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

/* ScriptData
SDName: Boss_Razorgore
SD%Complete: 50
SDComment: Needs additional review. Phase 1 NYI (Grethok the Controller)
SDCategory: Blackwing Lair
EndScriptData */

#include "ScriptPCH.h"

//Razorgore Phase 2 Script

#define SAY_EGGS_BROKEN1        -1469022
#define SAY_EGGS_BROKEN2        -1469023
#define SAY_EGGS_BROKEN3        -1469024
#define SAY_DEATH               -1469025

#define SPELL_CLEAVE            22540
#define SPELL_WARSTOMP          24375
#define SPELL_FIREBALLVOLLEY    22425
#define SPELL_CONFLAGRATION     23023

class boss_razorgore : public CreatureScript
{
public:
    boss_razorgore() : CreatureScript("boss_razorgore") { }

    CreatureAI* GetAI(Creature* creature) const
    {
        return new boss_razorgoreAI (creature);
    }

    struct boss_razorgoreAI : public ScriptedAI
    {
        boss_razorgoreAI(Creature* c) : ScriptedAI(c) {}

        uint32 Cleave_Timer;
        uint32 WarStomp_Timer;
        uint32 FireballVolley_Timer;
        uint32 Conflagration_Timer;

        void Reset()
        {
            Cleave_Timer = 15000;                               //These times are probably wrong
            WarStomp_Timer = 35000;
            FireballVolley_Timer = 7000;
            Conflagration_Timer = 12000;
        }

        void EnterCombat(Unit* /*who*/)
        {
            DoZoneInCombat();
        }

        void JustDied(Unit* /*Killer*/)
        {
            DoScriptText(SAY_DEATH, me);
        }

        void UpdateAI(const uint32 diff)
        {
            if (!UpdateVictim())
                return;

            //Cleave_Timer
            if (Cleave_Timer <= diff)
            {
                DoCast(me->getVictim(), SPELL_CLEAVE);
                Cleave_Timer = urand(7000, 10000);
            } else Cleave_Timer -= diff;

            //WarStomp_Timer
            if (WarStomp_Timer <= diff)
            {
                DoCast(me->getVictim(), SPELL_WARSTOMP);
                WarStomp_Timer = urand(15000, 25000);
            } else WarStomp_Timer -= diff;

            //FireballVolley_Timer
            if (FireballVolley_Timer <= diff)
            {
                DoCast(me->getVictim(), SPELL_FIREBALLVOLLEY);
                FireballVolley_Timer = urand(12000, 15000);
            } else FireballVolley_Timer -= diff;

            //Conflagration_Timer
            if (Conflagration_Timer <= diff)
            {
                DoCast(me->getVictim(), SPELL_CONFLAGRATION);
                //We will remove this threat reduction and add an aura check.

                //if (DoGetThreat(me->getVictim()))
                //DoModifyThreatPercent(me->getVictim(), -50);

                Conflagration_Timer = 12000;
            } else Conflagration_Timer -= diff;

            // Aura Check. If the gamer is affected by confliguration we attack a random gamer.
            if (me->getVictim() && me->getVictim()->HasAura(SPELL_CONFLAGRATION))
                if (Unit* target = SelectTarget(SELECT_TARGET_RANDOM, 1, 100, true))
                    me->TauntApply(target);

            DoMeleeAttackIfReady();
        }
    };

};

void AddSC_boss_razorgore()
{
    new boss_razorgore();
}
