]> git.lizzy.rs Git - dragonfireclient.git/blobdiff - src/utility.cpp
Merge branch 'view_bobbing_and_vielded_tool'
[dragonfireclient.git] / src / utility.cpp
index 95c5d8bf572a75707cab022fa52de65a5e48a657..3c6c2f286ea7f05800f976d9c5a8ef0a5142b786 100644 (file)
@@ -23,6 +23,8 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 
 #include "utility.h"
 #include "gettime.h"
+#include "sha1.h"
+#include "base64.h"
 
 TimeTaker::TimeTaker(const char *name, u32 *result)
 {
@@ -154,14 +156,33 @@ void mysrand(unsigned seed)
    next = seed;
 }
 
+// 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;
+               }
+       }
+}
+
 /*
        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;
        
@@ -184,6 +205,10 @@ 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;
@@ -205,11 +230,31 @@ bool isBlockInSight(v3s16 blockpos_b, v3f camera_pos, v3f camera_dir, f32 range,
                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.))
+               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;
+}
+
+
+