module EventHelper
  def self.get_rpg_event(event_id, map_id=$game_map.map_id)
    map = $game_map.instance_variable_get(:@map)
    if map_id != $game_map.map_id
      map = load_data(sprintf("Data/Map%03d.rvdata2", map_id)) 
    end
    return map.events[event_id]
  end
  
  ICE_REGION = 9 # 溜冰区域
end

# 溜冰
class Game_Player
  alias ice_move_straight move_straight
  def move_straight(d, turn_ok = true)
    old_real_x, old_real_y = @real_x, @real_y
    n = ($game_player.region_id == EventHelper::ICE_REGION ? 1+rand(3) : 1)
    n.times { ice_move_straight(d, turn_ok) }
    @real_x, @real_y = old_real_x, old_real_y
  end
  
  alias ice_update_anime_pattern update_anime_pattern
  def update_anime_pattern
    ice_update_anime_pattern
    @pattern = @original_pattern if $game_player.region_id == EventHelper::ICE_REGION
  end
end


# 下一条字幕转脚本 by 晴兰
class Game_Interpreter
  def 字幕脚本
    x,y = @index+1, @list
    if y[x].code==105 
      y[x].code = 355
      y[x].parameters = ['']
      y[x].code = 655 while y[x+=1].code == 405
    end
  end
  
  def hit_test_player
    evt = $game_map.events[@event_id]
    return (evt.x==$game_player.x and evt.y==$game_player.y)
  end
  
  def hit_test_event(ss="D")
    evt = $game_map.events[@event_id]
    list = $game_map.events.values.select{|e|
      e.x==evt.x and e.y==evt.y and !(e.erased)}
      
    if list.size > 1
      list.each {|e|
        $game_self_switches[[$game_map.map_id, e.id, ss]] = true }
    end
  end
  
  # 点灯游戏和引爆器的4向触发器(十字型触发)
  def trigger_4way(kwargs={})
    range = kwargs[:range] || (1..1)
    ss = kwargs[:self_switch] || "D"
    flip = kwargs[:flip] || false
    
    evt = $game_map.events[@event_id]
    list=[evt]
    range.each{|r|
      list += $game_map.events_xy(evt.x+r, evt.y) + 
              $game_map.events_xy(evt.x-r, evt.y) + 
              $game_map.events_xy(evt.x, evt.y+r) + 
              $game_map.events_xy(evt.x, evt.y-r)
    }
    list.uniq!
    ntrue = list.select{|e|$game_self_switches[[$game_map.map_id, e.id, ss]]}.size
    list.each {|e|
      $game_self_switches[[$game_map.map_id, e.id, ss]] = 
      flip ? (!$game_self_switches[[$game_map.map_id, e.id, ss]]) : true
    }
    ntrue_new = list.select{|e|$game_self_switches[[$game_map.map_id, e.id, ss]]}.size
    return ntrue_new - ntrue #返回:触发区域内增加的打开的独立开关的个数
  end
  
  # 两个事件之间的坐标距离
  def event_dist(a, b)
    ($game_map.events[a].x - $game_map.events[b].x).abs + 
    ($game_map.events[a].y - $game_map.events[b].y).abs
  end
  
end

class Game_Event
  attr_accessor :id
  attr_accessor :erased
end

class Game_Map
  # rpg_evt:需要刷新的事件RPG::Event, 用上面的get_rpg_event获得
  # xy:坐标
  # dir:朝向
  # ss:需要打开的独立开关列表("ABCD")
  def spawn_event(rpg_evt, x, y, dir=2, ss="")
    new_id = 1 + @map.events.keys.max
    new_evt = RPG::Event.new(x, y)
    new_evt.id = new_id
    new_evt.pages = rpg_evt.pages
    @map.events[new_id] = new_evt

    @events[new_id] = Game_Event.new(@map_id, new_evt)
    @events[new_id].set_direction(dir)
    ss.each_char{|c| $game_self_switches[[@map_id, new_id, c]] = true }
    
    # 刷新图块
    refresh_tile_events
    SceneManager.scene.instance_eval { @spriteset.refresh_characters }
  end
end