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feat: build engine data at pinned commits
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@@ -39,14 +39,22 @@ notes: |
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devilutionx.mpq is a build artefact packed from the repo's assets/
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directory with the smpq tool (CMake option BUILD_ASSETS_MPQ,
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CMakeLists.txt:192-204). The compiled binary expects it next to the
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executable on every platform except Android, Apple and 3DS/Switch
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(:509-516), where its contents are shipped loose. After loading the
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core archives the engine reads the asset ASSETS_VERSION and aborts
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with "Failed to load UI resources" unless its content is "1\n"
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(Source/init.cpp:54, 79-85, Source/diablo.cpp:1225-1239). The same
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test on fonts\VERSION applies to fonts.mpq when it is loaded
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(Source/init.cpp:98-114).
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CMakeLists.txt:192-204). CMake/Assets.cmake:46-238 lists the packed
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files (ASSETS_VERSION, arena, data, fonts, gendata, levels, lua,
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plrgfx, txtdata and ui_art, plus data/inv/objcurs-widths.txt and the
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ui_art PNGs outside SDL1 and Vita builds); each Translations/<lang>.po
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is compiled with msgfmt to <lang>.gmo and appended
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(CMake/Assets.cmake:8-29, 268-272). The archive is written with
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"smpq -A -M 1 -C BZIP2 -c" from the staged assets directory
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(CMake/Assets.cmake:287-294). mods/hf.mpq is built the same way from
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the mods/hf file list (CMake/Mods.cmake:8-33, 58-67). The compiled
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binary expects devilutionx.mpq next to the executable on every
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platform except Android, Apple and 3DS/Switch (:509-516), where its
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contents are shipped loose. After loading the core archives the engine
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reads the asset ASSETS_VERSION and aborts with "Failed to load UI
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resources" unless its content is "1\n" (Source/init.cpp:54, 79-85,
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Source/diablo.cpp:1225-1239). The same test on fonts\VERSION applies
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to fonts.mpq when it is loaded (Source/init.cpp:98-114).
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fonts.mpq is the CJK + language assets add-on from the
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devilutionx-assets release; English installs do not need it.
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@@ -124,9 +132,9 @@ files:
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system: diablo
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category: game_data
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required: true
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description: "Engine assets (UI art, fonts, data tables, Lua scripts) packed from the repository's assets/ directory"
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note: "Loaded first on every platform except Android, Apple, 3DS and Switch. Its files are also found in an assets/ directory next to the binary when the build installs them loose. The engine aborts when the asset ASSETS_VERSION is absent or is not \"1\\n\"."
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source_ref: "Source/engine/assets.cpp:509-516, 223-226, Source/init.cpp:79-85, Source/diablo.cpp:1225-1239"
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description: "Engine assets (UI art, fonts, data tables, Lua scripts, compiled translations) packed from the repository's assets/ directory"
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note: "Loaded first on every platform except Android, Apple, 3DS and Switch. Its files are also found in an assets/ directory next to the binary when the build installs them loose. The engine aborts when the asset ASSETS_VERSION is absent or is not \"1\\n\". Built by CMake with smpq (MPQ version 1, BZIP2, no attributes) from the file list of CMake/Assets.cmake plus one <lang>.gmo per translation."
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source_ref: "Source/engine/assets.cpp:509-516, 223-226, Source/init.cpp:54, 79-85, Source/diablo.cpp:1225-1239, CMake/Assets.cmake:46-224, 287-294"
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- name: "fonts.mpq"
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path: "devilutionx/fonts.mpq"
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@@ -169,5 +177,5 @@ files:
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category: game_data
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required: false
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description: "Hellfire mod archive packed from the repository's mods/hf directory"
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note: "mods/<name>.mpq is opened for each active mod; hf is activated when hellfire.mpq is present. A mod with no archive and no loose directory is served from the core archives."
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source_ref: "Source/engine/assets.cpp:748-764, Source/options.cpp:77-79, CMakeLists.txt:204"
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note: "mods/<name>.mpq is opened for each active mod; hf is activated when hellfire.mpq is present. A mod with no archive and no loose directory is served from the core archives. Built by CMake with smpq (MPQ version 1, BZIP2, no attributes) from the hellfire_mod file list."
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source_ref: "Source/engine/assets.cpp:748-764, Source/options.cpp:77-79, CMakeLists.txt:204, CMake/Mods.cmake:8-33, 58-66"
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