/*
 * Copyright (C) 2008-2012 TrinityCore <http://www.trinitycore.org/>
 * Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
 *
 * 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, see <http://www.gnu.org/licenses/>.
 */

#include "Common.h"
#include "CreatureEventAI.h"
#include "CreatureEventAIMgr.h"
#include "ObjectMgr.h"
#include "Spell.h"
#include "World.h"
#include "Cell.h"
#include "CellImpl.h"
#include "GameEventMgr.h"
#include "GridNotifiers.h"
#include "GridNotifiersImpl.h"
#include "InstanceScript.h"
#include "SpellMgr.h"
#include "CreatureAIImpl.h"
#include "ConditionMgr.h"

bool CreatureEventAIHolder::UpdateRepeatTimer(Creature* creature, uint32 repeatMin, uint32 repeatMax)
{
    if (repeatMin == repeatMax)
        Time = repeatMin;
    else if (repeatMax > repeatMin)
        Time = urand(repeatMin, repeatMax);
    else
    {
        sLog->outErrorDb("CreatureEventAI: Creature %u using Event %u (Type = %u) has RandomMax < RandomMin. Event repeating disabled.", creature->GetEntry(), Event.event_id, Event.event_type);
        Enabled = false;
        return false;
    }

    return true;
}

int CreatureEventAI::Permissible(const Creature* creature)
{
    if (creature->GetAIName() == "EventAI")
        return PERMIT_BASE_SPECIAL;
    return PERMIT_BASE_NO;
}

CreatureEventAI::CreatureEventAI(Creature* c) : CreatureAI(c)
{
    // Need make copy for filter unneeded steps and safe in case table reload
    CreatureEventAI_Event_Map::const_iterator CreatureEvents = sEventAIMgr->GetCreatureEventAIMap().find(me->GetEntry());
    if (CreatureEvents != sEventAIMgr->GetCreatureEventAIMap().end())
    {
        std::vector<CreatureEventAI_Event>::const_iterator i;
        for (i = (*CreatureEvents).second.begin(); i != (*CreatureEvents).second.end(); ++i)
        {

            //Debug check
            #ifndef TRINITY_DEBUG
            if ((*i).event_flags & EFLAG_DEBUG_ONLY)
                continue;
            #endif
            if (me->GetMap()->IsDungeon())
            {
                if ((1 << (me->GetMap()->GetSpawnMode()+1)) & (*i).event_flags)
                {
                    //event flagged for instance mode
                    m_CreatureEventAIList.push_back(CreatureEventAIHolder(*i));
                }
                continue;
            }
            m_CreatureEventAIList.push_back(CreatureEventAIHolder(*i));
        }
        //EventMap had events but they were not added because they must be for instance
        if (m_CreatureEventAIList.empty())
            sLog->outError("CreatureEventAI: Creature %u has events but no events added to list because of instance flags.", me->GetEntry());
    }
    else
        sLog->outError("CreatureEventAI: EventMap for Creature %u is empty but creature is using CreatureEventAI.", me->GetEntry());

    m_bEmptyList = m_CreatureEventAIList.empty();
    m_Phase = 0;
    m_CombatMovementEnabled = true;
    m_MeleeEnabled = true;
    m_AttackDistance = 0.0f;
    m_AttackAngle = 0.0f;

    m_InvinceabilityHpLevel = 0;

    //Handle Spawned Events
    if (!m_bEmptyList)
    {
        for (CreatureEventAIList::iterator i = m_CreatureEventAIList.begin(); i != m_CreatureEventAIList.end(); ++i)
            if (SpawnedEventConditionsCheck((*i).Event))
                ProcessEvent(*i);
    }
}

bool CreatureEventAI::ProcessEvent(CreatureEventAIHolder& holder, Unit* actionInvoker /*=NULL*/)
{
    if (!holder.Enabled || holder.Time)
        return false;

    //Check the inverse phase mask (event doesn't trigger if current phase bit is set in mask)
    if (holder.Event.event_inverse_phase_mask & (1 << m_Phase))
        return false;

    CreatureEventAI_Event const& event = holder.Event;

    //Check event conditions based on the event type, also reset events
    switch (event.event_type)
    {
        case EVENT_T_TIMER:
            if (!me->isInCombat())
                return false;

            //Repeat Timers
            holder.UpdateRepeatTimer(me, event.timer.repeatMin, event.timer.repeatMax);
            break;
        case EVENT_T_TIMER_OOC:
            if (me->isInCombat())
                return false;

            //Repeat Timers
            holder.UpdateRepeatTimer(me, event.timer.repeatMin, event.timer.repeatMax);
            break;
        case EVENT_T_HP:
        {
            if (!me->isInCombat() || !me->GetMaxHealth())
                return false;

            uint32 perc = uint32(me->GetHealthPct());

            if (perc > event.percent_range.percentMax || perc < event.percent_range.percentMin)
                return false;

            //Repeat Timers
            holder.UpdateRepeatTimer(me, event.percent_range.repeatMin, event.percent_range.repeatMax);
            break;
        }
        case EVENT_T_MANA:
        {
            if (!me->isInCombat() || !me->GetMaxPower(POWER_MANA))
                return false;

            uint32 perc = (me->GetPower(POWER_MANA)*100) / me->GetMaxPower(POWER_MANA);

            if (perc > event.percent_range.percentMax || perc < event.percent_range.percentMin)
                return false;

            //Repeat Timers
            holder.UpdateRepeatTimer(me, event.percent_range.repeatMin, event.percent_range.repeatMax);
            break;
        }
        case EVENT_T_AGGRO:
            break;
        case EVENT_T_KILL:
            //Repeat Timers
            holder.UpdateRepeatTimer(me, event.kill.repeatMin, event.kill.repeatMax);
            break;
        case EVENT_T_DEATH:
        case EVENT_T_EVADE:
            break;
        case EVENT_T_SPELLHIT:
            //Spell hit is special case, param1 and param2 handled within CreatureEventAI::SpellHit

            //Repeat Timers
            holder.UpdateRepeatTimer(me, event.spell_hit.repeatMin, event.spell_hit.repeatMax);
            break;
        case EVENT_T_RANGE:
            //Repeat Timers
            holder.UpdateRepeatTimer(me, event.range.repeatMin, event.range.repeatMax);
            break;
        case EVENT_T_OOC_LOS:
            //Repeat Timers
            holder.UpdateRepeatTimer(me, event.ooc_los.repeatMin, event.ooc_los.repeatMax);
            break;
        case EVENT_T_RESET:
        case EVENT_T_SPAWNED:
            break;
        case EVENT_T_TARGET_HP:
        {
            if (!me->isInCombat() || !me->getVictim() || !me->getVictim()->GetMaxHealth())
                return false;

            uint32 perc = uint32(me->getVictim()->GetHealthPct());

            if (perc > event.percent_range.percentMax || perc < event.percent_range.percentMin)
                return false;

            //Repeat Timers
            holder.UpdateRepeatTimer(me, event.percent_range.repeatMin, event.percent_range.repeatMax);
            break;
        }
        case EVENT_T_TARGET_CASTING:
            if (!me->isInCombat() || !me->getVictim() || !me->getVictim()->IsNonMeleeSpellCasted(false, false, true))
                return false;

            //Repeat Timers
            holder.UpdateRepeatTimer(me, event.target_casting.repeatMin, event.target_casting.repeatMax);
            break;
        case EVENT_T_FRIENDLY_HP:
        {
            if (!me->isInCombat())
                return false;

            Unit* unit = DoSelectLowestHpFriendly((float)event.friendly_hp.radius, event.friendly_hp.hpDeficit);
            if (!unit)
                return false;

            actionInvoker = unit;

            //Repeat Timers
            holder.UpdateRepeatTimer(me, event.friendly_hp.repeatMin, event.friendly_hp.repeatMax);
            break;
        }
        case EVENT_T_FRIENDLY_IS_CC:
        {
            if (!me->isInCombat())
                return false;

            std::list<Creature*> pList;
            DoFindFriendlyCC(pList, (float)event.friendly_is_cc.radius);

            //List is empty
            if (pList.empty())
                return false;

            //We don't really care about the whole list, just return first available
            actionInvoker = *(pList.begin());

            //Repeat Timers
            holder.UpdateRepeatTimer(me, event.friendly_is_cc.repeatMin, event.friendly_is_cc.repeatMax);
            break;
        }
        case EVENT_T_FRIENDLY_MISSING_BUFF:
        {
            std::list<Creature*> pList;
            DoFindFriendlyMissingBuff(pList, (float)event.friendly_buff.radius, event.friendly_buff.spellId);

            //List is empty
            if (pList.empty())
                return false;

            //We don't really care about the whole list, just return first available
            actionInvoker = *(pList.begin());

            //Repeat Timers
            holder.UpdateRepeatTimer(me, event.friendly_buff.repeatMin, event.friendly_buff.repeatMax);
            break;
        }
        case EVENT_T_SUMMONED_UNIT:
        {
            //Prevent event from occuring on no unit or non creatures
            if (!actionInvoker || actionInvoker->GetTypeId() != TYPEID_UNIT)
                return false;

            //Creature id doesn't match up
            if (actionInvoker->ToCreature()->GetEntry() != event.summon_unit.creatureId)
                return false;

            //Repeat Timers
            holder.UpdateRepeatTimer(me, event.summon_unit.repeatMin, event.summon_unit.repeatMax);
            break;
        }
        case EVENT_T_TARGET_MANA:
        {
            if (!me->isInCombat() || !me->getVictim() || !me->getVictim()->GetMaxPower(POWER_MANA))
                return false;

            uint32 perc = (me->getVictim()->GetPower(POWER_MANA)*100) / me->getVictim()->GetMaxPower(POWER_MANA);

            if (perc > event.percent_range.percentMax || perc < event.percent_range.percentMin)
                return false;

            //Repeat Timers
            holder.UpdateRepeatTimer(me, event.percent_range.repeatMin, event.percent_range.repeatMax);
            break;
        }
        case EVENT_T_REACHED_HOME:
        case EVENT_T_RECEIVE_EMOTE:
            break;
        case EVENT_T_BUFFED:
        {
            //Note: checked only aura for effect 0, if need check aura for effect 1/2 then
            // possible way: pack in event.buffed.amount 2 uint16 (ammount+effectIdx)
            Aura const* aura = me->GetAura(event.buffed.spellId);
            if (!aura || aura->GetStackAmount() < event.buffed.amount)
                return false;

            //Repeat Timers
            holder.UpdateRepeatTimer(me, event.buffed.repeatMin, event.buffed.repeatMax);
            break;
        }
        case EVENT_T_TARGET_BUFFED:
        {
            //Prevent event from occuring on no unit
            if (!actionInvoker)
                return false;

            //Note: checked only aura for effect 0, if need check aura for effect 1/2 then
            // possible way: pack in event.buffed.amount 2 uint16 (ammount+effectIdx)
            Aura const* aura = actionInvoker->GetAura(event.buffed.spellId);
            if (!aura || aura->GetStackAmount() < event.buffed.amount)
                return false;

            //Repeat Timers
            holder.UpdateRepeatTimer(me, event.buffed.repeatMin, event.buffed.repeatMax);
            break;
        }
        default:
            sLog->outErrorDb("CreatureEventAI: Creature %u using Event %u has invalid Event Type(%u), missing from ProcessEvent() Switch.", me->GetEntry(), holder.Event.event_id, holder.Event.event_type);
            break;
    }

    //Disable non-repeatable events
    if (!(holder.Event.event_flags & EFLAG_REPEATABLE))
        holder.Enabled = false;

    //Store random here so that all random actions match up
    uint32 rnd = rand();

    //Return if chance for event is not met
    if (holder.Event.event_chance <= rnd % 100)
        return false;

    //Process actions
    for (uint8 j = 0; j < MAX_ACTIONS; ++j)
        ProcessAction(holder.Event.action[j], rnd, holder.Event.event_id, actionInvoker);

    return true;
}

void CreatureEventAI::ProcessAction(CreatureEventAI_Action const& action, uint32 rnd, uint32 eventId, Unit* actionInvoker)
{
    switch (action.type)
    {
        case ACTION_T_TEXT:
        {
            if (!action.text.TextId1)
                return;

            int32 temp = action.text.TextId1;

            if (action.text.TextId2 && action.text.TextId3)
                temp = RAND(action.text.TextId1, action.text.TextId2, action.text.TextId3);
            else if (action.text.TextId2 && urand(0, 1))
                temp = action.text.TextId2;

            if (temp)
            {
                Unit* target = NULL;

                if (actionInvoker)
                {
                    if (actionInvoker->GetTypeId() == TYPEID_PLAYER)
                        target = actionInvoker;
                    else if (Unit* owner = actionInvoker->GetOwner())
                    {
                        if (owner->GetTypeId() == TYPEID_PLAYER)
                            target = owner;
                    }
                }
                else
                {
                    target = me->getVictim();
                    if (target && target->GetTypeId() != TYPEID_PLAYER)
                        if (Unit* owner = target->GetOwner())
                            if (owner->GetTypeId() == TYPEID_PLAYER)
                                target = owner;
                }

                DoScriptText(temp, me, target);
            }
            break;
        }
        case ACTION_T_SET_FACTION:
        {
            if (action.set_faction.factionId)
                me->setFaction(action.set_faction.factionId);
            else
            {
                if (CreatureTemplate const* ci = sObjectMgr->GetCreatureTemplate(me->GetEntry()))
                {
                    //if no id provided, assume reset and then use default
                    if (me->getFaction() != ci->faction_A)
                        me->setFaction(ci->faction_A);
                }
            }
            break;
        }
        case ACTION_T_MORPH_TO_ENTRY_OR_MODEL:
        {
            if (action.morph.creatureId || action.morph.modelId)
            {
                //set model based on entry from creature_template
                if (action.morph.creatureId)
                {
                    if (CreatureTemplate const* ci = sObjectMgr->GetCreatureTemplate(action.morph.creatureId))
                    {
                        uint32 display_id = sObjectMgr->ChooseDisplayId(0, ci);
                        me->SetDisplayId(display_id);
                    }
                }
                //if no param1, then use value from param2 (modelId)
                else
                    me->SetDisplayId(action.morph.modelId);
            }
            else
                me->DeMorph();
            break;
        }
        case ACTION_T_SOUND:
            me->PlayDirectSound(action.sound.soundId);
            break;
        case ACTION_T_EMOTE:
            me->HandleEmoteCommand(action.emote.emoteId);
            break;
        case ACTION_T_RANDOM_SOUND:
        {
            int32 temp = GetRandActionParam(rnd, action.random_sound.soundId1, action.random_sound.soundId2, action.random_sound.soundId3);
            if (temp >= 0)
                me->PlayDirectSound(temp);
            break;
        }
        case ACTION_T_RANDOM_EMOTE:
        {
            int32 temp = GetRandActionParam(rnd, action.random_emote.emoteId1, action.random_emote.emoteId2, action.random_emote.emoteId3);
            if (temp >= 0)
                me->HandleEmoteCommand(temp);
            break;
        }
        case ACTION_T_CAST:
        {
            Unit* target = GetTargetByType(action.cast.target, actionInvoker);
            Unit* caster = me;

            if (!target)
                return;

            if (action.cast.castFlags & CAST_FORCE_TARGET_SELF)
                caster = target;

            //Allowed to cast only if not casting (unless we interrupt ourself) or if spell is triggered
            bool canCast = !caster->IsNonMeleeSpellCasted(false) || (action.cast.castFlags & (CAST_TRIGGERED | CAST_INTERRUPT_PREVIOUS));

            // If cast flag CAST_AURA_NOT_PRESENT is active, check if target already has aura on them
            if (action.cast.castFlags & CAST_AURA_NOT_PRESENT)
            {
                if (target->HasAura(action.cast.spellId))
                    return;
            }

            if (canCast)
            {
                const SpellInfo* tSpell = sSpellMgr->GetSpellInfo(action.cast.spellId);

                //Verify that spell exists
                if (tSpell)
                {
                    //Check if cannot cast spell
                    if (!(action.cast.castFlags & (CAST_FORCE_TARGET_SELF | CAST_FORCE_CAST)) &&
                        !CanCast(target, tSpell, (action.cast.castFlags & CAST_TRIGGERED)))
                    {
                        //Melee current victim if flag not set
                        if (!(action.cast.castFlags & CAST_NO_MELEE_IF_OOM))
                        {
                            if (me->GetMotionMaster()->GetCurrentMovementGeneratorType() == TARGETED_MOTION_TYPE)
                            {
                                m_AttackDistance = 0.0f;
                                m_AttackAngle = 0.0f;

                                me->GetMotionMaster()->MoveChase(me->getVictim(), m_AttackDistance, m_AttackAngle);
                            }
                        }

                    }
                    else
                    {
                        //Interrupt any previous spell
                        if (caster->IsNonMeleeSpellCasted(false) && action.cast.castFlags & CAST_INTERRUPT_PREVIOUS)
                            caster->InterruptNonMeleeSpells(false);

                        caster->CastSpell(target, action.cast.spellId, (action.cast.castFlags & CAST_TRIGGERED));
                    }

                }
                else
                    sLog->outErrorDb("CreatureEventAI: event %d creature %d attempt to cast spell that doesn't exist %d", eventId, me->GetEntry(), action.cast.spellId);
            }
            break;
        }
        case ACTION_T_SUMMON:
        {
            Unit* target = GetTargetByType(action.summon.target, actionInvoker);

            Creature* creature = NULL;

            if (action.summon.duration)
                creature = me->SummonCreature(action.summon.creatureId, 0.0f, 0.0f, 0.0f, 0.0f, TEMPSUMMON_TIMED_OR_DEAD_DESPAWN, action.summon.duration);
            else
                creature = me->SummonCreature(action.summon.creatureId, 0.0f, 0.0f, 0.0f, 0.0f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 0);

            if (!creature)
                sLog->outErrorDb("CreatureEventAI: failed to spawn creature %u. Spawn event %d is on creature %d", action.summon.creatureId, eventId, me->GetEntry());
            else if (action.summon.target != TARGET_T_SELF && target)
                creature->AI()->AttackStart(target);
            break;
        }
        case ACTION_T_THREAT_SINGLE_PCT:
            if (Unit* target = GetTargetByType(action.threat_single_pct.target, actionInvoker))
                me->getThreatManager().modifyThreatPercent(target, action.threat_single_pct.percent);
            break;
        case ACTION_T_THREAT_ALL_PCT:
        {
            std::list<HostileReference*>& threatList = me->getThreatManager().getThreatList();
            for (std::list<HostileReference*>::iterator i = threatList.begin(); i != threatList.end(); ++i)
                if (Unit* Temp = Unit::GetUnit(*me, (*i)->getUnitGuid()))
                    me->getThreatManager().modifyThreatPercent(Temp, action.threat_all_pct.percent);
            break;
        }
        case ACTION_T_QUEST_EVENT:
            if (Unit* target = GetTargetByType(action.quest_event.target, actionInvoker))
                if (target->GetTypeId() == TYPEID_PLAYER)
                    target->ToPlayer()->AreaExploredOrEventHappens(action.quest_event.questId);
            break;
        case ACTION_T_CAST_EVENT:
            if (Unit* target = GetTargetByType(action.cast_event.target, actionInvoker))
                if (target->GetTypeId() == TYPEID_PLAYER)
                    target->ToPlayer()->CastedCreatureOrGO(action.cast_event.creatureId, me->GetGUID(), action.cast_event.spellId);
            break;
        case ACTION_T_SET_UNIT_FIELD:
        {
            Unit* target = GetTargetByType(action.set_unit_field.target, actionInvoker);

            // not allow modify important for integrity object fields
            if (action.set_unit_field.field < OBJECT_END || action.set_unit_field.field >= UNIT_END)
                return;

            if (target)
                target->SetUInt32Value(action.set_unit_field.field, action.set_unit_field.value);

            break;
        }
        case ACTION_T_SET_UNIT_FLAG:
            if (Unit* target = GetTargetByType(action.unit_flag.target, actionInvoker))
                target->SetFlag(UNIT_FIELD_FLAGS, action.unit_flag.value);
            break;
        case ACTION_T_REMOVE_UNIT_FLAG:
            if (Unit* target = GetTargetByType(action.unit_flag.target, actionInvoker))
                target->RemoveFlag(UNIT_FIELD_FLAGS, action.unit_flag.value);
            break;
        case ACTION_T_AUTO_ATTACK:
            m_MeleeEnabled = action.auto_attack.state != 0;
            break;
        case ACTION_T_COMBAT_MOVEMENT:
            // ignore no affect case
            if (m_CombatMovementEnabled == (action.combat_movement.state != 0))
                return;

            m_CombatMovementEnabled = action.combat_movement.state != 0;

            //Allow movement (create new targeted movement gen only if idle)
            if (m_CombatMovementEnabled)
            {
                Unit* victim = me->getVictim();
                if (me->isInCombat() && victim)
                {
                    if (action.combat_movement.melee)
                    {
                        me->AddUnitState(UNIT_STAT_MELEE_ATTACKING);
                        me->SendMeleeAttackStart(victim);
                    }
                    if (me->GetMotionMaster()->GetCurrentMovementGeneratorType() == IDLE_MOTION_TYPE)
                        me->GetMotionMaster()->MoveChase(victim, m_AttackDistance, m_AttackAngle); // Targeted movement generator will start melee automatically, no need to send it explicitly
                }
            }
            else
            {
                if (me->isInCombat())
                {
                    Unit* victim = me->getVictim();
                    if (action.combat_movement.melee && victim)
                    {
                        me->ClearUnitState(UNIT_STAT_MELEE_ATTACKING);
                        me->SendMeleeAttackStop(victim);
                    }
                    if (me->GetMotionMaster()->GetCurrentMovementGeneratorType() == TARGETED_MOTION_TYPE)
                        me->GetMotionMaster()->MoveIdle();
                }
            }
            break;
        case ACTION_T_SET_PHASE:
            m_Phase = action.set_phase.phase;
            break;
        case ACTION_T_INC_PHASE:
        {
            int32 new_phase = int32(m_Phase)+action.set_inc_phase.step;
            if (new_phase < 0)
            {
                sLog->outErrorDb("CreatureEventAI: Event %d decrease m_Phase under 0. CreatureEntry = %d", eventId, me->GetEntry());
                m_Phase = 0;
            }
            else if (new_phase >= MAX_PHASE)
            {
                sLog->outErrorDb("CreatureEventAI: Event %d incremented m_Phase above %u. m_Phase mask cannot be used with phases past %u. CreatureEntry = %d", eventId, MAX_PHASE-1, MAX_PHASE-1, me->GetEntry());
                m_Phase = MAX_PHASE-1;
            }
            else
                m_Phase = new_phase;

            break;
        }
        case ACTION_T_EVADE:
            EnterEvadeMode();
            break;
        case ACTION_T_FLEE_FOR_ASSIST:
            me->DoFleeToGetAssistance();
            break;
        case ACTION_T_QUEST_EVENT_ALL:
            if (actionInvoker && actionInvoker->GetTypeId() == TYPEID_PLAYER)
            {
                if (Unit* Temp = Unit::GetUnit(*me, actionInvoker->GetGUID()))
                    if (Temp->GetTypeId() == TYPEID_PLAYER)
                        Temp->ToPlayer()->GroupEventHappens(action.quest_event_all.questId, me);
            }
            break;
        case ACTION_T_CAST_EVENT_ALL:
        {
            std::list<HostileReference*>& threatList = me->getThreatManager().getThreatList();
            for (std::list<HostileReference*>::iterator i = threatList.begin(); i != threatList.end(); ++i)
                if (Unit* Temp = Unit::GetUnit(*me, (*i)->getUnitGuid()))
                    if (Temp->GetTypeId() == TYPEID_PLAYER)
                        Temp->ToPlayer()->CastedCreatureOrGO(action.cast_event_all.creatureId, me->GetGUID(), action.cast_event_all.spellId);
            break;
        }
        case ACTION_T_REMOVEAURASFROMSPELL:
            if (Unit* target = GetTargetByType(action.remove_aura.target, actionInvoker))
                target->RemoveAurasDueToSpell(action.remove_aura.spellId);
            break;
        case ACTION_T_RANGED_MOVEMENT:
            m_AttackDistance = (float)action.ranged_movement.distance;
            m_AttackAngle = action.ranged_movement.angle/180.0f*M_PI;

            if (m_CombatMovementEnabled)
            {
                me->GetMotionMaster()->MoveChase(me->getVictim(), m_AttackDistance, m_AttackAngle);
            }
            break;
        case ACTION_T_RANDOM_PHASE:
            m_Phase = GetRandActionParam(rnd, action.random_phase.phase1, action.random_phase.phase2, action.random_phase.phase3);
            break;
        case ACTION_T_RANDOM_PHASE_RANGE:
            if (action.random_phase_range.phaseMin <= action.random_phase_range.phaseMax)
                m_Phase = urand(action.random_phase_range.phaseMin, action.random_phase_range.phaseMax);
            else
                sLog->outErrorDb("CreatureEventAI: ACTION_T_RANDOM_PHASE_RANGE cannot have Param2 < Param1. Event = %d. CreatureEntry = %d", eventId, me->GetEntry());
            break;
        case ACTION_T_SUMMON_ID:
        {
            Unit* target = GetTargetByType(action.summon_id.target, actionInvoker);

            CreatureEventAI_Summon_Map::const_iterator i = sEventAIMgr->GetCreatureEventAISummonMap().find(action.summon_id.spawnId);
            if (i == sEventAIMgr->GetCreatureEventAISummonMap().end())
            {
                sLog->outErrorDb("CreatureEventAI: failed to spawn creature %u. Summon map index %u does not exist. EventID %d. CreatureID %d", action.summon_id.creatureId, action.summon_id.spawnId, eventId, me->GetEntry());
                return;
            }

            Creature* creature = NULL;
            if ((*i).second.SpawnTimeSecs)
                creature = me->SummonCreature(action.summon_id.creatureId, (*i).second.position_x, (*i).second.position_y, (*i).second.position_z, (*i).second.orientation, TEMPSUMMON_TIMED_OR_DEAD_DESPAWN, (*i).second.SpawnTimeSecs);
            else
                creature = me->SummonCreature(action.summon_id.creatureId, (*i).second.position_x, (*i).second.position_y, (*i).second.position_z, (*i).second.orientation, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 0);

            if (!creature)
                sLog->outErrorDb("CreatureEventAI: failed to spawn creature %u. EventId %d.Creature %d", action.summon_id.creatureId, eventId, me->GetEntry());
            else if (action.summon_id.target != TARGET_T_SELF && target)
                creature->AI()->AttackStart(target);

            break;
        }
        case ACTION_T_KILLED_MONSTER:
            //first attempt player who tapped creature
            if (Player* player = me->GetLootRecipient())
                player->RewardPlayerAndGroupAtEvent(action.killed_monster.creatureId, player);    // player as param is a hacky solution not to use GUID
            else
            {
                //if not available, use actionInvoker
                if (Unit* target = GetTargetByType(action.killed_monster.target, actionInvoker))
                    if (Player* player2 = target->GetCharmerOrOwnerPlayerOrPlayerItself())
                        player2->RewardPlayerAndGroupAtEvent(action.killed_monster.creatureId, player2);
            }
            break;
        case ACTION_T_SET_INST_DATA:
        {
            InstanceScript* instance = (InstanceScript*)me->GetInstanceScript();
            if (!instance)
            {
                sLog->outErrorDb("CreatureEventAI: Event %d attempt to set instance data without instance script. Creature %d", eventId, me->GetEntry());
                return;
            }

            instance->SetData(action.set_inst_data.field, action.set_inst_data.value);
            break;
        }
        case ACTION_T_SET_INST_DATA64:
        {
            Unit* target = GetTargetByType(action.set_inst_data64.target, actionInvoker);
            if (!target)
            {
                sLog->outErrorDb("CreatureEventAI: Event %d attempt to set instance data64 but Target == NULL. Creature %d", eventId, me->GetEntry());
                return;
            }

            InstanceScript* instance = (InstanceScript*)me->GetInstanceScript();
            if (!instance)
            {
                sLog->outErrorDb("CreatureEventAI: Event %d attempt to set instance data64 without instance script. Creature %d", eventId, me->GetEntry());
                return;
            }

            instance->SetData64(action.set_inst_data64.field, target->GetGUID());
            break;
        }
        case ACTION_T_UPDATE_TEMPLATE:
            if (me->GetEntry() == action.update_template.creatureId)
            {

                sLog->outErrorDb("CreatureEventAI: Event %d ACTION_T_UPDATE_TEMPLATE call with param1 == current entry. Creature %d", eventId, me->GetEntry());
                return;
            }

            me->UpdateEntry(action.update_template.creatureId, action.update_template.team ? HORDE : ALLIANCE);
            break;
        case ACTION_T_DIE:
            if (me->isDead())
            {

                sLog->outErrorDb("CreatureEventAI: Event %d ACTION_T_DIE on dead creature. Creature %d", eventId, me->GetEntry());
                return;
            }
            me->Kill(me);
            break;
        case ACTION_T_ZONE_COMBAT_PULSE:
        {
            me->SetInCombatWithZone();
            break;
        }
        case ACTION_T_CALL_FOR_HELP:
        {
            me->CallForHelp((float)action.call_for_help.radius);
            break;
        }
        break;

        // TRINITY ONLY
        case ACTION_T_MOVE_RANDOM_POINT: //dosen't work in combat
        {
            float x, y, z;
            me->GetClosePoint(x, y, z, me->GetObjectSize() / 3, (float)action.raw.param1);
            me->GetMotionMaster()->MovePoint(0, x, y, z);
            break;
        }
        case ACTION_T_SET_STAND_STATE:
            me->SetStandState(UnitStandStateType(action.raw.param1));
            break;
        case ACTION_T_SET_PHASE_MASK:
            me->SetPhaseMask(action.raw.param1, true);
            break;
        case ACTION_T_SET_VISIBILITY:
            me->SetVisible(bool(action.raw.param1));
            break;
        case ACTION_T_SET_ACTIVE:
            me->setActive(action.raw.param1 ? true : false);
            break;
        case ACTION_T_SET_AGGRESSIVE:
            me->SetReactState(ReactStates(action.raw.param1));
            break;
        case ACTION_T_ATTACK_START_PULSE:
            AttackStart(me->SelectNearestTarget((float)action.raw.param1));
            break;
        case ACTION_T_SUMMON_GO:
        {
            GameObject* object = NULL;

            float x, y, z;
            me->GetPosition(x, y, z);
            object = me->SummonGameObject(action.raw.param1, x, y, z, 0, 0, 0, 0, 0, action.raw.param2);
            if (!object)
            {
                sLog->outErrorDb("TSCR: EventAI failed to spawn object %u. Spawn event %d is on creature %d", action.raw.param1, eventId, me->GetEntry());
            }
            break;
        }

        case ACTION_T_SET_SHEATH:
        {
            me->SetSheath(SheathState(action.set_sheath.sheath));
            break;
        }
        case ACTION_T_FORCE_DESPAWN:
        {
            me->DespawnOrUnsummon(action.forced_despawn.msDelay);
            break;
        }
        case ACTION_T_SET_INVINCIBILITY_HP_LEVEL:
        {
            if (action.invincibility_hp_level.is_percent)
                m_InvinceabilityHpLevel = me->CountPctFromMaxHealth(action.invincibility_hp_level.hp_level);
            else
                m_InvinceabilityHpLevel = action.invincibility_hp_level.hp_level;
            break;
        }
        case ACTION_T_MOUNT_TO_ENTRY_OR_MODEL:
        {
            if (action.mount.creatureId || action.mount.modelId)
            {
                // set model based on entry from creature_template
                if (action.mount.creatureId)
                {
                    if (CreatureTemplate const* cInfo = sObjectMgr->GetCreatureTemplate(action.mount.creatureId))
                    {
                        uint32 display_id = sObjectMgr->ChooseDisplayId(0, cInfo);
                        me->Mount(display_id);
                    }
                }
                //if no param1, then use value from param2 (modelId)
                else
                    me->Mount(action.mount.modelId);
            }
            else
                me->Dismount();

            break;
        }
    }
}

void CreatureEventAI::JustRespawned()
{
    Reset();

    if (m_bEmptyList)
        return;

    //Handle Spawned Events
    for (CreatureEventAIList::iterator i = m_CreatureEventAIList.begin(); i != m_CreatureEventAIList.end(); ++i)
        if (SpawnedEventConditionsCheck((*i).Event))
            ProcessEvent(*i);
}

void CreatureEventAI::Reset()
{
    m_EventUpdateTime = EVENT_UPDATE_TIME;
    m_EventDiff = 0;

    if (m_bEmptyList)
        return;

    for (CreatureEventAIList::iterator i = m_CreatureEventAIList.begin(); i != m_CreatureEventAIList.end(); ++i)
    {
        if ((*i).Event.event_type == EVENT_T_RESET)
            ProcessEvent(*i);
    }

    //Reset all events to enabled
    for (CreatureEventAIList::iterator i = m_CreatureEventAIList.begin(); i != m_CreatureEventAIList.end(); ++i)
    {
        CreatureEventAI_Event const& event = (*i).Event;
        switch (event.event_type)
        {
            //Reset all out of combat timers
            case EVENT_T_TIMER_OOC:
            {
                if ((*i).UpdateRepeatTimer(me, event.timer.initialMin, event.timer.initialMax))
                    (*i).Enabled = true;
                break;
            }
            //default:
            //TODO: enable below code line / verify this is correct to enable events previously disabled (ex. aggro yell), instead of enable this in void EnterCombat()
            //(*i).Enabled = true;
            //(*i).Time = 0;
            //break;
        }
    }
}

void CreatureEventAI::JustReachedHome()
{
    if (!m_bEmptyList)
    {
        for (CreatureEventAIList::iterator i = m_CreatureEventAIList.begin(); i != m_CreatureEventAIList.end(); ++i)
        {
            if ((*i).Event.event_type == EVENT_T_REACHED_HOME)
                ProcessEvent(*i);
        }
    }

    Reset();
}

void CreatureEventAI::EnterEvadeMode()
{
    CreatureAI::EnterEvadeMode();

    if (m_bEmptyList)
        return;

    //Handle Evade events
    for (CreatureEventAIList::iterator i = m_CreatureEventAIList.begin(); i != m_CreatureEventAIList.end(); ++i)
    {
        if ((*i).Event.event_type == EVENT_T_EVADE)
            ProcessEvent(*i);
    }
}

void CreatureEventAI::JustDied(Unit* killer)
{
    Reset();

    if (m_bEmptyList)
        return;

    //Handle Evade events
    for (CreatureEventAIList::iterator i = m_CreatureEventAIList.begin(); i != m_CreatureEventAIList.end(); ++i)
    {
        if ((*i).Event.event_type == EVENT_T_DEATH)
            ProcessEvent(*i, killer);
    }

    // reset phase after any death state events
    m_Phase = 0;
}

void CreatureEventAI::KilledUnit(Unit* victim)
{
    if (m_bEmptyList || victim->GetTypeId() != TYPEID_PLAYER)
        return;

    for (CreatureEventAIList::iterator i = m_CreatureEventAIList.begin(); i != m_CreatureEventAIList.end(); ++i)
    {
        if ((*i).Event.event_type == EVENT_T_KILL)
            ProcessEvent(*i, victim);
    }
}

void CreatureEventAI::JustSummoned(Creature* unit)
{
    if (m_bEmptyList || !unit)
        return;

    for (CreatureEventAIList::iterator i = m_CreatureEventAIList.begin(); i != m_CreatureEventAIList.end(); ++i)
    {
        if ((*i).Event.event_type == EVENT_T_SUMMONED_UNIT)
            ProcessEvent(*i, unit);
    }
}

void CreatureEventAI::EnterCombat(Unit* enemy)
{
    //Check for on combat start events
    if (!m_bEmptyList)
    {
        for (CreatureEventAIList::iterator i = m_CreatureEventAIList.begin(); i != m_CreatureEventAIList.end(); ++i)
        {
            CreatureEventAI_Event const& event = (*i).Event;
            switch (event.event_type)
            {
                case EVENT_T_AGGRO:
                    (*i).Enabled = true;
                    ProcessEvent(*i, enemy);
                    break;
                    //Reset all in combat timers
                case EVENT_T_TIMER:
                    if ((*i).UpdateRepeatTimer(me, event.timer.initialMin, event.timer.initialMax))
                        (*i).Enabled = true;
                    break;
                    //All normal events need to be re-enabled and their time set to 0
                default:
                    (*i).Enabled = true;
                    (*i).Time = 0;
                    break;
            }
        }
    }

    m_EventUpdateTime = EVENT_UPDATE_TIME;
    m_EventDiff = 0;
}

void CreatureEventAI::AttackStart(Unit* who)
{
    if (!who)
        return;

    if (me->Attack(who, m_MeleeEnabled))
    {
        if (m_CombatMovementEnabled)
        {
            me->GetMotionMaster()->MoveChase(who, m_AttackDistance, m_AttackAngle);
        }
        else
        {
            me->GetMotionMaster()->MoveIdle();
        }
    }
}

void CreatureEventAI::MoveInLineOfSight(Unit* who)
{
    if (me->getVictim())
        return;

    //Check for OOC LOS Event
    if (!m_bEmptyList)
    {
        for (CreatureEventAIList::iterator itr = m_CreatureEventAIList.begin(); itr != m_CreatureEventAIList.end(); ++itr)
        {
            if ((*itr).Event.event_type == EVENT_T_OOC_LOS)
            {
                //can trigger if closer than fMaxAllowedRange
                float fMaxAllowedRange = (float)((*itr).Event.ooc_los.maxRange);

                //if range is ok and we are actually in LOS
                if (me->IsWithinDistInMap(who, fMaxAllowedRange) && me->IsWithinLOSInMap(who))
                {
                    //if friendly event&&who is not hostile OR hostile event&&who is hostile
                    if (((*itr).Event.ooc_los.noHostile && !me->IsHostileTo(who)) ||
                        ((!(*itr).Event.ooc_los.noHostile) && me->IsHostileTo(who)))
                        ProcessEvent(*itr, who);
                }
            }
        }
    }

    CreatureAI::MoveInLineOfSight(who);
}

void CreatureEventAI::SpellHit(Unit* unit, const SpellInfo* spell)
{

    if (m_bEmptyList)
        return;

    for (CreatureEventAIList::iterator i = m_CreatureEventAIList.begin(); i != m_CreatureEventAIList.end(); ++i)
        if ((*i).Event.event_type == EVENT_T_SPELLHIT)
            //If spell id matches (or no spell id) & if spell school matches (or no spell school)
            if (!(*i).Event.spell_hit.spellId || spell->Id == (*i).Event.spell_hit.spellId)
                if (spell->SchoolMask & (*i).Event.spell_hit.schoolMask)
                    ProcessEvent(*i, unit);
}

void CreatureEventAI::UpdateAI(const uint32 diff)
{
    //Check if we are in combat (also updates calls threat update code)
    bool Combat = UpdateVictim();

    if (!m_bEmptyList)
    {
        //Events are only updated once every EVENT_UPDATE_TIME ms to prevent lag with large amount of events
        if (m_EventUpdateTime <= diff)
        {
            m_EventDiff += diff;

            //Check for time based events
            for (CreatureEventAIList::iterator i = m_CreatureEventAIList.begin(); i != m_CreatureEventAIList.end(); ++i)
            {
                //Decrement Timers
                if ((*i).Time)
                {
                    if (m_EventDiff <= (*i).Time)
                    {
                        //Do not decrement timers if event cannot trigger in this phase
                        if (!((*i).Event.event_inverse_phase_mask & (1 << m_Phase)))
                            (*i).Time -= m_EventDiff;

                        //Skip processing of events that have time remaining
                        continue;
                    }
                    else (*i).Time = 0;
                }

                //Events that are updated every EVENT_UPDATE_TIME
                switch ((*i).Event.event_type)
                {
                    case EVENT_T_TIMER_OOC:
                        ProcessEvent(*i);
                        break;
                    case EVENT_T_TIMER:
                    case EVENT_T_MANA:
                    case EVENT_T_HP:
                    case EVENT_T_TARGET_HP:
                    case EVENT_T_TARGET_CASTING:
                    case EVENT_T_FRIENDLY_HP:
                        if (me->getVictim())
                            ProcessEvent(*i);
                        break;
                    case EVENT_T_RANGE:
                        if (me->getVictim())
                            if (me->IsInMap(me->getVictim()))
                                if (me->IsInRange(me->getVictim(), (float)(*i).Event.range.minDist, (float)(*i).Event.range.maxDist))
                                    ProcessEvent(*i);
                        break;
                }
            }

            m_EventDiff = 0;
            m_EventUpdateTime = EVENT_UPDATE_TIME;
        }
        else
        {
            m_EventDiff += diff;
            m_EventUpdateTime -= diff;
        }
    }

    //Melee Auto-Attack
    if (Combat && m_MeleeEnabled)
        DoMeleeAttackIfReady();
}

inline uint32 CreatureEventAI::GetRandActionParam(uint32 rnd, uint32 param1, uint32 param2, uint32 param3)
{
    switch (rnd % 3)
    {
        case 0: return param1;
        case 1: return param2;
        case 2: return param3;
    }
    return 0;
}

inline int32 CreatureEventAI::GetRandActionParam(uint32 rnd, int32 param1, int32 param2, int32 param3)
{
    switch (rnd % 3)
    {
        case 0: return param1;
        case 1: return param2;
        case 2: return param3;
    }
    return 0;
}

inline Unit* CreatureEventAI::GetTargetByType(uint32 target, Unit* actionInvoker)
{
    switch (target)
    {
        case TARGET_T_SELF:
            return me;
        case TARGET_T_HOSTILE:
            return me->getVictim();
        case TARGET_T_HOSTILE_SECOND_AGGRO:
            return SelectTarget(SELECT_TARGET_TOPAGGRO, 1);
        case TARGET_T_HOSTILE_LAST_AGGRO:
            return SelectTarget(SELECT_TARGET_BOTTOMAGGRO, 0);
        case TARGET_T_HOSTILE_RANDOM:
            return SelectTarget(SELECT_TARGET_RANDOM, 0);
        case TARGET_T_HOSTILE_RANDOM_NOT_TOP:
            return SelectTarget(SELECT_TARGET_RANDOM, 1);
        case TARGET_T_ACTION_INVOKER:
            return actionInvoker;
        default:
            return NULL;
    };
}

Unit* CreatureEventAI::DoSelectLowestHpFriendly(float range, uint32 minHPDiff)
{
    CellCoord p(Trinity::ComputeCellCoord(me->GetPositionX(), me->GetPositionY()));
    Cell cell(p);
    cell.SetNoCreate();

    Unit* unit = NULL;

    Trinity::MostHPMissingInRange u_check(me, range, minHPDiff);
    Trinity::UnitLastSearcher<Trinity::MostHPMissingInRange> searcher(me, unit, u_check);

    /*
    typedef TYPELIST_4(GameObject, Creature*except pets*, DynamicObject, Corpse*Bones*) AllGridObjectTypes;
    This means that if we only search grid then we cannot possibly return pets or players so this is safe
    */
    TypeContainerVisitor<Trinity::UnitLastSearcher<Trinity::MostHPMissingInRange>, GridTypeMapContainer >  grid_unit_searcher(searcher);

    cell.Visit(p, grid_unit_searcher, *me->GetMap(), *me, range);
    return unit;
}

void CreatureEventAI::DoFindFriendlyCC(std::list<Creature*>& _list, float range)
{
    CellCoord p(Trinity::ComputeCellCoord(me->GetPositionX(), me->GetPositionY()));
    Cell cell(p);
    cell.SetNoCreate();

    Trinity::FriendlyCCedInRange u_check(me, range);
    Trinity::CreatureListSearcher<Trinity::FriendlyCCedInRange> searcher(me, _list, u_check);

    TypeContainerVisitor<Trinity::CreatureListSearcher<Trinity::FriendlyCCedInRange>, GridTypeMapContainer >  grid_creature_searcher(searcher);

    cell.Visit(p, grid_creature_searcher, *me->GetMap(), *me, range);
}

void CreatureEventAI::DoFindFriendlyMissingBuff(std::list<Creature*>& _list, float range, uint32 spellid)
{
    CellCoord p(Trinity::ComputeCellCoord(me->GetPositionX(), me->GetPositionY()));
    Cell cell(p);
    cell.SetNoCreate();

    Trinity::FriendlyMissingBuffInRange u_check(me, range, spellid);
    Trinity::CreatureListSearcher<Trinity::FriendlyMissingBuffInRange> searcher(me, _list, u_check);

    TypeContainerVisitor<Trinity::CreatureListSearcher<Trinity::FriendlyMissingBuffInRange>, GridTypeMapContainer >  grid_creature_searcher(searcher);

    cell.Visit(p, grid_creature_searcher, *me->GetMap(), *me, range);
}

// *********************************
// *** Functions used globally ***

void CreatureEventAI::DoScriptText(int32 textEntry, WorldObject* source, Unit* target)
{
    if (!source)
    {
        sLog->outErrorDb("CreatureEventAI: DoScriptText entry %i, invalid Source pointer.", textEntry);
        return;
    }

    if (textEntry >= 0)
    {
        sLog->outErrorDb("CreatureEventAI: DoScriptText with source entry %u (TypeId=%u, guid=%u) attempts to process text entry %i, but text entry must be negative.", source->GetEntry(), source->GetTypeId(), source->GetGUIDLow(), textEntry);
        return;
    }

    CreatureEventAI_TextMap::const_iterator i = sEventAIMgr->GetCreatureEventAITextMap().find(textEntry);

    if (i == sEventAIMgr->GetCreatureEventAITextMap().end())
    {
        sLog->outErrorDb("CreatureEventAI: DoScriptText with source entry %u (TypeId=%u, guid=%u) could not find text entry %i.", source->GetEntry(), source->GetTypeId(), source->GetGUIDLow(), textEntry);
        return;
    }

    sLog->outDebug(LOG_FILTER_DATABASE_AI, "CreatureEventAI: DoScriptText: text entry=%i, Sound=%u, Type=%u, Language=%u, Emote=%u", textEntry, (*i).second.SoundId, (*i).second.Type, (*i).second.Language, (*i).second.Emote);

    if ((*i).second.SoundId)
    {
        if (GetSoundEntriesStore()->LookupEntry((*i).second.SoundId))
            source->PlayDirectSound((*i).second.SoundId);
        else
            sLog->outErrorDb("CreatureEventAI: DoScriptText entry %i tried to process invalid sound id %u.", textEntry, (*i).second.SoundId);
    }

    if ((*i).second.Emote)
    {
        if (source->GetTypeId() == TYPEID_UNIT || source->GetTypeId() == TYPEID_PLAYER)
        {
            ((Unit*)source)->HandleEmoteCommand((*i).second.Emote);
        }
        else
            sLog->outErrorDb("CreatureEventAI: DoScriptText entry %i tried to process emote for invalid TypeId (%u).", textEntry, source->GetTypeId());
    }

    switch ((*i).second.Type)
    {
        case CHAT_TYPE_SAY:
            source->MonsterSay(textEntry, (*i).second.Language, target ? target->GetGUID() : 0);
            break;
        case CHAT_TYPE_YELL:
            source->MonsterYell(textEntry, (*i).second.Language, target ? target->GetGUID() : 0);
            break;
        case CHAT_TYPE_TEXT_EMOTE:
            source->MonsterTextEmote(textEntry, target ? target->GetGUID() : 0);
            break;
        case CHAT_TYPE_BOSS_EMOTE:
            source->MonsterTextEmote(textEntry, target ? target->GetGUID() : 0, true);
            break;
        case CHAT_TYPE_WHISPER:
        {
            if (target && target->GetTypeId() == TYPEID_PLAYER)
                source->MonsterWhisper(textEntry, target->GetGUID());
            else sLog->outErrorDb("CreatureEventAI: DoScriptText entry %i cannot whisper without target unit (TYPEID_PLAYER).", textEntry);
        }break;
        case CHAT_TYPE_BOSS_WHISPER:
        {
            if (target && target->GetTypeId() == TYPEID_PLAYER)
                source->MonsterWhisper(textEntry, target->GetGUID(), true);
            else sLog->outErrorDb("CreatureEventAI: DoScriptText entry %i cannot whisper without target unit (TYPEID_PLAYER).", textEntry);
        }break;
        case CHAT_TYPE_ZONE_YELL:
            source->MonsterYellToZone(textEntry, (*i).second.Language, target ? target->GetGUID() : 0);
            break;
    }
}

bool CreatureEventAI::CanCast(Unit* target, SpellInfo const* spell, bool triggered)
{
    //No target so we can't cast
    if (!target || !spell)
        return false;

    //Silenced so we can't cast
    if (!triggered && me->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_SILENCED))
        return false;

    //Check for power
    if (!triggered && me->GetPower((Powers)spell->PowerType) < spell->CalcPowerCost(me, spell->GetSchoolMask()))
        return false;

    //Unit is out of range of this spell
    if (!me->IsInRange(target, spell->GetMinRange(false), spell->GetMaxRange(false)))
        return false;

    return true;
}

void CreatureEventAI::ReceiveEmote(Player* player, uint32 textEmote)
{
    if (m_bEmptyList)
        return;

    for (CreatureEventAIList::iterator itr = m_CreatureEventAIList.begin(); itr != m_CreatureEventAIList.end(); ++itr)
    {
        if ((*itr).Event.event_type == EVENT_T_RECEIVE_EMOTE)
        {
            if ((*itr).Event.receive_emote.emoteId != textEmote)
                return;

            Condition cond;
            cond.mConditionType = ConditionType((*itr).Event.receive_emote.condition);
            cond.mConditionValue1 = (*itr).Event.receive_emote.conditionValue1;
            cond.mConditionValue2 = (*itr).Event.receive_emote.conditionValue2;

            if (cond.Meets(player))
            {
                sLog->outDebug(LOG_FILTER_DATABASE_AI, "CreatureEventAI: ReceiveEmote CreatureEventAI: Condition ok, processing");
                ProcessEvent(*itr, player);
            }
        }
    }
}

void CreatureEventAI::DamageTaken(Unit* /*done_by*/, uint32& damage)
{
    if (m_InvinceabilityHpLevel > 0 && me->GetHealth() < m_InvinceabilityHpLevel+damage)
    {
        if (me->GetHealth() <= m_InvinceabilityHpLevel)
            damage = 0;
        else
            damage = me->GetHealth() - m_InvinceabilityHpLevel;
    }
}

bool CreatureEventAI::SpawnedEventConditionsCheck(CreatureEventAI_Event const& event)
{
    if (event.event_type != EVENT_T_SPAWNED)
        return false;

    switch (event.spawned.condition)
    {
        case SPAWNED_EVENT_ALWAY:
            // always
            return true;
        case SPAWNED_EVENT_MAP:
            // map ID check
            return me->GetMapId() == event.spawned.conditionValue1;
        case SPAWNED_EVENT_ZONE:
        {
            // zone ID check
            uint32 zone, area;
            me->GetZoneAndAreaId(zone, area);
            return zone == event.spawned.conditionValue1 || area == event.spawned.conditionValue1;
        }
        default:
            break;
    }

    return false;
}
