#==============================================================================
# ☆★☆ 提取放置物脚本(强化) ☆★☆  
#------------------------------------------------------------------------------
# - 美兽
# - 2007.4.12
#------------------------------------------------------------------------------
#  爱护环境,人人有责,现实中切勿乱丢垃圾。
#------------------------------------------------------------------------------
#------------------------------------------------------------------------------
#  脚本原理:
#  是从仓库地图中提取事件,将其拷贝放入指定的位置,
#  依此达成随时随地生成新事件的功能,如此可节省大量用RGSS编写事件所消耗的体力,很多地方写的
#  很保守,尽量减少冲突几率。。
#  此为强化版,可实现新事件的保存,但代价是冲突的随之增大,若只想单纯实现ARPG
#  一类的物品掉落,场所移动后便清除,请使用简洁版。
#------------------------------------------------------------------------------
=begin 
                                Note:
  
一:生成物品主方法:
    Drop_Item.make_events(map_id,event_id,item_x,item_y,save=false) 
    map_id : 仓库地图的ID。
    event_id : 仓库中对应事件的ID。
    item_x、item_y :新事件的X与Y坐标
    save : 是否存储标志;
           默认为false,即不存储,场所移动等转换场景后事件会消失;
           true 为存储,取档、关机、登火星,返回后事件仍存在。
           
二:删除事件方法:
    事件名若包含"delete"字段,则执行完毕会立即自我清除;
    注:任何事件皆如此。

三:必掌握语句:
    $game_map.events[@event_id]
    $game_player
    事件的脚本使用,表示“本事件”和“角色”,主要为取得事件的坐标,
    取得“本事件”X与Y坐标:$game_map.events[@event_id].event.x
                            $game_map.events[@event_id].event.y 
    取得“角色”X与Y坐标:$game_player.x
                          $game_player.y                           
    例如,在某事件左侧生成2号地图的2号事件并永久存储,写法如下。
    x = $game_map.events[@event_id].event.x
    y = $game_map.events[@event_id].event.y 
    Drop_Item.make_events(2,2,x-1,y,true)

四:备注:
    此脚本用法十分灵活,种植、建设、舍弃、掉宝等功能都可用以达成。    

=end
#==============================================================================


module Drop_Item
  
  def self.make_events(map_id,event_id,item_x,item_y,save=false) 
      return unless self.is_map?        
      map = self.map_data_load(map_id)      
      temp = Marshal.load(Marshal.dump(map))      
      if !$game_system.map_events_number
         $game_system.map_events_number = {}
      end  
      sum = $game_system.map_events_number      
      m_id = $game_map.map_id      
      sum[m_id] == nil ? sum[m_id] = 2000 : sum[m_id] += 1
      new_event_id = sum[m_id]      
      temp.events[event_id].id = new_event_id      
      temp.events[event_id].x,temp.events[event_id].y = item_x,item_y       
      $game_map.events[new_event_id] = Game_Event.new(m_id,temp.events[event_id])
      if save
         now_map = self.map_data_load(m_id)
         now_map.events[new_event_id] = temp.events[event_id]
         self.map_data_save(m_id,now_map)
      end  
      refresh_map   
  end
    
  def self.map_data_init    
      for i in 1..999
         begin
           map = load_data(sprintf("Data/Map%03d.rxdata", i))
         rescue Errno::ENOENT
           next
         end
         $game_system.map_data[i] = Marshal.load(Marshal.dump(map))          
      end 
  end  
  
  def self.map_data_save(map_id,event)
      $game_system.map_data[$game_map.map_id] = event           
  end   

  def self.map_data_load(map_id)
      if !$game_system.map_data
         $game_system.map_data = {}
         self.map_data_init
      end 
      return $game_system.map_data[map_id]      
  end  
    
  def self.delete_events(event_id)
      return unless self.is_map?     
      $game_map.events.delete(event_id) 
      self.refresh_map
  end
    
  def self.refresh_map
      return unless self.is_map? 
      $scene.spriteset.dispose
      $scene.spriteset = Spriteset_Map.new   
  end
    
  def self.is_map?
      (return true) if $scene.is_a?(Scene_Map) 
      return false
  end

end  

class Game_Map
  
  def setup(map_id)
      @map_id = map_id  
      #@map = load_data(sprintf("Data/Map%03d.rxdata", @map_id))
      @map = Drop_Item.map_data_load(@map_id) 
      tileset = $data_tilesets[@map.tileset_id]
      @tileset_name = tileset.tileset_name
      @autotile_names = tileset.autotile_names
      @panorama_name = tileset.panorama_name
      @panorama_hue = tileset.panorama_hue
      @fog_name = tileset.fog_name
      @fog_hue = tileset.fog_hue
      @fog_opacity = tileset.fog_opacity
      @fog_blend_type = tileset.fog_blend_type
      @fog_zoom = tileset.fog_zoom
      @fog_sx = tileset.fog_sx
      @fog_sy = tileset.fog_sy
      @battleback_name = tileset.battleback_name
      @passages = tileset.passages
      @priorities = tileset.priorities
      @terrain_tags = tileset.terrain_tags
      @display_x = 0
      @display_y = 0
      @need_refresh = false
      @events = {}
      for i in @map.events.keys
        @events[i] = Game_Event.new(@map_id, @map.events[i])
      end
      @common_events = {}
      for i in 1...$data_common_events.size
        @common_events[i] = Game_CommonEvent.new(i)
      end
      @fog_ox = 0
      @fog_oy = 0
      @fog_tone = Tone.new(0, 0, 0, 0)
      @fog_tone_target = Tone.new(0, 0, 0, 0)
      @fog_tone_duration = 0
      @fog_opacity_duration = 0
      @fog_opacity_target = 0
      @scroll_direction = 2
      @scroll_rest = 0
      @scroll_speed = 4
  end
    
end

class Interpreter
  
  def command_end
      @list = nil
      if @main and @event_id > 0
         if $game_map.events[@event_id].event.name[/delete/].nil?
            $game_map.events[@event_id].unlock             
         else
            if $scene.is_a?(Scene_Map)
               Drop_Item.delete_events(@event_id)
               now_map = Drop_Item.map_data_load($game_map.map_id)
               now_map.events.delete(@event_id)
               Drop_Item.map_data_save($game_map.map_id,now_map)              
            end          
         end         
      end
  end
    
end

class Game_System
  
  attr_accessor :map_events_number             
  attr_accessor :map_data             
    
end  

class Scene_Map
  
  attr_accessor :spriteset            
  
end