require("scripts/globals/battlefield")
require("scripts/globals/keyitems")
require("scripts/globals/missions")
require("scripts/globals/npc_util")
require("scripts/globals/status")
require("scripts/globals/titles")
require("scripts/globals/zone")
require("scripts/globals/msg")
-----------------------------------

dynamis = {}

--[[
[zone] =
{
    csBit    = the bit in the Dynamis_Status player variable that records whether player has beaten this dynamis
               this bit number is also given to the start Dynamis event and message.
    csSand   = event ID for cutscene where Cornelia gives you the vial of shrouded sand
    csWin    = event ID for cutscene after you have beaten this Dynamis
    csDyna   = event ID for entering Dynamis
    winVar   = variable used to denote players who have beaten this Dynamis, but not yet viewed the cutscene
    winKI    = key item given as reward for this Dynamis
    enterPos = coordinates where player will be placed when entering this Dynamis
    reqs     = function that returns true if player meets requirements for entering this Dynamis
               minimum level and timer are checked separately
}
--]]

local entryInfo =
{
    [dsp.zone.SOUTHERN_SAN_DORIA] =
    {
        csBit = 1,
        csSand = 686,
        csWin = 698,
        csDyna = 685,
        winVar = "DynaSandoria_Win",
        winKI = dsp.ki.HYDRA_CORPS_COMMAND_SCEPTER,
        enterPos = {161.838, -2.000, 161.673, 93, 185},
        reqs = function(player) return player:hasKeyItem(dsp.ki.VIAL_OF_SHROUDED_SAND) end,
    },
    [dsp.zone.BASTOK_MINES] =
    {
        csBit = 2,
        csSand = 203,
        csWin = 215,
        csDyna = 201,
        winVar = "DynaBastok_Win",
        winKI = dsp.ki.HYDRA_CORPS_EYEGLASS,
        enterPos = {116.482, 0.994, -72.121, 128, 186},
        reqs = function(player) return player:hasKeyItem(dsp.ki.VIAL_OF_SHROUDED_SAND) end,
    },
    [dsp.zone.WINDURST_WALLS] =
    {
        csBit = 3,
        csSand = 455,
        csWin = 465,
        csDyna = 452,
        winVar = "DynaWindurst_Win",
        winKI = dsp.ki.HYDRA_CORPS_LANTERN,
        enterPos = {-221.988, 1.000, -120.184, 0, 187},
        reqs = function(player) return player:hasKeyItem(dsp.ki.VIAL_OF_SHROUDED_SAND) end,
    },
    [dsp.zone.RULUDE_GARDENS] =
    {
        csBit = 4,
        csSand = 10016,
        csWin = 10026,
        csDyna = 10012,
        winVar = "DynaJeuno_Win",
        winKI = dsp.ki.HYDRA_CORPS_TACTICAL_MAP,
        enterPos = {48.930, 10.002, -71.032, 195, 188},
        reqs = function(player) return player:hasKeyItem(dsp.ki.VIAL_OF_SHROUDED_SAND) end,
    },
    [dsp.zone.BEAUCEDINE_GLACIER] =
    {
        csBit = 5,
        csWin = 134,
        csDyna = 119,
        winVar = "DynaBeaucedine_Win",
        winKI = dsp.ki.HYDRA_CORPS_INSIGNIA,
        enterPos = {-284.751, -39.923, -422.948, 235, 134},
        reqs = function(player)
            return player:hasKeyItem(dsp.ki.VIAL_OF_SHROUDED_SAND) and
                   player:hasKeyItem(dsp.ki.HYDRA_CORPS_COMMAND_SCEPTER) and
                   player:hasKeyItem(dsp.ki.HYDRA_CORPS_EYEGLASS) and
                   player:hasKeyItem(dsp.ki.HYDRA_CORPS_LANTERN) and
                   player:hasKeyItem(dsp.ki.HYDRA_CORPS_TACTICAL_MAP)
        end,
    },
    [dsp.zone.XARCABARD] =
    {
        csBit = 6,
        csWin = 32,
        csDyna = 16,
        winVar = "DynaXarcabard_Win",
        winKI = dsp.ki.HYDRA_CORPS_BATTLE_STANDARD,
        enterPos = {569.312, -0.098, -270.158, 90, 135},
        reqs = function(player)
            return player:hasKeyItem(dsp.ki.VIAL_OF_SHROUDED_SAND) and
                   player:hasKeyItem(dsp.ki.HYDRA_CORPS_INSIGNIA)
        end,
    },
    [dsp.zone.VALKURM_DUNES] =
    {
        csBit = 7,
        csFirst = 33,
        csWin = 39,
        csDyna = 58,
        winVar = "DynaValkurm_Win",
        winKI = dsp.ki.DYNAMIS_VALKURM_SLIVER,
        enterPos = {100, -8, 131, 47, 39},
        reqs = function(player)
            return player:hasKeyItem(dsp.ki.VIAL_OF_SHROUDED_SAND) and
                  (player:hasCompletedMission(COP, dsp.mission.id.cop.DARKNESS_NAMED) or FREE_COP_DYNAMIS == 1)
        end,
    },
    [dsp.zone.BUBURIMU_PENINSULA] =
    {
        csBit = 8,
        csFirst = 40,
        csWin = 46,
        csDyna = 22,
        winVar = "DynaBuburimu_Win",
        winKI = dsp.ki.DYNAMIS_BUBURIMU_SLIVER,
        enterPos = {155, -1, -169, 170, 40},
        reqs = function(player)
            return player:hasKeyItem(dsp.ki.VIAL_OF_SHROUDED_SAND) and
                  (player:hasCompletedMission(COP, dsp.mission.id.cop.DARKNESS_NAMED) or FREE_COP_DYNAMIS == 1)
        end,
    },
    [dsp.zone.QUFIM_ISLAND] =
    {
        csBit = 9,
        csFirst = 22,
        csWin = 28,
        csDyna = 3,
        winVar = "DynaQufim_Win",
        winKI = dsp.ki.DYNAMIS_QUFIM_SLIVER,
        enterPos = {-19, -17, 104, 253, 41},
        reqs = function(player)
            return player:hasKeyItem(dsp.ki.VIAL_OF_SHROUDED_SAND) and
                  (player:hasCompletedMission(COP, dsp.mission.id.cop.DARKNESS_NAMED) or FREE_COP_DYNAMIS == 1)
        end,
    },
    [dsp.zone.TAVNAZIAN_SAFEHOLD] =
    {
        csBit = 10,
        csFirst = 614,
        csWin = 615,
        csDyna = 588,
        winVar = "DynaTavnazia_Win",
        winKI = dsp.ki.DYNAMIS_TAVNAZIA_SLIVER,
        enterPos = {0.1, -7, -21, 190, 42},
        reqs = function(player)
            return player:hasKeyItem(dsp.ki.VIAL_OF_SHROUDED_SAND) and
                   player:hasKeyItem(dsp.ki.DYNAMIS_BUBURIMU_SLIVER) and
                   player:hasKeyItem(dsp.ki.DYNAMIS_QUFIM_SLIVER) and
                   player:hasKeyItem(dsp.ki.DYNAMIS_VALKURM_SLIVER) and
                  (player:hasCompletedMission(COP,dsp.mission.id.cop.DARKNESS_NAMED) or FREE_COP_DYNAMIS == 1)
        end,
    },
}

--[[
[zone] =
{
    entryPos = default entry coordinates (used for GMs warping to zone, for example)
    ejectPos = coordinates outside, where players will be sent when running out of time or using Somnial Threshold
}
--]]

local dynaInfo =
{
    [dsp.zone.DYNAMIS_SAN_DORIA] =
    {
        winVar = "DynaSandoria_Win",
        winKI = dsp.ki.HYDRA_CORPS_COMMAND_SCEPTER,
        winTitle = dsp.title.DYNAMIS_SAN_DORIA_INTERLOPER,
        entryPos = {161.838, -2.000, 161.673, 93},
        ejectPos = {161.000, -2.000, 161.000, 94, 230},
    },
    [dsp.zone.DYNAMIS_BASTOK] =
    {
        winVar = "DynaBastok_Win",
        winKI = dsp.ki.HYDRA_CORPS_EYEGLASS,
        winTitle = dsp.title.DYNAMIS_BASTOK_INTERLOPER,
        entryPos = {116.482, 0.994, -72.121, 128},
        ejectPos = {112.000, 0.994, -72.000, 127, 234},
    },
    [dsp.zone.DYNAMIS_WINDURST] =
    {
        winVar = "DynaWindurst_Win",
        winKI = dsp.ki.HYDRA_CORPS_LANTERN,
        winTitle = dsp.title.DYNAMIS_WINDURST_INTERLOPER,
        entryPos = {-221.988, 1.000, -120.184, 0},
        ejectPos = {-217.000, 1.000, -119.000, 94, 239},
    },
    [dsp.zone.DYNAMIS_JEUNO] =
    {
        winVar = "DynaJeuno_Win",
        winKI = dsp.ki.HYDRA_CORPS_TACTICAL_MAP,
        winTitle = dsp.title.DYNAMIS_JEUNO_INTERLOPER,
        entryPos = {48.930, 10.002, -71.032, 195},
        ejectPos = {48.930, 10.002, -71.032, 195, 243},
    },
    [dsp.zone.DYNAMIS_BEAUCEDINE] =
    {
        winVar = "DynaBeaucedine_Win",
        winKI = dsp.ki.HYDRA_CORPS_INSIGNIA,
        winTitle = dsp.title.DYNAMIS_BEAUCEDINE_INTERLOPER,
        entryPos = {-284.751, -39.923, -422.948, 235},
        ejectPos = {-284.751, -39.923, -422.948, 235, 111},
    },
    [dsp.zone.DYNAMIS_XARCABARD] =
    {
        winVar = "DynaXarcabard_Win",
        winKI = dsp.ki.HYDRA_CORPS_BATTLE_STANDARD,
        winTitle = dsp.title.DYNAMIS_XARCABARD_INTERLOPER,
        entryPos = {569.312, -0.098, -270.158, 90},
        ejectPos = {569.312, -0.098, -270.158, 90, 112},
    },
    [dsp.zone.DYNAMIS_VALKURM] =
    {
        winVar = "DynaValkurm_Win",
        winKI = dsp.ki.DYNAMIS_VALKURM_SLIVER,
        winTitle = dsp.title.DYNAMIS_VALKURM_INTERLOPER,
        entryPos = {100, -8, 131, 47},
        ejectPos = {119, -9, 131, 52, 103},
    },
    [dsp.zone.DYNAMIS_BUBURIMU] =
    {
        winVar = "DynaBuburimu_Win",
        winKI = dsp.ki.DYNAMIS_BUBURIMU_SLIVER,
        winTitle = dsp.title.DYNAMIS_BUBURIMU_INTERLOPER,
        entryPos = {155, -1, -169, 170},
        ejectPos = {154, -1, -170, 190, 118},
    },
    [dsp.zone.DYNAMIS_QUFIM] =
    {
        winVar = "DynaQufim_Win",
        winKI = dsp.ki.DYNAMIS_QUFIM_SLIVER,
        winTitle = dsp.title.DYNAMIS_QUFIM_INTERLOPER,
        entryPos = {-19, -17, 104, 253},
        ejectPos = {18, -19, 162, 240, 126},
    },
    [dsp.zone.DYNAMIS_TAVNAZIA] =
    {
        winVar = "DynaTavnazia_Win",
        winKI = dsp.ki.DYNAMIS_TAVNAZIA_SLIVER,
        winTitle = dsp.title.DYNAMIS_TAVNAZIA_INTERLOPER,
        entryPos = {0.1, -7, -21, 190},
        ejectPos = {0, -7, -23, 195, 26},
    },
}

-------------------------------------------------
-- local functions
-------------------------------------------------

local function arg3(player, bit)
    local csVar = player:getCharVar("Dynamis_Status")
    local timeKI = player:hasKeyItem(dsp.ki.RHAPSODY_IN_AZURE) and 65536 or 0

    if csVar == 0 then
        return 1 + timeKI -- first time visiting any dynamis zone
    elseif not player:getMaskBit(csVar, bit) then
        return 2 + timeKI -- first time visiting this dynamis zone
    else
        return 3 + timeKI -- have visited this dynamis zone more than once
    end
end

-------------------------------------------------
-- global functions
-------------------------------------------------

dynamis.eye =
{
    NONE    = 0,
    RED     = 1,
    BLUE    = 2,
    GREEN   = 3,
}

dynamis.entryNpcOnTrigger = function(player, npc)
    local zoneId = player:getZoneID()
    local info = entryInfo[zoneId]
    local ID = zones[zoneId]

    -- shrouded sand cutscene
    if info.csSand and player:getMaskBit(player:getCharVar("Dynamis_Status"), 0) then
        player:startEvent(info.csSand)

    -- first visit cutscene
    elseif info.csFirst and not player:getMaskBit(player:getCharVar("Dynamis_Status"), info.csBit) then
        player:startEvent(info.csFirst)

    -- victory cutscene
    elseif player:getCharVar(info.winVar) == 1 then
        player:startEvent(info.csWin, info.winKI)

    -- dynamis entry
    elseif not info.reqs or info.reqs(player) then
        local realDay = os.time()
        local dynaWaitxDay = player:getCharVar("dynaWaitxDay")

        if player:getMainLvl() < DYNA_LEVEL_MIN then
            player:messageSpecial(ID.text.PLAYERS_HAVE_NOT_REACHED_LEVEL, DYNA_LEVEL_MIN)
        elseif (dynaWaitxDay + BETWEEN_2DYNA_WAIT_TIME * 60 * 60) < realDay then
            -- params: bit, cutscene option, Prismatic Hourglass KI, sJob option, junk, Shrouded Sand KI, Timeless Hourglass item ID, Perpetual Hourglass item ID
            player:startEvent(info.csDyna, info.csBit, arg3(player, info.csBit), dsp.ki.PRISMATIC_HOURGLASS, 1, 0, dsp.ki.VIAL_OF_SHROUDED_SAND, 4236, 4237)
        else
            local dayRemaining = math.floor(((dynaWaitxDay + BETWEEN_2DYNA_WAIT_TIME * 60 * 60) - realDay) / 3456)
            player:messageSpecial(ID.text.YOU_CANNOT_ENTER_DYNAMIS, dayRemaining, info.csBit)
        end

    -- standard dialog
    else
        player:messageSpecial(ID.text.DYNA_NPC_DEFAULT_MESSAGE)
    end
end

dynamis.entryNpcOnEventFinish = function(player, csid, option)
    local info = entryInfo[player:getZoneID()]

    -- shrouded sand cutscene
    if info.csSand and csid == info.csSand then
        npcUtil.giveKeyItem(player, dsp.ki.VIAL_OF_SHROUDED_SAND)
        player:setMaskBit("Dynamis_Status", 0, false)

    -- first visit cutscene
    elseif info.csFirst and csid == info.csFirst then
        player:setMaskBit("Dynamis_Status", info.csBit, true)

    -- victory cutscene
    elseif csid == info.csWin then
        player:setCharVar(info.winVar, 0)

    -- dynamis entry
    elseif csid == info.csDyna then
        player:setMaskBit("Dynamis_Status", info.csBit, true)

        if option == 0 or option == 1 then
            player:setCharVar("Dynamis_subjob", option)
            player:setCharVar("Dynamis_Entry", 1)

            local realDay = os.time()
            if DYNA_MIDNIGHT_RESET then
                realDay = getMidnight() - 86400
            end
            local dynaWaitxDay = player:getCharVar("dynaWaitxDay")

            if
                (dynaWaitxDay + BETWEEN_2DYNA_WAIT_TIME * 60 * 60) < realDay and
                not player:hasKeyItem(dsp.ki.RHAPSODY_IN_AZURE)
            then
                player:setCharVar("dynaWaitxDay", realDay)
            end

            player:setPos(unpack(info.enterPos))
        end
    end
end

dynamis.zoneOnInitialize = function(zone)
    local zoneId = zone:getID()
    local ID = zones[zoneId]
    local TE = ID.mob.TIME_EXTENSION
    local RF = ID.mob.REFILL_STATUE

    -- spawn one of each grouped TEs
    if TE then
        for _, v in pairs(TE) do
            local group = {}
            if type(v.mob) == "number" then
                group = {v.mob}
            elseif type(v.mob) == "table" then
                group = {unpack(v.mob)}
            end
            local teId = group[math.random(#group)]
            DisallowRespawn(teId, false)
            SpawnMob(teId)
        end
    end

    -- spawn one of each grouped refill statue
    if RF then
        for _, g in pairs(RF) do
            local group = {}
            for _, m in pairs(g) do
                table.insert(group, m.mob)
            end
            local spawnId = group[math.random(#group)]
            DisallowRespawn(spawnId, false)
            SpawnMob(spawnId)
        end
    end
end

dynamis.zoneOnZoneIn = function(player, prevZone)
    local zoneId = player:getZoneID()
    local info = dynaInfo[zoneId]
    local ID = zones[zoneId]

    local cs = -1

    if player:getCharVar("Dynamis_Entry") == 1 or player:getGMLevel() > 0 then
        if player:getCharVar("Dynamis_subjob") == 1 then
            player:timer(5000, function(player) player:messageBasic(dsp.msg.basic.UNABLE_TO_ACCESS_SJ) end)
            player:addStatusEffect(dsp.effect.SJ_RESTRICTION, 0, 0, 0, 7200)
        end
        player:addStatusEffectEx(dsp.effect.DYNAMIS, 0, 0, 3, 3600)
        player:timer(5500, function(player) player:messageSpecial(ID.text.DYNAMIS_TIME_BEGIN, 60, dsp.ki.PRISMATIC_HOURGLASS) end)
        player:setCharVar("Dynamis_Entry", 0)
        player:setCharVar("Dynamis_subjob", 0)
    end

    if not player:hasStatusEffect(dsp.effect.DYNAMIS) then
        cs = 100 -- eject event (same event in all dynamis zones)
    elseif player:getXPos() == 0 and player:getYPos() == 0 and player:getZPos() == 0 then
        player:setPos(unpack(info.entryPos))
    end

    return cs
end

dynamis.zoneOnEventFinish = function(player, csid, option)
    local zoneId = player:getZoneID()
    local info = dynaInfo[zoneId]

    if csid == 100 then
        player:setPos(unpack(info.ejectPos))
    end
end

dynamis.somnialThresholdOnTrigger = function(player, npc)
    -- ability to unlock SJ message
    local canUnlockSJ = player:hasStatusEffect(dsp.effect.SJ_RESTRICTION) and 1 or 0

    -- bitmask controls options in the menu. 1 = Leave Dynamis.  2 = Unlock support jobs.  4 = Nothing (quit menu)
    local menuBits = 5 + (canUnlockSJ * 2)

    player:startEvent(101, 0x27, canUnlockSJ, menuBits)
end

dynamis.somnialThresholdOnEventFinish = function(player, csid, option)
    local zoneId = player:getZoneID()
    local info = dynaInfo[zoneId]

    if csid == 101 then
        if option == 1 then
            player:setPos(unpack(info.ejectPos))
        elseif option == 2 then
            player:delStatusEffectSilent(dsp.effect.SJ_RESTRICTION)
        end
    end
end

dynamis.megaBossOnDeath = function(mob, player, isKiller)
    local zoneId = player:getZoneID()
    local info = dynaInfo[zoneId]

    player:addTitle(info.winTitle)

    if not player:hasKeyItem(info.winKI) then
        npcUtil.giveKeyItem(player, info.winKI)
        player:setCharVar(info.winVar, 1)
    end
end

dynamis.timeExtensionOnDeath = function(mob, player, isKiller)
    local mobId = mob:getID()
    local zoneId = mob:getZoneID()
    local ID = zones[zoneId]
    local TE = ID.mob.TIME_EXTENSION

    if TE then
        local found = false
        local te = nil
        local group = {}

        -- find this TE's group
        for _, t in pairs(TE) do
            if type(t.mob) == "number" then
                group = {t.mob}
            elseif type(t.mob) == "table" then
                group = {unpack(t.mob)}
            end
            for _, g in pairs(group) do
                if g == mobId then
                    found = true
                    te = t
                    break
                end
            end
            if found then
                break
            end
        end

        if found then
            -- award KI and extension to those who have not yet received it
            local effect = player:getStatusEffect(dsp.effect.DYNAMIS)
            if effect and not player:hasKeyItem(te.ki) then
                npcUtil.giveKeyItem(player, te.ki)
                local old_duration = effect:getDuration()
                effect:setDuration((old_duration + (te.minutes * 60)) * 1000)
                player:setLocalVar("dynamis_lasttimeupdate", effect:getTimeRemaining() / 1000)
                player:messageSpecial(ID.text.DYNAMIS_TIME_EXTEND, te.minutes)
            end

            -- spawn a new mob in this group
            if isKiller then
                local teId = group[math.random(#group)]
                if teId ~= mobId then
                    DisallowRespawn(mobId, true)
                    DisallowRespawn(teId, false)
                end
                GetMobByID(teId):setRespawnTime(85)
            end
        else
            printf("[dynamis.timeExtensionOnDeath] called in zone %i on mob %s that does not appear in a time extension group.", zoneId, mob:getName())
        end
    else
        printf("[dynamis.timeExtensionOnDeath] called on mob %s in zone %i that does not have a TIME_EXTENSION table in its IDs.", mob:getName(), zoneId)
    end
end

dynamis.refillStatueOnSpawn = function(mob)
    local mobId = mob:getID()
    local zoneId = mob:getZoneID()
    local ID = zones[zoneId]
    local RF = ID.mob.REFILL_STATUE

    if RF then
        local found = false
        local eye = nil

        -- set this statue's eye color
        for _, g in pairs(RF) do
            for _, m in pairs(g) do
                if m.mob == mobId then
                    found = true
                    mob:AnimationSub(m.eye)
                    break
                end
            end
            if found then
                break
            end
        end

        if not found then
            printf("[dynamis.refillStatueOnSpawn] called in zone %i on mob %i that does not appear in a refill statue group.", zoneId, mobId)
        end
    else
        printf("[dynamis.refillStatueOnSpawn] called on mob %i in zone %i that does not have a REFILL_STATUE table in its IDs.", mobId, zoneId)
    end
end

dynamis.refillStatueOnDeath = function(mob, player, isKiller)
    local mobId = mob:getID()
    local zoneId = mob:getZoneID()
    local ID = zones[zoneId]
    local RF = ID.mob.REFILL_STATUE

    if RF then
        local found = false
        local group = {}
        local eye = nil

        -- find this statue's group and eye color
        for _, g in pairs(RF) do
            group = {}
            for _, m in pairs(g) do
                table.insert(group, m.mob)
                if m.mob == mobId then
                    found = true
                    eye = m.eye
                end
            end
            if found then
                break
            end
        end

        if found then
            if isKiller then
                -- MP or HP refill
                if eye == dynamis.eye.BLUE or eye == dynamis.eye.GREEN then
                    local zone = mob:getZone()
                    local players = zone:getPlayers()
                    for name, player in pairs(players) do
                        if mob:checkDistance(player) < 30 then
                            if eye == dynamis.eye.BLUE then
                                local amt = player:getMaxMP() - player:getMP()
                                player:restoreMP(amt)
                                player:messageBasic(dsp.msg.basic.RECOVERS_MP, 0, amt)
                            else
                                local amt = player:getMaxHP() - player:getHP()
                                player:restoreHP(amt)
                                player:messageBasic(dsp.msg.basic.RECOVERS_HP, 0, amt)
                            end
                        end
                    end
                end
                mob:AnimationSub(dynamis.eye.NONE)

                -- spawn a new mob in this group
                local nextId = group[math.random(#group)]
                if nextId ~= mobId then
                    DisallowRespawn(mobId, true)
                    DisallowRespawn(nextId, false)
                end
                GetMobByID(nextId):setRespawnTime(300) -- 5 minutes
            end
        else
            printf("[dynamis.refillStatueOnDeath] called in zone %i on mob %i that does not appear in a refill statue group.", zoneId, mobId)
        end
    else
        printf("[dynamis.refillStatueOnDeath] called on mob %i in zone %i that does not have a REFILL_STATUE table in its IDs.", mobId, zoneId)
    end
end

dynamis.qmOnTrade = function(player, npc, trade)
    local npcId = npc:getID()
    local zoneId = npc:getZoneID()
    local ID = zones[zoneId]
    local QM = ID.npc.QM

    if QM then
        local info = QM[npcId]

        if info then
            for _, v in pairs(info.trade) do
                if npcUtil.tradeHasExactly(trade, v.item) then
                    local mobId
                    if type(v.mob) == "table" then
                        mobId = v.mob[math.random(#v.mob)]
                    else
                        mobId = v.mob
                    end
                    if mobId and npcUtil.popFromQM(player, npc, mobId, {hide = 0, radius = 2}) then
                        player:confirmTrade()
                    end
                    break
                end
            end
        else
            printf("[dynamis.qmOnTrade] called on in zone %i on npc %i (%s) that does not appear in QM data.", zoneId, npcId, npc:getName())
        end
    else
        printf("[dynamis.qmOnTrade] called on npc %i (%s) in zone %i that does not have a QM group in its IDs.", npcId, npc:getName(), zoneId)
    end
end

dynamis.qmOnTrigger = function(player, npc)
    local npcId = npc:getID()
    local zoneId = npc:getZoneID()
    local ID = zones[zoneId]
    local QM = ID.npc.QM

    if QM then
        local info = QM[npcId]

        if info then
            if info.param then
                player:startEvent(102, unpack(info.param))
            elseif info.trade and #info.trade == 1 and info.trade[1].item and type(info.trade[1].item) == "number" and ID.text.OMINOUS_PRESENCE then
                player:messageSpecial(ID.text.OMINOUS_PRESENCE, info.trade[1].item)
            end
        else
            printf("[dynamis.qmOnTrigger] called on in zone %i on npc %i (%s) that does not appear in QM data.", zoneId, npcId, npc:getName())
        end
    else
        printf("[dynamis.qmOnTrigger] called on npc %i (%s) in zone %i that does not have a QM group in its IDs.", npcId, npc:getName(), zoneId)
    end
end

--------------------------------------------------
-- getDynamisMapList
-- Produces a bitmask for the goblin ancient currency NPCs
--------------------------------------------------

function getDynamisMapList(player)
    local bitmask = 0;
    if (player:hasKeyItem(dsp.ki.MAP_OF_DYNAMIS_SANDORIA) == true) then
        bitmask = bitmask + 2;
    end
    if (player:hasKeyItem(dsp.ki.MAP_OF_DYNAMIS_BASTOK) == true) then
        bitmask = bitmask + 4;
    end
    if (player:hasKeyItem(dsp.ki.MAP_OF_DYNAMIS_WINDURST) == true) then
        bitmask = bitmask + 8;
    end
    if (player:hasKeyItem(dsp.ki.MAP_OF_DYNAMIS_JEUNO) == true) then
        bitmask = bitmask + 16;
    end
    if (player:hasKeyItem(dsp.ki.MAP_OF_DYNAMIS_BEAUCEDINE) == true) then
        bitmask = bitmask + 32;
    end
    if (player:hasKeyItem(dsp.ki.MAP_OF_DYNAMIS_XARCABARD) == true) then
        bitmask = bitmask + 64;
    end
    if (player:hasKeyItem(dsp.ki.MAP_OF_DYNAMIS_VALKURM) == true) then
        bitmask = bitmask + 128;
    end
    if (player:hasKeyItem(dsp.ki.MAP_OF_DYNAMIS_BUBURIMU) == true) then
        bitmask = bitmask + 256;
    end
    if (player:hasKeyItem(dsp.ki.MAP_OF_DYNAMIS_QUFIM) == true) then
        bitmask = bitmask + 512;
    end
    if (player:hasKeyItem(dsp.ki.MAP_OF_DYNAMIS_TAVNAZIA) == true) then
        bitmask = bitmask + 1024;
    end

    return bitmask;
end;

-- todo: fix these to use tables
function dynamis.getExtensions(player)
    local count = 0
    for i=dsp.ki.CRIMSON_GRANULES_OF_TIME, dsp.ki.OBSIDIAN_GRANULES_OF_TIME do
        if player:hasKeyItem(i) then count = count + 1 end
    end
    return count
end

function dynamis.procMonster(mob, player)
    if player and player:getAllegiance() == 1 then
        local extensions = dynamis.getExtensions(player)
        if extensions > 2 then
            if player:getSubJob() == dsp.job.NONE and math.random(0,99) == 0 then
                mob:setLocalVar("dynamis_proc", 4)
                mob:weaknessTrigger(3)
                mob:addStatusEffect(dsp.effect.TERROR, 0, 0, 30)
            elseif extensions == 5 then
                mob:setLocalVar("dynamis_proc", 3)
                mob:weaknessTrigger(2)
                mob:addStatusEffect(dsp.effect.TERROR, 0, 0, 30)
            elseif extensions == 4 then
                mob:setLocalVar("dynamis_proc", 2)
                mob:weaknessTrigger(1)
                mob:addStatusEffect(dsp.effect.TERROR, 0, 0, 30)
            elseif extensions == 3 then
                mob:setLocalVar("dynamis_proc", 1)
                mob:weaknessTrigger(0)
                mob:addStatusEffect(dsp.effect.TERROR, 0, 0, 30)
            end
        end
    end
end
