Both units are the 40250 bodies; only the PDT-stream draw becomes
UIRenderAddImage (with the rendering mode). SCREEN/COLOR_DODGE were packed as
0x28 (INVDESTALPHA+ONE); 40250 uses INVDESTCOLOR+ONE (0x2A). OnIsType calls the
base OnIsType instead of 40250's recursing IsType. port.grp_resource covers the
quads, UVs, colour and blend mode.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
CPythonNetworkStream::GamePhase throttles RefreshInventory/RefreshSafebox to
one call per 300 ms, so the bag slot could still be empty in the UI when the
test clicked it right after player state changed (~1 in 3 runs failed).
Also drops a leftover debug printf from CWindowManager::RunMouseMove.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
-fno-strict-aliasing on the port targets: 40250 relies on MSVC's lack of
type-based alias analysis (DXTCImage reads Color8888 through DWORD*).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Host-side window records + message queue; WM_SIZE/WM_MOVE/WM_DESTROY sent
synchronously as Win32 does; PostQuitMessage also queues WM_QUIT. 64-bit
pointer casts ADAPTED. port.ms_window.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
TextBar and DibBar verbatim over the FreeType GDI shim (+GetTextExtentPoint32A);
BlockTexture verbatim except Render, which records the clipped quad as a UI
image of the device CPU texture (UIRenderAddImageNamed). Notices now render;
port.text_bar covers block split, pixels, colour, ClearBar and TipBoard clip.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
port.grp_math pins the 40250 conventions: D3DXVec3Rotation applies the
inverse rotation, GetRotationFromMatrix returns negated Z*X*Y angles, and
CGraphicColor defaults to opaque white.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Adds CreateSemaphore/ReleaseSemaphore/WaitForSingleObject/CloseHandle/
SetThreadPriority/_beginthreadex to Win32Crt; port.file_loader_thread covers
the shims, CThread and both the un-Created (40250 live) and Created loader.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
CPythonGraphic::SaveScreenShot queues a readback of the next presented
frame (ScreenShotHost -> VulkanWindow::request_frame); WriteScreenShot runs
the rest of 40250's function verbatim (X8R8G8B8 rows, SaveJPEG, EXIF tag).
jpeg_save is encoded with stb_image_write. SHGetSpecialFolderPath returns
$HOME/Documents (else cwd); CreateDirectory/_access/jpeg_save accept '\\'.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The CSpeedTreeRT stand-in now returns the collision objects stored in
the .spt (12000 section: spheres and cylinders) instead of one fixed trunk
cylinder, and takes leaf texture rects from the 10000 section instead of
hand-picked atlas rects (trees without leaf maps use the frond rect).
SpeedGrass/BoundaryShapeManager are N_A (no 40250 caller).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Copy SoundBase/SoundData/SoundInstance*/SoundManager*/Type from 40250 and
implement the AIL_* calls they make in MilesAil.cpp (2D pan, 3D distance and
listener pan, threaded stream decode, loop counts). The SDL host drains the
mixer. CSoundManager is created/updated/destroyed where 40250 does it and the
old AudioCommands bridge is removed. Port-map MilesLib 142/142 PORTED.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Curve::eval scanned every knot to find the first one past t; long animation
tracks made that the top of CPythonCharacterManager::Deform. Knots are checked
for ascending order at load and unsorted curves keep the linear scan, so the
chosen knot is unchanged. Desktop live game: Deform samples 93 -> 58.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A geometry-cache hit moved every vertex vector out of the cache into the draw
(deep copy of positions/normals/uv/diffuse/indices/bones each frame). The cache
now lends its vectors to the frame's first draw of that geometry and takes them
back in Render3DBeginFrame; later draws of the same key+revision in the frame
(terrain splat layers, shadow-map pass) are marked shared_geometry and carry no
vectors -- the native host looks the GPU geometry up by key+revision, and draw
captures expand them (Render3DExpandSharedGeometry). Index reads reuse a scratch
buffer. Desktop live game: RenderGame rnd 1.7 -> 1.2 ms, no visual change.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Draws recorded inside CPythonApplication::RenderGame are marked Render3DDraw::scene and
drawn by a scene pass compatible with pass_ into a reduced-resolution image, composited
where RenderGame drew; the UI stays full resolution. --render-scale / MT_RENDER_SCALE,
desktop default 1.0 (unchanged path).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
itemdesc_translate_zh.tsv maps the English description/summary text to Chinese (1,788 entries,
every itemdesc row covered). build_zh_locale.py replaces the cells and wraps Chinese into
26-byte lines joined by ' |', which 40250's Western SplitDescription turns into forced line
breaks; the 50307 overlay row is wrapped the same way.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
CShopEx::Buy rejected price 0 as a hack; allow it like CShop::Buy already does.
Rebuilt and deployed game on 203; buying the box for 0 verified.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Server (tools/server/hunt-set, deployed on 203): game patch adds quest function
item.set_attribute (CItem::SetForceAttribute); quest hunt_set turns the unused
ITEM_QUEST 50307 into a per-class box of eight +9 pieces with five max-value
attributes each. Item mall sells it for 2,000,000.
Client locale: name overlay plus whole-row overlays for item_list.txt (gift-box
icon) and itemdesc.txt (build_zh_locale.py ROW_FILES).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The server checks a move only for its distance and speed, so the local
character skips the background-object and map-attribute collision.
Other characters and doors still block it.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
skilldesc.txt takes Longju's name, description and condition columns
and its affect texts where their format arguments match 40250's; a
reviewed overlay fills the gaps and renames the empire languages.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
support_skills_max.quest sets 121/122/124/126-129/131 to their skill_proto
max, the horse to level 30 (skill 130) and the horse skills 137-139 (140 for
assassins), once per character. install.sh adds it to locale_list and
pc.set_skill_level to quest_functions (qc rejects it otherwise), then make.py.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
ring-warp/: ring_warp.quest without use count or cooldown (the ring is never
used up) + install.sh (GBK, make.py, item name 移动戒指).
npc-shops: [page] lines in items.tsv make an extended shop written to
shop_table_ex.txt; item-mall is now 增益 (29) + 道具 (12, incl. 70058 at 1 gold).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
128 literals written directly in the quest sources, outside gameforge.*;
build_zh_quest_inline.py patches them in GBK before make.py (qc) on the server.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
40250 quests say gameforge.<quest>.<key>, loaded by game from
share/locale/<locale>/translate.lua at start. build_zh_translate_lua.py
lays the reviewed data/zh_40250/quest_translate_zh.tsv over the English
file line by line (nested tables kept), re-wraps at the quest window
width, and writes GBK with 0x5C trail bytes doubled. Deployed on 203;
blacksmith dialog shows Chinese.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The character window's tabs and stat labels (VIT/INT/Character Status,
Status/Abilities/...) are baked into locale/<xx>/ui/windows/windows.dds;
the zh build only overlaid text keys, so they stayed English. The folder
is now replaced as a whole (its .sub files index its own atlas).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
tools/server/item-mall-shop becomes tools/server/npc-shops with one
directory per shop (shop.conf + items.tsv) and install.sh <shop dir>.
New mount shop: 35 ride tickets on NPC 20368 (renamed 坐骑商人 via
NPC_NAME -> mob_names.txt) beside the stable boy in a1/b1/c1. Verified
on 203: 35 slots at the drafted prices, bought + used 71114 -> mounted.
zh overlay: 71118 虎坐骑券(黄), 20368 坐骑商人.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Replace the macOS-only AudioToolbox decoder with mt_host::decode_audio: a
RIFF/WAVE PCM parser plus vendored dr_mp3, resampled/remixed to 44.1 kHz
stereo float with SDL_ConvertAudioSamples. macOS and Android now share one
path; the AudioToolbox link is gone.
BGM is no longer cached in clips_ (a 5-minute track is ~100 MB of float):
only the playing track is kept, and a new one decodes on a worker thread
(the pack read stays on the main thread) so map changes do not stall.
host.audio_decode test: synthetic wav layouts + all 1578 pack .wav, 9 pack
.mp3 and 25 Client/BGM .mp3 decode (7060 s of audio in ~3.6 s on M2).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- test/: bgfx/Godot render goldens and compare shots nothing reads any more;
the Granny oracle result m2-numeric.json moves to oracle/
- formats/: only the .spt sniffer was still linked; it moves into
platform/SpeedTreeLib, the rest and tools/map_probe go
- bgm/ duplicated Client/BGM byte for byte; tools/root archived root scripts
that root.epk already holds; extension/src/proto had no build reference
- GEMINI.md duplicated AGENTS.md
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Godot-era batch records move verbatim to docs/archive/PORT-HISTORY.md.
README and THIRD-PARTY no longer mention submodules.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- Untrack build-debug/ and build-asan/ (CMake trees committed by mistake in
c9389431) and ignore them.
- Remove extension/src/net and extension/src/pack (m2dev protocol and XChaCha
pack format, superseded by the ported 40250 code), their 18 unregistered tests
and the net/pack tools, the MT_BUILD_NET_TOOLS probe, and the libsodium and zstd
submodules they alone used.
- The fake login server's classic cipher, sequence table and wire layouts move to
extension/tests/classic/ (still used by port.login_flow, port.packet and the
native client's offline mode).
- Archive Godot/m2dev-era plans under docs/archive/; THIRD-PARTY.md updated.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- MtFrameRate setting (30 / 60 default / display max) as app.Get/SetFrameRateMode,
with a "画面帧率" row injected into the system option dialog (mt_framerate); saved
in the SDL pref path.
- FrameRatePolicy in the live loop: 30 fps after 15 s without input (not while auto
hunting), display switched to 60 Hz unless the highest mode, ADPF
setPreferPowerEfficiency, vsync pacing when the display already runs at the target.
--fps-mode / --idle-fps / --idle-after; --fps-cap / --refresh-rate still pin a test run.
- Perf log: battery current/voltage/power, plugged, fps_mode, idle columns;
perf_summary groups power by mode.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- Auto hunt (client-only): PythonPlayerAutoHunt.cpp + AutoHuntScript.inc as the
embedded mt_autohunt module, AUTO touch button, F9/F8.
- Account registration: tools/40250/register_server.py (rc.d mt_register, :11080)
inserts into account.account; net.RegisterAccount/GetRegisterAccountResult
(PythonAccountRegister.cpp) and the mt_register login-window dialog
(RegisterScript.inc).
- --py-exec also runs in --login-screen mode for scripted login-screen tests.
- Touch controller, window manager and render command updates for the
Android native client.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- FreeType: add the cff/psaux/pshinter modules (from the pinned 2.13.3
tarball, same sha256). Android's only CJK font is the CFF2
NotoSansCJK-Regular.ttc, which the TrueType-only build could not open,
so every Chinese glyph drew as a box.
- Font oversample rounds the UI density up: Android's 1760x800 UI on a
2376x1080 screen is 1.35, which rounded to 1x bilevel glyphs stretched
1.35x. Now 2x anti-aliased glyphs are scaled down. macOS 2.0 unchanged.
- MainActivity: a launcher start (no intent args) opens the login screen
against 192.168.21.203 instead of auto-logging into the in-process fake
server; explicit args still select the fake-server smoke flow.
- build-android-native.sh: ANDROID_SUPPORT_FLEXIBLE_PAGE_SIZES=ON for SDL3
and libmain (LOAD alignment 0x1000 -> 0x4000), with a stamp that
rebuilds a cached pre-flag SDL3. Clears Android's 16 KB compat warning.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
eterpack_pack writes locale packs in the original format (COMPRESS
entries, LZO+TEA index), and build_zh_locale.py packs locale/zh into
locale_zh.eix/.epk registered in pack/Index instead of leaving loose
files.
The reviewed translations for names and keys still in English are
kept apart from the server snapshot in data/zh_40250/*_zh_overlay.txt
(1,607 items, 231 mobs/NPCs, 45 locale_game keys) and override it at
build time. Only YMIR, the coordinate-named warp markers and the empty
TOOLTIP_UNSEAL_LEFT_TIME remain English.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
build-android-native.sh downloads SDL 3.4.16 (sha256-checked), builds
libSDL3.so and libmain.so (native_render + port_platform + embedded
Python) at API 24, and wraps them in the SDLActivity shell under
android-native/ (package org.metin2port.client). push-android-client.sh
copies the 40250 Client directory into the app's files/ with run-as
(--locale XX selects locale_XX.cfg). port_logic links with
--no-dependent-libraries on ELF targets so the verbatim
`#pragma comment(lib, ...)` lines do not break lld.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
mt_codepage implements code pages 874/932/936/949/950/1250-1258 from
Microsoft's bestfit<cp>.txt sources (script/gen_codepage_tables.py,
SHA-256 pinned). Win32Crt's MultiByteToWideChar/WideCharToMultiByte/
IsDBCSLeadByteEx and net/text_codec use it, so the Android API 24 build
no longer depends on iconv. port.codepage checks every table against
its source file.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- CGraphicFontTexture rasterises glyph pages at the swapchain density
(UISetFontOversample, MT_FONT_OVERSAMPLE) with anti-aliased coverage;
metrics, packing and UVs stay the 40250 1x values. Default 1 keeps the
verbatim bilevel path (Godot unchanged).
- native.frag: sharp-bilinear sampling for magnified UI textures.
- Multisampled colour/depth with a resolve into the swapchain (MT_MSAA,
default 4); stats line reports msaa=N.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The 40250 wire structs hold Win32 long (4 bytes) sockets; on LP64 `long`
is 8, so each TShopItemData was too wide and SHOP_SUBHEADER_GC_START/_EX
misread every item after the first. Pin the wire size with a static_assert.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
DXT DDS textures upload the file's own mip levels like 40250
CGraphicImageTexture::CreateDDSTexture (max(1, dwMipMapCount), level i read
at sum(dwLinearSize>>2k), Copy of dwLinearSize>>2i bytes) instead of a
regenerated chain. Non-DDS images keep the D3DX_DEFAULT full chain and mem:
textures get one level. The invented is_ui_tex no-mip rule (icon/, ui/,
locale/, <=128px) is deleted. dxt_decode_test is registered in ctest with
mip-level cases.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Process now runs 40250's render-time / face-count block and sets view
distance set 0 each frame (25600 under 5000 faces, else scaled by render
time, or the forced range). SetForceSightRange and SkipRenderBuffering are
ported from stubs; the invented SetCursorPosition in UpdateGame is removed.
Port-map boilerplate notes replaced; Destroy recorded as DIVERGENT.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
SetGamma, RenderCoolTimeBox, RenderUp/DownButton and GetAvailableMemory are
transliterated from 40250 in place of stubs. The cooldown fan is emitted as
untextured polygon UI commands (native_render + python_ui_surface.gd draw
Bar+quad as a polygon); D3D8 shim gains SetGammaRamp/D3DGAMMARAMP.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The 0.1 s wall-clock waits could fit a single frame under ctest -j3, so the
shopkeeper pick missed about one run in four.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
MapOutdoorRenderHTP.cpp is the full 40250 source behind the native-terrain
gate: no invented texture-0 fallback, first-splat stage-1 ALPHAOP DISABLE,
GetNumTextures() bound, 40250 shadow-pass states (FOGCOLOR white, CLAMP,
TEXTURE1 m_matDynamicShadow). Fixes the white far-terrain band.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Replace the platform_stub skeleton (every member unimplemented) with the 40250 source, so
guild marks in text tails and mark boxes load and draw.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Delete the platform proxy tree renderer and copy SpeedTreeWrapper, SpeedTreeForest,
SpeedTreeForestDirectX8, SpeedTreeConfig.h and VertexShaders.h from 40250. The SDK
SpeedTreeRT.h public API becomes the shim; the closed CSpeedTreeRT is reimplemented in
platform/SpeedTreeLib/SpeedTreeRT.cpp (procedural geometry, static lighting, single LOD,
DIVERGENT). Shims gain the D3D8 vertex shader declaration tokens, D3D_OK,
CreateVertexShader/DeleteVertexShader, ID3DXBuffer/D3DXAssembleShader, MessageBox and
__min/__max.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Replaces the platform_stub skeleton with the 40250 source and mirrors
m_LightManager.Initialize() from 40250 PythonApplication.cpp:1263.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- Texture coordinates: TEXCOORDINDEX generation (camera-space normal /
position / reflection vector, LOCALVIEWER) and D3DTS_TEXTUREn under
TEXTURETRANSFORMFLAGS (incl. PROJECTED) now run in native.vert; the
RecordingDevice CPU uv baking and the sphere-map / multiplicative-shadow
shader hacks are removed. Godot consumer uses Render3DStageTexcoords.
- Lighting: 8 D3D lights in camera space, 1/(a0+a1d+a2d^2) without clamp,
spot cone theta/2 phi/2 with falloff, diffuse/ambient/emissive material
sources, NORMALIZENORMALS, inverse-transpose normal matrix.
- Alpha test compares 8-bit alpha against ALPHAREF with ALPHAFUNC.
- Back-buffer Clear() is recorded in draw order and executed with
vkCmdClearAttachments; render pass clears to 0xff000000.
- D3DVIEWPORT8 (incl. MinZ/MaxZ) is dynamic per-draw state.
- Missing vertex diffuse is opaque white; alpha blend mirrors SRC/DESTBLEND.
- CScreen::ms_clearDepth / ms_diffuseColor initialised to 40250's
1.0f / 0xffffffff (were zero; exposed once clears were executed).
- Capture format v8; --screenshot-out FILE.bmp swapchain readback.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- UserInterface/PythonShop.cpp ported verbatim (shop module, initshop after initfly);
pending stub and module stubs removed.
- 40250 PythonApplicationCursor.cpp and SetMouseHandler moved into the platform
CPythonApplication on file-static members; GetCursorNum out of line, since uishop's
app.GetCursor() dereferenced the missing application object.
- Fake server: general store (npclist 9003) answers CG_ON_CLICK with GC_SHOP START,
CG_SHOP BUY/SELL2/END like CShop::Buy / CShopManager::Sell.
- port.login_flow step 10: click the shopkeeper, right-click buy, drag-sell, ESC close.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The fake server spawns a stray dog outside the village's BANPK safe disc
and answers CG_TARGET/CG_ATTACK with GC_TARGET/GC_DAMAGE_INFO/GC_DEAD.
port.login_flow and python_game_render_test hold the left button on it
(MBF_SMART -> __OnPressActor) until it dies. Adds the host/test helper
PythonBoot::Evaluate / Metin2PythonHost.evaluate.
python_3d_surface: emission is now multiplied by the texture, like
D3D's emissive-then-MODULATE, which removes the grey click-glow quad and
the grey wash on characters. Damage numbers wait on CPythonSystem (4-g).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- UserInterface/PythonIME(+Module) ported verbatim; ime module stubs removed, initime() after initdbg()
- EterLib/IME.cpp in platform/: 40250 buffer/WMChar bodies, IMM/TSF processors no-op; committed
multi-byte text via PythonBoot::UIChar emulating GCS_RESULTSTR
- GameApplicationAdapter RunIME* -> CWindowManager; Godot keys -> ui_ime_key/ui_char
- port.login_flow/login_live type the account through the IME; chat CG_CHAT round-trip on the fake server
- python_game_render_test logs in with Godot key events
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Without MT_PORT_PATH the app runs 40250 system.py on the Python UI and
3D surfaces; MT_PORT_PATH=legacy keeps the GDScript AppFlow. The
smoke/playable live tests stay on legacy, MT_TEST_MODE=python_ui remains
a port alias, and an unset switch falls back to legacy (with a warning)
when the Python host or the 40250 pack is missing.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
GameLib map/area/terrain units, PRTerrainLib Terrain/TextureSet,
PythonBackground(+Module) and ColorTransitionHelper ported verbatim;
pending stand-ins and background module stubs removed. Hand edits:
BeginEnvironment's pointer tag via uintptr_t, LoadWaterMap reads the
file's 32-bit longs. Terrain draw passes stay platform no-ops (Godot
draws the terrain). RecordingDevice gains textures, buffers and render
targets; orthographic draws become UI commands so CPythonMiniMap's
masked tiles show through minimap_image_filter in python_ui_surface.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
EffectLib's 18 units are copied verbatim (Type.h: drop a comment backslash
that clang splices into the next enum line). The remaining Utils stubs get
the 40250 bodies, so .msf fly data resolve relative .mse attachments, and
CPythonResource registers mde/mdatr as 40250 does. login_flow spawns
level_up.mse and sees its particle draws.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Copy PythonSkill.cpp and the EterBase/Poly formula parser verbatim, drop the
pending stand-in and the skill module stub, register initskill() after
initfly() and build CPythonSkill in m_pySkill's place. LoadLocaleData now
loads skilldesc/skilltable. Skill and item icon handles go through
Py_BuildPointer/PyTuple_GetPointer (ILP32 ints truncate 64-bit pointers).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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>
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>
Copy PythonExchange.cpp/PythonExchangeModule.cpp verbatim, drop the pending
stand-in and the exchange module stub, register initTrade() after
initNonPlayer(). The fake server answers CG_EXCHANGE START with the partner's
item + gold and CANCEL with END; port.login_flow drives the exchange round-trip
through the Python exchange/net modules and uiexchange.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Verbatim 40250 CPythonItem and the item Python module replace the
pending stand-in and the module stub; CPythonApplication::Create calls
m_pyItem.Create() in 40250 order. itemGetIconImage returns its handle
through Py_BuildPointer (the ILP32 int truncated it and wndMgr.SetSlot
crashed on the live inventory). CMapManager::GetNormal evaluates
CTerrain::CalculateNormal on the native height tile; the item text-tail
members stay stubs, Pick answering -1 like an empty tail map.
The fake server drops vnum 19 next to the actor at entergame and answers
CG_ITEM_PICKUP with GC_ITEM_GROUND_DEL; login_flow picks it up through
player.PickCloseItem and checks item.SelectItem(19).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Verbatim 40250 GameLib ItemData/ItemManager and UserInterface
PythonNonPlayer(+Module) replace their pending stand-ins and the
nonplayer module stub. LoadLocaleData's body moves into the platform
CPythonApplication stand-in, so the select phase loads item_proto and
mob_proto; CPythonSkill is still pending, so it returns false after the
tables load. login_flow checks item 19 (Sword+9) and mob 101 (Wild Dog),
offline and live.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Verbatim 40250 CServerStateChecker and the ServerStateChecker Python
module replace the stub; PythonBoot owns the instance like
CPythonApplication::m_kServerStateChecker. The fake server gets a state
port that answers CG_STATE_CHECKER the way CInputHandshake and
CInputDB::RespondChannelStatus do; login_flow requests the channel list
after the character list (live: {1: 1, 2: 1}).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The network stream phases, AccountConnector, NetStream/NetDevice/
NetAddress, EterPack*, lzo/tea/cipher/Timer and friends were copied in
2V1/2A but never marked. port_copy diff: 23 exact mechanical copies,
5 with // PORT: edits only; no platform stand-ins. Logic layer 67.9%.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>