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path: root/src/tool.cpp
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/*
Minetest
Copyright (C) 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 "tool.h"
#include "itemdef.h"
#include "itemgroup.h"
#include "log.h"
#include "inventory.h"
#include "exceptions.h"
#include "util/serialize.h"
#include "util/numeric.h"

void ToolGroupCap::toJson(Json::Value &object) const
{
	object["maxlevel"] = maxlevel;
	object["uses"] = uses;

	Json::Value times_object;
	for (auto time : times)
		times_object[time.first] = time.second;
	object["times"] = times_object;
}

void ToolGroupCap::fromJson(const Json::Value &json)
{
	if (json.isObject()) {
		if (json["maxlevel"].isInt())
			maxlevel = json["maxlevel"].asInt();
		if (json["uses"].isInt())
			uses = json["uses"].asInt();
		const Json::Value &times_object = json["times"];
		if (times_object.isArray()) {
			Json::ArrayIndex size = times_object.size();
			for (Json::ArrayIndex i = 0; i < size; ++i)
				if (times_object[i].isDouble())
					times[i] = times_object[i].asFloat();
		}
	}
}

void ToolCapabilities::serialize(std::ostream &os, u16 protocol_version) const
{
	if (protocol_version >= 38)
		writeU8(os, 5);
	else
		writeU8(os, 4); // proto == 37
	writeF32(os, full_punch_interval);
	writeS16(os, max_drop_level);
	writeU32(os, groupcaps.size());
	for (const auto &groupcap : groupcaps) {
		const std::string *name = &groupcap.first;
		const ToolGroupCap *cap = &groupcap.second;
		os << serializeString(*name);
		writeS16(os, cap->uses);
		writeS16(os, cap->maxlevel);
		writeU32(os, cap->times.size());
		for (const auto &time : cap->times) {
			writeS16(os, time.first);
			writeF32(os, time.second);
		}
	}

	writeU32(os, damageGroups.size());

	for (const auto &damageGroup : damageGroups) {
		os << serializeString(damageGroup.first);
		writeS16(os, damageGroup.second);
	}

	if (protocol_version >= 38)
		writeU16(os, rangelim(punch_attack_uses, 0, U16_MAX));
}

void ToolCapabilities::deSerialize(std::istream &is)
{
	int version = readU8(is);
	if (version < 4)
		throw SerializationError("unsupported ToolCapabilities version");

	full_punch_interval = readF32(is);
	max_drop_level = readS16(is);
	groupcaps.clear();
	u32 groupcaps_size = readU32(is);
	for (u32 i = 0; i < groupcaps_size; i++) {
		std::string name = deSerializeString(is);
		ToolGroupCap cap;
		cap.uses = readS16(is);
		cap.maxlevel = readS16(is);
		u32 times_size = readU32(is);
		for(u32 i = 0; i < times_size; i++) {
			int level = readS16(is);
			float time = readF32(is);
			cap.times[level] = time;
		}
		groupcaps[name] = cap;
	}

	u32 damage_groups_size = readU32(is);
	for (u32 i = 0; i < damage_groups_size; i++) {
		std::string name = deSerializeString(is);
		s16 rating = readS16(is);
		damageGroups[name] = rating;
	}

	if (version >= 5)
		punch_attack_uses = readU16(is);
}

void ToolCapabilities::serializeJson(std::ostream &os) const
{
	Json::Value root;
	root["full_punch_interval"] = full_punch_interval;
	root["max_drop_level"] = max_drop_level;
	root["punch_attack_uses"] = punch_attack_uses;

	Json::Value groupcaps_object;
	for (const auto &groupcap : groupcaps) {
		groupcap.second.toJson(groupcaps_object[groupcap.first]);
	}
	root["groupcaps"] = groupcaps_object;

	Json::Value damage_groups_object;
	DamageGroup::const_iterator dgiter;
	for (dgiter = damageGroups.begin(); dgiter != damageGroups.end(); ++dgiter) {
		damage_groups_object[dgiter->first] = dgiter->second;
	}
	root["damage_groups"] = damage_groups_object;

	os << root;
}

void ToolCapabilities::deserializeJson(std::istream &is)
{
	Json::Value root;
	is >> root;
	if (root.isObject()) {
		if (root["full_punch_interval"].isDouble())
			full_punch_interval = root["full_punch_interval"].asFloat();
		if (root["max_drop_level"].isInt())
			max_drop_level = root["max_drop_level"].asInt();
		if (root["punch_attack_uses"].isInt())
			punch_attack_uses = root["punch_attack_uses"].asInt();

		Json::Value &groupcaps_object = root["groupcaps"];
		if (groupcaps_object.isObject()) {
			Json::ValueIterator gciter;
			for (gciter = groupcaps_object.begin();
					gciter != groupcaps_object.end(); ++gciter) {
				ToolGroupCap groupcap;
				groupcap.fromJson(*gciter);
				groupcaps[gciter.key().asString()] = groupcap;
			}
		}

		Json::Value &damage_groups_object = root["damage_groups"];
		if (damage_groups_object.isObject()) {
			Json::ValueIterator dgiter;
			for (dgiter = damage_groups_object.begin();
					dgiter != damage_groups_object.end(); ++dgiter) {
				Json::Value &value = *dgiter;
				if (value.isInt())
					damageGroups[dgiter.key().asString()] =
						value.asInt();
			}
		}
	}
}

DigParams getDigParams(const ItemGroupList &groups,
		const ToolCapabilities *tp)
{
	// Group dig_immediate defaults to fixed time and no wear
	if (tp->groupcaps.find("dig_immediate") == tp->groupcaps.cend()) {
		switch (itemgroup_get(groups, "dig_immediate")) {
		case 2:
			return DigParams(true, 0.5, 0, "dig_immediate");
		case 3:
			return DigParams(true, 0, 0, "dig_immediate");
		default:
			break;
		}
	}

	// Values to be returned (with a bit of conversion)
	bool result_diggable = false;
	float result_time = 0.0;
	float result_wear = 0.0;
	std::string result_main_group;

	int level = itemgroup_get(groups, "level");
	for (const auto &groupcap : tp->groupcaps) {
		const ToolGroupCap &cap = groupcap.second;

		int leveldiff = cap.maxlevel - level;
		if (leveldiff < 0)
			continue;

		const std::string &groupname = groupcap.first;
		float time = 0;
		int rating = itemgroup_get(groups, groupname);
		bool time_exists = cap.getTime(rating, &time);
		if (!time_exists)
			continue;

		if (leveldiff > 1)
			time /= leveldiff;
		if (!result_diggable || time < result_time) {
			result_time = time;
			result_diggable = true;
			if (cap.uses != 0)
				result_wear = 1.0 / cap.uses / pow(3.0, leveldiff);
			else
				result_wear = 0;
			result_main_group = groupname;
		}
	}

	u16 wear_i = U16_MAX * result_wear;
	return DigParams(result_diggable, result_time, wear_i, result_main_group);
}

HitParams getHitParams(const ItemGroupList &armor_groups,
		const ToolCapabilities *tp, float time_from_last_punch)
{
	s16 damage = 0;
	float result_wear = 0.0f;
	float punch_interval_multiplier =
			rangelim(time_from_last_punch / tp->full_punch_interval, 0.0f, 1.0f);

	for (const auto &damageGroup : tp->damageGroups) {
		s16 armor = itemgroup_get(armor_groups, damageGroup.first);
		damage += damageGroup.second * punch_interval_multiplier * armor / 100.0;
	}

	if (tp->punch_attack_uses > 0)
		result_wear = 1.0f / tp->punch_attack_uses * punch_interval_multiplier;

	u16 wear_i = U16_MAX * result_wear;
	return {damage, wear_i};
}

HitParams getHitParams(const ItemGroupList &armor_groups,
		const ToolCapabilities *tp)
{
	return getHitParams(armor_groups, tp, 1000000);
}

PunchDamageResult getPunchDamage(
		const ItemGroupList &armor_groups,
		const ToolCapabilities *toolcap,
		const ItemStack *punchitem,
		float time_from_last_punch
){
	bool do_hit = true;
	{
		if (do_hit && punchitem) {
			if (itemgroup_get(armor_groups, "punch_operable") &&
					(toolcap == NULL || punchitem->name.empty()))
				do_hit = false;
		}

		if (do_hit) {
			if(itemgroup_get(armor_groups, "immortal"))
				do_hit = false;
		}
	}

	PunchDamageResult result;
	if(do_hit)
	{
		HitParams hitparams = getHitParams(armor_groups, toolcap,
				time_from_last_punch);
		result.did_punch = true;
		result.wear = hitparams.wear;
		result.damage = hitparams.hp;
	}

	return result;
}

f32 getToolRange(const ItemDefinition &def_selected, const ItemDefinition &def_hand)
{
	float max_d = def_selected.range;
	float max_d_hand = def_hand.range;

	if (max_d < 0 && max_d_hand >= 0)
		max_d = max_d_hand;
	else if (max_d < 0)
		max_d = 4.0f;

	return max_d;
}

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

class Settings;
struct ToolCapabilities;

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

std::map<u16, ClientActiveObject::Factory> ClientActiveObject::m_types;

/*
	SmoothTranslator
*/

struct SmoothTranslator
{
	v3f vect_old;
	v3f vect_show;
	v3f vect_aim;
	f32 anim_counter;
	f32 anim_time;
	f32 anim_time_counter;
	bool aim_is_end;

	SmoothTranslator():
		vect_old(0,0,0),
		vect_show(0,0,0),
		vect_aim(0,0,0),
		anim_counter(0),
		anim_time(0),
		anim_time_counter(0),
		aim_is_end(true)
	{}

	void init(v3f vect)
	{
		vect_old = vect;
		vect_show = vect;
		vect_aim = vect;
		anim_counter = 0;
		anim_time = 0;
		anim_time_counter = 0;
		aim_is_end = true;
	}

	void sharpen()
	{
		init(vect_show);
	}

	void update(v3f vect_new, bool is_end_position=false, float update_interval=-1)
	{
		aim_is_end = is_end_position;
		vect_old = vect_show;
		vect_aim = vect_new;
		if(update_interval > 0){
			anim_time = update_interval;
		} else {
			if(anim_time < 0.001 || anim_time > 1.0)
				anim_time = anim_time_counter;
			else
				anim_time = anim_time * 0.9 + anim_time_counter * 0.1;
		}
		anim_time_counter = 0;
		anim_counter = 0;
	}

	void translate(f32 dtime)
	{
		anim_time_counter = anim_time_counter + dtime;
		anim_counter = anim_counter + dtime;
		v3f vect_move = vect_aim - vect_old;
		f32 moveratio = 1.0;
		if(anim_time > 0.001)
			moveratio = anim_time_counter / anim_time;
		// Move a bit less than should, to avoid oscillation
		moveratio = moveratio * 0.8;
		float move_end = 1.5;
		if(aim_is_end)
			move_end = 1.0;
		if(moveratio > move_end)
			moveratio = move_end;
		vect_show = vect_old + vect_move * moveratio;
	}

	bool is_moving()
	{
		return ((anim_time_counter / anim_time) < 1.4);
	}
};

/*
	Other stuff
*/

static void setBillboardTextureMatrix(scene::IBillboardSceneNode *bill,
		float txs, float tys, int col, int row)
{
	video::SMaterial& material = bill->getMaterial(0);
	core::matrix4& matrix = material.getTextureMatrix(0);
	matrix.setTextureTranslate(txs*col, tys*row);
	matrix.setTextureScale(txs, tys);
}

/*
	TestCAO
*/

class TestCAO : public ClientActiveObject
{
public:
	TestCAO(IGameDef *gamedef, ClientEnvironment *env);
	virtual ~TestCAO();
	
	u8 getType() const
	{
		return ACTIVEOBJECT_TYPE_TEST;
	}
	
	static ClientActiveObject* create(IGameDef *gamedef, ClientEnvironment *env);

	void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
			IrrlichtDevice *irr);
	void removeFromScene();
	void updateLight(u8 light_at_pos);
	v3s16 getLightPosition();
	void updateNodePos();

	void step(float dtime, ClientEnvironment *env);

	void processMessage(const std::string &data);

	bool getCollisionBox(aabb3f *toset) { return false; }
private:
	scene::IMeshSceneNode *m_node;
	v3f m_position;
};

// Prototype
TestCAO proto_TestCAO(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->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;
	// Add to mesh
	mesh->addMeshBuffer(buf);
	buf->drop();
	m_node = smgr->addMeshSceneNode(mesh, NULL);
	mesh->drop();
	updateNodePos();
}

void TestCAO::removeFromScene()
{
	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();
	
	u8 getType() const
	{
		return ACTIVEOBJECT_TYPE_ITEM;
	}
	
	static ClientActiveObject* create(IGameDef *gamedef, ClientEnvironment *env);

	void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
			IrrlichtDevice *irr);
	void removeFromScene();
	void updateLight(u8 light_at_pos);
	v3s16 getLightPosition();
	void updateNodePos();
	void updateInfoText();
	void updateTexture();

	void step(float dtime, ClientEnvironment *env);

	void processMessage(const std::string &data);

	void initialize(const std::string &data);
	
	core::aabbox3d<f32>* getSelectionBox()
		{return &m_selection_box;}
	v3f getPosition()
		{return m_position;}
	
	std::string infoText()
		{return m_infotext;}

	bool getCollisionBox(aabb3f *toset) { return false; }
private:
	core::aabbox3d<f32> m_selection_box;
	scene::IMeshSceneNode *m_node;
	v3f m_position;
	std::string m_itemstring;
	std::string m_infotext;
};

#include "inventory.h"

// Prototype
ItemCAO proto_ItemCAO(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->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;
	// 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()
{
	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)
	{
		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)
	{
		/*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"

class GenericCAO : public ClientActiveObject
{
private:
	// Only set at initialization
	std::string m_name;
	bool m_is_player;
	bool m_is_local_player;
	int m_id;
	// Property-ish things
	ObjectProperties m_prop;
	//
	scene::ISceneManager *m_smgr;
	IrrlichtDevice *m_irr;
	core::aabbox3d<f32> m_selection_box;
	scene::IMeshSceneNode *m_meshnode;
	scene::IAnimatedMeshSceneNode *m_animated_meshnode;
	scene::IBillboardSceneNode *m_spritenode;
	scene::ITextSceneNode* m_textnode;
	v3f m_position;
	v3f m_velocity;
	v3f m_acceleration;
	float m_yaw;
	s16 m_hp;
	SmoothTranslator pos_translator;
	// Spritesheet/animation stuff
	v2f m_tx_size;
	v2s16 m_tx_basepos;
	bool m_initial_tx_basepos_set;
	bool m_tx_select_horiz_by_yawpitch;
	v2f m_animation_range;
	int m_animation_speed;
	int m_animation_blend;
	std::map<std::string, core::vector2d<v3f> > m_bone_position; // stores position and rotation for each bone name
	std::string m_attachment_bone;
	v3f m_attachment_position;
	v3f m_attachment_rotation;
	bool m_attached_to_local;
	int m_anim_frame;
	int m_anim_num_frames;
	float m_anim_framelength;
	float m_anim_timer;
	ItemGroupList m_armor_groups;
	float m_reset_textures_timer;
	bool m_visuals_expired;
	float m_step_distance_counter;
	u8 m_last_light;
	bool m_is_visible;

public:
	GenericCAO(IGameDef *gamedef, ClientEnvironment *env):
		ClientActiveObject(0, gamedef, env),
		//
		m_is_player(false),
		m_is_local_player(false),
		m_id(0),
		//
		m_smgr(NULL),
		m_irr(NULL),
		m_selection_box(-BS/3.,-BS/3.,-BS/3., BS/3.,BS/3.,BS/3.),
		m_meshnode(NULL),
		m_animated_meshnode(NULL),
		m_spritenode(NULL),
		m_textnode(NULL),
		m_position(v3f(0,10*BS,0)),
		m_velocity(v3f(0,0,0)),
		m_acceleration(v3f(0,0,0)),
		m_yaw(0),
		m_hp(1),
		m_tx_size(1,1),
		m_tx_basepos(0,0),
		m_initial_tx_basepos_set(false),
		m_tx_select_horiz_by_yawpitch(false),
		m_animation_range(v2f(0,0)),
		m_animation_speed(15),
		m_animation_blend(0),
		m_bone_position(std::map<std::string, core::vector2d<v3f> >()),
		m_attachment_bone(""),
		m_attachment_position(v3f(0,0,0)),
		m_attachment_rotation(v3f(0,0,0)),
		m_attached_to_local(false),
		m_anim_frame(0),
		m_anim_num_frames(1),
		m_anim_framelength(0.2),
		m_anim_timer(0),
		m_reset_textures_timer(-1),
		m_visuals_expired(false),
		m_step_distance_counter(0),
		m_last_light(255),
		m_is_visible(false)
	{
		if(gamedef == NULL)
			ClientActiveObject::registerType(getType(), create);
	}

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

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

			return true;
		}

		return false;
	}

	void initialize(const std::string &data)
	{
		infostream<<"GenericCAO: Got init data"<<std::endl;
		std::istringstream is(data, std::ios::binary);
		int num_messages = 0;
		// version
		u8 version = readU8(is);
		// check version
		if(version == 1) // In PROTOCOL_VERSION 14
		{
			m_name = deSerializeString(is);
			m_is_player = readU8(is);
			m_id = readS16(is);
			m_position = readV3F1000(is);
			m_yaw = readF1000(is);
			m_hp = readS16(is);
			num_messages = readU8(is);
		}
		else if(version == 0) // In PROTOCOL_VERSION 13
		{
			m_name = deSerializeString(is);
			m_is_player = readU8(is);
			m_position = readV3F1000(is);
			m_yaw = readF1000(is);
			m_hp = readS16(is);
			num_messages = readU8(is);
		}
		else
		{
			errorstream<<"GenericCAO: Unsupported init data version"
					<<std::endl;
			return;
		}

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

		pos_translator.init(m_position);
		updateNodePos();
		
		if(m_is_player){
			Player *player = m_env->getPlayer(m_name.c_str());
			if(player && player->isLocal()){
				m_is_local_player = true;
			}
			m_env->addPlayerName(m_name.c_str());
		}
	}

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

	static ClientActiveObject* create(IGameDef *gamedef, ClientEnvironment *env)
	{
		return new GenericCAO(gamedef, env);
	}

	u8 getType() const
	{
		return ACTIVEOBJECT_TYPE_GENERIC;
	}
	core::aabbox3d<f32>* getSelectionBox()
	{
		if(!m_prop.is_visible || !m_is_visible || m_is_local_player || getParent() != NULL)
			return NULL;
		return &m_selection_box;
	}
	v3f getPosition()
	{
		if(getParent() != NULL){
			if(m_meshnode)
				return m_meshnode->getAbsolutePosition();
			if(m_animated_meshnode)
				return m_animated_meshnode->getAbsolutePosition();
			if(m_spritenode)
				return m_spritenode->getAbsolutePosition();
			return m_position;
		}
		return pos_translator.vect_show;
	}

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

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

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

	bool isPlayer()
	{
		return m_is_player;
	}

	bool isLocalPlayer()
	{
		return m_is_local_player;
	}

	void setAttachments()
	{
		updateAttachments();
	}

	ClientActiveObject *getParent()
	{
		ClientActiveObject *obj = NULL;
		for(std::vector<core::vector2d<int> >::const_iterator cii = m_env->attachment_list.begin(); cii != m_env->attachment_list.end(); cii++)
		{
			if(cii->X == getId()){ // This ID is our child
				if(cii->Y > 0){ // A parent ID exists for our child
					if(cii->X != cii->Y){ // The parent and child ID are not the same
						obj = m_env->getActiveObject(cii->Y);
					}
				}
				break;
			}
		}
		if(obj)
			return obj;
		return NULL;
	}

	void removeFromScene(bool permanent)
	{
		if(permanent) // Should be true when removing the object permanently and false when refreshing (eg: updating visuals)
		{
			// Detach this object's children
			for(std::vector<core::vector2d<int> >::iterator ii = m_env->attachment_list.begin(); ii != m_env->attachment_list.end(); ii++)
			{
				if(ii->Y == getId()) // Is a child of our object
				{
					ii->Y = 0;
					ClientActiveObject *obj = m_env->getActiveObject(ii->X); // Get the object of the child
					if(obj)
						obj->setAttachments();
				}
			}
			// Delete this object from the attachments list
			for(std::vector<core::vector2d<int> >::iterator ii = m_env->attachment_list.begin(); ii != m_env->attachment_list.end(); ii++)
			{
				if(ii->X == getId()) // Is our object
				{
					m_env->attachment_list.erase(ii);
					break;
				}
			}
		}

		if(m_meshnode){