--Pre-made areas
--Waves
AREA_SHORTWAVE3 = {
	{1, 1, 1},
	{1, 1, 1},
	{0, 3, 0}
}

AREA_WAVE10 = {
	{1, 1, 1, 1, 1, 1, 1},
	{0, 1, 1, 1, 1, 1, 0},
	{0, 1, 1, 1, 1, 1, 0},
	{0, 1, 1, 1, 1, 1, 0},
	{0, 0, 1, 1, 1, 0, 0},
	{0, 0, 1, 1, 1, 0, 0},
	{0, 0, 1, 1, 1, 0, 0},
	{0, 0, 0, 3, 0, 0, 0}
}

AREA_WAVE11 = {
	{1, 1, 1, 1, 1, 1, 1},
	{0, 1, 1, 1, 1, 1, 0},
	{0, 1, 1, 1, 1, 1, 0},
	{0, 1, 1, 1, 1, 1, 0},
	{0, 0, 1, 1, 1, 0, 0},
	{0, 0, 1, 1, 1, 0, 0},
	{0, 0, 1, 1, 1, 0, 0},
	{0, 0, 0, 1, 0, 0, 0},
	{0, 0, 0, 3, 0, 0, 0}
}

AREA_WAVE12 = {
	{0, 1, 1, 1, 1, 1, 0},
	{0, 1, 1, 1, 1, 1, 0},
	{0, 1, 1, 1, 1, 1, 0},
	{0, 0, 1, 1, 1, 0, 0},
	{0, 0, 1, 1, 1, 0, 0},
	{0, 0, 1, 1, 1, 0, 0},
	{0, 0, 0, 1, 0, 0, 0},
	{0, 0, 0, 3, 0, 0, 0}
}

AREA_WAVE13 = {
	{1, 1, 1, 1, 1, 1, 1},
	{1, 1, 1, 1, 1, 1, 1},
	{0, 1, 1, 1, 1, 1, 0},
	{0, 1, 1, 1, 1, 1, 0},
	{0, 1, 1, 1, 1, 1, 0},
	{0, 0, 1, 1, 1, 0, 0},
	{0, 0, 1, 1, 1, 0, 0},
	{0, 0, 1, 1, 1, 0, 0},
	{0, 0, 0, 1, 0, 0, 0},
	{0, 0, 0, 3, 0, 0, 0}
}

AREA_WAVE4 = {
	{1, 1, 1, 1, 1},
	{0, 1, 1, 1, 0},
	{0, 1, 1, 1, 0},
	{0, 0, 3, 0, 0}
}

AREA_WAVE5 = {
	{1, 1, 1, 1, 1},
	{0, 1, 1, 1, 0},
	{0, 1, 1, 1, 0},
	{0, 1, 1, 1, 0},
	{0, 0, 1, 0, 0},
	{0, 0, 3, 0, 0}
}

AREA_WAVE6 = {
	{0, 0, 0, 0, 0},
	{0, 1, 3, 1, 0},
	{0, 0, 0, 0, 0}
}

AREA_WAVE7 = {
	{1, 1, 1, 1, 1},
	{1, 1, 1, 1, 1},
	{0, 1, 1, 1, 0},
	{0, 1, 1, 1, 0},
	{0, 0, 3, 0, 0}
}

AREA_SQUAREWAVE5 = {
	{1, 1, 1},
	{1, 1, 1},
	{1, 1, 1},
	{0, 1, 0},
	{0, 3, 0}
}

AREA_SQUAREWAVE6 = {
	{0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0},
	{0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0},
	{0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0},
	{0, 0, 1, 1, 1, 1, 1, 1, 1, 0, 0},
	{0, 0, 1, 1, 1, 1, 1, 1, 1, 0, 0},
	{0, 0, 1, 1, 1, 1, 1, 1, 1, 0, 0},
	{0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0},
	{0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0},
	{0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0},
	{0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0},
	{0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0},
	{0, 0, 0, 0, 0, 3, 0, 0, 0, 0, 0}
}

AREA_SQUAREWAVE7 = {
	{0, 0, 1, 1, 1, 1, 1, 1, 1, 0, 0},
	{0, 0, 1, 1, 1, 1, 1, 1, 1, 0, 0},
	{0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0},
	{0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0},
	{0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0},
	{0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0},
	{0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0},
	{0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0},
	{0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0},
	{0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0},
	{0, 0, 0, 0, 0, 3, 0, 0, 0, 0, 0}
}

--Diagonal waves
AREADIAGONAL_WAVE4 = {
	{0, 0, 0, 0, 1, 0},
	{0, 0, 0, 1, 1, 0},
	{0, 0, 1, 1, 1, 0},
	{0, 1, 1, 1, 1, 0},
	{1, 1, 1, 1, 1, 0},
	{0, 0, 0, 0, 0, 3}
}

AREADIAGONAL_SQUAREWAVE5 = {
	{1, 1, 1, 0, 0},
	{1, 1, 1, 0, 0},
	{1, 1, 1, 0, 0},
	{0, 0, 0, 1, 0},
	{0, 0, 0, 0, 3}
}

AREADIAGONAL_WAVE6 = {
	{0, 0, 1},
	{0, 3, 0},
	{1, 0, 0}
}

AREADIAGONAL_WAVE7 = {
	{0, 0, 0, 0, 0, 1, 0},
	{0, 0, 0, 0, 1, 1, 0},
	{0, 0, 0, 1, 1, 1, 0},
	{0, 0, 1, 1, 1, 1, 0},
	{0, 1, 1, 1, 1, 1, 0},
	{1, 1, 1, 1, 1, 1, 0},
	{0, 0, 0, 0, 0, 0, 3}
}

--Beams
AREA_BEAM1 = {
	{3}
}

AREA_BEAM5 = {
	{1},
	{1},
	{1},
	{1},
	{3}
}

AREA_BEAM7 = {
	{1},
	{1},
	{1},
	{1},
	{1},
	{1},
	{3}
}

AREA_BEAM8 = {
	{1},
	{1},
	{1},
	{1},
	{1},
	{1},
	{1},
	{3}
}

--Diagonal Beams
AREADIAGONAL_BEAM5 = {
	{1, 0, 0, 0, 0},
	{0, 1, 0, 0, 0},
	{0, 0, 1, 0, 0},
	{0, 0, 0, 1, 0},
	{0, 0, 0, 0, 3}
}

AREADIAGONAL_BEAM7 = {
	{1, 0, 0, 0, 0, 0, 0},
	{0, 1, 0, 0, 0, 0, 0},
	{0, 0, 1, 0, 0, 0, 0},
	{0, 0, 0, 1, 0, 0, 0},
	{0, 0, 0, 0, 1, 0, 0},
	{0, 0, 0, 0, 0, 1, 0},
	{0, 0, 0, 0, 0, 0, 3}
}

--Circles
AREA_CIRCLE2X2 = {
	{0, 1, 1, 1, 0},
	{1, 1, 1, 1, 1},
	{1, 1, 3, 1, 1},
	{1, 1, 1, 1, 1},
	{0, 1, 1, 1, 0}
}

AREA_CIRCLE3X3 = {
	{0, 0, 1, 1, 1, 0, 0},
	{0, 1, 1, 1, 1, 1, 0},
	{1, 1, 1, 1, 1, 1, 1},
	{1, 1, 1, 3, 1, 1, 1},
	{1, 1, 1, 1, 1, 1, 1},
	{0, 1, 1, 1, 1, 1, 0},
	{0, 0, 1, 1, 1, 0, 0}
}

AREA_CIRCLE3X32 = {
	{1, 1, 1, 1, 1, 1, 1},
	{1, 1, 1, 1, 1, 1, 1},
	{1, 1, 1, 1, 1, 1, 1},
	{1, 1, 1, 3, 1, 1, 1},
	{1, 1, 1, 1, 1, 1, 1},
	{1, 1, 1, 1, 1, 1, 1},
	{1, 1, 1, 1, 1, 1, 1}
}

AREA_CIRCLE3X33 = {
	{1, 1, 1, 1, 1, 1, 1},
	{1, 1, 1, 1, 1, 1, 1},
	{1, 1, 0, 0, 1, 1, 1},
	{1, 1, 0, 3, 1, 1, 1},
	{1, 1, 0, 1, 1, 1, 1},
	{1, 1, 1, 1, 1, 1, 1},
	{1, 1, 1, 1, 1, 1, 1}
}

-- Crosses
AREA_CIRCLE1X1 = {
	{0, 1, 0},
	{1, 3, 1},
	{0, 1, 0}
}

AREA_CIRCLE5X5 = {
	{0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0},
	{0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0},
	{0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0},
	{0, 0, 1, 1, 1, 1, 1, 1, 1, 0, 0},
	{0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0},
	{1, 1, 1, 1, 1, 3, 1, 1, 1, 1, 1},
	{0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0},
	{0, 0, 1, 1, 1, 1, 1, 1, 1, 0, 0},
	{0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0},
	{0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0},
	{0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0}
}

AREA_CIRCLE5X5V2 = {
	{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
	{0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0},
	{0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0},
	{0, 0, 1, 1, 1, 1, 1, 1, 1, 0, 0},
	{0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0},
	{0, 1, 1, 1, 1, 3, 1, 1, 1, 1, 0},
	{0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0},
	{0, 0, 1, 1, 1, 1, 1, 1, 1, 0, 0},
	{0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0},
	{0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0},
	{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}
}

AREA_CIRCLE6X6 = {
	{0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0},
	{0, 0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0, 0},
	{0, 0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0, 0},
	{0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0},
	{0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0},
	{0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0},
	{1, 1, 1, 1, 1, 1, 3, 1, 1, 1, 1, 1, 1},
	{0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0},
	{0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0},
	{0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0},
	{0, 0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0, 0},
	{0, 0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0, 0},
	{0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0}
}

--Squares
AREA_SQUARE1X1 = {
	{1, 1, 1},
	{1, 3, 1},
	{1, 1, 1}
}

-- Walls
AREA_WALLFIELD = {
	{1, 1, 3, 1, 1}
}

AREADIAGONAL_WALLFIELD = {
	{0, 0, 0, 0, 1},
	{0, 0, 0, 1, 1},
	{0, 1, 3, 1, 0},
	{1, 1, 0, 0, 0},
	{1, 0, 0, 0, 0},
}

-- Walls Energy
AREA_WALLFIELD_ENERGY = {
	{1, 1, 1, 3, 1, 1, 1}
}

AREADIAGONAL_WALLFIELD_ENERGY = {
	{0, 0, 0, 0, 0, 0, 1},
	{0, 0, 0, 0, 0, 1, 1},
	{0, 0, 0, 0, 1, 1, 0},
	{0, 0, 1, 3, 1, 0, 0},
	{0, 1, 1, 0, 0, 0, 0},
	{0, 1, 0, 0, 0, 0, 0},
	{1, 0, 0, 0, 0, 0, 0},
}

-- The numbered-keys represents the damage values, and their table
-- contains the minimum and maximum number of rounds of those damage values.
RANGE = {
	[1] = {19, 20}, [2] = {10, 10}, [3] = {6, 7}, [4] = {4, 5}, [5] = {3, 4},
	[6] = {3, 4}, [7] = {2, 3}, [8] = {2, 3}, [9] = {2, 3}, [10] = {1, 2},
	[11] = {1, 2}, [12] = {1, 2}, [13] = {1, 2}, [14] = {1, 2}, [15] = {1, 2},
	[16] = {1, 2}, [17] = {1, 2}, [18] = {1, 2}, [19] = {1, 2}
}

function Creature:addDamageCondition(target, conditionType, listType, damage, time, rounds)
	if target:isImmune(conditionType) then
		return false
	end

	local condition = Condition(conditionType)
	condition:setParameter(CONDITION_PARAM_OWNER, self:getId())
	condition:setParameter(CONDITION_PARAM_DELAYED, true)

	if listType == 0 then
		local exponent, value = -10, 0
		while value < damage do
			value = math.floor(10 * math.pow(1.2, exponent) + 0.5)
			condition:addDamage(1, time or 4000, -value)

			if value >= damage then
				local permille = math.random(10, 1200) / 1000
				condition:addDamage(1, time or 4000, -math.max(1, math.floor(value * permille + 0.5)))
			else
				exponent = exponent + 1
			end
		end
	elseif listType == 1 then
		rounds = rounds or RANGE
		if rounds[damage] then
			condition:addDamage(math.random(1, rounds[damage][2]), time or 4000, -damage)
			damage = damage - 1
		end

		while damage > 0 do
			condition:addDamage(rounds[damage] and math.random(rounds[damage][1], rounds[damage][2]) or 1, time or 4000, -damage)
			damage = damage - (damage > 21 and math.floor(damage / 20) + math.random(0, 1) or 1)
		end
	elseif listType == 2 then
		for _ = 1, rounds do
			condition:addDamage(1, math.random(time[1], time[2]) * 1000, -damage)
		end
	end

	target:addCondition(condition)
	return true
end

function Player:addPartyCondition(combat, variant, condition, baseMana)
	local party = self:getParty()
	if not party then
		self:sendCancelMessage(RETURNVALUE_NOPARTYMEMBERSINRANGE)
		self:getPosition():sendMagicEffect(CONST_ME_POFF)
		return false
	end

	local members = party:getMembers()
	members[#members + 1] = party:getLeader()

	local position = self:getPosition()
	local affectedMembers = {}
	for _, member in ipairs(members) do
		if member:getPosition():getDistance(position) <= 36 then
			affectedMembers[#affectedMembers + 1] = member
		end
	end

	if #affectedMembers <= 1 then
		self:sendCancelMessage(RETURNVALUE_NOPARTYMEMBERSINRANGE)
		position:sendMagicEffect(CONST_ME_POFF)
		return false
	end

	local mana = math.ceil(math.pow(0.9, #affectedMembers - 1) * baseMana * #affectedMembers)
	if self:getMana() < mana then
		self:sendCancelMessage(RETURNVALUE_NOTENOUGHMANA)
		position:sendMagicEffect(CONST_ME_POFF)
		return false
	end

	if not combat:execute(self, variant) then
		self:sendCancelMessage(RETURNVALUE_NOTPOSSIBLE)
		position:sendMagicEffect(CONST_ME_POFF)
		return false
	end

	self:addMana(baseMana - mana, false)
	self:addManaSpent(mana - baseMana)

	for _, member in ipairs(affectedMembers) do
		member:addCondition(condition)
	end
	return true
end

function Player:conjureItem(reagentId, conjureId, conjureCount, effect)
	if not conjureCount and conjureId ~= 0 then
		local itemType = ItemType(conjureId)
		if itemType:getId() == 0 then
			return false
		end

		local charges = itemType:getCharges()
		if charges ~= 0 then
			conjureCount = charges
		end
	end

	if reagentId ~= 0 and not self:removeItem(reagentId, 1, -1) then
		self:sendCancelMessage(RETURNVALUE_YOUNEEDAMAGICITEMTOCASTSPELL)
		self:getPosition():sendMagicEffect(CONST_ME_POFF)
		return false
	end

	local item = self:addItem(conjureId, conjureCount)
	if not item then
		self:sendCancelMessage(RETURNVALUE_NOTPOSSIBLE)
		self:getPosition():sendMagicEffect(CONST_ME_POFF)
		return false
	end

	if item:hasAttribute(ITEM_ATTRIBUTE_DURATION) then
		item:decay()
	end

	self:getPosition():sendMagicEffect(item:getType():isRune() and CONST_ME_MAGIC_RED or effect)
	return true
end
