2V3-b: click on the ground to walk; read the terrain attribute map

CScreen::SetCursorPosition and CPythonGraphic::SetCursorPosition are the 40250
bodies, so RenderGame builds the pick ray under the cursor each frame.
CPythonBackground::GetPickingPoint* march that ray as
CMapOutdoor::__PickTerrainHeight does, against the native CMapManager height
(PR_FLOAT_TO_INT's x87 rounding becomes floor); object picking waits for
CMapOutdoor. CMapManager::isAttrOn reads the packed <map>/<xxxyyy>/attr.atr
as CMapOutdoor::isAttrOn + CTerrain::isAttrOn do, and CheckAdvancing with its
collision checkers is verbatim (no map objects are registered yet). All of
this stays in the pending/platform layer and is marked ADAPTED.

port.login_flow clicks the ground below the actor after the key walk. The
actor walks to the picked point (334 cm offline), and the fake server sees
FUNC_MOVE, then FUNC_WAIT. It also checks that the actor's cell is free and
that its terrain block has blocked cells. port.login_live against the real
server passed (key 133 cm, click 296 cm), and python_game_render_test.sh
passes offline. MT_TEST_MODE=python_ui now adds the 3D surface, so the port
route can be played by hand.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
shenlei
2026-09-23 23:57:34 +09:00
co-authored by Claude Opus 5.5
parent ff0983d3c8
commit 8b4700f008
12 changed files with 627 additions and 46 deletions
+28 -2
View File
@@ -244,9 +244,35 @@ auto CScreen::SetClearStencil(DWORD) -> void
MT_PLATFORM_STUB();
}
auto CScreen::SetCursorPosition(int, int, int, int) -> void
// 40250 GrpScreen.cpp:487, verbatim: the pick ray through the cursor.
void CScreen::SetCursorPosition(int x, int y, int hres, int vres)
{
MT_PLATFORM_STUB();
D3DXVECTOR3 v;
v.x = -(((2.0f * x) / hres) - 1) / ms_matProj._11;
v.y = (((2.0f * y) / vres) - 1) / ms_matProj._22;
v.z = 1.0f;
D3DXMATRIX matViewInverse=ms_matInverseView;
//D3DXMatrixInverse(&matViewInverse, NULL, &ms_matView);
ms_vtPickRayDir.x = v.x * matViewInverse._11 +
v.y * matViewInverse._21 +
v.z * matViewInverse._31;
ms_vtPickRayDir.y = v.x * matViewInverse._12 +
v.y * matViewInverse._22 +
v.z * matViewInverse._32;
ms_vtPickRayDir.z = v.x * matViewInverse._13 +
v.y * matViewInverse._23 +
v.z * matViewInverse._33;
ms_vtPickRayOrig.x = matViewInverse._41;
ms_vtPickRayOrig.y = matViewInverse._42;
ms_vtPickRayOrig.z = matViewInverse._43;
ms_Ray.SetStartPoint(ms_vtPickRayOrig);
ms_Ray.SetDirection(-ms_vtPickRayDir, 51200.0f);
}
auto CScreen::GetCursorPosition(float *, float *, float *) -> bool