+int myrand_range(int min, int max)
+{
+ if(max-min > MYRAND_MAX)
+ {
+ errorstream<<"WARNING: myrand_range: max-min > MYRAND_MAX"<<std::endl;
+ assert(0);
+ }
+ if(min > max)
+ {
+ assert(0);
+ return max;
+ }
+ return (myrand()%(max-min+1))+min;
+}
+
+#ifndef SERVER
+// Sets the color of all vertices in the mesh
+void setMeshVerticesColor(scene::IMesh* mesh, video::SColor& color)
+{
+ if(mesh == NULL)
+ return;
+
+ u16 mc = mesh->getMeshBufferCount();
+ for(u16 j=0; j<mc; j++)
+ {
+ scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
+ video::S3DVertex *vertices = (video::S3DVertex*)buf->getVertices();
+ u16 vc = buf->getVertexCount();
+ for(u16 i=0; i<vc; i++)
+ {
+ vertices[i].Color = color;
+ }
+ }
+}
+#endif
+
+/*
+ blockpos: position of block in block coordinates
+ camera_pos: position of camera in nodes
+ camera_dir: an unit vector pointing to camera direction
+ range: viewing range
+*/
+bool isBlockInSight(v3s16 blockpos_b, v3f camera_pos, v3f camera_dir,
+ f32 camera_fov, f32 range, f32 *distance_ptr)
+{
+ v3s16 blockpos_nodes = blockpos_b * MAP_BLOCKSIZE;
+
+ // Block center position
+ v3f blockpos(
+ ((float)blockpos_nodes.X + MAP_BLOCKSIZE/2) * BS,
+ ((float)blockpos_nodes.Y + MAP_BLOCKSIZE/2) * BS,
+ ((float)blockpos_nodes.Z + MAP_BLOCKSIZE/2) * BS
+ );
+
+ // Block position relative to camera
+ v3f blockpos_relative = blockpos - camera_pos;
+
+ // Distance in camera direction (+=front, -=back)
+ f32 dforward = blockpos_relative.dotProduct(camera_dir);
+
+ // Total distance
+ f32 d = blockpos_relative.getLength();
+
+ if(distance_ptr)
+ *distance_ptr = d;
+
+ // If block is very close, it is always in sight
+ if(d < 1.44*1.44*MAP_BLOCKSIZE*BS/2)
+ return true;
+
+ // If block is far away, it's not in sight
+ if(d > range * BS)
+ return false;
+
+ // Maximum radius of a block
+ f32 block_max_radius = 0.5*1.44*1.44*MAP_BLOCKSIZE*BS;
+
+ // If block is (nearly) touching the camera, don't
+ // bother validating further (that is, render it anyway)
+ if(d < block_max_radius)
+ return true;
+
+ // Cosine of the angle between the camera direction
+ // and the block direction (camera_dir is an unit vector)
+ f32 cosangle = dforward / d;
+
+ // Compensate for the size of the block
+ // (as the block has to be shown even if it's a bit off FOV)
+ // This is an estimate, plus an arbitary factor
+ cosangle += block_max_radius / d * 0.5;
+
+ // If block is not in the field of view, skip it
+ if(cosangle < cos(camera_fov / 2))
+ return false;
+
+ return true;
+}
+
+// Get an sha-1 hash of the player's name combined with
+// the password entered. That's what the server uses as
+// their password. (Exception : if the password field is
+// blank, we send a blank password - this is for backwards
+// compatibility with password-less players).
+std::string translatePassword(std::string playername, std::wstring password)
+{
+ if(password.length() == 0)
+ return "";
+
+ std::string slt = playername + wide_to_narrow(password);
+ SHA1 sha1;
+ sha1.addBytes(slt.c_str(), slt.length());
+ unsigned char *digest = sha1.getDigest();
+ std::string pwd = base64_encode(digest, 20);
+ free(digest);
+ return pwd;
+}
+
+