minetest/builtin/init.lua

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--
-- This file contains built-in stuff in Minetest implemented in Lua.
--
-- It is always loaded and executed after registration of the C API,
-- before loading and running any mods.
--
-- Initialize some very basic things
function core.debug(...) core.log(table.concat({...}, "\t")) end
if core.print then
local core_print = core.print
-- Override native print and use
-- terminal if that's turned on
function print(...)
local n, t = select("#", ...), {...}
for i = 1, n do
t[i] = tostring(t[i])
end
core_print(table.concat(t, "\t"))
end
core.print = nil -- don't pollute our namespace
end
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math.randomseed(os.time())
os.setlocale("C", "numeric")
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minetest = core
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-- Load other files
local scriptdir = core.get_builtin_path() .. DIR_DELIM
local gamepath = scriptdir .. "game" .. DIR_DELIM
local clientpath = scriptdir .. "client" .. DIR_DELIM
local commonpath = scriptdir .. "common" .. DIR_DELIM
local asyncpath = scriptdir .. "async" .. DIR_DELIM
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dofile(commonpath .. "strict.lua")
dofile(commonpath .. "serialize.lua")
dofile(commonpath .. "misc_helpers.lua")
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if INIT == "game" then
dofile(gamepath .. "init.lua")
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elseif INIT == "mainmenu" then
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local mm_script = core.setting_get("main_menu_script")
if mm_script and mm_script ~= "" then
dofile(mm_script)
else
dofile(core.get_mainmenu_path() .. DIR_DELIM .. "init.lua")
end
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elseif INIT == "async" then
dofile(asyncpath .. "init.lua")
elseif INIT == "client" then
dofile(clientpath .. "init.lua")
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else
error(("Unrecognized builtin initialization type %s!"):format(tostring(INIT)))
end