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:
co-authored by
Claude Opus 5.5
parent
ff0983d3c8
commit
8b4700f008
@@ -3,6 +3,7 @@
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// (docs/PORT-PLAN.md).
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#include "UserInterface/StdAfx.h"
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#include "UserInterface/PythonBackground.h"
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#include "UserInterface/InstanceBase.h"
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#include "EterLib/StateManager.h"
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#include "../../PlatformStub.h"
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@@ -107,16 +108,143 @@ CPythonBackground::~CPythonBackground()
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MT_PLATFORM_STUB();
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}
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auto CPythonBackground::CheckAdvancing(CInstanceBase *) -> bool
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// 40250 PythonBackground.cpp:547-608, verbatim. No map objects are registered with CCullingManager until
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// CMapOutdoor is ported, so the checkers see no opponent and advancing is never blocked.
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struct CollisionChecker
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{
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MT_PLATFORM_STUB();
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return mt_platform_stub_return<bool>();
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bool isBlocked;
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CInstanceBase* pInstance;
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CollisionChecker(CInstanceBase* pInstance) : pInstance(pInstance), isBlocked(false) {}
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void operator () (CGraphicObjectInstance* pOpponent)
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{
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if (isBlocked)
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return;
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if (!pOpponent)
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return;
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if (pInstance->IsBlockObject(*pOpponent))
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isBlocked=true;
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}
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};
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struct CollisionAdjustChecker
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{
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bool isBlocked;
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CInstanceBase* pInstance;
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CollisionAdjustChecker(CInstanceBase* pInstance) : pInstance(pInstance), isBlocked(false) {}
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void operator () (CGraphicObjectInstance* pOpponent)
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{
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if (!pOpponent)
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return;
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if (pInstance->AvoidObject(*pOpponent))
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isBlocked=true;
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}
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};
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bool CPythonBackground::CheckAdvancing(CInstanceBase * pInstance)
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{
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if (!IsMapReady())
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return true;
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Vector3d center;
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float radius;
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pInstance->GetGraphicThingInstanceRef().GetBoundingSphere(center,radius);
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CCullingManager & rkCullingMgr = CCullingManager::Instance();
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CollisionAdjustChecker kCollisionAdjustChecker(pInstance);
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rkCullingMgr.ForInRange(center, radius, &kCollisionAdjustChecker);
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if (kCollisionAdjustChecker.isBlocked)
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{
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CollisionChecker kCollisionChecker(pInstance);
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rkCullingMgr.ForInRange(center, radius, &kCollisionChecker);
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if (kCollisionChecker.isBlocked)
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{
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pInstance->BlockMovement();
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return true;
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}
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else
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{
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pInstance->NEW_MoveToDestPixelPositionDirection(pInstance->NEW_GetDstPixelPositionRef());
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}
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return false;
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}
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return false;
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}
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auto CPythonBackground::GetPickingPointWithRayOnlyTerrain(const CRay &, D3DXVECTOR3 *) -> bool
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namespace
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{
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MT_PLATFORM_STUB();
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return mt_platform_stub_return<bool>();
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// 40250 CMapOutdoor::__PickTerrainHeight (MapOutdoor.cpp:448), marching the ray against the terrain height.
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// PORT: CMapOutdoor is not ported; the terrain is the native CMapManager height map, and GetTerrainNum/
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// GetTerrainPointer become "the map is ready" (GetHeight reads the height tile under the point).
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bool PickTerrainHeight(CMapManager& rkMap, float& fPos, const D3DXVECTOR3& v3Start, const D3DXVECTOR3& v3End, float fStep,
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float fRayRange, float fLimitRange, D3DXVECTOR3* pv3Pick)
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{
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D3DXVECTOR3 v3CurPos;
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float fRayRangeInv=1.0f/fRayRange;
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while (fPos < fRayRange && fPos<fLimitRange)
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{
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D3DXVec3Lerp(&v3CurPos, &v3Start, &v3End, fPos*fRayRangeInv);
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float fMultiplier = 1.0f;
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if (rkMap.IsMapReady())
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{
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// PORT: PR_FLOAT_TO_INT is x87 fistp (round to nearest) corrected down, i.e. floor.
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int ix = int(std::floor(v3CurPos.x)), iy = int(std::floor(fabs(v3CurPos.y)));
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float fMapHeight = rkMap.GetHeight(float(ix), float(iy));
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if ( fMapHeight >= v3CurPos.z)
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{
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*pv3Pick = v3CurPos;
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return true;
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}
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else
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{
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fMultiplier = fMAX(1.0f, 0.01f * ( v3CurPos.z - fMapHeight ) );
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}
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}
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fPos += fStep * fMultiplier;
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}
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return false;
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}
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}
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// 40250 CMapOutdoor::GetPickingPointWithRayOnlyTerrain (MapOutdoor.cpp:549).
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bool CPythonBackground::GetPickingPointWithRayOnlyTerrain(const CRay & rRay, D3DXVECTOR3 * v3IntersectPt)
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{
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bool bTerrainPick = false;
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D3DXVECTOR3 v3TerrainPick;
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D3DXVECTOR3 v3Start, v3End, v3Dir;
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float fRayRange;
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rRay.GetStartPoint(&v3Start);
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rRay.GetDirection(&v3Dir, &fRayRange);
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rRay.GetEndPoint(&v3End);
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float fPos = 0.0f;
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bTerrainPick=true;
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if (!PickTerrainHeight(*this, fPos, v3Start, v3End, 5.0f, fRayRange, 5000.0f, &v3TerrainPick))
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if (!PickTerrainHeight(*this, fPos, v3Start, v3End, 10.0f, fRayRange, 10000.0f, &v3TerrainPick))
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if (!PickTerrainHeight(*this, fPos, v3Start, v3End, 100.0f, fRayRange, 100000.0f, &v3TerrainPick))
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bTerrainPick=false;
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if (bTerrainPick)
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{
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*v3IntersectPt = v3TerrainPick;
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return true;
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}
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return false;
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}
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// 40250 CMapOutdoor::GetPickingPointWithRay (MapOutdoor.cpp:484).
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// PORT: the object pick (FGetPickingPoint over CCullingManager) needs CMapOutdoor's area objects; only the
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// terrain half runs until the map is ported.
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bool CPythonBackground::GetPickingPointWithRay(const CRay & rRay, D3DXVECTOR3 * v3IntersectPt)
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{
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return GetPickingPointWithRayOnlyTerrain(rRay, v3IntersectPt);
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}
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// 40250 PythonBackground.cpp:173 (CPythonApplication::RenderGame's SetPerspective); m_pkMap stays null
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@@ -207,8 +335,8 @@ void CPythonBackground::Initialize()
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CMapManager::Initialize();
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}
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auto CPythonBackground::GetPickingPoint(D3DXVECTOR3 *) -> bool
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// 40250 PythonBackground.cpp:263 → CMapOutdoor::GetPickingPoint (MapOutdoor.cpp:443): the cursor ray.
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bool CPythonBackground::GetPickingPoint(D3DXVECTOR3 * v3IntersectPt)
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{
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MT_PLATFORM_STUB();
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return mt_platform_stub_return<bool>();
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return GetPickingPointWithRay(ms_Ray, v3IntersectPt);
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}
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