#===============================================================================
# Item Storage
# Author game_guy
# Version 1.2
#-------------------------------------------------------------------------------
# Intro:
# Okay. Well if you've played the Elder Scrolls Series or Fallout then you'd
# know that it has an item storage system. What it does is lets you open up
# closets, chests, ect and store and take items out of it.
#
# Features:
# Store and Take Items Out of Chests, Closets, ect
# Have Seperate Chests, Closets, ect
# Easy to Use
# Stores Chests into Game System Instead of Variables
# Have Max Amount of Items In Chest
# Set Default Items in Chest
# 
# Instructions:
# First lets go over the syntaxes.
# 
# Calling the Item Storage:
# $scene = Scene_Chest.new(chest_id, max_items)
# chest_id is the number chest you want open
# max_items is the max amount of any item the chest can hold
# you can just use this to
# $scene = Scene_Chest.new(chest_id) 
# because in the config this ChestMaxItems is the default so if you dont use
# the long one, it'll use the default.
#
# Adding/Removing Items from Chest:
# This feature is still being worked on. But what it will allow you to do
# is add an item or remove it whithout actually opening the chest.
#
# Okay so thats done with the syntaxes. Now onto the configuration.
# Go down to Begin Config and do all your configuration there.
#
# Credits:
# game_guy ~ for making it
# MightyLink ~ requesting the system
#===============================================================================
module GameGuy
  #============================================================================
  # ChestMaxItems   = The max amount of any item a chest can hold. So example
  #                   Its 9999 so it can have 9999 of any item.
  #============================================================================
  ChestMaxItems     = 9999
  def self.chest_items(id)
    case id
    #==========================================================================
    # Config Chest Items
    # Use this
    # when chest_id then return [[id, amount, type], [id, amount, type]]
    # id = item, weapon, or armor id
    # amount = the amount
    # type = 0, 1, or 2 0 = item, 1 = weapon, 2 = armor
    # Example:
    # when 1 then return [[1, 3, 0], [1, 1, 1]] 
    # This has 3 potions, and 1 bronze sword. So when this is called
    # $scene = Scene_Chest.new(1)
    # it will have those items in the chest already.
    #==========================================================================
    when 1 then return [[1, 999, 0], [1, 1, 1]] 
    when 2 then return [[1, 10, 0], [1, 1, 2], [1, 2, 1]]
    when 3 then return [[1, 10, 2], [3, 1, 1], [9, 1, 1]]
    end
    return []
  end
end

#==============================================================================
# Game_System
#------------------------------------------------------------------------------
# Modded it so it makes it store every chest.
#==============================================================================
class Game_System
  attr_accessor :chests
  alias gg_add_item_storage initialize
  def initialize
    @chests = []
    return gg_add_item_storage
  end
  def add_chest(chest)
    @chests[chest] = $chest
  end
end

#==============================================================================
# Game_Chest
#------------------------------------------------------------------------------
# Holds all the data for a single chest.
#==============================================================================
class Game_Chest
  attr_accessor :max
  def initialize(max)
    @max = max
    @items = {}
    @weapons = {}
    @armors = {}
  end
  def item_amount(item_id)
    return @items.include?(item_id) ? @items[item_id] : 0
  end
  def weapon_amount(weapon_id)
    return @weapons.include?(weapon_id) ? @weapons[weapon_id] : 0
  end
  def armor_amount(armor_id)
    return @armors.include?(armor_id) ? @armors[armor_id] : 0
  end
  def add_item(item_id, n)
    if item_id > 0
      @items[item_id] = [[item_amount(item_id) + n, 0].max, @max].min
    end
  end
  def add_weapon(weapon_id, n)
    if weapon_id > 0
      @weapons[weapon_id] = [[weapon_amount(weapon_id) + n, 0].max, @max].min
    end
  end
  def add_armor(armor_id, n)
    if armor_id > 0
      @armors[armor_id] = [[armor_amount(armor_id) + n, 0].max, @max].min
    end
  end
  def take_item(item_id, n)
    add_item(item_id, -n)
  end
  def take_weapon(weapon_id, n)
    add_weapon(weapon_id, -n)
  end
  def take_armor(armor_id, n)
    add_armor(armor_id, -n)
  end
end

#==============================================================================
# Window_Chest_Choices
#------------------------------------------------------------------------------
# The choices for the chest when the scene is opened.
#==============================================================================
class Window_Chest_Choices < Window_Selectable
  def initialize
    super(0, 0, 640, 64)
    self.contents = Bitmap.new(width - 32, height - 32)
    @item_max = 3
    @column_max = 3
    @commands = ["Store Items", "Take Items", "Exit"]
    self.z = 200
    refresh
    self.index = 0
  end
  def refresh
    self.contents.clear
    for i in 0...@item_max
      draw_item(i)
    end
  end
  def draw_item(index)
    x = 4 + index * 215
    self.contents.draw_text(x, 0, 128, 32, @commands[index], 1)
  end
end

#==============================================================================
# Window_Chest_Item
#------------------------------------------------------------------------------
# Displays all items in the chest.
#==============================================================================
class Window_Chest_Item < Window_Selectable
  def initialize
    super(320, 64, 320, 416)
    @column_max = 1
    refresh
    self.index = 0
    if $game_temp.in_battle
      self.y = 64
      self.height = 256
      self.back_opacity = 160
    end
  end
  def item
    return @data[self.index]
  end
  def refresh
    if self.contents != nil
      self.contents.dispose
      self.contents = nil
    end
    @data = []
    for i in 1...$data_items.size
      if $chest.item_amount(i) > 0
        @data.push($data_items[i])
      end
    end
    unless $game_temp.in_battle
      for i in 1...$data_weapons.size
        if $chest.weapon_amount(i) > 0
          @data.push($data_weapons[i])
        end
      end
      for i in 1...$data_armors.size
        if $chest.armor_amount(i) > 0
          @data.push($data_armors[i])
        end
      end
    end
    @item_max = @data.size
    if @item_max > 0
      self.contents = Bitmap.new(width - 32, row_max * 32)
      for i in 0...@item_max
        draw_item(i)
      end
    end
  end
  def draw_item(index)
    item = @data[index]
    case item
    when RPG::Item
      number = $chest.item_amount(item.id)
    when RPG::Weapon
      number = $chest.weapon_amount(item.id)
    when RPG::Armor
      number = $chest.armor_amount(item.id)
    end
    x = 4 + index % @column_max * (288 + 32)
    y = index / @column_max * 32
    rect = Rect.new(x, y, self.width / @column_max - 32, 32)
    self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
    bitmap = RPG::Cache.icon(item.icon_name)
    opacity = self.contents.font.color == normal_color ? 255 : 128
    self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
    self.contents.draw_text(x + 28, y, 212, 32, item.name, 0)
    self.contents.draw_text(x + 216, y, 16, 32, ":", 1)
    self.contents.draw_text(x + 224, y, 48, 32, number.to_s, 2)
  end
  def update_help
    @help_window.set_text(self.item == nil ? "" : self.item.description)
  end
end

#==============================================================================
# Window_Party_Item
#------------------------------------------------------------------------------
# Displays all items the party has.
#==============================================================================
class Window_Party_Item < Window_Selectable
  def initialize
    super(0, 64, 320, 416)
    @column_max = 1
    refresh
    self.index = 0
    if $game_temp.in_battle
      self.y = 64
      self.height = 256
      self.back_opacity = 160
    end
  end
  def item
    return @data[self.index]
  end
  def refresh
    if self.contents != nil
      self.contents.dispose
      self.contents = nil
    end
    @data = []
    for i in 1...$data_items.size
      if $game_party.item_number(i) > 0
        @data.push($data_items[i])
      end
    end
    unless $game_temp.in_battle
      for i in 1...$data_weapons.size
        if $game_party.weapon_number(i) > 0
          @data.push($data_weapons[i])
        end
      end
      for i in 1...$data_armors.size
        if $game_party.armor_number(i) > 0
          @data.push($data_armors[i])
        end
      end
    end
    @item_max = @data.size
    if @item_max > 0
      self.contents = Bitmap.new(width - 32, row_max * 32)
      for i in 0...@item_max
        draw_item(i)
      end
    end
  end
  def draw_item(index)
    item = @data[index]
    case item
    when RPG::Item
      number = $game_party.item_number(item.id)
    when RPG::Weapon
      number = $game_party.weapon_number(item.id)
    when RPG::Armor
      number = $game_party.armor_number(item.id)
    end
    x = 4 + index % @column_max * (288 + 32)
    y = index / @column_max * 32
    rect = Rect.new(x, y, self.width / @column_max - 32, 32)
    self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
    bitmap = RPG::Cache.icon(item.icon_name)
    opacity = self.contents.font.color == normal_color ? 255 : 128
    self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
    self.contents.draw_text(x + 28, y, 212, 32, item.name, 0)
    self.contents.draw_text(x + 216, y, 16, 32, ":", 1)
    self.contents.draw_text(x + 224, y, 48, 32, number.to_s, 2)
  end
  def update_help
    @help_window.set_text(self.item == nil ? "" : self.item.description)
  end
end

#==============================================================================
# Scene_Chest
#------------------------------------------------------------------------------
# The scene that controls storing and taking items.
#==============================================================================
class Scene_Chest
  def initialize(chest=1, max=GameGuy::ChestMaxItems)
    @chestid = chest
    if $game_system.chests[chest] == nil
      $chest = Game_Chest.new(max)
      items = GameGuy.chest_items(chest)
      for i in 0...items.size
        item = items[i][2]
        case item
        when 0
          $chest.add_item(items[i][0], items[i][1])
        when 1
          $chest.add_weapon(items[i][0], items[i][1])
        when 2
          $chest.add_armor(items[i][0], items[i][1])
        else
          $chest.add_item(items[i][0], items[i][1])
        end
      end
    else
      $chest = $game_system.chests[chest]
    end
  end
  def main
    @help_window = Window_Help.new
    @help_window.visible = false
    @command_window = Window_Chest_Choices.new
    @party_window = Window_Party_Item.new
    @party_window.active = false
    @chest_window = Window_Chest_Item.new
    @chest_window.active = false
    Graphics.transition
    loop do
      Graphics.update
      Input.update
      update
      if $scene != self
        break
      end
    end
    @help_window.dispose
    @command_window.dispose
    @party_window.dispose
    @chest_window.dispose
  end
  def update
    @help_window.update
    @command_window.update
    @party_window.update
    @chest_window.update
    if @command_window.active
      update_command
      return
    end
    if @party_window.active
      update_party
      return
    end
    if @chest_window.active
      update_chest
      return
    end
  end
  def update_command
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      $game_system.add_chest(@chestid)
      $scene = Scene_Map.new
      return
    end
    if Input.trigger?(Input::C)
      case @command_window.index
      when 0
        $game_system.se_play($data_system.decision_se)
        @party_window.active = true
        @party_window.help_window = @help_window
        @command_window.active = false
        @help_window.z = 500
        @help_window.visible = true
      when 1
        $game_system.se_play($data_system.decision_se)
        @chest_window.active = true
        @chest_window.help_window = @help_window
        @command_window.active = false
        @help_window.z = 500
        @help_window.visible = true
      when 2
        $game_system.se_play($data_system.cancel_se)
        $game_system.add_chest(@chestid)
        $scene = Scene_Map.new
      end
      return
    end
  end
  def update_party
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      @command_window.active = true
      @help_window.visible = false
      @party_window.help_window = nil
      @party_window.active = false
      return
    end
    if Input.repeat?(Input::C)
      @item = @party_window.item
      unless @item.is_a?(RPG::Item) or @item.is_a?(RPG::Weapon) or
             @item.is_a?(RPG::Armor)
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      case @item
      when RPG::Item
        amount = $chest.item_amount(@item.id)
        if amount < $chest.max
          $game_system.se_play($data_system.decision_se)
          $chest.add_item(@item.id, 1)
          $game_party.lose_item(@item.id, 1)
        else
          $game_system.se_play($data_system.buzzer_se)
          return
        end
      when RPG::Weapon
        amount = $chest.weapon_amount(@item.id)
        if amount < $chest.max
          $game_system.se_play($data_system.decision_se)
          $chest.add_weapon(@item.id, 1)
          $game_party.lose_weapon(@item.id, 1)
        else
          $game_system.se_play($data_system.buzzer_se)
          return
        end
      when RPG::Armor
        amount = $chest.armor_amount(@item.id)
        if amount < $chest.max
          $game_system.se_play($data_system.decision_se)
          $chest.add_armor(@item.id, 1)
          $game_party.lose_armor(@item.id, 1)
        else
          $game_system.se_play($data_system.buzzer_se)
          return
        end
      end
      @party_window.refresh
      @chest_window.refresh
      return
    end
  end
  def update_chest
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      @command_window.active = true
      @help_window.visible = false
      @chest_window.help_window = nil
      @chest_window.active = false
      return
    end
    if Input.repeat?(Input::C)
      @item = @chest_window.item
      unless @item.is_a?(RPG::Item) or @item.is_a?(RPG::Weapon) or
             @item.is_a?(RPG::Armor)
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      case @item
      when RPG::Item
        amount = $game_party.item_number(@item.id)
        if amount < 99
          $game_system.se_play($data_system.decision_se)
          $chest.take_item(@item.id, 1)
          $game_party.gain_item(@item.id, 1)
        else
          $game_system.se_play($data_system.buzzer_se)
          return
        end
      when RPG::Weapon
        amount = $game_party.weapon_number(@item.id)
        if amount < 99
          $game_system.se_play($data_system.decision_se)
          $chest.take_weapon(@item.id, 1)
          $game_party.gain_weapon(@item.id, 1)
        else
          $game_system.se_play($data_system.buzzer_se)
          return
        end
      when RPG::Armor
        amount = $game_party.armor_number(@item.id)
        if amount < 99
          $game_system.se_play($data_system.decision_se)
          $chest.take_armor(@item.id, 1)
          $game_party.gain_armor(@item.id, 1)
        else
          $game_system.se_play($data_system.buzzer_se)
          return
        end
      end
      @party_window.refresh
      @chest_window.refresh
      return
    end
  end
end