaterial(i).setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
-                               m_animated_meshnode->getMaterial(i).setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
-                               m_animated_meshnode->getMaterial(i).setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
+                               m_animated_meshnode->getMaterial(i)
+                                               .setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
+                               m_animated_meshnode->getMaterial(i)
+                                               .setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
+                               m_animated_meshnode->getMaterial(i)
+                                               .setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
                        }
-                       for (u32 i = 0; i < m_prop.colors.size() && i < m_animated_meshnode->getMaterialCount(); ++i)
+                       for (u32 i = 0; i < m_prop.colors.size() &&
+                       i < m_animated_meshnode->getMaterialCount(); ++i)
                        {
                                // This allows setting per-material colors. However, until a real lighting
                                // system is added, the code below will have no effect. Once MineTest
@@ -1432,11 +1468,14 @@ void GenericCAO::updateAnimation()
 
 void GenericCAO::updateBonePosition()
 {
-       if(!m_bone_position.size() || m_animated_meshnode == NULL)
+       if(m_bone_position.empty() || m_animated_meshnode == NULL)
                return;
 
        m_animated_meshnode->setJointMode(irr::scene::EJUOR_CONTROL); // To write positions to the mesh on render
-       for(std::map<std::string, core::vector2d<v3f> >::const_iterator ii = m_bone_position.begin(); ii != m_bone_position.end(); ++ii){
+       for(std::map<std::string,
+                       core::vector2d<v3f> >::const_iterator ii = m_bone_position.begin();
+                       ii != m_bone_position.end(); ++ii)
+       {
                std::string bone_name = (*ii).first;
                v3f bone_pos = (*ii).second.X;
                v3f bone_rot = (*ii).second.Y;
@@ -1451,151 +1490,49 @@ void GenericCAO::updateBonePosition()
        
 void GenericCAO::updateAttachments()
 {
-       m_attached_to_local = getParent() != NULL && getParent()->isLocalPlayer();
-       m_is_visible = !m_attached_to_local; // Objects attached to the local player should always be hidden
+
+       // localplayer itself can't be attached to localplayer
+       if (!m_is_local_player)
+       {
+               m_attached_to_local = getParent() != NULL && getParent()->isLocalPlayer();
+               // Objects attached to the local player should always be hidden
+               m_is_visible = !m_attached_to_local;
+       }
 
        if(getParent() == NULL || m_attached_to_local) // Detach or don't attach
        {
-               if(m_meshnode)
-               {
-                       v3f old_position = m_meshnode->getAbsolutePosition();
-                       v3f old_rotation = m_meshnode->getRotation();
-                       m_meshnode->setParent(m_smgr->getRootSceneNode());
-                       m_meshnode->setPosition(old_position);
-                       m_meshnode->setRotation(old_rotation);
-                       m_meshnode->updateAbsolutePosition();
-               }
-               if(m_animated_meshnode)
-               {
-                       v3f old_position = m_animated_meshnode->getAbsolutePosition();
-                       v3f old_rotation = m_animated_meshnode->getRotation();
-                       m_animated_meshnode->setParent(m_smgr->getRootSceneNode());
-                       m_animated_meshnode->setPosition(old_position);
-                       m_animated_meshnode->setRotation(old_rotation);
-                       m_animated_meshnode->updateAbsolutePosition();
-               }
-               if(m_spritenode)
-               {
-                       v3f old_position = m_spritenode->getAbsolutePosition();
-                       v3f old_rotation = m_spritenode->getRotation();
-                       m_spritenode->setParent(m_smgr->getRootSceneNode());
-                       m_spritenode->setPosition(old_position);
-                       m_spritenode->setRotation(old_rotation);
-                       m_spritenode->updateAbsolutePosition();
+               scene::ISceneNode *node = getSceneNode();
+               if (node) {
+                       v3f old_position = node->getAbsolutePosition();
+                       v3f old_rotation = node->getRotation();
+                       node->setParent(m_smgr->getRootSceneNode());
+                       node->setPosition(old_position);
+                       node->setRotation(old_rotation);
+                       node->updateAbsolutePosition();
                }
-               if(m_is_local_player)
-               {
+               if (m_is_local_player) {
                        LocalPlayer *player = m_env->getLocalPlayer();
                        player->isAttached = false;
                }
        }
        else // Attach
        {
-               scene::IMeshSceneNode *parent_mesh = NULL;
-               if(getParent()->getMeshSceneNode())
-                       parent_mesh = getParent()->getMeshSceneNode();
-               scene::IAnimatedMeshSceneNode *parent_animated_mesh = NULL;
-               if(getParent()->getAnimatedMeshSceneNode())
-                       parent_animated_mesh = getParent()->getAnimatedMeshSceneNode();
-               scene::IBillboardSceneNode *parent_sprite = NULL;
-               if(getParent()->getSpriteSceneNode())
-                       parent_sprite = getParent()->getSpriteSceneNode();
-
-               scene::IBoneSceneNode *parent_bone = NULL;
-               if(parent_animated_mesh && m_attachment_bone != "")
-                       parent_bone = parent_animated_mesh->getJointNode(m_attachment_bone.c_str());
-
-               // The spaghetti code below makes sure attaching works if either the parent or child is a spritenode, meshnode, or animatedmeshnode
-               // TODO: Perhaps use polymorphism here to save code duplication
-               if(m_meshnode){
-                       if(parent_bone){
-                               m_meshnode->setParent(parent_bone);
-                               m_meshnode->setPosition(m_attachment_position);
-                               m_meshnode->setRotation(m_attachment_rotation);
-                               m_meshnode->updateAbsolutePosition();
-                       }
-                       else
-                       {
-                               if(parent_mesh){
-                                       m_meshnode->setParent(parent_mesh);
-                                       m_meshnode->setPosition(m_attachment_position);
-                                       m_meshnode->setRotation(m_attachment_rotation);
-                                       m_meshnode->updateAbsolutePosition();
-                               }
-                               else if(parent_animated_mesh){
-                                       m_meshnode->setParent(parent_animated_mesh);
-                                       m_meshnode->setPosition(m_attachment_position);
-                                       m_meshnode->setRotation(m_attachment_rotation);
-                                       m_meshnode->updateAbsolutePosition();
-                               }
-                               else if(parent_sprite){
-                                       m_meshnode->setParent(parent_sprite);
-                                       m_meshnode->setPosition(m_attachment_position);
-                                       m_meshnode->setRotation(m_attachment_rotation);
-                                       m_meshnode->updateAbsolutePosition();
-                               }
-                       }
-               }
-               if(m_animated_meshnode){
-                       if(parent_bone){
-                               m_animated_meshnode->setParent(parent_bone);
-                               m_animated_meshnode->setPosition(m_attachment_position);
-                               m_animated_meshnode->setRotation(m_attachment_rotation);
-                               m_animated_meshnode->updateAbsolutePosition();
-                       }
-                       else
-                       {
-                               if(parent_mesh){
-                                       m_animated_meshnode->setParent(parent_mesh);
-                                       m_animated_meshnode->setPosition(m_attachment_position);
-                                       m_animated_meshnode->setRotation(m_attachment_rotation);
-                                       m_animated_meshnode->updateAbsolutePosition();
-                               }
-                               else if(parent_animated_mesh){
-                                       m_animated_meshnode->setParent(parent_animated_mesh);
-                                       m_animated_meshnode->setPosition(m_attachment_position);
-                                       m_animated_meshnode->setRotation(m_attachment_rotation);
-                                       m_animated_meshnode->updateAbsolutePosition();
-                               }
-                               else if(parent_sprite){
-                                       m_animated_meshnode->setParent(parent_sprite);
-                                       m_animated_meshnode->setPosition(m_attachment_position);
-                                       m_animated_meshnode->setRotation(m_attachment_rotation);
-                                       m_animated_meshnode->updateAbsolutePosition();
-                               }
-                       }
+               scene::ISceneNode *my_node = getSceneNode();
+
+               scene::ISceneNode *parent_node = getParent()->getSceneNode();
+               scene::IAnimatedMeshSceneNode *parent_animated_mesh_node =
+                               getParent()->getAnimatedMeshSceneNode();
+               if (parent_animated_mesh_node && m_attachment_bone != "") {
+                       parent_node = parent_animated_mesh_node->getJointNode(m_attachment_bone.c_str());
                }
-               if(m_spritenode){
-                       if(parent_bone){
-                               m_spritenode->setParent(parent_bone);
-                               m_spritenode->setPosition(m_attachment_position);
-                               m_spritenode->setRotation(m_attachment_rotation);
-                               m_spritenode->updateAbsolutePosition();
-                       }
-                       else
-                       {
-                               if(parent_mesh){
-                                       m_spritenode->setParent(parent_mesh);
-                                       m_spritenode->setPosition(m_attachment_position);
-                                       m_spritenode->setRotation(m_attachment_rotation);
-                                       m_spritenode->updateAbsolutePosition();
-                               }
-                               else if(parent_animated_mesh){
-                                       m_spritenode->setParent(parent_animated_mesh);
-                                       m_spritenode->setPosition(m_attachment_position);
-                                       m_spritenode->setRotation(m_attachment_rotation);
-                                       m_spritenode->updateAbsolutePosition();
-                               }
-                               else if(parent_sprite){
-                                       m_spritenode->setParent(parent_sprite);
-                                       m_spritenode->setPosition(m_attachment_position);
-                                       m_spritenode->setRotation(m_attachment_rotation);
-                                       m_spritenode->updateAbsolutePosition();
-                               }
-                       }
+
+               if (my_node && parent_node) {
+                       my_node->setParent(parent_node);
+                       my_node->setPosition(m_attachment_position);
+                       my_node->setRotation(m_attachment_rotation);
+                       my_node->updateAbsolutePosition();
                }
-               if(m_is_local_player)
-               {
+               if (m_is_local_player) {
                        LocalPlayer *player = m_env->getLocalPlayer();
                        player->isAttached = true;
                }
@@ -1649,7 +1586,8 @@ void GenericCAO::processMessage(const std::string &data)
                if(getParent() != NULL) // Just in case
                        return;
 
-               if(do_interpolate){
+               if(do_interpolate)
+               {
                        if(!m_prop.physical)
                                pos_translator.update(m_position, is_end_position, update_interval);
                } else {
@@ -1657,13 +1595,11 @@ void GenericCAO::processMessage(const std::string &data)
                }
                updateNodePos();
        }
-       else if(cmd == GENERIC_CMD_SET_TEXTURE_MOD)
-       {
+       else if(cmd == GENERIC_CMD_SET_TEXTURE_MOD) {
                std::string mod = deSerializeString(is);
                updateTextures(mod);
        }
-       else if(cmd == GENERIC_CMD_SET_SPRITE)
-       {
+       else if(cmd == GENERIC_CMD_SET_SPRITE) {
                v2s16 p = readV2S16(is);
                int num_frames = readU16(is);
                float framelength = readF1000(is);
@@ -1676,8 +1612,7 @@ void GenericCAO::processMessage(const std::string &data)
 
                updateTexturePos();
        }
-       else if(cmd == GENERIC_CMD_SET_PHYSICS_OVERRIDE)
-       {
+       else if(cmd == GENERIC_CMD_SET_PHYSICS_OVERRIDE) {
                float override_speed = readF1000(is);
                float override_jump = readF1000(is);
                float override_gravity = readF1000(is);
@@ -1696,8 +1631,7 @@ void GenericCAO::processMessage(const std::string &data)
                        player->physics_override_sneak_glitch = sneak_glitch;
                }
        }
-       else if(cmd == GENERIC_CMD_SET_ANIMATION)
-       {
+       else if(cmd == GENERIC_CMD_SET_ANIMATION) {
                // TODO: change frames send as v2s32 value
                v2f range = readV2F1000(is);
                if (!m_is_local_player) {
@@ -1707,7 +1641,8 @@ void GenericCAO::processMessage(const std::string &data)
                        updateAnimation();
                } else {
                        LocalPlayer *player = m_env->getLocalPlayer();
-                       if(player->last_animation == NO_ANIM) {
+                       if(player->last_animation == NO_ANIM)
+                       {
                                m_animation_range = v2s32((s32)range.X, (s32)range.Y);
                                m_animation_speed = readF1000(is);
                                m_animation_blend = readF1000(is);
@@ -1715,7 +1650,8 @@ void GenericCAO::processMessage(const std::string &data)
                        // update animation only if local animations present
                        // and received animation is unknown (except idle animation)
                        bool is_known = false;
-                       for (int i = 1;i<4;i++) {
+                       for (int i = 1;i<4;i++)
+                       {
                                if(m_animation_range.Y == player->local_animations[i].Y)
                                        is_known = true;
                        }
@@ -1726,8 +1662,7 @@ void GenericCAO::processMessage(const std::string &data)
                        }
                }
        }
-       else if(cmd == GENERIC_CMD_SET_BONE_POSITION)
-       {
+       else if(cmd == GENERIC_CMD_SET_BONE_POSITION) {
                std::string bone = deSerializeString(is);
                v3f position = readV3F1000(is);
                v3f rotation = readV3F1000(is);
@@ -1735,26 +1670,16 @@ void GenericCAO::processMessage(const std::string &data)
 
                updateBonePosition();
        }
-       else if(cmd == GENERIC_CMD_SET_ATTACHMENT)
-       {
-               // If an entry already exists for this object, delete it first to avoid duplicates
-               for(std::vector<core::vector2d<int> >::iterator ii = m_env->attachment_list.begin(); ii != m_env->attachment_list.end(); ii++)
-               {
-                       if(ii->X == getId()) // This is the ID of our object
-                       {
-                               m_env->attachment_list.erase(ii);
-                               break;
-                       }
-               }
-               m_env->attachment_list.push_back(core::vector2d<int>(getId(), readS16(is)));
+       else if(cmd == GENERIC_CMD_SET_ATTACHMENT) {
+               m_env->m_attachements[getId()] = readS16(is);
+               m_children.push_back(m_env->m_attachements[getId()]);
                m_attachment_bone = deSerializeString(is);
                m_attachment_position = readV3F1000(is);
                m_attachment_rotation = readV3F1000(is);
 
                updateAttachments();
        }
-       else if(cmd == GENERIC_CMD_PUNCHED)
-       {
+       else if(cmd == GENERIC_CMD_PUNCHED) {
                /*s16 damage =*/ readS16(is);
                s16 result_hp = readS16(is);
 
@@ -1763,8 +1688,10 @@ void GenericCAO::processMessage(const std::string &data)
 
                m_hp = result_hp;
 
-               if (damage > 0) {
-                       if (m_hp <= 0) {
+               if (damage > 0)
+               {
+                       if (m_hp <= 0)
+                       {
                                // TODO: Execute defined fast response
                                // As there is no definition, make a smoke puff
                                ClientSimpleObject *simple = createSmokePuff(
@@ -1781,11 +1708,11 @@ void GenericCAO::processMessage(const std::string &data)
                        }
                }
        }
-       else if(cmd == GENERIC_CMD_UPDATE_ARMOR_GROUPS)
-       {
+       else if(cmd == GENERIC_CMD_UPDATE_ARMOR_GROUPS) {
                m_armor_groups.clear();
                int armor_groups_size = readU16(is);
-               for(int i=0; i<armor_groups_size; i++){
+               for(int i=0; i<armor_groups_size; i++)
+               {
                        std::string name = deSerializeString(is);
                        int rating = readS16(is);
                        m_armor_groups[name] = rating;
@@ -1807,7 +1734,8 @@ bool GenericCAO::directReportPunch(v3f dir, const ItemStack *punchitem,
 
        if(result.did_punch && result.damage != 0)
        {
-               if(result.damage < m_hp){
+               if(result.damage < m_hp)
+               {
                        m_hp -= result.damage;
                } else {
                        m_hp = 0;
@@ -1835,7 +1763,8 @@ std::string GenericCAO::debugInfoText()
        os<<"GenericCAO hp="<<m_hp<<"\n";
        os<<"armor={";
        for(ItemGroupList::const_iterator i = m_armor_groups.begin();
-                       i != m_armor_groups.end(); i++){
+                       i != m_armor_groups.end(); i++)
+       {
                os<<i->first<<"="<<i->second<<", ";
        }
        os<<"}";