/*
control.js：游戏主要逻辑控制
主要负责status相关内容，以及各种变量获取/存储
寻路算法和人物行走也在此文件内
 */

function control() {
    this.init();
}

control.prototype.init = function () {

}

////// 设置requestAnimationFrame //////
control.prototype.setRequestAnimationFrame = function () {

    (function() {
        var lastTime = 0;
        var vendors = ['webkit', 'moz'];
        for(var x = 0; x < vendors.length && !window.requestAnimationFrame; ++x) {
            window.requestAnimationFrame = window[vendors[x] + 'RequestAnimationFrame'];
            window.cancelAnimationFrame = window[vendors[x] + 'CancelAnimationFrame'] ||    // Webkit中此取消方法的名字变了
                window[vendors[x] + 'CancelRequestAnimationFrame'];
        }

        if (!window.requestAnimationFrame) {
            window.requestAnimationFrame = function(callback, element) {
                var currTime = new Date().getTime();
                var timeToCall = Math.max(0, 16.7 - (currTime - lastTime));
                var id = window.setTimeout(function() {
                    callback(currTime + timeToCall);
                }, timeToCall);
                lastTime = currTime + timeToCall;
                return id;
            };
        }
        if (!window.cancelAnimationFrame) {
            window.cancelAnimationFrame = function(id) {
                clearTimeout(id);
            };
        }
    }());

    core.animateFrame.speed = core.values.animateSpeed;
    core.animateFrame.background = core.canvas.ui.createPattern(core.material.ground, "repeat");

    var scan = {
        'up': {'x': 0, 'y': -1},
        'left': {'x': -1, 'y': 0},
        'down': {'x': 0, 'y': 1},
        'right': {'x': 1, 'y': 0}
    };

    var draw = function(timestamp) {

        core.animateFrame.globalTime = core.animateFrame.globalTime||timestamp;
        core.animateFrame.boxTime = core.animateFrame.boxTime||timestamp;
        core.animateFrame.moveTime = core.animateFrame.moveTime||timestamp;
        core.animateFrame.weather.time = core.animateFrame.weather.time||timestamp;

        // move time
        if (core.isPlaying() && core.isset(core.status) && core.isset(core.status.hero)
            && core.isset(core.status.hero.statistics)) {
            core.status.hero.statistics.totalTime += timestamp-(core.status.hero.statistics.start||timestamp);
            core.status.hero.statistics.currTime += timestamp-(core.status.hero.statistics.start||timestamp);
            core.status.hero.statistics.start=timestamp;
        }

        // Global Animate
        if (core.animateFrame.globalAnimate && core.isPlaying()) {

            if (timestamp-core.animateFrame.globalTime>core.animateFrame.speed && core.isset(core.status.globalAnimateObjs)) {

                for (var a = 0; a < core.status.globalAnimateObjs.length; a++) {
                    var obj = core.status.globalAnimateObjs[a];
                    obj.status = (obj.status+1)%(obj.event.animate||1);
                    core.drawBlock(obj, obj.status);
                }

                core.animateFrame.globalTime = timestamp;
            }
        }

        // Box
        if (timestamp-core.animateFrame.boxTime>core.animateFrame.speed && core.isset(core.status.boxAnimateObjs) && core.status.boxAnimateObjs.length>0) {
            core.drawBoxAnimate();
            core.animateFrame.boxTime = timestamp;
        }

        // Hero move
        if (timestamp-core.animateFrame.moveTime>16 && core.isset(core.status.heroMoving) && core.status.heroMoving>0) {
            var x=core.getHeroLoc('x'), y=core.getHeroLoc('y'), direction = core.getHeroLoc('direction');
            if (core.status.heroMoving<=4) {
                core.drawHero(direction, x, y, 'leftFoot', 4*core.status.heroMoving*scan[direction].x, 4*core.status.heroMoving*scan[direction].y);
            }
            else if (core.status.heroMoving<=8) {
                core.drawHero(direction, x, y, 'rightFoot', 4*core.status.heroMoving*scan[direction].x, 4*core.status.heroMoving*scan[direction].y);
            }
            core.animateFrame.moveTime = timestamp;
        }

        // weather
        if (core.isPlaying() && timestamp-core.animateFrame.weather.time>30) {
            if (core.animateFrame.weather.type == 'rain' && core.animateFrame.weather.level > 0) {

                core.clearMap('weather', 0, 0, 416, 416);

                core.canvas.weather.strokeStyle = 'rgba(174,194,224,0.8)';
                core.canvas.weather.lineWidth = 1;
                core.canvas.weather.lineCap = 'round';

                core.animateFrame.weather.nodes.forEach(function (p) {
                    core.canvas.weather.beginPath();
                    core.canvas.weather.moveTo(p.x, p.y);
                    core.canvas.weather.lineTo(p.x + p.l * p.xs, p.y + p.l * p.ys);
                    core.canvas.weather.stroke();

                    p.x += p.xs;
                    p.y += p.ys;
                    if (p.x > 416 || p.y > 416) {
                        p.x = Math.random() * 416;
                        p.y = -10;
                    }

                })

                core.canvas.weather.fill();

            }
            else if (core.animateFrame.weather.type == 'snow' && core.animateFrame.weather.level > 0) {

                core.clearMap('weather', 0, 0, 416, 416);

                core.canvas.weather.fillStyle = "rgba(255, 255, 255, 0.8)";
                core.canvas.weather.beginPath();

                if (!core.isset(core.animateFrame.weather.data))
                    core.animateFrame.weather.data = 0;
                core.animateFrame.weather.data += 0.01;

                var angle = core.animateFrame.weather.data;
                core.animateFrame.weather.nodes.forEach(function (p) {
                    core.canvas.weather.moveTo(p.x, p.y);
                    core.canvas.weather.arc(p.x, p.y, p.r, 0, Math.PI * 2, true);

                    // update
                    p.x += Math.sin(angle) * 2;
                    p.y += Math.cos(angle + p.d) + 1 + p.r / 2;

                    if (p.x > 416 + 5 || p.x < -5 || p.y > 416) {
                        if (Math.random() > 1 / 3) {
                            p.x = Math.random() * 416;
                            p.y = -10;
                        }
                        else {
                            if (Math.sin(angle) > 0) {
                                p.x = -5;
                                p.y = Math.random() * 416;
                            }
                            else {
                                p.x = 416 + 5;
                                p.y = Math.random() * 416;
                            }
                        }
                    }

                })

                core.canvas.weather.fill();

            }
            core.animateFrame.weather.time = timestamp;

        }
        window.requestAnimationFrame(draw);
    }
    window.requestAnimationFrame(draw);
}

////// 显示游戏开始界面 //////
control.prototype.showStartAnimate = function (callback) {
    core.dom.startPanel.style.opacity=1;
    core.dom.startPanel.style.display="block";
    core.dom.startTop.style.opacity=1;
    core.dom.startTop.style.display="block";
    core.dom.startButtonGroup.style.display = 'none';
    core.dom.startButtons.style.display = 'block';
    core.dom.levelChooseButtons.style.display = 'none';
    core.dom.curtain.style.background = "#000000";
    core.dom.curtain.style.opacity = 0;
    core.status.played = false;
    core.clearStatus();
    core.clearMap('all');

    var opacityVal = 1;
    var startAnimate = window.setInterval(function () {
        opacityVal -= 0.03;
        if (opacityVal < 0) {
            clearInterval(startAnimate);
            core.dom.startTop.style.display = 'none';
            // core.playGame();
            core.dom.startButtonGroup.style.display = 'block';
            if (core.isset(callback)) callback();
        }
        core.dom.startTop.style.opacity = opacityVal;
    }, 20);
}

////// 隐藏游戏开始界面 //////
control.prototype.hideStartAnimate = function (callback) {
    var opacityVal = 1;
    var startAnimate = window.setInterval(function () {
        opacityVal -= 0.03;
        if (opacityVal < 0) {
            clearInterval(startAnimate);
            core.dom.startPanel.style.display = 'none';
            if (core.isset(callback)) callback();
        }
        core.dom.startPanel.style.opacity = opacityVal;
    }, 20);
}

////// 游戏是否已经开始 //////
control.prototype.isPlaying = function() {
    return core.isset(core.status.played) && core.status.played;
}

////// 清除游戏状态和数据 //////
control.prototype.clearStatus = function() {
    // 停止各个Timeout和Interval
    for (var i in core.timeout) {
        clearTimeout(core.timeout[i]);
        core.timeout[i] = null;
    }
    for (var i in core.interval) {
        clearInterval(core.interval[i]);
        core.interval[i] = null;
    }
    core.status = {};
    core.clearStatusBar();
    core.resize(main.dom.body.clientWidth, main.dom.body.clientHeight);
}

////// 重置游戏状态和初始数据 //////
control.prototype.resetStatus = function(hero, hard, floorId, route, maps) {

    var totalTime=0;
    if (core.isset(core.status) && core.isset(core.status.hero)
        && core.isset(core.status.hero.statistics) && core.isset(route)) {
        totalTime=core.status.hero.statistics.totalTime;
    }

    this.clearStatus();

    // 初始化status
    core.status = core.clone(core.initStatus);
    core.status.played = true;
    // 初始化maps
    core.status.floorId = floorId;
    core.status.maps = core.clone(maps);
    // 初始化怪物
    core.material.enemys = core.clone(core.enemys.getEnemys());
    // 初始化人物属性
    core.status.hero = core.clone(hero);
    // 统计数据
    if (!core.isset(core.status.hero.statistics))
        core.status.hero.statistics = {
            'totalTime': totalTime,
            'currTime': 0,
            'hp': 0,
            'battleDamage': 0,
            'poisonDamage': 0,
            'extraDamage': 0,
            'moveDirectly': 0,
            'ignoreSteps': 0,
        }
    core.status.hero.statistics.totalTime = Math.max(core.status.hero.statistics.totalTime, totalTime);
    core.status.hero.statistics.start = null;

    core.status.hard = hard;
    // 初始化路线
    if (core.isset(route))
        core.status.route = route;
    // 保存的Index
    core.status.saveIndex = core.getLocalStorage('saveIndex2', 1);

}

////// 开始游戏 //////
control.prototype.startGame = function (hard, callback) {
    console.log('开始游戏');

    this.resetStatus(core.firstData.hero, hard, core.firstData.floorId, null, core.initStatus.maps);

    core.changeFloor(core.status.floorId, null, core.firstData.hero.loc, null, function() {
        if (core.isset(callback)) callback();
    }, true);

    setTimeout(function () {
        // Upload
        var formData = new FormData();
        formData.append('type', 'people');
        formData.append('name', core.firstData.name);
        formData.append('version', core.firstData.version);
        formData.append('platform', core.platform.isPC?"PC":core.platform.isAndroid?"Android":core.platform.isIOS?"iOS":"");
        formData.append('hard', hard);
        formData.append('hardCode', core.getFlag('hard', 0));

        core.utils.http("POST", "/games/upload.php", formData);
    })

}

////// 重新开始游戏；此函数将回到标题页面 //////
control.prototype.restart = function() {
    this.showStartAnimate();
    if (core.bgms.length>0)
        core.playBgm(core.bgms[0]);
}


/////////////////////// 寻路算法 & 人物行走控制 ///////////////////////

////// 清除自动寻路路线 //////
control.prototype.clearAutomaticRouteNode = function (x, y) {
    if (core.status.event.id==null)
        core.canvas.ui.clearRect(x * 32 + 5, y * 32 + 5, 27, 27);
}

////// 停止自动寻路操作 //////
control.prototype.stopAutomaticRoute = function () {
    if (!core.status.played) {
        return;
    }
    core.status.automaticRoute.autoHeroMove = false;
    core.status.automaticRoute.autoStep = 0;
    core.status.automaticRoute.destStep = 0;
    core.status.automaticRoute.movedStep = 0;
    core.status.automaticRoute.autoStepRoutes = [];
    core.status.automaticRoute.destX=null;
    core.status.automaticRoute.destY=null;
    core.status.automaticRoute.lastDirection = null;
    core.stopHero();
    if (core.status.automaticRoute.moveStepBeforeStop.length==0)
        core.canvas.ui.clearRect(0, 0, 416, 416);
}

////// 继续剩下的自动寻路操作 //////
control.prototype.continueAutomaticRoute = function () {
    // 此函数只应由events.afterOpenDoor和events.afterBattle调用
    var moveStep = core.status.automaticRoute.moveStepBeforeStop;
    //core.status.automaticRoute.moveStepBeforeStop = [];
    if(moveStep.length===0 || (moveStep.length===1 && moveStep[0].step===1)) {
        core.status.automaticRoute.moveStepBeforeStop = [];
    }
    else {
        core.setAutoHeroMove(moveStep);
    }
}

////// 清空剩下的自动寻路列表 //////
control.prototype.clearContinueAutomaticRoute = function () {
    core.canvas.ui.clearRect(0, 0, 416, 416);
    core.status.automaticRoute.moveStepBeforeStop=[];
}

////// 设置自动寻路路线 //////
control.prototype.setAutomaticRoute = function (destX, destY, stepPostfix) {
    if (!core.status.played || core.status.lockControl) {
        return;
    }
    // 正在寻路中
    if (core.status.automaticRoute.autoHeroMove) {
        var lastX = core.status.automaticRoute.destX, lastY=core.status.automaticRoute.destY;
        core.stopAutomaticRoute();
        if (lastX==destX && lastY==destY) {
            core.status.automaticRoute.moveDirectly = true;
            setTimeout(function () {
                if (core.status.automaticRoute.moveDirectly && core.status.heroMoving==0) {
                    var ignoreSteps = core.canMoveDirectly(destX, destY);
                    if (ignoreSteps>0) {
                        core.clearMap('hero', 0, 0, 416, 416);
                        core.setHeroLoc('x', destX);
                        core.setHeroLoc('y', destY);
                        core.drawHero();
                        core.status.route.push("move:"+destX+":"+destY);
                        core.status.hero.statistics.moveDirectly++;
                        core.status.hero.statistics.ignoreSteps+=ignoreSteps;
                    }
                }
                core.status.automaticRoute.moveDirectly = false;
            }, 100);
        }
        return;
    }
    if (destX == core.status.hero.loc.x && destY == core.status.hero.loc.y && stepPostfix.length==0) {
        if (core.timeout.turnHeroTimeout==null) {
            core.timeout.turnHeroTimeout = setTimeout(function() {
                core.turnHero();
                clearTimeout(core.timeout.turnHeroTimeout);
                core.timeout.turnHeroTimeout = null;
            }, 250);
        }
        else {
            clearTimeout(core.timeout.turnHeroTimeout);
            core.timeout.turnHeroTimeout = null;
            core.getNextItem();
        }
        return;
    }
    var step = 0;
    var tempStep = null;
    var moveStep;
    if (!(moveStep = core.automaticRoute(destX, destY))) {
        if (destX == core.status.hero.loc.x && destY == core.status.hero.loc.y){
            moveStep=[];
        } else {
            core.canvas.ui.clearRect(0, 0, 416, 416);
            return;
        }
    }
    moveStep=moveStep.concat(stepPostfix);
    core.status.automaticRoute.destX=destX;
    core.status.automaticRoute.destY=destY;
    core.canvas.ui.save();
    core.canvas.ui.clearRect(0, 0, 416, 416);
    core.canvas.ui.fillStyle = '#bfbfbf';
    core.canvas.ui.strokeStyle = '#bfbfbf';
    core.canvas.ui.lineWidth = 8;
    for (var m = 0; m < moveStep.length; m++) {
        if (tempStep == null) {
            step++;
            tempStep = moveStep[m].direction;
        }
        else if (tempStep == moveStep[m].direction) {
            step++;
        }
        else {
            //core.status.automaticRoutingTemp.moveStep.push({'direction': tempStep, 'step': step});
            core.status.automaticRoute.autoStepRoutes.push({'direction': tempStep, 'step': step});
            step = 1;
            tempStep = moveStep[m].direction;
        }
        if (m == moveStep.length - 1) {
            // core.status.automaticRoutingTemp.moveStep.push({'direction': tempStep, 'step': step});
            core.status.automaticRoute.autoStepRoutes.push({'direction': tempStep, 'step': step});
            core.canvas.ui.fillRect(moveStep[m].x * 32 + 10, moveStep[m].y * 32 + 10, 12, 12);
        }
        else {
            core.canvas.ui.beginPath();
            if (core.isset(moveStep[m + 1]) && tempStep != moveStep[m + 1].direction) {
                if (tempStep == 'up' && moveStep[m + 1].direction == 'left' || tempStep == 'right' && moveStep[m + 1].direction == 'down') {
                    core.canvas.ui.moveTo(moveStep[m].x * 32 + 5, moveStep[m].y * 32 + 16);
                    core.canvas.ui.lineTo(moveStep[m].x * 32 + 16, moveStep[m].y * 32 + 16);
                    core.canvas.ui.lineTo(moveStep[m].x * 32 + 16, moveStep[m].y * 32 + 27);
                }
                else if (tempStep == 'up' && moveStep[m + 1].direction == 'right' || tempStep == 'left' && moveStep[m + 1].direction == 'down') {
                    core.canvas.ui.moveTo(moveStep[m].x * 32 + 27, moveStep[m].y * 32 + 16);
                    core.canvas.ui.lineTo(moveStep[m].x * 32 + 16, moveStep[m].y * 32 + 16);
                    core.canvas.ui.lineTo(moveStep[m].x * 32 + 16, moveStep[m].y * 32 + 27);
                }
                else if (tempStep == 'left' && moveStep[m + 1].direction == 'up' || tempStep == 'down' && moveStep[m + 1].direction == 'right') {
                    core.canvas.ui.moveTo(moveStep[m].x * 32 + 27, moveStep[m].y * 32 + 16);
                    core.canvas.ui.lineTo(moveStep[m].x * 32 + 16, moveStep[m].y * 32 + 16);
                    core.canvas.ui.lineTo(moveStep[m].x * 32 + 16, moveStep[m].y * 32 + 5);
                }
                else if (tempStep == 'right' && moveStep[m + 1].direction == 'up' || tempStep == 'down' && moveStep[m + 1].direction == 'left') {
                    core.canvas.ui.moveTo(moveStep[m].x * 32 + 5, moveStep[m].y * 32 + 16);
                    core.canvas.ui.lineTo(moveStep[m].x * 32 + 16, moveStep[m].y * 32 + 16);
                    core.canvas.ui.lineTo(moveStep[m].x * 32 + 16, moveStep[m].y * 32 + 5);
                }
                core.canvas.ui.stroke();
                continue;
            }
            switch (tempStep) {
                case 'up':
                case 'down':
                    core.canvas.ui.beginPath();
                    core.canvas.ui.moveTo(moveStep[m].x * 32 + 16, moveStep[m].y * 32 + 5);
                    core.canvas.ui.lineTo(moveStep[m].x * 32 + 16, moveStep[m].y * 32 + 27);
                    core.canvas.ui.stroke();
                    break;
                case 'left':
                case 'right':
                    core.canvas.ui.beginPath();
                    core.canvas.ui.moveTo(moveStep[m].x * 32 + 5, moveStep[m].y * 32 + 16);
                    core.canvas.ui.lineTo(moveStep[m].x * 32 + 27, moveStep[m].y * 32 + 16);
                    core.canvas.ui.stroke();
                    break;
            }
        }
    }
    core.canvas.ui.restore();

    // 立刻移动
    core.setAutoHeroMove();

}

////// 自动寻路算法，找寻最优路径 //////
control.prototype.automaticRoute = function (destX, destY) {
    var startX = core.getHeroLoc('x');
    var startY = core.getHeroLoc('y');
    var scan = {
        'up': {'x': 0, 'y': -1},
        'left': {'x': -1, 'y': 0},
        'down': {'x': 0, 'y': 1},
        'right': {'x': 1, 'y': 0}
    };
    var queue = [];
    var nowDeep = 0;
    var route = [];
    var ans = []

    if (destX == startX && destY == startY) return false;
    queue.push(13 * startX + startY);
    queue.push(-1);
    route[13 * startX + startY] = '';

    while (queue.length != 1) {
        var f = queue.shift();
        if (f===-1) {nowDeep+=1;queue.push(-1);continue;}
        var deep = ~~(f/169);
        if (deep!==nowDeep) {queue.push(f);continue;}
        f=f%169;
        var nowX = parseInt(f / 13), nowY = f % 13;
        var nowIsArrow = false, nowId, nowBlock = core.getBlock(nowX,nowY);
        for (var direction in scan) {
            if (!core.canMoveHero(nowX, nowY, direction))
                continue;

            var nx = nowX + scan[direction].x;
            var ny = nowY + scan[direction].y;

            if (nx<0 || nx>12 || ny<0 || ny>12) continue;

            var nid = 13 * nx + ny;

            if (core.isset(route[nid])) continue;

            var deepAdd=1;

            var nextId, nextBlock = core.getBlock(nx,ny);
            if (nextBlock!=null){
                nextId = nextBlock.block.event.id;
                // 绕过亮灯（因为只有一次通行机会很宝贵）
                if(nextId == "light") deepAdd=100;
                // 绕过路障
                if (nextId.substring(nextId.length-3)=="Net") deepAdd=core.values.lavaDamage;
                // 绕过血瓶
                if (!core.flags.potionWhileRouting && nextId.substring(nextId.length-6)=="Potion") deepAdd=20;
                // 绕过传送点
                if  (nextBlock.block.event.trigger == 'changeFloor') deepAdd = 10;
            }
            if (core.status.checkBlock.damage[nid]>0)
                deepAdd = core.status.checkBlock.damage[nid];

            if (nx == destX && ny == destY) {
                route[nid] = direction;
                break;
            }
            if (core.noPassExists(nx, ny))
                continue;

            route[nid] = direction;
            queue.push(169*(nowDeep+deepAdd)+nid);
        }
        if (core.isset(route[13 * destX + destY])) break;
    }

    if (!core.isset(route[13 * destX + destY])) {
        return false;
    }

    var nowX = destX, nowY = destY;
    while (nowX != startX || nowY != startY) {
        var dir = route[13 * nowX + nowY];
        ans.push({'direction': dir, 'x': nowX, 'y': nowY});
        nowX -= scan[dir].x;
        nowY -= scan[dir].y;
    }

    ans.reverse();
    return ans;
}

////// 显示离散的寻路点 //////
control.prototype.fillPosWithPoint = function (pos) {
    core.fillRect('ui', pos.x*32+12,pos.y*32+12,8,8, '#bfbfbf');
}

////// 设置勇士的自动行走路线 //////
control.prototype.setAutoHeroMove = function (steps) {
    steps=steps||core.status.automaticRoute.autoStepRoutes;
    if (steps.length == 0) {
        return;
    }
    core.status.automaticRoute.autoStepRoutes=steps;
    core.status.automaticRoute.autoHeroMove = true;
    core.status.automaticRoute.autoStep = 1;
    core.status.automaticRoute.destStep = steps[0].step;
    core.moveHero(steps[0].direction);
}

////// 设置行走的效果动画 //////
control.prototype.setHeroMoveInterval = function (direction, x, y, callback) {
    if (core.status.heroMoving>0) {
        return;
    }
    core.status.heroMoving=1;
    var scan = {
        'up': {'x': 0, 'y': -1},
        'left': {'x': -1, 'y': 0},
        'down': {'x': 0, 'y': 1},
        'right': {'x': 1, 'y': 0}
    };

    var toAdd = 1;
    if (core.status.replay.speed>3)
        toAdd = 2;

    core.interval.heroMoveInterval = window.setInterval(function () {
        core.status.heroMoving+=toAdd;
        if (core.status.heroMoving>=8) {
            core.setHeroLoc('x', x+scan[direction].x);
            core.setHeroLoc('y', y+scan[direction].y);
            core.moveOneStep();
            core.clearMap('hero', 0, 0, 416, 416);
            core.drawHero(direction);
            clearInterval(core.interval.heroMoveInterval);
            core.status.heroMoving = 0;
            if (core.isset(callback)) callback();
        }
    }, 12.5 * toAdd / core.status.replay.speed);
}

////// 实际每一步的行走过程 //////
control.prototype.moveAction = function (callback) {
    if (core.interval.openDoorAnimate!=null) return; // 开门判断
    if (core.status.heroMoving>0) return;
    var scan = {
        'up': {'x': 0, 'y': -1},
        'left': {'x': -1, 'y': 0},
        'down': {'x': 0, 'y': 1},
        'right': {'x': 1, 'y': 0}
    };
    var direction = core.getHeroLoc('direction');
    var x = core.getHeroLoc('x');
    var y = core.getHeroLoc('y');
    var noPass = core.noPass(x + scan[direction].x, y + scan[direction].y), canMove = core.canMoveHero();
    if (noPass || !canMove) {
        if (core.status.event.id!='ski')
            core.status.route.push(direction);
        core.status.automaticRoute.moveStepBeforeStop = [];
        core.status.automaticRoute.lastDirection = core.getHeroLoc('direction');
        if (canMove) // 非箭头：触发
            core.trigger(x + scan[direction].x, y + scan[direction].y);
        core.drawHero(direction, x, y);

        if (core.status.automaticRoute.moveStepBeforeStop.length==0) {
            core.clearContinueAutomaticRoute();
            core.stopAutomaticRoute();
        }
        if (core.isset(callback))
            callback();
    }
    else {
        core.setHeroMoveInterval(direction, x, y, function () {
            if (core.status.automaticRoute.autoHeroMove) {
                core.status.automaticRoute.movedStep++;
                core.status.automaticRoute.lastDirection = core.getHeroLoc('direction');
                if (core.status.automaticRoute.destStep == core.status.automaticRoute.movedStep) {
                    if (core.status.automaticRoute.autoStep == core.status.automaticRoute.autoStepRoutes.length) {
                        core.clearContinueAutomaticRoute();
                        core.stopAutomaticRoute();
                    }
                    else {
                        core.status.automaticRoute.movedStep = 0;
                        core.status.automaticRoute.destStep = core.status.automaticRoute.autoStepRoutes[core.status.automaticRoute.autoStep].step;
                        core.setHeroLoc('direction', core.status.automaticRoute.autoStepRoutes[core.status.automaticRoute.autoStep].direction);
                        core.status.automaticRoute.autoStep++;
                    }
                }
            }
            else if (core.status.heroStop) {
                core.drawHero();
            }
            if (core.status.event.id!='ski')
                core.status.route.push(direction);
            core.trigger(core.getHeroLoc('x'), core.getHeroLoc('y'));
            core.checkBlock();
            if (core.isset(callback)) callback();
        });
    }
}

////// 转向 //////
control.prototype.turnHero = function() {
    if (core.status.hero.loc.direction == 'up') core.status.hero.loc.direction = 'right';
    else if (core.status.hero.loc.direction == 'right') core.status.hero.loc.direction = 'down';
    else if (core.status.hero.loc.direction == 'down') core.status.hero.loc.direction = 'left';
    else if (core.status.hero.loc.direction == 'left') core.status.hero.loc.direction = 'up';
    core.drawHero();
    core.canvas.ui.clearRect(0, 0, 416, 416);
    core.status.route.push("turn");
}

////// 让勇士开始移动 //////
control.prototype.moveHero = function (direction, callback) {
    // 如果正在移动，直接return
    if (core.status.heroMoving!=0) return;
    if (core.isset(direction))
        core.setHeroLoc('direction', direction);
    if (!core.isset(callback)) { // 如果不存在回调函数，则使用heroMoveTrigger
        core.status.heroStop = false;
        core.status.automaticRoute.moveDirectly = false;

        var doAction = function () {
            if (!core.status.heroStop) {
                if (core.hasFlag('debug') && core.status.ctrlDown) {
                    if (core.status.heroMoving!=0) return;
                    core.status.heroMoving=-1;
                    core.eventMoveHero([core.getHeroLoc('direction')], 100, function () {
                        core.status.heroMoving=0;
                        doAction();
                    });
                }
                else {
                    core.moveAction();
                    setTimeout(doAction, 50);
                }
            }
            else {
                core.stopHero();
            }
        }
        doAction();
    }
    else { // 否则，只向某个方向移动一步，然后调用callback
        core.moveAction(function () {
            callback();
        })
    }
}

/////// 使用事件让勇士移动。这个函数将不会触发任何事件 //////
control.prototype.eventMoveHero = function(steps, time, callback) {

    time = time || 100;

    core.clearMap('ui', 0, 0, 416, 416);
    core.setAlpha('ui', 1.0);

    // 要运行的轨迹：将steps展开
    var moveSteps=[];
    steps.forEach(function (e) {
        if (typeof e=="string") {
            moveSteps.push(e);
        }
        else {
            if (!core.isset(e.value)) {
                moveSteps.push(e.direction)
            }
            else {
                for (var i=0;i<e.value;i++) {
                    moveSteps.push(e.direction);
                }
            }
        }
    });

    var step=0;
    var scan = {
        'up': {'x': 0, 'y': -1},
        'left': {'x': -1, 'y': 0},
        'down': {'x': 0, 'y': 1},
        'right': {'x': 1, 'y': 0}
    };

    core.status.replay.animate=true;

    var animate=window.setInterval(function() {
        var x=core.getHeroLoc('x'), y=core.getHeroLoc('y');
        if (moveSteps.length==0) {
            clearInterval(animate);
            core.drawHero(null, x, y);
            core.status.replay.animate=false;
            if (core.isset(callback)) callback();
        }
        else {
            var direction = moveSteps[0];
            core.setHeroLoc('direction', direction);
            step++;
            if (step <= 4) {
                core.drawHero(direction, x, y, 'leftFoot', 4 * step * scan[direction].x, 4 * step * scan[direction].y);
            }
            else if (step <= 8) {
                core.drawHero(direction, x, y, 'rightFoot', 4 * step * scan[direction].x, 4 * step * scan[direction].y);
            }
            if (step == 8) {
                step = 0;
                core.setHeroLoc('x', x + scan[direction].x);
                core.setHeroLoc('y', y + scan[direction].y);
                moveSteps.shift();
            }
        }
    }, time / 8 / core.status.replay.speed)
}

////// 每移动一格后执行的事件 //////
control.prototype.moveOneStep = function() {
    core.status.hero.steps++;
    // 中毒状态
    if (core.hasFlag('poison')) {
        core.status.hero.statistics.poisonDamage += core.values.poisonDamage;
        core.status.hero.hp -= core.values.poisonDamage;
        if (core.status.hero.hp<=0) {
            core.status.hero.hp=0;
            core.updateStatusBar();
            core.events.lose();
            return;
        }
        core.updateStatusBar();
    }
}

////// 停止勇士的一切行动，等待勇士行动结束后，再执行callback //////
control.prototype.waitHeroToStop = function(callback) {
    var lastDirection = core.status.automaticRoute.lastDirection;
    core.stopAutomaticRoute();
    core.clearContinueAutomaticRoute();
    if (core.isset(callback)) {
        core.status.replay.animate=true;
        core.lockControl();
        core.status.automaticRoute.moveDirectly = false;
        setTimeout(function(){
            core.status.replay.animate=false;
            if (core.isset(lastDirection))
                core.setHeroLoc('direction', lastDirection);
            core.drawHero();
            callback();
        }, 30);
    }
}

////// 停止勇士的移动状态 //////
control.prototype.stopHero = function () {
    core.status.heroStop = true;
}

////// 绘制勇士 //////
control.prototype.drawHero = function (direction, x, y, status, offsetX, offsetY) {
    offsetX = offsetX || 0;
    offsetY = offsetY || 0;
    var dx=offsetX==0?0:offsetX/Math.abs(offsetX), dy=offsetY==0?0:offsetY/Math.abs(offsetY);
    if (!core.isset(x)) x = core.getHeroLoc('x');
    if (!core.isset(y)) y = core.getHeroLoc('y');
    core.clearAutomaticRouteNode(x+dx, y+dy);
    x = x * 32;
    y = y * 32;
    status = status || 'stop';
    var heroIcon = core.material.icons.hero[direction || core.getHeroLoc('direction')];
    core.canvas.hero.clearRect(x - 32, y - 32, 96, 96);
    var height=core.material.icons.hero.height;
    core.canvas.hero.drawImage(core.material.images.hero, heroIcon[status] * 32, heroIcon.loc * height, 32, height, x + offsetX, y + offsetY + 32-height, 32, height);
}

////// 设置勇士的位置 //////
control.prototype.setHeroLoc = function (itemName, itemVal) {
    if (itemVal == '++') {
        core.status.hero.loc[itemName]++;
        return;
    }
    else if (itemVal == '--') {
        core.status.hero.loc[itemName]--;
        return;
    }
    core.status.hero.loc[itemName] = itemVal;
}

////// 获得勇士的位置 //////
control.prototype.getHeroLoc = function (itemName) {
    if (!core.isset(itemName)) return core.status.hero.loc;
    return core.status.hero.loc[itemName];
}

////// 获得勇士面对位置的x坐标 //////
control.prototype.nextX = function() {
    var scan = {
        'up': {'x': 0, 'y': -1},
        'left': {'x': -1, 'y': 0},
        'down': {'x': 0, 'y': 1},
        'right': {'x': 1, 'y': 0}
    };
    return core.getHeroLoc('x')+scan[core.getHeroLoc('direction')].x;
}

////// 获得勇士面对位置的y坐标 //////
control.prototype.nextY = function () {
    var scan = {
        'up': {'x': 0, 'y': -1},
        'left': {'x': -1, 'y': 0},
        'down': {'x': 0, 'y': 1},
        'right': {'x': 1, 'y': 0}
    };
    return core.getHeroLoc('y')+scan[core.getHeroLoc('direction')].y;
}

////// 更新领域、夹击、阻击的伤害地图 //////
control.prototype.updateCheckBlock = function() {
    core.status.checkBlock = {};
    if (!core.isset(core.status.thisMap)) return;
    var blocks = core.status.thisMap.blocks;

    // Step1: 更新怪物地图
    core.status.checkBlock.map = []; // 记录怪物地图
    for (var n=0;n<blocks.length;n++) {
        var block = blocks[n];
        if (core.isset(block.event) && !(core.isset(block.enable) && !block.enable) && block.event.cls.indexOf('enemy')==0) {
            var id = block.event.id, enemy = core.material.enemys[id];
            if (core.isset(enemy)) {
                core.status.checkBlock.map[13*block.x+block.y]=id;
            }
        }
        // 血网
        if (core.isset(block.event) && !(core.isset(block.enable) && !block.enable) &&
            block.event.id=='lavaNet' && block.event.trigger=='passNet' && !core.hasItem("shoes")) {
            core.status.checkBlock.map[13*block.x+block.y]="lavaNet";
        }
    }

    // Step2: 更新领域、阻击伤害
    core.status.checkBlock.damage = []; // 记录(x,y)点的伤害
    for (var x=0;x<13*13;x++) core.status.checkBlock.damage[x]=0;

    for (var x=0;x<13;x++) {
        for (var y=0;y<13;y++) {
            var id = core.status.checkBlock.map[13*x+y];
            if (core.isset(id)) {

                if (id=="lavaNet") {
                    core.status.checkBlock.damage[13*x+y]+=core.values.lavaDamage;
                    continue;
                }

                var enemy = core.material.enemys[id];
                // 存在领域
                if (core.enemys.hasSpecial(enemy.special, 15)) {
                    var range = enemy.range || 1;
                    var zoneSquare = false;
                    if (core.isset(enemy.zoneSquare)) zoneSquare=enemy.zoneSquare;
                    for (var dx=-range;dx<=range;dx++) {
                        for (var dy=-range;dy<=range;dy++) {
                            if (dx==0 && dy==0) continue;
                            var nx=x+dx, ny=y+dy;
                            if (nx<0 || nx>12 || ny<0 || ny>12) continue;
                            if (!zoneSquare && Math.abs(dx)+Math.abs(dy)>range) continue;
                            core.status.checkBlock.damage[13*nx+ny]+=enemy.value;
                        }
                    }
                }
                // 存在阻击
                if (core.enemys.hasSpecial(enemy.special, 18)) {
                    for (var dx=-1;dx<=1;dx++) {
                        for (var dy=-1;dy<=1;dy++) {
                            if (dx==0 && dy==0) continue;
                            var nx=x+dx, ny=y+dy;
                            if (nx<0 || nx>12 || ny<0 || ny>12 || Math.abs(dx)+Math.abs(dy)>1) continue;
                            core.status.checkBlock.damage[13*nx+ny]+=enemy.value;
                        }
                    }
                }
            }
        }
    }


    // Step3: 更新夹击点坐标，并将夹击伤害加入到damage中
    core.status.checkBlock.betweenAttack = []; // 记录(x,y)点是否有夹击
    for (var x=0;x<13;x++) {
        for (var y=0;y<13;y++) {
            var has=false;
            if (x>0 && x<12) {
                var id1=core.status.checkBlock.map[13*(x-1)+y],
                    id2=core.status.checkBlock.map[13*(x+1)+y];
                if (core.isset(id1) && core.isset(id2) && id1==id2) {
                    var enemy = core.material.enemys[id1];
                    if (core.isset(enemy) && core.enemys.hasSpecial(enemy.special, 16)) {
                        has = true;
                    }
                }
            }
            if (y>0 && y<12) {
                var id1=core.status.checkBlock.map[13*x+y-1],
                    id2=core.status.checkBlock.map[13*x+y+1];
                if (core.isset(id1) && core.isset(id2) && id1==id2) {
                    var enemy = core.material.enemys[id1];
                    if (core.isset(enemy) && core.enemys.hasSpecial(enemy.special, 16)) {
                        has = true;
                    }
                }
            }
            // 存在夹击
            if (has) {
                core.status.checkBlock.betweenAttack[13*x+y]=true;
                var leftHp = core.status.hero.hp - core.status.checkBlock.damage[13*x+y];
                if (leftHp>1)
                    core.status.checkBlock.damage[13*x+y] += Math.floor((leftHp+(core.flags.betweenAttackCeil?0:1))/2);
            }
        }
    }
}

////// 检查并执行领域、夹击、阻击事件 //////
control.prototype.checkBlock = function () {
    var x=core.getHeroLoc('x'), y=core.getHeroLoc('y');
    var damage = core.status.checkBlock.damage[13*x+y];
    if (damage>0) {
        core.status.hero.hp -= damage;

        // 检查阻击事件
        var snipe = [];
        var scan = {
            'up': {'x': 0, 'y': -1},
            'left': {'x': -1, 'y': 0},
            'down': {'x': 0, 'y': 1},
            'right': {'x': 1, 'y': 0}
        }
        for (var direction in scan) {
            var nx = x+scan[direction].x, ny=y+scan[direction].y;
            if (nx<0 || nx>12 || ny<0 || ny>12) continue;
            var id=core.status.checkBlock.map[13*nx+ny];
            if (core.isset(id)) {
                var enemy = core.material.enemys[id];
                if (core.isset(enemy) && core.enemys.hasSpecial(enemy.special, 18)) {
                    snipe.push({'direction': direction, 'x': nx, 'y': ny});
                }
            }
        }

        if (core.status.checkBlock.betweenAttack[13*x+y] && damage>0) {
            core.drawTip('受到夹击，生命变成一半');
        }
        else if (core.status.checkBlock.map[13*x+y]=='lavaNet') {
            core.drawTip('受到血网伤害'+damage+'点');
        }
        // 阻击
        else if (snipe.length>0 && damage>0) {
            core.drawTip('受到阻击伤害'+damage+'点');
        }
        else if (damage>0) {
            core.drawTip('受到领域伤害'+damage+'点');
        }

        if (damage>0) {
            core.playSound('zone.mp3');
            core.drawAnimate("zone", x, y);
        }
        core.status.hero.statistics.extraDamage += damage;

        if (core.status.hero.hp<=0) {
            core.status.hero.hp=0;
            core.updateStatusBar();
            core.events.lose();
            return;
        }
        snipe = snipe.filter(function (t) {
            var x=t.x, y=t.y, direction = t.direction;
            var nx = x+scan[direction].x, ny=y+scan[direction].y;

            return nx>=0 && nx<=12 && ny>=0 && ny<=12 && core.getBlock(nx, ny, core.status.floorId, false)==null;
        });
        core.updateStatusBar();
        if (snipe.length>0)
            core.snipe(snipe);
    }
}

////// 阻击事件（动画效果） //////
control.prototype.snipe = function (snipes) {

    var scan = {
        'up': {'x': 0, 'y': -1},
        'left': {'x': -1, 'y': 0},
        'down': {'x': 0, 'y': 1},
        'right': {'x': 1, 'y': 0}
    };

    snipes.forEach(function (snipe) {
        var x=snipe.x, y=snipe.y, direction = snipe.direction;
        snipe.nx = x+scan[snipe.direction].x;
        snipe.ny = y+scan[snipe.direction].y;

        core.removeGlobalAnimate(x, y);

        var block = core.getBlock(x,y).block;

        var cls = block.event.cls;
        var height = block.event.height || 32;

        snipe.animate = block.event.animate || 1;
        snipe.blockIcon = core.material.icons[cls][block.event.id];
        snipe.blockImage = core.material.images[cls];
        snipe.height = height;

        var damage = core.enemys.getDamage(block.event.id);
        var color = '#000000';

        if (damage == null) {
            damage = "???";
            color = '#FF0000';
        }
        else {
            if (damage <= 0) color = '#00FF00';
            else if (damage < core.status.hero.hp / 3) color = '#FFFFFF';
            else if (damage < core.status.hero.hp * 2 / 3) color = '#FFFF00';
            else if (damage < core.status.hero.hp) color = '#FF7F00';
            else color = '#FF0000';

            damage = core.formatBigNumber(damage);
        }

        snipe.damage = damage;
        snipe.color = color;
        snipe.block = core.clone(block);

    })

    var finishSnipe = function () {
        snipes.forEach(function (t) {
            core.removeBlock(t.x, t.y);
            var nBlock = core.clone(t.block);
            nBlock.x = t.nx; nBlock.y = t.ny;
            core.status.thisMap.blocks.push(nBlock);
            core.drawBlock(nBlock);
            core.addGlobalAnimate(nBlock);
        });
        core.syncGlobalAnimate();
        core.updateStatusBar();
        return;
    }

    if (core.status.replay.replaying) {
        finishSnipe();
    }
    else {
        core.waitHeroToStop(function() {

            core.lockControl();

            var time = 500, step = 0;

            var animateCurrent = 0;
            var animateTime = 0;

            core.canvas.fg.textAlign = 'left';

            var animate=window.setInterval(function() {

                step++;
                animateTime += time / 16;
                if (animateTime >= core.values.animateSpeed) {
                    animateCurrent++;
                    animateTime = 0;
                }

                snipes.forEach(function (snipe) {
                    var x=snipe.x, y=snipe.y, direction = snipe.direction;

                    var dx = scan[direction].x*2*step, dy = scan[direction].y*2*step;
                    var nowX = 32*x+dx, nowY = 32*y+dy;

                    // 清空上一次
                    core.clearMap('fg', nowX-2*scan[direction].x, nowY-2*scan[direction].y, 32, 32);
                    core.canvas.event.clearRect(nowX-2*scan[direction].x, nowY-2*scan[direction].y, 32, 32);
                    core.canvas.event2.clearRect(nowX-2*scan[direction].x, nowY-2*scan[direction].y-32, 32, 32)

                    core.drawBlock(snipe.block, animateCurrent, dx, dy);

                    if (core.hasItem('book')) {
                        // drawFG
                        core.setFillStyle('fg', '#000000');
                        core.canvas.fg.fillText(snipe.damage, nowX + 2, nowY + 30);
                        core.canvas.fg.fillText(snipe.damage, nowX, nowY + 30);
                        core.canvas.fg.fillText(snipe.damage, nowX + 2, nowY + 32);
                        core.canvas.fg.fillText(snipe.damage, nowX, nowY + 32);

                        core.setFillStyle('fg', snipe.color);
                        core.canvas.fg.fillText(snipe.damage, nowX + 1, nowY + 31);
                    }

                })

                if (step==16) { // 移动完毕
                    clearInterval(animate);
                    finishSnipe();
                    // 不存在自定义事件
                    if (core.status.event.id==null)
                        core.unLockControl();
                }
            }, time/16);
        });
    }
}

////// 更改天气效果 //////
control.prototype.setWeather = function (type, level) {

    // 非雨雪
    if (type!='rain' && type!='snow') {
        core.clearMap('weather', 0, 0, 416, 416)
        core.animateFrame.weather.type = null;
        core.animateFrame.weather.level = 0;
        core.animateFrame.weather.nodes = [];
        return;
    }

    level = parseInt(level);

    // 当前天气：则忽略
    if (type==core.animateFrame.weather.type &&
        (!core.isset(level) || 20*level==core.animateFrame.weather.level)) {
        return;
    }

    if (!core.isset(level)) level=5;
    if (level<1) level=1; if (level>10) level=10;
    level *= 20;

    core.clearMap('weather', 0, 0, 416, 416)
    core.animateFrame.weather.type = type;
    core.animateFrame.weather.level = level;

    core.animateFrame.weather.nodes = [];

    if (type == 'rain') {
        for (var a=0;a<level;a++) {
            core.animateFrame.weather.nodes.push({
                'x': Math.random()*416,
                'y': Math.random()*416,
                'l': Math.random() * 2.5,
                'xs': -4 + Math.random() * 4 + 2,
                'ys': Math.random() * 10 + 10
            })
        }
    }
    else if (type=='snow') {
        for (var a=0;a<level;a++) {
            core.animateFrame.weather.nodes.push({
                'x': Math.random()*416,
                'y': Math.random()*416,
                'r': Math.random() * 5 + 1,
                'd': Math.random() * level,
            })
        }
    }
}

////// 更改画面色调 //////
control.prototype.setFg = function(color, time, callback) {
    if (!core.isset(time)) time=750;
    if (time<=0) time=0;

    if (!core.isset(core.status.curtainColor)) {
        core.status.curtainColor = [0,0,0,0];
    }

    var fromColor = core.status.curtainColor;

    if (!core.isset(color))
        color = [0,0,0,0];
    if (color.length==3)
        color.push(1);
    if (color[3]<0) color[3]=0;
    if (color[3]>1) color[3]=1;

    if (time==0) {
        // 直接变色
        core.dom.curtain.style.background = core.arrayToRGB(color);
        core.dom.curtain.style.opacity = color[3];
        core.status.curtainColor = color;
        if (core.isset(callback)) callback();
        return;
    }

    var step=0;
    core.status.replay.animate=true;
    var changeAnimate = setInterval(function() {
        step++;

        var nowAlpha = fromColor[3]+(color[3]-fromColor[3])*step/25;
        var nowR = parseInt(fromColor[0]+(color[0]-fromColor[0])*step/25);
        var nowG = parseInt(fromColor[1]+(color[1]-fromColor[1])*step/25);
        var nowB = parseInt(fromColor[2]+(color[2]-fromColor[2])*step/25);
        core.dom.curtain.style.background = core.arrayToRGB([nowR,nowG,nowB]);
        core.dom.curtain.style.opacity = nowAlpha;

        if (step>=25) {
            clearInterval(changeAnimate);
            core.status.curtainColor = color;
            core.status.replay.animate=false;
            if (core.isset(callback)) callback();
        }
    }, time/25);
}

////// 更新全地图显伤 //////
control.prototype.updateFg = function () {

    if (!core.isset(core.status.thisMap) || !core.isset(core.status.thisMap.blocks)) return;
    // 更新显伤
    var mapBlocks = core.status.thisMap.blocks;
    core.clearMap('fg', 0, 0, 416, 416);
    // 没有怪物手册
    if (!core.hasItem('book')) return;
    core.setFont('fg', "bold 11px Arial");
    var hero_hp = core.status.hero.hp;
    if (core.flags.displayEnemyDamage || core.flags.displayCritical) {
        core.canvas.fg.textAlign = 'left';
        for (var b = 0; b < mapBlocks.length; b++) {
            var x = mapBlocks[b].x, y = mapBlocks[b].y;
            if (core.isset(mapBlocks[b].event) && mapBlocks[b].event.cls.indexOf('enemy')==0
                && !(core.isset(mapBlocks[b].enable) && !mapBlocks[b].enable)) {

                // 非系统默认的战斗事件（被覆盖）
                if (mapBlocks[b].event.trigger != 'battle') {
                    // 判断显伤
                    var event = core.floors[core.status.floorId].events[x+","+y];
                    if (core.isset(event) && !(event instanceof Array)) {
                        if (core.isset(event.displayDamage) && !event.displayDamage)
                            continue;
                    }
                }

                var id = mapBlocks[b].event.id;

                if (core.flags.displayEnemyDamage) {
                    var damage = core.enemys.getDamage(id);
                    var color = '#000000';

                    if (damage == null) {
                        damage = "???";
                        color = '#FF0000';
                    }
                    else {
                        if (damage <= 0) color = '#00FF00';
                        else if (damage < hero_hp / 3) color = '#FFFFFF';
                        else if (damage < hero_hp * 2 / 3) color = '#FFFF00';
                        else if (damage < hero_hp) color = '#FF7F00';
                        else color = '#FF0000';

                        damage = core.formatBigNumber(damage);
                    }

                    core.setFillStyle('fg', '#000000');
                    core.canvas.fg.fillText(damage, 32 * x + 2, 32 * (y + 1) - 2);
                    core.canvas.fg.fillText(damage, 32 * x, 32 * (y + 1) - 2);
                    core.canvas.fg.fillText(damage, 32 * x + 2, 32 * (y + 1));
                    core.canvas.fg.fillText(damage, 32 * x, 32 * (y + 1));

                    core.setFillStyle('fg', color);
                    core.canvas.fg.fillText(damage, 32 * x + 1, 32 * (y + 1) - 1);
                }

                // 临界显伤
                if (core.flags.displayCritical) {
                    var critical = core.enemys.nextCriticals(id);
                    if (critical.length>0) critical=critical[0];
                    critical = core.formatBigNumber(critical[0]);
                    if (critical == '???') critical = '?';
                    core.setFillStyle('fg', '#000000');
                    core.canvas.fg.fillText(critical, 32 * x + 2, 32 * (y + 1) - 2 - 10);
                    core.canvas.fg.fillText(critical, 32 * x, 32 * (y + 1) - 2 - 10);
                    core.canvas.fg.fillText(critical, 32 * x + 2, 32 * (y + 1) - 10);
                    core.canvas.fg.fillText(critical, 32 * x, 32 * (y + 1) - 10);
                    core.setFillStyle('fg', '#FFFFFF');
                    core.canvas.fg.fillText(critical, 32 * x + 1, 32 * (y + 1) - 1 - 10);
                }

            }
        }
    }
    // 如果是领域&夹击
    if (core.flags.displayExtraDamage) {
        core.canvas.fg.textAlign = 'center';
        for (var x=0;x<13;x++) {
            for (var y=0;y<13;y++) {
                var damage = core.status.checkBlock.damage[13*x+y];
                if (damage>0) {
                    damage = core.formatBigNumber(damage);
                    core.setFillStyle('fg', '#000000');
                    core.canvas.fg.fillText(damage, 32 * x + 17, 32 * (y + 1) - 13);
                    core.canvas.fg.fillText(damage, 32 * x + 15, 32 * (y + 1) - 15);
                    core.canvas.fg.fillText(damage, 32 * x + 17, 32 * (y + 1) - 15);
                    core.canvas.fg.fillText(damage, 32 * x + 15, 32 * (y + 1) - 13);

                    core.setFillStyle('fg', '#FF7F00');
                    core.canvas.fg.fillText(damage, 32 * x + 16, 32 * (y + 1) - 14);
                }
            }
        }
    }
}

////// 执行一个表达式的effect操作 //////
control.prototype.doEffect = function (expression) {
    // 必须使用"+="
    var arr = expression.split("+=");
    if (arr.length!=2) return;
    var name=arr[0], value=core.calValue(arr[1]);
    if (name.indexOf("status:")==0) {
        var status=name.substring(7);
        core.setStatus(status, core.getStatus(status)+value);
    }
    else if (name.indexOf("item:")==0) {
        var itemId=name.substring(5);
        core.setItem(itemId, core.itemCount(itemId)+value);
    }
}

////// 开启debug模式 //////
control.prototype.debug = function() {
    core.setFlag('debug', true);
    core.insertAction(["\t[调试模式开启]此模式下按住Ctrl键可以穿墙并忽略一切事件。\n同时，录像将失效，也无法上传成绩。"]);
    /*
    core.setStatus('hp', 999999);
    core.setStatus('atk', 10000);
    core.setStatus('def', 10000);
    core.setStatus('mdef', 10000);
    core.setStatus('money', 10000);
    core.setStatus('experience', 10000);
    core.setItem('yellowKey', 50);
    core.setItem('blueKey', 50);
    core.setItem('redKey', 50);
    core.setItem('book', 1);
    core.setItem('fly', 1);
    for (var i in core.status.maps)
        if (core.status.maps[i].canFlyTo && core.status.hero.flyRange.indexOf(i)<0)
            core.status.hero.flyRange.push(i);
    core.updateStatusBar();
    core.drawTip("作弊成功");
    */
}

////// 开始播放 //////
control.prototype.startReplay = function (list) {
    core.status.replay.replaying=true;
    core.status.replay.pausing=false;
    core.status.replay.speed=1.0;
    core.status.replay.toReplay = core.clone(list);
    core.status.replay.totalList = core.clone(list);
    core.status.replay.steps = 0;
    core.status.replay.save = [];
    core.updateStatusBar();
    core.drawTip("开始播放");
    this.replay();
    return;
}

////// 更改播放状态 //////
control.prototype.triggerReplay = function () {
    if (core.status.event.id=='save') return;
    if (core.status.replay.pausing) this.resumeReplay();
    else this.pauseReplay();
}

////// 暂停播放 //////
control.prototype.pauseReplay = function () {
    if (core.status.event.id=='save') return;
    if (!core.status.replay.replaying) return;
    core.status.replay.pausing = true;
    core.updateStatusBar();
    core.drawTip("暂停播放");
}

////// 恢复播放 //////
control.prototype.resumeReplay = function () {
    if (core.status.event.id=='save') return;
    if (!core.status.replay.replaying) return;
    core.status.replay.pausing = false;
    core.updateStatusBar();
    core.drawTip("恢复播放");
    core.replay();
}

////// 加速播放 //////
control.prototype.speedUpReplay = function () {
    if (core.status.event.id=='save') return;
    if (!core.status.replay.replaying) return;
    var toAdd = core.status.replay.speed>=3?3:core.status.replay.speed>=2?2:1;
    core.status.replay.speed = parseInt(10*core.status.replay.speed + toAdd)/10;
    if (core.status.replay.speed>6.0) core.status.replay.speed=6.0;
    core.drawTip("x"+core.status.replay.speed+"倍");
}

////// 减速播放 //////
control.prototype.speedDownReplay = function () {
    if (core.status.event.id=='save') return;
    if (!core.status.replay.replaying) return;
    var toAdd = core.status.replay.speed>3?3:core.status.replay.speed>2?2:1;
    core.status.replay.speed = parseInt(10*core.status.replay.speed - toAdd)/10;
    if (core.status.replay.speed<0.3) core.status.replay.speed=0.3;
    core.drawTip("x"+core.status.replay.speed+"倍");
}

////// 停止播放 //////
control.prototype.stopReplay = function () {
    if (core.status.event.id=='save') return;
    if (!core.status.replay.replaying) return;
    core.status.replay.toReplay = [];
    core.status.replay.totalList = [];
    core.status.replay.replaying=false;
    core.status.replay.pausing=false;
    core.status.replay.speed=1.0;
    core.status.replay.steps = 0;
    core.status.replay.save = [];
    core.updateStatusBar();
    core.drawTip("停止播放并恢复游戏");
}

////// 回退 //////
control.prototype.rewindReplay = function () {
    if (core.status.event.id=='save') return;
    if (!core.status.replay.replaying) return;
    if (!core.status.replay.pausing) {
        core.drawTip("请先暂停录像");
        return;
    }
    if (core.status.replay.animate) {
        core.drawTip("请等待当前事件的处理结束");
        return;
    }
    if (core.status.replay.save.length==0) {
        core.drawTip("无法再回到上一个节点");
        return;
    }

    var save = core.status.replay.save;
    var data = save.pop();
    core.loadData(data.data, function () {
        core.status.replay = {
            "replaying": true,
            "pausing": true,
            "animate": false,
            "toReplay": data.replay.toReplay,
            "totalList": data.replay.totalList,
            "speed": data.replay.speed,
            "steps": data.replay.steps,
            "save": save
        }
        core.updateStatusBar();
        core.drawTip("成功回退到上一个节点");
    })
}

////// 回放时存档 //////
control.prototype.saveReplay = function () {
    if (!core.status.replay.replaying) return;
    if (!core.status.replay.pausing) {
        core.drawTip("请先暂停录像");
        return;
    }
    if (core.status.replay.animate || core.isset(core.status.event.id)) {
        core.drawTip("请等待当前事件的处理结束");
        return;
    }

    core.lockControl();
    core.status.event.id='save';
    var saveIndex = core.status.saveIndex;
    var page=parseInt((saveIndex-1)/5), offset=saveIndex-5*page;

    core.ui.drawSLPanel(10*page+offset);
}

////// 回放时查看怪物手册 //////
control.prototype.bookReplay = function () {
    if (!core.status.replay.replaying) return;
    if (!core.status.replay.pausing) {
        core.drawTip("请先暂停录像");
        return;
    }
    if (core.status.replay.animate || core.isset(core.status.event.id)) {
        core.drawTip("请等待当前事件的处理结束");
        return;
    }

    core.lockControl();
    core.status.event.id='book';
    core.useItem('book');
}

////// 回放 //////
control.prototype.replay = function () {

    if (!core.status.replay.replaying) return; // 没有回放
    if (core.status.replay.pausing) return; // 暂停状态
    if (core.status.replay.animate) return; // 正在某段动画中

    if (core.status.replay.toReplay.length==0) { // 回放完毕
        core.stopReplay();
        core.insertAction("录像回放完毕！");
        return;
    }

    core.status.replay.steps++;
    if (core.status.replay.steps%50==0) {
        //if (core.status.replay.save.length == 30)
        //    core.status.replay.save.shift();
        core.status.replay.save.push({"data": core.saveData(), "replay": {
            "totalList": core.clone(core.status.replay.totalList),
            "toReplay": core.clone(core.status.replay.toReplay),
            "speed": core.status.replay.speed,
            "steps": core.status.replay.steps
        }});
    }

    var action=core.status.replay.toReplay.shift();

    if (action=='up' || action=='down' || action=='left' || action=='right') {
        core.moveHero(action, function () {
            setTimeout(function() {
                core.replay();
            });
        });
        return;
    }
    else if (action.indexOf("item:")==0) {
        var itemId = action.substring(5);
        if (core.canUseItem(itemId)) {
            var tools = Object.keys(core.status.hero.items.tools).sort();
            var constants = Object.keys(core.status.hero.items.constants).sort();
            var index;
            if ((index=tools.indexOf(itemId))>=0 || (index=constants.indexOf(itemId)+100)>=100) {
                core.ui.drawToolbox(index);
                setTimeout(function () {
                    core.ui.closePanel();
                    core.useItem(itemId, function () {
                        core.replay();
                    });
                }, 750 / core.status.replay.speed);
            }
            return;
        }
    }
    else if (action.indexOf("fly:")==0) {
        var floorId=action.substring(4);
        var toIndex=core.status.hero.flyRange.indexOf(floorId);
        var nowIndex=core.status.hero.flyRange.indexOf(core.status.floorId);
        if (core.hasItem('fly') && toIndex>=0 && nowIndex>=0) {
            core.ui.drawFly(toIndex);
            setTimeout(function () {
                core.ui.closePanel();
                var stair=toIndex<nowIndex?"upFloor":"downFloor";
                core.status.route.push("fly:"+floorId);
                core.changeFloor(floorId, stair, null, null, function () {
                    core.replay();
                });
            }, 750 / core.status.replay.speed);
            return;
        }
    }
    else if (action.indexOf("shop:")==0) {
        var sps=action.substring(5).split(":");
        var shopId=sps[0], selections=sps[1].split("");

        if (selections.length>0) {
            var shop=core.status.shops[shopId];
            if (core.isset(shop) && shop.visited) { // 商店可用
                var choices = shop.choices;
                var topIndex = 6 - parseInt(choices.length / 2);

                core.status.event.selection = parseInt(selections.shift());

                core.events.openShop(shopId, false);
                var shopInterval = setInterval(function () {
                    if (!core.actions.clickShop(6, topIndex+core.status.event.selection)) {
                        clearInterval(shopInterval);
                        core.stopReplay();
                        core.drawTip("录像文件出错");
                        return;
                    }
                    if (selections.length==0) {
                        clearInterval(shopInterval);
                        core.actions.clickShop(6, topIndex+choices.length);
                        core.replay();
                        return;
                    }
                    core.status.event.selection = parseInt(selections.shift());
                    core.events.openShop(shopId, false);

                }, 750 / core.status.replay.speed);
                return;
            }
        }
    }
    else if (action=='turn') {
        core.turnHero();
        core.replay();
        return;
    }
    else if (action=='getNext') {
        if (core.flags.enableGentleClick && core.getBlock(core.nextX(), core.nextY())!=null) {
            var nextX = core.nextX(), nextY = core.nextY();
            var block = core.getBlock(nextX, nextY);
            if (block!=null && block.block.event.trigger=='getItem') {
                core.getItem(block.block.event.id, 1, nextX, nextY);
                core.status.route.push("getNext");
                core.replay();
                return;
            }
        }
    }
    else if (action.indexOf('move:')==0) {
        var pos=action.substring(5).split(":");
        var x=parseInt(pos[0]), y=parseInt(pos[1]);

        var ignoreSteps = core.canMoveDirectly(x, y);
        if (ignoreSteps>0) {
            core.clearMap('hero', 0, 0, 416, 416);
            core.setHeroLoc('x', x);
            core.setHeroLoc('y', y);
            core.drawHero();
            core.status.route.push("move:"+x+":"+y);
            core.status.hero.statistics.moveDirectly++;
            core.status.hero.statistics.ignoreSteps+=ignoreSteps;
            core.replay();
            return;
        }
    }
    else if (action.indexOf('key:')==0) {
        core.actions.keyUp(parseInt(action.substring(4)), true);
        core.replay();
        return;
    }

    core.stopReplay();
    core.insertAction("录像文件出错");

}

////// 判断当前能否进入某个事件 //////
control.prototype.checkStatus = function (name, need, item) {
    if (need && core.status.event.id == name) {
        core.ui.closePanel();
        return false;
    }

    if (need && core.status.lockControl) return false;
    if (core.isset(item) && item && !core.hasItem(name)) {
        core.drawTip("你没有" + core.material.items[name].name);
        return false;
    }
    if (!core.status.heroStop) {
        core.drawTip("请先停止勇士行动");
        return false;
    }

    core.lockControl();
    core.status.event.id = name;
    return true;
}

////// 点击怪物手册时的打开操作 //////
control.prototype.openBook = function (need) {
    if (core.isset(core.status.replay)&&core.status.replay.replaying) return;

    // 当前是book，且从“浏览地图”打开
    if (core.status.event.id == 'book' && core.isset(core.status.event.selection)) {
        core.status.boxAnimateObjs = [];
        core.ui.drawMaps(core.status.event.selection);
        return;
    }

    // 从“浏览地图”页面打开
    if (core.status.event.id=='viewMaps') {
        need=false;
        core.status.event.selection = core.status.event.data;
    }

    if (!core.checkStatus('book', need, true))
        return;
    core.useItem('book');
}

////// 点击楼层传送器时的打开操作 //////
control.prototype.useFly = function (need) {
    if (core.isset(core.status.replay)&&core.status.replay.replaying) return;
    if (!core.checkStatus('fly', need, true))
        return;
    if (core.flags.flyNearStair && !core.nearStair()) {
        core.drawTip("只有在楼梯边才能使用传送器");
        core.unLockControl();
        core.status.event.data = null;
        core.status.event.id = null;
        return;
    }
    if (!core.canUseItem('fly')) {
        core.drawTip("楼层传送器好像失效了");
        core.unLockControl();
        core.status.event.data = null;
        core.status.event.id = null;
        return;
    }
    core.useItem('fly');
    return;
}

////// 点击工具栏时的打开操作 //////
control.prototype.openToolbox = function (need) {
    if (core.isset(core.status.replay)&&core.status.replay.replaying) return;
    if (!core.checkStatus('toolbox', need))
        return;
    core.ui.drawToolbox();
}

////// 点击快捷商店按钮时的打开操作 //////
control.prototype.openQuickShop = function (need) {
    if (core.isset(core.status.replay)&&core.status.replay.replaying) return;
    if (!core.checkStatus('selectShop', need))
        return;
    core.ui.drawQuickShop();
}

////// 点击保存按钮时的打开操作 //////
control.prototype.save = function(need) {
    if (core.isset(core.status.replay)&&core.status.replay.replaying) return;
    if (!core.checkStatus('save', need))
        return;

    var saveIndex = core.status.saveIndex;
    var page=parseInt((saveIndex-1)/5), offset=saveIndex-5*page;

    core.ui.drawSLPanel(10*page+offset);
}

////// 点击读取按钮时的打开操作 //////
control.prototype.load = function (need) {
    if (core.isset(core.status.replay)&&core.status.replay.replaying) return;

    var saveIndex = core.getLocalStorage('saveIndex2', 1);
    var page=parseInt((saveIndex-1)/5), offset=saveIndex-5*page;

    // 游戏开始前读档
    if (!core.isPlaying()) {
        core.status.event = {'id': 'load', 'data': null};
        core.status.lockControl = true;
        core.dom.startPanel.style.display = 'none';
        core.ui.drawSLPanel(10*page+offset);
        return;
    }

    if (!core.checkStatus('load', need))
        return;
    core.ui.drawSLPanel(10*page+offset);
}

////// 点击设置按钮时的操作 //////
control.prototype.openSettings = function (need) {
    if (core.isset(core.status.replay)&&core.status.replay.replaying) return;
    if (!core.checkStatus('settings', need))
        return;
    core.ui.drawSettings();
}

////// 自动存档 //////
control.prototype.autosave = function (removeLast) {
    if (core.status.event.id!=null)
        return;
    var x=null;
    if (removeLast)
        x=core.status.route.pop();
    core.setLocalStorage("autoSave", core.saveData())
    if (removeLast && core.isset(x))
        core.status.route.push(x);
}

////// 实际进行存读档事件 //////
control.prototype.doSL = function (id, type) {
    if (type=='save') {
        if (id=='autoSave') {
            core.drawTip('不能覆盖自动存档！');
            return;
        }
        if (core.setLocalStorage("save"+id, core.saveData())) {
            core.ui.closePanel();
            core.drawTip('存档成功！');
            if (id!="autoSave") {
                core.status.saveIndex=id;
                core.setLocalStorage('saveIndex2', core.status.saveIndex);
            }
        }
        else {
            core.drawTip('存储空间不足，请覆盖已有的存档或在菜单栏中进行清理');
        }
        return;
    }
    else if (type=='load') {
        var data = core.getLocalStorage(id=='autoSave'?id:"save"+id, null);
        if (!core.isset(data)) {
            core.drawTip("无效的存档");
            return;
        }
        if (data.version != core.firstData.version) {
            // core.drawTip("存档版本不匹配");
            if (confirm("存档版本不匹配！\n你想回放此存档的录像吗？")) {
                core.dom.startPanel.style.display = 'none';
                var seed = data.hero.flags.seed;
                core.resetStatus(core.firstData.hero, data.hard, core.firstData.floorId, null, core.initStatus.maps);
                core.events.setInitData(data.hard);
                core.setFlag('seed', seed);
                core.setFlag('rand', seed);
                core.changeFloor(core.status.floorId, null, core.firstData.hero.loc, null, function() {
                    core.startReplay(core.decodeRoute(data.route));
                }, true);
            }
            return;
        }
        core.ui.closePanel();
        core.loadData(data, function() {
            core.drawTip("读档成功");
            if (id!="autoSave") {
                core.status.saveIndex=id;
                core.setLocalStorage('saveIndex2', core.status.saveIndex);
            }
        });
        return;
    }
    else if (type == 'replayLoad') {
        var data = core.getLocalStorage(id=='autoSave'?id:"save"+id, null);
        if (!core.isset(data)) {
            core.drawTip("无效的存档");
            return;
        }
        if (data.version != core.firstData.version) {
            core.drawTip("存档版本不匹配");
            return;
        }
        if (data.hard != core.status.hard) {
            core.drawTip("游戏难度不匹配！");
            return;
        }
        var route = core.subarray(core.status.route, core.decodeRoute(data.route));
        if (!core.isset(route) || data.hero.flags.seed!=core.getFlag('seed')) {
            core.drawTip("无法从此存档回放录像");
            return;
        }
        core.loadData(data, function () {
            core.startReplay(route);
            core.drawTip("回退到存档节点");
        });
    }
}

////// 同步存档到服务器 //////
control.prototype.syncSave = function (type) {
    var saves=null;
    // data
    if (type=='all') {
        saves=[];
        for (var i=1;i<=5*(main.savePages||30);i++) {
            var data = core.getLocalStorage("save"+i, null);
            if (core.isset(data)) {
                saves.push(data);
            }
        }
    }
    else {
        for (var i=5*(main.savePages||30);i>=1;i--) {
            saves=core.getLocalStorage("save"+i, null);
            if (core.isset(saves)) {
                break;
            }
        }
    }
    if (!core.isset(saves)) {
        core.drawText("没有要同步的存档");
        return;
    }
    core.ui.drawWaiting("正在同步，请稍后...");

    var formData = new FormData();
    formData.append('type', 'save');
    formData.append('name', core.firstData.name);
    var save_text = JSON.stringify(saves);
    formData.append('data', save_text);

    core.http("POST", "/games/sync.php", formData, function (data) {
        var response = JSON.parse(data);
        if (response.code<0) {
            core.drawText("出错啦！\n无法同步存档到服务器。\n错误原因："+response.msg);
        }
        else {
            core.drawText("同步成功！\n\n您的存档编号： "+response.code+"\n您的存档密码： "+response.msg+"\n\n请牢记以上两个信息（如截图等），在从服务器\n同步存档时使用。")
        }
    }, function (e) {
        core.drawText("出错啦！\n无法同步存档到服务器。\n错误原因："+e);
    })
}

////// 从服务器加载存档 //////
control.prototype.syncLoad = function () {
    var id = prompt("请输入存档编号：");
    if (id==null || id=="") {
        core.ui.drawSyncSave(); return;
    }
    var password = prompt("请输入存档密码：");
    if (password==null || password=="") {
        core.ui.drawSyncSave(); return;
    }
    core.ui.drawWaiting("正在同步，请稍后...");

    var formData = new FormData();
    formData.append('type', 'load');
    formData.append('name', core.firstData.name);
    formData.append('id', id);
    formData.append('password', password);

    core.http("POST", "/games/sync.php", formData, function (data) {
        var response = JSON.parse(data);
        switch (response.code) {
            case 0:
                // 成功
                var data=JSON.parse(response.msg);
                // console.log(data);

                if (data instanceof Array) {
                    core.status.event.selection=1;
                    core.ui.drawConfirmBox("所有本地存档都将被覆盖，确认？", function () {
                        for (var i=1;i<=5*(main.savePages||30);i++) {
                            if (i<=data.length) {
                                core.setLocalStorage("save"+i, data[i-1]);
                            }
                            else {
                                core.removeLocalStorage("save"+i);
                            }
                        }
                        core.drawText("同步成功！\n你的本地所有存档均已被覆盖。");
                    }, function () {
                        core.status.event.selection=0;
                        core.ui.drawSyncSave();
                    })
                }
                else {
                    // 只覆盖单存档
                    var index=5*(main.savePages||30);
                    for (var i=5*(main.savePages||30);i>=1;i--) {
                        if (core.getLocalStorage("save"+i, null)==null)
                            index=i;
                        else break;
                    }
                    core.setLocalStorage("save"+index, data);
                    core.drawText("同步成功！\n单存档已覆盖至存档"+index);
                }
                break;
            case -1:
                core.drawText("出错啦！\n存档编号"+id+"不存在！");
                break;
            case -2:
                core.drawText("出错啦！\n存档密码错误！");
                break;
            default:
                core.drawText("出错啦！\n无法从服务器同步存档。\n错误原因："+response.msg);
                break;
        }
    }, function (e) {
        core.drawText("出错啦！\n无法从服务器同步存档。\n错误原因："+e);
    });
}

////// 存档到本地 //////
control.prototype.saveData = function() {
    var data = {
        'floorId': core.status.floorId,
        'hero': core.clone(core.status.hero),
        'hard': core.status.hard,
        'maps': core.maps.save(core.status.maps),
        'route': core.encodeRoute(core.status.route),
        'shops': {},
        'version': core.firstData.version,
        "time": new Date().getTime()
    };
    // set shop times
    for (var shop in core.status.shops) {
        data.shops[shop]={
            'times': core.status.shops[shop].times || 0,
            'visited': core.status.shops[shop].visited || false
        }
    }
    core.events.beforeSaveData(data);

    return data;
}

////// 从本地读档 //////
control.prototype.loadData = function (data, callback) {

    core.resetStatus(data.hero, data.hard, data.floorId, core.decodeRoute(data.route), core.maps.load(data.maps));

    // load shop times
    for (var shop in core.status.shops) {
        if (core.isset(data.shops[shop])) {
            core.status.shops[shop].times = data.shops[shop].times;
            core.status.shops[shop].visited = data.shops[shop].visited;
        }
    }

    // load icons
    var icon = core.getFlag("heroIcon", "hero.png");
    if (core.isset(core.material.images.images[icon])) {
        core.material.images.hero.src = core.material.images.images[icon].src;
        core.material.icons.hero.height = core.material.images.images[icon].height/4;
    }

    core.events.afterLoadData(data);

    core.changeFloor(data.floorId, null, data.hero.loc, 0, function() {
        if (core.isset(callback)) callback();
    }, true);
}

////// 设置勇士属性 //////
control.prototype.setStatus = function (statusName, statusVal) {
    if (core.isset(core.status.hero.loc[statusName]))
        core.status.hero.loc[statusName] = statusVal;
    else
        core.status.hero[statusName] = statusVal;
}

////// 获得勇士属性 //////
control.prototype.getStatus = function (statusName) {
    // support status:x
    if (core.isset(core.status.hero.loc[statusName]))
        return core.status.hero.loc[statusName];
    return core.status.hero[statusName];
}

////// 获得某个等级的名称 //////
control.prototype.getLvName = function () {
    if (core.status.hero.lv>core.firstData.levelUp.length) return core.status.hero.lv;
    return core.firstData.levelUp[core.status.hero.lv-1].name || core.status.hero.lv;
}

////// 设置某个自定义变量或flag //////
control.prototype.setFlag = function(flag, value) {
    if (!core.isset(core.status.hero)) return;
    core.status.hero.flags[flag]=value;
}

////// 获得某个自定义变量或flag //////
control.prototype.getFlag = function(flag, defaultValue) {
    if (!core.isset(core.status.hero)) return defaultValue;
    var value = core.status.hero.flags[flag];
    if (core.isset(value)) return value;
    return defaultValue;
}

////// 是否存在某个自定义变量或flag，且值为true //////
control.prototype.hasFlag = function(flag) {
    if (core.getFlag(flag)) return true;
    return false;
}

////// 锁定状态栏，常常用于事件处理 //////
control.prototype.lockControl = function () {
    core.status.lockControl = true;
}

////// 解锁状态栏 //////
control.prototype.unLockControl = function () {
    core.status.lockControl = false;
}

////// 播放背景音乐 //////
control.prototype.playBgm = function (bgm) {
    if (main.mode!='play')return;
    // 如果不允许播放
    if (!core.musicStatus.bgmStatus) return;
    // 音频不存在
    if (!core.isset(core.material.bgms[bgm])) return;

    // 延迟播放
    if (core.material.bgms[bgm] == 'loading') {
        core.material.bgms[bgm] = 'starting';
        return;
    }

    try {
        // 如果当前正在播放，且和本BGM相同，直接忽略
        if (core.musicStatus.playingBgm == bgm && core.musicStatus.isPlaying) {
            return;
        }
        // 如果正在播放中，暂停
        if (core.isset(core.musicStatus.playingBgm) && core.musicStatus.isPlaying) {
            core.material.bgms[core.musicStatus.playingBgm].pause();
        }
        // 播放当前BGM
        core.material.bgms[bgm].volume = core.musicStatus.volume;
        core.material.bgms[bgm].play();
        core.musicStatus.playingBgm = bgm;
        core.musicStatus.isPlaying = true;
    }
    catch (e) {
        console.log("无法播放BGM "+bgm);
        console.log(e);
        core.musicStatus.playingBgm = null;
    }
}

////// 暂停背景音乐的播放 //////
control.prototype.pauseBgm = function () {
    // 直接暂停播放
    try {
        if (core.isset(core.musicStatus.playingBgm)) {
            core.material.bgms[core.musicStatus.playingBgm].pause();
        }
        core.musicStatus.isPlaying = false;
    }
    catch (e) {
        console.log("无法暂停BGM "+bgm);
        console.log(e);
    }
}

////// 恢复背景音乐的播放 //////
control.prototype.resumeBgm = function () {
    if (main.mode!='play')return;
    // 如果不允许播放
    if (!core.musicStatus.bgmStatus) return;

    // 恢复BGM
    try {
        if (core.isset(core.musicStatus.playingBgm)) {
            core.material.bgms[core.musicStatus.playingBgm].play();
            core.musicStatus.isPlaying = true;
        }
        else {
            if (core.bgms.length>0) {
                if (core.isset(core.floors[core.status.floorId].bgm)) {
                    core.playBgm(core.floors[core.status.floorId].bgm);
                }
                else
                    core.playBgm(core.bgms[0]);
                core.musicStatus.isPlaying = true;
            }
        }
    }
    catch (e) {
        console.log("无法恢复BGM "+bgm);
        console.log(e);
    }
}

////// 播放音频 //////
control.prototype.playSound = function (sound) {
    if (main.mode!='play')return;
    // 如果不允许播放
    if (!core.musicStatus.soundStatus) return;
    // 音频不存在
    if (!core.isset(core.material.sounds[sound])) return;

    try {
        if (core.musicStatus.audioContext != null) {
            var source = core.musicStatus.audioContext.createBufferSource();
            source.buffer = core.material.sounds[sound];
            source.connect(core.musicStatus.gainNode);
            try {
                source.start(0);
            }
            catch (e) {
                try {
                    source.noteOn(0);
                }
                catch (ee) {
                }
            }
        }
        else {
            core.material.sounds[sound].volume = core.musicStatus.volume;
            core.material.sounds[sound].play();
        }
    }
    catch (eee) {
        console.log("无法播放SE "+sound);
        console.log(eee);
    }
}

////// 清空状态栏 //////
control.prototype.clearStatusBar = function() {
    var statusList = ['floor', 'lv', 'hpmax', 'hp', 'atk', 'def', 'mdef', 'money', 'experience',
        'up', 'yellowKey', 'blueKey', 'redKey', 'poison', 'weak', 'curse', 'hard'];
    statusList.forEach(function (e) {
        core.statusBar[e].innerHTML = "&nbsp;";
    });
    core.statusBar.image.book.style.opacity = 0.3;
    core.statusBar.image.fly.style.opacity = 0.3;
}

////// 更新状态栏 //////
control.prototype.updateStatusBar = function () {

    // 检查等级
    core.events.checkLvUp();

    // 检查HP上限
    if (core.flags.enableHPMax) {
        core.setStatus('hp', Math.min(core.getStatus('hpmax'), core.getStatus('hp')));
    }

    // 更新领域、阻击、显伤
    core.updateCheckBlock();

    var lvName = core.getLvName();
    core.statusBar.lv.innerHTML = lvName;
    if (/^[+-]?\d+$/.test(lvName))
        core.statusBar.lv.style.fontStyle = 'italic';
    else core.statusBar.lv.style.fontStyle = 'normal';

    var statusList = ['hpmax', 'hp', 'atk', 'def', 'mdef', 'money', 'experience'];
    statusList.forEach(function (item) {
        if (core.isset(core.status.hero[item]))
            core.status.hero[item] = Math.floor(core.status.hero[item]);
        core.statusBar[item].innerHTML = core.formatBigNumber(core.getStatus(item));
    });

    // 进阶
    if (core.flags.enableLevelUp && core.status.hero.lv<core.firstData.levelUp.length) {
        core.statusBar.up.innerHTML = core.firstData.levelUp[core.status.hero.lv].need || "&nbsp;";
    }
    else core.statusBar.up.innerHTML = "&nbsp;";

    var keys = ['yellowKey', 'blueKey', 'redKey'];
    keys.forEach(function (key) {
        core.statusBar[key].innerHTML = core.setTwoDigits(core.status.hero.items.keys[key]);
    })
    if(core.flags.enableDebuff){
        core.statusBar.poison.innerHTML = core.hasFlag('poison')?"毒":"";
        core.statusBar.weak.innerHTML = core.hasFlag('weak')?"衰":"";
        core.statusBar.curse.innerHTML = core.hasFlag('curse')?"咒":"";
    }

    core.statusBar.hard.innerHTML = core.status.hard;


    // 回放
    if (core.status.replay.replaying) {
        core.statusBar.image.book.src = core.status.replay.pausing?core.statusBar.icons.play.src:core.statusBar.icons.pause.src;
        core.statusBar.image.book.style.opacity = 1;

        core.statusBar.image.fly.src = core.statusBar.icons.stop.src;
        core.statusBar.image.fly.style.opacity = 1;

        core.statusBar.image.toolbox.src = core.statusBar.icons.rewind.src;

        core.statusBar.image.shop.src = core.statusBar.icons.book.src;

        core.statusBar.image.save.src = core.statusBar.icons.speedDown.src;

        core.statusBar.image.load.src = core.statusBar.icons.speedUp.src;

        core.statusBar.image.settings.src = core.statusBar.icons.save.src;

    }
    else {
        core.statusBar.image.book.src = core.statusBar.icons.book.src;
        core.statusBar.image.book.style.opacity = core.hasItem('book')?1:0.3;

        core.statusBar.image.fly.src = core.statusBar.icons.fly.src;
        core.statusBar.image.fly.style.opacity = core.hasItem('fly')?1:0.3;

        core.statusBar.image.toolbox.src = core.statusBar.icons.toolbox.src;

        core.statusBar.image.shop.src = core.statusBar.icons.shop.src;

        core.statusBar.image.save.src = core.statusBar.icons.save.src;

        core.statusBar.image.load.src = core.statusBar.icons.load.src;

        core.statusBar.image.settings.src = core.statusBar.icons.settings.src;
    }

    core.updateFg();
}

////// 屏幕分辨率改变后重新自适应 //////
control.prototype.resize = function(clientWidth, clientHeight) {
    if (main.mode=='editor')return;

    // 默认画布大小
    var DEFAULT_CANVAS_WIDTH = 422;
    // 默认边栏宽度
    var DEFAULT_BAR_WIDTH = 132;

    var BASE_LINEHEIGHT = 32;
    var SPACE = 3;
    var DEFAULT_FONT_SIZE = 16;
    //适配宽度 422
    var ADAPT_WIDTH = DEFAULT_CANVAS_WIDTH;
    var CHANGE_WIDTH = DEFAULT_CANVAS_WIDTH+DEFAULT_BAR_WIDTH;
    //判断横竖屏
    var width = clientWidth;
    var isHorizontal = false;
    if(clientWidth > clientHeight && clientHeight < ADAPT_WIDTH){
        isHorizontal = true;
        width = clientHeight;
    }
    // 各元素大小的变量声明
    var gameGroupWidth, gameGroupHeight, borderRight,
        canvasWidth, canvasTop, // canvasLeft,
        statusBarWidth, statusBarHeight, statusBarBorder,
        statusWidth, statusHeight, statusMaxWidth,statusLabelsLH,
        toolBarWidth, toolBarHeight, toolBarTop, toolBarBorder,
        toolsWidth, toolsHeight,toolsMargin,toolsPMaxwidth,
        fontSize, toolbarFontSize, margin, statusBackground, toolsBackground;

    var count = core.dom.statusBar.children.length;
    if (!core.flags.enableFloor) count--;
    if (!core.flags.enableLv) count--;
    if (!core.flags.enableHPMax) count--;
    if (!core.flags.enableMDef) count--;
    if (!core.flags.enableMoney) count--;
    if (!core.flags.enableExperience) count--;
    if (!core.flags.enableLevelUp) count--;
    if (!core.flags.enableDebuff) count--;
    if (core.isset(core.flags.enableKeys) && !core.flags.enableKeys) count--;

    var statusLineHeight = BASE_LINEHEIGHT * 9 / count;
    var statusLineFontSize = DEFAULT_FONT_SIZE;
    if (count>9) statusLineFontSize = statusLineFontSize * 9 / count;

    var shopDisplay;

    statusBarBorder = '3px #fff solid';
    toolBarBorder = '3px #fff solid';
    var zoom = (ADAPT_WIDTH - width) / 4.22;
    var aScale = 1 - zoom / 100;

    // 移动端
    if (width < CHANGE_WIDTH) {
        if(width < ADAPT_WIDTH){

            core.domStyle.scale = aScale;
            canvasWidth = width;
        }else{
            canvasWidth = DEFAULT_CANVAS_WIDTH;
            core.domStyle.scale = 1;
        }

        var scale = core.domStyle.scale
        var tempWidth = DEFAULT_CANVAS_WIDTH * scale;
        if(!isHorizontal){ //竖屏
            core.domStyle.screenMode = 'vertical';
            //显示快捷商店图标
            shopDisplay = 'block';
            //判断应该显示几行
            // var col = core.flags.enableMDef || core.flags.enableExperience || core.flags.enableDebuff ? 3 : 2;
            var col = parseInt((count-1)/3)+1;

            var tempTopBarH = scale * (BASE_LINEHEIGHT * col + SPACE * 2) + 6;
            var tempBotBarH = scale * (BASE_LINEHEIGHT + SPACE * 4) + 6;

            gameGroupHeight = tempWidth + tempTopBarH + tempBotBarH;

            gameGroupWidth = tempWidth
            canvasTop = tempTopBarH;
            // canvasLeft = 0;
            toolBarWidth = statusBarWidth = canvasWidth;
            statusBarHeight = tempTopBarH;
            statusBarBorder = '3px #fff solid';

            statusHeight = scale*BASE_LINEHEIGHT * .8;
            statusLabelsLH = .8 * BASE_LINEHEIGHT *scale;
            statusMaxWidth = scale * DEFAULT_BAR_WIDTH * .95;
            statusBackground = main.statusTopBackground;
            toolBarHeight = tempBotBarH;

            toolBarTop = statusBarHeight + canvasWidth;
            toolBarBorder = '3px #fff solid';
            toolsHeight = scale * BASE_LINEHEIGHT;
            toolsPMaxwidth = scale * DEFAULT_BAR_WIDTH * .4;
            toolsBackground = main.toolsBackground;
            borderRight = '3px #fff solid';

            margin = scale * SPACE * 2;
            toolsMargin = scale * SPACE * 4;
            fontSize = DEFAULT_FONT_SIZE * scale;
            toolbarFontSize = DEFAULT_FONT_SIZE * scale;
        }else { //横屏
            core.domStyle.screenMode = 'horizontal';
            shopDisplay = 'none';
            gameGroupWidth = tempWidth + DEFAULT_BAR_WIDTH * scale;
            gameGroupHeight = tempWidth;
            canvasTop = 0;
            // canvasLeft = DEFAULT_BAR_WIDTH * scale;
            toolBarWidth = statusBarWidth = DEFAULT_BAR_WIDTH * scale;
            statusBarHeight = gameGroupHeight - SPACE;
            statusBarBorder = '3px #fff solid';
            statusBackground = main.statusLeftBackground;

            statusHeight = scale*statusLineHeight * .8;
            statusLabelsLH = .8 * statusLineHeight *scale;
            toolBarTop = scale*statusLineHeight * count + SPACE * 2;
            toolBarHeight = canvasWidth - toolBarTop;
            toolBarBorder = '3px #fff solid';
            toolsHeight = scale * BASE_LINEHEIGHT;
            toolsBackground = 'transparent';
            fontSize = statusLineFontSize * scale;
            toolbarFontSize = DEFAULT_FONT_SIZE * scale;
            borderRight = '';
            statusMaxWidth = scale * DEFAULT_BAR_WIDTH;
            toolsPMaxwidth = scale * DEFAULT_BAR_WIDTH;

            margin = scale * SPACE * 2;
            toolsMargin = 2 * SPACE * scale;
        }

    }else { //大屏设备 pc端
        core.domStyle.scale = 1;
        core.domStyle.screenMode = 'bigScreen';
        shopDisplay = 'none';

        gameGroupWidth = DEFAULT_CANVAS_WIDTH + DEFAULT_BAR_WIDTH;
        gameGroupHeight = DEFAULT_CANVAS_WIDTH;
        canvasWidth = DEFAULT_CANVAS_WIDTH;
        canvasTop = 0;
        // canvasLeft = DEFAULT_BAR_WIDTH;

        toolBarWidth = statusBarWidth = DEFAULT_BAR_WIDTH;
        // statusBarHeight = statusLineHeight * count + SPACE * 2; //一共有9行
        statusBackground = main.statusLeftBackground;
        statusBarHeight = gameGroupHeight - SPACE;

        statusHeight = statusLineHeight * .8;
        statusLabelsLH = .8 * statusLineHeight;
        toolBarTop = statusLineHeight * count + SPACE * 2;
        toolBarHeight = DEFAULT_CANVAS_WIDTH - toolBarTop;
        toolsBackground = 'transparent';

        toolsHeight = BASE_LINEHEIGHT;
        borderRight = '';
        fontSize = statusLineFontSize;
        toolbarFontSize = DEFAULT_FONT_SIZE;
        statusMaxWidth = DEFAULT_BAR_WIDTH;
        toolsPMaxwidth = DEFAULT_BAR_WIDTH * .9;
        margin = SPACE * 2;
        toolsMargin = 2 * SPACE;
    }

    var unit = 'px'
    core.domStyle.styles = [
        {
            id: 'gameGroup',
            rules:{
                width: gameGroupWidth + unit,
                height: gameGroupHeight + unit,
                top: (clientHeight-gameGroupHeight)/2 + unit,
                left: (clientWidth-gameGroupWidth)/2 + unit,
            }
        },
        {
            className: 'gameCanvas',
            rules:{
                width: canvasWidth + unit,
                height: canvasWidth + unit,
                top: canvasTop + unit,
                right: 0,
                border: '3px #fff solid',
            }
        },
        {
            id: 'gif',
            rules: {
                width: (canvasWidth - SPACE*2) + unit,
                height:(canvasWidth - SPACE*2) + unit,
                top: (canvasTop + SPACE) + unit,
                right: SPACE + unit,
            }
        },
        {
            id: 'gif2',
            rules: {
                width: (canvasWidth - SPACE*2) + unit,
                height:(canvasWidth - SPACE*2) + unit,
                top: (canvasTop + SPACE) + unit,
                right: SPACE + unit,
            }
        },
        {
            id: 'curtain',
            rules: {
                width: (canvasWidth - SPACE*2) + unit,
                height:(canvasWidth - SPACE*2) + unit,
                top: (canvasTop + SPACE) + unit,
                right: SPACE + unit,
            }
        },
        {
            id: 'floorMsgGroup',
            rules:{
                width: (canvasWidth - SPACE*2) + unit,
                height: (gameGroupHeight - SPACE*2) + unit,
                top: SPACE + unit,
                right: SPACE + unit,
            }
        },
        {
            id: 'statusBar',
            rules:{
                width: statusBarWidth + unit,
                height: statusBarHeight + unit,
                top: 0,
                left: 0,
                padding: SPACE + unit,

                borderTop: statusBarBorder,
                borderLeft: statusBarBorder,
                borderRight: borderRight,
                fontSize: fontSize + unit,
                background: statusBackground,
            }
        },
        {
            className: 'status',
            rules:{
                width: '100%',
                maxWidth: statusMaxWidth + unit,
                height: statusHeight + unit,
                margin: margin/2 + unit
            }
        },
        {
            className: 'statusLabels',
            rules:{
                marginLeft: margin + unit,
                lineHeight: statusLabelsLH + unit,
            }
        },
        {
            id: 'toolBar',
            rules:{
                width: toolBarWidth + unit,
                height: toolBarHeight + unit,
                top: toolBarTop +unit,
                left: 0,
                padding: SPACE + unit,
                borderBottom: toolBarBorder,
                borderLeft: toolBarBorder,
                borderRight: borderRight,
                fontSize: toolbarFontSize + unit,
                background: toolsBackground,
            }
        },
        {
            className: 'tools',
            rules:{
                height: toolsHeight + unit,
                maxWidth: toolsPMaxwidth + unit,
                marginLeft: toolsMargin + unit,
                marginTop: margin + unit,
            }
        },
        {
            imgId: 'shop',
            rules:{
                display: shopDisplay
            }
        },
        {
            id: 'floorCol',
            rules: {
                display: core.flags.enableFloor ? 'block': 'none'
            }
        },
        {
            id: 'lvCol',
            rules: {
                display: core.flags.enableLv ? 'block': 'none'
            }
        },
        {
            id: 'hpmaxCol',
            rules: {
                display: core.flags.enableHPMax ? 'block': 'none'
            }
        },
        {
            id: 'mdefCol',
            rules: {
                display: core.flags.enableMDef ? 'block': 'none'
            }
        },
        {
            id: 'moneyCol',
            rules: {
                display: core.flags.enableMoney ? 'block': 'none'
            }
        },
        {
            id: 'expCol',
            rules: {
                display: core.flags.enableExperience ? 'block': 'none'
            }
        },
        {
            id: 'upCol',
            rules: {
                display: core.flags.enableLevelUp ? 'block': 'none'
            }
        },
        {
            id: 'keyCol',
            rules: {
                display: !core.isset(core.flags.enableKeys)||core.flags.enableKeys?'block':'none'
            }
        },
        {
            'id': 'debuffCol',
            rules: {
                display: core.flags.enableDebuff ? 'block': 'none'
            }
        },
        {
            id: 'hard',
            rules: {
                lineHeight: toolsHeight + unit
            }
        }
    ]
    core.domRenderer();
}

////// 渲染DOM //////
control.prototype.domRenderer = function(){

    core.dom.statusBar.style.display = 'block';
    core.dom.toolBar.style.display = 'block';

    var styles = core.domStyle.styles;

    for(var i=0; i<styles.length; i++){
        if(styles[i].hasOwnProperty('rules')){
            var rules = styles[i].rules;
            var rulesProp = Object.keys(rules);

            if(styles[i].hasOwnProperty('className')){
                var className = styles[i].className
                for(var j=0; j<core.dom[className].length; j++)
                    for(var k=0; k<rulesProp.length; k++)
                        core.dom[className][j].style[rulesProp[k]] = rules[rulesProp[k]];
            }
            if(styles[i].hasOwnProperty('id')){
                var id = styles[i].id;

                for(var j=0; j<rulesProp.length; j++)
                    core.dom[id].style[rulesProp[j]] = rules[rulesProp[j]];
            }
            if(styles[i].hasOwnProperty('imgId')){
                var imgId = styles[i].imgId;

                for(var j=0; j<rulesProp.length; j++)
                    core.statusBar.image[imgId].style[rulesProp[j]] = rules[rulesProp[j]];
            }
        }

    }
}