utility.h: Change Buffer's interface to be more compatible with SharedBuffer's interf...
[oweals/minetest.git] / src / utility.cpp
index ae4fe435f83dea493a89f087fd2e7c1afe6e76b1..7ffbe716066cf467df04d392687494a1e3845313 100644 (file)
@@ -22,8 +22,10 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 */
 
 #include "utility.h"
-#include "irrlichtwrapper.h"
 #include "gettime.h"
+#include "sha1.h"
+#include "base64.h"
+#include "log.h"
 
 TimeTaker::TimeTaker(const char *name, u32 *result)
 {
@@ -46,7 +48,7 @@ u32 TimeTaker::stop(bool quiet)
                else
                {
                        if(quiet == false)
-                               std::cout<<m_name<<" took "<<dtime<<"ms"<<std::endl;
+                               infostream<<m_name<<" took "<<dtime<<"ms"<<std::endl;
                }
                m_running = false;
                return dtime;
@@ -155,14 +157,50 @@ void mysrand(unsigned seed)
    next = seed;
 }
 
+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 range,
-               f32 *distance_ptr)
+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;
        
@@ -185,6 +223,10 @@ bool isBlockInSight(v3s16 blockpos_b, v3f camera_pos, v3f camera_dir, f32 range,
        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;
@@ -194,23 +236,43 @@ bool isBlockInSight(v3s16 blockpos_b, v3f camera_pos, v3f camera_dir, f32 range,
        
        // If block is (nearly) touching the camera, don't
        // bother validating further (that is, render it anyway)
-       if(d > block_max_radius * 1.5)
-       {
-               // 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.
-               cosangle += block_max_radius / dforward;
-
-               // If block is not in the field of view, skip it
-               //if(cosangle < cos(FOV_ANGLE/2))
-               if(cosangle < cos(FOV_ANGLE/2. * 4./3.))
-                       return false;
-       }
+       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;
+}
+
+
+