Files
mtgodot-poc/audit/port-map/EterLib/GrpScreen.cpp.json
T
shenleiandClaude Opus 5.5 8b4700f008 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>
2026-09-23 23:57:34 +09:00

152 lines
3.2 KiB
JSON

{
"reference": "EterLib/GrpScreen.cpp",
"reference_sha256": "3efb287b5acc846f557ade7b828fa76026699a393407d1f0151f5fd5e1dcbebc",
"priority": "P4",
"contracts": [],
"functions": {
"CScreen::RenderLine3d": {
"status": "TODO"
},
"CScreen::RenderBox3d": {
"status": "TODO"
},
"CScreen::RenderBar3d": {
"status": "TODO"
},
"CScreen::RenderGradationBar3d": {
"status": "TODO"
},
"CScreen::RenderLineCube": {
"status": "TODO"
},
"CScreen::RenderCube": {
"status": "TODO"
},
"CScreen::RenderLine2d": {
"status": "TODO"
},
"CScreen::RenderBox2d": {
"status": "TODO"
},
"CScreen::RenderBar2d": {
"status": "TODO"
},
"CScreen::RenderGradationBar2d": {
"status": "TODO"
},
"CScreen::RenderCircle2d": {
"status": "TODO"
},
"CScreen::RenderCircle3d": {
"status": "TODO"
},
"CScreen::RenderD3DXMesh": {
"status": "TODO"
},
"CScreen::RenderSphere": {
"status": "TODO"
},
"CScreen::RenderCylinder": {
"status": "TODO"
},
"CScreen::RenderTextureBox": {
"status": "TODO"
},
"CScreen::RenderBillboard": {
"status": "TODO"
},
"CScreen::DrawMinorGrid": {
"status": "TODO"
},
"CScreen::DrawGrid": {
"status": "TODO"
},
"CScreen::SetCursorPosition": {
"status": "ADAPTED",
"impl": [
"extension/src/platform/EterLib/GrpScreen.cpp:CScreen::SetCursorPosition"
],
"test": "extension/tests/port_login_flow_test.cpp",
"note": "40250 body verbatim in the platform layer (pick ray through the cursor)."
},
"CScreen::GetCursorPosition": {
"status": "TODO"
},
"CScreen::GetCursorXYPosition": {
"status": "TODO"
},
"CScreen::GetCursorZPosition": {
"status": "TODO"
},
"CScreen::GetPickingPosition": {
"status": "TODO"
},
"CScreen::SetDiffuseColor": {
"status": "TODO"
},
"CScreen::SetClearColor": {
"status": "TODO"
},
"CScreen::SetClearDepth": {
"status": "TODO"
},
"CScreen::SetClearStencil": {
"status": "TODO"
},
"CScreen::ClearDepthBuffer": {
"status": "TODO"
},
"CScreen::Clear": {
"status": "TODO"
},
"CScreen::IsLostDevice": {
"status": "TODO"
},
"CScreen::RestoreDevice": {
"status": "TODO"
},
"CScreen::Begin": {
"status": "TODO"
},
"CScreen::End": {
"status": "TODO"
},
"CScreen::Show": {
"status": "TODO"
},
"CScreen::ProjectPosition": {
"status": "TODO"
},
"CScreen::UnprojectPosition": {
"status": "TODO"
},
"CScreen::SetColorOperation": {
"status": "TODO"
},
"CScreen::SetDiffuseOperation": {
"status": "TODO"
},
"CScreen::SetBlendOperation": {
"status": "TODO"
},
"CScreen::SetOneColorOperation": {
"status": "TODO"
},
"CScreen::SetAddColorOperation": {
"status": "TODO"
},
"CScreen::Identity": {
"status": "TODO"
},
"CScreen::CScreen": {
"status": "TODO"
},
"CScreen::~CScreen": {
"status": "TODO"
},
"CScreen::BuildViewFrustum": {
"status": "TODO"
}
}
}