port: P3-e PythonMiniMap + miniMap module (1:1 40250)
Copy PythonMiniMap.cpp/PythonMiniMapModule.cpp and PRTerrainLib/StdAfx.cpp verbatim, drop the pending stand-in and the miniMap module stub, register initMiniMap() after initnet(). PR_FLOAT_TO_INTASM uses lrintf off MSVC; D3DXColorModulate added. CMapOutdoor is not ported, so the pending CMapManager::IsMapOutdoor() returns false (DIVERGENT) and the minimap's terrain and atlas paths stay on 40250's no-outdoor-map branch. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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Claude Opus 5.5
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@@ -501,6 +501,14 @@ int main(int argc, char** argv)
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"assert item.GetItemType() == item.ITEM_TYPE_WEAPON and item.GetItemSubType() == item.WEAPON_SWORD\n"
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"assert item.GetValue(3) > 0, 'min attack'"));
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// miniMap module (PythonMiniMapModule.cpp): uiminimap.MiniMap created and showed it. CMapOutdoor is not
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// ported, so CMapManager::IsMapOutdoor() is false and the atlas reports "not loaded" as 40250 does off an
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// outdoor map.
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CHECK(py("import miniMap\n"
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"assert miniMap.isShow()\n"
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"(bGet, x, y) = miniMap.GetAtlasSize()\n"
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"assert not bGet, (bGet, x, y)"));
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// Ground items (CPythonItem): the fake server put vnum 19 next to the actor at entergame (GC_ITEM_GROUND_ADD
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// + GC_ITEM_OWNERSHIP). player.PickCloseItem finds it within __GetPickableDistance, sends CG_ITEM_PICKUP,
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// and the server's GC_ITEM_GROUND_DEL removes it.
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