Commit Graph
14 Commits
Author SHA1 Message Date
shenleiandClaude Opus 5.5 7358bf444a port: P3-e PythonMiniMap + miniMap module (1:1 40250)
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>
2026-09-24 01:18:57 +09:00
shenleiandClaude Opus 5.5 070a27b2cb port: P3-d PythonTextTail + textTail module (1:1 40250)
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>
2026-09-24 01:10:41 +09:00
shenleiandClaude Opus 5.5 72b19b677d port: P3-c PythonExchange + exchange module (1:1 40250)
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>
2026-09-24 00:59:05 +09:00
shenleiandClaude Opus 5.5 9298500df9 port: PythonItem + item module (batch 2 P3-b)
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>
2026-09-24 00:50:16 +09:00
shenleiandClaude Opus 5.5 f0564a7f12 port: ItemData, ItemManager, PythonNonPlayer + LoadLocaleData (batch 2 P3-a)
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>
2026-09-24 00:36:10 +09:00
shenleiandClaude Opus 5.5 ce9f96398e port: ServerStateChecker + module (batch 2 P2)
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>
2026-09-24 00:27:35 +09:00
shenleiandClaude Opus 5.5 9dcf34dffc port: FlyingData/Instance/ObjectManager/FlyTrace + effect/fly modules (batch 2 P1)
Verbatim copies of the 40250 flying-object units and the effect/fly
Python modules replace the pending CFlyingManager stand-in and the two
module stubs; initeffect/initfly run after initnet as in 40250 and the
flying manager gets the background as its map manager.
CMapManager::GetTerrainHeight is added over the native height tiles.
login_flow checks playersettingmodule registered the indexed fly data.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-24 00:12:19 +09:00
shenleiandClaude Opus 5.5 ff0983d3c8 2V3-a: walk with the keyboard through the ported player chain
PythonPlayer, PythonPlayerInput{,Keyboard,Mouse}, PythonPlayerEventHandler,
PythonPlayerSkill, PythonPlayerModule and GameType are verbatim copies; the
`player` stub module and the pending PythonPlayer/GameType stand-ins are gone.
Unported callees (CPythonSkill, CItemData, CItemManager, CPythonItem, ...) are
pending stubs. 64-bit fixes: emotion icon handles use Py_BuildPointer, and
PyDict_Next takes Py_ssize_t.

The actor did not move because GrannyUpdateModelMatrix passed the model matrix
through. Walk/run motions use constant root-motion extraction
(AccumulationFlags=AccumulationExtracted, LoopTranslation e.g. (0,-300,0) for
the warrior run, same as the .msa Accumulation). libgr2 now reads both fields
from TrackGroups[0], and the runtime moves by LoopTranslation over each
control's local-clock span, blended by control weight. VDA extraction is not
implemented.

port.login_flow presses DIK_UP; the actor walks more than 100 cm, and the fake
server parses CG packets and sees CG_MOVE FUNC_MOVE, then FUNC_WAIT at the new
position. port.login_live against the real server walked 132 cm.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-23 23:41:31 +09:00
shenleiandClaude Opus 5.5 996d793f0c port 2V2-c: chrmgr/chr modules + race registration chain
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>
2026-09-23 18:40:47 +09:00
shenleiandClaude Opus 5.5 62b6e23bfc port 2V2-b: GamePhase dispatch consumes the Entergame burst
PythonNetworkStreamPhaseGame/PhaseGameActor/PhaseGameItem/Command,
NetworkActorManager and PythonChat/PythonChatModule are ported verbatim and
dispatched at runtime; the 2V0 chat stub module is removed and initChat()
runs before initnet() as in 40250. InstanceBase, PythonCharacterManager and
GameLib ActorInstance/RaceData/RaceManager compile but stay TODO until
2V2-c/d wire them.

Units not ported yet get their singletons from PythonBoot's GameSingletons
(CPythonApplication member order) and platform/pending stand-ins generated
by platform_stub.py pending; const char* stand-ins return "".

port.login_flow's fake server now sends the CInputLogin::Entergame order
(actor insert, NPC positions, PHASE_GAME, land list, time, channel, greet
notice, ping) and a TraceError observer asserts no unknown packet header.
port.login_live passes against the real server for 10 s of game phase.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-23 18:20:57 +09:00
shenleiandClaude Opus 5.5 d16fabf61c 2V2-a: game.GameWindow opens after Loading and sends CG_ENTERGAME
The 2V0 stub modules now carry the 40250 module constants (copied from each
module's init function by stub_constants.py) and return zero values shaped like
each reference function's Py_BuildValue, so interfaceModule.MakeInterface runs
through (uiSafebox no longer divides by a zero SAFEBOX_SLOT_Y_COUNT).

UserInterface/StdAfx.h includes Locale.h before GameType.h as the 40250 PCH
does; the reversed order dropped GameType.h's ENABLE_NEW_EQUIPMENT_SYSTEM
branches.

port.login_flow's fake server checks CG_ENTERGAME; port.login_live reaches the
GameWindow on 192.168.21.203.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-23 16:56:23 +09:00
shenleiandClaude Opus 5.5 4d9b800efb 2V1-b/c: PythonNetworkStream phases, AccountConnector and the net module
Port PythonNetworkStream with its HandShake/Login/Select/Loading/Offline
phases, AccountConnector and PythonNetworkStreamModule verbatim; the net
stub goes. PythonBoot creates the network stream, account connector,
player, flying manager and effect manager like CPythonApplication, and
app.Create/Process drive CNetworkDevice and both connectors.

Packet.h long fields become 32-bit LONG; port.packet checks 38
login/select/loading packet sizes against wire_classic.h. Unported units
in the link closure live under platform/pending/ as stand-ins. The macOS
gate now builds all and finds iconv.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-23 15:02:14 +09:00
shenleiandClaude Opus 5.5 141206cb69 2V0-f: run the real system.py app loop in Godot
- 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>
2026-09-23 13:38:13 +09:00
shenandshen 9c30f06083 Register observable 2V0 gameplay stubs through RunApp 2026-09-22 20:05:22 -07:00