/* 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: Boss_Morogrim_Tidewalker
SD%Complete: 90
SDComment: Water globules don't explode properly
SDCategory: Coilfang Resevoir, Serpent Shrine Cavern
EndScriptData */

#include "precompiled.h"
#include "def_serpent_shrine.h"

#define SAY_AGGRO                   -1548030
#define SAY_SUMMON1                 -1548031
#define SAY_SUMMON2                 -1548032
#define SAY_SUMMON_BUBL1            -1548033
#define SAY_SUMMON_BUBL2            -1548034
#define SAY_SLAY1                   -1548035
#define SAY_SLAY2                   -1548036
#define SAY_SLAY3                   -1548037
#define SAY_DEATH                   -1548038
#define EMOTE_WATERY_GRAVE          -1548039
#define EMOTE_EARTHQUAKE            -1548040
#define EMOTE_WATERY_GLOBULES       -1548041

#define SPELL_TIDAL_WAVE            37730
#define SPELL_WATERY_GRAVE          38049
#define SPELL_EARTHQUAKE            37764
#define SPELL_WATERY_GRAVE_EXPLOSION 37852

#define WATERY_GRAVE_X1             334.64
#define WATERY_GRAVE_Y1             -728.89
#define WATERY_GRAVE_Z1             -14.42
#define WATERY_GRAVE_X2             365.51
#define WATERY_GRAVE_Y2             -737.14
#define WATERY_GRAVE_Z2             -14.44
#define WATERY_GRAVE_X3             366.19
#define WATERY_GRAVE_Y3             -709.59
#define WATERY_GRAVE_Z3             -14.36
#define WATERY_GRAVE_X4             372.93
#define WATERY_GRAVE_Y4             -690.96
#define WATERY_GRAVE_Z4             -14.44

#define WATER_GLOBULE               21913
#define TIDEWALKER_LURKER           21920

//Morogrim Tidewalker AI
struct TRINITY_DLL_DECL boss_morogrim_tidewalkerAI : public ScriptedAI
{
    boss_morogrim_tidewalkerAI(Creature *c) : ScriptedAI(c)
    {
        pInstance = ((ScriptedInstance*)c->GetInstanceData());
        Reset();
    }

    ScriptedInstance* pInstance;

    uint32 TidalWave_Timer;
    uint32 WateryGrave_Timer;
    uint32 Earthquake_Timer;
    uint32 WateryGlobules_Timer;

    bool Earthquake;
    bool Phase2;

    void Reset()
    {
        TidalWave_Timer = 10000;
        WateryGrave_Timer = 30000;
        Earthquake_Timer = 40000;
        WateryGlobules_Timer = 0;

        Earthquake = false;
        Phase2 = false;

        if (pInstance)
            pInstance->SetData(DATA_MOROGRIMTIDEWALKEREVENT, NOT_STARTED);
    }

    void StartEvent()
    {
        DoScriptText(SAY_AGGRO, m_creature);

        if (pInstance)
            pInstance->SetData(DATA_MOROGRIMTIDEWALKEREVENT, IN_PROGRESS); 
    }

    void KilledUnit(Unit *victim)
    {
        switch(rand()%3)
        {
            case 0: DoScriptText(SAY_SLAY1, m_creature); break;
            case 1: DoScriptText(SAY_SLAY2, m_creature); break;
            case 2: DoScriptText(SAY_SLAY3, m_creature); break;
        }
    }

    void JustDied(Unit *victim)
    {
        DoScriptText(SAY_DEATH, m_creature);

        if (pInstance)
            pInstance->SetData(DATA_MOROGRIMTIDEWALKEREVENT, NOT_STARTED);
    }

    void Aggro(Unit *who) { StartEvent(); }

    void ApplyWateryGrave(Unit *player, uint8 pos)
    {
        float x, y, z;

        switch(pos)
        {
            case 0:
                x = WATERY_GRAVE_X1;
                y = WATERY_GRAVE_Y1;
                z = WATERY_GRAVE_Z1;
                break;
            case 1:
                x = WATERY_GRAVE_X2;
                y = WATERY_GRAVE_Y2;
                z = WATERY_GRAVE_Z2;
                break;
            case 2:
                x = WATERY_GRAVE_X3;
                y = WATERY_GRAVE_Y3;
                z = WATERY_GRAVE_Z3;
                break;
            case 3:
                x = WATERY_GRAVE_X4;
                y = WATERY_GRAVE_Y4;
                z = WATERY_GRAVE_Z4;
                break;
        }

        DoTeleportPlayer(player, x, y, z+1, player->GetOrientation());
        DoCast(player, SPELL_WATERY_GRAVE);
    }

    void SummonMurloc(float x, float y, float z)
    {
        Creature *Summoned;

        Summoned = m_creature->SummonCreature(TIDEWALKER_LURKER, x, y, z, 0, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 5000);
        if (Summoned)
        {
            Unit *target = NULL;
            target = SelectUnit(SELECT_TARGET_RANDOM, 0);
            if (target)
                Summoned->AI()->AttackStart(target);
        }
    }

    void SummonWaterGlobule(float x, float y, float z)
    {
        Creature *Globule;

        Globule = m_creature->SummonCreature(WATER_GLOBULE, x, y, z, 0, TEMPSUMMON_TIMED_DESPAWN, 30000); //they despawn after 30 seconds
        if (Globule)
        {
            Unit *target = NULL;
            target = SelectUnit(SELECT_TARGET_RANDOM, 0);
            if (target)
                Globule->AI()->AttackStart(target);
        }
    }

    void UpdateAI(const uint32 diff)
    {
        //Return since we have no target
        if (!m_creature->SelectHostilTarget() || !m_creature->getVictim() )
            return;

        //Earthquake_Timer
        if (Earthquake_Timer < diff)
        {
            if (!Earthquake)
            {
                DoCast(m_creature->getVictim(), SPELL_EARTHQUAKE);
                Earthquake = true;
                Earthquake_Timer = 10000;
            }
            else
            {
                switch(rand()%2)
                {
                    case 0: DoScriptText(SAY_SUMMON1, m_creature); break;
                    case 1: DoScriptText(SAY_SUMMON2, m_creature); break;
                }

                //north
                SummonMurloc(486.10, -723.64, -7.14);
                SummonMurloc(482.58, -723.78, -7.14);
                SummonMurloc(479.38, -723.91, -7.14);
                SummonMurloc(476.03, -723.86, -7.14);
                SummonMurloc(472.69, -723.69, -7.14);
                SummonMurloc(469.04, -723.63, -7.14);

                //south
                SummonMurloc(311.63, -725.04, -13.15);
                SummonMurloc(307.81, -725.34, -13.15);
                SummonMurloc(303.91, -725.64, -13.06);
                SummonMurloc(300.23, -726, -11.89);
                SummonMurloc(296.82, -726.33, -10.82);
                SummonMurloc(293.64, -726.64, -9.81);

                DoScriptText(EMOTE_EARTHQUAKE, m_creature);

                Earthquake = false;
                Earthquake_Timer = 40000+rand()%5000;
            }
        }else Earthquake_Timer -= diff;

        //TidalWave_Timer
        if (TidalWave_Timer < diff)
        {
            DoCast(m_creature->getVictim(), SPELL_TIDAL_WAVE);
            TidalWave_Timer = 20000;
        }else TidalWave_Timer -= diff;

        if (!Phase2)
        {
            //WateryGrave_Timer
            if (WateryGrave_Timer < diff)
            {
                //Teleport 4 players under the waterfalls
                Unit *target;
                for(uint8 i = 0; i < 4; i++)
                {
                    target = SelectUnit(SELECT_TARGET_RANDOM, 1);
                    if (target && (target->GetTypeId() == TYPEID_PLAYER) && !target->HasAura(SPELL_WATERY_GRAVE, 0) && target->IsWithinDistInMap(m_creature, 50))
                        ApplyWateryGrave(target, i);
                }

                switch(rand()%2)
                {
                    case 0: DoScriptText(SAY_SUMMON_BUBL1, m_creature); break;
                    case 1: DoScriptText(SAY_SUMMON_BUBL2, m_creature); break;
                }

                DoScriptText(EMOTE_WATERY_GRAVE, m_creature);
                WateryGrave_Timer = 30000;
            }else WateryGrave_Timer -= diff;

            //Start Phase2
            if ((m_creature->GetHealth()*100 / m_creature->GetMaxHealth()) < 25)
                Phase2 = true;
        }
        else
        {
            //WateryGlobules_Timer
            if (WateryGlobules_Timer < diff)
            {
                SummonWaterGlobule(WATERY_GRAVE_X1, WATERY_GRAVE_Y1, WATERY_GRAVE_Z1);
                SummonWaterGlobule(WATERY_GRAVE_X2, WATERY_GRAVE_Y2, WATERY_GRAVE_Z2);
                SummonWaterGlobule(WATERY_GRAVE_X3, WATERY_GRAVE_Y3, WATERY_GRAVE_Z3);
                SummonWaterGlobule(WATERY_GRAVE_X4, WATERY_GRAVE_Y4, WATERY_GRAVE_Z4);

                DoScriptText(EMOTE_WATERY_GLOBULES, m_creature);

                WateryGlobules_Timer = 25000;
            }else WateryGlobules_Timer -= diff;
        }

        DoMeleeAttackIfReady();
    }
};

//Water Globule AI
struct TRINITY_DLL_DECL mob_water_globuleAI : public ScriptedAI
{
    mob_water_globuleAI(Creature *c) : ScriptedAI(c) {Reset();}

    uint32 Check_Timer;

    void Reset()
    {
        Check_Timer = 1000;

        m_creature->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE);
        m_creature->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE);
        m_creature->setFaction(14);
    }

    void Aggro(Unit *who) {}

    void MoveInLineOfSight(Unit *who)
    {
        if (!who || m_creature->getVictim())
            return;

        if (who->isTargetableForAttack() && who->isInAccessablePlaceFor(m_creature) && m_creature->IsHostileTo(who))
        {
            //no attack radius check - it attacks the first target that moves in his los
            who->RemoveSpellsCausingAura(SPELL_AURA_MOD_STEALTH);
            AttackStart(who);
        }
    }

    void UpdateAI(const uint32 diff)
    {
        //Return since we have no target
        if (!m_creature->SelectHostilTarget() || !m_creature->getVictim() )
            return;

        if (Check_Timer < diff)
        {
            if (m_creature->IsWithinDistInMap(m_creature->getVictim(), 5))
            {
                uint32 damage = 4000+rand()%2000;
                m_creature->DealDamage(m_creature->getVictim(), damage, NULL, DIRECT_DAMAGE, SPELL_SCHOOL_MASK_FROST, NULL, false);

                //despawn
                m_creature->DealDamage(m_creature, m_creature->GetHealth(), NULL, DIRECT_DAMAGE, SPELL_SCHOOL_MASK_NORMAL, NULL, false);
            }
            Check_Timer = 500;
        }else Check_Timer -= diff;

        //do NOT deal any melee damage to the target.
    }
};

CreatureAI* GetAI_boss_morogrim_tidewalker(Creature *_Creature)
{
    return new boss_morogrim_tidewalkerAI (_Creature);
}
CreatureAI* GetAI_mob_water_globule(Creature *_Creature)
{
    return new mob_water_globuleAI (_Creature);
}

void AddSC_boss_morogrim_tidewalker()
{
    Script *newscript;

    newscript = new Script;
    newscript->Name="boss_morogrim_tidewalker";
    newscript->GetAI = GetAI_boss_morogrim_tidewalker;
    m_scripts[nrscripts++] = newscript;

    newscript = new Script;
    newscript->Name="mob_water_globule";
    newscript->GetAI = GetAI_mob_water_globule;
    m_scripts[nrscripts++] = newscript;
}
