feat: server-synced bag sort, fix world map continent bounds, update docs

Inventory sort: clicking "Sort Bags" now generates CMSG_SWAP_ITEM packets
to move items server-side (one swap per frame to avoid race conditions).
Client-side sort runs immediately for visual preview; server swaps follow.
New Inventory::computeSortSwaps() computes minimal swap sequence using
selection-sort permutation on quality→itemId→stackCount comparator.

World map: fix continent bounds derivation that used intersection (max/min)
instead of union (min/max) of child zone bounds, causing continent views
to display zoomed-in/clipped.

Update README.md and docs/status.md with current features, release info,
and known gaps (v1.8.2-preview, 664 opcode handlers, NPC voices, bag
independence, CharSections auto-detect, quest GO server limitation).
This commit is contained in:
Kelsi 2026-03-24 09:24:09 -07:00
parent 62e99da1c2
commit c18720f0f0
7 changed files with 145 additions and 22 deletions

View file

@ -224,6 +224,92 @@ void Inventory::sortBags() {
}
}
std::vector<Inventory::SwapOp> Inventory::computeSortSwaps() const {
// Build a flat list of (bag, slot, item) entries matching the same traversal
// order as sortBags(): backpack first, then equip bags in order.
struct Entry {
uint8_t bag; // WoW bag address: 0xFF=backpack, 19+i=equip bag i
uint8_t slot; // WoW slot address: 23+i for backpack, slotIndex for bags
uint32_t itemId;
ItemQuality quality;
uint32_t stackCount;
};
std::vector<Entry> entries;
entries.reserve(BACKPACK_SLOTS + NUM_BAG_SLOTS * MAX_BAG_SIZE);
for (int i = 0; i < BACKPACK_SLOTS; ++i) {
entries.push_back({0xFF, static_cast<uint8_t>(23 + i),
backpack[i].item.itemId, backpack[i].item.quality,
backpack[i].item.stackCount});
}
for (int b = 0; b < NUM_BAG_SLOTS; ++b) {
for (int s = 0; s < bags[b].size; ++s) {
entries.push_back({static_cast<uint8_t>(19 + b), static_cast<uint8_t>(s),
bags[b].slots[s].item.itemId, bags[b].slots[s].item.quality,
bags[b].slots[s].item.stackCount});
}
}
// Build a sorted index array using the same comparator as sortBags().
int n = static_cast<int>(entries.size());
std::vector<int> sortedIdx(n);
for (int i = 0; i < n; ++i) sortedIdx[i] = i;
// Separate non-empty items and empty slots, then sort the non-empty items.
// Items are sorted by quality desc -> itemId asc -> stackCount desc.
// Empty slots go to the end.
std::stable_sort(sortedIdx.begin(), sortedIdx.end(), [&](int a, int b) {
bool aEmpty = (entries[a].itemId == 0);
bool bEmpty = (entries[b].itemId == 0);
if (aEmpty != bEmpty) return bEmpty; // non-empty before empty
if (aEmpty) return false; // both empty: preserve order
// Both non-empty: same comparator as sortBags()
if (entries[a].quality != entries[b].quality)
return static_cast<int>(entries[a].quality) > static_cast<int>(entries[b].quality);
if (entries[a].itemId != entries[b].itemId)
return entries[a].itemId < entries[b].itemId;
return entries[a].stackCount > entries[b].stackCount;
});
// sortedIdx[targetPos] = sourcePos means the item currently at sourcePos
// needs to end up at targetPos. We use selection-sort-style swaps to
// permute current positions into sorted order, tracking where items move.
// posOf[i] = current position of the item that was originally at index i
std::vector<int> posOf(n);
for (int i = 0; i < n; ++i) posOf[i] = i;
// invPos[p] = which original item index is currently sitting at position p
std::vector<int> invPos(n);
for (int i = 0; i < n; ++i) invPos[i] = i;
std::vector<SwapOp> swaps;
for (int target = 0; target < n; ++target) {
int need = sortedIdx[target]; // original index that should be at 'target'
int cur = invPos[target]; // original index currently at 'target'
if (cur == need) continue; // already in place
// Skip swaps between two empty slots
if (entries[cur].itemId == 0 && entries[need].itemId == 0) continue;
int srcPos = posOf[need]; // current position of the item we need
// Emit a swap between position srcPos and position target
swaps.push_back({entries[srcPos].bag, entries[srcPos].slot,
entries[target].bag, entries[target].slot});
// Update tracking arrays
posOf[cur] = srcPos;
posOf[need] = target;
invPos[srcPos] = cur;
invPos[target] = need;
}
return swaps;
}
void Inventory::populateTestItems() {
// Equipment
{

View file

@ -363,10 +363,10 @@ void WorldMap::loadZonesFromDBC() {
cont.locTop = z.locTop; cont.locBottom = z.locBottom;
first = false;
} else {
cont.locLeft = std::max(cont.locLeft, z.locLeft);
cont.locRight = std::min(cont.locRight, z.locRight);
cont.locTop = std::max(cont.locTop, z.locTop);
cont.locBottom = std::min(cont.locBottom, z.locBottom);
cont.locLeft = std::min(cont.locLeft, z.locLeft);
cont.locRight = std::max(cont.locRight, z.locRight);
cont.locTop = std::min(cont.locTop, z.locTop);
cont.locBottom = std::max(cont.locBottom, z.locBottom);
}
}
}

View file

@ -1138,12 +1138,30 @@ void InventoryScreen::renderBagWindow(const char* title, bool& isOpen,
ImGui::Spacing();
ImGui::Separator();
// Sort Bags button — client-side reorder by quality/type
if (ImGui::SmallButton("Sort Bags")) {
inventory.sortBags();
}
if (ImGui::IsItemHovered()) {
ImGui::SetTooltip("Sort all bag slots by quality (highest first),\nthen by item ID, then by stack size.");
// Sort Bags button — compute swaps, apply client-side preview, queue server packets
{
bool sorting = !sortSwapQueue_.empty();
if (sorting) ImGui::BeginDisabled();
if (ImGui::SmallButton(sorting ? "Sorting..." : "Sort Bags")) {
// Compute the swap operations before modifying local state
auto swaps = inventory.computeSortSwaps();
// Apply local preview immediately
inventory.sortBags();
// Queue server-side swaps (one per frame)
for (auto& s : swaps)
sortSwapQueue_.push_back(s);
}
if (sorting) ImGui::EndDisabled();
if (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled)) {
ImGui::SetTooltip("Sort all bag slots by quality (highest first),\nthen by item ID, then by stack size.");
}
// Process one queued swap per frame
if (!sortSwapQueue_.empty() && gameHandler_) {
auto op = sortSwapQueue_.front();
sortSwapQueue_.pop_front();
gameHandler_->swapContainerItems(op.srcBag, op.srcSlot, op.dstBag, op.dstSlot);
}
}
if (moneyCopper > 0) {