Copy PythonTextTail.cpp/PythonTextTailModule.cpp verbatim, drop the pending
stand-in and the textTail module stub, register initTextTail() after
initChat() and call CPythonTextTail::Initialize() in Create as 40250 does.
Implement CScreen::ProjectPosition/UnprojectPosition (were stubs) with
D3DXVec3Project/Unproject, and ApplicationStringTable_GetString(DWORD) over
UserInterface.rc's English string table. port.login_flow projects the ground
item's name tail in an ALT frame and picks it back by screen position.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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>
EterLib/StateManager.cpp and GrpBase.cpp ported verbatim. CGraphicDevice::Create builds a platform
IDirect3DDevice8 that keeps the device state and records every Draw* call as a Render3DDraw
(vertices decoded by FVF, strips/fans expanded, textures, world/view/proj, blend/depth/light state).
The 40250 camera (__UpdateCamera, SetCenterPosition, ...) and the Process order
(__UpdateCamera -> OnCameraUpdate -> OnUIUpdate -> Begin/SetInterfaceRenderState/OnUIRender/End)
are in place; CScreen Begin/End, CPythonGraphic render states and CCullingManager::Process matrix
updates are verbatim. port.login_flow asserts a textured, lit character draw under the RH
perspective with every vertex on screen; offline and live pass.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Implement the Granny SDK 2.11 API the client uses on top of libgr2
(platform/EterGrnLib/GrannyRuntime.cpp, shim granny.h declared from the
SDK header): file sections, type-definition vertex conversion, material
textures by Usage, mesh/bone bindings, deformer, control clock/loop/ease
and weighted SRT sampling. Port EterGrnLib (LODController, Material, Mesh,
Model, ModelInstance*, Motion, Thing, ThingInstance, Util) plus EterLib
GrpObjectInstance/GrpCollisionObject/CollisionData verbatim and drop their
platform skeletons and pending stand-ins; register the gr2 resource
factory; vertex/index buffers are CPU-side until the 2V2-e render adapter.
app.UpdateGame/RenderGame now run 40250's bodies, reaching the
CPythonApplication members through their singletons (the platform has no
app object); CPythonGraphic joins GameSingletons in member order, and
GetMousePosition reads the host cursor.
port.login_flow asserts the main instance's PART_MAIN model has meshes,
its diffuse image loaded and the WAIT motion moves the bones between
frames; offline and live pass, port_gate macos PASS.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
PythonCharacterManagerModule/PythonCharacterModule ported verbatim; the
2V0 chr/chrmgr stubs are gone and initchr/initchrmgr run in 40250 order.
The registration chain they need (RaceData/RaceDataFile/RaceManager/
RaceMotionData, GameType, AttributeData/AttributeInstance, TextFileLoader,
Util, Camera/CameraProcedure) is ported; CRaceManager is created in
PythonBoot. port.login_flow asserts race 0 has its wait motions and no
unhandled packet header; port.login_live 8/8 against 192.168.21.203.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
CGraphicText, CGraphicFontTexture and CGraphicDib are the 40250 bodies
verbatim; CGraphicTextInstance is verbatim except that its D3D draws become
UI render commands (one image quad per glyph, Bar for cursor/underline).
- platform/Win32Gdi.cpp: the GDI subset those files call, over vendored
FreeType 2.13.3, following GDI's LOGFONT cell height, win metrics and gasp
rules; system font lookup with substitute and CJK fallback faces
- Win32Crt: MultiByteToWideChar / WideCharToMultiByte (UTF-8 and 1252 by
hand, other code pages through iconv)
- CGraphicImageTexture memory textures: glyph pages reach Godot as
"mem:<id>@<revision>"; Metin2PythonHost.memory_texture + Canvas cache
- Util.cpp code page / font face table, SetDefaultCodePage at boot,
DefaultFont_* block, fnt resource type, GetMaxTextureWidth/Height
- TextTag, StringCodec, Arabic, Vietnamese copied from 40250
- tests: port.text (Tahoma 12 metrics, alignment, CP949), port.app_loop
and python_host_test.gd now check glyph quads instead of text commands
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- system.py runs app.Loop() on the script fiber; each UIUpdate is one
CPythonApplication::Process(). Logo -> Login, popup ESC/click and
app.Exit teardown (launcher cleared first, as in 40250 Main) work.
- Image commands are base-texture quads with UVs (a .sub shares its parent
texture); ImageInstance/ExpandedImageInstance OnRender and SetRenderingRect
ported verbatim, so scale/rotation/rendering rect are drawn.
- CGraphicBase::GetColor / grp.GenerateColor ported (ThinBoard background).
- port.app_loop test, python_host_test app-loop checks, MT_TEST_MODE=python_ui.
- TODO: .fnt/CGraphicText font pipeline, ExpandedImage blend modes.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- Mirror the remaining non-Python 2V3 closure headers (98 more, 173 total): EffectLib,
EterGrnLib, SpeedTreeLib, SphereLib, PRTerrainLib, EterImageLib, EterBase/Poly, cipher/tea,
EterLib Grp*/IME/Input/MSWindow/StateManager, GameLib actor/map/race headers, EterPack.
- SDK shims: granny.h, SpeedTreeRT.h, imm.h, Dimm.h (the SDK MIDL header, not mirrored),
dinput/d3dx8 additions; D3D8 render-state enums, FVF macros and the COM resource hierarchy;
more Win32 GDI/handle types with layout static_asserts.
- PORT edits for MSVC-permissive code (typename, friend visibility, <algorithm>, pointer→uintptr_t)
and PRTerrainLib/StdAfx.h dropping the ScriptLib/Python include.
- port_logic links the vendored cryptopp/minilzo.
- extension/src/platform: port_platform target with 103 generated stub files (1917 function
stubs, 146 static members) from the new platform_stub.py (clang -ast-dump-filter);
MT_PLATFORM_STUB() marks every unimplemented body. libmtgodot links port_platform and
port_gate.sh builds it.
Gate: macOS, Android, iOS, Windows (mingw) PASS; Linux BLOCKED (no toolchain).
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>