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.error_handler(err, level)
return debug.traceback(tostring(err), level)
end
do
local function concat_args(...)
local n, t = select("#", ...), {...}
for i = 1, n do
t[i] = tostring(t[i])
end
return table.concat(t, "\t")
end
function core.debug(...) core.log(concat_args(...)) end
if core.print then
local core_print = core.print
-- Override native print and use
-- terminal if that's turned on
function print(...) core_print(concat_args(...)) end
core.print = nil -- don't pollute our namespace
end
end
do
-- Note that PUC Lua just calls srand() which is already initialized by C++,
-- but we don't want to rely on this implementation detail.
local seed = 1048576 * (os.time() % 1048576)
seed = seed + core.get_us_time() % 1048576
math.randomseed(seed)
end
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minetest = core
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-- Load other files
local scriptdir = core.get_builtin_path()
local commonpath = scriptdir .. "common" .. DIR_DELIM
local asyncpath = scriptdir .. "async" .. DIR_DELIM
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dofile(commonpath .. "vector.lua")
dofile(commonpath .. "strict.lua")
dofile(commonpath .. "serialize.lua")
dofile(commonpath .. "misc_helpers.lua")
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if INIT == "game" then
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dofile(scriptdir .. "game" .. DIR_DELIM .. "init.lua")
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assert(not core.get_http_api)
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elseif INIT == "mainmenu" then
local mm_script = core.settings:get("main_menu_script")
local custom_loaded = false
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if mm_script and mm_script ~= "" then
local testfile = io.open(mm_script, "r")
if testfile then
testfile:close()
dofile(mm_script)
custom_loaded = true
core.log("info", "Loaded custom main menu script: "..mm_script)
else
core.log("error", "Failed to load custom main menu script: "..mm_script)
core.log("info", "Falling back to default main menu script")
end
end
if not custom_loaded then
dofile(core.get_mainmenu_path() .. DIR_DELIM .. "init.lua")
end
elseif INIT == "async" then
dofile(asyncpath .. "mainmenu.lua")
elseif INIT == "async_game" then
dofile(commonpath .. "metatable.lua")
dofile(asyncpath .. "game.lua")
elseif INIT == "client" then
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dofile(scriptdir .. "client" .. DIR_DELIM .. "init.lua")
elseif INIT == "emerge" then
dofile(scriptdir .. "emerge" .. DIR_DELIM .. "init.lua")
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else
error(("Unrecognized builtin initialization type %s!"):format(tostring(INIT)))
end