/* Copyright (C) 2006 - 2008 ScriptDev2 <https://scriptdev2.svn.sourceforge.net/>
 * This program is free software; you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation; either version 2 of the License, or
 * (at your option) any later version.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software
 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
 */

/* ScriptData
SDName: Instance_Shadow_Labyrinth
SD%Complete: 85
SDComment: Some cleanup left along with save
SDCategory: Auchindoun, Shadow Labyrinth
EndScriptData */

#include "precompiled.h"
#include "def_shadow_labyrinth.h"

#define ENCOUNTERS 5

#define REFECTORY_DOOR          183296                      //door opened when blackheart the inciter dies
#define SCREAMING_HALL_DOOR     183295                      //door opened when grandmaster vorpil dies

/* Shadow Labyrinth encounters:
1 - Ambassador Hellmaw event
2 - Blackheart the Inciter event
3 - Grandmaster Vorpil event
4 - Murmur event
*/

struct MANGOS_DLL_DECL instance_shadow_labyrinth : public ScriptedInstance
{
    instance_shadow_labyrinth(Map *Map) : ScriptedInstance(Map) {Initialize();};

    uint32 Encounter[ENCOUNTERS];

    GameObject *RefectoryDoor;
    GameObject *ScreamingHallDoor;
    uint64 GrandmasterVorpil;
    uint32 FelOverseerCount;

    void Initialize()
    {
        RefectoryDoor = NULL;
        ScreamingHallDoor = NULL;
        GrandmasterVorpil = 0;
        FelOverseerCount = 0;

        for(uint8 i = 0; i < ENCOUNTERS; i++)
            Encounter[i] = false;
    }

    bool IsEncounterInProgress() const
    {
        for(uint8 i = 0; i < ENCOUNTERS; i++)
            if(Encounter[i]) return true;

        return false;
    }

    void OnObjectCreate(GameObject *go)
    {
        switch(go->GetEntry())
        {
            case REFECTORY_DOOR:
                RefectoryDoor = go;
                break;
            case SCREAMING_HALL_DOOR:
                ScreamingHallDoor = go;
                break;
        }
    }

    void OnCreatureCreate(Creature *creature, uint32 creature_entry)
    {
        switch(creature_entry)
        {
            case 18732:
                GrandmasterVorpil = creature->GetGUID();
                break;
            case 18796:
                ++FelOverseerCount;
                debug_log("SD2: Shadow Labyrinth: counting %u Fel Overseers.",FelOverseerCount);
                break;
        }
    }

    void SetData(uint32 type, uint32 data)
    {
        switch(type)
        {
            case TYPE_HELLMAW:
                Encounter[0] = data;
                break;

            case TYPE_OVERSEER:
                if( data != DONE )
                    error_log("SD2: Shadow Labyrinth: TYPE_OVERSEER did not expect other data than DONE");
                if( FelOverseerCount )
                {
                    --FelOverseerCount;
                    debug_log("SD2: Shadow Labyrinth: %u Fel Overseers left to kill.",FelOverseerCount);
                }
                if( FelOverseerCount == 0 )
                {
                    Encounter[1] = DONE;
                    debug_log("SD2: Shadow Labyrinth: TYPE_OVERSEER == DONE");
                }
                break;

            case DATA_BLACKHEARTTHEINCITEREVENT:
                if( data == DONE )
                {
                    if( RefectoryDoor )
                        RefectoryDoor->UseDoorOrButton();
                }
                Encounter[2] = data;
                break;

            case DATA_GRANDMASTERVORPILEVENT:
                if( data == DONE )
                {
                    if( ScreamingHallDoor )
                        ScreamingHallDoor->UseDoorOrButton();
                }
                Encounter[3] = data;
                break;

            case DATA_MURMUREVENT:
                Encounter[4] = data;
                break;
        }
    }

    uint32 GetData(uint32 type)
    {
        switch( type )
        {
            case TYPE_HELLMAW:
                return Encounter[0];
            case TYPE_OVERSEER:
                return Encounter[1];
        }
        return false;
    }
};

InstanceData* GetInstanceData_instance_shadow_labyrinth(Map* map)
{
    return new instance_shadow_labyrinth(map);
}

void AddSC_instance_shadow_labyrinth()
{
    Script *newscript;
    newscript = new Script;
    newscript->Name = "instance_shadow_labyrinth";
    newscript->GetInstanceData = GetInstanceData_instance_shadow_labyrinth;
    m_scripts[nrscripts++] = newscript;
}
