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path: root/src/script/scripting_server.cpp
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/*
Minetest
Copyright (C) 2013 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 Lesser General Public License as published by
the Free Software Foundation; either version 2.1 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 Lesser General Public License for more details.

You should have received a copy of the GNU Lesser 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.
*/

#include "scripting_server.h"
#include "server.h"
#include "log.h"
#include "settings.h"
#include "cpp_api/s_internal.h"
#include "lua_api/l_areastore.h"
#include "lua_api/l_auth.h"
#include "lua_api/l_base.h"
#include "lua_api/l_craft.h"
#include "lua_api/l_env.h"
#include "lua_api/l_inventory.h"
#include "lua_api/l_item.h"
#include "lua_api/l_itemstackmeta.h"
#include "lua_api/l_mapgen.h"
#include "lua_api/l_modchannels.h"
#include "lua_api/l_nodemeta.h"
#include "lua_api/l_nodetimer.h"
#include "lua_api/l_noise.h"
#include "lua_api/l_object.h"
#include "lua_api/l_playermeta.h"
#include "lua_api/l_particles.h"
#include "lua_api/l_rollback.h"
#include "lua_api/l_server.h"
#include "lua_api/l_util.h"
#include "lua_api/l_vmanip.h"
#include "lua_api/l_settings.h"
#include "lua_api/l_http.h"
#include "lua_api/l_storage.h"

extern "C" {
#include "lualib.h"
}

ServerScripting::ServerScripting(Server* server):
		ScriptApiBase(ScriptingType::Server)
{
	setGameDef(server);

	// setEnv(env) is called by ScriptApiEnv::initializeEnvironment()
	// once the environment has been created

	SCRIPTAPI_PRECHECKHEADER

	if (g_settings->getBool("secure.enable_security")) {
		initializeSecurity();
	}

	lua_getglobal(L, "core");
	int top = lua_gettop(L);

	lua_newtable(L);
	lua_setfield(L, -2, "object_refs");

	lua_newtable(L);
	lua_setfield(L, -2, "luaentities");

	// Initialize our lua_api modules
	InitializeModApi(L, top);
	lua_pop(L, 1);

	// Push builtin initialization type
	lua_pushstring(L, "game");
	lua_setglobal(L, "INIT");

	infostream << "SCRIPTAPI: Initialized game modules" << std::endl;
}

void ServerScripting::InitializeModApi(lua_State *L, int top)
{
	// Register reference classes (userdata)
	InvRef::Register(L);
	ItemStackMetaRef::Register(L);
	LuaAreaStore::Register(L);
	LuaItemStack::Register(L);
	LuaPerlinNoise::Register(L);
	LuaPerlinNoiseMap::Register(L);
	LuaPseudoRandom::Register(L);
	LuaPcgRandom::Register(L);
	LuaRaycast::Register(L);
	LuaSecureRandom::Register(L);
	LuaVoxelManip::Register(L);
	NodeMetaRef::Register(L);
	NodeTimerRef::Register(L);
	ObjectRef::Register(L);
	PlayerMetaRef::Register(L);
	LuaSettings::Register(L);
	StorageRef::Register(L);
	ModChannelRef::Register(L);

	// Initialize mod api modules
	ModApiAuth::Initialize(L, top);
	ModApiCraft::Initialize(L, top);
	ModApiEnvMod::Initialize(L, top);
	ModApiInventory::Initialize(L, top);
	ModApiItemMod::Initialize(L, top);
	ModApiMapgen::Initialize(L, top);
	ModApiParticles::Initialize(L, top);
	ModApiRollback::Initialize(L, top);
	ModApiServer::Initialize(L, top);
	ModApiUtil::Initialize(L, top);
	ModApiHttp::Initialize(L, top);
	ModApiStorage::Initialize(L, top);
	ModApiChannels::Initialize(L, top);
}

void log_deprecated(const std::string &message)
{
	log_deprecated(NULL, message);
}
#n583'>583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619
/*
Minetest
Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
Copyright (C) 2010-2013 kwolekr, Ryan Kwolek <kwolekr@minetest.net>

This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 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 Lesser General Public License for more details.

You should have received a copy of the GNU Lesser 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.
*/

#include <math.h>
#include "noise.h"
#include <iostream>
#include <string.h> // memset
#include "debug.h"
#include "util/numeric.h"

#define NOISE_MAGIC_X    1619
#define NOISE_MAGIC_Y    31337
#define NOISE_MAGIC_Z    52591
#define NOISE_MAGIC_SEED 1013

float cos_lookup[16] = {
	1.0,  0.9238,  0.7071,  0.3826, 0, -0.3826, -0.7071, -0.9238,
	1.0, -0.9238, -0.7071, -0.3826, 0,  0.3826,  0.7071,  0.9238
};


///////////////////////////////////////////////////////////////////////////////


//noise poly:  p(n) = 60493n^3 + 19990303n + 137612589
float noise2d(int x, int y, int seed) {
	int n = (NOISE_MAGIC_X * x + NOISE_MAGIC_Y * y
			+ NOISE_MAGIC_SEED * seed) & 0x7fffffff;
	n = (n >> 13) ^ n;
	n = (n * (n * n * 60493 + 19990303) + 1376312589) & 0x7fffffff;
	return 1.f - (float)n / 0x40000000;
}


float noise3d(int x, int y, int z, int seed) {
	int n = (NOISE_MAGIC_X * x + NOISE_MAGIC_Y * y + NOISE_MAGIC_Z * z
			+ NOISE_MAGIC_SEED * seed) & 0x7fffffff;
	n = (n >> 13) ^ n;
	n = (n * (n * n * 60493 + 19990303) + 1376312589) & 0x7fffffff;
	return 1.f - (float)n / 0x40000000;
}


float dotProduct(float vx, float vy, float wx, float wy) {
	return vx * wx + vy * wy;
}


inline float linearInterpolation(float v0, float v1, float t) {
    return v0 + (v1 - v0) * t;
}


float biLinearInterpolation(float v00, float v10,
							float v01, float v11,
							float x, float y) {
    float tx = easeCurve(x);
    float ty = easeCurve(y);
    float u = linearInterpolation(v00, v10, tx);
    float v = linearInterpolation(v01, v11, tx);
    return linearInterpolation(u, v, ty);
}


float biLinearInterpolationNoEase(float x0y0, float x1y0,
								  float x0y1, float x1y1,
								  float x, float y) {
    float u = linearInterpolation(x0y0, x1y0, x);
    float v = linearInterpolation(x0y1, x1y1, x);
    return linearInterpolation(u, v, y);
}


float triLinearInterpolation(
		float v000, float v100, float v010, float v110,
		float v001, float v101, float v011, float v111,
		float x, float y, float z) {
	float u = biLinearInterpolationNoEase(v000, v100, v010, v110, x, y);
	float v = biLinearInterpolationNoEase(v001, v101, v011, v111, x, y);
	return linearInterpolation(u, v, z);
}


#if 0
float triLinearInterpolation(
		float v000, float v100, float v010, float v110,
		float v001, float v101, float v011, float v111,
		float x, float y, float z)
{
	/*float tx = easeCurve(x);
	float ty = easeCurve(y);
	float tz = easeCurve(z);*/
	float tx = x;
	float ty = y;
	float tz = z;
	return(
		v000 * (1 - tx) * (1 - ty) * (1 - tz) +
		v100 * tx * (1 - ty) * (1 - tz) +
		v010 * (1 - tx) * ty * (1 - tz) +
		v110 * tx * ty * (1 - tz) +
		v001 * (1 - tx) * (1 - ty) * tz +
		v101 * tx * (1 - ty) * tz +
		v011 * (1 - tx) * ty * tz +
		v111 * tx * ty * tz
	);
}
#endif


#if 0
float noise2d_gradient(float x, float y, int seed)
{
	// Calculate the integer coordinates
	int x0 = (x > 0.0 ? (int)x : (int)x - 1);
	int y0 = (y > 0.0 ? (int)y : (int)y - 1);
	// Calculate the remaining part of the coordinates
	float xl = x - (float)x0;
	float yl = y - (float)y0;
	// Calculate random cosine lookup table indices for the integer corners.
	// They are looked up as unit vector gradients from the lookup table.
	int n00 = (int)((noise2d(x0, y0, seed)+1)*8);
	int n10 = (int)((noise2d(x0+1, y0, seed)+1)*8);
	int n01 = (int)((noise2d(x0, y0+1, seed)+1)*8);
	int n11 = (int)((noise2d(x0+1, y0+1, seed)+1)*8);
	// Make a dot product for the gradients and the positions, to get the values
	float s = dotProduct(cos_lookup[n00], cos_lookup[(n00+12)%16], xl, yl);
	float u = dotProduct(-cos_lookup[n10], cos_lookup[(n10+12)%16], 1.-xl, yl);
	float v = dotProduct(cos_lookup[n01], -cos_lookup[(n01+12)%16], xl, 1.-yl);
	float w = dotProduct(-cos_lookup[n11], -cos_lookup[(n11+12)%16], 1.-xl, 1.-yl);
	// Interpolate between the values
	return biLinearInterpolation(s,u,v,w,xl,yl);
}
#endif


float noise2d_gradient(float x, float y, int seed)
{
	// Calculate the integer coordinates
	int x0 = myfloor(x);
	int y0 = myfloor(y);
	// Calculate the remaining part of the coordinates
	float xl = x - (float)x0;
	float yl = y - (float)y0;
	// Get values for corners of square
	float v00 = noise2d(x0, y0, seed);
	float v10 = noise2d(x0+1, y0, seed);
	float v01 = noise2d(x0, y0+1, seed);
	float v11 = noise2d(x0+1, y0+1, seed);
	// Interpolate
	return biLinearInterpolation(v00,v10,v01,v11,xl,yl);
}


float noise3d_gradient(float x, float y, float z, int seed)
{
	// Calculate the integer coordinates
	int x0 = myfloor(x);
	int y0 = myfloor(y);
	int z0 = myfloor(z);
	// Calculate the remaining part of the coordinates
	float xl = x - (float)x0;
	float yl = y - (float)y0;
	float zl = z - (float)z0;
	// Get values for corners of cube
	float v000 = noise3d(x0,     y0,     z0,     seed);
	float v100 = noise3d(x0 + 1, y0,     z0,     seed);
	float v010 = noise3d(x0,     y0 + 1, z0,     seed);
	float v110 = noise3d(x0 + 1, y0 + 1, z0,     seed);
	float v001 = noise3d(x0,     y0,     z0 + 1, seed);
	float v101 = noise3d(x0 + 1, y0,     z0 + 1, seed);
	float v011 = noise3d(x0,     y0 + 1, z0 + 1, seed);
	float v111 = noise3d(x0 + 1, y0 + 1, z0 + 1, seed);
	// Interpolate
	return triLinearInterpolation(v000, v100, v010, v110,
								  v001, v101, v011, v111,
								  xl, yl, zl);
}


float noise2d_perlin(float x, float y, int seed,
		int octaves, float persistence)
{
	float a = 0;
	float f = 1.0;
	float g = 1.0;
	for (int i = 0; i < octaves; i++)
	{
		a += g * noise2d_gradient(x * f, y * f, seed + i);
		f *= 2.0;
		g *= persistence;
	}
	return a;
}


float noise2d_perlin_abs(float x, float y, int seed,
		int octaves, float persistence)
{
	float a = 0;
	float f = 1.0;
	float g = 1.0;
	for (int i = 0; i < octaves; i++)
	{
		a += g * fabs(noise2d_gradient(x * f, y * f, seed + i));
		f *= 2.0;
		g *= persistence;
	}
	return a;
}


float noise3d_perlin(float x, float y, float z, int seed,
		int octaves, float persistence)
{
	float a = 0;
	float f = 1.0;
	float g = 1.0;
	for (int i = 0; i < octaves; i++)
	{
		a += g * noise3d_gradient(x * f, y * f, z * f, seed + i);
		f *= 2.0;
		g *= persistence;
	}
	return a;
}


float noise3d_perlin_abs(float x, float y, float z, int seed,
		int octaves, float persistence)
{
	float a = 0;
	float f = 1.0;
	float g = 1.0;
	for (int i = 0; i < octaves; i++)
	{
		a += g * fabs(noise3d_gradient(x * f, y * f, z * f, seed + i));
		f *= 2.0;
		g *= persistence;
	}
	return a;
}


// -1->0, 0->1, 1->0
float contour(float v)
{
	v = fabs(v);
	if(v >= 1.0)
		return 0.0;
	return (1.0-v);
}


///////////////////////// [ New perlin stuff ] ////////////////////////////


Noise::Noise(NoiseParams *np, int seed, int sx, int sy) {
	init(np, seed, sx, sy, 1);
}


Noise::Noise(NoiseParams *np, int seed, int sx, int sy, int sz) {
	init(np, seed, sx, sy, sz);
}


void Noise::init(NoiseParams *np, int seed, int sx, int sy, int sz) {
	this->np   = np;
	this->seed = seed;
	this->sx   = sx;
	this->sy   = sy;
	this->sz   = sz;

	this->noisebuf = NULL;
	resizeNoiseBuf(sz > 1);

	this->buf    = new float[sx * sy * sz];
	this->result = new float[sx * sy * sz];
}


Noise::~Noise() {
	delete[] buf;
	delete[] result;
	delete[] noisebuf;
}


void Noise::setSize(int sx, int sy) {
	setSize(sx, sy, 1);
}


void Noise::setSize(int sx, int sy, int sz) {
	this->sx = sx;
	this->sy = sy;
	this->sz = sz;

	this->noisebuf = NULL;
	resizeNoiseBuf(sz > 1);

	delete[] buf;
	delete[] result;
	this->buf    = new float[sx * sy * sz];
	this->result = new float[sx * sy * sz];
}


void Noise::setSpreadFactor(v3f spread) {
	this->np->spread = spread;

	resizeNoiseBuf(sz > 1);
}


void Noise::setOctaves(int octaves) {
	this->np->octaves = octaves;

	resizeNoiseBuf(sz > 1);
}


void Noise::resizeNoiseBuf(bool is3d) {
	int nlx, nly, nlz;
	float ofactor;

	//maximum possible spread value factor
	ofactor = (float)(1 << (np->octaves - 1));

	//noise lattice point count
	//(int)(sz * spread * ofactor) is # of lattice points crossed due to length
	// + 2 for the two initial endpoints
	// + 1 for potentially crossing a boundary due to offset
	nlx = (int)(sx * ofactor / np->spread.X) + 3;
	nly = (int)(sy * ofactor / np->spread.Y) + 3;
	nlz = is3d ? (int)(sz * ofactor / np->spread.Z) + 3 : 1;

	if (noisebuf)
		delete[] noisebuf;
	noisebuf = new float[nlx * nly * nlz];
}


/*
 * NB:  This algorithm is not optimal in terms of space complexity.  The entire
 * integer lattice of noise points could be done as 2 lines instead, and for 3D,
 * 2 lines + 2 planes.
 * However, this would require the noise calls to be interposed with the
 * interpolation loops, which may trash the icache, leading to lower overall
 * performance.
 * Another optimization that could save half as many noise calls is to carry over
 * values from the previous noise lattice as midpoints in the new lattice for the
 * next octave.
 */
#define idx(x, y) ((y) * nlx + (x))
void Noise::gradientMap2D(float x, float y, float step_x, float step_y, int seed) {
	float v00, v01, v10, v11, u, v, orig_u;
	int index, i, j, x0, y0, noisex, noisey;
	int nlx, nly;

	x0 = floor(x);
	y0 = floor(y);
	u = x - (float)x0;
	v = y - (float)y0;
	orig_u = u;

	//calculate noise point lattice
	nlx = (int)(u + sx * step_x) + 2;
	nly = (int)(v + sy * step_y) + 2;
	index = 0;
	for (j = 0; j != nly; j++)
		for (i = 0; i != nlx; i++)
			noisebuf[index++] = noise2d(x0 + i, y0 + j, seed);

	//calculate interpolations
	index  = 0;
	noisey = 0;
	for (j = 0; j != sy; j++) {
		v00 = noisebuf[idx(0, noisey)];
		v10 = noisebuf[idx(1, noisey)];
		v01 = noisebuf[idx(0, noisey + 1)];
		v11 = noisebuf[idx(1, noisey + 1)];

		u = orig_u;
		noisex = 0;
		for (i = 0; i != sx; i++) {