]> 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 e007c5f377b68f018293131295fbdf15ae880d65..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.
 */
@@ -20,20 +20,171 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include "content_cao.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"
+#include "content_object.h"
+#include "mesh.h"
+#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;
+
+#define PP(x) "("<<(x).X<<","<<(x).Y<<","<<(x).Z<<")"
+
+std::map<u16, ClientActiveObject::Factory> ClientActiveObject::m_types;
 
-core::map<u16, ClientActiveObject::Factory> ClientActiveObject::m_types;
+/*
+       SmoothTranslator
+*/
+
+struct SmoothTranslator
+{
+       v3f vect_old;
+       v3f vect_show;
+       v3f vect_aim;
+       f32 anim_counter;
+       f32 anim_time;
+       f32 anim_time_counter;
+       bool aim_is_end;
+
+       SmoothTranslator():
+               vect_old(0,0,0),
+               vect_show(0,0,0),
+               vect_aim(0,0,0),
+               anim_counter(0),
+               anim_time(0),
+               anim_time_counter(0),
+               aim_is_end(true)
+       {}
+
+       void init(v3f vect)
+       {
+               vect_old = vect;
+               vect_show = vect;
+               vect_aim = vect;
+               anim_counter = 0;
+               anim_time = 0;
+               anim_time_counter = 0;
+               aim_is_end = true;
+       }
+
+       void sharpen()
+       {
+               init(vect_show);
+       }
+
+       void update(v3f vect_new, bool is_end_position=false, float update_interval=-1)
+       {
+               aim_is_end = is_end_position;
+               vect_old = vect_show;
+               vect_aim = vect_new;
+               if(update_interval > 0){
+                       anim_time = update_interval;
+               } else {
+                       if(anim_time < 0.001 || anim_time > 1.0)
+                               anim_time = anim_time_counter;
+                       else
+                               anim_time = anim_time * 0.9 + anim_time_counter * 0.1;
+               }
+               anim_time_counter = 0;
+               anim_counter = 0;
+       }
+
+       void translate(f32 dtime)
+       {
+               anim_time_counter = anim_time_counter + dtime;
+               anim_counter = anim_counter + dtime;
+               v3f vect_move = vect_aim - vect_old;
+               f32 moveratio = 1.0;
+               if(anim_time > 0.001)
+                       moveratio = anim_time_counter / anim_time;
+               // Move a bit less than should, to avoid oscillation
+               moveratio = moveratio * 0.8;
+               float move_end = 1.5;
+               if(aim_is_end)
+                       move_end = 1.0;
+               if(moveratio > move_end)
+                       moveratio = move_end;
+               vect_show = vect_old + vect_move * moveratio;
+       }
+
+       bool is_moving()
+       {
+               return ((anim_time_counter / anim_time) < 1.4);
+       }
+};
+
+/*
+       Other stuff
+*/
+
+static void setBillboardTextureMatrix(scene::IBillboardSceneNode *bill,
+               float txs, float tys, int col, int row)
+{
+       video::SMaterial& material = bill->getMaterial(0);
+       core::matrix4& matrix = material.getTextureMatrix(0);
+       matrix.setTextureTranslate(txs*col, tys*row);
+       matrix.setTextureScale(txs, tys);
+}
 
 /*
        TestCAO
 */
 
+class TestCAO : public ClientActiveObject
+{
+public:
+       TestCAO(IGameDef *gamedef, ClientEnvironment *env);
+       virtual ~TestCAO();
+       
+       u8 getType() const
+       {
+               return ACTIVEOBJECT_TYPE_TEST;
+       }
+       
+       static ClientActiveObject* create(IGameDef *gamedef, ClientEnvironment *env);
+
+       void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
+                       IrrlichtDevice *irr);
+       void removeFromScene();
+       void updateLight(u8 light_at_pos);
+       v3s16 getLightPosition();
+       void updateNodePos();
+
+       void step(float dtime, ClientEnvironment *env);
+
+       void processMessage(const std::string &data);
+
+       bool getCollisionBox(aabb3f *toset) { return false; }
+private:
+       scene::IMeshSceneNode *m_node;
+       v3f m_position;
+};
+
 // Prototype
-TestCAO proto_TestCAO;
+TestCAO proto_TestCAO(NULL, NULL);
 
-TestCAO::TestCAO():
-       ClientActiveObject(0),
+TestCAO::TestCAO(IGameDef *gamedef, ClientEnvironment *env):
+       ClientActiveObject(0, gamedef, env),
        m_node(NULL),
        m_position(v3f(0,10*BS,0))
 {
@@ -44,17 +195,18 @@ TestCAO::~TestCAO()
 {
 }
 
-ClientActiveObject* TestCAO::create()
+ClientActiveObject* TestCAO::create(IGameDef *gamedef, ClientEnvironment *env)
 {
-       return new TestCAO();
+       return new TestCAO(gamedef, env);
 }
 
-void TestCAO::addToScene(scene::ISceneManager *smgr)
+void TestCAO::addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
+                       IrrlichtDevice *irr)
 {
        if(m_node != NULL)
                return;
        
-       video::IVideoDriver* driver = smgr->getVideoDriver();
+       //video::IVideoDriver* driver = smgr->getVideoDriver();
        
        scene::SMesh *mesh = new scene::SMesh();
        scene::IMeshBuffer *buf = new scene::SMeshBuffer();
@@ -71,8 +223,7 @@ void TestCAO::addToScene(scene::ISceneManager *smgr)
        // Set material
        buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
        buf->getMaterial().setFlag(video::EMF_BACK_FACE_CULLING, false);
-       buf->getMaterial().setTexture
-                       (0, driver->getTexture(getTexturePath("rat.png").c_str()));
+       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;
@@ -143,35 +294,84 @@ void TestCAO::processMessage(const std::string &data)
        ItemCAO
 */
 
+class ItemCAO : public ClientActiveObject
+{
+public:
+       ItemCAO(IGameDef *gamedef, ClientEnvironment *env);
+       virtual ~ItemCAO();
+       
+       u8 getType() const
+       {
+               return ACTIVEOBJECT_TYPE_ITEM;
+       }
+       
+       static ClientActiveObject* create(IGameDef *gamedef, ClientEnvironment *env);
+
+       void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
+                       IrrlichtDevice *irr);
+       void removeFromScene();
+       void updateLight(u8 light_at_pos);
+       v3s16 getLightPosition();
+       void updateNodePos();
+       void updateInfoText();
+       void updateTexture();
+
+       void step(float dtime, ClientEnvironment *env);
+
+       void processMessage(const std::string &data);
+
+       void initialize(const std::string &data);
+       
+       core::aabbox3d<f32>* getSelectionBox()
+               {return &m_selection_box;}
+       v3f getPosition()
+               {return m_position;}
+       
+       std::string infoText()
+               {return m_infotext;}
+
+       bool getCollisionBox(aabb3f *toset) { return false; }
+private:
+       core::aabbox3d<f32> m_selection_box;
+       scene::IMeshSceneNode *m_node;
+       v3f m_position;
+       std::string m_itemstring;
+       std::string m_infotext;
+};
+
 #include "inventory.h"
 
 // Prototype
-ItemCAO proto_ItemCAO;
+ItemCAO proto_ItemCAO(NULL, NULL);
 
-ItemCAO::ItemCAO():
-       ClientActiveObject(0),
+ItemCAO::ItemCAO(IGameDef *gamedef, ClientEnvironment *env):
+       ClientActiveObject(0, gamedef, env),
        m_selection_box(-BS/3.,0.0,-BS/3., BS/3.,BS*2./3.,BS/3.),
        m_node(NULL),
        m_position(v3f(0,10*BS,0))
 {
-       ClientActiveObject::registerType(getType(), create);
+       if(!gamedef && !env)
+       {
+               ClientActiveObject::registerType(getType(), create);
+       }
 }
 
 ItemCAO::~ItemCAO()
 {
 }
 
-ClientActiveObject* ItemCAO::create()
+ClientActiveObject* ItemCAO::create(IGameDef *gamedef, ClientEnvironment *env)
 {
-       return new ItemCAO();
+       return new ItemCAO(gamedef, env);
 }
 
-void ItemCAO::addToScene(scene::ISceneManager *smgr)
+void ItemCAO::addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
+                       IrrlichtDevice *irr)
 {
        if(m_node != NULL)
                return;
        
-       video::IVideoDriver* driver = smgr->getVideoDriver();
+       //video::IVideoDriver* driver = smgr->getVideoDriver();
        
        scene::SMesh *mesh = new scene::SMesh();
        scene::IMeshBuffer *buf = new scene::SMeshBuffer();
@@ -192,10 +392,8 @@ void ItemCAO::addToScene(scene::ISceneManager *smgr)
        // Set material
        buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
        buf->getMaterial().setFlag(video::EMF_BACK_FACE_CULLING, false);
-       //buf->getMaterial().setTexture(0, NULL);
-       // Initialize with the stick texture
-       buf->getMaterial().setTexture
-                       (0, driver->getTexture(getTexturePath("stick.png").c_str()));
+       // Initialize with a generated placeholder texture
+       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;
@@ -204,39 +402,13 @@ void ItemCAO::addToScene(scene::ISceneManager *smgr)
        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();
 
        /*
                Update image of node
        */
 
-       // Create an inventory item to see what is its image
-       std::istringstream is(m_inventorystring, std::ios_base::binary);
-       video::ITexture *texture = NULL;
-       try{
-               InventoryItem *item = NULL;
-               item = InventoryItem::deSerialize(is);
-               infostream<<__FUNCTION_NAME<<": m_inventorystring=\""
-                               <<m_inventorystring<<"\" -> item="<<item
-                               <<std::endl;
-               if(item)
-               {
-                       texture = item->getImage();
-                       delete item;
-               }
-       }
-       catch(SerializationError &e)
-       {
-               infostream<<"WARNING: "<<__FUNCTION_NAME
-                               <<": error deSerializing inventorystring \""
-                               <<m_inventorystring<<"\""<<std::endl;
-       }
-       
-       // Set meshbuffer texture
-       buf->getMaterial().setTexture(0, texture);
+       updateTexture();
 }
 
 void ItemCAO::removeFromScene()
@@ -255,12 +427,12 @@ void ItemCAO::updateLight(u8 light_at_pos)
 
        u8 li = decode_light(light_at_pos);
        video::SColor color(255,li,li,li);
-       setMeshVerticesColor(m_node->getMesh(), color);
+       setMeshColor(m_node->getMesh(), color);
 }
 
 v3s16 ItemCAO::getLightPosition()
 {
-       return floatToInt(m_position, BS);
+       return floatToInt(m_position + v3f(0,0.5*BS,0), BS);
 }
 
 void ItemCAO::updateNodePos()
@@ -271,6 +443,51 @@ void ItemCAO::updateNodePos()
        m_node->setPosition(m_position);
 }
 
+void ItemCAO::updateInfoText()
+{
+       try{
+               IItemDefManager *idef = m_gamedef->idef();
+               ItemStack item;
+               item.deSerialize(m_itemstring, idef);
+               if(item.isKnown(idef))
+                       m_infotext = item.getDefinition(idef).description;
+               else
+                       m_infotext = "Unknown item: '" + m_itemstring + "'";
+               if(item.count >= 2)
+                       m_infotext += " (" + itos(item.count) + ")";
+       }
+       catch(SerializationError &e)
+       {
+               m_infotext = "Unknown item: '" + m_itemstring + "'";
+       }
+}
+
+void ItemCAO::updateTexture()
+{
+       if(m_node == NULL)
+               return;
+
+       // Create an inventory item to see what is its image
+       std::istringstream is(m_itemstring, std::ios_base::binary);
+       video::ITexture *texture = NULL;
+       try{
+               IItemDefManager *idef = m_gamedef->idef();
+               ItemStack item;
+               item.deSerialize(is, idef);
+               texture = idef->getInventoryTexture(item.getDefinition(idef).name, m_gamedef);
+       }
+       catch(SerializationError &e)
+       {
+               infostream<<"WARNING: "<<__FUNCTION_NAME
+                               <<": error deSerializing itemstring \""
+                               <<m_itemstring<<std::endl;
+       }
+       
+       // Set meshbuffer texture
+       m_node->getMaterial(0).setTexture(0, texture);
+}
+
+
 void ItemCAO::step(float dtime, ClientEnvironment *env)
 {
        if(m_node)
@@ -288,7 +505,7 @@ void ItemCAO::step(float dtime, ClientEnvironment *env)
 
 void ItemCAO::processMessage(const std::string &data)
 {
-       infostream<<"ItemCAO: Got message"<<std::endl;
+       //infostream<<"ItemCAO: Got message"<<std::endl;
        std::istringstream is(data, std::ios::binary);
        // command
        u8 cmd = readU8(is);
@@ -298,6 +515,13 @@ void ItemCAO::processMessage(const std::string &data)
                m_position = readV3F1000(is);
                updateNodePos();
        }
+       if(cmd == 1)
+       {
+               // itemstring
+               m_itemstring = deSerializeString(is);
+               updateInfoText();
+               updateTexture();
+       }
 }
 
 void ItemCAO::initialize(const std::string &data)
@@ -313,1207 +537,1305 @@ void ItemCAO::initialize(const std::string &data)
                        return;
                // pos
                m_position = readV3F1000(is);
-               // inventorystring
-               m_inventorystring = deSerializeString(is);
+               // itemstring
+               m_itemstring = deSerializeString(is);
        }
        
        updateNodePos();
+       updateInfoText();
 }
 
 /*
-       RatCAO
+       GenericCAO
 */
 
-#include "inventory.h"
+#include "genericobject.h"
+
+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;
+       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:
+       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_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_visuals_expired(false),
+               m_step_distance_counter(0),
+               m_last_light(255),
+               m_is_visible(false)
+       {
+               if(gamedef == NULL)
+                       ClientActiveObject::registerType(getType(), create);
+       }
 
-// Prototype
-RatCAO proto_RatCAO;
+       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;
 
-RatCAO::RatCAO():
-       ClientActiveObject(0),
-       m_selection_box(-BS/3.,0.0,-BS/3., BS/3.,BS/2.,BS/3.),
-       m_node(NULL),
-       m_position(v3f(0,10*BS,0)),
-       m_yaw(0)
-{
-       ClientActiveObject::registerType(getType(), create);
-}
+                       toset->MinEdge += m_position;
+                       toset->MaxEdge += m_position;
 
-RatCAO::~RatCAO()
-{
-}
+                       return true;
+               }
 
-ClientActiveObject* RatCAO::create()
-{
-       return new RatCAO();
-}
+               return false;
+       }
 
-void RatCAO::addToScene(scene::ISceneManager *smgr)
-{
-       if(m_node != NULL)
-               return;
-       
-       video::IVideoDriver* driver = smgr->getVideoDriver();
-       
-       scene::SMesh *mesh = new scene::SMesh();
-       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_BACK_FACE_CULLING, false);
-       //buf->getMaterial().setTexture(0, NULL);
-       buf->getMaterial().setTexture
-                       (0, driver->getTexture(getTexturePath("rat.png").c_str()));
-       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();
-       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();
-}
+       bool collideWithObjects() {
+               return m_prop.collideWithObjects;
+       }
 
-void RatCAO::removeFromScene()
-{
-       if(m_node == NULL)
-               return;
+       void initialize(const std::string &data)
+       {
+               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) // 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;
+               }
 
-       m_node->remove();
-       m_node = NULL;
-}
+               for(int i=0; i<num_messages; i++){
+                       std::string message = deSerializeLongString(is);
+                       processMessage(message);
+               }
 
-void RatCAO::updateLight(u8 light_at_pos)
-{
-       if(m_node == NULL)
-               return;
+               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());
+               }
+       }
 
-       u8 li = decode_light(light_at_pos);
-       video::SColor color(255,li,li,li);
-       setMeshVerticesColor(m_node->getMesh(), color);
-}
+       ~GenericCAO()
+       {
+               if(m_is_player){
+                       m_env->removePlayerName(m_name.c_str());
+               }
+       }
 
-v3s16 RatCAO::getLightPosition()
-{
-       return floatToInt(m_position+v3f(0,BS*0.5,0), BS);
-}
+       static ClientActiveObject* create(IGameDef *gamedef, ClientEnvironment *env)
+       {
+               return new GenericCAO(gamedef, env);
+       }
 
-void RatCAO::updateNodePos()
-{
-       if(m_node == NULL)
-               return;
+       u8 getType() const
+       {
+               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;
+       }
 
-       //m_node->setPosition(m_position);
-       m_node->setPosition(pos_translator.vect_show);
+       scene::IMeshSceneNode *getMeshSceneNode()
+       {
+               if(m_meshnode)
+                       return m_meshnode;
+               return NULL;
+       }
 
-       v3f rot = m_node->getRotation();
-       rot.Y = 180.0 - m_yaw;
-       m_node->setRotation(rot);
-}
+       scene::IAnimatedMeshSceneNode *getAnimatedMeshSceneNode()
+       {
+               if(m_animated_meshnode)
+                       return m_animated_meshnode;
+               return NULL;
+       }
 
-void RatCAO::step(float dtime, ClientEnvironment *env)
-{
-       pos_translator.translate(dtime);
-       updateNodePos();
-}
+       scene::IBillboardSceneNode *getSpriteSceneNode()
+       {
+               if(m_spritenode)
+                       return m_spritenode;
+               return NULL;
+       }
 
-void RatCAO::processMessage(const std::string &data)
-{
-       //infostream<<"RatCAO: Got message"<<std::endl;
-       std::istringstream is(data, std::ios::binary);
-       // command
-       u8 cmd = readU8(is);
-       if(cmd == 0)
+       bool isPlayer()
        {
-               // pos
-               m_position = readV3F1000(is);
-               pos_translator.update(m_position);
-               // yaw
-               m_yaw = readF1000(is);
-               updateNodePos();
+               return m_is_player;
        }
-}
 
-void RatCAO::initialize(const std::string &data)
-{
-       //infostream<<"RatCAO: Got init data"<<std::endl;
-       
+       bool isLocalPlayer()
        {
-               std::istringstream is(data, std::ios::binary);
-               // version
-               u8 version = readU8(is);
-               // check version
-               if(version != 0)
-                       return;
-               // pos
-               m_position = readV3F1000(is);
-               pos_translator.init(m_position);
+               return m_is_local_player;
        }
-       
-       updateNodePos();
-}
 
-/*
-       Oerkki1CAO
-*/
+       void setAttachments()
+       {
+               updateAttachments();
+       }
 
-#include "inventory.h"
+       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;
+       }
 
-// Prototype
-Oerkki1CAO proto_Oerkki1CAO;
+       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;
+                               }
+                       }
+               }
 
-Oerkki1CAO::Oerkki1CAO():
-       ClientActiveObject(0),
-       m_selection_box(-BS/3.,0.0,-BS/3., BS/3.,BS*2.,BS/3.),
-       m_node(NULL),
-       m_position(v3f(0,10*BS,0)),
-       m_yaw(0),
-       m_damage_visual_timer(0),
-       m_damage_texture_enabled(false)
-{
-       ClientActiveObject::registerType(getType(), create);
-}
+               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;
+               }
+       }
 
-Oerkki1CAO::~Oerkki1CAO()
-{
-}
+       void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
+                       IrrlichtDevice *irr)
+       {
+               m_smgr = smgr;
+               m_irr = irr;
 
-ClientActiveObject* Oerkki1CAO::create()
-{
-       return new Oerkki1CAO();
-}
+               if(m_meshnode != NULL || m_animated_meshnode != NULL || m_spritenode != NULL)
+                       return;
+               
+               m_visuals_expired = false;
 
-void Oerkki1CAO::addToScene(scene::ISceneManager *smgr)
-{
-       if(m_node != NULL)
-               return;
-       
-       video::IVideoDriver* driver = smgr->getVideoDriver();
-       
-       scene::SMesh *mesh = new scene::SMesh();
-       scene::IMeshBuffer *buf = new scene::SMeshBuffer();
-       video::SColor c(255,255,255,255);
-       video::S3DVertex vertices[4] =
-       {
-               video::S3DVertex(-BS/2-BS,0,0, 0,0,0, c, 0,1),
-               video::S3DVertex(BS/2+BS,0,0, 0,0,0, c, 1,1),
-               video::S3DVertex(BS/2+BS,BS*2,0, 0,0,0, c, 1,0),
-               video::S3DVertex(-BS/2-BS,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_BACK_FACE_CULLING, false);
-       //buf->getMaterial().setTexture(0, NULL);
-       buf->getMaterial().setTexture
-                       (0, driver->getTexture(getTexturePath("oerkki1.png").c_str()));
-       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();
-       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();
-}
-
-void Oerkki1CAO::removeFromScene()
-{
-       if(m_node == NULL)
-               return;
-
-       m_node->remove();
-       m_node = NULL;
-}
-
-void Oerkki1CAO::updateLight(u8 light_at_pos)
-{
-       if(m_node == NULL)
-               return;
-       
-       if(light_at_pos <= 2)
-       {
-               m_node->setVisible(false);
-               return;
-       }
-
-       m_node->setVisible(true);
-
-       u8 li = decode_light(light_at_pos);
-       video::SColor color(255,li,li,li);
-       setMeshVerticesColor(m_node->getMesh(), color);
-}
-
-v3s16 Oerkki1CAO::getLightPosition()
-{
-       return floatToInt(m_position+v3f(0,BS*1.5,0), BS);
-}
-
-void Oerkki1CAO::updateNodePos()
-{
-       if(m_node == NULL)
-               return;
-
-       //m_node->setPosition(m_position);
-       m_node->setPosition(pos_translator.vect_show);
-
-       v3f rot = m_node->getRotation();
-       rot.Y = 180.0 - m_yaw + 90.0;
-       m_node->setRotation(rot);
-}
-
-void Oerkki1CAO::step(float dtime, ClientEnvironment *env)
-{
-       pos_translator.translate(dtime);
-       updateNodePos();
-
-       LocalPlayer *player = env->getLocalPlayer();
-       assert(player);
+               if(!m_prop.is_visible || m_is_local_player)
+                       return;
        
-       v3f playerpos = player->getPosition();
-       v2f playerpos_2d(playerpos.X,playerpos.Z);
-       v2f objectpos_2d(m_position.X,m_position.Z);
-
-       if(fabs(m_position.Y - playerpos.Y) < 1.5*BS &&
-                       objectpos_2d.getDistanceFrom(playerpos_2d) < 1.5*BS)
-       {
-               if(m_attack_interval.step(dtime, 0.5))
-               {
-                       env->damageLocalPlayer(2);
-               }
-       }
-
-       if(m_damage_visual_timer > 0)
-       {
-               if(!m_damage_texture_enabled)
-               {
-                       // Enable damage texture
-                       if(m_node)
+               //video::IVideoDriver* driver = smgr->getVideoDriver();
+
+               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->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);
+                       u8 li = m_last_light;
+                       m_spritenode->setColor(video::SColor(255,li,li,li));
+                       m_spritenode->setSize(m_prop.visual_size*BS);
                        {
-                               video::IVideoDriver* driver =
-                                       m_node->getSceneManager()->getVideoDriver();
-                               
-                               scene::IMesh *mesh = m_node->getMesh();
-                               if(mesh == NULL)
-                                       return;
-                               
-                               u16 mc = mesh->getMeshBufferCount();
-                               for(u16 j=0; j<mc; j++)
-                               {
-                                       scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
-                                       buf->getMaterial().setTexture(0, driver->getTexture(
-                                                       getTexturePath("oerkki1_damaged.png").c_str()));
-                               }
+                               const float txs = 1.0 / 1;
+                               const float tys = 1.0 / 1;
+                               setBillboardTextureMatrix(m_spritenode,
+                                               txs, tys, 0, 0);
                        }
-                       m_damage_texture_enabled = true;
                }
-               m_damage_visual_timer -= dtime;
-       }
-       else
-       {
-               if(m_damage_texture_enabled)
+               else if(m_prop.visual == "upright_sprite")
                {
-                       // Disable damage texture
-                       if(m_node)
+                       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::IVideoDriver* driver =
-                                       m_node->getSceneManager()->getVideoDriver();
-                               
-                               scene::IMesh *mesh = m_node->getMesh();
-                               if(mesh == NULL)
-                                       return;
-                               
-                               u16 mc = mesh->getMeshBufferCount();
-                               for(u16 j=0; j<mc; j++)
-                               {
-                                       scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
-                                       buf->getMaterial().setTexture(0, driver->getTexture(
-                                                       getTexturePath("oerkki1.png").c_str()));
-                               }
+                               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();
                        }
-                       m_damage_texture_enabled = false;
+                       { // 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);
                }
-       }
-}
-
-void Oerkki1CAO::processMessage(const std::string &data)
-{
-       //infostream<<"Oerkki1CAO: Got message"<<std::endl;
-       std::istringstream is(data, std::ios::binary);
-       // command
-       u8 cmd = readU8(is);
-       if(cmd == 0)
-       {
-               // pos
-               m_position = readV3F1000(is);
-               pos_translator.update(m_position);
-               // yaw
-               m_yaw = readF1000(is);
-               updateNodePos();
-       }
-       else if(cmd == 1)
-       {
-               //u16 damage = readU8(is);
-               m_damage_visual_timer = 1.0;
-       }
-}
-
-void Oerkki1CAO::initialize(const std::string &data)
-{
-       //infostream<<"Oerkki1CAO: Got init data"<<std::endl;
-       
-       {
-               std::istringstream is(data, std::ios::binary);
-               // version
-               u8 version = readU8(is);
-               // check version
-               if(version != 0)
-                       return;
-               // pos
-               m_position = readV3F1000(is);
-               pos_translator.init(m_position);
-       }
-       
-       updateNodePos();
-}
-
-bool Oerkki1CAO::directReportPunch(const std::string &toolname, v3f dir)
-{
-       m_damage_visual_timer = 1.0;
-
-       m_position += dir * BS;
-       pos_translator.sharpen();
-       pos_translator.update(m_position);
-       updateNodePos();
-       
-       return false;
-}
-
-/*
-       FireflyCAO
-*/
-
-// Prototype
-FireflyCAO proto_FireflyCAO;
-
-FireflyCAO::FireflyCAO():
-       ClientActiveObject(0),
-       m_selection_box(-BS/3.,0.0,-BS/3., BS/3.,BS/2.,BS/3.),
-       m_node(NULL),
-       m_position(v3f(0,10*BS,0)),
-       m_yaw(0)
-{
-       ClientActiveObject::registerType(getType(), create);
-}
-
-FireflyCAO::~FireflyCAO()
-{
-}
-
-ClientActiveObject* FireflyCAO::create()
-{
-       return new FireflyCAO();
-}
-
-void FireflyCAO::addToScene(scene::ISceneManager *smgr)
-{
-       if(m_node != NULL)
-               return;
-       
-       video::IVideoDriver* driver = smgr->getVideoDriver();
-       
-       scene::SMesh *mesh = new scene::SMesh();
-       scene::IMeshBuffer *buf = new scene::SMeshBuffer();
-       video::SColor c(255,255,255,255);
-       video::S3DVertex vertices[4] =
-       {
-               video::S3DVertex(0,0,0, 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(0,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_BACK_FACE_CULLING, false);
-       //buf->getMaterial().setTexture(0, NULL);
-       buf->getMaterial().setTexture
-                       (0, driver->getTexture(getTexturePath("firefly.png").c_str()));
-       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();
-       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();
-}
-
-void FireflyCAO::removeFromScene()
-{
-       if(m_node == NULL)
-               return;
-
-       m_node->remove();
-       m_node = NULL;
-}
-
-void FireflyCAO::updateLight(u8 light_at_pos)
-{
-       if(m_node == NULL)
-               return;
-
-       u8 li = 255;
-       video::SColor color(255,li,li,li);
-       setMeshVerticesColor(m_node->getMesh(), color);
-}
-
-v3s16 FireflyCAO::getLightPosition()
-{
-       return floatToInt(m_position+v3f(0,BS*0.5,0), BS);
-}
-
-void FireflyCAO::updateNodePos()
-{
-       if(m_node == NULL)
-               return;
-
-       //m_node->setPosition(m_position);
-       m_node->setPosition(pos_translator.vect_show);
-
-       v3f rot = m_node->getRotation();
-       rot.Y = 180.0 - m_yaw;
-       m_node->setRotation(rot);
-}
-
-void FireflyCAO::step(float dtime, ClientEnvironment *env)
-{
-       pos_translator.translate(dtime);
-       updateNodePos();
-}
-
-void FireflyCAO::processMessage(const std::string &data)
-{
-       //infostream<<"FireflyCAO: Got message"<<std::endl;
-       std::istringstream is(data, std::ios::binary);
-       // command
-       u8 cmd = readU8(is);
-       if(cmd == 0)
-       {
-               // pos
-               m_position = readV3F1000(is);
-               pos_translator.update(m_position);
-               // yaw
-               m_yaw = readF1000(is);
-               updateNodePos();
-       }
-}
-
-void FireflyCAO::initialize(const std::string &data)
-{
-       //infostream<<"FireflyCAO: Got init data"<<std::endl;
-       
-       {
-               std::istringstream is(data, std::ios::binary);
-               // version
-               u8 version = readU8(is);
-               // check version
-               if(version != 0)
-                       return;
-               // pos
-               m_position = readV3F1000(is);
-               pos_translator.init(m_position);
-       }
-       
-       updateNodePos();
-}
-
-/*
-       MobV2CAO
-*/
-
-// Prototype
-MobV2CAO proto_MobV2CAO;
-
-MobV2CAO::MobV2CAO():
-       ClientActiveObject(0),
-       m_selection_box(-0.4*BS,-0.4*BS,-0.4*BS, 0.4*BS,0.8*BS,0.4*BS),
-       m_node(NULL),
-       m_position(v3f(0,10*BS,0)),
-       m_yaw(0),
-       m_walking(false),
-       m_walking_unset_timer(0),
-       m_walk_timer(0),
-       m_walk_frame(0),
-       m_damage_visual_timer(0),
-       m_last_light(0),
-       m_shooting(0),
-       m_shooting_unset_timer(0),
-       m_sprite_size(BS,BS),
-       m_sprite_y(0),
-       m_bright_shooting(false),
-       m_lock_full_brightness(false),
-       m_player_hit_timer(0)
-{
-       ClientActiveObject::registerType(getType(), create);
-
-       m_properties = new Settings;
-}
-
-MobV2CAO::~MobV2CAO()
-{
-       delete m_properties;
-}
-
-ClientActiveObject* MobV2CAO::create()
-{
-       return new MobV2CAO();
-}
-
-void MobV2CAO::addToScene(scene::ISceneManager *smgr)
-{
-       if(m_node != NULL)
-               return;
-       
-       /*infostream<<"MobV2CAO::addToScene using texture_name="<<
-                       m_texture_name<<std::endl;*/
-       std::string texture_string = "[makealpha2:128,0,0;128,128,0:";
-       texture_string += m_texture_name;
-       
-       scene::MyBillboardSceneNode *bill = new scene::MyBillboardSceneNode(
-                       smgr->getRootSceneNode(), smgr, -1, v3f(0,0,0), v2f(1,1));
-       bill->setMaterialTexture(0, g_texturesource->getTextureRaw(texture_string));
-       bill->setMaterialFlag(video::EMF_LIGHTING, false);
-       bill->setMaterialFlag(video::EMF_BILINEAR_FILTER, false);
-       bill->setMaterialType(video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF);
-       bill->setMaterialFlag(video::EMF_FOG_ENABLE, true);
-       bill->setColor(video::SColor(255,0,0,0));
-       bill->setVisible(false); /* Set visible when brightness is known */
-       bill->setSize(m_sprite_size);
-       if(m_sprite_type == "humanoid_1"){
-               const float txp = 1./192;
-               const float txs = txp*32;
-               const float typ = 1./240;
-               const float tys = typ*48;
-               bill->setTCoords(0, v2f(txs*1, tys*1));
-               bill->setTCoords(1, v2f(txs*1, tys*0));
-               bill->setTCoords(2, v2f(txs*0, tys*0));
-               bill->setTCoords(3, v2f(txs*0, tys*1));
-       } else if(m_sprite_type == "simple"){
-               const float txs = 1.0;
-               const float tys = 1.0 / m_simple_anim_frames;
-               bill->setTCoords(0, v2f(txs*1, tys*1));
-               bill->setTCoords(1, v2f(txs*1, tys*0));
-               bill->setTCoords(2, v2f(txs*0, tys*0));
-               bill->setTCoords(3, v2f(txs*0, tys*1));
-       } else {
-               infostream<<"MobV2CAO: Unknown sprite type \""<<m_sprite_type<<"\""
-                               <<std::endl;
-       }
-
-       m_node = bill;
-
-       updateNodePos();
-}
-
-void MobV2CAO::removeFromScene()
-{
-       if(m_node == NULL)
-               return;
-
-       m_node->drop();
-       m_node->remove();
-       m_node = NULL;
-}
-
-void MobV2CAO::updateLight(u8 light_at_pos)
-{
-       if(m_lock_full_brightness)
-               light_at_pos = 15;
-       
-       m_last_light = light_at_pos;
-
-       if(m_node == NULL)
-               return;
-       
-       if(m_damage_visual_timer > 0)
-               return;
-       
-       if(m_shooting && m_bright_shooting)
-               return;
-       
-       /*if(light_at_pos <= 2){
-               m_node->setVisible(false);
-               return;
-       }*/
-
-       m_node->setVisible(true);
-
-       u8 li = decode_light(light_at_pos);
-       video::SColor color(255,li,li,li);
-       m_node->setColor(color);
-}
-
-v3s16 MobV2CAO::getLightPosition()
-{
-       return floatToInt(m_position+v3f(0,0,0), BS);
-}
-
-void MobV2CAO::updateNodePos()
-{
-       if(m_node == NULL)
-               return;
-
-       m_node->setPosition(pos_translator.vect_show + v3f(0,m_sprite_y,0));
-}
-
-void MobV2CAO::step(float dtime, ClientEnvironment *env)
-{
-       scene::MyBillboardSceneNode *bill = m_node;
-       if(!bill)
-               return;
-
-       pos_translator.translate(dtime);
-       
-       if(m_sprite_type == "humanoid_1"){
-               scene::ICameraSceneNode* camera = m_node->getSceneManager()->getActiveCamera();
-               if(!camera)
-                       return;
-               v3f cam_to_mob = m_node->getAbsolutePosition() - camera->getAbsolutePosition();
-               cam_to_mob.normalize();
-               int col = 0;
-               if(cam_to_mob.Y > 0.75)
-                       col = 5;
-               else if(cam_to_mob.Y < -0.75)
-                       col = 4;
-               else{
-                       float mob_dir = atan2(cam_to_mob.Z, cam_to_mob.X) / PI * 180.;
-                       float dir = mob_dir - m_yaw;
-                       dir = wrapDegrees_180(dir);
-                       //infostream<<"id="<<m_id<<" dir="<<dir<<std::endl;
-                       if(fabs(wrapDegrees_180(dir - 0)) <= 45.1)
-                               col = 2;
-                       else if(fabs(wrapDegrees_180(dir - 90)) <= 45.1)
-                               col = 3;
-                       else if(fabs(wrapDegrees_180(dir - 180)) <= 45.1)
-                               col = 0;
-                       else if(fabs(wrapDegrees_180(dir + 90)) <= 45.1)
-                               col = 1;
+               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(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
-                               col = 4;
+                               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);
 
-               int row = 0;
-               if(m_shooting){
-                       row = 3;
-               } else if(m_walking){
-                       m_walk_timer += dtime;
-                       if(m_walk_timer >= 0.5){
-                               m_walk_frame = (m_walk_frame + 1) % 2;
-                               m_walk_timer = 0;
+                               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));
                        }
-                       if(m_walk_frame == 0)
-                               row = 1;
-                       else
-                               row = 2;
+               } else {
+                       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));
                }
 
-               const float txp = 1./192;
-               const float txs = txp*32;
-               const float typ = 1./240;
-               const float tys = typ*48;
-               bill->setTCoords(0, v2f(txs*(1+col), tys*(1+row)));
-               bill->setTCoords(1, v2f(txs*(1+col), tys*(0+row)));
-               bill->setTCoords(2, v2f(txs*(0+col), tys*(0+row)));
-               bill->setTCoords(3, v2f(txs*(0+col), tys*(1+row)));
-       } else if(m_sprite_type == "simple"){
-               m_walk_timer += dtime;
-               if(m_walk_timer >= m_simple_anim_frametime){
-                       m_walk_frame = (m_walk_frame + 1) % m_simple_anim_frames;
-                       m_walk_timer = 0;
-               }
-               int col = 0;
-               int row = m_walk_frame;
-               const float txs = 1.0;
-               const float tys = 1.0 / m_simple_anim_frames;
-               bill->setTCoords(0, v2f(txs*(1+col), tys*(1+row)));
-               bill->setTCoords(1, v2f(txs*(1+col), tys*(0+row)));
-               bill->setTCoords(2, v2f(txs*(0+col), tys*(0+row)));
-               bill->setTCoords(3, v2f(txs*(0+col), tys*(1+row)));
-       } else {
-               infostream<<"MobV2CAO::step(): Unknown sprite type \""
-                               <<m_sprite_type<<"\""<<std::endl;
+               updateNodePos();
+               updateAnimation();
+               updateBonePosition();
+               updateAttachments();
        }
 
-       updateNodePos();
-
-       /* Damage local player */
-       if(m_player_hit_damage && m_player_hit_timer <= 0.0){
-               LocalPlayer *player = env->getLocalPlayer();
-               assert(player);
+       void expireVisuals()
+       {
+               m_visuals_expired = true;
+       }
                
-               v3f playerpos = player->getPosition();
-               v2f playerpos_2d(playerpos.X,playerpos.Z);
-               v2f objectpos_2d(m_position.X,m_position.Z);
-
-               if(fabs(m_position.Y - playerpos.Y) < m_player_hit_distance*BS &&
-               objectpos_2d.getDistanceFrom(playerpos_2d) < m_player_hit_distance*BS)
-               {
-                       env->damageLocalPlayer(m_player_hit_damage);
-                       m_player_hit_timer = m_player_hit_interval;
+       void updateLight(u8 light_at_pos)
+       {
+               u8 li = decode_light(light_at_pos);
+               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);
                }
        }
 
-       /* Run timers */
-
-       m_player_hit_timer -= dtime;
-
-       if(m_damage_visual_timer >= 0){
-               m_damage_visual_timer -= dtime;
-               if(m_damage_visual_timer <= 0){
-                       infostream<<"id="<<m_id<<" damage visual ended"<<std::endl;
-               }
+       v3s16 getLightPosition()
+       {
+               return floatToInt(m_position, BS);
        }
 
-       m_walking_unset_timer += dtime;
-       if(m_walking_unset_timer >= 1.0){
-               m_walking = false;
-       }
+       void updateNodePos()
+       {
+               if(getParent() != NULL)
+                       return;
 
-       m_shooting_unset_timer -= dtime;
-       if(m_shooting_unset_timer <= 0.0){
-               if(m_bright_shooting){
-                       u8 li = decode_light(m_last_light);
-                       video::SColor color(255,li,li,li);
-                       bill->setColor(color);
-                       m_bright_shooting = false;
+               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);
                }
-               m_shooting = false;
        }
 
-}
+       void step(float dtime, ClientEnvironment *env)
+       {
+               if(m_visuals_expired && m_smgr && m_irr){
+                       m_visuals_expired = false;
 
-void MobV2CAO::processMessage(const std::string &data)
-{
-       //infostream<<"MobV2CAO: Got message"<<std::endl;
-       std::istringstream is(data, std::ios::binary);
-       // command
-       u8 cmd = readU8(is);
+                       // 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());
+                                       }
+                               }
+                       }
 
-       // Move
-       if(cmd == 0)
-       {
-               // pos
-               m_position = readV3F1000(is);
-               pos_translator.update(m_position);
-               // yaw
-               m_yaw = readF1000(is);
+                       removeFromScene(false);
+                       addToScene(m_smgr, m_gamedef->tsrc(), m_irr);
 
-               m_walking = true;
-               m_walking_unset_timer = 0;
+                       // 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();
+                               }
+                       }
+               }
 
-               updateNodePos();
-       }
-       // Damage
-       else if(cmd == 1)
-       {
-               //u16 damage = readU16(is);
+               // 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;
 
-               /*u8 li = decode_light(m_last_light);
-               if(li >= 100)
-                       li = 30;
+                       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
-                       li = 255;*/
+               {
+                       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();
+                       }
 
-               /*video::SColor color(255,255,0,0);
-               m_node->setColor(color);
+                       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_damage_visual_timer = 0.2;*/
-       }
-       // Trigger shooting
-       else if(cmd == 2)
-       {
-               // length
-               m_shooting_unset_timer = readF1000(is);
-               // bright?
-               m_bright_shooting = readU8(is);
-               if(m_bright_shooting){
-                       u8 li = 255;
-                       video::SColor color(255,li,li,li);
-                       m_node->setColor(color);
+               m_anim_timer += dtime;
+               if(m_anim_timer >= m_anim_framelength){
+                       m_anim_timer -= m_anim_framelength;
+                       m_anim_frame++;
+                       if(m_anim_frame >= m_anim_num_frames)
+                               m_anim_frame = 0;
                }
 
-               m_shooting = true;
-       }
-}
+               updateTexturePos();
 
-void MobV2CAO::initialize(const std::string &data)
-{
-       //infostream<<"MobV2CAO: Got init data"<<std::endl;
-       
-       {
-               std::istringstream is(data, std::ios::binary);
-               // version
-               u8 version = readU8(is);
-               // check version
-               if(version != 0){
-                       infostream<<__FUNCTION_NAME<<": Invalid version"<<std::endl;
-                       return;
+               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){
+                       m_yaw += dtime * m_prop.automatic_rotate * 180 / M_PI;
+                       updateNodePos();
                }
-               
-               std::ostringstream tmp_os(std::ios::binary);
-               decompressZlib(is, tmp_os);
-               std::istringstream tmp_is(tmp_os.str(), std::ios::binary);
-               m_properties->parseConfigLines(tmp_is, "MobArgsEnd");
 
-               infostream<<"MobV2CAO::initialize(): got properties:"<<std::endl;
-               m_properties->writeLines(infostream);
-               
-               m_properties->setDefault("looks", "dummy_default");
-               m_properties->setDefault("yaw", "0");
-               m_properties->setDefault("pos", "(0,0,0)");
-               m_properties->setDefault("player_hit_damage", "0");
-               m_properties->setDefault("player_hit_distance", "1.5");
-               m_properties->setDefault("player_hit_interval", "1.5");
-               
-               setLooks(m_properties->get("looks"));
-               m_yaw = m_properties->getFloat("yaw");
-               m_position = m_properties->getV3F("pos");
-               m_player_hit_damage = m_properties->getS32("player_hit_damage");
-               m_player_hit_distance = m_properties->getFloat("player_hit_distance");
-               m_player_hit_interval = m_properties->getFloat("player_hit_interval");
+               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();
+               }
+       }
 
-               pos_translator.init(m_position);
+       void updateTexturePos()
+       {
+               if(m_spritenode){
+                       scene::ICameraSceneNode* camera =
+                                       m_spritenode->getSceneManager()->getActiveCamera();
+                       if(!camera)
+                               return;
+                       v3f cam_to_entity = m_spritenode->getAbsolutePosition()
+                                       - camera->getAbsolutePosition();
+                       cam_to_entity.normalize();
+
+                       int row = m_tx_basepos.Y;
+                       int col = m_tx_basepos.X;
+                       
+                       if(m_tx_select_horiz_by_yawpitch)
+                       {
+                               if(cam_to_entity.Y > 0.75)
+                                       col += 5;
+                               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 dir = mob_dir - m_yaw;
+                                       dir = wrapDegrees_180(dir);
+                                       //infostream<<"id="<<m_id<<" dir="<<dir<<std::endl;
+                                       if(fabs(wrapDegrees_180(dir - 0)) <= 45.1)
+                                               col += 2;
+                                       else if(fabs(wrapDegrees_180(dir - 90)) <= 45.1)
+                                               col += 3;
+                                       else if(fabs(wrapDegrees_180(dir - 180)) <= 45.1)
+                                               col += 0;
+                                       else if(fabs(wrapDegrees_180(dir + 90)) <= 45.1)
+                                               col += 1;
+                                       else
+                                               col += 4;
+                               }
+                       }
+                       
+                       // Animation goes downwards
+                       row += m_anim_frame;
+
+                       float txs = m_tx_size.X;
+                       float tys = m_tx_size.Y;
+                       setBillboardTextureMatrix(m_spritenode,
+                                       txs, tys, col, row);
+               }
        }
-       
-       updateNodePos();
-}
 
-bool MobV2CAO::directReportPunch(const std::string &toolname, v3f dir)
-{
-       video::SColor color(255,255,0,0);
-       m_node->setColor(color);
+       void updateTextures(const std::string &mod)
+       {
+               ITextureSource *tsrc = m_gamedef->tsrc();
 
-       m_damage_visual_timer = 0.05;
+               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");
 
-       m_position += dir * BS;
-       pos_translator.sharpen();
-       pos_translator.update(m_position);
-       updateNodePos();
-       
-       return false;
-}
+               if(m_spritenode)
+               {
+                       if(m_prop.visual == "sprite")
+                       {
+                               std::string texturestring = "unknown_node.png";
+                               if(m_prop.textures.size() >= 1)
+                                       texturestring = m_prop.textures[0];
+                               texturestring += mod;
+                               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];
+                               }
 
-void MobV2CAO::setLooks(const std::string &looks)
-{
-       v2f selection_size = v2f(0.4, 0.4) * BS;
-       float selection_y = 0 * BS;
-
-       if(looks == "dungeon_master"){
-               m_texture_name = "dungeon_master.png";
-               m_sprite_type = "humanoid_1";
-               m_sprite_size = v2f(2, 3) * BS;
-               m_sprite_y = 0.85 * BS;
-               selection_size = v2f(0.4, 2.6) * BS;
-               selection_y = -0.4 * BS;
-       }
-       else if(looks == "fireball"){
-               m_texture_name = "fireball.png";
-               m_sprite_type = "simple";
-               m_sprite_size = v2f(1, 1) * BS;
-               m_simple_anim_frames = 3;
-               m_simple_anim_frametime = 0.1;
-               m_lock_full_brightness = true;
-       }
-       else{
-               m_texture_name = "stone.png";
-               m_sprite_type = "simple";
-               m_sprite_size = v2f(1, 1) * BS;
-               m_simple_anim_frames = 3;
-               m_simple_anim_frametime = 0.333;
-               selection_size = v2f(0.4, 0.4) * BS;
-               selection_y = 0 * BS;
+                               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);
+                               }
+                       }
+               }
        }
 
-       m_selection_box = core::aabbox3d<f32>(
-                       -selection_size.X, selection_y, -selection_size.X,
-                       selection_size.X, selection_y+selection_size.Y,
-                       selection_size.X);
-}
-
-/*
-       LuaEntityCAO
-*/
-
-#include "luaentity_common.h"
-
-// Prototype
-LuaEntityCAO proto_LuaEntityCAO;
-
-LuaEntityCAO::LuaEntityCAO():
-       ClientActiveObject(0),
-       m_selection_box(-BS/3.,-BS/3.,-BS/3., BS/3.,BS/3.,BS/3.),
-       m_meshnode(NULL),
-       m_spritenode(NULL),
-       m_position(v3f(0,10*BS,0)),
-       m_yaw(0),
-       m_prop(new LuaEntityProperties)
-{
-       ClientActiveObject::registerType(getType(), create);
-}
+       void updateAnimation()
+       {
+               if(m_animated_meshnode == NULL)
+                       return;
 
-LuaEntityCAO::~LuaEntityCAO()
-{
-       delete m_prop;
-}
+               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);
+       }
 
-ClientActiveObject* LuaEntityCAO::create()
-{
-       return new LuaEntityCAO();
-}
+       void updateBonePosition()
+       {
+               if(!m_bone_position.size() || m_animated_meshnode == NULL)
+                       return;
 
-void LuaEntityCAO::addToScene(scene::ISceneManager *smgr)
-{
-       if(m_meshnode != NULL || m_spritenode != 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);
+                       }
+               }
+       }
        
-       //video::IVideoDriver* driver = smgr->getVideoDriver();
+       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(m_prop->visual == "single_sprite"){
-               infostream<<"LuaEntityCAO::addToScene(): single_sprite"<<std::endl;
-               m_spritenode = new scene::MyBillboardSceneNode(
-                               smgr->getRootSceneNode(), smgr, -1, v3f(0,0,0), v2f(1,1));
-               std::string texturestring = "unknown_block.png";
-               if(m_prop->textures.size() >= 1)
-                       texturestring = m_prop->textures[0];
-               m_spritenode->setMaterialTexture(0,
-                               g_texturesource->getTextureRaw(texturestring));
-               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(v2f(1,1)*1.0*BS);
+               if(getParent() == NULL || m_attached_to_local) // Detach or don't attach
                {
-                       const float txs = 1.0 / 1;
-                       const float tys = 1.0 / 1;
-                       m_spritenode->setTCoords(0, v2f(txs*1, tys*1));
-                       m_spritenode->setTCoords(1, v2f(txs*1, tys*0));
-                       m_spritenode->setTCoords(2, v2f(txs*0, tys*0));
-                       m_spritenode->setTCoords(3, v2f(txs*0, tys*1));
+                       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 if(m_prop->visual == "cube"){
-               infostream<<"LuaEntityCAO::addToScene(): cube"<<std::endl;
-               video::SColor c(255,255,255,255);
-               video::S3DVertex vertices[24] =
+               else // Attach
                {
-                       // Up
-                       video::S3DVertex(-0.5,+0.5,-0.5, 0,1,0, c, 0,1),
-                       video::S3DVertex(-0.5,+0.5,+0.5, 0,1,0, c, 0,0),
-                       video::S3DVertex(+0.5,+0.5,+0.5, 0,1,0, c, 1,0),
-                       video::S3DVertex(+0.5,+0.5,-0.5, 0,1,0, c, 1,1),
-                       // Down
-                       video::S3DVertex(-0.5,-0.5,-0.5, 0,-1,0, c, 0,0),
-                       video::S3DVertex(+0.5,-0.5,-0.5, 0,-1,0, c, 1,0),
-                       video::S3DVertex(+0.5,-0.5,+0.5, 0,-1,0, c, 1,1),
-                       video::S3DVertex(-0.5,-0.5,+0.5, 0,-1,0, c, 0,1),
-                       // Right
-                       video::S3DVertex(+0.5,-0.5,-0.5, 1,0,0, c, 0,1),
-                       video::S3DVertex(+0.5,+0.5,-0.5, 1,0,0, c, 0,0),
-                       video::S3DVertex(+0.5,+0.5,+0.5, 1,0,0, c, 1,0),
-                       video::S3DVertex(+0.5,-0.5,+0.5, 1,0,0, c, 1,1),
-                       // Left
-                       video::S3DVertex(-0.5,-0.5,-0.5, -1,0,0, c, 1,1),
-                       video::S3DVertex(-0.5,-0.5,+0.5, -1,0,0, c, 0,1),
-                       video::S3DVertex(-0.5,+0.5,+0.5, -1,0,0, c, 0,0),
-                       video::S3DVertex(-0.5,+0.5,-0.5, -1,0,0, c, 1,0),
-                       // Back
-                       video::S3DVertex(-0.5,-0.5,+0.5, 0,0,1, c, 1,1),
-                       video::S3DVertex(+0.5,-0.5,+0.5, 0,0,1, c, 0,1),
-                       video::S3DVertex(+0.5,+0.5,+0.5, 0,0,1, c, 0,0),
-                       video::S3DVertex(-0.5,+0.5,+0.5, 0,0,1, c, 1,0),
-                       // Front
-                       video::S3DVertex(-0.5,-0.5,-0.5, 0,0,-1, c, 0,1),
-                       video::S3DVertex(-0.5,+0.5,-0.5, 0,0,-1, c, 0,0),
-                       video::S3DVertex(+0.5,+0.5,-0.5, 0,0,-1, c, 1,0),
-                       video::S3DVertex(+0.5,-0.5,-0.5, 0,0,-1, c, 1,1),
-               };
-               
-               for(u32 i=0; i<24; ++i){
-                       vertices[i].Pos *= BS;
+                       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;
+                       }
                }
+       }
 
-               u16 indices[6] = {0,1,2,2,3,0};
+       void processMessage(const std::string &data)
+       {
+               //infostream<<"GenericCAO: Got message"<<std::endl;
+               std::istringstream is(data, std::ios::binary);
+               // command
+               u8 cmd = readU8(is);
+               if(cmd == GENERIC_CMD_SET_PROPERTIES)
+               {
+                       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;
 
-               scene::SMesh* mesh = new scene::SMesh();
-               for (u32 i=0; i<6; ++i)
+                       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)
                {
-                       scene::IMeshBuffer* buf = new scene::SMeshBuffer();
-                       buf->append(vertices + 4 * i, 4, indices, 6);
-                       buf->recalculateBoundingBox();
-                       mesh->addMeshBuffer(buf);
-                       buf->drop();
+                       // 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);
+                       m_velocity = readV3F1000(is);
+                       m_acceleration = readV3F1000(is);
+                       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);
+                       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)
+                                       pos_translator.update(m_position, is_end_position, update_interval);
+                       } else {
+                               pos_translator.init(m_position);
+                       }
+                       updateNodePos();
                }
-               mesh->recalculateBoundingBox();
-       
-               m_meshnode = smgr->addMeshSceneNode(mesh, NULL);
-               
-               m_meshnode->setMesh(mesh);
-               m_meshnode->setScale(v3f(1));
-               for (u32 i = 0; i < 6; ++i)
+               else if(cmd == GENERIC_CMD_SET_TEXTURE_MOD)
                {
-                       std::string texturestring = "unknown_block.png";
-                       if(m_prop->textures.size() > i)
-                               texturestring = m_prop->textures[i];
-                       AtlasPointer ap = g_texturesource->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);
+                       std::string mod = deSerializeString(is);
+                       updateTextures(mod);
                }
-               // Will be shown when we know the brightness
-               m_meshnode->setVisible(false);
-       } else {
-               infostream<<"LuaEntityCAO::addToScene(): \""<<m_prop->visual
-                               <<"\" not supported"<<std::endl;
-       }
-       updateNodePos();
-}
-
-void LuaEntityCAO::removeFromScene()
-{
-       if(m_meshnode){
-               m_meshnode->remove();
-               m_meshnode = NULL;
-       }
-       if(m_spritenode){
-               m_spritenode->remove();
-               m_spritenode = NULL;
-       }
-}
+               else if(cmd == GENERIC_CMD_SET_SPRITE)
+               {
+                       v2s16 p = readV2S16(is);
+                       int num_frames = readU16(is);
+                       float framelength = readF1000(is);
+                       bool select_horiz_by_yawpitch = readU8(is);
+                       
+                       m_tx_basepos = p;
+                       m_anim_num_frames = num_frames;
+                       m_anim_framelength = framelength;
+                       m_tx_select_horiz_by_yawpitch = select_horiz_by_yawpitch;
+
+                       updateTexturePos();
+               }
+               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);
 
-void LuaEntityCAO::updateLight(u8 light_at_pos)
-{
-       u8 li = decode_light(light_at_pos);
-       video::SColor color(255,li,li,li);
-       if(m_meshnode){
-               setMeshVerticesColor(m_meshnode->getMesh(), color);
-               m_meshnode->setVisible(true);
-       }
-       if(m_spritenode){
-               m_spritenode->setColor(color);
-               m_spritenode->setVisible(true);
-       }
-}
+                       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);
 
-v3s16 LuaEntityCAO::getLightPosition()
-{
-       return floatToInt(m_position, BS);
-}
+                       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);
 
-void LuaEntityCAO::updateNodePos()
-{
-       if(m_meshnode){
-               m_meshnode->setPosition(pos_translator.vect_show);
-       }
-       if(m_spritenode){
-               m_spritenode->setPosition(pos_translator.vect_show);
+                       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;
+
+                       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 == GENERIC_CMD_UPDATE_ARMOR_GROUPS)
+               {
+                       m_armor_groups.clear();
+                       int armor_groups_size = readU16(is);
+                       for(int i=0; i<armor_groups_size; i++){
+                               std::string name = deSerializeString(is);
+                               int rating = readS16(is);
+                               m_armor_groups[name] = rating;
+                       }
+               }
        }
-}
-
-void LuaEntityCAO::step(float dtime, ClientEnvironment *env)
-{
-       pos_translator.translate(dtime);
-       updateNodePos();
-}
-
-void LuaEntityCAO::processMessage(const std::string &data)
-{
-       infostream<<"LuaEntityCAO: Got message"<<std::endl;
-       std::istringstream is(data, std::ios::binary);
-       // command
-       u8 cmd = readU8(is);
-       if(cmd == 0)
+       
+       bool directReportPunch(v3f dir, const ItemStack *punchitem=NULL,
+                       float time_from_last_punch=1000000)
        {
-               // do_interpolate
-               bool do_interpolate = readU8(is);
-               // pos
-               m_position = readV3F1000(is);
-               // yaw
-               m_yaw = readF1000(is);
-               // is_end_position (for interpolation)
-               bool is_end_position = readU8(is);
-               // update_interval
-               float update_interval = readF1000(is);
+               assert(punchitem);
+               const ToolCapabilities *toolcap =
+                               &punchitem->getToolCapabilities(m_gamedef->idef());
+               PunchDamageResult result = getPunchDamage(
+                               m_armor_groups,
+                               toolcap,
+                               punchitem,
+                               time_from_last_punch);
+
+               if(result.did_punch && result.damage != 0)
+               {
+                       if(result.damage < m_hp){
+                               m_hp -= result.damage;
+                       } 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
+                       // 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");
+               }
                
-               if(do_interpolate)
-                       pos_translator.update(m_position, is_end_position, update_interval);
-               else
-                       pos_translator.init(m_position);
-               updateNodePos();
+               return false;
        }
-}
-
-void LuaEntityCAO::initialize(const std::string &data)
-{
-       infostream<<"LuaEntityCAO: Got init data"<<std::endl;
-       
-       std::istringstream is(data, std::ios::binary);
-       // version
-       u8 version = readU8(is);
-       // check version
-       if(version != 0)
-               return;
-       // pos
-       m_position = readV3F1000(is);
-       // yaw
-       m_yaw = readF1000(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);
        
-       updateNodePos();
-}
+       std::string debugInfoText()
+       {
+               std::ostringstream os(std::ios::binary);
+               os<<"GenericCAO hp="<<m_hp<<"\n";
+               os<<"armor={";
+               for(ItemGroupList::const_iterator i = m_armor_groups.begin();
+                               i != m_armor_groups.end(); i++){
+                       os<<i->first<<"="<<i->second<<", ";
+               }
+               os<<"}";
+               return os.str();
+       }
+};
+
+// Prototype
+GenericCAO proto_GenericCAO(NULL, NULL);