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SuperDuperMacro_Core.lua
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SuperDuperMacro_Core.lua
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sdm_printPrefix = "|cffff7700Super Duper Macro|r - "
sdm_defaultIcon = "INV_MISC_QUESTIONMARK"
sdm_MaxTotalMacros = MAX_ACCOUNT_MACROS + MAX_CHARACTER_MACROS
sdm_countUpdateMacrosEvents=0
sdm_validChars = {1,2,3,4,5,6,7,8,11,12,14,15,16,17,18,19,20,21,22,23,24,25,26,27,28,29,30,31,33,34,35,36,37,38,39,40,41,42,43,44,45,46,47,48,49,50,51,52,53,54,55,56,57,58,60,61,62,63,64,65,66,67,68,69,70,71,72,73,74,75,76,77,78,79,80,81,82,83,84,85,86,87,88,89,90,92,93,94,95,96,97,98,99,100,101,102,103,104,105,106,107,108,109,110,111,112,113,114,115,116,117,118,119,120,121,122,123,124,125,126,127,128,129,130,131,132,133,134,135,136,137,138,139,140,141,142,143,144,145,146,147,148,149,150,151,152,153,154,155,156,157,158,159,160,161,162,163,164,165,166,167,168,169,170,171,172,173,174,175,176,177,178,179,180,181,182,183,184,185,186,187,188,189,190,191,192,193,194,195,196,197,198,199,200,201,202,203,204,205,206,207,208,209,210,211,212,213,214,215,216,217,218,219,220,221,222,223,224,225,226,227,228,229,230,231,232,233,234,235,236,237,238,239,240,241,242,243,244,245,246,247,248,249,250,251,252,253,254,255}
sdm_thisChar = {name=UnitName("player"), realm=GetRealmName()}
sdm_doAfterCombat={} --a collection of strings that will be run as scripts when combat ends
function sdm_SlashHandler(command)
if command=="" then
if sdm_mainFrame:IsShown() then
sdm_Quit()
else
sdm_mainFrame:Show()
end
elseif command:sub(1,4):lower()=="run " then
sdm_RunScript(command:sub(5))
else
print(sdm_printPrefix.."SDM did not recognize the command \""..command.."\"")
end
end
SlashCmdList["SUPERDUPERMACRO"] = sdm_SlashHandler;
SLASH_SUPERDUPERMACRO1 = "/sdm";
sdm_eventFrame = CreateFrame("Frame")
sdm_eventFrame:RegisterEvent("VARIABLES_LOADED")
sdm_eventFrame:RegisterEvent("UPDATE_MACROS")
sdm_eventFrame:SetScript("OnEvent", function (self, event, ...)
if event=="VARIABLES_LOADED" then
local oldVersion = sdm_version
sdm_version=GetAddOnMetadata("SuperDuperMacro", "Version") --the version of this addon
sdm_mainFrameTitle:SetText("Super Duper Macro "..sdm_version)
sdm_eventFrame:UnregisterEvent(event)
if (not sdm_macros) then
sdm_macros={} --type tokens: "b": button macro. "f": floating macro. "s": scripts. "c": containers (folders)
-- when updating versions, make sure that the saved data are appropriately updated.
elseif sdm_CompareVersions(oldVersion, sdm_version) == 2 then
if sdm_CompareVersions(oldVersion,"1.6")==2 then -- Hopefully nobody is upgrading from a version this old. If they are, they should download 2.1 and run that once before upgrading to 2.2.
sdm_macros={}
end
if sdm_CompareVersions(oldVersion,"1.6.1")==2 then
for i,v in pairs(sdm_macros) do
if v.buttonName=="" then
v.buttonName=" "
end
end
end
if sdm_CompareVersions(oldVersion,"2.2")==2 then
for i,v in pairs(sdm_macros) do
if v.character then
v.characters = {v.character}
v.character = nil
end
end
end
if sdm_CompareVersions(oldVersion,"2.4.2")==2 then
for _,v in pairs(sdm_macros) do
if v.icon then
v.icon = sdm_defaultIcon
end
end
end
end
--Saving strips away numeric keys. Now we have to put the macros back into their proper indices.
local savedMacros = sdm_macros
sdm_macros = {}
for _,v in pairs(savedMacros) do
sdm_macros[v.ID]=v
end
if sdm_mainContents==nil then
sdm_ResetContainers()
end
sdm_iconSize = sdm_iconSize or 36
if not sdm_listFilters then
sdm_listFilters={b=true, f=true, s=true, global=true}
sdm_listFilters["true"]=true
sdm_listFilters["false"]=true
end
sdm_iconSizeSlider:SetValue(sdm_iconSize)
sdm_iconSizeSlider:SetScript("OnValueChanged", function(self) sdm_iconSize = self:GetValue() sdm_UpdateList() end)
sdm_SelectItem(nil) --We want to start with no macro selected
elseif event=="UPDATE_MACROS" then
-- SDM uses this event for two things. Whenever you log into the game, UPDATE_MACROS is fired twice. After the second firing, the macros are loaded. This is when SDM deletes extraneous macros that it has created before. This generally happens if you use different computers or if you don't use SDM for a while. Whenever you log in, SDM makes sure that your macro list jives with the info in SavedVariables.
if sdm_countUpdateMacrosEvents == 0 then
sdm_countUpdateMacrosEvents = 1
elseif sdm_countUpdateMacrosEvents == 1 then
sdm_countUpdateMacrosEvents = 2
local killOnSight = {}
local macrosToDelete = {}
local iIsPerCharacter=false
local thisID, mTab
for i=1,sdm_MaxTotalMacros do --Check each macro to see if it's been orphaned by a previous installation of SDM.
if i==MAX_ACCOUNT_MACROS+1 then iIsPerCharacter=true end
thisID = sdm_GetSdmID(i)
mTab = sdm_macros[thisID]
if thisID then --if the macro was created by SDM...
if killOnSight[thisID] then --if this ID is marked as kill-on-sight, kill it.
table.insert(macrosToDelete, i)
elseif (not mTab) or mTab.type~="b" or (not sdm_UsedByThisChar(mTab)) then --if this ID is not in use by this character as a button macro, kill it and mark this ID as KoS
table.insert(macrosToDelete, i)
killOnSight[thisID]=1
elseif (mTab.characters~=nil)~=iIsPerCharacter then --if the macro is in the wrong spot based on perCharacter, kill it, but give it a chance to find one in the right spot.
table.insert(macrosToDelete, i)
else --This macro is good and should be here. Kill any duplicates.
killOnSight[thisID]=1
end
end
end
for i=getn(macrosToDelete),1,-1 do -- we delete in descending order so that the indices don't get messed up while we're deleting, which would cause us to delete the wrong macros
print(sdm_printPrefix.."Deleting extraneous macro "..macrosToDelete[i]..": "..GetMacroInfo(macrosToDelete[i]))
DeleteMacro(macrosToDelete[i])
end
for i,v in pairs(sdm_macros) do
if sdm_UsedByThisChar(sdm_macros[i]) then
sdm_SetUpMacro(sdm_macros[i])
end
end
end
if sdm_countUpdateMacrosEvents == 2 then
-- If the macros are loaded, update the number of button macros on the SDM frame
local numAccountMacros, numCharacterMacros = GetNumMacros()
sdm_macroLimitText:SetText("Global macros: "..numAccountMacros.."/"..MAX_ACCOUNT_MACROS.."\nCharacter-specific macros: "..numCharacterMacros.."/"..MAX_CHARACTER_MACROS)
end
elseif event=="ADDON_LOADED" then
local addonName = ...;
if addonName=="Blizzard_MacroUI" then
sdm_eventFrame:UnregisterEvent(event)
sdm_DefaultMacroFrameLoaded()
end
elseif event=="PLAYER_REGEN_ENABLED" then
sdm_eventFrame:UnregisterEvent(event)
for _,luaText in ipairs(sdm_doAfterCombat) do
RunScript(luaText)
end
sdm_doAfterCombat={}
print(sdm_printPrefix.."Your macros are now up to date.")
elseif event=="CHAT_MSG_ADDON" then
--print("debug:", event, ...)
if ... == sdm_msgPrefix then
sdm_InterpretAddonMessage(...)
end
end
end)
function sdm_MakeMacroFrame(name, text)
sdm_DoOrQueue("local temp = getglobal("..sdm_Stringer(name)..") or CreateFrame(\"Button\", "..sdm_Stringer(name)..", nil, \"SecureActionButtonTemplate\")\
temp:SetAttribute(\'type\', \'macro\')\
temp:SetAttribute(\'macrotext\', "..sdm_Stringer(text)..")")
if string.len(text)>1023 then print(sdm_printPrefix.."The following line is "..(string.len(text)-1023).." characters too long:\n"..text) end
end
function sdm_MakeBlizzardMacro(ID, name, icon, text, perCharacter)
sdm_DoOrQueue("local macroIndex = sdm_GetMacroIndex("..sdm_Stringer(ID)..")\
if macroIndex then\
EditMacro(macroIndex, "..sdm_Stringer(name)..", "..sdm_Stringer(icon)..", "..sdm_Stringer(text)..", 1, "..sdm_Stringer(perCharacter)..")\
else\
CreateMacro("..sdm_Stringer(name)..", "..sdm_Stringer(icon or 1)..", "..sdm_Stringer(text)..", "..sdm_Stringer(perCharacter)..", 1)\
end")
end
function sdm_GetSdmID(macroIndex)
local thisMacroText=GetMacroBody(macroIndex)
if thisMacroText and thisMacroText:sub(1,4)=="#sdm" then
return sdm_charsToNum(thisMacroText:sub(5,thisMacroText:find("\n")-1))
else
return nil
end
end
function sdm_GetMacroIndex(sdmID)
for i=1,sdm_MaxTotalMacros do
if sdm_GetSdmID(i)==sdmID then
return i
end
end
return nil
end
function sdm_GetLinkText(nextName)
return "/click [btn:5]"..nextName.." Button5;[btn:4]"..nextName.." Button4;[btn:3]"..nextName.." MiddleButton;[btn:2]"..nextName.." RightButton;"..nextName
end
function sdm_SetUpMacro(mTab)
local type = mTab.type
if type~="b" and type~="f" then
return
end
local text = mTab.text
local perCharacter = mTab.characters~=nil
local ID = mTab.ID
local icon = mTab.icon
local charLimit = 255
if type=="b" then
text="#sdm"..sdm_numToChars(ID).."\n"..text
end
local nextFrameName = "sdh"..sdm_numToChars(ID)
local frameText
if text:len()<=charLimit then
frameText = text
else
frameText = ""
local linkText = "\n"..sdm_GetLinkText(nextFrameName)
for line in text:gmatch("[^\r\n]+") do
if line~="" then
if frameText~="" then --if this is not the first line of the frame, we need to add a carriage return before it.
line="\n"..line
end
if frameText:len()+line:len()+linkText:len() > charLimit then --adding this line would be too much, so just add the link and be done with it. (note that this line does NOT get removed from the master text)
frameText = frameText..linkText
break
end
frameText = frameText..line
end
text=text:sub((text:find("\n") or text:len())+1) --remove the line from the text
end
end
sdm_SetUpMacroFrames(nextFrameName, text, 1)
if type=="b" then
sdm_MakeBlizzardMacro(ID, (mTab.buttonName or mTab.name), icon, frameText, perCharacter)
sdm_MakeMacroFrame("sdb_"..mTab.name, frameText)
elseif type=="f" then
sdm_MakeMacroFrame("sdf_"..mTab.name, frameText)
end
end
function sdm_UnSetUpMacro(mTab)
if sdm_UsedByThisChar(mTab) and (mTab.type=="b" or mTab.type=="f") then
sdm_DoOrQueue("getglobal("..sdm_Stringer("sd"..mTab.type.."_"..mTab.name).."):SetAttribute(\"type\", nil)")
if mTab.type=="b" then
sdm_DoOrQueue("DeleteMacro(sdm_GetMacroIndex("..sdm_Stringer(mTab.ID).."))")
end
end
end
function sdm_SetUpMacroFrames(clickerName, text, currentLayer) --returns the frame to be clicked
local currentFrame=1
local frameText=""
local nextLayerText=""
for line in text:gmatch("[^\r\n]+") do
if line~="" then
if frameText~="" then --if this is not the first line of the frame, we need to add a carriage return before it.
line="\n"..line
end
if (frameText:len()+line:len() > 1023) then --adding this line would be too much, so finish this frame and move on to the next.
sdm_MakeMacroFrame(clickerName.."_"..currentLayer.."_"..currentFrame, frameText)
if nextLayerText~="" then nextLayerText= nextLayerText.."\n" end
nextLayerText = nextLayerText..sdm_GetLinkText(clickerName.."_"..currentLayer.."_"..currentFrame)
frameText = ""
currentFrame = currentFrame+1
end
frameText = frameText..line
end
text=text:sub((text:find("\n") or text:len())+1) --remove the line from the text
end
if currentFrame==1 then
return sdm_MakeMacroFrame(clickerName, frameText)
else
sdm_MakeMacroFrame(clickerName.."_"..currentLayer.."_"..currentFrame, frameText) --repeated from above; just finishing off this frame
nextLayerText = nextLayerText.."\n"..sdm_GetLinkText(clickerName.."_"..currentLayer.."_"..currentFrame)
return sdm_SetUpMacroFrames(clickerName, nextLayerText, currentLayer+1)
end
end
function sdm_CancelNewMacroButtonPressed()
sdm_newFrame:Hide()
if sdm_receiving then
sdm_CancelReceive()
end
end
function sdm_DoOrQueue(luaText) --If player is not in combat, runs the command. Otherwise, queues it up to be executed when combat is dropped.
if InCombatLockdown() then
sdm_eventFrame:RegisterEvent("PLAYER_REGEN_ENABLED")
print(sdm_printPrefix.."Changes to macros will not take effect until combat ends.")
table.insert(sdm_doAfterCombat, luaText)
else
RunScript(luaText)
end
end
function sdm_Stringer(var) --converts a variable to a string for purposes of putting it in a string for RunScript(). Strings are formatted as quoted strings, other vars are converted to strings.
if type(var)=="string" then
return string.format("%q", var)
else
return tostring(var)
end
end
function sdm_CompareVersions(firstString, secondString) --returns 1 if the first is bigger, 2 if the second is bigger, and 0 if they are equal.
local strings = {firstString or '0', secondString or '0'}
local numbers = {}
while 1 do
for i=1, 2 do
if (not strings[i]) then strings[i]="0" end
local indexOfPeriod=(strings[i]):find("%.")
if (not indexOfPeriod) then
numbers[i]=strings[i]
strings[i]=nil
else
numbers[i]=strings[i]:sub(1, indexOfPeriod-1)
strings[i] = strings[i]:sub(indexOfPeriod+1)
end
numbers[i] = tonumber(numbers[i])
end
if numbers[1] > numbers[2] then
return 1
elseif numbers[2] > numbers[1] then
return 2
elseif (not strings[1]) and (not strings[2]) then
return 0
end
end
end
function sdm_Edit(mTab, text)
mTab.text=text
sdm_SetUpMacro(mTab)
sdm_saveButton:Disable()
end
function sdm_CheckCreationSafety(type, name, character) --returns the mTab of the new macro, or nil if creation failed
if name=="" then
print(sdm_printPrefix.."Invalid name")
return false
end
if type=="c" then
return true
elseif (type=="b" or type=="f") and sdm_ContainsIllegalChars(name, true) then
return false
end
if type=="b" then
if (not character) and GetMacroInfo(MAX_ACCOUNT_MACROS) then
print(sdm_printPrefix.."You already have "..MAX_ACCOUNT_MACROS.." global macros.")
return false
elseif character and character.name==sdm_thisChar.name and character.realm==sdm_thisChar.realm and GetMacroInfo(sdm_MaxTotalMacros) then
print(sdm_printPrefix.."You already have "..MAX_CHARACTER_MACROS.." character-specific macros.")
return false
end
end
local conflict = sdm_DoesNameConflict(name, type, {character}, nil, true)
if conflict then
return false
end
return true
end
function sdm_GetEmptySlot() -- returns the lowest unused index in sdm_macros
local result = 0
while sdm_macros[result] do --keep going until we find an empty slot
result = result+1
end
return result
end
function sdm_CreateNew(type, name, character) --returns the mTab of the new macro
local mTab = {}
mTab.ID = sdm_GetEmptySlot()
while sdm_macros[mTab.ID] do --keep going until we find an empty slot
mTab.ID = mTab.ID+1
end
sdm_macros[mTab.ID]=mTab
mTab.type=type
mTab.name=name
if type=="c" then
mTab.open = true
mTab.contents = {}
else
mTab.icon = sdm_defaultIcon
if sdm_receiving and sdm_receiving.text then
mTab.text=sdm_receiving.text
mTab.icon=sdm_receiving.icon
SendAddonMessage(sdm_msgPrefix, sdm_msgCommands.ReceivingDone, "WHISPER", sdm_receiving.playerName) -- let the sender know that we've saved the macro
sdm_EndReceiving("|cff44ff00Saved|r")
elseif sdm_saveAsText then
mTab.text = sdm_saveAsText
mTab.icon = sdm_saveAsIcon
sdm_saveAsText = nil
sdm_saveAsIcon = nil
else
if type=="s" then
mTab.text="-- Enter lua commands here."
elseif type=="b" or type=="f" then
mTab.text="# Enter macro text here."
else --this shouldn't happen
mTab.text=""
end
end
if character then
mTab.characters = {character}
end
sdm_SetUpMacro(mTab)
end
sdm_ChangeContainer(mTab, nil)
return mTab
end
function sdm_UpgradeMacro(index) -- Upgrades the given standard macro to a Super Duper macro
if InCombatLockdown() then
print(sdm_printPrefix.."You can't upgrade a macro during combat.")
return
end
local name = GetMacroInfo(index)
local character
if index > MAX_ACCOUNT_MACROS then
character = sdm_thisChar
end
local safe = sdm_CheckCreationSafety("b", name, character)
if not safe then
return -- the creation failed
end
local body = GetMacroBody(index)
EditMacro(index, nil, nil, "#sdm"..sdm_numToChars(sdm_GetEmptySlot()).."\n#placeholder") -- let SDM know that this is the macro to edit
local _, texture = GetMacroInfo(index) -- This must be done AFTER the macro body is edited, or the question mark could show up as something else.
texture = texture:sub(17) -- remove the "INTERFACE\\ICONS\\"
local newMacro = sdm_CreateNew("b", name, character)
newMacro.icon = texture
sdm_Edit(newMacro, body)
return newMacro
end
-- Converts the given button macro into a standard macro
function sdm_DowngradeMacro(mTab)
if InCombatLockdown() then
print(sdm_printPrefix.."You can't downgrade a macro during combat.")
return
end
if mTab.type ~= "b" then -- only button macros can be downgraded
return
end
local index = sdm_GetMacroIndex(mTab.ID)
-- remove the #sdm header from the standard macro, which also makes it so that sdm_ChangeContainer won't delete the standard macro
EditMacro(index, nil, nil, mTab.text)
sdm_ChangeContainer(mTab, false) -- remove the macro from the SDM database
return index
end
-- if the mTab is character-specific, adds the given character to it
function sdm_AddCharacter(mTab, character)
if mTab.characters==nil then -- If this is global, it should stay that way. The user should select "Save As" if they want to make it character-specific.
return
end
table.insert(mTab.characters, character)
end
-- removes the given character from the mTab
function sdm_RemoveCharacter(mTab, character)
if mTab.characters==nil then
return
end
for iii,savedChar in pairs(mTab.characters) do
if savedChar.name==character.name and savedChar.realm==character.realm then
table.remove(mTab.characters, iii)
return
end
end
end
function sdm_RunScript(name)
local luaText = nil
for i,v in pairs(sdm_macros) do
if v.type=="s" and v.name==name and sdm_UsedByThisChar(v) then
luaText=v.text
break
end
end
if luaText then
RunScript(luaText)
else
print(sdm_printPrefix.."SDM could not find a script named \""..name.."\".")
end
end
--returns a conflict if we find a macro of the same type and name that can be seen for a given character. If no character is passed, we it's assumed to be global. If we are passed <ignoring>, we will skip that particular macro index while checking.
function sdm_DoesNameConflict(name, type, chars, ignoring, printWarning)
local conflict
for i,v in pairs(sdm_macros) do
if v.type~="c" and i~=ignoring and v.type==type and v.name==name then -- the type and name are the same. Let's see if they are used by the same characters...
conflict = false
if ((not chars) or (not sdm_macros[i].characters)) then -- one or both of them is global, meaning that it is used by all characters.
conflict = true
else
for _,char in pairs(chars) do
if sdm_UsedBy(v,char) then -- they are both specific to the same character
conflict = true
break
end
end
end
if conflict then
if printWarning then
print(sdm_printPrefix.."You may not have more than one of the same type with the same name (unless they are specific to different characters).")
end
return i
end
end
end
end
function sdm_ContainsIllegalChars(s, printWarning) --s is the string to evaluate, printWarning is a boolean
local b, found
for i=1,s:len() do
b = s:byte(i)
found = false
for _,v in ipairs(sdm_validChars) do
if b==v then
found=true
break
end
end
if not found then
local badChar = s:sub(i,i)
if printWarning then
print(sdm_printPrefix.."You may not use the character \""..badChar.."\" in the name. If this is a button macro, you might be able to use that character in the name displayed on the button (click \"Change Name/Icon\").")
end
return badChar
end
end
end
function sdm_UsedBy(mTab, char) --returns true if the macro is global or is specific to the given character. Otherwise returns false.
if mTab==nil then
return false
end
if mTab.characters==nil then
return true
end
for _,storedChar in pairs(mTab.characters) do
if storedChar.name==char.name and storedChar.realm==char.realm then
return true
end
end
return false
end
function sdm_UsedByThisChar(mTab)
return sdm_UsedBy(mTab,sdm_thisChar)
end
function sdm_numToChars(num) --converts a number into a string (with maximum compression)
local base = getn(sdm_validChars) --the counting system we're working in. sdm_validChars[1] is the digit for 0, [2] is the digit for 1, and so on.
local place=0 --the power on the base that you multiply by the digit to get the value (0 is the ones place)
while num >= math.pow(base, place+1) do
place=place+1
end
local chars=""
local count=0
local digit
local value
while place>=0 do
digit=base
while digit>0 do
digit=digit-1
value = digit*math.pow(base, place)
if count+value<=num then
break
end
end
count=count+value
chars=chars..string.format("%c",sdm_validChars[digit+1])
place=place-1
end
if count~=num then return nil end --this should never happen
return chars
end
function sdm_charsToNum(chars) --converts characters back into a number
local base = getn(sdm_validChars)
local num = 0
local found
for i=1,chars:len() do
found = false
for j,v in ipairs(sdm_validChars) do
if chars:byte(i)==v then
num = num + (j-1)*math.pow(base, (chars:len()-i))
found = true
break
end
end
if not found then return nil end --this shouldn't happen unless we give bad chars
end
return num
end