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-- Copyright (C) 2009 - 2014 Nicolas Casalini
--
-- This program is free software: you can redistribute it and/or modify
-- it under the terms of the GNU General Public License as published by
-- the Free Software Foundation, either version 3 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 General Public License for more details.
--
-- You should have received a copy of the GNU General Public License
-- along with this program.  If not, see <http://www.gnu.org/licenses/>.
--
-- Nicolas Casalini "DarkGod"
-- darkgod@te4.org

require "engine.class"
local Savefile = require "engine.Savefile"
local UIBase = require "engine.ui.Base"
require "engine.PlayerProfile"

--- Handles dialog windows
module(..., package.seeall, class.make)

--- Create a version string for the module version
-- Static
function _M:versionString(mod)
	return ("%s-%d.%d.%d"):format(mod.short_name, mod.version[1], mod.version[2], mod.version[3])
end

--- List all available modules
-- Static
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function _M:listModules(incompatible, moddir_filter)
	local allmounts = fs.getSearchPath(true)
	for i, short_name in ipairs(fs.list("/modules/")) do
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		if not moddir_filter or moddir_filter(short_name) then
			local mod = self:createModule(short_name, incompatible)
			if mod then
				if not knowns[mod.short_name] then
					table.insert(ms, {short_name=mod.short_name, name=mod.name, versions={}})
					knowns[mod.short_name] = ms[#ms]
				end
				local v = knowns[mod.short_name].versions
				v[#v+1] = mod
		if a.short_name == "tome" then return 1
		elseif b.short_name == "tome" then return nil
		else return a.name < b.name
		end
	end)

	for i, m in ipairs(ms) do
		table.sort(m.versions, function(b, a)
			return a.version[1] * 1000000 + a.version[2] * 1000 + a.version[3] * 1 < b.version[1] * 1000000 + b.version[2] * 1000 + b.version[3] * 1
		end)
		print("* Module: "..m.short_name)
		for i, mod in ipairs(m.versions) do
			print(" ** "..mod.version[1].."."..mod.version[2].."."..mod.version[3])
			ms[mod.version_string] = mod
		end
		ms[m.short_name] = m.versions[1]
	end

	fs.reset()
	fs.mountAll(allmounts)
function _M:createModule(short_name, incompatible)
	local dir = "/modules/"..short_name
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	print("Creating module", short_name, ":: (as dir)", fs.exists(dir.."/init.lua"), ":: (as team)", short_name:find(".team$"), "")
	if fs.exists(dir.."/init.lua") then
		local mod = self:loadDefinition(dir, nil, incompatible)
		if mod and mod.short_name then
			return mod
		end
	elseif short_name:find(".team$") then
		fs.mount(fs.getRealPath(dir), "/testload", false)
		if fs.exists("/testload/mod/init.lua") then
			mod = self:loadDefinition("/testload", dir, incompatible)
		end
		fs.umount(fs.getRealPath(dir))
		if mod and mod.short_name then return mod end
	end
end

--- Get a module definition from the module init.lua file
function _M:loadDefinition(dir, team, incompatible)
	local mod_def = loadfile(team and (dir.."/mod/init.lua") or (dir.."/init.lua"))
--	print("Loading module definition from", team and (dir.."/mod/init.lua") or (dir.."/init.lua"))
	if mod_def then
		-- Call the file body inside its own private environment
		local mod = {rng=rng, config=config}
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		mod.rng = nil
		if not mod.long_name or not mod.name or not mod.short_name or not mod.version or not mod.starter then
			print("Bad module definition", mod.long_name, mod.name, mod.short_name, mod.version, mod.starter)
			return
		end
		local eng_req = engine.version_string(mod.engine)
		mod.version_string = self:versionString(mod)
		if not __available_engines.__byname[eng_req] then
			print("Module mismatch engine version "..mod.version_string.." using engine "..eng_req)
			if incompatible then mod.incompatible = true
			else return end
		mod.load = function(mode)
			if mode == "setup" then
				core.display.setWindowTitle(mod.long_name)
				self:setupWrite(mod)
				if not team then
					fs.mount(fs.getRealPath(dir), "/mod", false)
					fs.mount(fs.getRealPath(dir).."/data/", "/data", false)
					if fs.exists(dir.."/engine") then fs.mount(fs.getRealPath(dir).."/engine/", "/engine", false) end
				else
					local src = fs.getRealPath(team)
					fs.mount(src, "/", false)
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					-- Addional teams
					for i, t in ipairs(mod.teams or {}) do
						local base = team:gsub("/[^/]+$", "/")
						local file = base..t[1]:gsub("#name#", mod.short_name):gsub("#version#", ("%d.%d.%d"):format(mod.version[1], mod.version[2], mod.version[3]))
						if fs.exists(file) then
							print("Mounting additional team file:", file)
							local src = fs.getRealPath(file)
							fs.mount(src, t[3], false)
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						end
					end

				-- Load moonscript support
				if mod.moonscript then
					require "moonscript"
					require "moonscript.errors"
				end
			elseif mode == "init" then
				local m = require(mod.starter)
				m[1].__session_time_played_start = os.time()
				m[1].__mod_info = mod
				print("[MODULE LOADER] loading module", mod.long_name, "["..mod.starter.."]", "::", m[1] and m[1].__CLASSNAME, m[2] and m[2].__CLASSNAME)
				return m[1], m[2]
		print("Loaded module definition for "..mod.version_string.." using engine "..eng_req)
		return mod
	end
end

--- List all available savefiles
-- Static
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function _M:listSavefiles(moddir_filter)
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	local allmounts = fs.getSearchPath(true)
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	fs.mount(engine.homepath..fs.getPathSeparator(), "/tmp/listsaves")
	local steamsaves = {}
	if core.steam then
		local list = core.steam.listFilesEndingWith("game.teag")
		for _, file in ipairs(list) do
			local _, _, modname, char = file:find("^([^/]+)/save/([^/]+)/game%.teag$")
			if modname then
				steamsaves[modname] = steamsaves[modname] or {}
				steamsaves[modname][char] = true
			end
		end
	end

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	local mods = self:listModules(nil, moddir_filter)
	for _, mod in ipairs(mods) do
		local lss = {}
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		print("Listing saves for module", mod.short_name)
		local oldwrite = fs.getWritePath()
		self:setupWrite(mod, true)
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		for i, short_name in ipairs(fs.list("/tmp/listsaves/"..mod.short_name.."/save/")) do
			local sdir = "/save/"..short_name
			local dir = "/tmp/listsaves/"..mod.short_name..sdir
			if fs.exists(dir.."/game.teag") or (core.steam and core.steam.checkFile(sdir.."/game.teag")) then
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				if steamsaves[mod.short_name] then steamsaves[mod.short_name][short_name:lower()] = nil end
				if core.steam then core.steam.readFile(sdir.."/desc.lua") end
				local def = self:loadSavefileDescription(dir)
				if def then
					if def.loadable and fs.exists(dir.."/cur.png") then
						def.screenshot = core.display.loadImage(dir.."/cur.png")
		if steamsaves[mod.short_name] then for short_name, _ in pairs(steamsaves[mod.short_name]) do
			local sdir = "/save/"..short_name
			local dir = "/tmp/listsaves/"..mod.short_name..sdir
			if core.steam.checkFile(sdir.."/game.teag") then
				core.steam.readFile(sdir.."/desc.lua")
				local def = self:loadSavefileDescription(dir)
				if def then
					if def.loadable and fs.exists(dir.."/cur.png") then
						def.screenshot = core.display.loadImage(dir.."/cur.png")
					end

					table.insert(lss, def)
				end
			end
		end end
		fs.setWritePath(oldwrite)
		mod.savefiles = lss

		table.sort(lss, function(a, b)
			return a.name < b.name
		end)
	end

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	fs.reset()
	fs.mountAll(allmounts)
--- List all available vault characters
-- Static
function _M:listVaultSaves()
--	fs.mount(engine.homepath, "/tmp/listsaves")

	local mods = self:listModules()
	for _, mod in ipairs(mods) do
		local lss = {}
		for i, short_name in ipairs(fs.list("/"..mod.short_name.."/vault/")) do
			local dir = "/"..mod.short_name.."/vault/"..short_name
			if fs.exists(dir.."/character.teac") then
				local def = self:loadSavefileDescription(dir)
				if def then
					table.insert(lss, def)
				end
			end
		end
		mod.savefiles = lss

		table.sort(lss, function(a, b)
			return a.name < b.name
		end)
	end

--	fs.umount(engine.homepath)

	return mods
end

--- List all available vault characters for the currently running module
-- Static
function _M:listVaultSavesForCurrent()
	local lss = {}
	for i, short_name in ipairs(fs.list("/vault/")) do
		local dir = "/vault/"..short_name
		if fs.exists(dir.."/character.teac") then
			local def = self:loadSavefileDescription(dir)
			if def then
				table.insert(lss, def)
			end
		end
	end

	table.sort(lss, function(a, b)
		return a.name < b.name
	end)
	return lss
end

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--- List all available addons
function _M:listAddons(mod, ignore_compat)
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	local adds = {}
	local load = function(dir, teaa)
		local add_def = loadfile(dir.."/init.lua")
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		if add_def then
			local add = {}
			setfenv(add_def, add)
			add_def()

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			if (ignore_compat or engine.version_nearly_same(mod.version, add.version)) and add.for_module == mod.short_name then
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				add.dir = dir
				add.teaa = teaa
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				add.natural_compatible = engine.version_nearly_same(mod.version, add.version)
				add.version_txt = ("%d.%d.%d"):format(add.version[1], add.version[2], add.version[3])
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				if add.dlc and not profile:isDonator(add.dlc) then add.dlc = "no" end
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				if add.id_dlc and not profile:allowDLC(add.id_dlc) then add.id_dlc = "no" end
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				adds[#adds+1] = add
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	local parse = function(basedir)
		for i, short_name in ipairs(fs.list(basedir)) do if short_name:find("^"..mod.short_name.."%-") then
			local dir = basedir..short_name
			print("Checking addon", short_name, ":: (as dir)", fs.exists(dir.."/init.lua"), ":: (as teaa)", short_name:find(".teaa$"), "")
			if fs.exists(dir.."/init.lua") then
				load(dir, nil)
			elseif short_name:find(".teaa$") then
				fs.mount(fs.getRealPath(dir), "/testload", false)
				local mod
				if fs.exists("/testload/init.lua") then
					load("/testload", dir)
				end
				fs.umount(fs.getRealPath(dir))
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		end end
	end
	parse("/addons/")
	parse("/dlcs/")
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	table.sort(adds, function(a, b) return a.weight < b.weight end)
function _M:addonMD5(add, base)
	local t = core.game.getTime()

	if not base then
		if add.teaa then base = fs.getRealPath(add.teaa)
		else base = fs.getRealPath(add.dir) end
	end

	local md5 = require "md5"
	local md5s = {}
	local function fp(dir)
		for i, file in ipairs(fs.list(dir)) do
			local f = dir.."/"..file
			if fs.isdir(f) then
				fp(f)
			elseif f:find("%.lua$") then
				local fff = fs.open(f, "r")
				if fff then
					local data = fff:read(10485760)
					if data and data ~= "" then
						md5s[#md5s+1] = f..":"..md5.sumhexa(data)
					end
					fff:close()
				end
			end
		end
	end

	print("[MODULE LOADER] computing addon md5 from", base)
	fs.mount(base, "/loaded-addons/"..add.short_name, true)
	fp("/loaded-addons/"..add.short_name)
	fs.umount(base)
	table.sort(md5s)
	table.print(md5s)
	local fmd5 = md5.sumhexa(table.concat(md5s))
	print("[MODULE LOADER] addon ", add.short_name, " MD5", fmd5, "computed in ", core.game.getTime() - t, vbase)
	return fmd5
end

function _M:loadAddons(mod, saveuse)
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	local hashlist = {}
	local adds = self:listAddons(mod, true)

	if saveuse then saveuse = table.reverse(saveuse) end

	-- Filter based on settings
	for i = #adds, 1, -1 do
		local add = adds[i]
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		local removed = false
		if saveuse then
			if not saveuse[add.short_name] then
				print("Removing addon "..add.short_name..": not allowed by savefile")
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				table.remove(adds, i) removed = true
			if add.cheat_only and not config.settings.cheat then
				print("Removing addon "..add.short_name..": cheat mode required")
				table.remove(adds, i) removed = true
			elseif add.dlc == "no" then
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				print("Removing addon "..add.short_name..": donator required")
				table.remove(adds, i) removed = true
			elseif add.id_dlc == "no" then
				print("Removing addon "..add.short_name..": DLC not granted")
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				table.remove(adds, i) removed = true
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			elseif config.settings.addons[add.for_module] and config.settings.addons[add.for_module][add.short_name] ~= nil then
				-- Forbidden by config
				if config.settings.addons[add.for_module][add.short_name] == false then
					print("Removing addon "..add.short_name..": not allowed by config")
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					table.remove(adds, i) removed = true
				end
			else
				-- Forbidden by version
				if not add.natural_compatible then
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					table.remove(adds, i) removed = true
				end
			end
		end

		if add.dlc and add.dlc_files then
			if not removed and add.dlc_files.classes then
				for _, name in ipairs(add.dlc_files.classes) do
					print("Preloading DLC class", name)
					local data = profile:getDLCD(add.for_module.."-"..add.short_name, ("%d.%d.%d"):format(add.version[1],add.version[2],add.version[3]), name:gsub("%.", "/")..".lua")
					if data and data ~= '' then
						profile.dlc_files.classes[name] = data
					elseif not __module_extra_info.ignore_addons_not_loading then
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						print("Removing addon "..add.short_name..": DLC class not received")
						table.remove(adds, i) removed = true
						if saveuse then
							-- The savefile requires it, but we couldnt activate it, abord
							core.game.setRebootMessage(([[The savefile requires the #YELLOW#%s#WHITE# addon.
Some of its features require being online and could not be enabled. To prevent damaging the savefile loading was aborded.

You may try to force loading if you are sure the savefile does not use that addon, at your own risk, by checking the "Ignore unloadable addons" checkbox on the load game screen..]]):format(add.long_name))
							util.showMainMenu(nil, nil, nil, nil, nil, nil, "show_ignore_addons_not_loading=true")
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						break
					else
						add.dlc = "no"
						print("Removing addon "..add.short_name..": dlc file required not found")
						table.remove(adds, i) removed = true
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					end
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	mod.addons = {}
	_G.__addons_superload_order = {}
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	for i, add in ipairs(adds) do
		add.version_name = ("%s-%s-%d.%d.%d"):format(mod.short_name, add.short_name, add.version[1], add.version[2], add.version[3])

		print("Binding addon", add.long_name, add.teaa, add.version_name)
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		local base
		if add.teaa then
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			base = fs.getRealPath(add.teaa)
		else
			base = fs.getRealPath(add.dir)
		end

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		if add.data then
			print(" * with data")
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			if add.teaa then fs.mount("subdir:/data/|"..fs.getRealPath(add.teaa), "/data-"..add.short_name, true)
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			else fs.mount(base.."/data", "/data-"..add.short_name, true)
			end
		end
		if add.superload then 
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			print(" * with superload")
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			if add.teaa then fs.mount("subdir:/superload/|"..fs.getRealPath(add.teaa), "/mod/addons/"..add.short_name.."/superload", true)
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			else fs.mount(base.."/superload", "/mod/addons/"..add.short_name.."/superload", true)
			end
			
			table.insert(_G.__addons_superload_order, add.short_name)
		end
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		if add.overload then
			print(" * with overload")
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			if add.teaa then fs.mount("subdir:/overload/|"..fs.getRealPath(add.teaa), "/", false)
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			else fs.mount(base.."/overload", "/", false)
			end
		end
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		if add.hooks then
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			if add.teaa then fs.mount("subdir:/hooks/|"..fs.getRealPath(add.teaa), "/hooks/"..add.short_name, true)
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			else fs.mount(base.."/hooks", "/hooks/"..add.short_name, true)
			end

         		hooks_list[#hooks_list+1] = "/hooks/"..add.short_name
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			print(" * with hooks")
		end

		-- Compute addon md5
		local hash_valid, hash_err
		if config.settings.cheat then
			hash_valid, hash_err = false, "cheat mode skipping addon validation"
		else
			local fmd5 = self:addonMD5(add)
			hashlist[#hashlist+1] = {module=mod.short_name, addon=add.version_name, md5=fmd5}
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--			hash_valid, hash_err = profile:checkAddonHash(mod.short_name, add.version_name, fmd5)
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--		if hash_err then hash_err = hash_err .. " [addon: "..add.short_name.."]" end
--		add.hash_valid, add.hash_err = hash_valid, hash_err

		mod.addons[add.short_name] = add
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	end

	-- We load hooks at the end of all superloads and overloads
	-- If the code in /hooks/ is run earlier, it will load early versions of the dependent files and subsequent superloads and overloads will be disregarded.
	print("Post-processing hooks.")
	for i, dir in ipairs(hooks_list) do
		self:setCurrentHookDir(dir.."/")
		dofile(dir.."/load.lua")
	end
	self:setCurrentHookDir(nil)
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	return hashlist
-- Grab some fun facts!
function _M:selectFunFact(ffdata)
	local l = {}

	print("Computing fun facts")
	print(pcall(function()

		if ffdata.total_time then l[#l+1] = "Total playtime of all registered players:\n"..ffdata.total_time end
		if ffdata.top_five_races then l[#l+1] = ("#LIGHT_BLUE#%s#WHITE# is one of the top five played races"):format(rng.table(ffdata.top_five_races).name) end
		if ffdata.top_five_classes then l[#l+1] = ("#LIGHT_BLUE#%s#WHITE# is one of the top five played classes"):format(rng.table(ffdata.top_five_classes).name) end
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		if ffdata.top_ten_killer then l[#l+1] = ("#CRIMSON#%s#WHITE# is one of the top ten killers"):format(rng.table(ffdata.top_ten_killer).name:capitalize()) end
		if ffdata.top_ten_raceclass then l[#l+1] = ("#LIGHT_BLUE#%s#WHITE# is one of the top ten race/class combo"):format(rng.table(ffdata.top_ten_raceclass).name:capitalize()) end
		if ffdata.nb_players then l[#l+1] = ("There are currently %d people playing online"):format(ffdata.nb_players) end
		if ffdata.total_deaths then l[#l+1] = ("The character's vault has registered a total of #RED#%d#WHITE# character's deaths"):format(ffdata.total_deaths) end
		if ffdata.wins_this_version then l[#l+1] = ("The character's vault has registered a total of #LIGHT_BLUE#%d#WHITE# winners for the current version"):format(ffdata.wins_this_version) end
		if ffdata.latest_donator then l[#l+1] = ("The latest donator is #LIGHT_GREEN#%s#WHITE#. Many thanks to all donators, you are keeping this game alive!"):format(ffdata.latest_donator) end

	end))
	table.print(l)

	return #l > 0 and rng.table(l) or false
end

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--- Make a module loadscreen
function _M:loadScreen(mod)
	core.display.forceRedraw()
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	core.wait.enable(10000, function()
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		local has_max = mod.loading_wait_ticks
		if has_max then core.wait.addMaxTicks(has_max) end
		local i, max, dir = has_max or 20, has_max or 20, -1
		local backname = util.getval(mod.background_name) or "tome"
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		local bkgs = core.display.loadImage("/data/gfx/background/"..backname..".png") or core.display.loadImage("/data/gfx/background/tome.png")
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		local sw, sh = core.display.size()
		local bw, bh = bkgs:getSize()
		local bkg = {bkgs:glTexture()}

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		local logo = {(core.display.loadImage("/data/gfx/background/"..backname.."-logo.png") or core.display.loadImage("/data/gfx/background/tome-logo.png")):glTexture()}
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		local pubimg, publisher = nil, nil
		if mod.publisher_logo then
			pubimg, publisher = core.display.loadImage("/data/gfx/background/"..mod.publisher_logo..".png"), nil
		end
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		if pubimg then publisher = {pubimg:glTexture()} end
		local left = {core.display.loadImage("/data/gfx/metal-ui/waiter/left.png"):glTexture()}
		local right = {core.display.loadImage("/data/gfx/metal-ui/waiter/right.png"):glTexture()}
		local middle = {core.display.loadImage("/data/gfx/metal-ui/waiter/middle.png"):glTexture()}
		local bar = {core.display.loadImage("/data/gfx/metal-ui/waiter/bar.png"):glTexture()}
		local font = core.display.newFont("/data/font/DroidSans.ttf", 12)
		local bfont = core.display.newFont("/data/font/DroidSans.ttf", 16)
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		local dw, dh = math.floor(sw / 2), left[7]
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		local dx, dy = math.floor((sw - dw) / 2), sh - dh

		local funfacts = nil
		local ffdata = profile.funfacts

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		if mod.load_tips then pcall(function()
			local l = rng.table(mod.load_tips)
			local img = nil
			if l.image then
				local i = core.display.loadImage(l.image)
				if i then img = {i:glTexture()} end
			end
			local text = bfont:draw(l.text, dw - (img and img[6] or 0), 255, 255, 255)
			local text_h = #text * text[1].h

			local Base = require "engine.ui.Base"
			local frame = Base:makeFrame("ui/tooltip/", dw + 30, math.max((img and img[7] or 0) + (l.img_y_off or 0), text_h) + 30)

			tip = function(x, y)
				y = y - frame.h - 30
				Base:drawFrame(frame, x+1, y+1, 0, 0, 0, 0.3)
				Base:drawFrame(frame, x-3, y-3, 1, 1, 1, 0.75)
				x = x + 10
				y = y + 10

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				if img then
					img[1]:toScreenFull(x, y + (l.img_y_off or 0), img[6], img[7], img[2], img[3])
					x = x + img[6] + 7
				end

				y = y - 10 + math.floor((frame.h - text_h) / 2)
				for i = 1, #text do
					local item = text[i]
					if not item then break end
					item._tex:toScreenFull(x+2, y+2, item.w, item.h, item._tex_w, item._tex_h, 0, 0, 0, 0.8)
					item._tex:toScreenFull(x, y, item.w, item.h, item._tex_w, item._tex_h)
					y = y + item.h
				end
			end
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		end) end
		local ffw = math.ceil(sw / 4)
		if ffdata and mod.show_funfacts then
			local str = self:selectFunFact(ffdata)
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			if str then pcall(function()
				local text, _, tw = font:draw(str, ffw, 255, 255, 255)
				local text_h = #text * text[1].h
				ffw = math.min(ffw, tw)

				local Base = require "engine.ui.Base"
				local frame = Base:makeFrame("ui/tooltip/", ffw + 30, text_h + 30)
				funfacts = function(x, y)
					x = x - ffw - 30
					Base:drawFrame(frame, x+1, y+1, 0, 0, 0, 0.3)
					Base:drawFrame(frame, x-3, y-3, 1, 1, 1, 0.5)
					x = x + 10
					y = y + 10

					y = y - 10 + math.floor((frame.h - text_h) / 2)
					for i = 1, #text do
						local item = text[i]
						if not item then break end
						item._tex:toScreenFull(x+2, y+2, item.w, item.h, item._tex_w, item._tex_h, 0, 0, 0, 0.5)
						item._tex:toScreenFull(x, y, item.w, item.h, item._tex_w, item._tex_h, 1, 1, 1, 0.85)
						y = y + item.h
					end
				end
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			end) end
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		return function()
			-- Background
			local x, y = 0, 0
			if bw > bh then
				bh = sw * bh / bw
				bw = sw
				y = (sh - bh) / 2
			else
				bw = sh * bw / bh
				bh = sh
				x = (sw - bw) / 2
			end
			bkg[1]:toScreenFull(x, y, bw, bh, bw * bkg[4], bh * bkg[5])

			-- Logo
			logo[1]:toScreenFull(0, 0, logo[6], logo[7], logo[2], logo[3])

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			-- Publisher Logo
			if publisher then publisher[1]:toScreenFull(sw - publisher[6], 0, publisher[6], publisher[7], publisher[2], publisher[3]) end

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			-- Progressbar
			local x
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			if has_max then
				i, max = core.wait.getTicks()
				i = util.bound(i, 0, max)
			else
				i = i + dir
				if dir > 0 and i >= max then dir = -1
				elseif dir < 0 and i <= -max then dir = 1
				end
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			local x = dw * (i / max)
			local x2 = x + dw
			x = util.bound(x, 0, dw)
			x2 = util.bound(x2, 0, dw)
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			if has_max then x, x2 = 0, x end
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			local w, h = x2 - x, dh
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			middle[1]:toScreenFull(dx, dy, dw, middle[7], middle[2], middle[3])
			bar[1]:toScreenFull(dx + x, dy, w, bar[7], bar[2], bar[3])
			left[1]:toScreenFull(dx - left[6] + 5, dy + (middle[7] - left[7]) / 2, left[6], left[7], left[2], left[3])
			right[1]:toScreenFull(dx + dw - 5, dy + (middle[7] - right[7]) / 2, right[6], right[7], right[2], right[3])
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			if has_max then
				font:setStyle("bold")
				local txt = {core.display.drawStringBlendedNewSurface(font, math.min(100, math.floor(core.wait.getTicks() * 100 / max)).."%", 255, 255, 255):glTexture()}
				font:setStyle("normal")
				txt[1]:toScreenFull(dx + (dw - txt[6]) / 2 + 2, dy + (bar[7] - txt[7]) / 2 + 2, txt[6], txt[7], txt[2], txt[3], 0, 0, 0, 0.6)
				txt[1]:toScreenFull(dx + (dw - txt[6]) / 2, dy + (bar[7] - txt[7]) / 2, txt[6], txt[7], txt[2], txt[3])
			end

			if tip then tip(dw / 2, dy) end
			if funfacts then funfacts(sw, 10) end
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		end
	end)
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	core.display.forceRedraw()
--- Instanciate the given module, loading it and creating a new game / loading an existing one
-- @param mod the module definition as given by Module:loadDefinition()
-- @param name the savefile name
-- @param new_game true if the game must be created (aka new character)
function _M:instanciate(mod, name, new_game, no_reboot, extra_module_info)
		local eng_v = nil
		if not mod.incompatible then eng_v = ("%d.%d.%d"):format(mod.engine[1], mod.engine[2], mod.engine[3]) end
		util.showMainMenu(false, mod.engine[4], eng_v, mod.version_string, name, new_game, extra_module_info)
	if mod.short_name == "boot" then profile.hash_valid = true end

	mod.version_name = ("%s-%d.%d.%d"):format(mod.short_name, mod.version[1], mod.version[2], mod.version[3])

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	-- Make sure locale is correct
	core.game.resetLocale()

	-- Turn based by default
	core.game.setRealtime(0)

	-- Disable particles FBO
	core.particles.defineFramebuffer(nil)

	core.fov.set_algorithm("large_ass")
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	core.fov.set_permissiveness(0.01)
	core.fov.set_actor_vision_size(1)
	core.fov.set_vision_shape("circle")
	-- Init the module directories
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	fs.mount(engine.homepath, "/")
	mod.load("setup")
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	-- Check the savefile if possible, to add to the progress bar size
	local savesize = 0
	local save = Savefile.new("")
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	savesize = save:loadWorldSize() or 0
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	save:close()

	-- Load the savefile if it exists, or create a new one if not (or if requested)
	local save = engine.Savefile.new(name)
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	if save:check() and not new_game then
		savesize = savesize + save:loadGameSize()
		save_desc = self:loadSavefileDescription(save.save_dir)
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	end
	save:close()

	-- Display the loading bar
	profile.waiting_auth_no_redraw = true
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	self:loadScreen(mod)
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	core.wait.addMaxTicks(savesize)
	-- Check MD5sum with the server
	local md5 = require "md5"
	local md5s = {}
	local function fp(dir)
		for i, file in ipairs(fs.list(dir)) do
			local f = dir.."/"..file
			if fs.isdir(f) then
				fp(f)
			elseif f:find("%.lua$") then
				local fff = fs.open(f, "r")
				if fff then
					local data = fff:read(10485760)
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					if data and data ~= "" then
						md5s[#md5s+1] = f..":"..md5.sumhexa(data)
					end
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	local hash_valid, hash_err
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	local module_md5 = "--"
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	if config.settings.cheat then
		hash_valid, hash_err = false, "cheat mode skipping validation"
	else
		if mod.short_name ~= "boot" then
			fp("/mod")
			fp("/data")
			fp("/engine")
			table.sort(md5s)
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			module_md5 = md5.sumhexa(table.concat(md5s))
			print("[MODULE LOADER] module MD5", module_md5, "computed in ", core.game.getTime() - t)
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		end
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	end
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	local hashlist = self:loadAddons(mod, (save_desc and save_desc.addons) or (__module_extra_info.set_addons))

	-- Check all hashes at once
	hashlist[#hashlist+1] = {module=mod.version_name, md5=module_md5}
	hash_valid, hash_err = profile:checkBatchHash(hashlist)
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	print("[MODULE] All hashes validation: ", hash_valid, hash_err)
	-- Now that addons are loaded we can load UI definitions
	for _, file in ipairs(fs.list("/data/gfx/ui/definitions")) do
		if file:find("%.lua$") then UIBase:loadUIDefinitions("/data/gfx/ui/definitions/"..file) end
	end

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	-- Validate addons if all is valid
	if hash_valid then for name, add in pairs(mod.addons) do add.hash_valid = true end end

	local addl = {}
	for name, add in pairs(mod.addons) do
		addl[#addl+1] = add.version_name
	end
	mod.full_version_string = mod.version_string.." ["..table.concat(addl, ';').."]"

	profile:addStatFields(unpack(mod.profile_stats_fields or {}))
	profile:setConfigsBatch(true)
	profile:loadModuleProfile(mod.short_name, mod)
	profile:currentCharacter(mod.full_version_string, "game did not tell us")
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	UIBase:clearCache()

	-- Init the module code
	local M, W = mod.load("init")
	_G.game = M.new()
	_G.game:setPlayerName(name)
	-- Load the world, or make a new one
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	core.wait.enableManualTick(true)
	if W then
		local save = Savefile.new("")
		_G.world = save:loadWorld()
		save:close()
		if not _G.world then
			_G.world = W.new()
		end
		_G.world:run()
	end

	-- Load the savefile if it exists, or create a new one if not (or if requested)
	local save = engine.Savefile.new(_G.game.save_name)
	if save:check() and not new_game then
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		local g, delay = save:loadGame()
		if not g then
			save:delete()
		else
			_G.game = g
			delay()
		end
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	core.wait.enableManualTick(false)
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	-- Try to bind some debug keys
	if _G.game.key and _G.game.key.setupRebootKeys then _G.game.key:setupRebootKeys() end

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	-- Add user chat if needed
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	if mod.allow_userchat and _G.game.key then
		profile.chat:setupOnGame()
		if not config.settings.chat or not config.settings.chat.channels or not config.settings.chat.channels[mod.short_name] then
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			if type(mod.allow_userchat) == "table" then
				for _, chan in ipairs(mod.allow_userchat) do
					profile.chat:join(chan)
				end
				if mod.allow_userchat[1] then profile.chat:selectChannel(mod.allow_userchat[1]) end
			else
				profile.chat:join(mod.short_name)
				profile.chat:join(mod.short_name.."-spoiler")
				profile.chat:join("global")
				profile.chat:selectChannel(mod.short_name)
			end
			print("Joining default channels")
		else
			local def = false
			for c, _ in pairs(config.settings.chat.channels[mod.short_name]) do
				profile.chat:join(c)
				if c == mod.short_name then def = true end
			end
			if def then profile.chat:selectChannel(mod.short_name) else profile.chat:selectChannel( (next(config.settings.chat.channels[mod.short_name])) ) end
			print("Joining selected channels")
		end
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	end
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	-- Disable the profile if ungood
	if mod.short_name ~= "boot" then
		if not hash_valid then
			game.log("#LIGHT_RED#Online profile disabled(switching to offline profile) due to %s.", hash_err or "???")
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	print("[MODULE LOADER] done loading module", mod.long_name)

	profile:saveGenericProfile("modules_loaded", {name=mod.short_name, nb={"inc", 1}})
	profile:setConfigsBatch(false)
	-- TODO: Replace this with loading quickhotkeys from the profile.
	if engine.interface.PlayerHotkeys then engine.interface.PlayerHotkeys:loadQuickHotkeys(mod.short_name, Savefile.hotkeys_file) end

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	core.wait.disable()
	profile.waiting_auth_no_redraw = false
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	core.display.resetAllFonts("normal")
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	if mod.short_name ~= "boot" then profile:noMoreAuthWait() end
end

--- Setup write dir for a module
-- Static
function _M:setupWrite(mod, nomount)
	-- Create module directory
	fs.setWritePath(engine.homepath)
	fs.mkdir(mod.short_name)
	fs.mkdir(mod.short_name.."/save")
	if core.steam then core.steam.setFileNamespace(mod.short_name) end

	-- Enter module directory
	local base = engine.homepath .. fs.getPathSeparator() .. mod.short_name
	fs.setWritePath(base)
	if not nomount then fs.mount(base, "/", false) end
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	return base
end

--- Get a savefile description from the savefile desc.lua file
function _M:loadSavefileDescription(dir)
	local ls_def = loadfile(dir.."/desc.lua")
	if ls_def then
		-- Call the file body inside its own private environment
		local ls = {}
		setfenv(ls_def, ls)
		ls_def()

		if not ls.name or not ls.description then return end
		ls.dir = dir
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		print(" * save", ls.dir)