]> git.lizzy.rs Git - minetest.git/blobdiff - src/content_cao.cpp
Node texture animation
[minetest.git] / src / content_cao.cpp
index d3a1813f161645e78a9c6d1bee7dc6a960a37110..cbcf66ef75d00798cdfc5c0dc44cce4a0c3ff526 100644 (file)
@@ -3,16 +3,16 @@ Minetest-c55
 Copyright (C) 2010-2011 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 +20,162 @@ 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 "utility.h" // For IntervalLimiter
+#include "itemdef.h"
+#include "tool.h"
+#include "content_cso.h"
+#include "sound.h"
+#include "nodedef.h"
+#include "localplayer.h"
+class Settings;
+struct ToolCapabilities;
+
+#define PP(x) "("<<(x).X<<","<<(x).Y<<","<<(x).Z<<")"
 
 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);
+
+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 +186,18 @@ 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 +214,7 @@ 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->getTextureRaw("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 +285,83 @@ 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;}
+
+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 +382,8 @@ 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->getTextureRaw(""));
        buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
        buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
        buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
@@ -204,10 +392,13 @@ 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
+       */
+
+       updateTexture();
 }
 
 void ItemCAO::removeFromScene()
@@ -226,12 +417,12 @@ 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()
@@ -242,6 +433,51 @@ 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 = item.getDefinition(idef).inventory_texture;
+       }
+       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)
@@ -259,7 +495,7 @@ 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);
@@ -269,6 +505,13 @@ 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)
@@ -284,993 +527,673 @@ 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();
+}
 
-       /*
-               Update image of node
-       */
-
-       if(m_node == NULL)
-               return;
-
-       scene::IMesh *mesh = m_node->getMesh();
+/*
+       GenericCAO
+*/
 
-       if(mesh == NULL)
-               return;
-       
-       scene::IMeshBuffer *buf = mesh->getMeshBuffer(0);
+#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; // determined locally
+       // Property-ish things
+       ObjectProperties m_prop;
+       //
+       scene::ISceneManager *m_smgr;
+       IrrlichtDevice *m_irr;
+       core::aabbox3d<f32> m_selection_box;
+       scene::IMeshSceneNode *m_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;
+       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;
+
+public:
+       GenericCAO(IGameDef *gamedef, ClientEnvironment *env):
+               ClientActiveObject(0, gamedef, env),
+               //
+               m_is_player(false),
+               m_is_local_player(false),
+               //
+               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_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_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)
+       {
+               if(gamedef == NULL)
+                       ClientActiveObject::registerType(getType(), create);
+       }
 
-       if(buf == NULL)
-               return;
+       void initialize(const std::string &data)
+       {
+               infostream<<"GenericCAO: Got init data"<<std::endl;
+               std::istringstream is(data, std::ios::binary);
+               // version
+               u8 version = readU8(is);
+               // check version
+               if(version != 0){
+                       errorstream<<"GenericCAO: Unsupported init data version"
+                                       <<std::endl;
+                       return;
+               }
+               m_name = deSerializeString(is);
+               m_is_player = readU8(is);
+               m_position = readV3F1000(is);
+               m_yaw = readF1000(is);
+               m_hp = readS16(is);
+               
+               int num_messages = readU8(is);
+               for(int i=0; i<num_messages; i++){
+                       std::string message = deSerializeLongString(is);
+                       processMessage(message);
+               }
 
-       // 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;
+               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;
+                       }
                }
        }
-       catch(SerializationError &e)
+
+       ~GenericCAO()
        {
-               infostream<<"WARNING: "<<__FUNCTION_NAME
-                               <<": error deSerializing inventorystring \""
-                               <<m_inventorystring<<"\""<<std::endl;
        }
-       
-       // Set meshbuffer texture
-       buf->getMaterial().setTexture(0, texture);
-       
-}
 
-/*
-       RatCAO
-*/
-
-#include "inventory.h"
+       static ClientActiveObject* create(IGameDef *gamedef, ClientEnvironment *env)
+       {
+               return new GenericCAO(gamedef, env);
+       }
 
-// Prototype
-RatCAO proto_RatCAO;
+       u8 getType() const
+       {
+               return ACTIVEOBJECT_TYPE_GENERIC;
+       }
+       core::aabbox3d<f32>* getSelectionBox()
+       {
+               if(!m_prop.is_visible || m_is_local_player)
+                       return NULL;
+               return &m_selection_box;
+       }
+       v3f getPosition()
+       {
+               return pos_translator.vect_show;
+       }
 
-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);
-}
+       void removeFromScene()
+       {
+               if(m_meshnode){
+                       m_meshnode->remove();
+                       m_meshnode = NULL;
+               }
+               if(m_spritenode){
+                       m_spritenode->remove();
+                       m_spritenode = NULL;
+               }
+       }
 
-RatCAO::~RatCAO()
-{
-}
+       void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
+                       IrrlichtDevice *irr)
+       {
+               m_smgr = smgr;
+               m_irr = irr;
 
-ClientActiveObject* RatCAO::create()
-{
-       return new RatCAO();
-}
+               if(m_meshnode != NULL || m_spritenode != NULL)
+                       return;
+               
+               m_visuals_expired = false;
 
-void RatCAO::addToScene(scene::ISceneManager *smgr)
-{
-       if(m_node != NULL)
-               return;
-       
-       video::IVideoDriver* driver = smgr->getVideoDriver();
+               if(!m_prop.is_visible || m_is_local_player)
+                       return;
        
-       scene::SMesh *mesh = new scene::SMesh();
-       scene::IMeshBuffer *buf = new scene::SMeshBuffer();
-       video::SColor c(255,255,255,255);
-       video::S3DVertex vertices[4] =
+               //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->getTextureRaw("unknown_block.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);
+                       {
+                               const float txs = 1.0 / 1;
+                               const float tys = 1.0 / 1;
+                               setBillboardTextureMatrix(m_spritenode,
+                                               txs, tys, 0, 0);
+                       }
+               }
+               else if(m_prop.visual == "upright_sprite")
+               {
+                       scene::SMesh *mesh = new scene::SMesh();
+                       double dx = BS*m_prop.visual_size.X/2;
+                       double dy = BS*m_prop.visual_size.Y/2;
+                       { // Front
+                       scene::IMeshBuffer *buf = new scene::SMeshBuffer();
+                       u8 li = m_last_light;
+                       video::SColor c(255,li,li,li);
+                       video::S3DVertex vertices[4] =
+                       {
+                               video::S3DVertex(-dx,-dy,0, 0,0,0, c, 0,1),
+                               video::S3DVertex(dx,-dy,0, 0,0,0, c, 1,1),
+                               video::S3DVertex(dx,dy,0, 0,0,0, c, 1,0),
+                               video::S3DVertex(-dx,dy,0, 0,0,0, c, 0,0),
+                       };
+                       u16 indices[] = {0,1,2,2,3,0};
+                       buf->append(vertices, 4, indices, 6);
+                       // Set material
+                       buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
+                       buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
+                       buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
+                       buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
+                       // Add to mesh
+                       mesh->addMeshBuffer(buf);
+                       buf->drop();
+                       }
+                       { // Back
+                       scene::IMeshBuffer *buf = new scene::SMeshBuffer();
+                       u8 li = m_last_light;
+                       video::SColor c(255,li,li,li);
+                       video::S3DVertex vertices[4] =
+                       {
+                               video::S3DVertex(dx,-dy,0, 0,0,0, c, 1,1),
+                               video::S3DVertex(-dx,-dy,0, 0,0,0, c, 0,1),
+                               video::S3DVertex(-dx,dy,0, 0,0,0, c, 0,0),
+                               video::S3DVertex(dx,dy,0, 0,0,0, c, 1,0),
+                       };
+                       u16 indices[] = {0,1,2,2,3,0};
+                       buf->append(vertices, 4, indices, 6);
+                       // Set material
+                       buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
+                       buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
+                       buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
+                       buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
+                       // Add to mesh
+                       mesh->addMeshBuffer(buf);
+                       buf->drop();
+                       }
+                       m_meshnode = smgr->addMeshSceneNode(mesh, NULL);
+                       mesh->drop();
+                       // Set it to use the materials of the meshbuffers directly.
+                       // This is needed for changing the texture in the future
+                       m_meshnode->setReadOnlyMaterials(true);
+               }
+               else if(m_prop.visual == "cube"){
+                       infostream<<"GenericCAO::addToScene(): cube"<<std::endl;
+                       scene::IMesh *mesh = createCubeMesh(v3f(BS,BS,BS));
+                       m_meshnode = smgr->addMeshSceneNode(mesh, NULL);
+                       mesh->drop();
+                       
+                       m_meshnode->setScale(v3f(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));
+               } 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 *mesh = item.getDefinition(idef).wield_mesh;
+                               m_meshnode = smgr->addMeshSceneNode(mesh, NULL);
+                               
+                               m_meshnode->setScale(v3f(m_prop.visual_size.X/2,
+                                               m_prop.visual_size.Y/2,
+                                               m_prop.visual_size.X/2));
+                               u8 li = m_last_light;
+                               setMeshColor(m_meshnode->getMesh(), video::SColor(255,li,li,li));
+                       }
+               } else {
+                       infostream<<"GenericCAO::addToScene(): \""<<m_prop.visual
+                                       <<"\" not supported"<<std::endl;
+               }
+               updateTextures("");
+               
+               scene::ISceneNode *node = NULL;
+               if(m_spritenode)
+                       node = m_spritenode;
+               else if(m_meshnode)
+                       node = m_meshnode;
+               if(node && m_is_player && !m_is_local_player){
+                       // Add a text node for showing the name
+                       gui::IGUIEnvironment* gui = irr->getGUIEnvironment();
+                       std::wstring wname = narrow_to_wide(m_name);
+                       m_textnode = smgr->addTextSceneNode(gui->getBuiltInFont(),
+                                       wname.c_str(), video::SColor(255,255,255,255), node);
+                       m_textnode->setPosition(v3f(0, BS*1.1, 0));
+               }
+               
+               updateNodePos();
+       }
+
+       void expireVisuals()
        {
-               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();
-}
+               m_visuals_expired = true;
+       }
+               
+       void updateLight(u8 light_at_pos)
+       {
+               bool is_visible = (m_hp != 0);
+               u8 li = decode_light(light_at_pos);
+               m_last_light = li;
+               video::SColor color(255,li,li,li);
+               if(m_meshnode){
+                       setMeshColor(m_meshnode->getMesh(), color);
+                       m_meshnode->setVisible(is_visible);
+               }
+               if(m_spritenode){
+                       m_spritenode->setColor(color);
+                       m_spritenode->setVisible(is_visible);
+               }
+       }
 
-void RatCAO::removeFromScene()
-{
-       if(m_node == NULL)
-               return;
+       v3s16 getLightPosition()
+       {
+               return floatToInt(m_position, BS);
+       }
 
-       m_node->remove();
-       m_node = NULL;
-}
+       void updateNodePos()
+       {
+               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_spritenode){
+                       m_spritenode->setPosition(pos_translator.vect_show);
+               }
+       }
 
-void RatCAO::updateLight(u8 light_at_pos)
-{
-       if(m_node == NULL)
-               return;
+       void step(float dtime, ClientEnvironment *env)
+       {
+               v3f lastpos = pos_translator.vect_show;
 
-       u8 li = decode_light(light_at_pos);
-       video::SColor color(255,li,li,li);
-       setMeshVerticesColor(m_node->getMesh(), color);
-}
+               if(m_visuals_expired && m_smgr && m_irr){
+                       m_visuals_expired = false;
+                       removeFromScene();
+                       addToScene(m_smgr, m_gamedef->tsrc(), m_irr);
+               }
 
-v3s16 RatCAO::getLightPosition()
-{
-       return floatToInt(m_position+v3f(0,BS*0.5,0), BS);
-}
+               if(m_prop.physical){
+                       core::aabbox3d<f32> box = m_prop.collisionbox;
+                       box.MinEdge *= BS;
+                       box.MaxEdge *= BS;
+                       collisionMoveResult moveresult;
+                       f32 pos_max_d = BS*0.25; // Distance per iteration
+                       v3f p_pos = m_position;
+                       v3f p_velocity = m_velocity;
+                       IGameDef *gamedef = env->getGameDef();
+                       moveresult = collisionMovePrecise(&env->getMap(), gamedef,
+                                       pos_max_d, box, dtime, p_pos, p_velocity);
+                       // Apply results
+                       m_position = p_pos;
+                       m_velocity = p_velocity;
+                       
+                       bool is_end_position = moveresult.collides;
+                       pos_translator.update(m_position, is_end_position, dtime);
+                       pos_translator.translate(dtime);
+                       updateNodePos();
+
+                       m_velocity += dtime * m_acceleration;
+               } else {
+                       m_position += dtime * m_velocity + 0.5 * dtime * dtime * m_acceleration;
+                       m_velocity += dtime * m_acceleration;
+                       pos_translator.update(m_position, pos_translator.aim_is_end, pos_translator.anim_time);
+                       pos_translator.translate(dtime);
+                       updateNodePos();
+               }
 
-void RatCAO::updateNodePos()
-{
-       if(m_node == NULL)
-               return;
+               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_node->setPosition(m_position);
-       m_node->setPosition(pos_translator.vect_show);
+               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;
+               }
 
-       v3f rot = m_node->getRotation();
-       rot.Y = 180.0 - m_yaw;
-       m_node->setRotation(rot);
-}
+               updateTexturePos();
 
-void RatCAO::step(float dtime, ClientEnvironment *env)
-{
-       pos_translator.translate(dtime);
-       updateNodePos();
-}
+               if(m_reset_textures_timer >= 0){
+                       m_reset_textures_timer -= dtime;
+                       if(m_reset_textures_timer <= 0){
+                               m_reset_textures_timer = -1;
+                               updateTextures("");
+                       }
+               }
+               if(fabs(m_prop.automatic_rotate) > 0.001){
+                       m_yaw += dtime * m_prop.automatic_rotate * 180 / PI;
+                       updateNodePos();
+               }
+       }
 
-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)
+       void updateTexturePos()
        {
-               // pos
-               m_position = readV3F1000(is);
-               pos_translator.update(m_position);
-               // yaw
-               m_yaw = readF1000(is);
-               updateNodePos();
+               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) / 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);
+               }
        }
-}
 
-void RatCAO::initialize(const std::string &data)
-{
-       //infostream<<"RatCAO: Got init data"<<std::endl;
-       
+       void updateTextures(const std::string &mod)
        {
-               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();
-}
-
-/*
-       Oerkki1CAO
-*/
-
-#include "inventory.h"
+               ITextureSource *tsrc = m_gamedef->tsrc();
 
-// Prototype
-Oerkki1CAO proto_Oerkki1CAO;
-
-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);
-}
-
-Oerkki1CAO::~Oerkki1CAO()
-{
-}
-
-ClientActiveObject* Oerkki1CAO::create()
-{
-       return new Oerkki1CAO();
-}
-
-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);
-       
-       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))
+               if(m_spritenode)
                {
-                       env->damageLocalPlayer(2);
+                       if(m_prop.visual == "sprite")
+                       {
+                               std::string texturestring = "unknown_block.png";
+                               if(m_prop.textures.size() >= 1)
+                                       texturestring = m_prop.textures[0];
+                               texturestring += mod;
+                               m_spritenode->setMaterialTexture(0,
+                                               tsrc->getTextureRaw(texturestring));
+                       }
                }
-       }
-
-       if(m_damage_visual_timer > 0)
-       {
-               if(!m_damage_texture_enabled)
+               if(m_meshnode)
                {
-                       // Enable damage texture
-                       if(m_node)
+                       if(m_prop.visual == "cube")
                        {
-                               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++)
+                               for (u32 i = 0; i < 6; ++i)
                                {
-                                       scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
-                                       buf->getMaterial().setTexture(0, driver->getTexture(
-                                                       getTexturePath("oerkki1_damaged.png").c_str()));
+                                       std::string texturestring = "unknown_block.png";
+                                       if(m_prop.textures.size() > i)
+                                               texturestring = m_prop.textures[i];
+                                       texturestring += mod;
+                                       AtlasPointer ap = tsrc->getTexture(texturestring);
+
+                                       // Get the tile texture and atlas transformation
+                                       video::ITexture* atlas = ap.atlas;
+                                       v2f pos = ap.pos;
+                                       v2f size = ap.size;
+
+                                       // Set material flags and texture
+                                       video::SMaterial& material = m_meshnode->getMaterial(i);
+                                       material.setFlag(video::EMF_LIGHTING, false);
+                                       material.setFlag(video::EMF_BILINEAR_FILTER, false);
+                                       material.setTexture(0, atlas);
+                                       material.getTextureMatrix(0).setTextureTranslate(pos.X, pos.Y);
+                                       material.getTextureMatrix(0).setTextureScale(size.X, size.Y);
                                }
                        }
-                       m_damage_texture_enabled = true;
-               }
-               m_damage_visual_timer -= dtime;
-       }
-       else
-       {
-               if(m_damage_texture_enabled)
-               {
-                       // Disable damage texture
-                       if(m_node)
+                       else if(m_prop.visual == "upright_sprite")
                        {
-                               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::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->getTextureRaw(tname));
+                               }
                                {
-                                       scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
-                                       buf->getMaterial().setTexture(0, driver->getTexture(
-                                                       getTexturePath("oerkki1.png").c_str()));
+                                       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->getTextureRaw(tname));
                                }
                        }
-                       m_damage_texture_enabled = false;
                }
        }
-}
-
-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;
-       
+       void processMessage(const std::string &data)
        {
+               //infostream<<"GenericCAO: Got message"<<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));
-}
+               // command
+               u8 cmd = readU8(is);
+               if(cmd == GENERIC_CMD_SET_PROPERTIES)
+               {
+                       m_prop = gob_read_set_properties(is);
 
-void MobV2CAO::step(float dtime, ClientEnvironment *env)
-{
-       scene::MyBillboardSceneNode *bill = m_node;
+                       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;
 
-       pos_translator.translate(dtime);
-       
-       if(m_sprite_type == "humanoid_1"){
-               scene::ICameraSceneNode* camera = m_node->getSceneManager()->getActiveCamera();
-               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
-                               col = 4;
+                       if(!m_initial_tx_basepos_set){
+                               m_initial_tx_basepos_set = true;
+                               m_tx_basepos = m_prop.initial_sprite_basepos;
+                       }
+                       
+                       expireVisuals();
                }
-
-               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;
+               else if(cmd == GENERIC_CMD_UPDATE_POSITION)
+               {
+                       m_position = readV3F1000(is);
+                       m_velocity = readV3F1000(is);
+                       m_acceleration = readV3F1000(is);
+                       if(fabs(m_prop.automatic_rotate) < 0.001)
+                               m_yaw = 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(do_interpolate){
+                               if(!m_prop.physical)
+                                       pos_translator.update(m_position, is_end_position, update_interval);
+                       } else {
+                               pos_translator.init(m_position);
                        }
-                       if(m_walk_frame == 0)
-                               row = 1;
-                       else
-                               row = 2;
+                       updateNodePos();
                }
-
-               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;
+               else if(cmd == GENERIC_CMD_SET_TEXTURE_MOD)
+               {
+                       std::string mod = deSerializeString(is);
+                       updateTextures(mod);
                }
-               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();
-
-       /* Damage local player */
-       if(m_player_hit_damage && m_player_hit_timer <= 0.0){
-               LocalPlayer *player = env->getLocalPlayer();
-               assert(player);
-               
-               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)
+               else if(cmd == GENERIC_CMD_SET_SPRITE)
                {
-                       env->damageLocalPlayer(m_player_hit_damage);
-                       m_player_hit_timer = m_player_hit_interval;
+                       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();
                }
-       }
-
-       /* 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;
+               else if(cmd == GENERIC_CMD_PUNCHED)
+               {
+                       /*s16 damage =*/ readS16(is);
+                       s16 result_hp = readS16(is);
+                       
+                       m_hp = result_hp;
                }
-       }
-
-       m_walking_unset_timer += dtime;
-       if(m_walking_unset_timer >= 1.0){
-               m_walking = false;
-       }
-
-       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;
+               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;
+                       }
                }
-               m_shooting = 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);
-
-       // Move
-       if(cmd == 0)
-       {
-               // pos
-               m_position = readV3F1000(is);
-               pos_translator.update(m_position);
-               // yaw
-               m_yaw = readF1000(is);
-
-               m_walking = true;
-               m_walking_unset_timer = 0;
-
-               updateNodePos();
        }
-       // Damage
-       else if(cmd == 1)
-       {
-               //u16 damage = readU16(is);
-
-               /*u8 li = decode_light(m_last_light);
-               if(li >= 100)
-                       li = 30;
-               else
-                       li = 255;*/
-
-               /*video::SColor color(255,255,0,0);
-               m_node->setColor(color);
-
-               m_damage_visual_timer = 0.2;*/
-       }
-       // Trigger shooting
-       else if(cmd == 2)
+       
+       bool directReportPunch(v3f dir, const ItemStack *punchitem=NULL,
+                       float time_from_last_punch=1000000)
        {
-               // 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);
+               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");
                }
-
-               m_shooting = true;
+               
+               return false;
        }
-}
-
-void MobV2CAO::initialize(const std::string &data)
-{
-       //infostream<<"MobV2CAO: Got init data"<<std::endl;
        
+       std::string debugInfoText()
        {
-               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;
+               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<<", ";
                }
-               
-               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");
-
-               pos_translator.init(m_position);
+               os<<"}";
+               return os.str();
        }
-       
-       updateNodePos();
-}
+};
 
-bool MobV2CAO::directReportPunch(const std::string &toolname, v3f dir)
-{
-       video::SColor color(255,255,0,0);
-       m_node->setColor(color);
-
-       m_damage_visual_timer = 0.05;
-
-       m_position += dir * BS;
-       pos_translator.sharpen();
-       pos_translator.update(m_position);
-       updateNodePos();
-       
-       return false;
-}
-
-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;
-       }
+// Prototype
+GenericCAO proto_GenericCAO(NULL, NULL);
 
-       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);
-}