/* Minetest-c55 Copyright (C) 2010 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. */ /* (c) 2010 Perttu Ahola <celeron55@gmail.com> */ #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<<m_name<<" took "<<dtime<<"ms"<<std::endl; } m_running = false; return dtime; } return 0; } u32 TimeTaker::getTime() { u32 time2 = getTimeMs(); u32 dtime = time2 - m_time1; return dtime; } const v3s16 g_6dirs[6] = { // +right, +top, +back v3s16( 0, 0, 1), // back v3s16( 0, 1, 0), // top v3s16( 1, 0, 0), // right v3s16( 0, 0,-1), // front v3s16( 0,-1, 0), // bottom v3s16(-1, 0, 0) // left }; const v3s16 g_26dirs[26] = { // +right, +top, +back v3s16( 0, 0, 1), // back v3s16( 0, 1, 0), // top v3s16( 1, 0, 0), // right v3s16( 0, 0,-1), // front v3s16( 0,-1, 0), // bottom v3s16(-1, 0, 0), // left // 6 v3s16(-1, 1, 0), // top left v3s16( 1, 1, 0), // top right v3s16( 0, 1, 1), // top back v3s16( 0, 1,-1), // top front v3s16(-1, 0, 1), // back left v3s16( 1, 0, 1), // back right v3s16(-1, 0,-1), // front left v3s16( 1, 0,-1), // front right v3s16(-1,-1, 0), // bottom left v3s16( 1,-1, 0), // bottom right v3s16( 0,-1, 1), // bottom back v3s16( 0,-1,-1), // bottom front // 18 v3s16(-1, 1, 1), // top back-left v3s16( 1, 1, 1), // top back-right v3s16(-1, 1,-1), // top front-left v3s16( 1, 1,-1), // top front-right v3s16(-1,-1, 1), // bottom back-left v3s16( 1,-1, 1), // bottom back-right v3s16(-1,-1,-1), // bottom front-left v3s16( 1,-1,-1), // bottom front-right // 26 }; const v3s16 g_27dirs[27] = { // +right, +top, +back v3s16( 0, 0, 1), // back v3s16( 0, 1, 0), // top v3s16( 1, 0, 0), // right v3s16( 0, 0,-1), // front v3s16( 0,-1, 0), // bottom v3s16(-1, 0, 0), // left // 6 v3s16(-1, 1, 0), // top left v3s16( 1, 1, 0), // top right v3s16( 0, 1, 1), // top back v3s16( 0, 1,-1), // top front v3s16(-1, 0, 1), // back left v3s16( 1, 0, 1), // back right v3s16(-1, 0,-1), // front left v3s16( 1, 0,-1), // front right v3s16(-1,-1, 0), // bottom left v3s16( 1,-1, 0), // bottom right v3s16( 0,-1, 1), // bottom back v3s16( 0,-1,-1), // bottom front // 18 v3s16(-1, 1, 1), // top back-left v3s16( 1, 1, 1), // top back-right v3s16(-1, 1,-1), // top front-left v3s16( 1, 1,-1), // top front-right v3s16(-1,-1, 1), // bottom back-left v3s16( 1,-1, 1), // bottom back-right v3s16(-1,-1,-1), // bottom front-left v3s16( 1,-1,-1), // bottom front-right // 26 v3s16(0,0,0), }; static unsigned long next = 1; /* RAND_MAX assumed to be 32767 */ int myrand(void) { next = next * 1103515245 + 12345; return((unsigned)(next/65536) % 32768); } 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 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; }