/* Minetest-c55 Copyright (C) 2010 celeron55, Perttu Ahola 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. */ /* (c) 2010 Perttu Ahola */ #include "utility.h" #include "gettime.h" #include "sha1.h" #include "base64.h" #include "log.h" TimeTaker::TimeTaker(const char *name, u32 *result) { m_name = name; m_result = result; m_running = true; m_time1 = getTimeMs(); } u32 TimeTaker::stop(bool quiet) { if(m_running) { u32 time2 = getTimeMs(); u32 dtime = time2 - m_time1; if(m_result != NULL) { (*m_result) += dtime; } else { if(quiet == false) infostream< MYRAND_MAX) { errorstream<<"WARNING: myrand_range: max-min > MYRAND_MAX"< max) { assert(0); return max; } return (myrand()%(max-min+1))+min; } /* 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; } PointedThing::PointedThing(): type(POINTEDTHING_NOTHING), node_undersurface(0,0,0), node_abovesurface(0,0,0), object_id(-1) {} std::string PointedThing::dump() const { std::ostringstream os(std::ios::binary); if(type == POINTEDTHING_NOTHING) { os<<"[nothing]"; } else if(type == POINTEDTHING_NODE) { const v3s16 &u = node_undersurface; const v3s16 &a = node_abovesurface; os<<"[node under="<