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path: root/builtin/mainmenu/init.lua
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--Minetest
--Copyright (C) 2014 sapier
--
--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.

mt_color_grey  = "#AAAAAA"
mt_color_blue  = "#0000DD"
mt_color_green = "#00DD00"
mt_color_dark_green = "#003300"

--for all other colors ask sfan5 to complete his work!

local menupath = core.get_mainmenu_path()
local basepath = core.get_builtin_path()
defaulttexturedir = core.get_texturepath_share() .. DIR_DELIM .. "base" ..
					DIR_DELIM .. "pack" .. DIR_DELIM

dofile(basepath .. DIR_DELIM .. "common" .. DIR_DELIM .. "async_event.lua")
dofile(basepath .. DIR_DELIM .. "common" .. DIR_DELIM .. "filterlist.lua")
dofile(basepath .. DIR_DELIM .. "fstk" .. DIR_DELIM .. "buttonbar.lua")
dofile(basepath .. DIR_DELIM .. "fstk" .. DIR_DELIM .. "dialog.lua")
dofile(basepath .. DIR_DELIM .. "fstk" .. DIR_DELIM .. "tabview.lua")
dofile(basepath .. DIR_DELIM .. "fstk" .. DIR_DELIM .. "ui.lua")
dofile(menupath .. DIR_DELIM .. "common.lua")
dofile(menupath .. DIR_DELIM .. "gamemgr.lua")
dofile(menupath .. DIR_DELIM .. "modmgr.lua")
dofile(menupath .. DIR_DELIM .. "store.lua")
dofile(menupath .. DIR_DELIM .. "dlg_config_world.lua")
dofile(menupath .. DIR_DELIM .. "tab_credits.lua")
dofile(menupath .. DIR_DELIM .. "tab_mods.lua")
dofile(menupath .. DIR_DELIM .. "tab_settings.lua")
if PLATFORM ~= "Android" then
	dofile(menupath .. DIR_DELIM .. "dlg_create_world.lua")
	dofile(menupath .. DIR_DELIM .. "dlg_delete_mod.lua")
	dofile(menupath .. DIR_DELIM .. "dlg_delete_world.lua")
	dofile(menupath .. DIR_DELIM .. "dlg_rename_modpack.lua")
	dofile(menupath .. DIR_DELIM .. "tab_multiplayer.lua")
	dofile(menupath .. DIR_DELIM .. "tab_server.lua")
	dofile(menupath .. DIR_DELIM .. "tab_singleplayer.lua")
	dofile(menupath .. DIR_DELIM .. "tab_texturepacks.lua")
	dofile(menupath .. DIR_DELIM .. "textures.lua")
else
	dofile(menupath .. DIR_DELIM .. "tab_simple_main.lua")
end

--------------------------------------------------------------------------------
local function main_event_handler(tabview, event)
	if event == "MenuQuit" then
		core.close()
	end
	return true
end

--------------------------------------------------------------------------------
local function init_globals()
	-- Init gamedata
	gamedata.worldindex = 0


	if PLATFORM ~= "Android" then
		menudata.worldlist = filterlist.create(
			core.get_worlds,
			compare_worlds,
			-- Unique id comparison function
			function(element, uid)
				return element.name == uid
			end,
			-- Filter function
			function(element, gameid)
				return element.gameid == gameid
			end
		)

		menudata.worldlist:add_sort_mechanism("alphabetic", sort_worlds_alphabetic)
		menudata.worldlist:set_sortmode("alphabetic")

		if not core.setting_get("menu_last_game") then
			local default_game = core.setting_get("default_game") or "minetest"
			core.setting_set("menu_last_game", default_game )
		end

		mm_texture.init()
	else
		local world_list = core.get_worlds()

		local found_singleplayerworld = false

		for i,world in pairs(world_list) do
			if world.name == "singleplayerworld" then
				found_singleplayerworld = true
				gamedata.worldindex = i
				break
			end
		end

		if not found_singleplayerworld then
			core.create_world("singleplayerworld", 1)

			local world_list = core.get_worlds()

			for i,world in pairs(world_list) do
				if world.name == "singleplayerworld" then
					gamedata.worldindex = i
					break
				end
			end
		end
	end

	-- Create main tabview
	local tv_main = tabview_create("maintab",{x=12,y=5.2},{x=0,y=0})
	if PLATFORM ~= "Android" then
		tv_main:set_autosave_tab(true)
	end
	if PLATFORM ~= "Android" then
		tv_main:add(tab_singleplayer)
		tv_main:add(tab_multiplayer)
		tv_main:add(tab_server)
	else
		tv_main:add(tab_simple_main)
	end
	tv_main:add(tab_settings)
	if PLATFORM ~= "Android" then
		tv_main:add(tab_texturepacks)
	end
	tv_main:add(tab_mods)
	tv_main:add(tab_credits)

	tv_main:set_global_event_handler(main_event_handler)

	tv_main:set_fixed_size(false)

	if not (PLATFORM == "Android") then
		tv_main:set_tab(core.setting_get("maintab_LAST"))
	end
	ui.set_default("maintab")
	tv_main:show()

	-- Create modstore ui
	if PLATFORM == "Android" then
		modstore.init({x=12, y=6}, 3, 2)
	else
		modstore.init({x=12, y=8}, 4, 3)
	end

	ui.update()

	core.sound_play("main_menu", true)
end

init_globals()

rce.png^[colorize:#FF0000:127", backface_culling = true}, }, use_texture_alpha = "blend", paramtype = "light", pointable = false, liquids_pointable = true, buildable_to = true, is_ground_content = false, post_effect_color = {a = 70, r = 255, g = 0, b = 200}, }) -- A liquid in which you can't rise (flowing variant) minetest.register_node("testnodes:liquidflowing_nojump", { description = S("Non-jumping Flowing Liquid Node"), liquidtype = "flowing", liquid_range = 1, liquid_viscosity = 0, liquid_alternative_flowing = "testnodes:liquidflowing_nojump", liquid_alternative_source = "testnodes:liquid_nojump", liquid_renewable = false, groups = {disable_jump=1, dig_immediate=3}, walkable = false, drawtype = "flowingliquid", tiles = {"testnodes_liquidflowing.png^[colorize:#FF0000:127"}, special_tiles = { {name = "testnodes_liquidflowing.png^[colorize:#FF0000:127", backface_culling = false}, {name = "testnodes_liquidflowing.png^[colorize:#FF0000:127", backface_culling = false}, }, use_texture_alpha = "blend", paramtype = "light", paramtype2 = "flowingliquid", pointable = false, liquids_pointable = true, buildable_to = true, is_ground_content = false, post_effect_color = {a = 70, r = 255, g = 0, b = 200}, }) -- A liquid which doesn't have liquid movement physics (source variant) minetest.register_node("testnodes:liquid_noswim", { description = S("No-swim Liquid Source Node"), liquidtype = "source", liquid_range = 1, liquid_viscosity = 0, liquid_alternative_flowing = "testnodes:liquidflowing_noswim", liquid_alternative_source = "testnodes:liquid_noswim", liquid_renewable = false, liquid_move_physics = false, groups = {dig_immediate=3}, walkable = false, drawtype = "liquid", tiles = {"testnodes_liquidsource.png^[colorize:#FF00FF:127"}, special_tiles = { {name = "testnodes_liquidsource.png^[colorize:#FF00FF:127", backface_culling = false}, {name = "testnodes_liquidsource.png^[colorize:#FF00FF:127", backface_culling = true}, }, use_texture_alpha = "blend", paramtype = "light", pointable = false, liquids_pointable = true, buildable_to = true, is_ground_content = false, post_effect_color = {a = 70, r = 255, g = 200, b = 200}, }) -- A liquid which doen't have liquid movement physics (flowing variant) minetest.register_node("testnodes:liquidflowing_noswim", { description = S("No-swim Flowing Liquid Node"), liquidtype = "flowing", liquid_range = 1, liquid_viscosity = 0, liquid_alternative_flowing = "testnodes:liquidflowing_noswim", liquid_alternative_source = "testnodes:liquid_noswim", liquid_renewable = false, liquid_move_physics = false, groups = {dig_immediate=3}, walkable = false, drawtype = "flowingliquid", tiles = {"testnodes_liquidflowing.png^[colorize:#FF00FF:127"}, special_tiles = { {name = "testnodes_liquidflowing.png^[colorize:#FF00FF:127", backface_culling = false}, {name = "testnodes_liquidflowing.png^[colorize:#FF00FF:127", backface_culling = false}, }, use_texture_alpha = "blend", paramtype = "light", paramtype2 = "flowingliquid", pointable = false, liquids_pointable = true, buildable_to = true, is_ground_content = false, post_effect_color = {a = 70, r = 255, g = 200, b = 200}, }) -- Nodes that modify fall damage (various damage modifiers) for i=-100, 100, 25 do if i ~= 0 then local subname, descnum if i < 0 then subname = "m"..math.abs(i) descnum = tostring(i) else subname = tostring(i) descnum = S("+@1", i) end local tex, color, desc if i > 0 then local val = math.floor((i/100)*255) tex = "testnodes_fall_damage_plus.png" color = { b=0, g=255-val, r=255, a=255 } desc = S("Fall Damage Node (+@1%)", i) else tex = "testnodes_fall_damage_minus.png" if i == -100 then color = { r=0, b=0, g=255, a=255 } else local val = math.floor((math.abs(i)/100)*255) color = { r=0, b=255, g=255-val, a=255 } end desc = S("Fall Damage Node (-@1%)", math.abs(i)) end minetest.register_node("testnodes:damage"..subname, { description = desc, groups = {fall_damage_add_percent=i, dig_immediate=3}, tiles = { tex }, is_ground_content = false, color = color, }) end end -- Bouncy nodes (various bounce levels) for i=20, 180, 20 do local val = math.floor(((i-20)/200)*255) minetest.register_node("testnodes:bouncy"..i, { description = S("Bouncy Node (@1%)", i), groups = {bouncy=i, dig_immediate=3}, tiles ={"testnodes_bouncy.png"}, is_ground_content = false, color = { r=255, g=255-val, b=val, a=255 }, }) end -- Slippery nodes (various slippery levels) for i=1, 5 do minetest.register_node("testnodes:slippery"..i, { description = S("Slippery Node (@1)", i), tiles ={"testnodes_slippery.png"}, is_ground_content = false, groups = {slippery=i, dig_immediate=3}, color = { r=0, g=255, b=math.floor((i/5)*255), a=255 }, }) end -- Move resistance nodes (various resistance levels) for r=0, 7 do if r > 0 then minetest.register_node("testnodes:move_resistance"..r, { description = S("Move-resistant Node (@1)", r), walkable = false, move_resistance = r, drawtype = "glasslike", paramtype = "light", sunlight_propagates = true, tiles = { "testnodes_move_resistance.png" }, is_ground_content = false, groups = { dig_immediate = 3 }, color = { b = 0, g = 255, r = math.floor((r/7)*255), a = 255 }, }) end minetest.register_node("testnodes:move_resistance_liquidlike"..r, { description = S("Move-resistant Node, liquidlike (@1)", r), walkable = false, move_resistance = r, liquid_move_physics = true, drawtype = "glasslike", paramtype = "light", sunlight_propagates = true, tiles = { "testnodes_move_resistance.png" }, is_ground_content = false, groups = { dig_immediate = 3 }, color = { b = 255, g = 0, r = math.floor((r/7)*255), a = 255 }, }) end minetest.register_node("testnodes:climbable_move_resistance_4", { description = S("Climbable Move-resistant Node (4)"), walkable = false, climbable = true, move_resistance = 4, drawtype = "glasslike", paramtype = "light", sunlight_propagates = true, tiles = {"testnodes_climbable_resistance_side.png"}, is_ground_content = false, groups = { dig_immediate = 3 }, }) -- By placing something on the node, the node itself will be replaced minetest.register_node("testnodes:buildable_to", { description = S("Replacable Node"), buildable_to = true, tiles = {"testnodes_buildable_to.png"}, is_ground_content = false, groups = {dig_immediate=3}, }) -- Nodes that deal damage to players that are inside them. -- Negative damage nodes should heal. for d=-3,3 do if d ~= 0 then local sub, tile if d > 0 then sub = tostring(d) tile = "testnodes_damage.png" else sub = "m" .. tostring(math.abs(d)) tile = "testnodes_damage_neg.png" end if math.abs(d) == 2 then tile = tile .. "^[colorize:#000000:70" elseif math.abs(d) == 3 then tile = tile .. "^[colorize:#000000:140" end minetest.register_node("testnodes:damage_"..sub, { description = S("Damage Node (@1 damage per second)", d), damage_per_second = d, walkable = false, is_ground_content = false, drawtype = "allfaces", paramtype = "light", sunlight_propagates = true, tiles = { tile }, groups = {dig_immediate=3}, }) end end -- Causes drowning damage minetest.register_node("testnodes:drowning_1", { description = S("Drowning Node (@1 damage)", 1), drowning = 1, walkable = false, is_ground_content = false, drawtype = "allfaces", paramtype = "light", sunlight_propagates = true, tiles = { "testnodes_drowning.png" }, groups = {dig_immediate=3}, })