/* Copyright (C) 2006 - 2009 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: Desolace
SD%Complete: 100
SDComment: Quest support: 5561
SDCategory: Desolace
EndScriptData */

/* ContentData
npc_aged_dying_ancient_kodo
EndContentData */

#include "precompiled.h"

enum
{
    // signed for 9999
    SAY_SMEED_HOME_1                = -1000428,
    SAY_SMEED_HOME_2                = -1000429,
    SAY_SMEED_HOME_3                = -1000430,

    QUEST_KODO                      = 5561,

    NPC_SMEED                       = 11596,
    NPC_AGED_KODO                   = 4700,
    NPC_DYING_KODO                  = 4701,
    NPC_ANCIENT_KODO                = 4702,
    NPC_TAMED_KODO                  = 11627,

    SPELL_KODO_KOMBO_ITEM           = 18153,
    SPELL_KODO_KOMBO_PLAYER_BUFF    = 18172,                //spells here have unclear function, but using them at least for visual parts and checks
    SPELL_KODO_KOMBO_DESPAWN_BUFF   = 18377,
    SPELL_KODO_KOMBO_GOSSIP         = 18362

};

struct TRINITY_DLL_DECL npc_aged_dying_ancient_kodoAI : public ScriptedAI
{
    npc_aged_dying_ancient_kodoAI(Creature* pCreature) : ScriptedAI(pCreature) { Reset(); }

    uint32 m_uiDespawnTimer;

    void Reset()
    {
        m_uiDespawnTimer = 0;
    }

    void MoveInLineOfSight(Unit* pWho)
    {
        if (pWho->GetEntry() == NPC_SMEED)
        {
            if (m_creature->HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_GOSSIP))
                return;

            if (m_creature->IsWithinDistInMap(pWho, 10.0f))
            {
                switch(rand()%3)
                {
                    case 0: DoScriptText(SAY_SMEED_HOME_1, pWho); break;
                    case 1: DoScriptText(SAY_SMEED_HOME_2, pWho); break;
                    case 2: DoScriptText(SAY_SMEED_HOME_3, pWho); break;
                }

                //spell have no implemented effect (dummy), so useful to notify spellHit
                m_creature->CastSpell(m_creature,SPELL_KODO_KOMBO_GOSSIP,true);
            }
        }
    }

    void SpellHit(Unit* pCaster, SpellEntry const* pSpell)
    {
        if (pSpell->Id == SPELL_KODO_KOMBO_GOSSIP)
        {
            m_creature->SetFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_GOSSIP);
            m_uiDespawnTimer = 60000;
        }
    }

    void UpdateAI(const uint32 diff)
    {
        //timer should always be == 0 unless we already updated entry of creature. Then not expect this updated to ever be in combat.
        if (m_uiDespawnTimer && m_uiDespawnTimer <= diff)
        {
            if (!m_creature->getVictim() && m_creature->isAlive())
            {
                Reset();
                m_creature->setDeathState(JUST_DIED);
                m_creature->Respawn();
                return;
            }
        } else m_uiDespawnTimer -= diff;

        if (!UpdateVictim())
            return;

        DoMeleeAttackIfReady();
    }
};

CreatureAI* GetAI_npc_aged_dying_ancient_kodo(Creature* pCreature)
{
    return new npc_aged_dying_ancient_kodoAI(pCreature);
}

bool EffectDummyCreature_npc_aged_dying_ancient_kodo(Unit *pCaster, uint32 spellId, uint32 effIndex, Creature *pCreatureTarget)
{
    //always check spellid and effectindex
    if (spellId == SPELL_KODO_KOMBO_ITEM && effIndex == 0)
    {
        //no effect if player/creature already have aura from spells
        if (pCaster->HasAura(SPELL_KODO_KOMBO_PLAYER_BUFF) || pCreatureTarget->HasAura(SPELL_KODO_KOMBO_DESPAWN_BUFF))
            return true;

        if (pCreatureTarget->GetEntry() == NPC_AGED_KODO ||
            pCreatureTarget->GetEntry() == NPC_DYING_KODO ||
            pCreatureTarget->GetEntry() == NPC_ANCIENT_KODO)
        {
            pCaster->CastSpell(pCaster,SPELL_KODO_KOMBO_PLAYER_BUFF,true);

            pCreatureTarget->UpdateEntry(NPC_TAMED_KODO);
            pCreatureTarget->CastSpell(pCreatureTarget,SPELL_KODO_KOMBO_DESPAWN_BUFF,false);

            if (pCreatureTarget->GetMotionMaster()->GetCurrentMovementGeneratorType() == WAYPOINT_MOTION_TYPE)
                pCreatureTarget->GetMotionMaster()->MoveIdle();

            pCreatureTarget->GetMotionMaster()->MoveFollow(pCaster, PET_FOLLOW_DIST,  pCreatureTarget->GetFollowAngle());
        }

        //always return true when we are handling this spell and effect
        return true;
    }
    return false;
}

bool GossipHello_npc_aged_dying_ancient_kodo(Player* pPlayer, Creature* pCreature)
{
    if (pPlayer->HasAura(SPELL_KODO_KOMBO_PLAYER_BUFF) && pCreature->HasAura(SPELL_KODO_KOMBO_DESPAWN_BUFF))
    {
        //the expected quest objective
        pPlayer->TalkedToCreature(pCreature->GetEntry(), pCreature->GetGUID());

        pPlayer->RemoveAurasDueToSpell(SPELL_KODO_KOMBO_PLAYER_BUFF);
        pCreature->GetMotionMaster()->MoveIdle();
    }

    pPlayer->SEND_GOSSIP_MENU(pCreature->GetNpcTextId(), pCreature->GetGUID());
    return true;
}

void AddSC_desolace()
{
    Script *newscript;

    newscript = new Script;
    newscript->Name = "npc_aged_dying_ancient_kodo";
    newscript->GetAI = &GetAI_npc_aged_dying_ancient_kodo;
    newscript->pEffectDummyCreature = &EffectDummyCreature_npc_aged_dying_ancient_kodo;
    newscript->pGossipHello = &GossipHello_npc_aged_dying_ancient_kodo;
    newscript->RegisterSelf();
}
