module 'info' CreateFrame('GameTooltip', 'AuxTooltip', nil, 'GameTooltipTemplate') AuxTooltip:SetScript('OnTooltipAddMoney', function() this.money = arg1 end) do local inventory_index_map = { INVTYPE_AMMO = {0}, INVTYPE_HEAD = {1}, INVTYPE_NECK = {2}, INVTYPE_SHOULDER = {3}, INVTYPE_BODY = {4}, INVTYPE_CHEST = {5}, INVTYPE_ROBE = {5}, INVTYPE_WAIST = {6}, INVTYPE_LEGS = {7}, INVTYPE_FEET = {8}, INVTYPE_WRIST = {9}, INVTYPE_HAND = {10}, INVTYPE_FINGER = {11, 12}, INVTYPE_TRINKET = {13, 14}, INVTYPE_CLOAK = {15}, INVTYPE_2HWEAPON = {16, 17}, INVTYPE_WEAPONMAINHAND = {16, 17}, INVTYPE_WEAPON = {16, 17}, INVTYPE_WEAPONOFFHAND = {16, 17}, INVTYPE_HOLDABLE = {16, 17}, INVTYPE_SHIELD = {16, 17}, INVTYPE_RANGED = {18}, INVTYPE_RANGEDRIGHT = {18}, INVTYPE_TABARD = {19}, } function public.inventory_index(slot) return unpack(inventory_index_map[slot] or tt) end end function public.container_item(bag, slot) for link in present(GetContainerItemLink(bag, slot)) do local item_id, suffix_id, unique_id, enchant_id = parse_link(link) local item_info = item(item_id, suffix_id, unique_id, enchant_id) local texture, count, locked, quality, readable, lootable = GetContainerItemInfo(bag, slot) -- quality not working? local tooltip, tooltip_money = tooltip(function(tooltip) tooltip:SetBagItem(bag, slot) end) local max_charges = max_item_charges(item_id) local charges = max_charges and item_charges(tooltip) local aux_quantity = charges or count return { item_id = item_id, suffix_id = suffix_id, unique_id = unique_id, enchant_id = enchant_id, link = link, itemstring = item_info.itemstring, item_key = item_id..':'..suffix_id, name = item_info.name, texture = texture, level = item_info.level, type = item_info.type, subtype = item_info.subtype, slot = item_info.slot, quality = item_info.quality, max_stack = item_info.max_stack, count = count, locked = locked, readable = readable, lootable = lootable, tooltip = tooltip, tooltip_money = tooltip_money, max_charges = max_charges, charges = charges, aux_quantity = aux_quantity, } end end function public.auction_sell_item() for name, texture, count, quality, usable, vendor_price in GetAuctionSellItemInfo do return { name = name, texture = texture, quality = quality, count = count, usable = usable, vendor_price = vendor_price, -- it seems for charge items this is always the price for full charges } end end function public.auction(index, query_type) query_type = query_type or 'list' for link in present(GetAuctionItemLink(query_type, index)) do local item_id, suffix_id, unique_id, enchant_id = parse_link(link) local item_info = item(item_id, suffix_id, unique_id, enchant_id) local name, texture, count, quality, usable, level, start_price, min_increment, buyout_price, high_bid, high_bidder, owner, sale_status = GetAuctionItemInfo(query_type, index) local duration = GetAuctionItemTimeLeft(query_type, index) local tooltip, tooltip_money = tooltip(function(tooltip) tooltip:SetAuctionItem(query_type, index) end) local max_charges = max_item_charges(item_id) local charges = max_charges and item_charges(tooltip) local aux_quantity = charges or count local blizzard_bid = high_bid > 0 and high_bid or start_price local bid_price = high_bid > 0 and (high_bid + min_increment) or start_price return { item_id = item_id, suffix_id = suffix_id, unique_id = unique_id, enchant_id = enchant_id, link = link, itemstring = item_info.itemstring, item_key = item_id..':'..suffix_id, search_signature = join(temp-{item_id, suffix_id, enchant_id, start_price, buyout_price, bid_price, aux_quantity, duration, query_type == 'owner' and high_bidder or (high_bidder and 1 or 0), _g.aux_ignore_owner and (is_player(owner) and 0 or 1) or (owner or '?')}, ':'), sniping_signature = join(temp-{item_id, suffix_id, enchant_id, start_price, buyout_price, aux_quantity, _g.aux_ignore_owner and (is_player(owner, true) and 0 or 1) or (owner or '?')}, ':'), name = name, texture = texture, level = item_info.level, type = item_info.type, subtype = item_info.subtype, slot = item_info.slot, quality = quality, max_stack = item_info.max_stack, count = count, start_price = start_price, high_bid = high_bid, min_increment = min_increment, blizzard_bid = blizzard_bid, bid_price = bid_price, buyout_price = buyout_price, unit_blizzard_bid = blizzard_bid / aux_quantity, unit_bid_price = bid_price / aux_quantity, unit_buyout_price = buyout_price / aux_quantity, high_bidder = high_bidder, owner = owner, sale_status = sale_status, duration = duration, usable = usable, tooltip = tooltip, tooltip_money = tooltip_money, max_charges = max_charges, charges = charges, aux_quantity = aux_quantity, } end end function public.bid_update(auction_record) auction_record.high_bid = auction_record.bid_price auction_record.blizzard_bid = auction_record.bid_price auction_record.min_increment = min_bid_increment(auction_record.bid_price) auction_record.bid_price = auction_record.bid_price + auction_record.min_increment auction_record.unit_blizzard_bid = auction_record.blizzard_bid / auction_record.aux_quantity auction_record.unit_bid_price = auction_record.bid_price / auction_record.aux_quantity auction_record.high_bidder = 1 auction_record.search_signature = join(temp-{auction_record.item_id, auction_record.suffix_id, auction_record.enchant_id, auction_record.start_price, auction_record.buyout_price, auction_record.bid_price, auction_record.aux_quantity, auction_record.duration, 1, _g.aux_ignore_owner and (is_player(auction_record.owner) and 0 or 1) or (auction_record.owner or '?')}, ':') end function public.set_tooltip(itemstring, owner, anchor) GameTooltip:SetOwner(owner, anchor) GameTooltip:SetHyperlink(itemstring) end function public.set_shopping_tooltip(slot) local index1, index2 = inventory_index(slot) local tooltips = tt if index1 then local tooltip = tooltip(function(tooltip) tooltip:SetInventoryItem('player', index1) end) if getn(tooltip) > 0 then tinsert(tooltips, tooltip) end end if index2 then local tooltip = tooltip(function(tooltip) tooltip:SetInventoryItem('player', index2) end) if getn(tooltip) > 0 then tinsert(tooltips, tooltip) end end if tooltips[1] then tinsert(tooltips[1], 1, -temp-object('left_text', 'Currently Equipped', 'left_color', -temp-list(.5, .5, .5))) ShoppingTooltip1:SetOwner(GameTooltip, 'ANCHOR_BOTTOMRIGHT') load_tooltip(ShoppingTooltip1, tooltips[1]) ShoppingTooltip1:Show() ShoppingTooltip1:SetPoint('TOPLEFT', GameTooltip, 'TOPRIGHT', 0, -10) end if tooltips[2] then tinsert(tooltips[2], 1, -temp-object('left_text', 'Currently Equipped', 'left_color', -temp-list(.5, .5, .5))) ShoppingTooltip2:SetOwner(ShoppingTooltip1, 'ANCHOR_BOTTOMRIGHT') load_tooltip(ShoppingTooltip2, tooltips[2]) ShoppingTooltip2:Show() ShoppingTooltip2:SetPoint('TOPLEFT', ShoppingTooltip1, 'TOPRIGHT') end end function public.tooltip_match(entry, tooltip) return any(tooltip, function(line) local left_match = line.left_text and strupper(line.left_text) == strupper(entry) local right_match = line.right_text and strupper(line.right_text) == strupper(entry) return left_match or right_match end) end function public.tooltip_find(pattern, tooltip) local count = 0 for _, line in tooltip do if line.left_text and strfind(line.left_text, pattern) then count = count + 1 end if line.right_text and strfind(line.right_text, pattern) then count = count + 1 end end return count end function public.load_tooltip(frame, tooltip) frame:ClearLines() for _, line in tooltip do if line.right_text then frame:AddDoubleLine(line.left_text, line.right_text, line.left_color[1], line.left_color[2], line.left_color[3], line.right_color[1], line.right_color[2], line.right_color[3]) else frame:AddLine(line.left_text, line.left_color[1], line.left_color[2], line.left_color[3], true) end end for i=1,getn(tooltip) do -- TODO why is this needed? _g[frame:GetName()..'TextLeft'..i]:SetJustifyH('LEFT') _g[frame:GetName()..'TextRight'..i]:SetJustifyH('LEFT') end end function public.display_name(item_id, no_brackets, no_color) for item_info in present(item(item_id)) do local name = item_info.name if not no_brackets then name = '['..name..']' end if not no_color then name = select(4, GetItemQualityColor(item_info.quality))..name..FONT_COLOR_CODE_CLOSE end return name end end function public.auctionable(tooltip, quality, lootable) local durability, max_durability = durability(tooltip) return not lootable and (not quality or quality < 6) and not tooltip_match(ITEM_BIND_ON_PICKUP, tooltip) and not tooltip_match(ITEM_BIND_QUEST, tooltip) and not tooltip_match(ITEM_SOULBOUND, tooltip) and (not tooltip_match(ITEM_CONJURED, tooltip) or tooltip_find(ITEM_MIN_LEVEL, tooltip) > 1) and not (durability and durability < max_durability) end function public.tooltip(setter) AuxTooltip:SetOwner(UIParent, 'ANCHOR_NONE') AuxTooltip.money = 0 setter(AuxTooltip) AuxTooltip:Show() local tooltip = t for i=1,AuxTooltip:NumLines() do tinsert(tooltip, { left_text = _g['AuxTooltipTextLeft'..i]:GetText(), left_color = {_g['AuxTooltipTextLeft'..i]:GetTextColor()}, right_text = _g['AuxTooltipTextRight'..i]:IsVisible() and _g['AuxTooltipTextRight'..i]:GetText(), right_color = {_g['AuxTooltipTextRight'..i]:GetTextColor()}, }) end return tooltip, AuxTooltip.money end function item_charges(tooltip) for _, line in tooltip do local pattern = '^'..gsub(gsub(ITEM_SPELL_CHARGES_P1, '%%d', '(%%d+)'), '%%%d+%$d', '(%%d+)')..'$' local _, _, left_charges_string = strfind(line.left_text or '', pattern) local _, _, right_charges_string = strfind(line.right_text or '', pattern) local charges = tonumber(left_charges_string) or tonumber(right_charges_string) if charges then return charges end end return 1 end do local data = { -- wizard oil [20744] = 5, [20746] = 5, [20750] = 5, [20749] = 5, -- mana oil [20745] = 5, [20747] = 5, [20748] = 5, -- discombobulator [4388] = 5, -- recombobulator [4381] = 10, [18637] = 10, -- ... TODO } function public.max_item_charges(item_id) return data[item_id] end end function public.durability(tooltip) for _, line in tooltip do local pattern = '^'..gsub(gsub(DURABILITY_TEMPLATE, '%%d', '(%%d+)'), '%%%d+%$d', '(%%d+)')..'$' local _, _, left_durability_string, left_max_durability_string = strfind(line.left_text or '', pattern) local _, _, right_durability_string, right_max_durability_string = strfind(line.right_text or '', pattern) local durability = tonumber(left_durability_string) or tonumber(right_durability_string) local max_durability = tonumber(left_max_durability_string) or tonumber(right_max_durability_string) if durability then return durability, max_durability end end end function public.item_key(link) local item_id, suffix_id = parse_link(link) return item_id..':'..suffix_id end function public.parse_link(link) local _, _, item_id, enchant_id, suffix_id, unique_id, name = strfind(link, '|c%x%x%x%x%x%x%x%x|Hitem:(%d*):(%d*):(%d*):(%d*)[:0-9]*|h%[(.-)%]|h|r') return tonumber(item_id) or 0, tonumber(suffix_id) or 0, tonumber(unique_id) or 0, tonumber(enchant_id) or 0, name end function public.itemstring(item_id, suffix_id, unique_id, enchant_id) return 'item:'..(item_id or 0)..':'..(enchant_id or 0)..':'..(suffix_id or 0)..':'..(unique_id or 0) end function public.item(item_id, suffix_id) local itemstring = 'item:'..(item_id or 0)..':0:'..(suffix_id or 0)..':0' local name, itemstring, quality, level, class, subclass, max_stack, slot, texture = GetItemInfo(itemstring) return name and { name = name, itemstring = itemstring, quality = quality, level = level, class = class, subclass = subclass, slot = slot, max_stack = max_stack, texture = texture, } or cache.item_info(item_id) end function public.item_class_index(item_class) for i, class in temp-{GetAuctionItemClasses()} do if strupper(class) == strupper(item_class) then return i, class end end end function public.item_subclass_index(class_index, item_subclass) for i, subclass in temp-{GetAuctionItemSubClasses(class_index)} do if strupper(subclass) == strupper(item_subclass) then return i, subclass end end end function public.item_slot_index(class_index, subclass_index, slot_name) for i, slot in temp-{GetAuctionInvTypes(class_index, subclass_index)} do if strupper(_g[slot]) == strupper(slot_name) then return i, _g[slot] end end end function public.item_quality_index(item_quality) for i=0,4 do local quality = _g['ITEM_QUALITY'..i..'_DESC'] if strupper(item_quality) == strupper(quality) then return i, quality end end end function public.accessor.inventory() local bag, slot = 0, 0 return function() if not GetBagName(bag) or slot >= GetContainerNumSlots(bag) then repeat bag = bag + 1 until GetBagName(bag) or bag > 4 slot = 1 else slot = slot + 1 end if bag <= 4 then return {bag, slot}, bag_type(bag) end end end function public.bag_type(bag) if bag == 0 then return 1 end for link in present(GetInventoryItemLink('player', ContainerIDToInventoryID(bag))) do local item_id = parse_link(link) local item_info = item(item_id) return item_subclass_index(3, item_info.subclass) end end