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>
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Claude Opus 5.5
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@@ -36,7 +36,11 @@ long CPythonGraphic::GenerateColor(float r, float g, float b, float a) { return
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void CPythonGraphic::RenderUpButton(float, float, float, float) { MT_PLATFORM_STUB(); }
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void CPythonGraphic::RenderDownButton(float, float, float, float) { MT_PLATFORM_STUB(); }
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bool CPythonGraphic::SaveScreenShot(const char*) { MT_PLATFORM_STUB(); return false; }
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void CPythonGraphic::SetCursorPosition(int, int) { MT_PLATFORM_STUB(); }
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// 40250 PythonGraphic.cpp:52.
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void CPythonGraphic::SetCursorPosition(int x, int y)
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{
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CScreen::SetCursorPosition(x, y, ms_iWidth, ms_iHeight);
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}
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DWORD CPythonGraphic::GetAvailableMemory() { MT_PLATFORM_STUB(); return 0; }
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void CPythonGraphic::SetGamma(float) { MT_PLATFORM_STUB(); }
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