--[[-------------------------------------------------------------------------------- ItemSync Framework Author: Derkyle Website: http://www.manaflux.com -----------------------------------------------------------------------------------]] ISYNC_VERSION = 12.4; --version --EMBED ISync = {}; --REALM_NUM ISYNC_REALM_NUM = 0; --GLOBALS ISYNC_LOADYES = 0; ISYNC_VARLOAD = 0; ISYNC_LOADONCE = 0; ISYNC_DB_MAX = 12; --HOOKS local ISync_HookedMoney; local ISync_HookedOnShow; local ISChatRepChk = ""; local SetDB_RepeatChk = ""; local ItemSync_MouseArray = { }; --------------------------------------------------- -- ISync:PrimaryLoad() --------------------------------------------------- function ISync:PrimaryLoad() --display loaded if( DEFAULT_CHAT_FRAME ) then DEFAULT_CHAT_FRAME:AddMessage("|c00A2D96FDerkyle's ItemSync Ver. ["..ISYNC_VERSION.."]|r |cffffffffType: /itemsync /isync /ims /is"); end -- Register our slash command --------------------------------------------------- SLASH_ITEMSYNC1 = "/itemsync"; SLASH_ITEMSYNC2 = "/isync"; SLASH_ITEMSYNC3 = "/ims"; SLASH_ITEMSYNC4 = "/is"; SlashCmdList["ITEMSYNC"] = ISync_SlashCommand; --this is for AxuItemMenus :) Thanks Axu! if (AxuItemMenus_AddConfigToggle) then AxuItemMenus_AddConfigToggle({ id = "isync", -- this appears in my previous snippet default = true, -- feature enabled by default -- consider localizing the following: text = "ItemSync", helptext = "Enable pop-up menus in ItemSync" }); end tinsert(UISpecialFrames, "ISync_MainFrame"); end --------------------------------------------------- -- ISync:OnPrimaryEvent() --------------------------------------------------- function ISync:OnPrimaryEvent(event,arg1,arg2,arg3,arg4,arg5) if( event == "VARIABLES_LOADED" ) then --enable primary data structure if( not ISyncDB ) then ISyncDB = { }; end if( not ISyncDB_Names ) then ISyncDB_Names = { }; end --check favorites if( not ISyncFav ) then ISyncFav = { }; end if( not ISyncFav[UnitName("player")] ) then ISyncFav[UnitName("player")] = { }; end --check for old version, if we are starting fresh add it as current if(ISyncOpt and ISyncOpt.Version) then ISync:SetVar({"ISYNC_VER","OLDVERSION"}, ISyncOpt.Version); ISyncOpt = nil; ISyncOpt = { }; --delete it so we can recreate -- ISync_DBPopUp:Show(); elseif(not ISync:SetVar({"ISYNC_VER","OLDVERSION"}, ISYNC_VERSION, "CHK")) then ISync:SetVar({"ISYNC_VER","OLDVERSION"}, ISYNC_VERSION); -- ISync_DBPopUp:Show(); end --reset GameTooltip.isDisplayDone = nil; GameTooltip.SendtoMods = nil; --options check and set ISync:SetVar({"OPT","PRICE"}, 1); ISync:SetVar({"OPT","VENDOR"}, 1); ISync:SetVar({"OPT","MONEYSET"}, 1); ISync:SetVar({"OPT","ITEMCOUNTDISPLAY"}, 0); ISync:SetVar({"OPT","RARITY_DD"}, "name"); ISync:SetVar({"OPT","SHOWMONEYICONS"}, 0); ISync:SetVar({"OPT","ITEMCOUNT_VALID"}, 0); ISync:SetVar({"OPT","ITEMCOUNT_INVALID"}, 0); ISync:SetVar({"OPT","MINIMAP_SHOW"}, 0); ISync:SetVar({"OPT","MINIMAP_LOC"}, 305); ISync:SetVar({"OPT","TOOLTIPITEMICONS"}, 1); ISync:SetVar({"OPT","LINKFETCH"}, 0); ISync:SetVar({"OPT","MOUSEOVERINSPECT"}, 1); --layout ISync:SetVar({"LAYOUT","GOLD"}, "|c00FFFFFF%s|r|c00E2CD54"..ISYNC_OPTGOLD1.."|r "); ISync:SetVar({"LAYOUT","SILVER"}, "|c00FFFFFF%s|r|c00AEAEAE"..ISYNC_OPTSILVER1.."|r "); ISync:SetVar({"LAYOUT","COPPER"}, "|c00FFFFFF%s|r|c00D7844D"..ISYNC_OPTCOPPER1.."|r"); --alerts ISync:SetVar({"ALERT","QUALITY"}, 0); ISync:SetVar({"ALERT","INVALID"}, 0); --mods ISync:SetVar({"MOD","AMAS"}, 0); ISync:SetVar({"MOD","AUCTIONEER"}, 0); ISync:SetVar({"MOD","REAGENTINFO"}, 0); --filters ISync:SetVar({"FILTERS",0}, 1); ISync:SetVar({"FILTERS",1}, 1); ISync:SetVar({"FILTERS",2}, 1); ISync:SetVar({"FILTERS",3}, 1); ISync:SetVar({"FILTERS",4}, 1); ISync:SetVar({"FILTERS",5}, 1); --bagview ISync:SetVar({"BAGVIEW","SHOWSTACKED"}, 1); ISync:SetVar({"BAGVIEW","SHOWNIL"}, 0); ISync:SetVar({"BAGVIEW","SORT_VALUE"}, 1); ISync:SetVar({"BAGVIEW","SORT_RARITY"}, 0); --required refresh for new items ISync:SetVar({"REQUIRED","REFRESH"}, 0); --check for data if (not ISync:GrabDataProfile() ) then ISYNC_LOADYES = 0; DEFAULT_CHAT_FRAME:AddMessage("|c00A2D96FItemSync:|r |cffffffffNo profile could be generated. ItemSync has been halted.|r"); else ISYNC_LOADYES = 1; ISYNC_REALM_NUM = ISync:GrabDataProfile(); end--if (not ISync:GrabDataProfile() ) then ISync:Fav_DD_Load(); ISync:MiniMapButton_Init(); elseif( event == "PLAYER_TARGET_CHANGED" ) then --check first if(ISYNC_LOADYES == 1) then if(not UnitIsUnit("target", "player") and UnitIsPlayer("target") ) then ISync:InspectTarget("target"); end end --mouseover elseif( event == "UPDATE_MOUSEOVER_UNIT" ) then --check first if(ISYNC_LOADYES == 1) then --check to see if the user allowed it if(ISync:SetVar({"OPT","MOUSEOVERINSPECT"}, 1, "COMPARE")) then if(not UnitIsUnit("mouseover", "player") and UnitIsPlayer("mouseover") ) then ISync:InspectTarget("mouseover"); end end end --the inventory has been updated so lets check it again elseif( event == "UNIT_INVENTORY_CHANGED" ) then if(ISYNC_LOADYES == 1 and arg1 == "player" ) then ISync_CoreFrame.unitinvchanged = .2; end --bank frame opened so lets scan that too elseif( event == "BANKFRAME_OPENED" ) then if(ISYNC_LOADYES == 1) then ISync:ScanBank(); end --scan auction window elseif( event == "AUCTION_ITEM_LIST_UPDATE" ) then if(ISYNC_LOADYES == 1) then ISync:ScanAuction(); end --scan merchant window elseif( event == "MERCHANT_SHOW" ) then if(ISYNC_LOADYES == 1) then ISync:MerchantMoneyScan(this); end if(ISYNC_LOADYES == 1) then ISync:VendorScan(); end if(ISYNC_LOADYES == 1) then ISync:BV_Refresh(); end --scan tooltip money elseif( event == "BAG_UPDATE" ) then if(ISYNC_LOADYES == 1) then ISync_CoreFrame.bagupdate = .2; end elseif ( event == "PLAYER_ENTERING_WORLD" ) then if(ISYNC_LOADYES == 1 and ISYNC_LOADONCE == 0) then ---VERSION CHECKS ---------------------------------------------------------- ISync:SetVar({"ISYNC_VER","VERSION"}, ISYNC_VERSION); --create if it doesn't exist --check update if(tonumber(ISync:SetVar({"ISYNC_VER","VERSION"}, ISYNC_VERSION)) < ISYNC_VERSION) then ISync:CleanupDB(nil, nil); --force it ISync:SetVar({"ISYNC_VER","VERSION"}, ISYNC_VERSION, "TRUE"); end ---------------------------------------------------------- ISync:InspectTarget("player"); ISync:ScanInv(); ISync:ItemDisplay_Update(); ISYNC_LOADONCE = 1; end --rest else --send to parse, it's chat information to be parsed --since sometimes chat informations loves to send doubles lets check for that if(ISYNC_LOADYES == 1 and arg1) then --check for repeats if(ISChatRepChk ~= event..arg1) then ISChatRepChk = event..arg1; ISync:ProcessLinks(arg1, "CHAT", nil, nil); end end end--end event checks end --------------------------------------------------- -- ISync:OnUpdateTriggered() --------------------------------------------------- function ISync:OnUpdateTriggered(elapsed) --BAG_UPDATE if(ISync_CoreFrame.bagupdate) then --update the laspe ISync_CoreFrame.bagupdate = ISync_CoreFrame.bagupdate - elapsed; --check if the timer ran out if ( ISync_CoreFrame.bagupdate <= 0 ) then ISync:BV_Refresh(); ISync_CoreFrame.bagupdate = nil; end end --UNIT_INVENTORY_CHANGED if(ISync_CoreFrame.unitinvchanged) then --update the laspe ISync_CoreFrame.unitinvchanged = ISync_CoreFrame.unitinvchanged - elapsed; --check if the timer ran out if ( ISync_CoreFrame.unitinvchanged <= 0 ) then --inspect user and inventory ISync:InspectTarget("player"); ISync:ScanInv(); ISync:BV_Refresh(); ISync_CoreFrame.unitinvchanged = nil; end end end ----------------------------------------------------------------------------------------------------- ----------------------------------------------------------------------------------------------------- ----------------------------------------------------------------------------------------------------- ----------------------------------------------------------------------------------------------------- ----------------------------------------------------------------------------------------------------- ----------------------------------------------------------------------------------------------------- --------------------------------------------------- -- ISync:ProcessLinks() --------------------------------------------------- function ISync:ProcessLinks(sText, sEvent, sVendorPrice, sVendorQty) if(ISYNC_LOADYES == 0) then return nil; end --don't run if the profile didn't load if(not sText) then return nil; end --no data no parsing if(not ISyncDB) then return nil; end --the database should have been created if(not ISyncDB[ISYNC_REALM_NUM]) then return nil; end --don't even bother --locals local item, name, color, sPL, xPL1, xPL2; --do the loop for color, item, name in string.gfind(sText, "|c(%x+)|Hitem:(%d+:%d+:%d+:%d+)|h%[(.-)%]|h|r") do --make sure we have data to process if( color and item and name ) then sPL = string.gsub(item, "^(%d+):(%d+):(%d+):(%d+)$", "%1:0:%3:0"); xPL1 = string.gsub(item, "^(%d+):(%d+):(%d+):(%d+)$", "%1"); xPL2 = string.gsub(item, "^(%d+):(%d+):(%d+):(%d+)$", "%3"); if(not sPL or not xPL1 or not xPL2) then return nil; end --don't bother xPL1 = tonumber(xPL1); xPL2 = tonumber(xPL2); --sometimes in chat the information isnt grabbed because not been clicked on --but we can get around this by setting it to the tooltip ----------------------------------------------------------------------- if(sEvent and sEvent == "CHAT") then local name_X, link_X, quality_X, minLevel_X, class_X, subclass_X, maxStack_X, equipType_X, iconTexture_X = GetItemInfo("item:"..sPL); if(not name_X) then ISync_MainFrame.TooltipButton = this:GetID(); GameTooltip:SetOwner(this, "ANCHOR_RIGHT"); GameTooltip:SetHyperlink("item:"..sPL); GameTooltip:Hide(); end end ----------------------------------------------------------------------- --grab the info local name_X, link_X, quality_X, minLevel_X, class_X, subclass_X, maxStack_X, equipType_X, iconTexture_X = GetItemInfo("item:"..sPL); --check if(name_X and link_X and quality_X and ISync:SetVar({"FILTERS",quality_X}, 1, "COMPARE")) then --if we don't have it then add it if(not ISync:FetchDB(xPL1, "chk")) then --check for SPOOFS if(not ISync:CheckSpoof(item, equipType_X, quality_X)) then return nil; end --add the item ISync:SetDB(xPL1, "subitem", xPL2); ISync:SetDB(xPL1, "quality", quality_X); --parse it ISync:Do_Parse(UIParent, ISyncTooltip, xPL1, link_X); --check if we have it as a subitem, if not add it elseif(xPL2 ~= 0 and not ISync:FetchDB(xPL1, "subitem", xPL2)) then ISync:SetDB(xPL1, "subitem", xPL2); end--if(not ISync:FetchDB(name_X, "item")) then ------------------------------------------------- --VENDOR INFORMATION if(sVendorPrice or sVendorQty) then --check vendor stuff if(sVendorPrice) then ISync:SetDB(xPL1, "vendor", sVendorPrice); end if(sVendorQty) then ISync:SetDB(xPL1, "vendorqty", sVendorQty); end end ------------------------------------------------- end--if(name_X) then end--if( color and item and name ) then end--for color, item, name end --------------------------------------------------- -- ISync:CheckSpoof() -- This code is inspired by Brodrick --------------------------------------------------- --sLink cannot have itemid: in the front function ISync:CheckSpoof(sLink, sEquipT, sQuality) --check if(not sLink or not sEquipT or not sQuality) then return nil; end --folks were starting to use empty values to create spoofs. if(sLink == "0:0:0:0") then return nil; end --grab the item information based on it's string id local _, _, sItemID, sEnchant, sItemStat, sSetBonus = string.find( sLink, "(%d+):(%d+):(%d+):(%d+)" ); --make sure if(not sEnchant or not sItemID or not sItemStat) then return nil; end --grab array of items that can't have items stats local ChkItem = { [""] = 2, ["INVTYPE_TRINKET"] = 2, ["INVTYPE_AMMO"] = 2, ["INVTYPE_THROWN"] = 2, ["INVTYPE_BAG"] = 2, ["INVTYPE_TABARD"] = 2, ["INVTYPE_BODY"] = 2, --INVTYPE_BODY is not INVTYPE_CHEST or INVTYPE_ROBE ["INVTYPE_HOLDABLE"] = 1, ["INVTYPE_FINGER"] = 1, ["INVTYPE_WAIST"] = 1, } --first check the stats if ( sItemStat and tonumber(sItemStat) > 0 ) then --check quality, greens, blues and one epic are allowed to have 'of the' only if ( sQuality ~= 2 and sQuality ~= 3 and sItemID ~= "20039" ) then --20039: is dark iron boots which is an exception --error this item is invalid return nil return nil; --only certain items can have bonues 'of the' elseif( ChkItem[sEquipT] == 2 ) then --error this item is invalid return nil return nil; end end --check for enchants if ( sEnchant and tonumber(sEnchant) > 0 ) then --only armor and weapons can have enchants if ( ChkItem[sEquipT] ) then return nil; end end --everything checks out so return true return 1; end ----------------------------------------------------------------------------------------------------- ----------------------------------------------------------------------------------------------------- ----------------------------------------------------------------------------------------------------- ----------------------------------------------------------------------------------------------------- ----------------------------------------------------------------------------------------------------- ----------------------------------------------------------------------------------------------------- --------------------------------------------------- -- ISync:InspectTarget() --------------------------------------------------- function ISync:InspectTarget(sTarget) if(sTarget == "mouseover") then --we don't want to check the user over and over and over again local sName = UnitName(sTarget); --get their name local sGetTime = GetTime(); --get current time local sLastScan = ItemSync_MouseArray[sName]; --get last time scanned if any if ( sLastScan and sGetTime - sLastScan < 120 ) then --check if we have scanned them anytime soon return nil; --we did so return nil end --initiate if not there ItemSync_MouseArray.iCount = (ItemSync_MouseArray.iCount or 0); if(ItemSync_MouseArray.iCount and ItemSync_MouseArray.iCount < 0) then ItemSync_MouseArray.iCount = 0; end --we didn't so lets add them to the array --first fix the array if we have exceeded our limit if( ItemSync_MouseArray.iCount > 100 ) then --clean array for xKey, xVar in ItemSync_MouseArray do if(xKey ~= "iCount") then if(xVar and (GetTime() - xVar) > 120) then --time expired so lets remove ItemSync_MouseArray[xKey] = nil; ItemSync_MouseArray.iCount = ItemSync_MouseArray.iCount - 1; --decrease end end end end --if for some reason it's still bigger then limit, then reset it. We don't want a memory leak. if(ItemSync_MouseArray.iCount > 100) then ItemSync_MouseArray = nil; ItemSync_MouseArray = { }; end ItemSync_MouseArray[sName] = GetTime(); ItemSync_MouseArray.iCount = (ItemSync_MouseArray.iCount or 0) + 1; end--if(sTarget == "mouseover") then for i = 1, 19, 1 do local link = GetInventoryItemLink(sTarget, i); if( link ) then ISync:ProcessLinks(link, nil, nil, nil) end end--for i = 1, 19, 1 do end --------------------------------------------------- -- ISync:ScanInv() --------------------------------------------------- function ISync:ScanInv() local bagid, size, slotid, link; for bagid=0,NUM_BAG_FRAMES,1 do size = GetContainerNumSlots(bagid); if( size ) then for slotid = size, 1, -1 do link = GetContainerItemLink(bagid, slotid); if( link ) then ISync:ProcessLinks(link, nil, nil, nil); end end end end end --------------------------------------------------- -- ISync:ScanBank() --------------------------------------------------- function ISync:ScanBank() local bagid, size, slotid, link; --Bank Container size = GetContainerNumSlots(BANK_CONTAINER); for slotid = size, 1, -1 do link = GetContainerItemLink(BANK_CONTAINER, slotid); if( link ) then ISync:ProcessLinks(link, nil, nil, nil); end end --Bank Bag Containers for bagid= NUM_BAG_SLOTS + 1, (NUM_BAG_SLOTS + NUM_BANKBAGSLOTS), 1 do size = GetContainerNumSlots(bagid); if( size ) then for slotid = size, 1, -1 do link = GetContainerItemLink(bagid, slotid); if( link ) then ISync:ProcessLinks(link, nil, nil, nil); end end end end end --------------------------------------------------- -- ISync:ScanAuction() --------------------------------------------------- function ISync:ScanAuction() local numBatchAuctions, totalAuctions = GetNumAuctionItems("list"); local auctionid; local link; if( numBatchAuctions > 0 ) then for auctionid = 1, numBatchAuctions do link = GetAuctionItemLink("list", auctionid); if( link ) then ISync:ProcessLinks(link, nil, nil, nil); end end end end --------------------------------------------------- -- ISync:VendorScan() --------------------------------------------------- function ISync:VendorScan() --only do if merchant window is opened if(not MerchantFrame:IsVisible()) then return nil; end local numMerchantItems = GetMerchantNumItems(); local name, texture, price, quantity, numAvailable, isUsable; for i=1, MERCHANT_ITEMS_PER_PAGE, 1 do local index = (((MerchantFrame.page - 1) * MERCHANT_ITEMS_PER_PAGE) + i); if ( index <= numMerchantItems ) then name, texture, price, quantity, numAvailable, isUsable = GetMerchantItemInfo(index); --get the link for the item local link = GetMerchantItemLink(index) --if there is a link, quantity, and a price then set it to be stored with --vendor price and information if (link and quantity and price) then ISync:ProcessLinks(link, nil , price, quantity); --for some reason there isn't any so lets just add it anyways elseif (link) then ISync:ProcessLinks(link, nil, nil, nil); end end--if ( index <= numMerchantItems ) then end--for i=1, MERCHANT_ITEMS_PER_PAGE, 1 do end --------------------------------------------------- -- ISync:MerchantMoneyScan() --------------------------------------------------- function ISync:MerchantMoneyScan(frame) local costOfItem; GameTooltip:Hide(); for bag=0,NUM_BAG_FRAMES do for slot=1,GetContainerNumSlots(bag) do local link = GetContainerItemLink(bag, slot); if (link and link ~= "") then --get the name of the link local sID = ISync:GetCoreID(link); if(sID) then --reset ISYNC_ITEMCOST = 0; costOfItem = 0; --we had to change it to gametooltip because that is what is processing the money GameTooltip:SetBagItem(bag, slot); --set the bag slot to grab tooltip --hide again GameTooltip:Hide(); local texture, itemCount, locked, quality, readable = GetContainerItemInfo(bag, slot); if( itemCount and itemCount > 0 and tonumber(ISYNC_ITEMCOST)) then --anything divided by 1 is itself costOfItem = floor(ISYNC_ITEMCOST / itemCount); end if(costOfItem and costOfItem ~= 0 and tonumber(costOfItem)) then ISync:SetDB(sID, "price", costOfItem); elseif(tonumber(costOfItem) and costOfItem < 1) then --it equals zero so lets put n for the nosellprice to show ISync:SetDB(sID, "price", -1); end end--if(sName) then end--if (link and link ~= "") then end--for slot=1,GetContainerNumSlots(bag) do end--for bag=0,NUM_BAG_FRAMES do end ----------------------------------------------------------------------------------------------------- ----------------------------------------------------------------------------------------------------- ----------------------------------------------------------------------------------------------------- ----------------------------------------------------------------------------------------------------- ----------------------------------------------------------------------------------------------------- ----------------------------------------------------------------------------------------------------- --------------------------------------------------- -- ISync:FetchDB() --------------------------------------------------- function ISync:FetchDB(sID, SDelimiter, sCompare) if(not sID or not SDelimiter) then return nil; end if(not ISyncDB) then return nil; end if(not ISyncDB[ISYNC_REALM_NUM]) then return nil; end if(not ISyncDB[ISYNC_REALM_NUM][sID]) then return nil; end if(ISYNC_LOADYES == 0) then return nil; end if(not tonumber(sID)) then return nil; end --only allow numbers to store sID = tonumber(sID); --convert to number if(SDelimiter == "chk") then return 1; end --set the delimiters if(SDelimiter == "quality") then SDelimiter = 1; elseif(SDelimiter == "price") then SDelimiter = 2; elseif(SDelimiter == "wl") then SDelimiter = 3; elseif(SDelimiter == "wt") then SDelimiter = 4; elseif(SDelimiter == "ts") then SDelimiter = 5; elseif(SDelimiter == "at") then SDelimiter = 6; elseif(SDelimiter == "st") then SDelimiter = 7; elseif(SDelimiter == "level") then SDelimiter = 8; elseif(SDelimiter == "vendor") then SDelimiter = 9; elseif(SDelimiter == "vendorqty") then SDelimiter = 10; elseif(SDelimiter == "idchk") then SDelimiter = 11; elseif(SDelimiter == "subitem") then SDelimiter = 12; else return nil; end local sArray = ISync:SplitData(ISyncDB[ISYNC_REALM_NUM][sID], "°"); --convert to strings if(sCompare and type(sCompare) ~= "string") then sCompare = tostring(sCompare); end --do loop for i = 1, ISYNC_DB_MAX do --check if(i == SDelimiter) then --make sure we have something to return and that its --not the subitems array if(sArray and sArray[i] and i ~= 12) then --12 = subitems --we have something now check to see if we want to compare if(sCompare) then --check compare if(sArray[i] == sCompare) then return sArray[i]; else return nil; end --we don't want to compare so just send regular else return sArray[i]; end --there was an error return nil; --it is the subitems they want elseif(sArray and sArray[i] and i == 12) then --12 = subitems --check if we have an empty if(sArray[i] == "0" or tonumber(sArray[i]) and tonumber(sArray[i]) == 0) then return nil; end local yArray = ISync:SplitData(sArray[12], "º"); --12 = subitems --check if we are comparing if(sCompare) then --loop for sKey, sVar in yArray do if(sVar == sCompare) then return sVar; end end --there was an error return nil; else if(not yArray) then return nil; else return yArray; end end --there was an error return nil; --something went wrong else return nil; end--if(sArray and sArray[i] and i ~= 12) break; --break out of for loop end--if(i == SDelimiter) then end--for i = 1, ISYNC_DB_MAX do --return empty space return nil; end --------------------------------------------------- -- ISync:SetDB() --------------------------------------------------- function ISync:SetDB(sID, SDelimiter, sValue, sOpt) if(not sID or not SDelimiter or not sValue) then return nil; end if(not ISyncDB) then return nil; end if(not ISyncDB[ISYNC_REALM_NUM]) then return nil; end if(ISYNC_LOADYES == 0) then return nil; end if(not tonumber(sID)) then return nil; end --only allow numbers to store sID = tonumber(sID); --convert to number --check for repeating to add to db, this causes lag --------------------------------------------- local sSdx = ""; if(sID) then sSdx = sSdx..tostring(sID); end if(SDelimiter) then sSdx = sSdx..tostring(SDelimiter); end if(sValue) then sSdx = sSdx..tostring(sValue); end if(sOpt) then sSdx = sSdx..tostring(sOpt); end if(sSdx == SetDB_RepeatChk) then return nil; end SetDB_RepeatChk = sSdx; --set it --------------------------------------------- --check the filter if(SDelimiter and SDelimiter == "quality" and tonumber(sValue)) then if(not ISync:SetVar({"FILTERS",tonumber(sValue)}, 1, "COMPARE")) then return nil; end end --set the delimiters if(SDelimiter == "quality") then SDelimiter = 1; elseif(SDelimiter == "price") then SDelimiter = 2; elseif(SDelimiter == "wl") then SDelimiter = 3; elseif(SDelimiter == "wt") then SDelimiter = 4; elseif(SDelimiter == "ts") then SDelimiter = 5; elseif(SDelimiter == "at") then SDelimiter = 6; elseif(SDelimiter == "st") then SDelimiter = 7; elseif(SDelimiter == "level") then SDelimiter = 8; elseif(SDelimiter == "vendor") then SDelimiter = 9; elseif(SDelimiter == "vendorqty") then SDelimiter = 10; elseif(SDelimiter == "idchk") then SDelimiter = 11; elseif(SDelimiter == "subitem") then SDelimiter = 12; else return nil; end --since we use a string we must convert numerics to strings as well if(type(sValue) == "number") then sValue = tostring(sValue); end --create if doesn't exist if(not ISyncDB[ISYNC_REALM_NUM][sID]) then ISyncDB[ISYNC_REALM_NUM][sID] = 0; --increment ISync:SetVar({"OPT","ITEMCOUNT_VALID"},(tonumber(ISync:SetVar({"OPT","ITEMCOUNT_VALID"},0))+1), "TRUE"); ISync:ItemDisplay_Update(); --set that we require a refresh if we have a new item if(ISync_SortIndex) then ISync:SetVar({"REQUIRED","REFRESH"}, 1, "TRUE"); end end local sArray = ISync:SplitData(ISyncDB[ISYNC_REALM_NUM][sID], "°"); local finalStr = ""; local subItemStr; ---------------------------------------------- --before we continue lets fix the subitems if we have too --basically this is to remove a value from the array ;) if(sArray and sArray[12] and SDelimiter == 12 and sOpt and string.upper(sOpt) == "TRUE") then local yArray = ISync:SplitData(sArray[12], "º"); --loop for sKey, sVar in yArray do if(not subItemStr and sVar ~= sValue) then subItemStr = sVar; elseif(subItemStr and sVar ~= sValue) then subItemStr = subItemStr.."º"..sVar; end end --if nothing then default if(not subItemStr) then subItemStr = 0; end --change the value to store it below and store back into array sArray[12] = subItemStr; sValue = subItemStr; elseif(sArray and sArray[12] and SDelimiter == 12 and sOpt and string.upper(sOpt) == "REPLACE") then --they want to replace the entire subitem string sArray[12] = sValue; --else just add to end elseif(sArray and sArray[12] and SDelimiter == 12 and not sOpt) then --check if we have this already in the array local yArray = ISync:SplitData(sArray[12], "º"); --loop for sKey, sVar in yArray do if(sVar == sValue) then return nil; --don't do it cause we have this # already end end --save the array for processing local sOld = sArray[12]; --check for empty (in case were starting off) if(sOld == "0" or tonumber(sOld) and tonumber(sOld) == 0) then sValue = sValue; --update value to be stored below sArray[12] = sValue; --update array else sValue = sOld.."º"..sValue; --update value to be stored below sArray[12] = sOld.."º"..sValue; --update array end sOld = nil; --reset end ---------------------------------------------- --do loop for i = 1, ISYNC_DB_MAX do --do not add the delimiter to the end duh if(i ~= ISYNC_DB_MAX) then --if the delimiter matches then replace if(i == SDelimiter) then finalStr = finalStr..sValue.."°"; else --if it doesn't then check for old and add, if not then add zero if(sArray and sArray[i]) then finalStr = finalStr..sArray[i].."°"; else finalStr = finalStr.."0°"; end end --it does equal the last --don't add a delimiter at end else --if the delimiter matches then replace if(i == SDelimiter) then finalStr = finalStr..sValue; else --if it doesn't then check for old and add, if not then add zero if(sArray and sArray[i]) then finalStr = finalStr..sArray[i]; else finalStr = finalStr.."0"; end end end--if(i ~= ISYNC_DB_MAX) then end--for i = 1, ISYNC_DB_MAX do --store it ISyncDB[ISYNC_REALM_NUM][sID] = finalStr; --reset sArray = nil; if(yArray) then yArray = nil; end --return value and delimiter num return SDelimiter, sValue; end --------------------------------------------------- -- ISync:SplitData() --------------------------------------------------- function ISync:SplitData(sData, sDelimiter) --first check for data if(not sData) then return nil; end --now check for a delimiter if(not sDelimiter) then return nil; end --make sure the data is a string if (type(sData) ~= "string") then return nil; end local list = {} local pos = 1 if strfind("", sDelimiter, 1) then -- this would result in endless loops end while 1 do local first, last = strfind(sData, sDelimiter, pos) if first then -- found? --do not insert empty values if(strsub(sData, pos, first-1) ~= "") then tinsert(list, strsub(sData, pos, first-1)) end pos = last+1 else --do not insert empty values if(strsub(sData, pos) ~= "") then tinsert(list, strsub(sData, pos)) end break end end return list end ----------------------------------------------------------------------------------------------------- ----------------------------------------------------------------------------------------------------- ----------------------------------------------------------------------------------------------------- ----------------------------------------------------------------------------------------------------- ----------------------------------------------------------------------------------------------------- ----------------------------------------------------------------------------------------------------- --------------------------------------------------- -- ISync:SlashCommand --------------------------------------------------- function ISync_SlashCommand(msg) if (msg == nil) then if(ISYNC_LOADYES == 1) then ISync:MainFrame_Binding(); end return nil; end local num, offset, command, args = string.find (msg, "^(%w+)%s*(.*)$"); if (command == nil) then if(ISYNC_LOADYES == 1) then ISync:MainFrame_Binding(); end return nil; --the user is preforming a search elseif (string.lower(command) == "search" and args ~= nil or args ~= "") then if(ISync.SF_Reset and ISync_TextEditBox and ISYNC_LOADYES == 1 ) then --reset first ISync:SF_Reset(); ISync_TextEditBox:SetText(args); ISYNC_SHOWSEARCH_CHK = 1; --only show if it's hidden if ( not ISync_MainFrame:IsVisible() ) then ISync_MainFrame:Show(); end ISync:Main_Refresh(); end --the user is preforming a search (with just s instead of search) elseif (string.lower(command) == "s" and args ~= nil or args ~= "") then if(ISync.SF_Reset and ISync_TextEditBox and ISYNC_LOADYES == 1 ) then --reset first ISync:SF_Reset(); ISync_TextEditBox:SetText(args); ISYNC_SHOWSEARCH_CHK = 1; --only show if it's hidden if ( not ISync_MainFrame:IsVisible() ) then ISync_MainFrame:Show(); end ISync:Main_Refresh(); end --the user is preforming a search elseif (string.lower(command) == "itemid") then ISync:ItemIDSearch_Binding(); --the user is preforming a search elseif (string.lower(command) == "fav" or string.lower(command) == "favorites") then if(ISYNC_LOADYES == 1) then ISync:FavFrame_Binding(); end --the user is reseting the windows elseif (string.lower(command) == "resetwindow") then getglobal("ISync_MainFrame"):ClearAllPoints(); getglobal("ISync_MainFrame"):SetPoint("CENTER", UIParent, "CENTER", 0, 0); getglobal("ISync_BV_Frame"):ClearAllPoints(); getglobal("ISync_BV_Frame"):SetPoint("CENTER", UIParent, "CENTER", 0, 0); getglobal("ISync_ItemIDFrame"):ClearAllPoints(); getglobal("ISync_ItemIDFrame"):SetPoint("CENTER", UIParent, "CENTER", 0, 0); getglobal("ISync_ID_Frame"):ClearAllPoints(); getglobal("ISync_ID_Frame"):SetPoint("CENTER", UIParent, "CENTER", 0, 0); getglobal("ISync_FavFrame"):ClearAllPoints(); getglobal("ISync_FavFrame"):SetPoint("CENTER", UIParent, "CENTER", 400, 0); getglobal("ISync_OptionsFrame"):ClearAllPoints(); getglobal("ISync_OptionsFrame"):SetPoint("CENTER", UIParent, "CENTER", 400, 0); getglobal("ISync_FiltersFrame"):ClearAllPoints(); getglobal("ISync_FiltersFrame"):SetPoint("CENTER", UIParent, "CENTER", 400, 0); getglobal("ISync_SearchFrame"):ClearAllPoints(); getglobal("ISync_SearchFrame"):SetPoint("CENTER", UIParent, "CENTER", 400, 0); getglobal("ISync_HelpFrame"):ClearAllPoints(); getglobal("ISync_HelpFrame"):SetPoint("CENTER", UIParent, "CENTER", 400, 0); --the user is preforming a search elseif (string.lower(command) == "help") then if( DEFAULT_CHAT_FRAME ) then DEFAULT_CHAT_FRAME:AddMessage("|c00FFFF00ItemSync Ver. ["..ISYNC_VERSION.."]|r"); DEFAULT_CHAT_FRAME:AddMessage("|c00FFFF00/itemsync, /isync, /ims, /is, /bagview, /bv, /bagv|r"); DEFAULT_CHAT_FRAME:AddMessage("|c00FFFF00 |r"); DEFAULT_CHAT_FRAME:AddMessage("|c00FFFF00ItemSync "..ISYNC_BT_SEARCH..": /is search itemname, /is s itemname|r"); DEFAULT_CHAT_FRAME:AddMessage("|c00FFFF00ItemSync "..ISYNC_BT_ITEMID..": /is itemid|r"); DEFAULT_CHAT_FRAME:AddMessage("|c00FFFF00ItemSync "..ISYNC_BT_FAVORITES..": /is fav, /is favorites|r"); DEFAULT_CHAT_FRAME:AddMessage("|c00FFFF00ItemSync "..ISYNC_SLASHRESETWINDOWS..": /is resetwindow|r"); end else if(ISYNC_LOADYES == 1) then ISync:MainFrame_Binding(); end end end ----------------------------------------------------------------------------------------------------- ----------------------------------------------------------------------------------------------------- ----------------------------------------------------------------------------------------------------- ----------------------------------------------------------------------------------------------------- ----------------------------------------------------------------------------------------------------- ----------------------------------------------------------------------------------------------------- --MODDERS NEED TO UPDATE! THESE FUNCTIONS WILL BE REMOVED IN FUTURE UPDATES OF ITEMSYNC! --hookback functions (THESE ARE OLD AND SHOULD BE REMOVED BY MODDERS) --ISync:SetData() function ISync:SetData(sID, SDelimiter, sValue, sOpt) --users the numbered system if(tonumber(sID)) then return ISync:SetDB(sID, SDelimiter, sValue, sOpt); --uses old names else for index, value in ISyncDB_Names do if(string.lower(sID) == string.lower(sID)) then return ISync:SetDB(sID, SDelimiter, sValue, sOpt); end--if(string.lower(value) == string.lower(text)) then end end return nil; end --ISync:GetData() function ISync:GetData(sID, SDelimiter, sOpt) --users the numbered system if(tonumber(sID)) then return ISync:FetchDB(sID, SDelimiter, sOpt); --uses old names else for index, value in ISyncDB_Names do if(string.lower(sID) == string.lower(sID)) then return ISync:FetchDB(sID, SDelimiter, sOpt); end--if(string.lower(value) == string.lower(text)) then end end return nil; end