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Hello !
I use the SS_SupportResistance indicator and I love it :
It draw zones based on Fractals.
But I would like to have Daily, Weekly and Monthly Pivot point supports (S1,S2,S3) and
resistances (R1,R2,R3) to be drawed as zone like the rests and merged when they overlap.
Daily, Weekly and Monthly should be switched with parameters.
This it the part that get the zone, it should be easy to add the
Pivot Points supports and resistances :
The whole indicator is attached.
void FindZones() { int i, j, shift, bustcount=0, testcount = 0; double hival, loval; bool turned = false, hasturned = false; double temp_hi[1000], temp_lo[1000]; int temp_start[1000], temp_hits[1000], temp_strength[1000], temp_count = 0; bool temp_turn[1000], temp_merge[1000]; int merge1[1000], merge2[1000], merge_count = 0; // iterate through zones from oldest to youngest (ignore recent 5 bars), // finding those that have survived through to the present... for (shift=MathMin(iBars(NULL, TimeFrame)-1, BackLimit); shift>IgnoreShift; shift--) { double atr = iATR(NULL, TimeFrame, 7, shift); double fu = atr/2 * zone_fuzzfactor; bool isWeak; bool touchOk = false; bool isBust = false; double close = iClose(NULL, TimeFrame, shift); double high = iHigh(NULL, TimeFrame, shift); double low = iLow(NULL, TimeFrame, shift); double hi_i; double lo_i; if (FastUpPts[shift] > 0.001) { // a zigzag high point isWeak = true; if (SlowUpPts[shift] > 0.001) isWeak = false; hival = high; if (zone_extend == true) hival += fu; loval = MathMax(MathMin(close, high-fu), high-fu*2); turned = false; hasturned = false; isBust = false; bustcount = 0; testcount = 0; for (i=shift-1; i>=0; i--) { hi_i = iHigh(NULL, TimeFrame, i); lo_i = iLow(NULL, TimeFrame, i); if ((turned == false && FastUpPts[i] >= loval && FastUpPts[i] <= hival) || (turned == true && FastDnPts[i] <= hival && FastDnPts[i] >= loval)) { // Potential touch, just make sure its been 10+candles since the prev one touchOk = true; for (j=i+1; j<i+11; j++) { if ((turned == false && FastUpPts[j] >= loval && FastUpPts[j] <= hival) || (turned == true && FastDnPts[j] <= hival && FastDnPts[j] >= loval)) { touchOk = false; break; } } if (touchOk == true) { // we have a touch. If its been busted once, remove bustcount // as we know this level is still valid & has just switched sides bustcount = 0; testcount++; } } if ((turned == false && hi_i > hival) || (turned == true && lo_i < loval)) { // this level has been busted at least once bustcount++; if (bustcount > 1 || isWeak == true) { // busted twice or more isBust = true; break; } if (turned == true) turned = false; else if (turned == false) turned = true; hasturned = true; // forget previous hits testcount = 0; } } if (isBust == false) { // level is still valid, add to our list temp_hi[temp_count] = hival; temp_lo[temp_count] = loval; temp_turn[temp_count] = hasturned; temp_hits[temp_count] = testcount; temp_start[temp_count] = shift; temp_merge[temp_count] = false; if (testcount > 3) temp_strength[temp_count] = ZONE_PROVEN; else if (testcount > 0) temp_strength[temp_count] = ZONE_VERIFIED; else if (hasturned == true) temp_strength[temp_count] = ZONE_TURNCOAT; else if (isWeak == false) temp_strength[temp_count] = ZONE_UNTESTED; else temp_strength[temp_count] = ZONE_WEAK; temp_count++; } } else if (FastDnPts[shift] > 0.001) { // a zigzag low point isWeak = true; if (SlowDnPts[shift] > 0.001) isWeak = false; loval = low; if (zone_extend == true) loval -= fu; hival = MathMin(MathMax(close, low+fu), low+fu*2); turned = false; hasturned = false; bustcount = 0; testcount = 0; isBust = false; for (i=shift-1; i>=0; i--) { hi_i = iHigh(NULL, TimeFrame, i); lo_i = iLow(NULL, TimeFrame, i); if ((turned == true && FastUpPts[i] >= loval && FastUpPts[i] <= hival) || (turned == false && FastDnPts[i] <= hival && FastDnPts[i] >= loval)) { // Potential touch, just make sure its been 10+candles since the prev one touchOk = true; for (j=i+1; j<i+11; j++) { if ((turned == true && FastUpPts[j] >= loval && FastUpPts[j] <= hival) || (turned == false && FastDnPts[j] <= hival && FastDnPts[j] >= loval)) { touchOk = false; break; } } if (touchOk == true) { // we have a touch. If its been busted once, remove bustcount // as we know this level is still valid & has just switched sides bustcount = 0; testcount++; } } if ((turned == true && hi_i > hival) || (turned == false && lo_i < loval)) { // this level has been busted at least once bustcount++; if (bustcount > 1 || isWeak == true) { // busted twice or more isBust = true; break; } if (turned == true) turned = false; else if (turned == false) turned = true; hasturned = true; // forget previous hits testcount = 0; } } if (isBust == false) { // level is still valid, add to our list temp_hi[temp_count] = hival; temp_lo[temp_count] = loval; temp_turn[temp_count] = hasturned; temp_hits[temp_count] = testcount; temp_start[temp_count] = shift; temp_merge[temp_count] = false; if (testcount > 3) temp_strength[temp_count] = ZONE_PROVEN; else if (testcount > 0) temp_strength[temp_count] = ZONE_VERIFIED; else if (hasturned == true) temp_strength[temp_count] = ZONE_TURNCOAT; else if (isWeak == false) temp_strength[temp_count] = ZONE_UNTESTED; else temp_strength[temp_count] = ZONE_WEAK; temp_count++; } } } // look for overlapping zones... if (zone_merge == true) { merge_count = 1; int iterations = 0; while (merge_count > 0 && iterations < 3) { merge_count = 0; iterations++; for (i = 0; i < temp_count; i++) temp_merge[i] = false; for (i = 0; i < temp_count-1; i++) { if (temp_hits[i] == -1 || temp_merge[j] == true) continue; for (j = i+1; j < temp_count; j++) { if (temp_hits[j] == -1 || temp_merge[j] == true) continue; if ((temp_hi[i] >= temp_lo[j] && temp_hi[i] <= temp_hi[j]) || (temp_lo[i] <= temp_hi[j] && temp_lo[i] >= temp_lo[j]) || (temp_hi[j] >= temp_lo[i] && temp_hi[j] <= temp_hi[i]) || (temp_lo[j] <= temp_hi[i] && temp_lo[j] >= temp_lo[i])) { merge1[merge_count] = i; merge2[merge_count] = j; temp_merge[i] = true; temp_merge[j] = true; merge_count++; } } } // ... and merge them ... for (i=0; i<merge_count; i++) { int target = merge1[i]; int source = merge2[i]; temp_hi[target] = MathMax(temp_hi[target], temp_hi[source]); temp_lo[target] = MathMin(temp_lo[target], temp_lo[source]); temp_hits[target] += temp_hits[source]; temp_start[target] = MathMax(temp_start[target], temp_start[source]); temp_strength[target] = MathMax(temp_strength[target], temp_strength[source]); if (temp_hits[target] > 3) temp_strength[target] = ZONE_PROVEN; if (temp_hits[target] == 0 && temp_turn[target] == false) { temp_hits[target] = 1; if (temp_strength[target] < ZONE_VERIFIED) temp_strength[target] = ZONE_VERIFIED; } if (temp_turn[target] == false || temp_turn[source] == false) temp_turn[target] = false; if (temp_turn[target] == true) temp_hits[target] = 0; temp_hits[source] = -1; } } } // copy the remaining list into our official zones arrays zone_count = 0; for (i=0; i<temp_count; i++) { if (temp_hits[i] >= 0 && zone_count < 1000) { zone_hi[zone_count] = temp_hi[i]; zone_lo[zone_count] = temp_lo[i]; zone_hits[zone_count] = temp_hits[i]; zone_turn[zone_count] = temp_turn[i]; zone_start[zone_count] = temp_start[i]; zone_strength[zone_count] = temp_strength[i]; if (zone_hi[zone_count] < Close[4]) zone_type[zone_count] = ZONE_SUPPORT; else if (zone_lo[zone_count] > Close[4]) zone_type[zone_count] = ZONE_RESIST; else { for (j=5; j<1000; j++) { if (iClose(NULL, TimeFrame, j) < zone_lo[zone_count]) { zone_type[zone_count] = ZONE_RESIST; break; } else if (iClose(NULL, TimeFrame, j) > zone_hi[zone_count]) { zone_type[zone_count] = ZONE_SUPPORT; break; } } if (j == 1000) zone_type[zone_count] = ZONE_SUPPORT; } zone_count++; } } }
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