X-Git-Url: https://git.lizzy.rs/?a=blobdiff_plain;f=src%2Futility.cpp;h=4e9f307d8396c7d90be5ba699977cb99f2ba307d;hb=6d4bc012f007a0aa63d7f917891d355d680b4a1b;hp=924324b90a8c4ff38cc9f4b6e3aad9eb397f4925;hpb=4ba5cd580d86710b54f4b523db4e8710fb56fdb6;p=dragonfireclient.git diff --git a/src/utility.cpp b/src/utility.cpp index 924324b90..4e9f307d8 100644 --- a/src/utility.cpp +++ b/src/utility.cpp @@ -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< 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="<