Use GenericCAO in place of LuaEntityCAO and PlayerCAO
authorPerttu Ahola <celeron55@gmail.com>
Thu, 29 Mar 2012 14:46:21 +0000 (17:46 +0300)
committerPerttu Ahola <celeron55@gmail.com>
Thu, 29 Mar 2012 16:42:42 +0000 (19:42 +0300)
doc/lua_api.txt
src/content_cao.cpp
src/content_sao.cpp
src/content_sao.h
src/genericobject.cpp [new file with mode: 0644]
src/genericobject.h [new file with mode: 0644]

index c09a5815faa5e0bf16ca5b75442f2f23aeca4302..caa5514b726c9c60b298830218dd0b2947d918d8 100644 (file)
@@ -611,6 +611,7 @@ methods:
 - get_wield_index(): returns the index of the wielded item
 - get_wielded_item() -> ItemStack
 - set_wielded_item(item): replaces the wielded item, returns true if successful
+- set_armor_groups({group1=rating, group2=rating, ...})
 LuaEntitySAO-only: (no-op for other objects)
 - setvelocity({x=num, y=num, z=num})
 - getvelocity() -> {x=num, y=num, z=num}
@@ -623,7 +624,6 @@ LuaEntitySAO-only: (no-op for other objects)
 -           select_horiz_by_yawpitch=false)
 - ^ Select sprite from spritesheet with optional animation and DM-style
 -   texture selection based on yaw relative to camera
-- set_armor_groups({group1=rating, group2=rating, ...})
 - get_entity_name() (DEPRECATED: Will be removed in a future version)
 - get_luaentity()
 Player-only: (no-op for other objects)
index da4ab614406f9640c5a330ac7a43bc103c53c48d..ba2011a5156ceadaa19e4be156ed4e5ce0fde872 100644 (file)
@@ -39,6 +39,8 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 class Settings;
 struct ToolCapabilities;
 
+#define PP(x) "("<<(x).X<<","<<(x).Y<<","<<(x).Z<<")"
+
 core::map<u16, ClientActiveObject::Factory> ClientActiveObject::m_types;
 
 /*
@@ -533,24 +535,41 @@ void ItemCAO::initialize(const std::string &data)
 }
 
 /*
-       LuaEntityCAO
+       GenericCAO
 */
 
-#include "luaentity_common.h"
+#include "genericobject.h"
 
-class LuaEntityCAO : public ClientActiveObject
+class GenericCAO : public ClientActiveObject
 {
 private:
+       // Only set at initialization
+       std::string m_name;
+       bool m_is_player;
+       bool m_is_local_player; // determined locally
+       // Property-ish things
+       s16 m_hp_max;
+       bool m_physical;
+       float m_weight;
+       core::aabbox3d<f32> m_collisionbox;
+       std::string m_visual;
+       v2f m_visual_size;
+       core::array<std::string> m_textures;
+       v2s16 m_spritediv;
+       bool m_is_visible;
+       bool m_makes_footstep_sound;
+       //
        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;
-       struct LuaEntityProperties *m_prop;
        SmoothTranslator pos_translator;
        // Spritesheet/animation stuff
        v2f m_tx_size;
@@ -562,20 +581,37 @@ private:
        float m_anim_timer;
        ItemGroupList m_armor_groups;
        float m_reset_textures_timer;
+       bool m_visuals_expired;
+       float m_step_distance_counter;
 
 public:
-       LuaEntityCAO(IGameDef *gamedef, ClientEnvironment *env):
+       GenericCAO(IGameDef *gamedef, ClientEnvironment *env):
                ClientActiveObject(0, gamedef, env),
+               //
+               m_is_player(false),
+               m_is_local_player(false),
+               //
+               m_hp_max(1),
+               m_physical(false),
+               m_weight(5),
+               m_collisionbox(-0.5,-0.5,-0.5, 0.5,0.5,0.5),
+               m_visual("sprite"),
+               m_visual_size(1,1),
+               m_spritediv(1,1),
+               m_is_visible(true),
+               m_makes_footstep_sound(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_prop(new LuaEntityProperties),
                m_tx_size(1,1),
                m_tx_basepos(0,0),
                m_tx_select_horiz_by_yawpitch(false),
@@ -583,83 +619,104 @@ public:
                m_anim_num_frames(1),
                m_anim_framelength(0.2),
                m_anim_timer(0),
-               m_reset_textures_timer(-1)
+               m_reset_textures_timer(-1),
+               m_visuals_expired(false),
+               m_step_distance_counter(0)
        {
+               m_textures.push_back("unknown_object.png");
                if(gamedef == NULL)
                        ClientActiveObject::registerType(getType(), create);
        }
 
        void initialize(const std::string &data)
        {
-               infostream<<"LuaEntityCAO: Got init data"<<std::endl;
-               
+               infostream<<"GenericCAO: Got init data"<<std::endl;
                std::istringstream is(data, std::ios::binary);
                // version
                u8 version = readU8(is);
                // check version
-               if(version != 1)
+               if(version != 0){
+                       errorstream<<"GenericCAO: Unsupported init data version"
+                                       <<std::endl;
                        return;
-               // pos
+               }
+               m_name = deSerializeString(is);
+               m_is_player = readU8(is);
                m_position = readV3F1000(is);
-               // yaw
                m_yaw = readF1000(is);
-               // hp
                m_hp = readS16(is);
-               // properties
-               std::istringstream prop_is(deSerializeLongString(is), std::ios::binary);
-               m_prop->deSerialize(prop_is);
-
-               infostream<<"m_prop: "<<m_prop->dump()<<std::endl;
+               
+               int num_messages = readU8(is);
+               for(int i=0; i<num_messages; i++){
+                       std::string message = deSerializeLongString(is);
+                       processMessage(message);
+               }
 
-               m_selection_box = m_prop->collisionbox;
-               m_selection_box.MinEdge *= BS;
-               m_selection_box.MaxEdge *= BS;
-                       
                pos_translator.init(m_position);
-
-               m_tx_size.X = 1.0 / m_prop->spritediv.X;
-               m_tx_size.Y = 1.0 / m_prop->spritediv.Y;
-               m_tx_basepos.X = m_tx_size.X * m_prop->initial_sprite_basepos.X;
-               m_tx_basepos.Y = m_tx_size.Y * m_prop->initial_sprite_basepos.Y;
-               
                updateNodePos();
+               
+               if(m_is_player){
+                       Player *player = m_env->getPlayer(m_name.c_str());
+                       if(player && player->isLocal()){
+                               m_is_local_player = true;
+                       }
+               }
        }
 
-       ~LuaEntityCAO()
+       ~GenericCAO()
        {
-               delete m_prop;
        }
 
        static ClientActiveObject* create(IGameDef *gamedef, ClientEnvironment *env)
        {
-               return new LuaEntityCAO(gamedef, env);
+               return new GenericCAO(gamedef, env);
        }
 
        u8 getType() const
        {
-               return ACTIVEOBJECT_TYPE_LUAENTITY;
+               return ACTIVEOBJECT_TYPE_GENERIC;
        }
        core::aabbox3d<f32>* getSelectionBox()
        {
+               if(!m_is_visible || m_is_local_player)
+                       return NULL;
                return &m_selection_box;
        }
        v3f getPosition()
        {
                return pos_translator.vect_show;
        }
-               
+
+       void removeFromScene()
+       {
+               if(m_meshnode){
+                       m_meshnode->remove();
+                       m_meshnode = NULL;
+               }
+               if(m_spritenode){
+                       m_spritenode->remove();
+                       m_spritenode = NULL;
+               }
+       }
+
        void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
                        IrrlichtDevice *irr)
        {
                m_smgr = smgr;
+               m_irr = irr;
 
                if(m_meshnode != NULL || m_spritenode != NULL)
                        return;
                
+               m_visuals_expired = false;
+
+               if(!m_is_visible || m_is_local_player)
+                       return;
+       
                //video::IVideoDriver* driver = smgr->getVideoDriver();
 
-               if(m_prop->visual == "sprite"){
-                       infostream<<"LuaEntityCAO::addToScene(): single_sprite"<<std::endl;
+               if(m_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,
@@ -670,15 +727,69 @@ public:
                        m_spritenode->setMaterialFlag(video::EMF_FOG_ENABLE, true);
                        m_spritenode->setColor(video::SColor(255,0,0,0));
                        m_spritenode->setVisible(false); /* Set visible when brightness is known */
-                       m_spritenode->setSize(m_prop->visual_size*BS);
+                       m_spritenode->setSize(m_visual_size*BS);
                        {
                                const float txs = 1.0 / 1;
                                const float tys = 1.0 / 1;
                                setBillboardTextureMatrix(m_spritenode,
                                                txs, tys, 0, 0);
                        }
-               } else if(m_prop->visual == "cube"){
-                       infostream<<"LuaEntityCAO::addToScene(): cube"<<std::endl;
+               }
+               else if(m_visual == "upright_sprite")
+               {
+                       scene::SMesh *mesh = new scene::SMesh();
+                       double dx = BS*m_visual_size.X/2;
+                       double dy = BS*m_visual_size.Y/2;
+                       { // Front
+                       scene::IMeshBuffer *buf = new scene::SMeshBuffer();
+                       video::SColor c(255,255,255,255);
+                       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();
+                       video::SColor c(255,255,255,255);
+                       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_visual == "cube"){
+                       infostream<<"GenericCAO::addToScene(): cube"<<std::endl;
                        scene::IMesh *mesh = createCubeMesh(v3f(BS,BS,BS));
                        m_meshnode = smgr->addMeshSceneNode(mesh, NULL);
                        mesh->drop();
@@ -687,25 +798,33 @@ public:
                        // Will be shown when we know the brightness
                        m_meshnode->setVisible(false);
                } else {
-                       infostream<<"LuaEntityCAO::addToScene(): \""<<m_prop->visual
+                       infostream<<"GenericCAO::addToScene(): \""<<m_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 removeFromScene()
+       void expireVisuals()
        {
-               if(m_meshnode){
-                       m_meshnode->remove();
-                       m_meshnode = NULL;
-               }
-               if(m_spritenode){
-                       m_spritenode->remove();
-                       m_spritenode = NULL;
-               }
+               m_visuals_expired = true;
        }
-
+               
        void updateLight(u8 light_at_pos)
        {
                bool is_visible = (m_hp != 0);
@@ -730,6 +849,9 @@ public:
        {
                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);
@@ -738,8 +860,16 @@ public:
 
        void step(float dtime, ClientEnvironment *env)
        {
-               if(m_prop->physical){
-                       core::aabbox3d<f32> box = m_prop->collisionbox;
+               v3f lastpos = pos_translator.vect_show;
+
+               if(m_visuals_expired && m_smgr && m_irr){
+                       m_visuals_expired = false;
+                       removeFromScene();
+                       addToScene(m_smgr, m_gamedef->tsrc(), m_irr);
+               }
+
+               if(m_physical){
+                       core::aabbox3d<f32> box = m_collisionbox;
                        box.MinEdge *= BS;
                        box.MaxEdge *= BS;
                        collisionMoveResult moveresult;
@@ -767,6 +897,19 @@ public:
                        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_makes_footstep_sound){
+                               INodeDefManager *ndef = m_gamedef->ndef();
+                               v3s16 p = floatToInt(getPosition()+v3f(0,-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;
@@ -838,76 +981,128 @@ public:
        {
                ITextureSource *tsrc = m_gamedef->tsrc();
 
-               if(m_spritenode){
-                       std::string texturestring = "unknown_block.png";
-                       if(m_prop->textures.size() >= 1)
-                               texturestring = m_prop->textures[0];
-                       texturestring += mod;
-                       m_spritenode->setMaterialTexture(0,
-                                       tsrc->getTextureRaw(texturestring));
-               }
-               if(m_meshnode){
-                       for (u32 i = 0; i < 6; ++i)
+               if(m_spritenode)
+               {
+                       if(m_visual == "sprite")
                        {
                                std::string texturestring = "unknown_block.png";
-                               if(m_prop->textures.size() > i)
-                                       texturestring = m_prop->textures[i];
+                               if(m_textures.size() >= 1)
+                                       texturestring = m_textures[0];
                                texturestring += mod;
-                               AtlasPointer ap = tsrc->getTexture(texturestring);
-
-                               // Get the tile texture and atlas transformation
-                               video::ITexture* atlas = ap.atlas;
-                               v2f pos = ap.pos;
-                               v2f size = ap.size;
-
-                               // Set material flags and texture
-                               video::SMaterial& material = m_meshnode->getMaterial(i);
-                               material.setFlag(video::EMF_LIGHTING, false);
-                               material.setFlag(video::EMF_BILINEAR_FILTER, false);
-                               material.setTexture(0, atlas);
-                               material.getTextureMatrix(0).setTextureTranslate(pos.X, pos.Y);
-                               material.getTextureMatrix(0).setTextureScale(size.X, size.Y);
+                               m_spritenode->setMaterialTexture(0,
+                                               tsrc->getTextureRaw(texturestring));
+                       }
+               }
+               if(m_meshnode)
+               {
+                       if(m_visual == "cube")
+                       {
+                               for (u32 i = 0; i < 6; ++i)
+                               {
+                                       std::string texturestring = "unknown_block.png";
+                                       if(m_textures.size() > i)
+                                               texturestring = m_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);
+                               }
+                       }
+                       else if(m_visual == "upright_sprite")
+                       {
+                               scene::IMesh *mesh = m_meshnode->getMesh();
+                               {
+                                       std::string tname = "unknown_object.png";
+                                       if(m_textures.size() >= 1)
+                                               tname = m_textures[0];
+                                       tname += mod;
+                                       scene::IMeshBuffer *buf = mesh->getMeshBuffer(0);
+                                       buf->getMaterial().setTexture(0,
+                                                       tsrc->getTextureRaw(tname));
+                               }
+                               {
+                                       std::string tname = "unknown_object.png";
+                                       if(m_textures.size() >= 2)
+                                               tname = m_textures[1];
+                                       else if(m_textures.size() >= 1)
+                                               tname = m_textures[0];
+                                       tname += mod;
+                                       scene::IMeshBuffer *buf = mesh->getMeshBuffer(1);
+                                       buf->getMaterial().setTexture(0,
+                                                       tsrc->getTextureRaw(tname));
+                               }
                        }
                }
        }
 
        void processMessage(const std::string &data)
        {
-               //infostream<<"LuaEntityCAO: Got message"<<std::endl;
+               //infostream<<"GenericCAO: Got message"<<std::endl;
                std::istringstream is(data, std::ios::binary);
                // command
                u8 cmd = readU8(is);
-               if(cmd == LUAENTITY_CMD_UPDATE_POSITION) // update position
+               if(cmd == GENERIC_CMD_SET_PROPERTIES)
+               {
+                       m_hp_max = readS16(is);
+                       m_physical = readU8(is);
+                       m_weight = readF1000(is);
+                       m_collisionbox.MinEdge = readV3F1000(is);
+                       m_collisionbox.MaxEdge = readV3F1000(is);
+                       m_visual = deSerializeString(is);
+                       m_visual_size = readV2F1000(is);
+                       m_textures.clear();
+                       u32 texture_count = readU16(is);
+                       for(u32 i=0; i<texture_count; i++){
+                               m_textures.push_back(deSerializeString(is));
+                       }
+                       m_spritediv = readV2S16(is);
+                       m_is_visible = readU8(is);
+                       m_makes_footstep_sound = readU8(is);
+
+                       m_selection_box = m_collisionbox;
+                       m_selection_box.MinEdge *= BS;
+                       m_selection_box.MaxEdge *= BS;
+                               
+                       m_tx_size.X = 1.0 / m_spritediv.X;
+                       m_tx_size.Y = 1.0 / m_spritediv.Y;
+                       
+                       expireVisuals();
+               }
+               else if(cmd == GENERIC_CMD_UPDATE_POSITION)
                {
-                       // do_interpolate
-                       bool do_interpolate = readU8(is);
-                       // pos
                        m_position = readV3F1000(is);
-                       // velocity
                        m_velocity = readV3F1000(is);
-                       // acceleration
                        m_acceleration = readV3F1000(is);
-                       // yaw
                        m_yaw = readF1000(is);
-                       // is_end_position (for interpolation)
+                       bool do_interpolate = readU8(is);
                        bool is_end_position = readU8(is);
-                       // update_interval
                        float update_interval = readF1000(is);
                        
                        if(do_interpolate){
-                               if(!m_prop->physical)
+                               if(!m_physical)
                                        pos_translator.update(m_position, is_end_position, update_interval);
                        } else {
                                pos_translator.init(m_position);
                        }
                        updateNodePos();
                }
-               else if(cmd == LUAENTITY_CMD_SET_TEXTURE_MOD) // set texture modification
+               else if(cmd == GENERIC_CMD_SET_TEXTURE_MOD)
                {
                        std::string mod = deSerializeString(is);
                        updateTextures(mod);
                }
-               else if(cmd == LUAENTITY_CMD_SET_SPRITE) // set sprite
+               else if(cmd == GENERIC_CMD_SET_SPRITE)
                {
                        v2s16 p = readV2S16(is);
                        int num_frames = readU16(is);
@@ -921,15 +1116,14 @@ public:
 
                        updateTexturePos();
                }
-               else if(cmd == LUAENTITY_CMD_PUNCHED)
+               else if(cmd == GENERIC_CMD_PUNCHED)
                {
                        /*s16 damage =*/ readS16(is);
                        s16 result_hp = readS16(is);
                        
                        m_hp = result_hp;
-                       // TODO: Execute defined fast response
                }
-               else if(cmd == LUAENTITY_CMD_UPDATE_ARMOR_GROUPS)
+               else if(cmd == GENERIC_CMD_UPDATE_ARMOR_GROUPS)
                {
                        m_armor_groups.clear();
                        int armor_groups_size = readU16(is);
@@ -952,851 +1146,8 @@ public:
                                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
-                       updateTextures("^[brighten");
-                       m_reset_textures_timer = 0.1;
-               }
-               
-               return false;
-       }
-       
-       std::string debugInfoText()
-       {
-               std::ostringstream os(std::ios::binary);
-               os<<"LuaEntityCAO 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
-LuaEntityCAO proto_LuaEntityCAO(NULL, NULL);
-
-/*
-       PlayerCAO
-*/
-
-class PlayerCAO : public ClientActiveObject
-{
-private:
-       core::aabbox3d<f32> m_selection_box;
-       scene::IMeshSceneNode *m_node;
-       scene::ITextSceneNode* m_text;
-       std::string m_name;
-       v3f m_position;
-       float m_yaw;
-       SmoothTranslator pos_translator;
-       bool m_is_local_player;
-       LocalPlayer *m_local_player;
-       float m_damage_visual_timer;
-       bool m_dead;
-       float m_step_distance_counter;
-       std::string m_wielded_item;
-
-public:
-       PlayerCAO(IGameDef *gamedef, ClientEnvironment *env):
-               ClientActiveObject(0, gamedef, env),
-               m_selection_box(-BS/3.,0.0,-BS/3., BS/3.,BS*2.0,BS/3.),
-               m_node(NULL),
-               m_text(NULL),
-               m_position(v3f(0,10*BS,0)),
-               m_yaw(0),
-               m_is_local_player(false),
-               m_local_player(NULL),
-               m_damage_visual_timer(0),
-               m_dead(false),
-               m_step_distance_counter(0),
-               m_wielded_item("")
-       {
-               if(gamedef == NULL)
-                       ClientActiveObject::registerType(getType(), create);
-       }
-
-       void initialize(const std::string &data)
-       {
-               infostream<<"PlayerCAO: Got init data"<<std::endl;
-               
-               std::istringstream is(data, std::ios::binary);
-               // version
-               u8 version = readU8(is);
-               // check version
-               if(version != 0)
-                       return;
-               // name
-               m_name = deSerializeString(is);
-               // pos
-               m_position = readV3F1000(is);
-               // yaw
-               m_yaw = readF1000(is);
-               // dead
-               m_dead = readU8(is);
-               // wielded item
-               try{
-                       m_wielded_item = deSerializeString(is);
-               }
-               catch(SerializationError &e){}
-
-               pos_translator.init(m_position);
-
-               Player *player = m_env->getPlayer(m_name.c_str());
-               if(player && player->isLocal()){
-                       m_is_local_player = true;
-                       m_local_player = (LocalPlayer*)player;
-               }
-       }
-
-       ~PlayerCAO()
-       {
-               if(m_node)
-                       m_node->remove();
-       }
-
-       static ClientActiveObject* create(IGameDef *gamedef, ClientEnvironment *env)
-       {
-               return new PlayerCAO(gamedef, env);
-       }
 
-       u8 getType() const
-       {
-               return ACTIVEOBJECT_TYPE_PLAYER;
-       }
-       core::aabbox3d<f32>* getSelectionBox()
-       {
-               if(m_is_local_player)
-                       return NULL;
-               if(m_dead)
-                       return NULL;
-               return &m_selection_box;
-       }
-       v3f getPosition()
-       {
-               return pos_translator.vect_show;
-       }
-               
-       void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
-                       IrrlichtDevice *irr)
-       {
-               if(m_node != NULL)
-                       return;
-               if(m_is_local_player)
-                       return;
-               
-               //video::IVideoDriver* driver = smgr->getVideoDriver();
-               gui::IGUIEnvironment* gui = irr->getGUIEnvironment();
-               
-               scene::SMesh *mesh = new scene::SMesh();
-               { // Front
-               scene::IMeshBuffer *buf = new scene::SMeshBuffer();
-               video::SColor c(255,255,255,255);
-               video::S3DVertex vertices[4] =
-               {
-                       video::S3DVertex(-BS/2,0,0, 0,0,0, c, 0,1),
-                       video::S3DVertex(BS/2,0,0, 0,0,0, c, 1,1),
-                       video::S3DVertex(BS/2,BS*2,0, 0,0,0, c, 1,0),
-                       video::S3DVertex(-BS/2,BS*2,0, 0,0,0, c, 0,0),
-               };
-               u16 indices[] = {0,1,2,2,3,0};
-               buf->append(vertices, 4, indices, 6);
-               // Set material
-               buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
-               buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
-               buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
-               buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
-               // Add to mesh
-               mesh->addMeshBuffer(buf);
-               buf->drop();
-               }
-               { // Back
-               scene::IMeshBuffer *buf = new scene::SMeshBuffer();
-               video::SColor c(255,255,255,255);
-               video::S3DVertex vertices[4] =
-               {
-                       video::S3DVertex(BS/2,0,0, 0,0,0, c, 1,1),
-                       video::S3DVertex(-BS/2,0,0, 0,0,0, c, 0,1),
-                       video::S3DVertex(-BS/2,BS*2,0, 0,0,0, c, 0,0),
-                       video::S3DVertex(BS/2,BS*2,0, 0,0,0, c, 1,0),
-               };
-               u16 indices[] = {0,1,2,2,3,0};
-               buf->append(vertices, 4, indices, 6);
-               // Set material
-               buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
-               buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
-               buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
-               buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
-               // Add to mesh
-               mesh->addMeshBuffer(buf);
-               buf->drop();
-               }
-               m_node = smgr->addMeshSceneNode(mesh, NULL);
-               mesh->drop();
-               // Set it to use the materials of the meshbuffers directly.
-               // This is needed for changing the texture in the future
-               m_node->setReadOnlyMaterials(true);
-               updateNodePos();
-
-               // Add a text node for showing the name
-               std::wstring wname = narrow_to_wide(m_name);
-               m_text = smgr->addTextSceneNode(gui->getBuiltInFont(),
-                               wname.c_str(), video::SColor(255,255,255,255), m_node);
-               m_text->setPosition(v3f(0, (f32)BS*2.1, 0));
-               
-               updateTextures("");
-               updateVisibility();
-               updateNodePos();
-       }
-
-       void removeFromScene()
-       {
-               if(m_node == NULL)
-                       return;
-
-               m_node->remove();
-               m_node = NULL;
-       }
-
-       void updateLight(u8 light_at_pos)
-       {
-               if(m_node == NULL)
-                       return;
-               
-               u8 li = decode_light(light_at_pos);
-               video::SColor color(255,li,li,li);
-               setMeshColor(m_node->getMesh(), color);
-
-               updateVisibility();
-       }
-
-       v3s16 getLightPosition()
-       {
-               return floatToInt(m_position+v3f(0,BS*1.5,0), BS);
-       }
-
-       void updateVisibility()
-       {
-               if(m_node == NULL)
-                       return;
-
-               m_node->setVisible(!m_dead);
-       }
-
-       void updateNodePos()
-       {
-               if(m_node == NULL)
-                       return;
-
-               m_node->setPosition(pos_translator.vect_show);
-
-               v3f rot = m_node->getRotation();
-               rot.Y = -m_yaw;
-               m_node->setRotation(rot);
-       }
-
-       void step(float dtime, ClientEnvironment *env)
-       {
-               v3f lastpos = pos_translator.vect_show;
-               pos_translator.translate(dtime);
-               float moved = lastpos.getDistanceFrom(pos_translator.vect_show);
-               updateVisibility();
-               updateNodePos();
-
-               if(m_damage_visual_timer > 0){
-                       m_damage_visual_timer -= dtime;
-                       if(m_damage_visual_timer <= 0){
-                               updateTextures("");
-                       }
-               }
-               
-               m_step_distance_counter += moved;
-               if(m_step_distance_counter > 1.5*BS){
-                       m_step_distance_counter = 0;
-                       if(!m_is_local_player){
-                               INodeDefManager *ndef = m_gamedef->ndef();
-                               v3s16 p = floatToInt(getPosition()+v3f(0,-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());
-                       }
-               }
-       }
-
-       void processMessage(const std::string &data)
-       {
-               //infostream<<"PlayerCAO: Got message"<<std::endl;
-               std::istringstream is(data, std::ios::binary);
-               // command
-               u8 cmd = readU8(is);
-               if(cmd == 0) // update position
-               {
-                       // pos
-                       m_position = readV3F1000(is);
-                       // yaw
-                       m_yaw = readF1000(is);
-
-                       pos_translator.update(m_position, false);
-
-                       updateNodePos();
-               }
-               else if(cmd == 1) // punched
-               {
-                       // damage
-                       s16 damage = readS16(is);
-                       m_damage_visual_timer = 0.05;
-                       if(damage >= 2)
-                               m_damage_visual_timer += 0.05 * damage;
-                       updateTextures("^[brighten");
-               }
-               else if(cmd == 2) // died or respawned
-               {
-                       m_dead = readU8(is);
-                       updateVisibility();
-               }
-               else if(cmd == 3) // wielded item
-               {
-                       m_wielded_item = deSerializeString(is);
-                       updateWieldedItem();
-               }
-       }
-
-       void updateTextures(const std::string &mod)
-       {
-               if(!m_node)
-                       return;
-               ITextureSource *tsrc = m_gamedef->tsrc();
-               scene::IMesh *mesh = m_node->getMesh();
-               if(mesh){
-                       {
-                               std::string tname = "player.png";
-                               tname += mod;
-                               scene::IMeshBuffer *buf = mesh->getMeshBuffer(0);
-                               buf->getMaterial().setTexture(0,
-                                               tsrc->getTextureRaw(tname));
-                       }
-                       {
-                               std::string tname = "player_back.png";
-                               tname += mod;
-                               scene::IMeshBuffer *buf = mesh->getMeshBuffer(1);
-                               buf->getMaterial().setTexture(0,
-                                               tsrc->getTextureRaw(tname));
-                       }
-               }
-       }
-
-       void updateWieldedItem()
-       {
-               if(m_is_local_player)
-               {
-                       // ignoring player item for local player
-                       return;
-               }
-
-               ItemStack item;
-               try
-               {
-                       item.deSerialize(m_wielded_item, m_gamedef->idef());
-               }
-               catch(SerializationError &e)
-               {
-                       errorstream<<"PlayerCAO: SerializationError "
-                               "while reading wielded item: "
-                               <<m_wielded_item<<std::endl;
-                       return;
-               }
-
-               // do something with the item, for example:
-               Player *player = m_env->getPlayer(m_name.c_str());
-               if(player)
-               {
-                       InventoryList *inv = player->inventory.getList("main");
-                       assert(inv);
-                       inv->changeItem(0, item);
-               }
-
-               if(item.empty())
-               {
-                       infostream<<"PlayerCAO: empty player item for player "
-                                       <<m_name<<std::endl;
-               }
-               else
-               {
-                       infostream<<"PlayerCAO: player item for player "
-                                       <<m_name<<": "
-                                       <<item.getItemString()<<std::endl;
-               }
-       }
-
-};
-
-// Prototype
-PlayerCAO proto_PlayerCAO(NULL, NULL);
-
-/*
-       GenericCAO
-*/
-
-#include "genericobject.h"
-
-class GenericCAO : public ClientActiveObject
-{
-private:
-       // Property-ish things
-       s16 m_hp_max;
-       bool m_physical;
-       float m_weight;
-       core::aabbox3d<f32> m_collisionbox;
-       std::string m_visual;
-       v2f m_visual_size;
-       core::array<std::string> m_textures;
-       v2s16 m_spritediv;
-       //
-       scene::ISceneManager *m_smgr;
-       core::aabbox3d<f32> m_selection_box;
-       scene::IMeshSceneNode *m_meshnode;
-       scene::IBillboardSceneNode *m_spritenode;
-       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_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;
-
-public:
-       GenericCAO(IGameDef *gamedef, ClientEnvironment *env):
-               ClientActiveObject(0, gamedef, env),
-               //
-               m_hp_max(1),
-               m_physical(false),
-               m_weight(5),
-               m_collisionbox(-0.5,-0.5,-0.5, 0.5,0.5,0.5),
-               m_visual("sprite"),
-               m_visual_size(1,1),
-               m_spritediv(1,1),
-               //
-               m_smgr(NULL),
-               m_selection_box(-BS/3.,-BS/3.,-BS/3., BS/3.,BS/3.,BS/3.),
-               m_meshnode(NULL),
-               m_spritenode(NULL),
-               m_position(v3f(0,10*BS,0)),
-               m_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_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_textures.push_back("unknown_object.png");
-               if(gamedef == NULL)
-                       ClientActiveObject::registerType(getType(), create);
-       }
-
-       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 != 1)
-                       return;
-               // pos
-               m_position = readV3F1000(is);
-               // yaw
-               m_yaw = readF1000(is);
-               // hp
-               m_hp = readS16(is);
-
-               pos_translator.init(m_position);
-
-               updateNodePos();
-       }
-
-       ~GenericCAO()
-       {
-       }
-
-       static ClientActiveObject* create(IGameDef *gamedef, ClientEnvironment *env)
-       {
-               return new GenericCAO(gamedef, env);
-       }
-
-       u8 getType() const
-       {
-               return ACTIVEOBJECT_TYPE_GENERIC;
-       }
-       core::aabbox3d<f32>* getSelectionBox()
-       {
-               return &m_selection_box;
-       }
-       v3f getPosition()
-       {
-               return pos_translator.vect_show;
-       }
-
-       void removeFromScene()
-       {
-               if(m_meshnode){
-                       m_meshnode->remove();
-                       m_meshnode = NULL;
-               }
-               if(m_spritenode){
-                       m_spritenode->remove();
-                       m_spritenode = NULL;
-               }
-       }
-
-       void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
-                       IrrlichtDevice *irr)
-       {
-               m_smgr = smgr;
-
-               if(m_meshnode != NULL || m_spritenode != NULL)
-                       return;
-               
-               //video::IVideoDriver* driver = smgr->getVideoDriver();
-
-               if(m_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);
-                       m_spritenode->setColor(video::SColor(255,0,0,0));
-                       m_spritenode->setVisible(false); /* Set visible when brightness is known */
-                       m_spritenode->setSize(m_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_visual == "cube"){
-                       infostream<<"GenericCAO::addToScene(): cube"<<std::endl;
-                       scene::IMesh *mesh = createCubeMesh(v3f(BS,BS,BS));
-                       m_meshnode = smgr->addMeshSceneNode(mesh, NULL);
-                       mesh->drop();
-                       
-                       m_meshnode->setScale(v3f(1));
-                       // Will be shown when we know the brightness
-                       m_meshnode->setVisible(false);
-               } else {
-                       infostream<<"GenericCAO::addToScene(): \""<<m_visual
-                                       <<"\" not supported"<<std::endl;
-               }
-               updateTextures("");
-               updateNodePos();
-       }
-
-       void updateVisuals()
-       {
-               removeFromScene();
-               // We haven't got any IrrlichtDevices but it isn't actually needed
-               addToScene(m_smgr, m_gamedef->tsrc(), NULL);
-       }
-               
-       void updateLight(u8 light_at_pos)
-       {
-               bool is_visible = (m_hp != 0);
-               u8 li = decode_light(light_at_pos);
-               video::SColor color(255,li,li,li);
-               if(m_meshnode){
-                       setMeshColor(m_meshnode->getMesh(), color);
-                       m_meshnode->setVisible(is_visible);
-               }
-               if(m_spritenode){
-                       m_spritenode->setColor(color);
-                       m_spritenode->setVisible(is_visible);
-               }
-       }
-
-       v3s16 getLightPosition()
-       {
-               return floatToInt(m_position, BS);
-       }
-
-       void updateNodePos()
-       {
-               if(m_meshnode){
-                       m_meshnode->setPosition(pos_translator.vect_show);
-               }
-               if(m_spritenode){
-                       m_spritenode->setPosition(pos_translator.vect_show);
-               }
-       }
-
-       void step(float dtime, ClientEnvironment *env)
-       {
-               if(m_physical){
-                       core::aabbox3d<f32> box = m_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();
-               }
-
-               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("");
-                       }
-               }
-       }
-
-       void updateTexturePos()
-       {
-               if(m_spritenode){
-                       scene::ICameraSceneNode* camera =
-                                       m_spritenode->getSceneManager()->getActiveCamera();
-                       if(!camera)
-                               return;
-                       v3f cam_to_entity = m_spritenode->getAbsolutePosition()
-                                       - camera->getAbsolutePosition();
-                       cam_to_entity.normalize();
-
-                       int row = m_tx_basepos.Y;
-                       int col = m_tx_basepos.X;
-                       
-                       if(m_tx_select_horiz_by_yawpitch)
-                       {
-                               if(cam_to_entity.Y > 0.75)
-                                       col += 5;
-                               else if(cam_to_entity.Y < -0.75)
-                                       col += 4;
-                               else{
-                                       float mob_dir = atan2(cam_to_entity.Z, cam_to_entity.X) / 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 updateTextures(const std::string &mod)
-       {
-               ITextureSource *tsrc = m_gamedef->tsrc();
-
-               if(m_spritenode){
-                       std::string texturestring = "unknown_block.png";
-                       if(m_textures.size() >= 1)
-                               texturestring = m_textures[0];
-                       texturestring += mod;
-                       m_spritenode->setMaterialTexture(0,
-                                       tsrc->getTextureRaw(texturestring));
-               }
-               if(m_meshnode){
-                       for (u32 i = 0; i < 6; ++i)
-                       {
-                               std::string texturestring = "unknown_block.png";
-                               if(m_textures.size() > i)
-                                       texturestring = m_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);
-                       }
-               }
-       }
-
-       void processMessage(const std::string &data)
-       {
-               //infostream<<"GenericCAO: Got message"<<std::endl;
-               std::istringstream is(data, std::ios::binary);
-               // command
-               u8 cmd = readU8(is);
-               if(cmd == GENERIC_CMD_SET_PROPERTIES)
-               {
-                       m_hp_max = readS16(is);
-                       m_physical = readU8(is);
-                       m_weight = readF1000(is);
-                       m_collisionbox.MinEdge = readV3F1000(is);
-                       m_collisionbox.MaxEdge = readV3F1000(is);
-                       m_visual = deSerializeString(is);
-                       m_visual_size = readV2F1000(is);
-                       m_textures.clear();
-                       u32 texture_count = readU16(is);
-                       for(u32 i=0; i<texture_count; i++){
-                               m_textures.push_back(deSerializeString(is));
-                       }
-                       m_spritediv = readV2S16(is);
-                       
-                       m_selection_box = m_collisionbox;
-                       m_selection_box.MinEdge *= BS;
-                       m_selection_box.MaxEdge *= BS;
-                               
-                       m_tx_size.X = 1.0 / m_spritediv.X;
-                       m_tx_size.Y = 1.0 / m_spritediv.Y;
-                       
-                       updateVisuals();
-               }
-               else if(cmd == GENERIC_CMD_UPDATE_POSITION)
-               {
-                       m_position = readV3F1000(is);
-                       m_velocity = readV3F1000(is);
-                       m_acceleration = readV3F1000(is);
-                       m_yaw = readF1000(is);
-                       bool do_interpolate = readU8(is);
-                       bool is_end_position = readU8(is);
-                       float update_interval = readF1000(is);
-                       
-                       if(do_interpolate){
-                               if(!m_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_PUNCHED)
-               {
-                       /*s16 damage =*/ readS16(is);
-                       s16 result_hp = readS16(is);
-                       
-                       m_hp = result_hp;
-                       // TODO: Execute defined fast response
-               }
-               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;
-                       }
-               }
-       }
-       
-       bool directReportPunch(v3f dir, const ItemStack *punchitem=NULL,
-                       float time_from_last_punch=1000000)
-       {
-               assert(punchitem);
-               const ToolCapabilities *toolcap =
-                               &punchitem->getToolCapabilities(m_gamedef->idef());
-               PunchDamageResult result = getPunchDamage(
-                               m_armor_groups,
-                               toolcap,
-                               punchitem,
-                               time_from_last_punch);
+               dstream<<"Directly did_punch="<<result.did_punch<<" result.damage="<<result.damage<<std::endl;
                
                if(result.did_punch && result.damage != 0)
                {
@@ -1813,8 +1164,10 @@ public:
                        }
                        // 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_reset_textures_timer = 0.1;
                }
                
                return false;
index fb8b23fbf5093441fc851cdff567e2f6a1215116..5b0dc3eb4739649f53b987f540f5fb5919e6ea65 100644 (file)
@@ -28,6 +28,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include "gamedef.h"
 #include "player.h"
 #include "scriptapi.h"
+#include "genericobject.h"
 
 core::map<u16, ServerActiveObject::Factory> ServerActiveObject::m_types;
 
@@ -351,6 +352,7 @@ LuaEntitySAO::LuaEntitySAO(ServerEnvironment *env, v3f pos,
        m_velocity(0,0,0),
        m_acceleration(0,0,0),
        m_yaw(0),
+       m_properties_sent(true),
        m_last_sent_yaw(0),
        m_last_sent_position(0,0,0),
        m_last_sent_velocity(0,0,0),
@@ -434,6 +436,15 @@ ServerActiveObject* LuaEntitySAO::create(ServerEnvironment *env, v3f pos,
 
 void LuaEntitySAO::step(float dtime, bool send_recommended)
 {
+       if(!m_properties_sent)
+       {
+               m_properties_sent = true;
+               std::string str = getPropertyPacket();
+               // create message and add to list
+               ActiveObjectMessage aom(getId(), true, str);
+               m_messages_out.push_back(aom);
+       }
+
        m_last_sent_position_timer += dtime;
        
        if(m_prop->physical){
@@ -483,16 +494,10 @@ void LuaEntitySAO::step(float dtime, bool send_recommended)
 
        if(m_armor_groups_sent == false){
                m_armor_groups_sent = true;
-               std::ostringstream os(std::ios::binary);
-               writeU8(os, LUAENTITY_CMD_UPDATE_ARMOR_GROUPS);
-               writeU16(os, m_armor_groups.size());
-               for(ItemGroupList::const_iterator i = m_armor_groups.begin();
-                               i != m_armor_groups.end(); i++){
-                       os<<serializeString(i->first);
-                       writeS16(os, i->second);
-               }
+               std::string str = gob_cmd_update_armor_groups(
+                               m_armor_groups);
                // create message and add to list
-               ActiveObjectMessage aom(getId(), true, os.str());
+               ActiveObjectMessage aom(getId(), true, str);
                m_messages_out.push_back(aom);
        }
 }
@@ -500,18 +505,19 @@ void LuaEntitySAO::step(float dtime, bool send_recommended)
 std::string LuaEntitySAO::getClientInitializationData()
 {
        std::ostringstream os(std::ios::binary);
-       // version
-       writeU8(os, 1);
-       // pos
+       writeU8(os, 0); // version
+       os<<serializeString(""); // name
+       writeU8(os, 0); // is_player
        writeV3F1000(os, m_base_position);
-       // yaw
        writeF1000(os, m_yaw);
-       // hp
        writeS16(os, m_hp);
-       // properties
-       std::ostringstream prop_os(std::ios::binary);
-       m_prop->serialize(prop_os);
-       os<<serializeLongString(prop_os.str());
+       writeU8(os, 3); // number of messages stuffed in here
+       os<<serializeLongString(getPropertyPacket()); // message 1
+       os<<serializeLongString(gob_cmd_update_armor_groups(m_armor_groups)); // 2
+       os<<serializeLongString(gob_cmd_set_sprite( // 3
+               m_prop->initial_sprite_basepos,
+               1, 1.0, false
+       ));
        // return result
        return os.str();
 }
@@ -574,15 +580,9 @@ int LuaEntitySAO::punch(v3f dir,
                                <<" hp, health now "<<getHP()<<" hp"<<std::endl;
                
                {
-                       std::ostringstream os(std::ios::binary);
-                       // command 
-                       writeU8(os, LUAENTITY_CMD_PUNCHED);
-                       // damage
-                       writeS16(os, result.damage);
-                       // result_hp
-                       writeS16(os, getHP());
+                       std::string str = gob_cmd_punched(result.damage, getHP());
                        // create message and add to list
-                       ActiveObjectMessage aom(getId(), true, os.str());
+                       ActiveObjectMessage aom(getId(), true, str);
                        m_messages_out.push_back(aom);
                }
 
@@ -683,29 +683,23 @@ float LuaEntitySAO::getYaw()
 
 void LuaEntitySAO::setTextureMod(const std::string &mod)
 {
-       std::ostringstream os(std::ios::binary);
-       // command 
-       writeU8(os, LUAENTITY_CMD_SET_TEXTURE_MOD);
-       // parameters
-       os<<serializeString(mod);
+       std::string str = gob_cmd_set_texture_mod(mod);
        // create message and add to list
-       ActiveObjectMessage aom(getId(), false, os.str());
+       ActiveObjectMessage aom(getId(), true, str);
        m_messages_out.push_back(aom);
 }
 
 void LuaEntitySAO::setSprite(v2s16 p, int num_frames, float framelength,
                bool select_horiz_by_yawpitch)
 {
-       std::ostringstream os(std::ios::binary);
-       // command
-       writeU8(os, LUAENTITY_CMD_SET_SPRITE);
-       // parameters
-       writeV2S16(os, p);
-       writeU16(os, num_frames);
-       writeF1000(os, framelength);
-       writeU8(os, select_horiz_by_yawpitch);
+       std::string str = gob_cmd_set_sprite(
+               p,
+               num_frames,
+               framelength,
+               select_horiz_by_yawpitch
+       );
        // create message and add to list
-       ActiveObjectMessage aom(getId(), false, os.str());
+       ActiveObjectMessage aom(getId(), true, str);
        m_messages_out.push_back(aom);
 }
 
@@ -714,6 +708,22 @@ std::string LuaEntitySAO::getName()
        return m_init_name;
 }
 
+std::string LuaEntitySAO::getPropertyPacket()
+{
+       return gob_cmd_set_properties(
+               m_prop->hp_max,
+               m_prop->physical,
+               m_prop->weight,
+               m_prop->collisionbox,
+               m_prop->visual,
+               m_prop->visual_size,
+               m_prop->textures,
+               m_prop->spritediv,
+               true, // is_visible
+               false // makes_footstep_sound
+       );
+}
+
 void LuaEntitySAO::sendPosition(bool do_interpolate, bool is_movement_end)
 {
        m_last_sent_move_precision = m_base_position.getDistanceFrom(
@@ -726,28 +736,17 @@ void LuaEntitySAO::sendPosition(bool do_interpolate, bool is_movement_end)
 
        float update_interval = m_env->getSendRecommendedInterval();
 
-       std::ostringstream os(std::ios::binary);
-       // command
-       writeU8(os, LUAENTITY_CMD_UPDATE_POSITION);
-
-       // do_interpolate
-       writeU8(os, do_interpolate);
-       // pos
-       writeV3F1000(os, m_base_position);
-       // velocity
-       writeV3F1000(os, m_velocity);
-       // acceleration
-       writeV3F1000(os, m_acceleration);
-       // yaw
-       writeF1000(os, m_yaw);
-       // is_end_position (for interpolation)
-       writeU8(os, is_movement_end);
-       // update_interval (for interpolation)
-       writeF1000(os, update_interval);
-
+       std::string str = gob_cmd_update_position(
+               m_base_position,
+               m_velocity,
+               m_acceleration,
+               m_yaw,
+               do_interpolate,
+               is_movement_end,
+               update_interval
+       );
        // create message and add to list
-       ActiveObjectMessage aom(getId(), false, os.str());
-       m_messages_out.push_back(aom);
+       ActiveObjectMessage aom(getId(), false, str);
 }
 
 /*
@@ -767,6 +766,7 @@ PlayerSAO::PlayerSAO(ServerEnvironment *env_, Player *player_, u16 peer_id_):
        m_wield_index(0),
        m_position_not_sent(false),
        m_armor_groups_sent(false),
+       m_properties_sent(true),
        m_teleported(false),
        m_inventory_not_sent(false),
        m_hp_not_sent(false),
@@ -827,18 +827,15 @@ bool PlayerSAO::unlimitedTransferDistance() const
 std::string PlayerSAO::getClientInitializationData()
 {
        std::ostringstream os(std::ios::binary);
-       // version
-       writeU8(os, 0);
-       // name
-       os<<serializeString(m_player->getName());
-       // pos
-       writeV3F1000(os, m_player->getPosition());
-       // yaw
+       writeU8(os, 0); // version
+       os<<serializeString(m_player->getName()); // name
+       writeU8(os, 1); // is_player
+       writeV3F1000(os, m_player->getPosition() + v3f(0,BS*1,0));
        writeF1000(os, m_player->getYaw());
-       // dead
-       writeU8(os, getHP() == 0);
-       // wielded item
-       os<<serializeString(getWieldedItem().getItemString());
+       writeS16(os, getHP());
+       writeU8(os, 2); // number of messages stuffed in here
+       os<<serializeLongString(getPropertyPacket()); // message 1
+       os<<serializeLongString(gob_cmd_update_armor_groups(m_armor_groups)); // 2
        return os.str();
 }
 
@@ -850,6 +847,15 @@ std::string PlayerSAO::getStaticData()
 
 void PlayerSAO::step(float dtime, bool send_recommended)
 {
+       if(!m_properties_sent)
+       {
+               m_properties_sent = true;
+               std::string str = getPropertyPacket();
+               // create message and add to list
+               ActiveObjectMessage aom(getId(), true, str);
+               m_messages_out.push_back(aom);
+       }
+
        m_time_from_last_punch += dtime;
 
        /*
@@ -895,30 +901,33 @@ void PlayerSAO::step(float dtime, bool send_recommended)
        if(m_position_not_sent)
        {
                m_position_not_sent = false;
-
-               std::ostringstream os(std::ios::binary);
-               // command (0 = update position)
-               writeU8(os, 0);
-               // pos
-               writeV3F1000(os, m_player->getPosition());
-               // yaw
-               writeF1000(os, m_player->getYaw());
+               float update_interval = m_env->getSendRecommendedInterval();
+               std::string str = gob_cmd_update_position(
+                       m_player->getPosition() + v3f(0,BS*1,0),
+                       v3f(0,0,0),
+                       v3f(0,0,0),
+                       m_player->getYaw(),
+                       true,
+                       false,
+                       update_interval
+               );
                // create message and add to list
-               ActiveObjectMessage aom(getId(), false, os.str());
+               ActiveObjectMessage aom(getId(), false, str);
                m_messages_out.push_back(aom);
        }
 
        if(m_wielded_item_not_sent)
        {
                m_wielded_item_not_sent = false;
+               // GenericCAO has no special way to show this
+       }
 
-               std::ostringstream os(std::ios::binary);
-               // command (3 = wielded item)
-               writeU8(os, 3);
-               // wielded item
-               os<<serializeString(getWieldedItem().getItemString());
+       if(m_armor_groups_sent == false){
+               m_armor_groups_sent = true;
+               std::string str = gob_cmd_update_armor_groups(
+                               m_armor_groups);
                // create message and add to list
-               ActiveObjectMessage aom(getId(), false, os.str());
+               ActiveObjectMessage aom(getId(), true, str);
                m_messages_out.push_back(aom);
        }
 }
@@ -959,8 +968,13 @@ int PlayerSAO::punch(v3f dir,
 
        // No effect if PvP disabled
        if(g_settings->getBool("enable_pvp") == false){
-               if(puncher->getType() == ACTIVEOBJECT_TYPE_PLAYER)
+               if(puncher->getType() == ACTIVEOBJECT_TYPE_PLAYER){
+                       std::string str = gob_cmd_punched(0, getHP());
+                       // create message and add to list
+                       ActiveObjectMessage aom(getId(), true, str);
+                       m_messages_out.push_back(aom);
                        return 0;
+               }
        }
 
        HitParams hitparams = getHitParams(m_armor_groups, toolcap,
@@ -974,13 +988,9 @@ int PlayerSAO::punch(v3f dir,
 
        if(hitparams.hp != 0)
        {
-               std::ostringstream os(std::ios::binary);
-               // command (1 = punched)
-               writeU8(os, 1);
-               // damage
-               writeS16(os, hitparams.hp);
+               std::string str = gob_cmd_punched(hitparams.hp, getHP());
                // create message and add to list
-               ActiveObjectMessage aom(getId(), false, os.str());
+               ActiveObjectMessage aom(getId(), true, str);
                m_messages_out.push_back(aom);
        }
 
@@ -1019,13 +1029,11 @@ void PlayerSAO::setHP(s16 hp)
        // On death or reincarnation send an active object message
        if((hp == 0) != (oldhp == 0))
        {
-               std::ostringstream os(std::ios::binary);
-               // command (2 = update death state)
-               writeU8(os, 2);
-               // dead?
-               writeU8(os, hp == 0);
-               // create message and add to list
-               ActiveObjectMessage aom(getId(), false, os.str());
+               // Will send new is_visible value based on (getHP()!=0)
+               m_properties_sent = false;
+               // Send new HP
+               std::string str = gob_cmd_punched(0, getHP());
+               ActiveObjectMessage aom(getId(), true, str);
                m_messages_out.push_back(aom);
        }
 }
@@ -1097,3 +1105,22 @@ void PlayerSAO::createCreativeInventory()
        scriptapi_get_creative_inventory(m_env->getLua(), this);
 }
 
+std::string PlayerSAO::getPropertyPacket()
+{
+       core::array<std::string> textures;
+       textures.push_back("player.png");
+       textures.push_back("player_back.png");
+       return gob_cmd_set_properties(
+               PLAYER_MAX_HP,
+               false,
+               75,
+               core::aabbox3d<f32>(-1/3.,-1.0,-1/3., 1/3.,1.0,1/3.),
+               "upright_sprite",
+               v2f(1, 2),
+               textures,
+               v2s16(1,1),
+               (getHP() != 0), // is_visible
+               true // makes_footstep_sound
+       );
+}
+
index 600499b0d364eb75e62fc628386ad9e9ae62ddcf..48a5078b14df522643c4b60dd0eecd8001f6953e 100644 (file)
@@ -41,7 +41,9 @@ public:
                        const std::string &name, const std::string &state);
        ~LuaEntitySAO();
        u8 getType() const
-               {return ACTIVEOBJECT_TYPE_LUAENTITY;}
+       { return ACTIVEOBJECT_TYPE_LUAENTITY; }
+       u8 getSendType() const
+       { return ACTIVEOBJECT_TYPE_GENERIC; }
        virtual void addedToEnvironment();
        static ServerActiveObject* create(ServerEnvironment *env, v3f pos,
                        const std::string &data);
@@ -72,6 +74,7 @@ public:
                        bool select_horiz_by_yawpitch);
        std::string getName();
 private:
+       std::string getPropertyPacket();
        void sendPosition(bool do_interpolate, bool is_movement_end);
 
        std::string m_init_name;
@@ -84,7 +87,8 @@ private:
        v3f m_acceleration;
        float m_yaw;
        ItemGroupList m_armor_groups;
-
+       
+       bool m_properties_sent;
        float m_last_sent_yaw;
        v3f m_last_sent_position;
        v3f m_last_sent_velocity;
@@ -103,7 +107,9 @@ public:
        PlayerSAO(ServerEnvironment *env_, Player *player_, u16 peer_id_);
        ~PlayerSAO();
        u8 getType() const
-               {return ACTIVEOBJECT_TYPE_PLAYER;}
+       { return ACTIVEOBJECT_TYPE_PLAYER; }
+       u8 getSendType() const
+       { return ACTIVEOBJECT_TYPE_GENERIC; }
        std::string getDescription();
 
        /*
@@ -174,6 +180,8 @@ public:
        }
 
 private:
+       std::string getPropertyPacket();
+       
        Player *m_player;
        u16 m_peer_id;
        Inventory *m_inventory;
@@ -184,6 +192,7 @@ private:
        bool m_position_not_sent;
        ItemGroupList m_armor_groups;
        bool m_armor_groups_sent;
+       bool m_properties_sent;
 
 public:
        // Some flags used by Server
diff --git a/src/genericobject.cpp b/src/genericobject.cpp
new file mode 100644 (file)
index 0000000..3538f0b
--- /dev/null
@@ -0,0 +1,136 @@
+/*
+Minetest-c55
+Copyright (C) 2012 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
+(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.
+
+You should have received a copy of the GNU 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 "genericobject.h"
+#include "utility.h"
+#include <sstream>
+
+std::string gob_cmd_set_properties(
+       s16 hp_max,
+       bool physical,
+       float weight,
+       core::aabbox3d<f32> collisionbox,
+       std::string visual,
+       v2f visual_size,
+       core::array<std::string> textures,
+       v2s16 spritediv,
+       bool is_visible,
+       bool makes_footstep_sound
+){
+       std::ostringstream os(std::ios::binary);
+       writeU8(os, GENERIC_CMD_SET_PROPERTIES);
+       writeS16(os, hp_max);
+       writeU8(os, physical);
+       writeF1000(os, weight);
+       writeV3F1000(os, collisionbox.MinEdge);
+       writeV3F1000(os, collisionbox.MaxEdge);
+       os<<serializeString(visual);
+       writeV2F1000(os, visual_size);
+       writeU16(os, textures.size());
+       for(u32 i=0; i<textures.size(); i++){
+               os<<serializeString(textures[i]);
+       }
+       writeV2S16(os, spritediv);
+       writeU8(os, is_visible);
+       writeU8(os, makes_footstep_sound);
+       return os.str();
+}
+
+std::string gob_cmd_update_position(
+       v3f position,
+       v3f velocity,
+       v3f acceleration,
+       f32 yaw,
+       bool do_interpolate,
+       bool is_movement_end,
+       f32 update_interval
+){
+       std::ostringstream os(std::ios::binary);
+       // command
+       writeU8(os, GENERIC_CMD_UPDATE_POSITION);
+       // pos
+       writeV3F1000(os, position);
+       // velocity
+       writeV3F1000(os, velocity);
+       // acceleration
+       writeV3F1000(os, acceleration);
+       // yaw
+       writeF1000(os, yaw);
+       // do_interpolate
+       writeU8(os, do_interpolate);
+       // is_end_position (for interpolation)
+       writeU8(os, is_movement_end);
+       // update_interval (for interpolation)
+       writeF1000(os, update_interval);
+       return os.str();
+}
+
+std::string gob_cmd_set_texture_mod(const std::string &mod)
+{
+       std::ostringstream os(std::ios::binary);
+       // command 
+       writeU8(os, GENERIC_CMD_SET_TEXTURE_MOD);
+       // parameters
+       os<<serializeString(mod);
+       return os.str();
+}
+
+std::string gob_cmd_set_sprite(
+       v2s16 p,
+       u16 num_frames,
+       f32 framelength,
+       bool select_horiz_by_yawpitch
+){
+       std::ostringstream os(std::ios::binary);
+       // command
+       writeU8(os, GENERIC_CMD_SET_SPRITE);
+       // parameters
+       writeV2S16(os, p);
+       writeU16(os, num_frames);
+       writeF1000(os, framelength);
+       writeU8(os, select_horiz_by_yawpitch);
+       return os.str();
+}
+
+std::string gob_cmd_punched(s16 damage, s16 result_hp)
+{
+       std::ostringstream os(std::ios::binary);
+       // command 
+       writeU8(os, GENERIC_CMD_PUNCHED);
+       // damage
+       writeS16(os, damage);
+       // result_hp
+       writeS16(os, result_hp);
+       return os.str();
+}
+
+std::string gob_cmd_update_armor_groups(const ItemGroupList &armor_groups)
+{
+       std::ostringstream os(std::ios::binary);
+       writeU8(os, GENERIC_CMD_UPDATE_ARMOR_GROUPS);
+       writeU16(os, armor_groups.size());
+       for(ItemGroupList::const_iterator i = armor_groups.begin();
+                       i != armor_groups.end(); i++){
+               os<<serializeString(i->first);
+               writeS16(os, i->second);
+       }
+       return os.str();
+}
+
+
diff --git a/src/genericobject.h b/src/genericobject.h
new file mode 100644 (file)
index 0000000..1ab7e26
--- /dev/null
@@ -0,0 +1,71 @@
+/*
+Minetest-c55
+Copyright (C) 2012 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
+(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.
+
+You should have received a copy of the GNU 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.
+*/
+
+#ifndef GENERICOBJECT_HEADER
+#define GENERICOBJECT_HEADER
+
+#include <string>
+#include "irrlichttypes.h"
+
+#define GENERIC_CMD_SET_PROPERTIES 0
+#define GENERIC_CMD_UPDATE_POSITION 1
+#define GENERIC_CMD_SET_TEXTURE_MOD 2
+#define GENERIC_CMD_SET_SPRITE 3
+#define GENERIC_CMD_PUNCHED 4
+#define GENERIC_CMD_UPDATE_ARMOR_GROUPS 5
+
+std::string gob_cmd_set_properties(
+       s16 hp_max,
+       bool physical,
+       float weight,
+       core::aabbox3d<f32> collisionbox,
+       std::string visual,
+       v2f visual_size,
+       core::array<std::string> textures,
+       v2s16 spritediv,
+       bool is_visible,
+       bool makes_footstep_sound
+);
+
+std::string gob_cmd_update_position(
+       v3f position,
+       v3f velocity,
+       v3f acceleration,
+       f32 yaw,
+       bool do_interpolate,
+       bool is_movement_end,
+       f32 update_interval
+);
+
+std::string gob_cmd_set_texture_mod(const std::string &mod);
+
+std::string gob_cmd_set_sprite(
+       v2s16 p,
+       u16 num_frames,
+       f32 framelength,
+       bool select_horiz_by_yawpitch
+);
+
+std::string gob_cmd_punched(s16 damage, s16 result_hp);
+
+#include "itemgroup.h"
+std::string gob_cmd_update_armor_groups(const ItemGroupList &armor_groups);
+
+#endif
+