]> git.lizzy.rs Git - minetest.git/blobdiff - src/content_cao.cpp
Add capability to read table flag fields from Lua API
[minetest.git] / src / content_cao.cpp
index 01f13df4ef2d0244b5b9fc9377fc30420d632d40..840103cc74644f7406ae98e569258b4c7bdad3e7 100644 (file)
@@ -1,18 +1,18 @@
 /*
-Minetest-c55
-Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>
+Minetest
+Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
 
 This program is free software; you can redistribute it and/or modify
-it under the terms of the GNU General Public License as published by
-the Free Software Foundation; either version 2 of the License, or
+it under the terms of the GNU Lesser General Public License as published by
+the Free Software Foundation; either version 2.1 of the License, or
 (at your option) any later version.
 
 This program is distributed in the hope that it will be useful,
 but WITHOUT ANY WARRANTY; without even the implied warranty of
 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
-GNU General Public License for more details.
+GNU Lesser General Public License for more details.
 
-You should have received a copy of the GNU General Public License along
+You should have received a copy of the GNU Lesser General Public License along
 with this program; if not, write to the Free Software Foundation, Inc.,
 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
 */
@@ -30,13 +30,27 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include "clientobject.h"
 #include "content_object.h"
 #include "mesh.h"
-#include "utility.h" // For IntervalLimiter
 #include "itemdef.h"
 #include "tool.h"
+#include "content_cso.h"
+#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 <IMeshManipulator.h>
+#include <IAnimatedMeshSceneNode.h>
+#include <IBoneSceneNode.h>
+
 class Settings;
 struct ToolCapabilities;
 
-core::map<u16, ClientActiveObject::Factory> ClientActiveObject::m_types;
+#define PP(x) "("<<(x).X<<","<<(x).Y<<","<<(x).Z<<")"
+
+std::map<u16, ClientActiveObject::Factory> ClientActiveObject::m_types;
 
 /*
        SmoothTranslator
@@ -160,6 +174,7 @@ class TestCAO : public ClientActiveObject
 
        void processMessage(const std::string &data);
 
+       bool getCollisionBox(aabb3f *toset) { return false; }
 private:
        scene::IMeshSceneNode *m_node;
        v3f m_position;
@@ -208,7 +223,7 @@ void TestCAO::addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
        // Set material
        buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
        buf->getMaterial().setFlag(video::EMF_BACK_FACE_CULLING, false);
-       buf->getMaterial().setTexture(0, tsrc->getTextureRaw("rat.png"));
+       buf->getMaterial().setTexture(0, tsrc->getTexture("rat.png"));
        buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
        buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
        buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
@@ -315,6 +330,7 @@ class ItemCAO : public ClientActiveObject
        std::string infoText()
                {return m_infotext;}
 
+       bool getCollisionBox(aabb3f *toset) { return false; }
 private:
        core::aabbox3d<f32> m_selection_box;
        scene::IMeshSceneNode *m_node;
@@ -377,7 +393,7 @@ void ItemCAO::addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
        buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
        buf->getMaterial().setFlag(video::EMF_BACK_FACE_CULLING, false);
        // Initialize with a generated placeholder texture
-       buf->getMaterial().setTexture(0, tsrc->getTextureRaw(""));
+       buf->getMaterial().setTexture(0, tsrc->getTexture(""));
        buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
        buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
        buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
@@ -458,7 +474,7 @@ void ItemCAO::updateTexture()
                IItemDefManager *idef = m_gamedef->idef();
                ItemStack item;
                item.deSerialize(is, idef);
-               texture = item.getDefinition(idef).inventory_texture;
+               texture = idef->getInventoryTexture(item.getDefinition(idef).name, m_gamedef);
        }
        catch(SerializationError &e)
        {
@@ -530,186 +546,505 @@ void ItemCAO::initialize(const std::string &data)
 }
 
 /*
-       LuaEntityCAO
+       GenericCAO
 */
 
-#include "luaentity_common.h"
+#include "genericobject.h"
 
-class LuaEntityCAO : public ClientActiveObject
+class GenericCAO : public ClientActiveObject
 {
 private:
+       // Only set at initialization
+       std::string m_name;
+       bool m_is_player;
+       bool m_is_local_player;
+       int m_id;
+       // Property-ish things
+       ObjectProperties m_prop;
+       //
+       scene::ISceneManager *m_smgr;
+       IrrlichtDevice *m_irr;
        core::aabbox3d<f32> m_selection_box;
        scene::IMeshSceneNode *m_meshnode;
+       scene::IAnimatedMeshSceneNode *m_animated_meshnode;
        scene::IBillboardSceneNode *m_spritenode;
+       scene::ITextSceneNode* m_textnode;
        v3f m_position;
        v3f m_velocity;
        v3f m_acceleration;
        float m_yaw;
        s16 m_hp;
-       struct LuaEntityProperties *m_prop;
        SmoothTranslator pos_translator;
        // Spritesheet/animation stuff
        v2f m_tx_size;
        v2s16 m_tx_basepos;
+       bool m_initial_tx_basepos_set;
        bool m_tx_select_horiz_by_yawpitch;
+       v2f m_animation_range;
+       int m_animation_speed;
+       int m_animation_blend;
+       std::map<std::string, core::vector2d<v3f> > m_bone_position; // stores position and rotation for each bone name
+       std::string m_attachment_bone;
+       v3f m_attachment_position;
+       v3f m_attachment_rotation;
+       bool m_attached_to_local;
        int m_anim_frame;
        int m_anim_num_frames;
        float m_anim_framelength;
        float m_anim_timer;
        ItemGroupList m_armor_groups;
        float m_reset_textures_timer;
+       bool m_visuals_expired;
+       float m_step_distance_counter;
+       u8 m_last_light;
+       bool m_is_visible;
 
 public:
-       LuaEntityCAO(IGameDef *gamedef, ClientEnvironment *env):
+       GenericCAO(IGameDef *gamedef, ClientEnvironment *env):
                ClientActiveObject(0, gamedef, env),
+               //
+               m_is_player(false),
+               m_is_local_player(false),
+               m_id(0),
+               //
+               m_smgr(NULL),
+               m_irr(NULL),
                m_selection_box(-BS/3.,-BS/3.,-BS/3., BS/3.,BS/3.,BS/3.),
                m_meshnode(NULL),
+               m_animated_meshnode(NULL),
                m_spritenode(NULL),
+               m_textnode(NULL),
                m_position(v3f(0,10*BS,0)),
                m_velocity(v3f(0,0,0)),
                m_acceleration(v3f(0,0,0)),
                m_yaw(0),
                m_hp(1),
-               m_prop(new LuaEntityProperties),
                m_tx_size(1,1),
                m_tx_basepos(0,0),
+               m_initial_tx_basepos_set(false),
                m_tx_select_horiz_by_yawpitch(false),
+               m_animation_range(v2f(0,0)),
+               m_animation_speed(15),
+               m_animation_blend(0),
+               m_bone_position(std::map<std::string, core::vector2d<v3f> >()),
+               m_attachment_bone(""),
+               m_attachment_position(v3f(0,0,0)),
+               m_attachment_rotation(v3f(0,0,0)),
+               m_attached_to_local(false),
                m_anim_frame(0),
                m_anim_num_frames(1),
                m_anim_framelength(0.2),
                m_anim_timer(0),
-               m_reset_textures_timer(-1)
+               m_reset_textures_timer(-1),
+               m_visuals_expired(false),
+               m_step_distance_counter(0),
+               m_last_light(255),
+               m_is_visible(false)
        {
                if(gamedef == NULL)
                        ClientActiveObject::registerType(getType(), create);
        }
 
+       bool getCollisionBox(aabb3f *toset) {
+               if (m_prop.physical) {
+                       aabb3f retval;
+                       //update collision box
+                       toset->MinEdge = m_prop.collisionbox.MinEdge * BS;
+                       toset->MaxEdge = m_prop.collisionbox.MaxEdge * BS;
+
+                       toset->MinEdge += m_position;
+                       toset->MaxEdge += m_position;
+
+                       return true;
+               }
+
+               return false;
+       }
+
+       bool collideWithObjects() {
+               return m_prop.collideWithObjects;
+       }
+
        void initialize(const std::string &data)
        {
-               infostream<<"LuaEntityCAO: Got init data"<<std::endl;
-               
+               infostream<<"GenericCAO: Got init data"<<std::endl;
                std::istringstream is(data, std::ios::binary);
+               int num_messages = 0;
                // version
                u8 version = readU8(is);
                // check version
-               if(version != 1)
+               if(version == 1) // In PROTOCOL_VERSION 14
+               {
+                       m_name = deSerializeString(is);
+                       m_is_player = readU8(is);
+                       m_id = readS16(is);
+                       m_position = readV3F1000(is);
+                       m_yaw = readF1000(is);
+                       m_hp = readS16(is);
+                       num_messages = readU8(is);
+               }
+               else if(version == 0) // In PROTOCOL_VERSION 13
+               {
+                       m_name = deSerializeString(is);
+                       m_is_player = readU8(is);
+                       m_position = readV3F1000(is);
+                       m_yaw = readF1000(is);
+                       m_hp = readS16(is);
+                       num_messages = readU8(is);
+               }
+               else
+               {
+                       errorstream<<"GenericCAO: Unsupported init data version"
+                                       <<std::endl;
                        return;
-               // pos
-               m_position = readV3F1000(is);
-               // yaw
-               m_yaw = readF1000(is);
-               // hp
-               m_hp = readS16(is);
-               // properties
-               std::istringstream prop_is(deSerializeLongString(is), std::ios::binary);
-               m_prop->deSerialize(prop_is);
-
-               infostream<<"m_prop: "<<m_prop->dump()<<std::endl;
-
-               m_selection_box = m_prop->collisionbox;
-               m_selection_box.MinEdge *= BS;
-               m_selection_box.MaxEdge *= BS;
-                       
-               pos_translator.init(m_position);
+               }
 
-               m_tx_size.X = 1.0 / m_prop->spritediv.X;
-               m_tx_size.Y = 1.0 / m_prop->spritediv.Y;
-               m_tx_basepos.X = m_tx_size.X * m_prop->initial_sprite_basepos.X;
-               m_tx_basepos.Y = m_tx_size.Y * m_prop->initial_sprite_basepos.Y;
-               
+               for(int i=0; i<num_messages; i++){
+                       std::string message = deSerializeLongString(is);
+                       processMessage(message);
+               }
+
+               pos_translator.init(m_position);
                updateNodePos();
+               
+               if(m_is_player){
+                       Player *player = m_env->getPlayer(m_name.c_str());
+                       if(player && player->isLocal()){
+                               m_is_local_player = true;
+                       }
+                       m_env->addPlayerName(m_name.c_str());
+               }
        }
 
-       ~LuaEntityCAO()
+       ~GenericCAO()
        {
-               delete m_prop;
+               if(m_is_player){
+                       m_env->removePlayerName(m_name.c_str());
+               }
        }
 
        static ClientActiveObject* create(IGameDef *gamedef, ClientEnvironment *env)
        {
-               return new LuaEntityCAO(gamedef, env);
+               return new GenericCAO(gamedef, env);
        }
 
        u8 getType() const
        {
-               return ACTIVEOBJECT_TYPE_LUAENTITY;
+               return ACTIVEOBJECT_TYPE_GENERIC;
        }
        core::aabbox3d<f32>* getSelectionBox()
        {
+               if(!m_prop.is_visible || !m_is_visible || m_is_local_player || getParent() != NULL)
+                       return NULL;
                return &m_selection_box;
        }
        v3f 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;
+               }
                return pos_translator.vect_show;
        }
-               
+
+       scene::IMeshSceneNode *getMeshSceneNode()
+       {
+               if(m_meshnode)
+                       return m_meshnode;
+               return NULL;
+       }
+
+       scene::IAnimatedMeshSceneNode *getAnimatedMeshSceneNode()
+       {
+               if(m_animated_meshnode)
+                       return m_animated_meshnode;
+               return NULL;
+       }
+
+       scene::IBillboardSceneNode *getSpriteSceneNode()
+       {
+               if(m_spritenode)
+                       return m_spritenode;
+               return NULL;
+       }
+
+       bool isPlayer()
+       {
+               return m_is_player;
+       }
+
+       bool isLocalPlayer()
+       {
+               return m_is_local_player;
+       }
+
+       void setAttachments()
+       {
+               updateAttachments();
+       }
+
+       ClientActiveObject *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;
+                       }
+               }
+               if(obj)
+                       return obj;
+               return NULL;
+       }
+
+       void removeFromScene(bool permanent)
+       {
+               if(permanent) // Should be true when removing the object permanently and false when refreshing (eg: updating visuals)
+               {
+                       // 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++)
+                       {
+                               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();
+                               }
+                       }
+                       // 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;
+                               }
+                       }
+               }
+
+               if(m_meshnode){
+                       m_meshnode->remove();
+                       m_meshnode = NULL;
+               }
+               if(m_animated_meshnode){
+                       m_animated_meshnode->remove();
+                       m_animated_meshnode = NULL;
+               }
+               if(m_spritenode){
+                       m_spritenode->remove();
+                       m_spritenode = NULL;
+               }
+       }
+
        void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
                        IrrlichtDevice *irr)
        {
-               if(m_meshnode != NULL || m_spritenode != NULL)
+               m_smgr = smgr;
+               m_irr = irr;
+
+               if(m_meshnode != NULL || m_animated_meshnode != NULL || m_spritenode != NULL)
                        return;
                
+               m_visuals_expired = false;
+
+               if(!m_prop.is_visible || m_is_local_player)
+                       return;
+       
                //video::IVideoDriver* driver = smgr->getVideoDriver();
 
-               if(m_prop->visual == "sprite"){
-                       infostream<<"LuaEntityCAO::addToScene(): single_sprite"<<std::endl;
+               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->setMaterialTexture(0,
-                                       tsrc->getTextureRaw("unknown_block.png"));
+                                       tsrc->getTexture("unknown_node.png"));
                        m_spritenode->setMaterialFlag(video::EMF_LIGHTING, false);
                        m_spritenode->setMaterialFlag(video::EMF_BILINEAR_FILTER, false);
                        m_spritenode->setMaterialType(video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF);
                        m_spritenode->setMaterialFlag(video::EMF_FOG_ENABLE, true);
-                       m_spritenode->setColor(video::SColor(255,0,0,0));
-                       m_spritenode->setVisible(false); /* Set visible when brightness is known */
-                       m_spritenode->setSize(m_prop->visual_size*BS);
+                       u8 li = m_last_light;
+                       m_spritenode->setColor(video::SColor(255,li,li,li));
+                       m_spritenode->setSize(m_prop.visual_size*BS);
                        {
                                const float txs = 1.0 / 1;
                                const float tys = 1.0 / 1;
                                setBillboardTextureMatrix(m_spritenode,
                                                txs, tys, 0, 0);
                        }
-               } else if(m_prop->visual == "cube"){
-                       infostream<<"LuaEntityCAO::addToScene(): cube"<<std::endl;
+               }
+               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;
+                       { // Front
+                       scene::IMeshBuffer *buf = new scene::SMeshBuffer();
+                       u8 li = m_last_light;
+                       video::SColor c(255,li,li,li);
+                       video::S3DVertex vertices[4] =
+                       {
+                               video::S3DVertex(-dx,-dy,0, 0,0,0, c, 0,1),
+                               video::S3DVertex(dx,-dy,0, 0,0,0, c, 1,1),
+                               video::S3DVertex(dx,dy,0, 0,0,0, c, 1,0),
+                               video::S3DVertex(-dx,dy,0, 0,0,0, c, 0,0),
+                       };
+                       u16 indices[] = {0,1,2,2,3,0};
+                       buf->append(vertices, 4, indices, 6);
+                       // Set material
+                       buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
+                       buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
+                       buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
+                       buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
+                       // Add to mesh
+                       mesh->addMeshBuffer(buf);
+                       buf->drop();
+                       }
+                       { // Back
+                       scene::IMeshBuffer *buf = new scene::SMeshBuffer();
+                       u8 li = m_last_light;
+                       video::SColor c(255,li,li,li);
+                       video::S3DVertex vertices[4] =
+                       {
+                               video::S3DVertex(dx,-dy,0, 0,0,0, c, 1,1),
+                               video::S3DVertex(-dx,-dy,0, 0,0,0, c, 0,1),
+                               video::S3DVertex(-dx,dy,0, 0,0,0, c, 0,0),
+                               video::S3DVertex(dx,dy,0, 0,0,0, c, 1,0),
+                       };
+                       u16 indices[] = {0,1,2,2,3,0};
+                       buf->append(vertices, 4, indices, 6);
+                       // Set material
+                       buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
+                       buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
+                       buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
+                       buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
+                       // Add to mesh
+                       mesh->addMeshBuffer(buf);
+                       buf->drop();
+                       }
+                       m_meshnode = smgr->addMeshSceneNode(mesh, NULL);
+                       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"){
+                       infostream<<"GenericCAO::addToScene(): cube"<<std::endl;
                        scene::IMesh *mesh = createCubeMesh(v3f(BS,BS,BS));
                        m_meshnode = smgr->addMeshSceneNode(mesh, NULL);
                        mesh->drop();
                        
-                       m_meshnode->setScale(v3f(1));
-                       // Will be shown when we know the brightness
-                       m_meshnode->setVisible(false);
+                       m_meshnode->setScale(v3f(m_prop.visual_size.X,
+                                       m_prop.visual_size.Y,
+                                       m_prop.visual_size.X));
+                       u8 li = m_last_light;
+                       setMeshColor(m_meshnode->getMesh(), video::SColor(255,li,li,li));
+
+                       m_meshnode->setMaterialFlag(video::EMF_LIGHTING, false);
+                       m_meshnode->setMaterialFlag(video::EMF_BILINEAR_FILTER, false);
+                       m_meshnode->setMaterialType(video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF);
+                       m_meshnode->setMaterialFlag(video::EMF_FOG_ENABLE, true);
+               }
+               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);
+                               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,
+                                               m_prop.visual_size.Y,
+                                               m_prop.visual_size.X));
+                               u8 li = m_last_light;
+                               setMeshColor(m_animated_meshnode->getMesh(), video::SColor(255,li,li,li));
+
+                               m_animated_meshnode->setMaterialFlag(video::EMF_LIGHTING, false);
+                               m_animated_meshnode->setMaterialFlag(video::EMF_BILINEAR_FILTER, false);
+                               m_animated_meshnode->setMaterialType(video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF);
+                               m_animated_meshnode->setMaterialFlag(video::EMF_FOG_ENABLE, true);
+                       }
+                       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;
+                       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_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));
+                       }
                } else {
-                       infostream<<"LuaEntityCAO::addToScene(): \""<<m_prop->visual
+                       infostream<<"GenericCAO::addToScene(): \""<<m_prop.visual
                                        <<"\" not supported"<<std::endl;
                }
                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){
+                       // 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->setPosition(v3f(0, BS*1.1, 0));
+               }
+
                updateNodePos();
+               updateAnimation();
+               updateBonePosition();
+               updateAttachments();
        }
 
-       void removeFromScene()
+       void expireVisuals()
        {
-               if(m_meshnode){
-                       m_meshnode->remove();
-                       m_meshnode = NULL;
-               }
-               if(m_spritenode){
-                       m_spritenode->remove();
-                       m_spritenode = NULL;
-               }
+               m_visuals_expired = true;
        }
-
+               
        void updateLight(u8 light_at_pos)
        {
                u8 li = decode_light(light_at_pos);
-               video::SColor color(255,li,li,li);
-               if(m_meshnode){
-                       setMeshColor(m_meshnode->getMesh(), color);
-                       m_meshnode->setVisible(true);
-               }
-               if(m_spritenode){
-                       m_spritenode->setColor(color);
-                       m_spritenode->setVisible(true);
+               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_spritenode)
+                               m_spritenode->setColor(color);
                }
        }
 
@@ -720,8 +1055,20 @@ class LuaEntityCAO : public ClientActiveObject
 
        void updateNodePos()
        {
+               if(getParent() != NULL)
+                       return;
+
                if(m_meshnode){
                        m_meshnode->setPosition(pos_translator.vect_show);
+                       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);
+                       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);
@@ -730,33 +1077,117 @@ class LuaEntityCAO : public ClientActiveObject
 
        void step(float dtime, ClientEnvironment *env)
        {
-               if(m_prop->physical){
-                       core::aabbox3d<f32> box = m_prop->collisionbox;
-                       box.MinEdge *= BS;
-                       box.MaxEdge *= BS;
-                       collisionMoveResult moveresult;
-                       f32 pos_max_d = BS*0.25; // Distance per iteration
-                       v3f p_pos = m_position;
-                       v3f p_velocity = m_velocity;
-                       IGameDef *gamedef = env->getGameDef();
-                       moveresult = collisionMovePrecise(&env->getMap(), gamedef,
-                                       pos_max_d, box, dtime, p_pos, p_velocity);
-                       // Apply results
-                       m_position = p_pos;
-                       m_velocity = p_velocity;
-                       
-                       bool is_end_position = moveresult.collides;
-                       pos_translator.update(m_position, is_end_position, dtime);
-                       pos_translator.translate(dtime);
-                       updateNodePos();
+               if(m_visuals_expired && m_smgr && m_irr){
+                       m_visuals_expired = false;
 
-                       m_velocity += dtime * m_acceleration;
-               } 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.translate(dtime);
-                       updateNodePos();
+                       // 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++)
+                       {
+                               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());
+                                       }
+                               }
+                       }
+
+                       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++)
+                       {
+                               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();
+                               }
+                       }
+               }
+
+               // 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);
+
+               if(getParent() != NULL) // Attachments should be glued to their parent by Irrlicht
+               {
+                       // Set these for later
+                       m_position = getPosition();
+                       m_velocity = v3f(0,0,0);
+                       m_acceleration = v3f(0,0,0);
+                       pos_translator.vect_show = m_position;
+
+                       if(m_is_local_player) // Update local player attachment position
+                       {
+                               LocalPlayer *player = m_env->getLocalPlayer();
+                               player->overridePosition = getParent()->getPosition();
+                               m_env->getLocalPlayer()->parent = getParent();
+                       }
+               }
+               else
+               {
+                       v3f lastpos = pos_translator.vect_show;
+
+                       if(m_prop.physical){
+                               core::aabbox3d<f32> box = m_prop.collisionbox;
+                               box.MinEdge *= BS;
+                               box.MaxEdge *= BS;
+                               collisionMoveResult moveresult;
+                               f32 pos_max_d = BS*0.125; // Distance per iteration
+                               v3f p_pos = m_position;
+                               v3f p_velocity = m_velocity;
+                               v3f p_acceleration = m_acceleration;
+                               moveresult = collisionMoveSimple(env,env->getGameDef(),
+                                               pos_max_d, box, m_prop.stepheight, dtime,
+                                               p_pos, p_velocity, p_acceleration,
+                                               this, m_prop.collideWithObjects);
+                               // Apply results
+                               m_position = p_pos;
+                               m_velocity = p_velocity;
+                               m_acceleration = p_acceleration;
+                               
+                               bool is_end_position = moveresult.collides;
+                               pos_translator.update(m_position, is_end_position, dtime);
+                               pos_translator.translate(dtime);
+                               updateNodePos();
+                       } 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.translate(dtime);
+                               updateNodePos();
+                       }
+
+                       float moved = lastpos.getDistanceFrom(pos_translator.vect_show);
+                       m_step_distance_counter += moved;
+                       if(m_step_distance_counter > 1.5*BS){
+                               m_step_distance_counter = 0;
+                               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);
+                                       MapNode n = m_env->getMap().getNodeNoEx(p);
+                                       SimpleSoundSpec spec = ndef->get(n).sound_footstep;
+                                       m_gamedef->sound()->playSoundAt(spec, false, getPosition());
+                               }
+                       }
                }
 
                m_anim_timer += dtime;
@@ -776,6 +1207,16 @@ class LuaEntityCAO : public ClientActiveObject
                                updateTextures("");
                        }
                }
+               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;
+                       updateNodePos();
+               }
        }
 
        void updateTexturePos()
@@ -799,7 +1240,7 @@ class LuaEntityCAO : public ClientActiveObject
                                else if(cam_to_entity.Y < -0.75)
                                        col += 4;
                                else{
-                                       float mob_dir = atan2(cam_to_entity.Z, cam_to_entity.X) / 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;
@@ -830,76 +1271,413 @@ class LuaEntityCAO : public ClientActiveObject
        {
                ITextureSource *tsrc = m_gamedef->tsrc();
 
-               if(m_spritenode){
-                       std::string texturestring = "unknown_block.png";
-                       if(m_prop->textures.size() >= 1)
-                               texturestring = m_prop->textures[0];
-                       texturestring += mod;
-                       m_spritenode->setMaterialTexture(0,
-                                       tsrc->getTextureRaw(texturestring));
-               }
-               if(m_meshnode){
-                       for (u32 i = 0; i < 6; ++i)
+               bool use_trilinear_filter = g_settings->getBool("trilinear_filter");
+               bool use_bilinear_filter = g_settings->getBool("bilinear_filter");
+               bool use_anisotropic_filter = g_settings->getBool("anisotropic_filter");
+
+               if(m_spritenode)
+               {
+                       if(m_prop.visual == "sprite")
                        {
-                               std::string texturestring = "unknown_block.png";
-                               if(m_prop->textures.size() > i)
-                                       texturestring = m_prop->textures[i];
+                               std::string texturestring = "unknown_node.png";
+                               if(m_prop.textures.size() >= 1)
+                                       texturestring = m_prop.textures[0];
                                texturestring += mod;
-                               AtlasPointer ap = tsrc->getTexture(texturestring);
-
-                               // Get the tile texture and atlas transformation
-                               video::ITexture* atlas = ap.atlas;
-                               v2f pos = ap.pos;
-                               v2f size = ap.size;
-
-                               // Set material flags and texture
-                               video::SMaterial& material = m_meshnode->getMaterial(i);
-                               material.setFlag(video::EMF_LIGHTING, false);
-                               material.setFlag(video::EMF_BILINEAR_FILTER, false);
-                               material.setTexture(0, atlas);
-                               material.getTextureMatrix(0).setTextureTranslate(pos.X, pos.Y);
-                               material.getTextureMatrix(0).setTextureScale(size.X, size.Y);
+                               m_spritenode->setMaterialTexture(0,
+                                               tsrc->getTexture(texturestring));
+
+                               // This allows setting per-material colors. However, until a real lighting
+                               // system is added, the code below will have no effect. Once MineTest
+                               // has directional lighting, it should work automatically.
+                               if(m_prop.colors.size() >= 1)
+                               {
+                                       m_spritenode->getMaterial(0).AmbientColor = m_prop.colors[0];
+                                       m_spritenode->getMaterial(0).DiffuseColor = m_prop.colors[0];
+                                       m_spritenode->getMaterial(0).SpecularColor = m_prop.colors[0];
+                               }
+
+                               m_spritenode->getMaterial(0).setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
+                               m_spritenode->getMaterial(0).setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
+                               m_spritenode->getMaterial(0).setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
+                       }
+               }
+               if(m_animated_meshnode)
+               {
+                       if(m_prop.visual == "mesh")
+                       {
+                               for (u32 i = 0; i < m_prop.textures.size() && i < m_animated_meshnode->getMaterialCount(); ++i)
+                               {
+                                       std::string texturestring = m_prop.textures[i];
+                                       if(texturestring == "")
+                                               continue; // Empty texture string means don't modify that material
+                                       texturestring += mod;
+                                       video::ITexture* texture = tsrc->getTexture(texturestring);
+                                       if(!texture)
+                                       {
+                                               errorstream<<"GenericCAO::updateTextures(): Could not load texture "<<texturestring<<std::endl;
+                                               continue;
+                                       }
+
+                                       // Set material flags and texture
+                                       video::SMaterial& material = m_animated_meshnode->getMaterial(i);
+                                       material.TextureLayer[0].Texture = texture;
+                                       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);
+                               }
+                               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
+                                       // has directional lighting, it should work automatically.
+                                       m_animated_meshnode->getMaterial(i).AmbientColor = m_prop.colors[i];
+                                       m_animated_meshnode->getMaterial(i).DiffuseColor = m_prop.colors[i];
+                                       m_animated_meshnode->getMaterial(i).SpecularColor = m_prop.colors[i];
+                               }
+                       }
+               }
+               if(m_meshnode)
+               {
+                       if(m_prop.visual == "cube")
+                       {
+                               for (u32 i = 0; i < 6; ++i)
+                               {
+                                       std::string texturestring = "unknown_node.png";
+                                       if(m_prop.textures.size() > i)
+                                               texturestring = m_prop.textures[i];
+                                       texturestring += mod;
+
+
+                                       // Set material flags and texture
+                                       video::SMaterial& material = m_meshnode->getMaterial(i);
+                                       material.setFlag(video::EMF_LIGHTING, false);
+                                       material.setFlag(video::EMF_BILINEAR_FILTER, false);
+                                       material.setTexture(0,
+                                                       tsrc->getTexture(texturestring));
+                                       material.getTextureMatrix(0).makeIdentity();
+
+                                       // This allows setting per-material colors. However, until a real lighting
+                                       // system is added, the code below will have no effect. Once MineTest
+                                       // has directional lighting, it should work automatically.
+                                       if(m_prop.colors.size() > i)
+                                       {
+                                               m_meshnode->getMaterial(i).AmbientColor = m_prop.colors[i];
+                                               m_meshnode->getMaterial(i).DiffuseColor = m_prop.colors[i];
+                                               m_meshnode->getMaterial(i).SpecularColor = m_prop.colors[i];
+                                       }
+
+                                       m_meshnode->getMaterial(i).setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
+                                       m_meshnode->getMaterial(i).setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
+                                       m_meshnode->getMaterial(i).setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
+                               }
+                       }
+                       else if(m_prop.visual == "upright_sprite")
+                       {
+                               scene::IMesh *mesh = m_meshnode->getMesh();
+                               {
+                                       std::string tname = "unknown_object.png";
+                                       if(m_prop.textures.size() >= 1)
+                                               tname = m_prop.textures[0];
+                                       tname += mod;
+                                       scene::IMeshBuffer *buf = mesh->getMeshBuffer(0);
+                                       buf->getMaterial().setTexture(0,
+                                                       tsrc->getTexture(tname));
+                                       
+                                       // This allows setting per-material colors. However, until a real lighting
+                                       // system is added, the code below will have no effect. Once MineTest
+                                       // has directional lighting, it should work automatically.
+                                       if(m_prop.colors.size() >= 1)
+                                       {
+                                               buf->getMaterial().AmbientColor = m_prop.colors[0];
+                                               buf->getMaterial().DiffuseColor = m_prop.colors[0];
+                                               buf->getMaterial().SpecularColor = m_prop.colors[0];
+                                       }
+
+                                       buf->getMaterial().setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
+                                       buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
+                                       buf->getMaterial().setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
+                               }
+                               {
+                                       std::string tname = "unknown_object.png";
+                                       if(m_prop.textures.size() >= 2)
+                                               tname = m_prop.textures[1];
+                                       else if(m_prop.textures.size() >= 1)
+                                               tname = m_prop.textures[0];
+                                       tname += mod;
+                                       scene::IMeshBuffer *buf = mesh->getMeshBuffer(1);
+                                       buf->getMaterial().setTexture(0,
+                                                       tsrc->getTexture(tname));
+
+                                       // This allows setting per-material colors. However, until a real lighting
+                                       // system is added, the code below will have no effect. Once MineTest
+                                       // has directional lighting, it should work automatically.
+                                       if(m_prop.colors.size() >= 2)
+                                       {
+                                               buf->getMaterial().AmbientColor = m_prop.colors[1];
+                                               buf->getMaterial().DiffuseColor = m_prop.colors[1];
+                                               buf->getMaterial().SpecularColor = m_prop.colors[1];
+                                       }
+                                       else if(m_prop.colors.size() >= 1)
+                                       {
+                                               buf->getMaterial().AmbientColor = m_prop.colors[0];
+                                               buf->getMaterial().DiffuseColor = m_prop.colors[0];
+                                               buf->getMaterial().SpecularColor = m_prop.colors[0];
+                                       }
+
+                                       buf->getMaterial().setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
+                                       buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
+                                       buf->getMaterial().setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
+                               }
+                       }
+               }
+       }
+
+       void updateAnimation()
+       {
+               if(m_animated_meshnode == NULL)
+                       return;
+
+               m_animated_meshnode->setFrameLoop((int)m_animation_range.X, (int)m_animation_range.Y);
+               m_animated_meshnode->setAnimationSpeed(m_animation_speed);
+               m_animated_meshnode->setTransitionTime(m_animation_blend);
+       }
+
+       void updateBonePosition()
+       {
+               if(!m_bone_position.size() || 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){
+                       std::string bone_name = (*ii).first;
+                       v3f bone_pos = (*ii).second.X;
+                       v3f bone_rot = (*ii).second.Y;
+                       irr::scene::IBoneSceneNode* bone = m_animated_meshnode->getJointNode(bone_name.c_str());
+                       if(bone)
+                       {
+                               bone->setPosition(bone_pos);
+                               bone->setRotation(bone_rot);
+                       }
+               }
+       }
+       
+       void 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
+
+               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();
+                       }
+                       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();
+                                       }
+                               }
+                       }
+                       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(m_is_local_player)
+                       {
+                               LocalPlayer *player = m_env->getLocalPlayer();
+                               player->isAttached = true;
                        }
                }
        }
 
        void processMessage(const std::string &data)
        {
-               //infostream<<"LuaEntityCAO: Got message"<<std::endl;
+               //infostream<<"GenericCAO: Got message"<<std::endl;
                std::istringstream is(data, std::ios::binary);
                // command
                u8 cmd = readU8(is);
-               if(cmd == LUAENTITY_CMD_UPDATE_POSITION) // update position
+               if(cmd == GENERIC_CMD_SET_PROPERTIES)
                {
-                       // do_interpolate
-                       bool do_interpolate = readU8(is);
-                       // pos
+                       m_prop = gob_read_set_properties(is);
+
+                       m_selection_box = m_prop.collisionbox;
+                       m_selection_box.MinEdge *= BS;
+                       m_selection_box.MaxEdge *= BS;
+                               
+                       m_tx_size.X = 1.0 / m_prop.spritediv.X;
+                       m_tx_size.Y = 1.0 / m_prop.spritediv.Y;
+
+                       if(!m_initial_tx_basepos_set){
+                               m_initial_tx_basepos_set = true;
+                               m_tx_basepos = m_prop.initial_sprite_basepos;
+                       }
+                       
+                       expireVisuals();
+               }
+               else if(cmd == GENERIC_CMD_UPDATE_POSITION)
+               {
+                       // Not sent by the server if this object is an attachment.
+                       // We might however get here if the server notices the object being detached before the client.
                        m_position = readV3F1000(is);
-                       // velocity
                        m_velocity = readV3F1000(is);
-                       // acceleration
                        m_acceleration = readV3F1000(is);
-                       // yaw
-                       m_yaw = readF1000(is);
-                       // is_end_position (for interpolation)
+                       if(fabs(m_prop.automatic_rotate) < 0.001)
+                               m_yaw = readF1000(is);
+                       else
+                               readF1000(is);
+                       bool do_interpolate = readU8(is);
                        bool is_end_position = readU8(is);
-                       // update_interval
                        float update_interval = readF1000(is);
-                       
+
+                       // Place us a bit higher if we're physical, to not sink into
+                       // the ground due to sucky collision detection...
+                       if(m_prop.physical)
+                               m_position += v3f(0,0.002,0);
+
+                       if(getParent() != NULL) // Just in case
+                               return;
+
                        if(do_interpolate){
-                               if(!m_prop->physical)
+                               if(!m_prop.physical)
                                        pos_translator.update(m_position, is_end_position, update_interval);
                        } else {
                                pos_translator.init(m_position);
                        }
                        updateNodePos();
                }
-               else if(cmd == LUAENTITY_CMD_SET_TEXTURE_MOD) // set texture modification
+               else if(cmd == GENERIC_CMD_SET_TEXTURE_MOD)
                {
                        std::string mod = deSerializeString(is);
                        updateTextures(mod);
                }
-               else if(cmd == LUAENTITY_CMD_SET_SPRITE) // set sprite
+               else if(cmd == GENERIC_CMD_SET_SPRITE)
                {
                        v2s16 p = readV2S16(is);
                        int num_frames = readU16(is);
@@ -913,15 +1691,89 @@ class LuaEntityCAO : public ClientActiveObject
 
                        updateTexturePos();
                }
-               else if(cmd == LUAENTITY_CMD_PUNCHED)
+               else if(cmd == GENERIC_CMD_SET_PHYSICS_OVERRIDE)
+               {
+                       float override_speed = readF1000(is);
+                       float override_jump = readF1000(is);
+                       float override_gravity = readF1000(is);
+                       // these are sent inverted so we get true when the server sends nothing
+                       bool sneak = !readU8(is);
+                       bool sneak_glitch = !readU8(is);
+                       
+                       if(m_is_local_player)
+                       {
+                               LocalPlayer *player = m_env->getLocalPlayer();
+                               player->physics_override_speed = override_speed;
+                               player->physics_override_jump = override_jump;
+                               player->physics_override_gravity = override_gravity;
+                               player->physics_override_sneak = sneak;
+                               player->physics_override_sneak_glitch = sneak_glitch;
+                       }
+               }
+               else if(cmd == GENERIC_CMD_SET_ANIMATION)
+               {
+                       m_animation_range = readV2F1000(is);
+                       m_animation_speed = readF1000(is);
+                       m_animation_blend = readF1000(is);
+
+                       updateAnimation();
+               }
+               else if(cmd == GENERIC_CMD_SET_BONE_POSITION)
+               {
+                       std::string bone = deSerializeString(is);
+                       v3f position = readV3F1000(is);
+                       v3f rotation = readV3F1000(is);
+                       m_bone_position[bone] = core::vector2d<v3f>(position, rotation);
+
+                       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)));
+                       m_attachment_bone = deSerializeString(is);
+                       m_attachment_position = readV3F1000(is);
+                       m_attachment_rotation = readV3F1000(is);
+
+                       updateAttachments();
+               }
+               else if(cmd == GENERIC_CMD_PUNCHED)
                {
                        /*s16 damage =*/ readS16(is);
                        s16 result_hp = readS16(is);
-                       
+
+                       // Use this instead of the send damage to not interfere with prediction
+                       s16 damage = m_hp - result_hp;
+
                        m_hp = result_hp;
-                       // TODO: Execute defined fast response
+
+                       if (damage > 0) {
+                               if (m_hp <= 0) {
+                                       // TODO: Execute defined fast response
+                                       // As there is no definition, make a smoke puff
+                                       ClientSimpleObject *simple = createSmokePuff(
+                                                       m_smgr, m_env, m_position,
+                                                       m_prop.visual_size * BS);
+                                       m_env->addSimpleObject(simple);
+                               } else {
+                                       // TODO: Execute defined fast response
+                                       // Flashing shall suffice as there is no definition
+                                       m_reset_textures_timer = 0.05;
+                                       if(damage >= 2)
+                                               m_reset_textures_timer += 0.05 * damage;
+                                       updateTextures("^[brighten");
+                               }
+                       }
                }
-               else if(cmd == LUAENTITY_CMD_UPDATE_ARMOR_GROUPS)
+               else if(cmd == GENERIC_CMD_UPDATE_ARMOR_GROUPS)
                {
                        m_armor_groups.clear();
                        int armor_groups_size = readU16(is);
@@ -944,17 +1796,26 @@ class LuaEntityCAO : public ClientActiveObject
                                toolcap,
                                punchitem,
                                time_from_last_punch);
-               
+
                if(result.did_punch && result.damage != 0)
                {
-                       if(result.damage < m_hp)
+                       if(result.damage < m_hp){
                                m_hp -= result.damage;
-                       else
+                       } else {
                                m_hp = 0;
+                               // TODO: Execute defined fast response
+                               // As there is no definition, make a smoke puff
+                               ClientSimpleObject *simple = createSmokePuff(
+                                               m_smgr, m_env, m_position,
+                                               m_prop.visual_size * BS);
+                               m_env->addSimpleObject(simple);
+                       }
                        // TODO: Execute defined fast response
-                       // I guess flashing is fine as of now
+                       // Flashing shall suffice as there is no definition
+                       m_reset_textures_timer = 0.05;
+                       if(result.damage >= 2)
+                               m_reset_textures_timer += 0.05 * result.damage;
                        updateTextures("^[brighten");
-                       m_reset_textures_timer = 0.1;
                }
                
                return false;
@@ -963,7 +1824,7 @@ class LuaEntityCAO : public ClientActiveObject
        std::string debugInfoText()
        {
                std::ostringstream os(std::ios::binary);
-               os<<"LuaEntityCAO hp="<<m_hp<<"\n";
+               os<<"GenericCAO hp="<<m_hp<<"\n";
                os<<"armor={";
                for(ItemGroupList::const_iterator i = m_armor_groups.begin();
                                i != m_armor_groups.end(); i++){
@@ -975,291 +1836,6 @@ class LuaEntityCAO : public ClientActiveObject
 };
 
 // Prototype
-LuaEntityCAO proto_LuaEntityCAO(NULL, NULL);
-
-/*
-       PlayerCAO
-*/
-
-class PlayerCAO : public ClientActiveObject
-{
-private:
-       core::aabbox3d<f32> m_selection_box;
-       scene::IMeshSceneNode *m_node;
-       scene::ITextSceneNode* m_text;
-       std::string m_name;
-       v3f m_position;
-       float m_yaw;
-       SmoothTranslator pos_translator;
-       bool m_is_local_player;
-       LocalPlayer *m_local_player;
-       float m_damage_visual_timer;
-       bool m_dead;
-
-public:
-       PlayerCAO(IGameDef *gamedef, ClientEnvironment *env):
-               ClientActiveObject(0, gamedef, env),
-               m_selection_box(-BS/3.,0.0,-BS/3., BS/3.,BS*2.0,BS/3.),
-               m_node(NULL),
-               m_text(NULL),
-               m_position(v3f(0,10*BS,0)),
-               m_yaw(0),
-               m_is_local_player(false),
-               m_local_player(NULL),
-               m_damage_visual_timer(0),
-               m_dead(false)
-       {
-               if(gamedef == NULL)
-                       ClientActiveObject::registerType(getType(), create);
-       }
-
-       void initialize(const std::string &data)
-       {
-               infostream<<"PlayerCAO: Got init data"<<std::endl;
-               
-               std::istringstream is(data, std::ios::binary);
-               // version
-               u8 version = readU8(is);
-               // check version
-               if(version != 0)
-                       return;
-               // name
-               m_name = deSerializeString(is);
-               // pos
-               m_position = readV3F1000(is);
-               // yaw
-               m_yaw = readF1000(is);
-               // dead
-               m_dead = readU8(is);
-
-               pos_translator.init(m_position);
-
-               Player *player = m_env->getPlayer(m_name.c_str());
-               if(player && player->isLocal()){
-                       m_is_local_player = true;
-                       m_local_player = (LocalPlayer*)player;
-               }
-       }
-
-       ~PlayerCAO()
-       {
-               if(m_node)
-                       m_node->remove();
-       }
-
-       static ClientActiveObject* create(IGameDef *gamedef, ClientEnvironment *env)
-       {
-               return new PlayerCAO(gamedef, env);
-       }
-
-       u8 getType() const
-       {
-               return ACTIVEOBJECT_TYPE_PLAYER;
-       }
-       core::aabbox3d<f32>* getSelectionBox()
-       {
-               if(m_is_local_player)
-                       return NULL;
-               if(m_dead)
-                       return NULL;
-               return &m_selection_box;
-       }
-       v3f getPosition()
-       {
-               return pos_translator.vect_show;
-       }
-               
-       void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
-                       IrrlichtDevice *irr)
-       {
-               if(m_node != NULL)
-                       return;
-               if(m_is_local_player)
-                       return;
-               
-               //video::IVideoDriver* driver = smgr->getVideoDriver();
-               gui::IGUIEnvironment* gui = irr->getGUIEnvironment();
-               
-               scene::SMesh *mesh = new scene::SMesh();
-               { // Front
-               scene::IMeshBuffer *buf = new scene::SMeshBuffer();
-               video::SColor c(255,255,255,255);
-               video::S3DVertex vertices[4] =
-               {
-                       video::S3DVertex(-BS/2,0,0, 0,0,0, c, 0,1),
-                       video::S3DVertex(BS/2,0,0, 0,0,0, c, 1,1),
-                       video::S3DVertex(BS/2,BS*2,0, 0,0,0, c, 1,0),
-                       video::S3DVertex(-BS/2,BS*2,0, 0,0,0, c, 0,0),
-               };
-               u16 indices[] = {0,1,2,2,3,0};
-               buf->append(vertices, 4, indices, 6);
-               // Set material
-               buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
-               buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
-               buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
-               buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
-               // Add to mesh
-               mesh->addMeshBuffer(buf);
-               buf->drop();
-               }
-               { // Back
-               scene::IMeshBuffer *buf = new scene::SMeshBuffer();
-               video::SColor c(255,255,255,255);
-               video::S3DVertex vertices[4] =
-               {
-                       video::S3DVertex(BS/2,0,0, 0,0,0, c, 1,1),
-                       video::S3DVertex(-BS/2,0,0, 0,0,0, c, 0,1),
-                       video::S3DVertex(-BS/2,BS*2,0, 0,0,0, c, 0,0),
-                       video::S3DVertex(BS/2,BS*2,0, 0,0,0, c, 1,0),
-               };
-               u16 indices[] = {0,1,2,2,3,0};
-               buf->append(vertices, 4, indices, 6);
-               // Set material
-               buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
-               buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
-               buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
-               buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
-               // Add to mesh
-               mesh->addMeshBuffer(buf);
-               buf->drop();
-               }
-               m_node = smgr->addMeshSceneNode(mesh, NULL);
-               mesh->drop();
-               // Set it to use the materials of the meshbuffers directly.
-               // This is needed for changing the texture in the future
-               m_node->setReadOnlyMaterials(true);
-               updateNodePos();
-
-               // Add a text node for showing the name
-               std::wstring wname = narrow_to_wide(m_name);
-               m_text = smgr->addTextSceneNode(gui->getBuiltInFont(),
-                               wname.c_str(), video::SColor(255,255,255,255), m_node);
-               m_text->setPosition(v3f(0, (f32)BS*2.1, 0));
-               
-               updateTextures("");
-               updateVisibility();
-               updateNodePos();
-       }
-
-       void removeFromScene()
-       {
-               if(m_node == NULL)
-                       return;
-
-               m_node->remove();
-               m_node = NULL;
-       }
-
-       void updateLight(u8 light_at_pos)
-       {
-               if(m_node == NULL)
-                       return;
-               
-               u8 li = decode_light(light_at_pos);
-               video::SColor color(255,li,li,li);
-               setMeshColor(m_node->getMesh(), color);
-
-               updateVisibility();
-       }
-
-       v3s16 getLightPosition()
-       {
-               return floatToInt(m_position+v3f(0,BS*1.5,0), BS);
-       }
-
-       void updateVisibility()
-       {
-               if(m_node == NULL)
-                       return;
-
-               m_node->setVisible(!m_dead);
-       }
-
-       void updateNodePos()
-       {
-               if(m_node == NULL)
-                       return;
-
-               m_node->setPosition(pos_translator.vect_show);
-
-               v3f rot = m_node->getRotation();
-               rot.Y = -m_yaw;
-               m_node->setRotation(rot);
-       }
-
-       void step(float dtime, ClientEnvironment *env)
-       {
-               pos_translator.translate(dtime);
-               updateVisibility();
-               updateNodePos();
-
-               if(m_damage_visual_timer > 0){
-                       m_damage_visual_timer -= dtime;
-                       if(m_damage_visual_timer <= 0){
-                               updateTextures("");
-                       }
-               }
-       }
-
-       void processMessage(const std::string &data)
-       {
-               //infostream<<"PlayerCAO: Got message"<<std::endl;
-               std::istringstream is(data, std::ios::binary);
-               // command
-               u8 cmd = readU8(is);
-               if(cmd == 0) // update position
-               {
-                       // pos
-                       m_position = readV3F1000(is);
-                       // yaw
-                       m_yaw = readF1000(is);
-
-                       pos_translator.update(m_position, false);
-
-                       updateNodePos();
-               }
-               else if(cmd == 1) // punched
-               {
-                       // damage
-                       s16 damage = readS16(is);
-                       m_damage_visual_timer = 0.05;
-                       if(damage >= 2)
-                               m_damage_visual_timer += 0.05 * damage;
-                       updateTextures("^[brighten");
-               }
-               else if(cmd == 2) // died or respawned
-               {
-                       m_dead = readU8(is);
-                       updateVisibility();
-               }
-       }
-
-       void updateTextures(const std::string &mod)
-       {
-               if(!m_node)
-                       return;
-               ITextureSource *tsrc = m_gamedef->tsrc();
-               scene::IMesh *mesh = m_node->getMesh();
-               if(mesh){
-                       {
-                               std::string tname = "player.png";
-                               tname += mod;
-                               scene::IMeshBuffer *buf = mesh->getMeshBuffer(0);
-                               buf->getMaterial().setTexture(0,
-                                               tsrc->getTextureRaw(tname));
-                       }
-                       {
-                               std::string tname = "player_back.png";
-                               tname += mod;
-                               scene::IMeshBuffer *buf = mesh->getMeshBuffer(1);
-                               buf->getMaterial().setTexture(0,
-                                               tsrc->getTextureRaw(tname));
-                       }
-               }
-       }
-};
-
-// Prototype
-PlayerCAO proto_PlayerCAO(NULL, NULL);
+GenericCAO proto_GenericCAO(NULL, NULL);