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path: root/src/content_cso.cpp
Commit message (Collapse)AuthorAge
* Modernize src/c* src/d* and src/e* files (#6263)Loïc Blot2017-08-17
| | | | | | | | | | | | | | | | | * Modernize src/c* src/d* and src/e* files * default operator * redundant init * delete default constructors on CraftDefinition childs (never used) * fix some missing init values * const ref fix reported by clang-tidy * ranged-based for loops * simple conditions & returns * empty stl function instead of size * emplace_back stl function instead of push_back + construct temp obj * auto for some iterators * code style fixes * c++ stl headers instead of C stl headers (stdio.h -> cstdio)
* C++11 patchset 9: move hardcoded init parameters to class definitions (part ↵Loïc Blot2017-06-16
| | | | | | | | | | | | | | | | | | | | | | | | 1) (#5984) * C++11 patchset 9: move hardcoded init parameters to class definitions C++11 introduced the possibility to define the default values directly in class definitions, do it on current code Also remove some unused attributes * CollisionInfo::bouncy * collisionMoveResult::collides_xy * collisionMoveResult::standing_on_unloaded * Clouds::speed * More constructor cleanups + some variables removal * remove only write guiFormSpecMenu::m_old_tooltip * move header included inside defintions in genericobject.h * remove some unused since years exception classes * remove unused & empty debug_stacks_init * remove unused & empty content_nodemeta_serialize_legacy * remove forgotten useless bool (bouncy) in collision.cpp code
* Environment & IGameDef code refactoring (#4985)Ner'zhul2017-01-09
| | | | | | | | | | | | | | | | | | | | | * Environment code refactoring * Cleanup includes & class declarations in client & server environment to improve build speed * ServerEnvironment::m_gamedef is now a pointer to Server instead of IGameDef, permitting to cleanup many casts. * Cleanup IGameDef * Move ITextureSource* IGameDef::getTextureSource() to Client only. * Also move ITextureSource *IGameDef::tsrc() helper * drop getShaderSource, getSceneManager, getSoundManager & getCamera abstract call * drop unused emerge() call * cleanup server unused functions (mentionned before) * Drop one unused parameter from ContentFeatures::updateTextures * move checkLocalPrivilege to Client * Remove some unnecessary casts * create_formspec_menu: remove IWritableTextureSource pointer, as client already knows it * Fix some comments * Change required IGameDef to Server/Client pointers * Previous change that game.cpp sometimes calls functions with Client + InventoryManager + IGameDef in same functions but it's the same objects * Remove duplicate Client pointer in GUIFormSpecMenu::GUIFormSpecMenu * drop ClientMap::sectorWasDrawn which is unused
* Move ClientEnvironment to dedicated cpp/header filesLoic Blot2017-01-08
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* Move texture_min_size even further down the pipe. Now, textures are ↵Aaron Suen2015-03-31
| | | | JIT-upscaled using an image transformation, right at the time they're added to a mesh or particle; images used in 2D elements are left unscaled. This should fix any remaining issues with HUD elements.
* Replace std::list to std::vector into tile.cpp (m_texture_trash) and move ↵Loic Blot2015-03-05
| | | | tile.hpp to src/client/
* Remove most exceptions from getNode() (and variants)Craig Robbins2014-11-14
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* Remove texture atlas / AtlasPointer, rename getTextureRaw to getTextureKahrl2013-07-02
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* Fix most warnings, re-fix MSVC compile errorkwolekr2013-02-26
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* Update Copyright YearsSfan52013-02-24
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* Change Minetest-c55 to MinetestPilzAdam2013-02-24
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* Experimental-ish rollback functionalityPerttu Ahola2012-07-27
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* Switch the license to be LGPLv2/later, with small parts still remaining as ↵Perttu Ahola2012-06-05
| | | | GPLv2/later, by agreement of major contributors
* Immediate smoke puff when a normal entity is punched to deathPerttu Ahola2012-03-10
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/*
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 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 Lesser General Public License for more details.

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.
*/

#include <ICameraSceneNode.h>
#include <ITextSceneNode.h>
#include <IBillboardSceneNode.h>
#include <IMeshManipulator.h>
#include <IAnimatedMeshSceneNode.h>
#include <IBoneSceneNode.h>
#include "content_cao.h"
#include "util/numeric.h" // For IntervalLimiter
#include "util/serialize.h"
#include "util/mathconstants.h"
#include "client/tile.h"
#include "environment.h"
#include "collision.h"
#include "settings.h"
#include "serialization.h" // For decompressZlib
#include "gamedef.h"
#include "clientobject.h"
#include "mesh.h"
#include "itemdef.h"
#include "tool.h"
#include "content_cso.h"
#include "sound.h"
#include "nodedef.h"
#include "localplayer.h"
#include "map.h"
#include "camera.h" // CameraModes
#include "wieldmesh.h"
#include "log.h"

class Settings;
struct ToolCapabilities;

#define PP(x) "("<<(x).X<<","<<(x).Y<<","<<(x).Z<<")"

UNORDERED_MAP<u16, ClientActiveObject::Factory> ClientActiveObject::m_types;

SmoothTranslator::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 SmoothTranslator::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 SmoothTranslator::sharpen()
{
	init(vect_show);
}

void SmoothTranslator::update(v3f vect_new, bool is_end_position, float update_interval)
{
	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 SmoothTranslator::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 SmoothTranslator::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();

	ActiveObjectType getType() const
	{
		return ACTIVEOBJECT_TYPE_TEST;
	}

	static ClientActiveObject* create(IGameDef *gamedef, ClientEnvironment *env);

	void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
			IrrlichtDevice *irr);
	void removeFromScene(bool permanent);
	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(NULL, NULL);

TestCAO::TestCAO(IGameDef *gamedef, ClientEnvironment *env):
	ClientActiveObject(0, gamedef, env),
	m_node(NULL),
	m_position(v3f(0,10*BS,0))
{
	ClientActiveObject::registerType(getType(), create);
}

TestCAO::~TestCAO()
{
}

ClientActiveObject* TestCAO::create(IGameDef *gamedef, ClientEnvironment *env)
{
	return new TestCAO(gamedef, env);
}

void TestCAO::addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
			IrrlichtDevice *irr)
{
	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/4,0, 0,0,0, c, 0,1),
		video::S3DVertex(BS/2,-BS/4,0, 0,0,0, c, 1,1),
		video::S3DVertex(BS/2,BS/4,0, 0,0,0, c, 1,0),
		video::S3DVertex(-BS/2,BS/4,0, 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, tsrc->getTextureForMesh("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;
	// Add to mesh
	mesh->addMeshBuffer(buf);
	buf->drop();
	m_node = smgr->addMeshSceneNode(mesh, NULL);
	mesh->drop();
	updateNodePos();
}

void TestCAO::removeFromScene(bool permanent)
{
	if(m_node == NULL)
		return;

	m_node->remove();
	m_node = NULL;
}

void TestCAO::updateLight(u8 light_at_pos)
{
}

v3s16 TestCAO::getLightPosition()
{
	return floatToInt(m_position, BS);
}

void TestCAO::updateNodePos()
{
	if(m_node == NULL)
		return;

	m_node->setPosition(m_position);
	//m_node->setRotation(v3f(0, 45, 0));
}

void TestCAO::step(float dtime, ClientEnvironment *env)
{
	if(m_node)
	{
		v3f rot = m_node->getRotation();
		//infostream<<"dtime="<<dtime<<", rot.Y="<<rot.Y<<std::endl;
		rot.Y += dtime * 180;
		m_node->setRotation(rot);
	}
}

void TestCAO::processMessage(const std::string &data)
{
	infostream<<"TestCAO: Got data: "<<data<<std::endl;
	std::istringstream is(data, std::ios::binary);
	u16 cmd;
	is>>cmd;
	if(cmd == 0)
	{
		v3f newpos;
		is>>newpos.X;
		is>>newpos.Y;
		is>>newpos.Z;
		m_position = newpos;
		updateNodePos();
	}
}

/*
	ItemCAO
*/

class ItemCAO : public ClientActiveObject
{
public:
	ItemCAO(IGameDef *gamedef, ClientEnvironment *env);
	virtual ~ItemCAO();

	ActiveObjectType getType() const
	{
		return ACTIVEOBJECT_TYPE_ITEM;
	}

	static ClientActiveObject* create(IGameDef *gamedef, ClientEnvironment *env);

	void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
			IrrlichtDevice *irr);
	void removeFromScene(bool permanent);
	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);

	aabb3f *getSelectionBox()
		{return &m_selection_box;}
	v3f getPosition()
		{return m_position;}
	inline float getYaw() const
		{return 0;}
	std::string infoText()
		{return m_infotext;}

	bool getCollisionBox(aabb3f *toset) { return false; }
private:
	aabb3f 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(NULL, NULL);

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))
{
	if(!gamedef && !env)
	{
		ClientActiveObject::registerType(getType(), create);
	}
}

ItemCAO::~ItemCAO()
{
}

ClientActiveObject* ItemCAO::create(IGameDef *gamedef, ClientEnvironment *env)
{
	return new ItemCAO(gamedef, env);
}

void ItemCAO::addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
			IrrlichtDevice *irr)
{
	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/4,0, 0,0,0, c, 0,1),
		video::S3DVertex(BS/2,-BS/4,0, 0,0,0, c, 1,1),
		video::S3DVertex(BS/2,BS/4,0, 0,0,0, c, 1,0),
		video::S3DVertex(-BS/2,BS/4,0, 0,0,0, c, 0,0),*/
		video::S3DVertex(BS/3.,0,0, 0,0,0, c, 0,1),
		video::S3DVertex(-BS/3.,0,0, 0,0,0, c, 1,1),
		video::S3DVertex(-BS/3.,0+BS*2./3.,0, 0,0,0, c, 1,0),
		video::S3DVertex(BS/3.,0+BS*2./3.,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);
	// 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;
	// Add to mesh
	mesh->addMeshBuffer(buf);
	buf->drop();
	m_node = smgr->addMeshSceneNode(mesh, NULL);
	mesh->drop();
	updateNodePos();

	/*
		Update image of node
	*/

	updateTexture();
}

void ItemCAO::removeFromScene(bool permanent)
{
	if(m_node == NULL)
		return;

	m_node->remove();
	m_node = NULL;
}

void ItemCAO::updateLight(u8 light_at_pos)
{
	if(m_node == NULL)
		return;

	u8 li = decode_light(light_at_pos);
	video::SColor color(255,li,li,li);
	setMeshColor(m_node->getMesh(), color);
}

v3s16 ItemCAO::getLightPosition()
{
	return floatToInt(m_position + v3f(0,0.5*BS,0), BS);
}

void ItemCAO::updateNodePos()
{
	if(m_node == NULL)
		return;

	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)
	{
		warningstream<<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)
	{
		/*v3f rot = m_node->getRotation();
		rot.Y += dtime * 120;
		m_node->setRotation(rot);*/
		LocalPlayer *player = env->getLocalPlayer();
		assert(player);
		v3f rot = m_node->getRotation();
		rot.Y = 180.0 - (player->getYaw());
		m_node->setRotation(rot);
	}
}

void ItemCAO::processMessage(const std::string &data)
{
	//infostream<<"ItemCAO: Got message"<<std::endl;
	std::istringstream is(data, std::ios::binary);
	// command
	u8 cmd = readU8(is);
	if(cmd == 0)
	{
		// pos
		m_position = readV3F1000(is);
		updateNodePos();
	}
	if(cmd == 1)
	{
		// itemstring
		m_itemstring = deSerializeString(is);
		updateInfoText();
		updateTexture();
	}
}

void ItemCAO::initialize(const std::string &data)
{
	infostream<<"ItemCAO: 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);
		// itemstring
		m_itemstring = deSerializeString(is);
	}

	updateNodePos();
	updateInfoText();
}

/*
	GenericCAO
*/

#include "genericobject.h"

GenericCAO::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_gamedef(NULL),
		m_selection_box(-BS/3.,-BS/3.,-BS/3., BS/3.,BS/3.,BS/3.),
		m_meshnode(NULL),
		m_animated_meshnode(NULL),
		m_wield_meshnode(NULL),
		m_spritenode(NULL),
		m_nametag(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(v2s32(0,0)),
		m_animation_speed(15),
		m_animation_blend(0),
		m_animation_loop(true),
		m_bone_position(UNORDERED_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);
	} else {
		m_gamedef = gamedef;
	}
}

bool GenericCAO::getCollisionBox(aabb3f *toset)
{
	if (m_prop.physical)
	{
		//update collision box
		toset->MinEdge = m_prop.collisionbox.MinEdge * BS;
		toset->MaxEdge = m_prop.collisionbox.MaxEdge * BS;

		toset->MinEdge += m_position;
		toset->MaxEdge += m_position;

		return true;
	}

	return false;
}

bool GenericCAO::collideWithObjects()
{
	return m_prop.collideWithObjects;
}

void GenericCAO::initialize(const std::string &data)
{
	infostream<<"GenericCAO: Got init data"<<std::endl;
	processInitData(data);

	if (m_is_player) {
		// Check if it's the current player
		LocalPlayer *player = m_env->getLocalPlayer();
		if (player && strcmp(player->getName(), m_name.c_str()) == 0) {
			m_is_local_player = true;
			m_is_visible = false;
			player->setCAO(this);
		}
		m_env->addPlayerName(m_name.c_str());
	}
}

void GenericCAO::processInitData(const std::string &data)
{
	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;
	}

	for (int i = 0; i < num_messages; i++) {
		std::string message = deSerializeLongString(is);
		processMessage(message);
	}

	pos_translator.init(m_position);
	updateNodePos();
}

GenericCAO::~GenericCAO()
{
	if (m_is_player) {
		m_env->removePlayerName(m_name.c_str());
	}
	removeFromScene(true);
}

aabb3f *GenericCAO::getSelectionBox()
{
	if(!m_prop.is_visible || !m_is_visible || m_is_local_player || getParent() != NULL)
		return NULL;
	return &m_selection_box;
}

v3f GenericCAO::getPosition()
{
	if (getParent() != NULL) {
		scene::ISceneNode *node = getSceneNode();
		if (node)
			return node->getAbsolutePosition();
		else
			return m_position;
	}
	return pos_translator.vect_show;
}

scene::ISceneNode* GenericCAO::getSceneNode()
{
	if (m_meshnode) {
		return m_meshnode;
	} else if (m_animated_meshnode) {
		return m_animated_meshnode;
	} else if (m_wield_meshnode) {
		return m_wield_meshnode;
	} else if (m_spritenode) {
		return m_spritenode;
	}
	return NULL;
}

scene::IMeshSceneNode* GenericCAO::getMeshSceneNode()
{
	return m_meshnode;
}

scene::IAnimatedMeshSceneNode* GenericCAO::getAnimatedMeshSceneNode()
{
	return m_animated_meshnode;
}

WieldMeshSceneNode* GenericCAO::getWieldMeshSceneNode()
{
	return m_wield_meshnode;
}

scene::IBillboardSceneNode* GenericCAO::getSpriteSceneNode()
{
	return m_spritenode;
}

void GenericCAO::setChildrenVisible(bool toset)
{
	for (std::vector<u16>::size_type i = 0; i < m_children.size(); i++) {
		GenericCAO *obj = m_env->getGenericCAO(m_children[i]);
		if (obj) {
			obj->setVisible(toset);
		}
	}
}

void GenericCAO::setAttachments()
{
	updateAttachments();
}

ClientActiveObject* GenericCAO::getParent()
{
	ClientActiveObject *obj = NULL;

	u16 attached_id = m_env->attachement_parent_ids[getId()];

	if ((attached_id != 0) &&
			(attached_id != getId())) {
		obj = m_env->getActiveObject(attached_id);
	}
	return obj;
}

void GenericCAO::removeFromScene(bool permanent)
{
	// Should be true when removing the object permanently and false when refreshing (eg: updating visuals)
	if((m_env != NULL) && (permanent))
	{
		for (std::vector<u16>::size_type i = 0; i < m_children.size(); i++) {
			u16 ci = m_children[i];
			if (m_env->attachement_parent_ids[ci] == getId()) {
				m_env->attachement_parent_ids[ci] = 0;
			}
		}

		m_env->attachement_parent_ids[getId()] = 0;

		LocalPlayer* player = m_env->getLocalPlayer();
		if (this == player->parent) {
			player->parent = NULL;
			player->isAttached = false;
		}
	}

	if (m_meshnode) {
		m_meshnode->remove();
		m_meshnode->drop();
		m_meshnode = NULL;
	} else if (m_animated_meshnode)	{
		m_animated_meshnode->remove();
		m_animated_meshnode->drop();
		m_animated_meshnode = NULL;
	} else if (m_wield_meshnode) {
		m_wield_meshnode->remove();
		m_wield_meshnode->drop();
		m_wield_meshnode = NULL;
	} else if (m_spritenode) {
		m_spritenode->remove();
		m_spritenode->drop();
		m_spritenode = NULL;
	}

	if (m_nametag) {
		m_gamedef->getCamera()->removeNametag(m_nametag);
		m_nametag = NULL;
	}
}

void GenericCAO::addToScene(scene::ISceneManager *smgr,
		ITextureSource *tsrc, IrrlichtDevice *irr)
{
	m_smgr = smgr;
	m_irr = irr;

	if (getSceneNode() != NULL) {
		return;
	}

	m_visuals_expired = false;

	if (!m_prop.is_visible) {
		return;
	}

	if (m_prop.visual == "sprite") {
		infostream<<"GenericCAO::addToScene(): single_sprite"<<std::endl;
		m_spritenode = smgr->addBillboardSceneNode(
				NULL, v2f(1, 1), v3f(0,0,0), -1);
		m_spritenode->grab();
		m_spritenode->setMaterialTexture(0,
				tsrc->getTextureForMesh("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);
		{
			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;
		u8 li = m_last_light;
		video::SColor c(255, li, li, li);

		{ // Front
			scene::IMeshBuffer *buf = new scene::SMeshBuffer();
			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;
			// Add to mesh
			mesh->addMeshBuffer(buf);
			buf->drop();
		}
		{ // Back
			scene::IMeshBuffer *buf = new scene::SMeshBuffer();
			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);
		m_meshnode->grab();
		mesh->drop();
		// Set it to use the materials of the meshbuffers directly.
		// This is needed for changing the texture in the future
		m_meshnode->setReadOnlyMaterials(true);
	}
	else if(m_prop.visual == "cube") {
		infostream<<"GenericCAO::addToScene(): cube"<<std::endl;
		scene::IMesh *mesh = createCubeMesh(v3f(BS,BS,BS));
		m_meshnode = smgr->addMeshSceneNode(mesh, NULL);
		m_meshnode->grab();
		mesh->drop();

		m_meshnode->setScale(v3f(m_prop.visual_size.X,
				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);
			m_animated_meshnode->grab();
			mesh->drop(); // The scene node took hold of it
			m_animated_meshnode->animateJoints(); // Needed for some animations
			m_animated_meshnode->setScale(v3f(m_prop.visual_size.X,
					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));

			bool backface_culling = m_prop.backface_culling;
			if (m_is_player)
				backface_culling = false;

			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);
			m_animated_meshnode->setMaterialFlag(video::EMF_BACK_FACE_CULLING, backface_culling);
		}
		else
			errorstream<<"GenericCAO::addToScene(): Could not load mesh "<<m_prop.mesh<<std::endl;
	}
	else if(m_prop.visual == "wielditem") {
		infostream<<"GenericCAO::addToScene(): wielditem"<<std::endl;
		infostream<<"textures: "<<m_prop.textures.size()<<std::endl;
		if(m_prop.textures.size() >= 1){
			infostream<<"textures[0]: "<<m_prop.textures[0]<<std::endl;
			IItemDefManager *idef = m_gamedef->idef();
			ItemStack item(m_prop.textures[0], 1, 0, "", idef);

			m_wield_meshnode = new WieldMeshSceneNode(
					smgr->getRootSceneNode(), smgr, -1);
			m_wield_meshnode->setItem(item, m_gamedef);

			m_wield_meshnode->setScale(v3f(m_prop.visual_size.X/2,
					m_prop.visual_size.Y/2,
					m_prop.visual_size.X/2));
			u8 li = m_last_light;
			m_wield_meshnode->setColor(video::SColor(255,li,li,li));
		}
	} else {
		infostream<<"GenericCAO::addToScene(): \""<<m_prop.visual
				<<"\" not supported"<<std::endl;
	}
	updateTextures("");

	scene::ISceneNode *node = getSceneNode();
	if (node && m_prop.nametag != "" && !m_is_local_player) {
		// Add nametag
		m_nametag = m_gamedef->getCamera()->addNametag(node,
			m_prop.nametag, m_prop.nametag_color);
	}

	updateNodePos();
	updateAnimation();
	updateBonePosition();
	updateAttachments();
}

void GenericCAO::updateLight(u8 light_at_pos)
{
	// Don't update light of attached one
	if (getParent() != NULL) {
		return;
	}

	updateLightNoCheck(light_at_pos);

	// Update light of all children
	for (std::vector<u16>::size_type i = 0; i < m_children.size(); i++) {
		ClientActiveObject *obj = m_env->getActiveObject(m_children[i]);
		if (obj) {
			obj->updateLightNoCheck(light_at_pos);
		}
	}
}

void GenericCAO::updateLightNoCheck(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);
		} else if (m_animated_meshnode) {
			setMeshColor(m_animated_meshnode->getMesh(), color);
		} else if (m_wield_meshnode) {
			m_wield_meshnode->setColor(color);
		} else if (m_spritenode) {
			m_spritenode->setColor(color);
		}
	}
}

v3s16 GenericCAO::getLightPosition()
{
	return floatToInt(m_position, BS);
}

void GenericCAO::updateNodePos()
{
	if (getParent() != NULL)
		return;

	scene::ISceneNode *node = getSceneNode();

	if (node) {
		v3s16 camera_offset = m_env->getCameraOffset();
		node->setPosition(pos_translator.vect_show - intToFloat(camera_offset, BS));
		if (node != m_spritenode) { // rotate if not a sprite
			v3f rot = node->getRotation();
			rot.Y = -m_yaw;
			node->setRotation(rot);
		}
	}
}

void GenericCAO::step(float dtime, ClientEnvironment *env)
{
	// Handel model of local player instantly to prevent lags
	if(m_is_local_player)
	{
		LocalPlayer *player = m_env->getLocalPlayer();

		if (m_is_visible)
		{
			int old_anim = player->last_animation;
			float old_anim_speed = player->last_animation_speed;
			m_position = player->getPosition() + v3f(0,BS,0);
			m_velocity = v3f(0,0,0);
			m_acceleration = v3f(0,0,0);
			pos_translator.vect_show = m_position;
			m_yaw = player->getYaw();
			PlayerControl controls = player->getPlayerControl();

			bool walking = false;
			if (controls.up || controls.down || controls.left || controls.right ||
					controls.forw_move_joystick_axis != 0.f ||
					controls.sidew_move_joystick_axis != 0.f)
				walking = true;

			f32 new_speed = player->local_animation_speed;
			v2s32 new_anim = v2s32(0,0);
			bool allow_update = false;

			// increase speed if using fast or flying fast
			if((g_settings->getBool("fast_move") &&
					m_gamedef->checkLocalPrivilege("fast")) &&
					(controls.aux1 ||
					(!player->touching_ground &&
					g_settings->getBool("free_move") &&
					m_gamedef->checkLocalPrivilege("fly"))))
					new_speed *= 1.5;
			// slowdown speed if sneeking
			if(controls.sneak && walking)
				new_speed /= 2;

			if(walking && (controls.LMB || controls.RMB))
			{
				new_anim = player->local_animations[3];
				player->last_animation = WD_ANIM;
			} else if(walking) {
				new_anim = player->local_animations[1];
				player->last_animation = WALK_ANIM;
			} else if(controls.LMB || controls.RMB) {
				new_anim = player->local_animations[2];
				player->last_animation = DIG_ANIM;
			}

			// Apply animations if input detected and not attached
			// or set idle animation
			if ((new_anim.X + new_anim.Y) > 0 && !player->isAttached)
			{
				allow_update = true;
				m_animation_range = new_anim;
				m_animation_speed = new_speed;
				player->last_animation_speed = m_animation_speed;
			} else {
				player->last_animation = NO_ANIM;

				if (old_anim != NO_ANIM)
				{
					m_animation_range = player->local_animations[0];
					updateAnimation();
				}
			}

			// Update local player animations
			if ((player->last_animation != old_anim ||
				m_animation_speed != old_anim_speed) &&
				player->last_animation != NO_ANIM && allow_update)
					updateAnimation();

		}
	}

	if(m_visuals_expired && m_smgr && m_irr){
		m_visuals_expired = false;

		// Attachments, part 1: All attached objects must be unparented first,
		// or Irrlicht causes a segmentation fault
		for(std::vector<u16>::iterator ci = m_children.begin();
				ci != m_children.end();)
		{
			if (m_env->attachement_parent_ids[*ci] != getId()) {
				ci = m_children.erase(ci);
				continue;
			}
			ClientActiveObject *obj = m_env->getActiveObject(*ci);
			if (obj) {
				scene::ISceneNode *child_node = obj->getSceneNode();
				if (child_node)
					child_node->setParent(m_smgr->getRootSceneNode());
			}
			++ci;
		}

		removeFromScene(false);
		addToScene(m_smgr, m_gamedef->tsrc(), m_irr);

		// Attachments, part 2: Now that the parent has been refreshed, put its attachments back
		for (std::vector<u16>::size_type i = 0; i < m_children.size(); i++) {
			// Get the object of the child
			ClientActiveObject *obj = m_env->getActiveObject(m_children[i]);
			if (obj)
				obj->setAttachments();
		}
	}

	// Make sure m_is_visible is always applied
	scene::ISceneNode *node = getSceneNode();
	if (node)
		node->setVisible(m_is_visible);

	if(getParent() != NULL) // Attachments should be glued to their parent by Irrlicht
	{
		// Set these for later
		m_position = getPosition();
		m_velocity = v3f(0,0,0);
		m_acceleration = v3f(0,0,0);
		pos_translator.vect_show = m_position;

		if(m_is_local_player) // Update local player attachment position
		{
			LocalPlayer *player = m_env->getLocalPlayer();
			player->overridePosition = getParent()->getPosition();
			m_env->getLocalPlayer()->parent = getParent();
		}
	} else {
		v3f lastpos = pos_translator.vect_show;

		if(m_prop.physical)
		{
			aabb3f 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;
			moveresult = collisionMoveSimple(env,env->getGameDef(),
					pos_max_d, box, m_prop.stepheight, dtime,
					&p_pos, &p_velocity, m_acceleration,
					this, m_prop.collideWithObjects);
			// 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();
		} else {
			m_position += dtime * m_velocity + 0.5 * dtime * dtime * m_acceleration;
			m_velocity += dtime * m_acceleration;
			pos_translator.update(m_position, pos_translator.aim_is_end,
					pos_translator.anim_time);
			pos_translator.translate(dtime);
			updateNodePos();
		}

		float moved = lastpos.getDistanceFrom(pos_translator.vect_show);
		m_step_distance_counter += moved;
		if(m_step_distance_counter > 1.5*BS)
		{
			m_step_distance_counter = 0;
			if(!m_is_local_player && m_prop.makes_footstep_sound)
			{
				INodeDefManager *ndef = m_gamedef->ndef();
				v3s16 p = floatToInt(getPosition() + v3f(0,
						(m_prop.collisionbox.MinEdge.Y-0.5)*BS, 0), BS);
				MapNode n = m_env->getMap().getNodeNoEx(p);
				SimpleSoundSpec spec = ndef->get(n).sound_footstep;
				m_gamedef->sound()->playSoundAt(spec, false, getPosition());
			}
		}
	}

	m_anim_timer += dtime;
	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;
	}

	updateTexturePos();

	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();
	}

	if (getParent() == NULL && m_prop.automatic_face_movement_dir &&
			(fabs(m_velocity.Z) > 0.001 || fabs(m_velocity.X) > 0.001))
	{
		float optimal_yaw = atan2(m_velocity.Z,m_velocity.X) * 180 / M_PI
				+ m_prop.automatic_face_movement_dir_offset;
		float max_rotation_delta =
				dtime * m_prop.automatic_face_movement_max_rotation_per_sec;

		if ((m_prop.automatic_face_movement_max_rotation_per_sec > 0) &&
			(fabs(m_yaw - optimal_yaw) > max_rotation_delta)) {

			m_yaw = optimal_yaw < m_yaw ? m_yaw - max_rotation_delta : m_yaw + max_rotation_delta;
		} else {
			m_yaw = optimal_yaw;
		}
		updateNodePos();
	}
}

void GenericCAO::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);
	}
}

void GenericCAO::updateTextures(const std::string &mod)
{
	ITextureSource *tsrc = m_gamedef->tsrc();

	bool use_trilinear_filter = g_settings->getBool("trilinear_filter");
	bool use_bilinear_filter = g_settings->getBool("bilinear_filter");
	bool use_anisotropic_filter = g_settings->getBool("anisotropic_filter");

	if(m_spritenode)
	{
		if(m_prop.visual == "sprite")
		{
			std::string texturestring = "unknown_node.png";
			if(m_prop.textures.size() >= 1)
				texturestring = m_prop.textures[0];
			texturestring += mod;
			m_spritenode->setMaterialTexture(0,
					tsrc->getTextureForMesh(texturestring));

			// This allows setting per-material colors. However, until a real lighting
			// system is added, the code below will have no effect. Once MineTest
			// has directional lighting, it should work automatically.
			if(m_prop.colors.size() >= 1)
			{
				m_spritenode->getMaterial(0).AmbientColor = m_prop.colors[0];
				m_spritenode->getMaterial(0).DiffuseColor = m_prop.colors[0];
				m_spritenode->getMaterial(0).SpecularColor = m_prop.colors[0];
			}

			m_spritenode->getMaterial(0).setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
			m_spritenode->getMaterial(0).setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
			m_spritenode->getMaterial(0).setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
		}
	}
	if(m_animated_meshnode)
	{
		if(m_prop.visual == "mesh")
		{
			for (u32 i = 0; i < m_prop.textures.size() &&
					i < m_animated_meshnode->getMaterialCount(); ++i)
			{
				std::string texturestring = m_prop.textures[i];
				if(texturestring == "")
					continue; // Empty texture string means don't modify that material
				texturestring += mod;
				video::ITexture* texture = tsrc->getTextureForMesh(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->getTextureForMesh(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->getTextureForMesh(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->getTextureForMesh(tname));

				// This allows setting per-material colors. However, until a real lighting
				// system is added, the code below will have no effect. Once MineTest
				// has directional lighting, it should work automatically.
				if(m_prop.colors.size() >= 2)
				{
					buf->getMaterial().AmbientColor = m_prop.colors[1];
					buf->getMaterial().DiffuseColor = m_prop.colors[1];
					buf->getMaterial().SpecularColor = m_prop.colors[1];
				}
				else if(m_prop.colors.size() >= 1)
				{
					buf->getMaterial().AmbientColor = m_prop.colors[0];
					buf->getMaterial().DiffuseColor = m_prop.colors[0];
					buf->getMaterial().SpecularColor = m_prop.colors[0];
				}

				buf->getMaterial().setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
				buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
				buf->getMaterial().setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
			}
		}
	}
}

void GenericCAO::updateAnimation()
{
	if(m_animated_meshnode == NULL)
		return;

	if (m_animated_meshnode->getStartFrame() != m_animation_range.X ||
		m_animated_meshnode->getEndFrame() != m_animation_range.Y)
			m_animated_meshnode->setFrameLoop(m_animation_range.X, m_animation_range.Y);
	if (m_animated_meshnode->getAnimationSpeed() != m_animation_speed)
		m_animated_meshnode->setAnimationSpeed(m_animation_speed);
	m_animated_meshnode->setTransitionTime(m_animation_blend);
// Requires Irrlicht 1.8 or greater
#if (IRRLICHT_VERSION_MAJOR == 1 && IRRLICHT_VERSION_MINOR >= 8) || IRRLICHT_VERSION_MAJOR > 1
	if (m_animated_meshnode->getLoopMode() != m_animation_loop)
		m_animated_meshnode->setLoopMode(m_animation_loop);
#endif
}

void GenericCAO::updateBonePosition()
{
	if(m_bone_position.empty() || m_animated_meshnode == NULL)
		return;

	m_animated_meshnode->setJointMode(irr::scene::EJUOR_CONTROL); // To write positions to the mesh on render
	for(UNORDERED_MAP<std::string, core::vector2d<v3f> >::const_iterator
			ii = m_bone_position.begin(); ii != m_bone_position.end(); ++ii) {
		std::string bone_name = (*ii).first;
		v3f bone_pos = (*ii).second.X;
		v3f bone_rot = (*ii).second.Y;
		irr::scene::IBoneSceneNode* bone = m_animated_meshnode->getJointNode(bone_name.c_str());
		if(bone)
		{
			bone->setPosition(bone_pos);
			bone->setRotation(bone_rot);
		}
	}
}

void GenericCAO::updateAttachments()
{

	if (getParent() == NULL) { // Detach or don't attach
		scene::ISceneNode *node = getSceneNode();
		if (node) {
			v3f old_position = node->getAbsolutePosition();
			v3f old_rotation = node->getRotation();
			node->setParent(m_smgr->getRootSceneNode());
			node->setPosition(old_position);
			node->setRotation(old_rotation);
			node->updateAbsolutePosition();
		}
		if (m_is_local_player) {
			LocalPlayer *player = m_env->getLocalPlayer();
			player->isAttached = false;
		}
	}
	else // Attach
	{
		scene::ISceneNode *my_node = getSceneNode();

		scene::ISceneNode *parent_node = getParent()->getSceneNode();
		scene::IAnimatedMeshSceneNode *parent_animated_mesh_node =
				getParent()->getAnimatedMeshSceneNode();
		if (parent_animated_mesh_node && m_attachment_bone != "") {
			parent_node = parent_animated_mesh_node->getJointNode(m_attachment_bone.c_str());
		}

		if (my_node && parent_node) {
			my_node->setParent(parent_node);
			my_node->setPosition(m_attachment_position);
			my_node->setRotation(m_attachment_rotation);
			my_node->updateAbsolutePosition();
		}
		if (m_is_local_player) {
			LocalPlayer *player = m_env->getLocalPlayer();
			player->isAttached = true;
		}
	}
}

void GenericCAO::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;

		if(!m_initial_tx_basepos_set){
			m_initial_tx_basepos_set = true;
			m_tx_basepos = m_prop.initial_sprite_basepos;
		}

		if ((m_is_player && !m_is_local_player) && m_prop.nametag == "")
			m_prop.nametag = m_name;

		expireVisuals();
	} else if (cmd == GENERIC_CMD_UPDATE_POSITION) {
		// Not sent by the server if this object is an attachment.
		// We might however get here if the server notices the object being detached before the client.
		m_position = readV3F1000(is);
		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();
	} else if (cmd == GENERIC_CMD_SET_TEXTURE_MOD) {
		std::string mod = deSerializeString(is);
		updateTextures(mod);
	} 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) {
		// TODO: change frames send as v2s32 value
		v2f range = readV2F1000(is);
		if (!m_is_local_player) {
			m_animation_range = v2s32((s32)range.X, (s32)range.Y);
			m_animation_speed = readF1000(is);
			m_animation_blend = readF1000(is);
			// these are sent inverted so we get true when the server sends nothing
			m_animation_loop = !readU8(is);
			updateAnimation();
		} else {
			LocalPlayer *player = m_env->getLocalPlayer();
			if(player->last_animation == NO_ANIM)
			{
				m_animation_range = v2s32((s32)range.X, (s32)range.Y);
				m_animation_speed = readF1000(is);
				m_animation_blend = readF1000(is);
				// these are sent inverted so we get true when the server sends nothing
				m_animation_loop = !readU8(is);
			}
			// update animation only if local animations present
			// and received animation is unknown (except idle animation)
			bool is_known = false;
			for (int i = 1;i<4;i++)
			{
				if(m_animation_range.Y == player->local_animations[i].Y)
					is_known = true;
			}
			if(!is_known ||
					(player->local_animations[1].Y + player->local_animations[2].Y < 1))
			{
					updateAnimation();
			}
		}
	} else if (cmd == GENERIC_CMD_SET_BONE_POSITION) {
		std::string bone = deSerializeString(is);
		v3f position = readV3F1000(is);
		v3f rotation = readV3F1000(is);
		m_bone_position[bone] = core::vector2d<v3f>(position, rotation);

		updateBonePosition();
	} else if (cmd == GENERIC_CMD_ATTACH_TO) {
		u16 parentID = readS16(is);
		u16 oldparent = m_env->attachement_parent_ids[getId()];
		if (oldparent) {
			m_children.erase(std::remove(m_children.begin(), m_children.end(),
				getId()), m_children.end());
		}
		m_env->attachement_parent_ids[getId()] = parentID;
		GenericCAO *parentobj = m_env->getGenericCAO(parentID);

		if (parentobj) {
			parentobj->m_children.push_back(getId());
		}

		m_attachment_bone = deSerializeString(is);
		m_attachment_position = readV3F1000(is);
		m_attachment_rotation = readV3F1000(is);

		// localplayer itself can't be attached to localplayer
		if (!m_is_local_player) {
			m_attached_to_local = getParent() != NULL && getParent()->isLocalPlayer();
			// Objects attached to the local player should be hidden by default
			m_is_visible = !m_attached_to_local;
		}

		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;
		}
	} else if (cmd == GENERIC_CMD_UPDATE_NAMETAG_ATTRIBUTES) {
		// Deprecated, for backwards compatibility only.
		readU8(is); // version
		m_prop.nametag_color = readARGB8(is);
		if (m_nametag != NULL) {
			m_nametag->nametag_color = m_prop.nametag_color;
		}
	} else if (cmd == GENERIC_CMD_SPAWN_INFANT) {
		u16 child_id = readU16(is);
		u8 type = readU8(is);

		if (GenericCAO *childobj = m_env->getGenericCAO(child_id)) {
			childobj->processInitData(deSerializeLongString(is));
		} else {
			m_env->addActiveObject(child_id, type, deSerializeLongString(is));
		}
	} else {
		warningstream << FUNCTION_NAME
			<< ": unknown command or outdated client \""
			<< cmd << std::endl;
	}
}

/* \pre punchitem != NULL
 */
bool GenericCAO::directReportPunch(v3f dir, const ItemStack *punchitem,
		float time_from_last_punch)
{
	assert(punchitem);	// pre-condition
	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");
	}

	return false;
}

std::string GenericCAO::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);