/*
 * Copyright (C) 2008-2012 TrinityCore 
 * Copyright (C) 2006-2009 ScriptDev2 
 *
 * 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 .
 */
/* ScriptData
SDName: Hinterlands
SD%Complete: 100
SDComment: Quest support: 863, 2742
SDCategory: The Hinterlands
EndScriptData */
/* ContentData
npc_00x09hl
npc_rinji
EndContentData */
#include "ScriptPCH.h"
#include "ScriptedEscortAI.h"
/*######
## npc_00x09hl
######*/
enum eOOX
{
    SAY_OOX_START           = -1000287,
    SAY_OOX_AGGRO1          = -1000288,
    SAY_OOX_AGGRO2          = -1000289,
    SAY_OOX_AMBUSH          = -1000290,
    SAY_OOX_END             = -1000292,
    QUEST_RESQUE_OOX_09     = 836,
    NPC_MARAUDING_OWL       = 7808,
    NPC_VILE_AMBUSHER       = 7809,
    FACTION_ESCORTEE_A      = 774,
    FACTION_ESCORTEE_H      = 775
};
class npc_00x09hl : public CreatureScript
{
public:
    npc_00x09hl() : CreatureScript("npc_00x09hl") { }
    bool OnQuestAccept(Player* player, Creature* creature, const Quest* quest)
    {
        if (quest->GetQuestId() == QUEST_RESQUE_OOX_09)
        {
            creature->SetStandState(UNIT_STAND_STATE_STAND);
            if (player->GetTeam() == ALLIANCE)
                creature->setFaction(FACTION_ESCORTEE_A);
            else if (player->GetTeam() == HORDE)
                creature->setFaction(FACTION_ESCORTEE_H);
            DoScriptText(SAY_OOX_START, creature, player);
            if (npc_00x09hlAI* pEscortAI = CAST_AI(npc_00x09hl::npc_00x09hlAI, creature->AI()))
                pEscortAI->Start(false, false, player->GetGUID(), quest);
        }
        return true;
    }
    CreatureAI* GetAI(Creature* creature) const
    {
        return new npc_00x09hlAI(creature);
    }
    struct npc_00x09hlAI : public npc_escortAI
    {
        npc_00x09hlAI(Creature* creature) : npc_escortAI(creature) { }
        void Reset() { }
        void WaypointReached(uint32 waypointId)
        {
            switch (waypointId)
            {
                case 26:
                    DoScriptText(SAY_OOX_AMBUSH, me);
                    break;
                case 43:
                    DoScriptText(SAY_OOX_AMBUSH, me);
                    break;
                case 64:
                    DoScriptText(SAY_OOX_END, me);
                    if (Player* player = GetPlayerForEscort())
                        player->GroupEventHappens(QUEST_RESQUE_OOX_09, me);
                    break;
            }
        }
        void WaypointStart(uint32 uiPointId)
        {
            switch (uiPointId)
            {
                case 27:
                    for (uint8 i = 0; i < 3; ++i)
                    {
                        const Position src = {147.927444f, -3851.513428f, 130.893f, 0};
                        Position dst;
                        me->GetRandomPoint(src, 7.0f, dst);
                        DoSummon(NPC_MARAUDING_OWL, dst, 25000, TEMPSUMMON_CORPSE_TIMED_DESPAWN);
                    }
                    break;
                case 44:
                    for (uint8 i = 0; i < 3; ++i)
                    {
                        const Position src = {-141.151581f, -4291.213867f, 120.130f, 0};
                        Position dst;
                        me->GetRandomPoint(src, 7.0f, dst);
                        me->SummonCreature(NPC_VILE_AMBUSHER, dst, TEMPSUMMON_CORPSE_TIMED_DESPAWN, 25000);
                    }
                    break;
            }
        }
        void EnterCombat(Unit* who)
        {
            if (who->GetEntry() == NPC_MARAUDING_OWL || who->GetEntry() == NPC_VILE_AMBUSHER)
                return;
            if (rand()%1)
                DoScriptText(SAY_OOX_AGGRO1, me);
            else
                DoScriptText(SAY_OOX_AGGRO2, me);
        }
        void JustSummoned(Creature* summoned)
        {
            summoned->GetMotionMaster()->MovePoint(0, me->GetPositionX(), me->GetPositionY(), me->GetPositionZ());
        }
    };
};
/*######
## npc_rinji
######*/
enum eRinji
{
    SAY_RIN_FREE            = -1000403, //from here
    SAY_RIN_BY_OUTRUNNER    = -1000404,
    SAY_RIN_HELP_1          = -1000405,
    SAY_RIN_HELP_2          = -1000406, //to here, are used also by 6182 but this is wrong...
    SAY_RIN_COMPLETE        = -1000407,
    SAY_RIN_PROGRESS_1      = -1000408,
    SAY_RIN_PROGRESS_2      = -1000409,
    QUEST_RINJI_TRAPPED     = 2742,
    NPC_RANGER              = 2694,
    NPC_OUTRUNNER           = 2691,
    GO_RINJI_CAGE           = 142036
};
struct Location
{
    float m_fX, m_fY, m_fZ;
};
Location m_afAmbushSpawn[] =
{
    {191.296204f, -2839.329346f, 107.388f},
    {70.972466f,  -2848.674805f, 109.459f}
};
Location m_afAmbushMoveTo[] =
{
    {166.630386f, -2824.780273f, 108.153f},
    {70.886589f,  -2874.335449f, 116.675f}
};
class npc_rinji : public CreatureScript
{
public:
    npc_rinji() : CreatureScript("npc_rinji") { }
    bool OnQuestAccept(Player* player, Creature* creature, const Quest* quest)
    {
        if (quest->GetQuestId() == QUEST_RINJI_TRAPPED)
        {
            if (GameObject* go = creature->FindNearestGameObject(GO_RINJI_CAGE, INTERACTION_DISTANCE))
                go->UseDoorOrButton();
            if (npc_rinjiAI* pEscortAI = CAST_AI(npc_rinji::npc_rinjiAI, creature->AI()))
                pEscortAI->Start(false, false, player->GetGUID(), quest);
        }
        return true;
    }
    CreatureAI* GetAI(Creature* creature) const
    {
        return new npc_rinjiAI(creature);
    }
    struct npc_rinjiAI : public npc_escortAI
    {
        npc_rinjiAI(Creature* creature) : npc_escortAI(creature)
        {
            m_bIsByOutrunner = false;
            m_iSpawnId = 0;
        }
        bool m_bIsByOutrunner;
        uint32 m_uiPostEventCount;
        uint32 m_uiPostEventTimer;
        int m_iSpawnId;
        void Reset()
        {
            m_uiPostEventCount = 0;
            m_uiPostEventTimer = 3000;
        }
        void JustRespawned()
        {
            m_bIsByOutrunner = false;
            m_iSpawnId = 0;
            npc_escortAI::JustRespawned();
        }
        void EnterCombat(Unit* who)
        {
            if (HasEscortState(STATE_ESCORT_ESCORTING))
            {
                if (who->GetEntry() == NPC_OUTRUNNER && !m_bIsByOutrunner)
                {
                    DoScriptText(SAY_RIN_BY_OUTRUNNER, who);
                    m_bIsByOutrunner = true;
                }
                if (rand()%4)
                    return;
                //only if attacked and escorter is not in combat?
                DoScriptText(RAND(SAY_RIN_HELP_1, SAY_RIN_HELP_2), me);
            }
        }
        void DoSpawnAmbush(bool bFirst)
        {
            if (!bFirst)
                m_iSpawnId = 1;
            me->SummonCreature(NPC_RANGER,
                m_afAmbushSpawn[m_iSpawnId].m_fX, m_afAmbushSpawn[m_iSpawnId].m_fY, m_afAmbushSpawn[m_iSpawnId].m_fZ, 0.0f,
                TEMPSUMMON_TIMED_OR_CORPSE_DESPAWN, 60000);
            for (int i = 0; i < 2; ++i)
            {
                me->SummonCreature(NPC_OUTRUNNER,
                    m_afAmbushSpawn[m_iSpawnId].m_fX, m_afAmbushSpawn[m_iSpawnId].m_fY, m_afAmbushSpawn[m_iSpawnId].m_fZ, 0.0f,
                    TEMPSUMMON_TIMED_OR_CORPSE_DESPAWN, 60000);
            }
        }
        void JustSummoned(Creature* summoned)
        {
            summoned->SetWalk(false);
            summoned->GetMotionMaster()->MovePoint(0, m_afAmbushMoveTo[m_iSpawnId].m_fX, m_afAmbushMoveTo[m_iSpawnId].m_fY, m_afAmbushMoveTo[m_iSpawnId].m_fZ);
        }
        void WaypointReached(uint32 waypointId)
        {
            Player* player = GetPlayerForEscort();
            if (!player)
                return;
            switch (waypointId)
            {
                case 1:
                    DoScriptText(SAY_RIN_FREE, me, player);
                    break;
                case 7:
                    DoSpawnAmbush(true);
                    break;
                case 13:
                    DoSpawnAmbush(false);
                    break;
                case 17:
                    DoScriptText(SAY_RIN_COMPLETE, me, player);
                    player->GroupEventHappens(QUEST_RINJI_TRAPPED, me);
                    SetRun();
                    m_uiPostEventCount = 1;
                    break;
            }
        }
        void UpdateEscortAI(const uint32 uiDiff)
        {
            //Check if we have a current target
            if (!UpdateVictim())
            {
                if (HasEscortState(STATE_ESCORT_ESCORTING) && m_uiPostEventCount)
                {
                    if (m_uiPostEventTimer <= uiDiff)
                    {
                        m_uiPostEventTimer = 3000;
                        if (Player* player = GetPlayerForEscort())
                        {
                            switch (m_uiPostEventCount)
                            {
                                case 1:
                                    DoScriptText(SAY_RIN_PROGRESS_1, me, player);
                                    ++m_uiPostEventCount;
                                    break;
                                case 2:
                                    DoScriptText(SAY_RIN_PROGRESS_2, me, player);
                                    m_uiPostEventCount = 0;
                                    break;
                            }
                        }
                        else
                        {
                            me->DespawnOrUnsummon();
                            return;
                        }
                    }
                    else
                        m_uiPostEventTimer -= uiDiff;
                }
                return;
            }
            DoMeleeAttackIfReady();
        }
    };
};
void AddSC_hinterlands()
{
    new npc_00x09hl();
    new npc_rinji();
}