/*
 * Copyright (C) 2008-2013 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/>.
 */

#ifndef _PLAYER_H
#define _PLAYER_H

#include "DBCStores.h"
#include "GroupReference.h"
#include "MapReference.h"

#include "Item.h"
#include "PetDefines.h"
#include "QuestDef.h"
#include "SpellMgr.h"
#include "Unit.h"

#include <string>
#include <vector>

struct CreatureTemplate;
struct Mail;
struct TrainerSpell;
struct VendorItem;

class AchievementMgr;
class ReputationMgr;
class Channel;
class CharacterCreateInfo;
class Creature;
class DynamicObject;
class Group;
class Guild;
class OutdoorPvP;
class Pet;
class PlayerMenu;
class PlayerSocial;
class SpellCastTargets;
class UpdateMask;

typedef std::deque<Mail*> PlayerMails;

#define PLAYER_MAX_SKILLS           127
#define PLAYER_MAX_DAILY_QUESTS     25
#define PLAYER_EXPLORED_ZONES_SIZE  128

// Note: SPELLMOD_* values is aura types in fact
enum SpellModType
{
    SPELLMOD_FLAT         = 107,                            // SPELL_AURA_ADD_FLAT_MODIFIER
    SPELLMOD_PCT          = 108                             // SPELL_AURA_ADD_PCT_MODIFIER
};

// 2^n values, Player::m_isunderwater is a bitmask. These are Trinity internal values, they are never send to any client
enum PlayerUnderwaterState
{
    UNDERWATER_NONE                     = 0x00,
    UNDERWATER_INWATER                  = 0x01,             // terrain type is water and player is afflicted by it
    UNDERWATER_INLAVA                   = 0x02,             // terrain type is lava and player is afflicted by it
    UNDERWATER_INSLIME                  = 0x04,             // terrain type is lava and player is afflicted by it
    UNDERWARER_INDARKWATER              = 0x08,             // terrain type is dark water and player is afflicted by it

    UNDERWATER_EXIST_TIMERS             = 0x10
};

enum BuyBankSlotResult
{
    ERR_BANKSLOT_FAILED_TOO_MANY    = 0,
    ERR_BANKSLOT_INSUFFICIENT_FUNDS = 1,
    ERR_BANKSLOT_NOTBANKER          = 2,
    ERR_BANKSLOT_OK                 = 3
};

enum PlayerSpellState
{
    PLAYERSPELL_UNCHANGED = 0,
    PLAYERSPELL_CHANGED   = 1,
    PLAYERSPELL_NEW       = 2,
    PLAYERSPELL_REMOVED   = 3,
    PLAYERSPELL_TEMPORARY = 4
};

struct PlayerSpell
{
    PlayerSpellState state : 8;
    bool active            : 1;                             // show in spellbook
    bool dependent         : 1;                             // learned as result another spell learn, skill grow, quest reward, etc
    bool disabled          : 1;                             // first rank has been learned in result talent learn but currently talent unlearned, save max learned ranks
};

struct PlayerTalent
{
    PlayerSpellState state : 8;
    uint8 spec             : 8;
};

// Spell modifier (used for modify other spells)
struct SpellModifier
{
    SpellModifier(Aura* _ownerAura = NULL) : op(SPELLMOD_DAMAGE), type(SPELLMOD_FLAT), charges(0), value(0), mask(), spellId(0), ownerAura(_ownerAura) {}
    SpellModOp   op   : 8;
    SpellModType type : 8;
    int16 charges     : 16;
    int32 value;
    flag96 mask;
    uint32 spellId;
    Aura* const ownerAura;
};

typedef UNORDERED_MAP<uint32, PlayerTalent*> PlayerTalentMap;
typedef UNORDERED_MAP<uint32, PlayerSpell*> PlayerSpellMap;
typedef std::list<SpellModifier*> SpellModList;

typedef std::list<uint64> WhisperListContainer;

struct SpellCooldown
{
    time_t end;
    uint16 itemid;
};

typedef std::map<uint32, SpellCooldown> SpellCooldowns;
typedef UNORDERED_MAP<uint32 /*instanceId*/, time_t/*releaseTime*/> InstanceTimeMap;

enum TrainerSpellState
{
    TRAINER_SPELL_GREEN = 0,
    TRAINER_SPELL_RED   = 1,
    TRAINER_SPELL_GRAY  = 2,
    TRAINER_SPELL_GREEN_DISABLED = 10                       // custom value, not send to client: formally green but learn not allowed
};

enum ActionButtonUpdateState
{
    ACTIONBUTTON_UNCHANGED = 0,
    ACTIONBUTTON_CHANGED   = 1,
    ACTIONBUTTON_NEW       = 2,
    ACTIONBUTTON_DELETED   = 3
};

enum ActionButtonType
{
    ACTION_BUTTON_SPELL     = 0x00,
    ACTION_BUTTON_C         = 0x01,                         // click?
    ACTION_BUTTON_EQSET     = 0x20,
    ACTION_BUTTON_MACRO     = 0x40,
    ACTION_BUTTON_CMACRO    = ACTION_BUTTON_C | ACTION_BUTTON_MACRO,
    ACTION_BUTTON_ITEM      = 0x80
};

enum ReputationSource
{
    REPUTATION_SOURCE_KILL,
    REPUTATION_SOURCE_QUEST,
    REPUTATION_SOURCE_DAILY_QUEST,
    REPUTATION_SOURCE_WEEKLY_QUEST,
    REPUTATION_SOURCE_MONTHLY_QUEST,
    REPUTATION_SOURCE_SPELL
};

#define ACTION_BUTTON_ACTION(X) (uint32(X) & 0x00FFFFFF)
#define ACTION_BUTTON_TYPE(X)   ((uint32(X) & 0xFF000000) >> 24)
#define MAX_ACTION_BUTTON_ACTION_VALUE (0x00FFFFFF+1)

struct ActionButton
{
    ActionButton() : packedData(0), uState(ACTIONBUTTON_NEW) {}

    uint32 packedData;
    ActionButtonUpdateState uState;

    // helpers
    ActionButtonType GetType() const { return ActionButtonType(ACTION_BUTTON_TYPE(packedData)); }
    uint32 GetAction() const { return ACTION_BUTTON_ACTION(packedData); }
    void SetActionAndType(uint32 action, ActionButtonType type)
    {
        uint32 newData = action | (uint32(type) << 24);
        if (newData != packedData || uState == ACTIONBUTTON_DELETED)
        {
            packedData = newData;
            if (uState != ACTIONBUTTON_NEW)
                uState = ACTIONBUTTON_CHANGED;
        }
    }
};

#define  MAX_ACTION_BUTTONS 144                             //checked in 3.2.0

typedef std::map<uint8, ActionButton> ActionButtonList;

struct PlayerCreateInfoItem
{
    PlayerCreateInfoItem(uint32 id, uint32 amount) : item_id(id), item_amount(amount) {}

    uint32 item_id;
    uint32 item_amount;
};

typedef std::list<PlayerCreateInfoItem> PlayerCreateInfoItems;

struct PlayerClassLevelInfo
{
    PlayerClassLevelInfo() : basehealth(0), basemana(0) {}
    uint16 basehealth;
    uint16 basemana;
};

struct PlayerClassInfo
{
    PlayerClassInfo() : levelInfo(NULL) { }

    PlayerClassLevelInfo* levelInfo;                        //[level-1] 0..MaxPlayerLevel-1
};

struct PlayerLevelInfo
{
    PlayerLevelInfo() { for (uint8 i=0; i < MAX_STATS; ++i) stats[i] = 0; }

    uint8 stats[MAX_STATS];
};

typedef std::list<uint32> PlayerCreateInfoSpells;

struct PlayerCreateInfoAction
{
    PlayerCreateInfoAction() : button(0), type(0), action(0) {}
    PlayerCreateInfoAction(uint8 _button, uint32 _action, uint8 _type) : button(_button), type(_type), action(_action) {}

    uint8 button;
    uint8 type;
    uint32 action;
};

typedef std::list<PlayerCreateInfoAction> PlayerCreateInfoActions;

struct PlayerInfo
{
                                                            // existence checked by displayId != 0
    PlayerInfo() : displayId_m(0), displayId_f(0), levelInfo(NULL) { }

    uint32 mapId;
    uint32 areaId;
    float positionX;
    float positionY;
    float positionZ;
    float orientation;
    uint16 displayId_m;
    uint16 displayId_f;
    PlayerCreateInfoItems item;
    PlayerCreateInfoSpells spell;
    PlayerCreateInfoActions action;

    PlayerLevelInfo* levelInfo;                             //[level-1] 0..MaxPlayerLevel-1
};

struct PvPInfo
{
    PvPInfo() : IsHostile(false), IsInHostileArea(false), IsInNoPvPArea(false), IsInFFAPvPArea(false), EndTimer(0) {}

    bool IsHostile;
    bool IsInHostileArea;               ///> Marks if player is in an area which forces PvP flag
    bool IsInNoPvPArea;                 ///> Marks if player is in a sanctuary or friendly capital city
    bool IsInFFAPvPArea;                ///> Marks if player is in an FFAPvP area (such as Gurubashi Arena)
    time_t EndTimer;                    ///> Time when player unflags himself for PvP (flag removed after 5 minutes)
};

struct DuelInfo
{
    DuelInfo() : initiator(NULL), opponent(NULL), startTimer(0), startTime(0), outOfBound(0), isMounted(false) {}

    Player* initiator;
    Player* opponent;
    time_t startTimer;
    time_t startTime;
    time_t outOfBound;
    bool isMounted;
};

struct Areas
{
    uint32 areaID;
    uint32 areaFlag;
    float x1;
    float x2;
    float y1;
    float y2;
};

#define MAX_RUNES       6

enum RuneCooldowns
{
    RUNE_BASE_COOLDOWN  = 10000,
    RUNE_MISS_COOLDOWN  = 1500     // cooldown applied on runes when the spell misses
};

enum RuneType
{
    RUNE_BLOOD      = 0,
    RUNE_UNHOLY     = 1,
    RUNE_FROST      = 2,
    RUNE_DEATH      = 3,
    NUM_RUNE_TYPES  = 4
};

struct RuneInfo
{
    uint8 BaseRune;
    uint8 CurrentRune;
    uint32 Cooldown;
    AuraEffect const* ConvertAura;
};

struct Runes
{
    RuneInfo runes[MAX_RUNES];
    uint8 runeState;                                        // mask of available runes
    RuneType lastUsedRune;

    void SetRuneState(uint8 index, bool set = true)
    {
        if (set)
            runeState |= (1 << index);                      // usable
        else
            runeState &= ~(1 << index);                     // on cooldown
    }
};

struct EnchantDuration
{
    EnchantDuration() : item(NULL), slot(MAX_ENCHANTMENT_SLOT), leftduration(0) {};
    EnchantDuration(Item* _item, EnchantmentSlot _slot, uint32 _leftduration) : item(_item), slot(_slot),
        leftduration(_leftduration){ ASSERT(item); };

    Item* item;
    EnchantmentSlot slot;
    uint32 leftduration;
};

typedef std::list<EnchantDuration> EnchantDurationList;
typedef std::list<Item*> ItemDurationList;

enum PlayerMovementType
{
    MOVE_ROOT       = 1,
    MOVE_UNROOT     = 2,
    MOVE_WATER_WALK = 3,
    MOVE_LAND_WALK  = 4
};

enum DrunkenState
{
    DRUNKEN_SOBER   = 0,
    DRUNKEN_TIPSY   = 1,
    DRUNKEN_DRUNK   = 2,
    DRUNKEN_SMASHED = 3
};

#define MAX_DRUNKEN   4

enum PlayerFlags
{
    PLAYER_FLAGS_GROUP_LEADER      = 0x00000001,
    PLAYER_FLAGS_AFK               = 0x00000002,
    PLAYER_FLAGS_DND               = 0x00000004,
    PLAYER_FLAGS_GM                = 0x00000008,
    PLAYER_FLAGS_GHOST             = 0x00000010,
    PLAYER_FLAGS_RESTING           = 0x00000020,
    PLAYER_FLAGS_UNK6              = 0x00000040,
    PLAYER_FLAGS_UNK7              = 0x00000080,               // pre-3.0.3 PLAYER_FLAGS_FFA_PVP flag for FFA PVP state
    PLAYER_FLAGS_CONTESTED_PVP     = 0x00000100,               // Player has been involved in a PvP combat and will be attacked by contested guards
    PLAYER_FLAGS_IN_PVP            = 0x00000200,
    PLAYER_FLAGS_HIDE_HELM         = 0x00000400,
    PLAYER_FLAGS_HIDE_CLOAK        = 0x00000800,
    PLAYER_FLAGS_PLAYED_LONG_TIME  = 0x00001000,               // played long time
    PLAYER_FLAGS_PLAYED_TOO_LONG   = 0x00002000,               // played too long time
    PLAYER_FLAGS_IS_OUT_OF_BOUNDS  = 0x00004000,
    PLAYER_FLAGS_DEVELOPER         = 0x00008000,               // <Dev> prefix for something?
    PLAYER_FLAGS_UNK16             = 0x00010000,               // pre-3.0.3 PLAYER_FLAGS_SANCTUARY flag for player entered sanctuary
    PLAYER_FLAGS_TAXI_BENCHMARK    = 0x00020000,               // taxi benchmark mode (on/off) (2.0.1)
    PLAYER_FLAGS_PVP_TIMER         = 0x00040000,               // 3.0.2, pvp timer active (after you disable pvp manually)
    PLAYER_FLAGS_UBER              = 0x00080000,
    PLAYER_FLAGS_UNK20             = 0x00100000,
    PLAYER_FLAGS_UNK21             = 0x00200000,
    PLAYER_FLAGS_COMMENTATOR2      = 0x00400000,
    PLAYER_ALLOW_ONLY_ABILITY      = 0x00800000,                // used by bladestorm and killing spree, allowed only spells with SPELL_ATTR0_REQ_AMMO, SPELL_EFFECT_ATTACK, checked only for active player
    PLAYER_FLAGS_UNK24             = 0x01000000,                // disabled all melee ability on tab include autoattack
    PLAYER_FLAGS_NO_XP_GAIN        = 0x02000000,
    PLAYER_FLAGS_UNK26             = 0x04000000,
    PLAYER_FLAGS_UNK27             = 0x08000000,
    PLAYER_FLAGS_UNK28             = 0x10000000,
    PLAYER_FLAGS_UNK29             = 0x20000000,
    PLAYER_FLAGS_UNK30             = 0x40000000,
    PLAYER_FLAGS_UNK31             = 0x80000000
};

// used for PLAYER__FIELD_KNOWN_TITLES field (uint64), (1<<bit_index) without (-1)
// can't use enum for uint64 values
#define PLAYER_TITLE_DISABLED              UI64LIT(0x0000000000000000)
#define PLAYER_TITLE_NONE                  UI64LIT(0x0000000000000001)
#define PLAYER_TITLE_PRIVATE               UI64LIT(0x0000000000000002) // 1
#define PLAYER_TITLE_CORPORAL              UI64LIT(0x0000000000000004) // 2
#define PLAYER_TITLE_SERGEANT_A            UI64LIT(0x0000000000000008) // 3
#define PLAYER_TITLE_MASTER_SERGEANT       UI64LIT(0x0000000000000010) // 4
#define PLAYER_TITLE_SERGEANT_MAJOR        UI64LIT(0x0000000000000020) // 5
#define PLAYER_TITLE_KNIGHT                UI64LIT(0x0000000000000040) // 6
#define PLAYER_TITLE_KNIGHT_LIEUTENANT     UI64LIT(0x0000000000000080) // 7
#define PLAYER_TITLE_KNIGHT_CAPTAIN        UI64LIT(0x0000000000000100) // 8
#define PLAYER_TITLE_KNIGHT_CHAMPION       UI64LIT(0x0000000000000200) // 9
#define PLAYER_TITLE_LIEUTENANT_COMMANDER  UI64LIT(0x0000000000000400) // 10
#define PLAYER_TITLE_COMMANDER             UI64LIT(0x0000000000000800) // 11
#define PLAYER_TITLE_MARSHAL               UI64LIT(0x0000000000001000) // 12
#define PLAYER_TITLE_FIELD_MARSHAL         UI64LIT(0x0000000000002000) // 13
#define PLAYER_TITLE_GRAND_MARSHAL         UI64LIT(0x0000000000004000) // 14
#define PLAYER_TITLE_SCOUT                 UI64LIT(0x0000000000008000) // 15
#define PLAYER_TITLE_GRUNT                 UI64LIT(0x0000000000010000) // 16
#define PLAYER_TITLE_SERGEANT_H            UI64LIT(0x0000000000020000) // 17
#define PLAYER_TITLE_SENIOR_SERGEANT       UI64LIT(0x0000000000040000) // 18
#define PLAYER_TITLE_FIRST_SERGEANT        UI64LIT(0x0000000000080000) // 19
#define PLAYER_TITLE_STONE_GUARD           UI64LIT(0x0000000000100000) // 20
#define PLAYER_TITLE_BLOOD_GUARD           UI64LIT(0x0000000000200000) // 21
#define PLAYER_TITLE_LEGIONNAIRE           UI64LIT(0x0000000000400000) // 22
#define PLAYER_TITLE_CENTURION             UI64LIT(0x0000000000800000) // 23
#define PLAYER_TITLE_CHAMPION              UI64LIT(0x0000000001000000) // 24
#define PLAYER_TITLE_LIEUTENANT_GENERAL    UI64LIT(0x0000000002000000) // 25
#define PLAYER_TITLE_GENERAL               UI64LIT(0x0000000004000000) // 26
#define PLAYER_TITLE_WARLORD               UI64LIT(0x0000000008000000) // 27
#define PLAYER_TITLE_HIGH_WARLORD          UI64LIT(0x0000000010000000) // 28
#define PLAYER_TITLE_GLADIATOR             UI64LIT(0x0000000020000000) // 29
#define PLAYER_TITLE_DUELIST               UI64LIT(0x0000000040000000) // 30
#define PLAYER_TITLE_RIVAL                 UI64LIT(0x0000000080000000) // 31
#define PLAYER_TITLE_CHALLENGER            UI64LIT(0x0000000100000000) // 32
#define PLAYER_TITLE_SCARAB_LORD           UI64LIT(0x0000000200000000) // 33
#define PLAYER_TITLE_CONQUEROR             UI64LIT(0x0000000400000000) // 34
#define PLAYER_TITLE_JUSTICAR              UI64LIT(0x0000000800000000) // 35
#define PLAYER_TITLE_CHAMPION_OF_THE_NAARU UI64LIT(0x0000001000000000) // 36
#define PLAYER_TITLE_MERCILESS_GLADIATOR   UI64LIT(0x0000002000000000) // 37
#define PLAYER_TITLE_OF_THE_SHATTERED_SUN  UI64LIT(0x0000004000000000) // 38
#define PLAYER_TITLE_HAND_OF_ADAL          UI64LIT(0x0000008000000000) // 39
#define PLAYER_TITLE_VENGEFUL_GLADIATOR    UI64LIT(0x0000010000000000) // 40

#define KNOWN_TITLES_SIZE   3
#define MAX_TITLE_INDEX     (KNOWN_TITLES_SIZE*64)          // 3 uint64 fields

// used in PLAYER_FIELD_BYTES values
enum PlayerFieldByteFlags
{
    PLAYER_FIELD_BYTE_TRACK_STEALTHED   = 0x00000002,
    PLAYER_FIELD_BYTE_RELEASE_TIMER     = 0x00000008,       // Display time till auto release spirit
    PLAYER_FIELD_BYTE_NO_RELEASE_WINDOW = 0x00000010        // Display no "release spirit" window at all
};

// used in PLAYER_FIELD_BYTES2 values
enum PlayerFieldByte2Flags
{
    PLAYER_FIELD_BYTE2_NONE                 = 0x00,
    PLAYER_FIELD_BYTE2_STEALTH              = 0x20,
    PLAYER_FIELD_BYTE2_INVISIBILITY_GLOW    = 0x40
};

enum MirrorTimerType
{
    FATIGUE_TIMER      = 0,
    BREATH_TIMER       = 1,
    FIRE_TIMER         = 2
};
#define MAX_TIMERS      3
#define DISABLED_MIRROR_TIMER   -1

// 2^n values
enum PlayerExtraFlags
{
    // gm abilities
    PLAYER_EXTRA_GM_ON              = 0x0001,
    PLAYER_EXTRA_ACCEPT_WHISPERS    = 0x0004,
    PLAYER_EXTRA_TAXICHEAT          = 0x0008,
    PLAYER_EXTRA_GM_INVISIBLE       = 0x0010,
    PLAYER_EXTRA_GM_CHAT            = 0x0020,               // Show GM badge in chat messages
    PLAYER_EXTRA_HAS_310_FLYER      = 0x0040,               // Marks if player already has 310% speed flying mount

    // other states
    PLAYER_EXTRA_PVP_DEATH          = 0x0100                // store PvP death status until corpse creating.
};

// 2^n values
enum AtLoginFlags
{
    AT_LOGIN_NONE              = 0x00,
    AT_LOGIN_RENAME            = 0x01,
    AT_LOGIN_RESET_SPELLS      = 0x02,
    AT_LOGIN_RESET_TALENTS     = 0x04,
    AT_LOGIN_CUSTOMIZE         = 0x08,
    AT_LOGIN_RESET_PET_TALENTS = 0x10,
    AT_LOGIN_FIRST             = 0x20,
    AT_LOGIN_CHANGE_FACTION    = 0x40,
    AT_LOGIN_CHANGE_RACE       = 0x80
};

typedef std::map<uint32, QuestStatusData> QuestStatusMap;
typedef std::set<uint32> RewardedQuestSet;

//               quest,  keep
typedef std::map<uint32, bool> QuestStatusSaveMap;

enum QuestSlotOffsets
{
    QUEST_ID_OFFSET     = 0,
    QUEST_STATE_OFFSET  = 1,
    QUEST_COUNTS_OFFSET = 2,
    QUEST_TIME_OFFSET   = 4
};

#define MAX_QUEST_OFFSET 5

enum QuestSlotStateMask
{
    QUEST_STATE_NONE     = 0x0000,
    QUEST_STATE_COMPLETE = 0x0001,
    QUEST_STATE_FAIL     = 0x0002
};

enum SkillUpdateState
{
    SKILL_UNCHANGED     = 0,
    SKILL_CHANGED       = 1,
    SKILL_NEW           = 2,
    SKILL_DELETED       = 3
};

struct SkillStatusData
{
    SkillStatusData(uint8 _pos, SkillUpdateState _uState) : pos(_pos), uState(_uState)
    {
    }
    uint8 pos;
    SkillUpdateState uState;
};

typedef UNORDERED_MAP<uint32, SkillStatusData> SkillStatusMap;

class Quest;
class Spell;
class Item;
class WorldSession;

enum PlayerSlots
{
    // first slot for item stored (in any way in player m_items data)
    PLAYER_SLOT_START           = 0,
    // last+1 slot for item stored (in any way in player m_items data)
    PLAYER_SLOT_END             = 150,
    PLAYER_SLOTS_COUNT          = (PLAYER_SLOT_END - PLAYER_SLOT_START)
};

#define INVENTORY_SLOT_BAG_0    255

enum EquipmentSlots                                         // 19 slots
{
    EQUIPMENT_SLOT_START        = 0,
    EQUIPMENT_SLOT_HEAD         = 0,
    EQUIPMENT_SLOT_NECK         = 1,
    EQUIPMENT_SLOT_SHOULDERS    = 2,
    EQUIPMENT_SLOT_BODY         = 3,
    EQUIPMENT_SLOT_CHEST        = 4,
    EQUIPMENT_SLOT_WAIST        = 5,
    EQUIPMENT_SLOT_LEGS         = 6,
    EQUIPMENT_SLOT_FEET         = 7,
    EQUIPMENT_SLOT_WRISTS       = 8,
    EQUIPMENT_SLOT_HANDS        = 9,
    EQUIPMENT_SLOT_FINGER1      = 10,
    EQUIPMENT_SLOT_FINGER2      = 11,
    EQUIPMENT_SLOT_TRINKET1     = 12,
    EQUIPMENT_SLOT_TRINKET2     = 13,
    EQUIPMENT_SLOT_BACK         = 14,
    EQUIPMENT_SLOT_MAINHAND     = 15,
    EQUIPMENT_SLOT_OFFHAND      = 16,
    EQUIPMENT_SLOT_RANGED       = 17,
    EQUIPMENT_SLOT_TABARD       = 18,
    EQUIPMENT_SLOT_END          = 19
};

enum InventorySlots                                         // 4 slots
{
    INVENTORY_SLOT_BAG_START    = 19,
    INVENTORY_SLOT_BAG_END      = 23
};

enum InventoryPackSlots                                     // 16 slots
{
    INVENTORY_SLOT_ITEM_START   = 23,
    INVENTORY_SLOT_ITEM_END     = 39
};

enum BankItemSlots                                          // 28 slots
{
    BANK_SLOT_ITEM_START        = 39,
    BANK_SLOT_ITEM_END          = 67
};

enum BankBagSlots                                           // 7 slots
{
    BANK_SLOT_BAG_START         = 67,
    BANK_SLOT_BAG_END           = 74
};

enum BuyBackSlots                                           // 12 slots
{
    // stored in m_buybackitems
    BUYBACK_SLOT_START          = 74,
    BUYBACK_SLOT_END            = 86
};

enum KeyRingSlots                                           // 32 slots
{
    KEYRING_SLOT_START          = 86,
    KEYRING_SLOT_END            = 118
};

enum CurrencyTokenSlots                                     // 32 slots
{
    CURRENCYTOKEN_SLOT_START    = 118,
    CURRENCYTOKEN_SLOT_END      = 150
};

enum EquipmentSetUpdateState
{
    EQUIPMENT_SET_UNCHANGED = 0,
    EQUIPMENT_SET_CHANGED   = 1,
    EQUIPMENT_SET_NEW       = 2,
    EQUIPMENT_SET_DELETED   = 3
};

struct EquipmentSet
{
    EquipmentSet() : Guid(0), IgnoreMask(0), state(EQUIPMENT_SET_NEW)
    {
        for (uint8 i = 0; i < EQUIPMENT_SLOT_END; ++i)
            Items[i] = 0;
    }

    uint64 Guid;
    std::string Name;
    std::string IconName;
    uint32 IgnoreMask;
    uint32 Items[EQUIPMENT_SLOT_END];
    EquipmentSetUpdateState state;
};

#define MAX_EQUIPMENT_SET_INDEX 10                          // client limit

typedef std::map<uint32, EquipmentSet> EquipmentSets;

struct ItemPosCount
{
    ItemPosCount(uint16 _pos, uint32 _count) : pos(_pos), count(_count) {}
    bool isContainedIn(std::vector<ItemPosCount> const& vec) const;
    uint16 pos;
    uint32 count;
};
typedef std::vector<ItemPosCount> ItemPosCountVec;

enum TradeSlots
{
    TRADE_SLOT_COUNT            = 7,
    TRADE_SLOT_TRADED_COUNT     = 6,
    TRADE_SLOT_NONTRADED        = 6,
    TRADE_SLOT_INVALID          = -1
};

enum TransferAbortReason
{
    TRANSFER_ABORT_NONE                     = 0x00,
    TRANSFER_ABORT_ERROR                    = 0x01,
    TRANSFER_ABORT_MAX_PLAYERS              = 0x02,         // Transfer Aborted: instance is full
    TRANSFER_ABORT_NOT_FOUND                = 0x03,         // Transfer Aborted: instance not found
    TRANSFER_ABORT_TOO_MANY_INSTANCES       = 0x04,         // You have entered too many instances recently.
    TRANSFER_ABORT_ZONE_IN_COMBAT           = 0x06,         // Unable to zone in while an encounter is in progress.
    TRANSFER_ABORT_INSUF_EXPAN_LVL          = 0x07,         // You must have <TBC, WotLK> expansion installed to access this area.
    TRANSFER_ABORT_DIFFICULTY               = 0x08,         // <Normal, Heroic, Epic> difficulty mode is not available for %s.
    TRANSFER_ABORT_UNIQUE_MESSAGE           = 0x09,         // Until you've escaped TLK's grasp, you cannot leave this place!
    TRANSFER_ABORT_TOO_MANY_REALM_INSTANCES = 0x0A,         // Additional instances cannot be launched, please try again later.
    TRANSFER_ABORT_NEED_GROUP               = 0x0B,         // 3.1
    TRANSFER_ABORT_NOT_FOUND1               = 0x0C,         // 3.1
    TRANSFER_ABORT_NOT_FOUND2               = 0x0D,         // 3.1
    TRANSFER_ABORT_NOT_FOUND3               = 0x0E,         // 3.2
    TRANSFER_ABORT_REALM_ONLY               = 0x0F,         // All players on party must be from the same realm.
    TRANSFER_ABORT_MAP_NOT_ALLOWED          = 0x10          // Map can't be entered at this time.
};

enum InstanceResetWarningType
{
    RAID_INSTANCE_WARNING_HOURS     = 1,                    // WARNING! %s is scheduled to reset in %d hour(s).
    RAID_INSTANCE_WARNING_MIN       = 2,                    // WARNING! %s is scheduled to reset in %d minute(s)!
    RAID_INSTANCE_WARNING_MIN_SOON  = 3,                    // WARNING! %s is scheduled to reset in %d minute(s). Please exit the zone or you will be returned to your bind location!
    RAID_INSTANCE_WELCOME           = 4,                    // Welcome to %s. This raid instance is scheduled to reset in %s.
    RAID_INSTANCE_EXPIRED           = 5
};

// PLAYER_FIELD_ARENA_TEAM_INFO_1_1 offsets
enum ArenaTeamInfoType
{
    ARENA_TEAM_ID                = 0,
    ARENA_TEAM_TYPE              = 1,                       // new in 3.2 - team type?
    ARENA_TEAM_MEMBER            = 2,                       // 0 - captain, 1 - member
    ARENA_TEAM_GAMES_WEEK        = 3,
    ARENA_TEAM_GAMES_SEASON      = 4,
    ARENA_TEAM_WINS_SEASON       = 5,
    ARENA_TEAM_PERSONAL_RATING   = 6,
    ARENA_TEAM_END               = 7
};

class InstanceSave;

enum RestType
{
    REST_TYPE_NO        = 0,
    REST_TYPE_IN_TAVERN = 1,
    REST_TYPE_IN_CITY   = 2
};

enum TeleportToOptions
{
    TELE_TO_GM_MODE             = 0x01,
    TELE_TO_NOT_LEAVE_TRANSPORT = 0x02,
    TELE_TO_NOT_LEAVE_COMBAT    = 0x04,
    TELE_TO_NOT_UNSUMMON_PET    = 0x08,
    TELE_TO_SPELL               = 0x10
};

/// Type of environmental damages
enum EnviromentalDamage
{
    DAMAGE_EXHAUSTED = 0,
    DAMAGE_DROWNING  = 1,
    DAMAGE_FALL      = 2,
    DAMAGE_LAVA      = 3,
    DAMAGE_SLIME     = 4,
    DAMAGE_FIRE      = 5,
    DAMAGE_FALL_TO_VOID = 6                                 // custom case for fall without durability loss
};

enum PlayerChatTag
{
    CHAT_TAG_NONE       = 0x00,
    CHAT_TAG_AFK        = 0x01,
    CHAT_TAG_DND        = 0x02,
    CHAT_TAG_GM         = 0x04,
    CHAT_TAG_COM        = 0x08, // Commentator
    CHAT_TAG_DEV        = 0x10
};

enum PlayedTimeIndex
{
    PLAYED_TIME_TOTAL = 0,
    PLAYED_TIME_LEVEL = 1
};

#define MAX_PLAYED_TIME_INDEX 2

// used at player loading query list preparing, and later result selection
enum PlayerLoginQueryIndex
{
    PLAYER_LOGIN_QUERY_LOAD_FROM                    = 0,
    PLAYER_LOGIN_QUERY_LOAD_GROUP                   = 1,
    PLAYER_LOGIN_QUERY_LOAD_BOUND_INSTANCES         = 2,
    PLAYER_LOGIN_QUERY_LOAD_AURAS                   = 3,
    PLAYER_LOGIN_QUERY_LOAD_SPELLS                  = 4,
    PLAYER_LOGIN_QUERY_LOAD_QUEST_STATUS            = 5,
    PLAYER_LOGIN_QUERY_LOAD_DAILY_QUEST_STATUS      = 6,
    PLAYER_LOGIN_QUERY_LOAD_REPUTATION              = 7,
    PLAYER_LOGIN_QUERY_LOAD_INVENTORY               = 8,
    PLAYER_LOGIN_QUERY_LOAD_ACTIONS                 = 9,
    PLAYER_LOGIN_QUERY_LOAD_MAIL_COUNT              = 10,
    PLAYER_LOGIN_QUERY_LOAD_MAIL_DATE               = 11,
    PLAYER_LOGIN_QUERY_LOAD_SOCIAL_LIST             = 12,
    PLAYER_LOGIN_QUERY_LOAD_HOME_BIND               = 13,
    PLAYER_LOGIN_QUERY_LOAD_SPELL_COOLDOWNS         = 14,
    PLAYER_LOGIN_QUERY_LOAD_DECLINED_NAMES          = 15,
    PLAYER_LOGIN_QUERY_LOAD_GUILD                   = 16,
    PLAYER_LOGIN_QUERY_LOAD_ARENA_INFO              = 17,
    PLAYER_LOGIN_QUERY_LOAD_ACHIEVEMENTS            = 18,
    PLAYER_LOGIN_QUERY_LOAD_CRITERIA_PROGRESS       = 19,
    PLAYER_LOGIN_QUERY_LOAD_EQUIPMENT_SETS          = 20,
    PLAYER_LOGIN_QUERY_LOAD_BG_DATA                 = 21,
    PLAYER_LOGIN_QUERY_LOAD_GLYPHS                  = 22,
    PLAYER_LOGIN_QUERY_LOAD_TALENTS                 = 23,
    PLAYER_LOGIN_QUERY_LOAD_ACCOUNT_DATA            = 24,
    PLAYER_LOGIN_QUERY_LOAD_SKILLS                  = 25,
    PLAYER_LOGIN_QUERY_LOAD_WEEKLY_QUEST_STATUS     = 26,
    PLAYER_LOGIN_QUERY_LOAD_RANDOM_BG               = 27,
    PLAYER_LOGIN_QUERY_LOAD_BANNED                  = 28,
    PLAYER_LOGIN_QUERY_LOAD_QUEST_STATUS_REW        = 29,
    PLAYER_LOGIN_QUERY_LOAD_INSTANCE_LOCK_TIMES     = 30,
    PLAYER_LOGIN_QUERY_LOAD_SEASONAL_QUEST_STATUS   = 31,
    PLAYER_LOGIN_QUERY_LOAD_MONTHLY_QUEST_STATUS    = 32,
    MAX_PLAYER_LOGIN_QUERY
};

enum PlayerDelayedOperations
{
    DELAYED_SAVE_PLAYER         = 0x01,
    DELAYED_RESURRECT_PLAYER    = 0x02,
    DELAYED_SPELL_CAST_DESERTER = 0x04,
    DELAYED_BG_MOUNT_RESTORE    = 0x08,                     ///< Flag to restore mount state after teleport from BG
    DELAYED_BG_TAXI_RESTORE     = 0x10,                     ///< Flag to restore taxi state after teleport from BG
    DELAYED_BG_GROUP_RESTORE    = 0x20,                     ///< Flag to restore group state after teleport from BG
    DELAYED_END
};

// Player summoning auto-decline time (in secs)
#define MAX_PLAYER_SUMMON_DELAY                   (2*MINUTE)
#define MAX_MONEY_AMOUNT                       (0x7FFFFFFF-1)

struct InstancePlayerBind
{
    InstanceSave* save;
    bool perm;
    /* permanent PlayerInstanceBinds are created in Raid/Heroic instances for players
       that aren't already permanently bound when they are inside when a boss is killed
       or when they enter an instance that the group leader is permanently bound to. */
    InstancePlayerBind() : save(NULL), perm(false) {}
};

struct AccessRequirement
{
    uint8  levelMin;
    uint8  levelMax;
    uint32 item;
    uint32 item2;
    uint32 quest_A;
    uint32 quest_H;
    uint32 achievement;
    std::string questFailedText;
};

enum CharDeleteMethod
{
    CHAR_DELETE_REMOVE = 0,                      // Completely remove from the database
    CHAR_DELETE_UNLINK = 1                       // The character gets unlinked from the account,
                                                 // the name gets freed up and appears as deleted ingame
};

enum CurrencyItems
{
    ITEM_HONOR_POINTS_ID    = 43308,
    ITEM_ARENA_POINTS_ID    = 43307
};

enum ReferAFriendError
{
    ERR_REFER_A_FRIEND_NONE                          = 0x00,
    ERR_REFER_A_FRIEND_NOT_REFERRED_BY               = 0x01,
    ERR_REFER_A_FRIEND_TARGET_TOO_HIGH               = 0x02,
    ERR_REFER_A_FRIEND_INSUFFICIENT_GRANTABLE_LEVELS = 0x03,
    ERR_REFER_A_FRIEND_TOO_FAR                       = 0x04,
    ERR_REFER_A_FRIEND_DIFFERENT_FACTION             = 0x05,
    ERR_REFER_A_FRIEND_NOT_NOW                       = 0x06,
    ERR_REFER_A_FRIEND_GRANT_LEVEL_MAX_I             = 0x07,
    ERR_REFER_A_FRIEND_NO_TARGET                     = 0x08,
    ERR_REFER_A_FRIEND_NOT_IN_GROUP                  = 0x09,
    ERR_REFER_A_FRIEND_SUMMON_LEVEL_MAX_I            = 0x0A,
    ERR_REFER_A_FRIEND_SUMMON_COOLDOWN               = 0x0B,
    ERR_REFER_A_FRIEND_INSUF_EXPAN_LVL               = 0x0C,
    ERR_REFER_A_FRIEND_SUMMON_OFFLINE_S              = 0x0D
};

enum PlayerRestState
{
    REST_STATE_RESTED                                = 0x01,
    REST_STATE_NOT_RAF_LINKED                        = 0x02,
    REST_STATE_RAF_LINKED                            = 0x06
};

enum PlayerCommandStates
{
    CHEAT_NONE      = 0x00,
    CHEAT_GOD       = 0x01,
    CHEAT_CASTTIME  = 0x02,
    CHEAT_COOLDOWN  = 0x04,
    CHEAT_POWER     = 0x08,
    CHEAT_WATERWALK = 0x10
};

class PlayerTaxi
{
    public:
        PlayerTaxi();
        ~PlayerTaxi() {}
        // Nodes
        void InitTaxiNodesForLevel(uint32 race, uint32 chrClass, uint8 level);
        void LoadTaxiMask(std::string const& data);

        bool IsTaximaskNodeKnown(uint32 nodeidx) const
        {
            uint8  field   = uint8((nodeidx - 1) / 32);
            uint32 submask = 1 << ((nodeidx-1) % 32);
            return (m_taximask[field] & submask) == submask;
        }
        bool SetTaximaskNode(uint32 nodeidx)
        {
            uint8  field   = uint8((nodeidx - 1) / 32);
            uint32 submask = 1 << ((nodeidx-1) % 32);
            if ((m_taximask[field] & submask) != submask)
            {
                m_taximask[field] |= submask;
                return true;
            }
            else
                return false;
        }
        void AppendTaximaskTo(ByteBuffer& data, bool all);

        // Destinations
        bool LoadTaxiDestinationsFromString(std::string const& values, uint32 team);
        std::string SaveTaxiDestinationsToString();

        void ClearTaxiDestinations() { m_TaxiDestinations.clear(); }
        void AddTaxiDestination(uint32 dest) { m_TaxiDestinations.push_back(dest); }
        uint32 GetTaxiSource() const { return m_TaxiDestinations.empty() ? 0 : m_TaxiDestinations.front(); }
        uint32 GetTaxiDestination() const { return m_TaxiDestinations.size() < 2 ? 0 : m_TaxiDestinations[1]; }
        uint32 GetCurrentTaxiPath() const;
        uint32 NextTaxiDestination()
        {
            m_TaxiDestinations.pop_front();
            return GetTaxiDestination();
        }
        bool empty() const { return m_TaxiDestinations.empty(); }

        friend std::ostringstream& operator<< (std::ostringstream& ss, PlayerTaxi const& taxi);
    private:
        TaxiMask m_taximask;
        std::deque<uint32> m_TaxiDestinations;
};

std::ostringstream& operator<< (std::ostringstream& ss, PlayerTaxi const& taxi);

class Player;

/// Holder for Battleground data
struct BGData
{
    BGData() : bgInstanceID(0), bgTypeID(BATTLEGROUND_TYPE_NONE), bgAfkReportedCount(0), bgAfkReportedTimer(0),
        bgTeam(0), mountSpell(0) { ClearTaxiPath(); }

    uint32 bgInstanceID;                    ///< This variable is set to bg->m_InstanceID,
                                            ///  when player is teleported to BG - (it is battleground's GUID)
    BattlegroundTypeId bgTypeID;

    std::set<uint32>   bgAfkReporter;
    uint8              bgAfkReportedCount;
    time_t             bgAfkReportedTimer;

    uint32 bgTeam;                          ///< What side the player will be added to

    uint32 mountSpell;
    uint32 taxiPath[2];

    WorldLocation joinPos;                  ///< From where player entered BG

    void ClearTaxiPath()     { taxiPath[0] = taxiPath[1] = 0; }
    bool HasTaxiPath() const { return taxiPath[0] && taxiPath[1]; }
};

class TradeData
{
    public:                                                 // constructors
        TradeData(Player* player, Player* trader) :
            m_player(player),  m_trader(trader), m_accepted(false), m_acceptProccess(false),
            m_money(0), m_spell(0), m_spellCastItem(0) { memset(m_items, 0, TRADE_SLOT_COUNT * sizeof(uint64)); }

        Player* GetTrader() const { return m_trader; }
        TradeData* GetTraderData() const;

        Item* GetItem(TradeSlots slot) const;
        bool HasItem(uint64 itemGuid) const;
        TradeSlots GetTradeSlotForItem(uint64 itemGuid) const;
        void SetItem(TradeSlots slot, Item* item);

        uint32 GetSpell() const { return m_spell; }
        void SetSpell(uint32 spell_id, Item* castItem = NULL);

        Item*  GetSpellCastItem() const;
        bool HasSpellCastItem() const { return m_spellCastItem != 0; }

        uint32 GetMoney() const { return m_money; }
        void SetMoney(uint32 money);

        bool IsAccepted() const { return m_accepted; }
        void SetAccepted(bool state, bool crosssend = false);

        bool IsInAcceptProcess() const { return m_acceptProccess; }
        void SetInAcceptProcess(bool state) { m_acceptProccess = state; }

    private:                                                // internal functions

        void Update(bool for_trader = true);

    private:                                                // fields

        Player*    m_player;                                // Player who own of this TradeData
        Player*    m_trader;                                // Player who trade with m_player

        bool       m_accepted;                              // m_player press accept for trade list
        bool       m_acceptProccess;                        // one from player/trader press accept and this processed

        uint32     m_money;                                 // m_player place money to trade

        uint32     m_spell;                                 // m_player apply spell to non-traded slot item
        uint64     m_spellCastItem;                         // applied spell casted by item use

        uint64     m_items[TRADE_SLOT_COUNT];               // traded items from m_player side including non-traded slot
};

class KillRewarder
{
public:
    KillRewarder(Player* killer, Unit* victim, bool isBattleGround);

    void Reward();

private:
    void _InitXP(Player* player);
    void _InitGroupData();

    void _RewardHonor(Player* player);
    void _RewardXP(Player* player, float rate);
    void _RewardReputation(Player* player, float rate);
    void _RewardKillCredit(Player* player);
    void _RewardPlayer(Player* player, bool isDungeon);
    void _RewardGroup();

    Player* _killer;
    Unit* _victim;
    Group* _group;
    float _groupRate;
    Player* _maxNotGrayMember;
    uint32 _count;
    uint32 _sumLevel;
    uint32 _xp;
    bool _isFullXP;
    uint8 _maxLevel;
    bool _isBattleGround;
    bool _isPvP;
};

class Player : public Unit, public GridObject<Player>
{
    friend class WorldSession;
    friend void Item::AddToUpdateQueueOf(Player* player);
    friend void Item::RemoveFromUpdateQueueOf(Player* player);
    public:
        explicit Player (WorldSession* session);
        ~Player();

        void CleanupsBeforeDelete(bool finalCleanup = true);

        void AddToWorld();
        void RemoveFromWorld();

        bool TeleportTo(uint32 mapid, float x, float y, float z, float orientation, uint32 options = 0);
        bool TeleportTo(WorldLocation const &loc, uint32 options = 0);
        bool TeleportToBGEntryPoint();

        void SetSummonPoint(uint32 mapid, float x, float y, float z);
        void SummonIfPossible(bool agree);

        bool Create(uint32 guidlow, CharacterCreateInfo* createInfo);

        void Update(uint32 time);

        static bool BuildEnumData(PreparedQueryResult result, WorldPacket* data);

        void SetInWater(bool apply);

        bool IsInWater() const { return m_isInWater; }
        bool IsUnderWater() const;
        bool IsFalling() { return GetPositionZ() < m_lastFallZ; }

        void SendInitialPacketsBeforeAddToMap();
        void SendInitialPacketsAfterAddToMap();
        void SendTransferAborted(uint32 mapid, TransferAbortReason reason, uint8 arg = 0);
        void SendInstanceResetWarning(uint32 mapid, Difficulty difficulty, uint32 time);

        bool CanInteractWithQuestGiver(Object* questGiver);
        Creature* GetNPCIfCanInteractWith(uint64 guid, uint32 npcflagmask);
        GameObject* GetGameObjectIfCanInteractWith(uint64 guid, GameobjectTypes type) const;

        void ToggleAFK();
        void ToggleDND();
        bool isAFK() const { return HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_AFK); }
        bool isDND() const { return HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_DND); }
        uint8 GetChatTag() const;
        std::string autoReplyMsg;

        uint32 GetBarberShopCost(uint8 newhairstyle, uint8 newhaircolor, uint8 newfacialhair, BarberShopStyleEntry const* newSkin=NULL);

        PlayerSocial *GetSocial() { return m_social; }

        PlayerTaxi m_taxi;
        void InitTaxiNodesForLevel() { m_taxi.InitTaxiNodesForLevel(getRace(), getClass(), getLevel()); }
        bool ActivateTaxiPathTo(std::vector<uint32> const& nodes, Creature* npc = NULL, uint32 spellid = 0);
        bool ActivateTaxiPathTo(uint32 taxi_path_id, uint32 spellid = 0);
        void CleanupAfterTaxiFlight();
        void ContinueTaxiFlight();
                                                            // mount_id can be used in scripting calls
        bool isAcceptWhispers() const { return m_ExtraFlags & PLAYER_EXTRA_ACCEPT_WHISPERS; }
        void SetAcceptWhispers(bool on) { if (on) m_ExtraFlags |= PLAYER_EXTRA_ACCEPT_WHISPERS; else m_ExtraFlags &= ~PLAYER_EXTRA_ACCEPT_WHISPERS; }
        bool isGameMaster() const { return m_ExtraFlags & PLAYER_EXTRA_GM_ON; }
        void SetGameMaster(bool on);
        bool isGMChat() const { return m_ExtraFlags & PLAYER_EXTRA_GM_CHAT; }
        void SetGMChat(bool on) { if (on) m_ExtraFlags |= PLAYER_EXTRA_GM_CHAT; else m_ExtraFlags &= ~PLAYER_EXTRA_GM_CHAT; }
        bool isTaxiCheater() const { return m_ExtraFlags & PLAYER_EXTRA_TAXICHEAT; }
        void SetTaxiCheater(bool on) { if (on) m_ExtraFlags |= PLAYER_EXTRA_TAXICHEAT; else m_ExtraFlags &= ~PLAYER_EXTRA_TAXICHEAT; }
        bool isGMVisible() const { return !(m_ExtraFlags & PLAYER_EXTRA_GM_INVISIBLE); }
        void SetGMVisible(bool on);
        bool Has310Flyer(bool checkAllSpells, uint32 excludeSpellId = 0);
        void SetHas310Flyer(bool on) { if (on) m_ExtraFlags |= PLAYER_EXTRA_HAS_310_FLYER; else m_ExtraFlags &= ~PLAYER_EXTRA_HAS_310_FLYER; }
        void SetPvPDeath(bool on) { if (on) m_ExtraFlags |= PLAYER_EXTRA_PVP_DEATH; else m_ExtraFlags &= ~PLAYER_EXTRA_PVP_DEATH; }

        void GiveXP(uint32 xp, Unit* victim, float group_rate=1.0f);
        void GiveLevel(uint8 level);

        void InitStatsForLevel(bool reapplyMods = false);

        // .cheat command related
        bool GetCommandStatus(uint32 command) const { return _activeCheats & command; }
        void SetCommandStatusOn(uint32 command) { _activeCheats |= command; }
        void SetCommandStatusOff(uint32 command) { _activeCheats &= ~command; }

        // Played Time Stuff
        time_t m_logintime;
        time_t m_Last_tick;
        uint32 m_Played_time[MAX_PLAYED_TIME_INDEX];
        uint32 GetTotalPlayedTime() { return m_Played_time[PLAYED_TIME_TOTAL]; }
        uint32 GetLevelPlayedTime() { return m_Played_time[PLAYED_TIME_LEVEL]; }

        void setDeathState(DeathState s);                   // overwrite Unit::setDeathState

        void InnEnter(time_t time, uint32 mapid, float x, float y, float z);

        float GetRestBonus() const { return m_rest_bonus; }
        void SetRestBonus(float rest_bonus_new);

        RestType GetRestType() const { return rest_type; }
        void SetRestType(RestType n_r_type) { rest_type = n_r_type; }

        uint32 GetInnPosMapId() const { return inn_pos_mapid; }
        float GetInnPosX() const { return inn_pos_x; }
        float GetInnPosY() const { return inn_pos_y; }
        float GetInnPosZ() const { return inn_pos_z; }

        time_t GetTimeInnEnter() const { return time_inn_enter; }
        void UpdateInnerTime (time_t time) { time_inn_enter = time; }

        Pet* GetPet() const;
        Pet* SummonPet(uint32 entry, float x, float y, float z, float ang, PetType petType, uint32 despwtime);
        void RemovePet(Pet* pet, PetSaveMode mode, bool returnreagent = false);
        uint32 GetPhaseMaskForSpawn() const;                // used for proper set phase for DB at GM-mode creature/GO spawn

        /// Handles said message in regular chat based on declared language and in config pre-defined Range.
        void Say(std::string const& text, const uint32 language);
        /// Handles yelled message in regular chat based on declared language and in config pre-defined Range.
        void Yell(std::string const& text, const uint32 language);
        /// Outputs an universal text which is supposed to be an action.
        void TextEmote(std::string const& text);
        /// Handles whispers from Addons and players based on sender, receiver's guid and language.
        void Whisper(std::string const& text, const uint32 language, uint64 receiver);
        /// Constructs the player Chat data for the specific functions to use
        void BuildPlayerChat(WorldPacket* data, uint8 msgtype, std::string const& text, uint32 language) const;

        /*********************************************************/
        /***                    STORAGE SYSTEM                 ***/
        /*********************************************************/

        void SetVirtualItemSlot(uint8 i, Item* item);
        void SetSheath(SheathState sheathed);             // overwrite Unit version
        uint8 FindEquipSlot(ItemTemplate const* proto, uint32 slot, bool swap) const;
        uint32 GetItemCount(uint32 item, bool inBankAlso = false, Item* skipItem = NULL) const;
        uint32 GetItemCountWithLimitCategory(uint32 limitCategory, Item* skipItem = NULL) const;
        Item* GetItemByGuid(uint64 guid) const;
        Item* GetItemByEntry(uint32 entry) const;
        Item* GetItemByPos(uint16 pos) const;
        Item* GetItemByPos(uint8 bag, uint8 slot) const;
        Item* GetUseableItemByPos(uint8 bag, uint8 slot) const;
        Bag*  GetBagByPos(uint8 slot) const;
        Item* GetWeaponForAttack(WeaponAttackType attackType, bool useable = false) const;
        Item* GetShield(bool useable = false) const;
        static uint8 GetAttackBySlot(uint8 slot);        // MAX_ATTACK if not weapon slot
        std::vector<Item*> &GetItemUpdateQueue() { return m_itemUpdateQueue; }
        static bool IsInventoryPos(uint16 pos) { return IsInventoryPos(pos >> 8, pos & 255); }
        static bool IsInventoryPos(uint8 bag, uint8 slot);
        static bool IsEquipmentPos(uint16 pos) { return IsEquipmentPos(pos >> 8, pos & 255); }
        static bool IsEquipmentPos(uint8 bag, uint8 slot);
        static bool IsBagPos(uint16 pos);
        static bool IsBankPos(uint16 pos) { return IsBankPos(pos >> 8, pos & 255); }
        static bool IsBankPos(uint8 bag, uint8 slot);
        bool IsValidPos(uint16 pos, bool explicit_pos) { return IsValidPos(pos >> 8, pos & 255, explicit_pos); }
        bool IsValidPos(uint8 bag, uint8 slot, bool explicit_pos);
        uint8 GetBankBagSlotCount() const { return GetByteValue(PLAYER_BYTES_2, 2); }
        void SetBankBagSlotCount(uint8 count) { SetByteValue(PLAYER_BYTES_2, 2, count); }
        bool HasItemCount(uint32 item, uint32 count = 1, bool inBankAlso = false) const;
        bool HasItemFitToSpellRequirements(SpellInfo const* spellInfo, Item const* ignoreItem = NULL) const;
        bool CanNoReagentCast(SpellInfo const* spellInfo) const;
        bool HasItemOrGemWithIdEquipped(uint32 item, uint32 count, uint8 except_slot = NULL_SLOT) const;
        bool HasItemOrGemWithLimitCategoryEquipped(uint32 limitCategory, uint32 count, uint8 except_slot = NULL_SLOT) const;
        InventoryResult CanTakeMoreSimilarItems(Item* pItem) const { return CanTakeMoreSimilarItems(pItem->GetEntry(), pItem->GetCount(), pItem); }
        InventoryResult CanTakeMoreSimilarItems(uint32 entry, uint32 count) const { return CanTakeMoreSimilarItems(entry, count, NULL); }
        InventoryResult CanStoreNewItem(uint8 bag, uint8 slot, ItemPosCountVec& dest, uint32 item, uint32 count, uint32* no_space_count = NULL) const;
        InventoryResult CanStoreItem(uint8 bag, uint8 slot, ItemPosCountVec& dest, Item* pItem, bool swap = false) const;
        InventoryResult CanStoreItems(Item** pItem, int count) const;
        InventoryResult CanEquipNewItem(uint8 slot, uint16& dest, uint32 item, bool swap) const;
        InventoryResult CanEquipItem(uint8 slot, uint16& dest, Item* pItem, bool swap, bool not_loading = true) const;

        InventoryResult CanEquipUniqueItem(Item* pItem, uint8 except_slot = NULL_SLOT, uint32 limit_count = 1) const;
        InventoryResult CanEquipUniqueItem(ItemTemplate const* itemProto, uint8 except_slot = NULL_SLOT, uint32 limit_count = 1) const;
        InventoryResult CanUnequipItems(uint32 item, uint32 count) const;
        InventoryResult CanUnequipItem(uint16 src, bool swap) const;
        InventoryResult CanBankItem(uint8 bag, uint8 slot, ItemPosCountVec& dest, Item* pItem, bool swap, bool not_loading = true) const;
        InventoryResult CanUseItem(Item* pItem, bool not_loading = true) const;
        bool HasItemTotemCategory(uint32 TotemCategory) const;
        InventoryResult CanUseItem(ItemTemplate const* pItem) const;
        InventoryResult CanUseAmmo(uint32 item) const;
        InventoryResult CanRollForItemInLFG(ItemTemplate const* item, WorldObject const* lootedObject) const;
        Item* StoreNewItem(ItemPosCountVec const& pos, uint32 item, bool update, int32 randomPropertyId = 0, AllowedLooterSet const& allowedLooters = AllowedLooterSet());
        Item* StoreItem(ItemPosCountVec const& pos, Item* pItem, bool update);
        Item* EquipNewItem(uint16 pos, uint32 item, bool update);
        Item* EquipItem(uint16 pos, Item* pItem, bool update);
        void AutoUnequipOffhandIfNeed(bool force = false);
        bool StoreNewItemInBestSlots(uint32 item_id, uint32 item_count);
        void AutoStoreLoot(uint8 bag, uint8 slot, uint32 loot_id, LootStore const& store, bool broadcast = false);
        void AutoStoreLoot(uint32 loot_id, LootStore const& store, bool broadcast = false) { AutoStoreLoot(NULL_BAG, NULL_SLOT, loot_id, store, broadcast); }
        void StoreLootItem(uint8 lootSlot, Loot* loot);

        InventoryResult CanTakeMoreSimilarItems(uint32 entry, uint32 count, Item* pItem, uint32* no_space_count = NULL) const;
        InventoryResult CanStoreItem(uint8 bag, uint8 slot, ItemPosCountVec& dest, uint32 entry, uint32 count, Item* pItem = NULL, bool swap = false, uint32* no_space_count = NULL) const;

        void AddRefundReference(uint32 it);
        void DeleteRefundReference(uint32 it);

        void ApplyEquipCooldown(Item* pItem);
        void SetAmmo(uint32 item);
        void RemoveAmmo();
        float GetAmmoDPS() const { return m_ammoDPS; }
        bool CheckAmmoCompatibility(const ItemTemplate* ammo_proto) const;
        void QuickEquipItem(uint16 pos, Item* pItem);
        void VisualizeItem(uint8 slot, Item* pItem);
        void SetVisibleItemSlot(uint8 slot, Item* pItem);
        Item* BankItem(ItemPosCountVec const& dest, Item* pItem, bool update);
        void RemoveItem(uint8 bag, uint8 slot, bool update);
        void MoveItemFromInventory(uint8 bag, uint8 slot, bool update);
                                                            // in trade, auction, guild bank, mail....
        void MoveItemToInventory(ItemPosCountVec const& dest, Item* pItem, bool update, bool in_characterInventoryDB = false);
                                                            // in trade, guild bank, mail....
        void RemoveItemDependentAurasAndCasts(Item* pItem);
        void DestroyItem(uint8 bag, uint8 slot, bool update);
        void DestroyItemCount(uint32 item, uint32 count, bool update, bool unequip_check = false);
        void DestroyItemCount(Item* item, uint32& count, bool update);
        void DestroyConjuredItems(bool update);
        void DestroyZoneLimitedItem(bool update, uint32 new_zone);
        void SplitItem(uint16 src, uint16 dst, uint32 count);
        void SwapItem(uint16 src, uint16 dst);
        void AddItemToBuyBackSlot(Item* pItem);
        Item* GetItemFromBuyBackSlot(uint32 slot);
        void RemoveItemFromBuyBackSlot(uint32 slot, bool del);
        uint32 GetMaxKeyringSize() const { return KEYRING_SLOT_END-KEYRING_SLOT_START; }
        void SendEquipError(InventoryResult msg, Item* pItem, Item* pItem2 = NULL, uint32 itemid = 0);
        void SendBuyError(BuyResult msg, Creature* creature, uint32 item, uint32 param);
        void SendSellError(SellResult msg, Creature* creature, uint64 guid, uint32 param);
        void AddWeaponProficiency(uint32 newflag) { m_WeaponProficiency |= newflag; }
        void AddArmorProficiency(uint32 newflag) { m_ArmorProficiency |= newflag; }
        uint32 GetWeaponProficiency() const { return m_WeaponProficiency; }
        uint32 GetArmorProficiency() const { return m_ArmorProficiency; }
        bool IsUseEquipedWeapon(bool mainhand) const;
        bool IsTwoHandUsed() const;
        void SendNewItem(Item* item, uint32 count, bool received, bool created, bool broadcast = false);
        bool BuyItemFromVendorSlot(uint64 vendorguid, uint32 vendorslot, uint32 item, uint8 count, uint8 bag, uint8 slot);
        bool _StoreOrEquipNewItem(uint32 vendorslot, uint32 item, uint8 count, uint8 bag, uint8 slot, int32 price, ItemTemplate const* pProto, Creature* pVendor, VendorItem const* crItem, bool bStore);

        float GetReputationPriceDiscount(Creature const* creature) const;

        Player* GetTrader() const { return m_trade ? m_trade->GetTrader() : NULL; }
        TradeData* GetTradeData() const { return m_trade; }
        void TradeCancel(bool sendback);

        void UpdateEnchantTime(uint32 time);
        void UpdateSoulboundTradeItems();
        void AddTradeableItem(Item* item);
        void RemoveTradeableItem(Item* item);
        void UpdateItemDuration(uint32 time, bool realtimeonly = false);
        void AddEnchantmentDurations(Item* item);
        void RemoveEnchantmentDurations(Item* item);
        void RemoveArenaEnchantments(EnchantmentSlot slot);
        void AddEnchantmentDuration(Item* item, EnchantmentSlot slot, uint32 duration);
        void ApplyEnchantment(Item* item, EnchantmentSlot slot, bool apply, bool apply_dur = true, bool ignore_condition = false);
        void ApplyEnchantment(Item* item, bool apply);
        void UpdateSkillEnchantments(uint16 skill_id, uint16 curr_value, uint16 new_value);
        void SendEnchantmentDurations();
        void BuildEnchantmentsInfoData(WorldPacket* data);
        void AddItemDurations(Item* item);
        void RemoveItemDurations(Item* item);
        void SendItemDurations();
        void LoadCorpse();
        void LoadPet();

        bool AddItem(uint32 itemId, uint32 count);

        uint32 m_stableSlots;

        /*********************************************************/
        /***                    GOSSIP SYSTEM                  ***/
        /*********************************************************/

        void PrepareGossipMenu(WorldObject* source, uint32 menuId = 0, bool showQuests = false);
        void SendPreparedGossip(WorldObject* source);
        void OnGossipSelect(WorldObject* source, uint32 gossipListId, uint32 menuId);

        uint32 GetGossipTextId(uint32 menuId, WorldObject* source);
        uint32 GetGossipTextId(WorldObject* source);
        static uint32 GetDefaultGossipMenuForSource(WorldObject* source);

        /*********************************************************/
        /***                    QUEST SYSTEM                   ***/
        /*********************************************************/

        int32 GetQuestLevel(Quest const* quest) const { return quest && (quest->GetQuestLevel() > 0) ? quest->GetQuestLevel() : getLevel(); }

        void PrepareQuestMenu(uint64 guid);
        void SendPreparedQuest(uint64 guid);
        bool IsActiveQuest(uint32 quest_id) const;
        Quest const* GetNextQuest(uint64 guid, Quest const* quest);
        bool CanSeeStartQuest(Quest const* quest);
        bool CanTakeQuest(Quest const* quest, bool msg);
        bool CanAddQuest(Quest const* quest, bool msg);
        bool CanCompleteQuest(uint32 quest_id);
        bool CanCompleteRepeatableQuest(Quest const* quest);
        bool CanRewardQuest(Quest const* quest, bool msg);
        bool CanRewardQuest(Quest const* quest, uint32 reward, bool msg);
        void AddQuest(Quest const* quest, Object* questGiver);
        void CompleteQuest(uint32 quest_id);
        void IncompleteQuest(uint32 quest_id);
        void RewardQuest(Quest const* quest, uint32 reward, Object* questGiver, bool announce = true);
        void FailQuest(uint32 quest_id);
        bool SatisfyQuestSkill(Quest const* qInfo, bool msg) const;
        bool SatisfyQuestLevel(Quest const* qInfo, bool msg);
        bool SatisfyQuestLog(bool msg);
        bool SatisfyQuestPreviousQuest(Quest const* qInfo, bool msg);
        bool SatisfyQuestClass(Quest const* qInfo, bool msg) const;
        bool SatisfyQuestRace(Quest const* qInfo, bool msg);
        bool SatisfyQuestReputation(Quest const* qInfo, bool msg);
        bool SatisfyQuestStatus(Quest const* qInfo, bool msg);
        bool SatisfyQuestConditions(Quest const* qInfo, bool msg);
        bool SatisfyQuestTimed(Quest const* qInfo, bool msg);
        bool SatisfyQuestExclusiveGroup(Quest const* qInfo, bool msg);
        bool SatisfyQuestNextChain(Quest const* qInfo, bool msg);
        bool SatisfyQuestPrevChain(Quest const* qInfo, bool msg);
        bool SatisfyQuestDay(Quest const* qInfo, bool msg);
        bool SatisfyQuestWeek(Quest const* qInfo, bool msg);
        bool SatisfyQuestMonth(Quest const* qInfo, bool msg);
        bool SatisfyQuestSeasonal(Quest const* qInfo, bool msg);
        bool GiveQuestSourceItem(Quest const* quest);
        bool TakeQuestSourceItem(uint32 questId, bool msg);
        bool GetQuestRewardStatus(uint32 quest_id) const;
        QuestStatus GetQuestStatus(uint32 quest_id) const;
        void SetQuestStatus(uint32 quest_id, QuestStatus status);
        void RemoveActiveQuest(uint32 quest_id);
        void RemoveRewardedQuest(uint32 quest_id);

        void SetDailyQuestStatus(uint32 quest_id);
        void SetWeeklyQuestStatus(uint32 quest_id);
        void SetMonthlyQuestStatus(uint32 quest_id);
        void SetSeasonalQuestStatus(uint32 quest_id);
        void ResetDailyQuestStatus();
        void ResetWeeklyQuestStatus();
        void ResetMonthlyQuestStatus();
        void ResetSeasonalQuestStatus(uint16 event_id);

        uint16 FindQuestSlot(uint32 quest_id) const;
        uint32 GetQuestSlotQuestId(uint16 slot) const;
        uint32 GetQuestSlotState(uint16 slot) const;
        uint16 GetQuestSlotCounter(uint16 slot, uint8 counter) const;
        uint32 GetQuestSlotTime(uint16 slot) const;
        void SetQuestSlot(uint16 slot, uint32 quest_id, uint32 timer = 0);
        void SetQuestSlotCounter(uint16 slot, uint8 counter, uint16 count);
        void SetQuestSlotState(uint16 slot, uint32 state);
        void RemoveQuestSlotState(uint16 slot, uint32 state);
        void SetQuestSlotTimer(uint16 slot, uint32 timer);
        void SwapQuestSlot(uint16 slot1, uint16 slot2);

        uint16 GetReqKillOrCastCurrentCount(uint32 quest_id, int32 entry);
        void AreaExploredOrEventHappens(uint32 questId);
        void GroupEventHappens(uint32 questId, WorldObject const* pEventObject);
        void ItemAddedQuestCheck(uint32 entry, uint32 count);
        void ItemRemovedQuestCheck(uint32 entry, uint32 count);
        void KilledMonster(CreatureTemplate const* cInfo, uint64 guid);
        void KilledMonsterCredit(uint32 entry, uint64 guid);
        void KilledPlayerCredit();
        void CastedCreatureOrGO(uint32 entry, uint64 guid, uint32 spell_id);
        void TalkedToCreature(uint32 entry, uint64 guid);
        void MoneyChanged(uint32 value);
        void ReputationChanged(FactionEntry const* factionEntry);
        void ReputationChanged2(FactionEntry const* factionEntry);
        bool HasQuestForItem(uint32 itemid) const;
        bool HasQuestForGO(int32 GOId) const;
        void UpdateForQuestWorldObjects();
        bool CanShareQuest(uint32 quest_id) const;

        void SendQuestComplete(uint32 quest_id);
        void SendQuestReward(Quest const* quest, uint32 XP);
        void SendQuestFailed(uint32 questId, InventoryResult reason = EQUIP_ERR_OK);
        void SendQuestTimerFailed(uint32 quest_id);
        void SendCanTakeQuestResponse(uint32 msg) const;
        void SendQuestConfirmAccept(Quest const* quest, Player* pReceiver);
        void SendPushToPartyResponse(Player* player, uint32 msg);
        void SendQuestUpdateAddItem(Quest const* quest, uint32 item_idx, uint16 count);
        void SendQuestUpdateAddCreatureOrGo(Quest const* quest, uint64 guid, uint32 creatureOrGO_idx, uint16 old_count, uint16 add_count);
        void SendQuestUpdateAddPlayer(Quest const* quest, uint16 old_count, uint16 add_count);

        uint64 GetDivider() { return m_divider; }
        void SetDivider(uint64 guid) { m_divider = guid; }

        uint32 GetInGameTime() { return m_ingametime; }

        void SetInGameTime(uint32 time) { m_ingametime = time; }

        void AddTimedQuest(uint32 quest_id) { m_timedquests.insert(quest_id); }
        void RemoveTimedQuest(uint32 quest_id) { m_timedquests.erase(quest_id); }

        bool HasPvPForcingQuest() const;

        /*********************************************************/
        /***                   LOAD SYSTEM                     ***/
        /*********************************************************/

        bool LoadFromDB(uint32 guid, SQLQueryHolder *holder);
        bool isBeingLoaded() const;

        void Initialize(uint32 guid);
        static uint32 GetUInt32ValueFromArray(Tokenizer const& data, uint16 index);
        static float  GetFloatValueFromArray(Tokenizer const& data, uint16 index);
        static uint32 GetZoneIdFromDB(uint64 guid);
        static uint32 GetLevelFromDB(uint64 guid);
        static bool   LoadPositionFromDB(uint32& mapid, float& x, float& y, float& z, float& o, bool& in_flight, uint64 guid);

        static bool IsValidGender(uint8 Gender) { return Gender <= GENDER_FEMALE; }

        /*********************************************************/
        /***                   SAVE SYSTEM                     ***/
        /*********************************************************/

        void SaveToDB(bool create = false);
        void SaveInventoryAndGoldToDB(SQLTransaction& trans);                    // fast save function for item/money cheating preventing
        void SaveGoldToDB(SQLTransaction& trans);

        static void SetUInt32ValueInArray(Tokenizer& data, uint16 index, uint32 value);
        static void SetFloatValueInArray(Tokenizer& data, uint16 index, float value);
        static void Customize(uint64 guid, uint8 gender, uint8 skin, uint8 face, uint8 hairStyle, uint8 hairColor, uint8 facialHair);
        static void SavePositionInDB(uint32 mapid, float x, float y, float z, float o, uint32 zone, uint64 guid);

        static void DeleteFromDB(uint64 playerguid, uint32 accountId, bool updateRealmChars = true, bool deleteFinally = false);
        static void DeleteOldCharacters();
        static void DeleteOldCharacters(uint32 keepDays);

        bool m_mailsLoaded;
        bool m_mailsUpdated;

        void SetBindPoint(uint64 guid);
        void SendTalentWipeConfirm(uint64 guid);
        void ResetPetTalents();
        void CalcRage(uint32 damage, bool attacker);
        void RegenerateAll();
        void Regenerate(Powers power);
        void RegenerateHealth();
        void setRegenTimerCount(uint32 time) {m_regenTimerCount = time;}
        void setWeaponChangeTimer(uint32 time) {m_weaponChangeTimer = time;}

        uint32 GetMoney() const { return GetUInt32Value(PLAYER_FIELD_COINAGE); }
        bool ModifyMoney(int32 amount, bool sendError = true);
        bool HasEnoughMoney(uint32 amount) const { return (GetMoney() >= amount); }
        bool HasEnoughMoney(int32 amount) const;
        void SetMoney(uint32 value);

        RewardedQuestSet const& getRewardedQuests() const { return m_RewardedQuests; }
        QuestStatusMap& getQuestStatusMap() { return m_QuestStatus; }

        size_t GetRewardedQuestCount() const { return m_RewardedQuests.size(); }
        bool IsQuestRewarded(uint32 quest_id) const;

        uint64 GetSelection() const { return m_curSelection; }
        Unit* GetSelectedUnit() const;
        Player* GetSelectedPlayer() const;
        void SetSelection(uint64 guid) { m_curSelection = guid; SetUInt64Value(UNIT_FIELD_TARGET, guid); }

        uint8 GetComboPoints() const { return m_comboPoints; }
        uint64 GetComboTarget() const { return m_comboTarget; }

        void AddComboPoints(Unit* target, int8 count, Spell* spell = NULL);
        void GainSpellComboPoints(int8 count);
        void ClearComboPoints();
        void SendComboPoints();

        void SendMailResult(uint32 mailId, MailResponseType mailAction, MailResponseResult mailError, uint32 equipError = 0, uint32 item_guid = 0, uint32 item_count = 0);
        void SendNewMail();
        void UpdateNextMailTimeAndUnreads();
        void AddNewMailDeliverTime(time_t deliver_time);
        bool IsMailsLoaded() const { return m_mailsLoaded; }

        void RemoveMail(uint32 id);

        void AddMail(Mail* mail) { m_mail.push_front(mail);}// for call from WorldSession::SendMailTo
        uint32 GetMailSize() { return m_mail.size();}
        Mail* GetMail(uint32 id);

        PlayerMails::iterator GetMailBegin() { return m_mail.begin();}
        PlayerMails::iterator GetMailEnd() { return m_mail.end();}

        /*********************************************************/
        /*** MAILED ITEMS SYSTEM ***/
        /*********************************************************/

        uint8 unReadMails;
        time_t m_nextMailDelivereTime;

        typedef UNORDERED_MAP<uint32, Item*> ItemMap;

        ItemMap mMitems;                                    //template defined in objectmgr.cpp

        Item* GetMItem(uint32 id);
        void AddMItem(Item* it);
        bool RemoveMItem(uint32 id);

        void SendOnCancelExpectedVehicleRideAura();
        void PetSpellInitialize();
        void CharmSpellInitialize();
        void PossessSpellInitialize();
        void VehicleSpellInitialize();
        void SendRemoveControlBar();
        bool HasSpell(uint32 spell) const;
        bool HasActiveSpell(uint32 spell) const;            // show in spellbook
        TrainerSpellState GetTrainerSpellState(TrainerSpell const* trainer_spell) const;
        bool IsSpellFitByClassAndRace(uint32 spell_id) const;
        bool IsNeedCastPassiveSpellAtLearn(SpellInfo const* spellInfo) const;

        void SendProficiency(ItemClass itemClass, uint32 itemSubclassMask);
        void SendInitialSpells();
        bool addSpell(uint32 spellId, bool active, bool learning, bool dependent, bool disabled, bool loading = false);
        void learnSpell(uint32 spell_id, bool dependent);
        void removeSpell(uint32 spell_id, bool disabled = false, bool learn_low_rank = true);
        void resetSpells(bool myClassOnly = false);
        void learnDefaultSpells();
        void learnQuestRewardedSpells();
        void learnQuestRewardedSpells(Quest const* quest);
        void learnSpellHighRank(uint32 spellid);
        void AddTemporarySpell(uint32 spellId);
        void RemoveTemporarySpell(uint32 spellId);
        void SetReputation(uint32 factionentry, uint32 value);
        uint32 GetReputation(uint32 factionentry) const;
        std::string const& GetGuildName();
        uint32 GetFreeTalentPoints() const { return GetUInt32Value(PLAYER_CHARACTER_POINTS1); }
        void SetFreeTalentPoints(uint32 points);
        bool resetTalents(bool no_cost = false);
        uint32 resetTalentsCost() const;
        void InitTalentForLevel();
        void BuildPlayerTalentsInfoData(WorldPacket* data);
        void BuildPetTalentsInfoData(WorldPacket* data);
        void SendTalentsInfoData(bool pet);
        void LearnTalent(uint32 talentId, uint32 talentRank);
        void LearnPetTalent(uint64 petGuid, uint32 talentId, uint32 talentRank);

        bool AddTalent(uint32 spellId, uint8 spec, bool learning);
        bool HasTalent(uint32 spell_id, uint8 spec) const;

        uint32 CalculateTalentsPoints() const;

        // Dual Spec
        void UpdateSpecCount(uint8 count);
        uint32 GetActiveSpec() { return m_activeSpec; }
        void SetActiveSpec(uint8 spec){ m_activeSpec = spec; }
        uint8 GetSpecsCount() { return m_specsCount; }
        void SetSpecsCount(uint8 count) { m_specsCount = count; }
        void ActivateSpec(uint8 spec);

        void InitGlyphsForLevel();
        void SetGlyphSlot(uint8 slot, uint32 slottype) { SetUInt32Value(PLAYER_FIELD_GLYPH_SLOTS_1 + slot, slottype); }
        uint32 GetGlyphSlot(uint8 slot) { return GetUInt32Value(PLAYER_FIELD_GLYPH_SLOTS_1 + slot); }
        void SetGlyph(uint8 slot, uint32 glyph);
        uint32 GetGlyph(uint8 slot) { return m_Glyphs[m_activeSpec][slot]; }

        uint32 GetFreePrimaryProfessionPoints() const { return GetUInt32Value(PLAYER_CHARACTER_POINTS2); }
        void SetFreePrimaryProfessions(uint16 profs) { SetUInt32Value(PLAYER_CHARACTER_POINTS2, profs); }
        void InitPrimaryProfessions();

        PlayerSpellMap const& GetSpellMap() const { return m_spells; }
        PlayerSpellMap      & GetSpellMap()       { return m_spells; }

        SpellCooldowns const& GetSpellCooldownMap() const { return m_spellCooldowns; }

        void AddSpellMod(SpellModifier* mod, bool apply);
        bool IsAffectedBySpellmod(SpellInfo const* spellInfo, SpellModifier* mod, Spell* spell = NULL);
        template <class T> T ApplySpellMod(uint32 spellId, SpellModOp op, T &basevalue, Spell* spell = NULL);
        void RemoveSpellMods(Spell* spell);
        void RestoreSpellMods(Spell* spell, uint32 ownerAuraId = 0, Aura* aura = NULL);
        void RestoreAllSpellMods(uint32 ownerAuraId = 0, Aura* aura = NULL);
        void DropModCharge(SpellModifier* mod, Spell* spell);
        void SetSpellModTakingSpell(Spell* spell, bool apply);

        static uint32 const infinityCooldownDelay = MONTH;  // used for set "infinity cooldowns" for spells and check
        static uint32 const infinityCooldownDelayCheck = MONTH/2;
        bool HasSpellCooldown(uint32 spell_id) const;
        uint32 GetSpellCooldownDelay(uint32 spell_id) const;
        void AddSpellAndCategoryCooldowns(SpellInfo const* spellInfo, uint32 itemId, Spell* spell = NULL, bool infinityCooldown = false);
        void AddSpellCooldown(uint32 spell_id, uint32 itemid, time_t end_time);
        void SendCooldownEvent(SpellInfo const* spellInfo, uint32 itemId = 0, Spell* spell = NULL, bool setCooldown = true);
        void ProhibitSpellSchool(SpellSchoolMask idSchoolMask, uint32 unTimeMs);
        void RemoveSpellCooldown(uint32 spell_id, bool update = false);
        void RemoveSpellCategoryCooldown(uint32 cat, bool update = false);
        void SendClearCooldown(uint32 spell_id, Unit* target);

        GlobalCooldownMgr& GetGlobalCooldownMgr() { return m_GlobalCooldownMgr; }

        void RemoveCategoryCooldown(uint32 cat);
        void RemoveArenaSpellCooldowns(bool removeActivePetCooldowns = false);
        void RemoveAllSpellCooldown();
        void _LoadSpellCooldowns(PreparedQueryResult result);
        void _SaveSpellCooldowns(SQLTransaction& trans);
        void SetLastPotionId(uint32 item_id) { m_lastPotionId = item_id; }
        void UpdatePotionCooldown(Spell* spell = NULL);

        void setResurrectRequestData(uint64 guid, uint32 mapId, float X, float Y, float Z, uint32 health, uint32 mana);
        void clearResurrectRequestData() { setResurrectRequestData(0, 0, 0.0f, 0.0f, 0.0f, 0, 0); }
        bool isRessurectRequestedBy(uint64 guid) const { return m_resurrectGUID == guid; }
        bool isRessurectRequested() const { return m_resurrectGUID != 0; }
        void ResurectUsingRequestData();

        uint8 getCinematic() { return m_cinematic; }
        void setCinematic(uint8 cine) { m_cinematic = cine; }

        ActionButton* addActionButton(uint8 button, uint32 action, uint8 type);
        void removeActionButton(uint8 button);
        ActionButton const* GetActionButton(uint8 button);
        void SendInitialActionButtons() const { SendActionButtons(1); }
        void SendActionButtons(uint32 state) const;
        bool IsActionButtonDataValid(uint8 button, uint32 action, uint8 type);

        PvPInfo pvpInfo;
        void UpdatePvPState(bool onlyFFA = false);
        void SetPvP(bool state);
        void UpdatePvP(bool state, bool override=false);
        void UpdateZone(uint32 newZone, uint32 newArea);
        void UpdateArea(uint32 newArea);

        void UpdateZoneDependentAuras(uint32 zone_id);    // zones
        void UpdateAreaDependentAuras(uint32 area_id);    // subzones

        void UpdateAfkReport(time_t currTime);
        void UpdatePvPFlag(time_t currTime);
        void UpdateContestedPvP(uint32 currTime);
        void SetContestedPvPTimer(uint32 newTime) {m_contestedPvPTimer = newTime;}
        void ResetContestedPvP();

        /** todo: -maybe move UpdateDuelFlag+DuelComplete to independent DuelHandler.. **/
        DuelInfo* duel;
        void UpdateDuelFlag(time_t currTime);
        void CheckDuelDistance(time_t currTime);
        void DuelComplete(DuelCompleteType type);
        void SendDuelCountdown(uint32 counter);

        bool IsGroupVisibleFor(Player const* p) const;
        bool IsInSameGroupWith(Player const* p) const;
        bool IsInSameRaidWith(Player const* p) const;
        void UninviteFromGroup();
        static void RemoveFromGroup(Group* group, uint64 guid, RemoveMethod method = GROUP_REMOVEMETHOD_DEFAULT, uint64 kicker = 0, const char* reason = NULL);
        void RemoveFromGroup(RemoveMethod method = GROUP_REMOVEMETHOD_DEFAULT) { RemoveFromGroup(GetGroup(), GetGUID(), method); }
        void SendUpdateToOutOfRangeGroupMembers();

        void SetInGuild(uint32 GuildId) { SetUInt32Value(PLAYER_GUILDID, GuildId); }
        void SetRank(uint8 rankId) { SetUInt32Value(PLAYER_GUILDRANK, rankId); }
        uint8 GetRank() const { return uint8(GetUInt32Value(PLAYER_GUILDRANK)); }
        void SetGuildIdInvited(uint32 GuildId) { m_GuildIdInvited = GuildId; }
        uint32 GetGuildId() const { return GetUInt32Value(PLAYER_GUILDID);  }
        Guild* GetGuild();
        static uint32 GetGuildIdFromDB(uint64 guid);
        static uint8 GetRankFromDB(uint64 guid);
        int GetGuildIdInvited() { return m_GuildIdInvited; }
        static void RemovePetitionsAndSigns(uint64 guid, uint32 type);

        // Arena Team
        void SetInArenaTeam(uint32 ArenaTeamId, uint8 slot, uint8 type);
        void SetArenaTeamInfoField(uint8 slot, ArenaTeamInfoType type, uint32 value);
        static uint32 GetArenaTeamIdFromDB(uint64 guid, uint8 slot);
        static void LeaveAllArenaTeams(uint64 guid);
        uint32 GetArenaTeamId(uint8 slot) const { return GetUInt32Value(PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + (slot * ARENA_TEAM_END) + ARENA_TEAM_ID); }
        uint32 GetArenaPersonalRating(uint8 slot) const { return GetUInt32Value(PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + (slot * ARENA_TEAM_END) + ARENA_TEAM_PERSONAL_RATING); }
        void SetArenaTeamIdInvited(uint32 ArenaTeamId) { m_ArenaTeamIdInvited = ArenaTeamId; }
        uint32 GetArenaTeamIdInvited() { return m_ArenaTeamIdInvited; }

        Difficulty GetDifficulty(bool isRaid) const { return isRaid ? m_raidDifficulty : m_dungeonDifficulty; }
        Difficulty GetDungeonDifficulty() const { return m_dungeonDifficulty; }
        Difficulty GetRaidDifficulty() const { return m_raidDifficulty; }
        Difficulty GetStoredRaidDifficulty() const { return m_raidMapDifficulty; } // only for use in difficulty packet after exiting to raid map
        void SetDungeonDifficulty(Difficulty dungeon_difficulty) { m_dungeonDifficulty = dungeon_difficulty; }
        void SetRaidDifficulty(Difficulty raid_difficulty) { m_raidDifficulty = raid_difficulty; }
        void StoreRaidMapDifficulty() { m_raidMapDifficulty = GetMap()->GetDifficulty(); }

        bool UpdateSkill(uint32 skill_id, uint32 step);
        bool UpdateSkillPro(uint16 SkillId, int32 Chance, uint32 step);

        bool UpdateCraftSkill(uint32 spellid);
        bool UpdateGatherSkill(uint32 SkillId, uint32 SkillValue, uint32 RedLevel, uint32 Multiplicator = 1);
        bool UpdateFishingSkill();

        uint32 GetBaseDefenseSkillValue() const { return GetBaseSkillValue(SKILL_DEFENSE); }
        uint32 GetBaseWeaponSkillValue(WeaponAttackType attType) const;

        uint32 GetSpellByProto(ItemTemplate* proto);

        float GetHealthBonusFromStamina();
        float GetManaBonusFromIntellect();

        bool UpdateStats(Stats stat);
        bool UpdateAllStats();
        void UpdateResistances(uint32 school);
        void UpdateArmor();
        void UpdateMaxHealth();
        void UpdateMaxPower(Powers power);
        void ApplyFeralAPBonus(int32 amount, bool apply);
        void UpdateAttackPowerAndDamage(bool ranged = false);
        void UpdateShieldBlockValue();
        void UpdateDamagePhysical(WeaponAttackType attType);
        void ApplySpellPowerBonus(int32 amount, bool apply);
        void UpdateSpellDamageAndHealingBonus();
        void ApplyRatingMod(CombatRating cr, int32 value, bool apply);
        void UpdateRating(CombatRating cr);
        void UpdateAllRatings();

        void CalculateMinMaxDamage(WeaponAttackType attType, bool normalized, bool addTotalPct, float& min_damage, float& max_damage);

        void UpdateDefenseBonusesMod();
        inline void RecalculateRating(CombatRating cr) { ApplyRatingMod(cr, 0, true);}
        float GetMeleeCritFromAgility();
        void GetDodgeFromAgility(float &diminishing, float &nondiminishing);
        float GetMissPercentageFromDefence() const;
        float GetSpellCritFromIntellect();
        float OCTRegenHPPerSpirit();
        float OCTRegenMPPerSpirit();
        float GetRatingMultiplier(CombatRating cr) const;
        float GetRatingBonusValue(CombatRating cr) const;
        uint32 GetBaseSpellPowerBonus() const { return m_baseSpellPower; }
        int32 GetSpellPenetrationItemMod() const { return m_spellPenetrationItemMod; }

        float GetExpertiseDodgeOrParryReduction(WeaponAttackType attType) const;
        void UpdateBlockPercentage();
        void UpdateCritPercentage(WeaponAttackType attType);
        void UpdateAllCritPercentages();
        void UpdateParryPercentage();
        void UpdateDodgePercentage();
        void UpdateMeleeHitChances();
        void UpdateRangedHitChances();
        void UpdateSpellHitChances();

        void UpdateAllSpellCritChances();
        void UpdateSpellCritChance(uint32 school);
        void UpdateArmorPenetration(int32 amount);
        void UpdateExpertise(WeaponAttackType attType);
        void ApplyManaRegenBonus(int32 amount, bool apply);
        void ApplyHealthRegenBonus(int32 amount, bool apply);
        void UpdateManaRegen();
        void UpdateRuneRegen(RuneType rune);

        uint64 GetLootGUID() const { return m_lootGuid; }
        void SetLootGUID(uint64 guid) { m_lootGuid = guid; }

        void RemovedInsignia(Player* looterPlr);

        WorldSession* GetSession() const { return m_session; }

        void BuildCreateUpdateBlockForPlayer(UpdateData* data, Player* target) const;
        void DestroyForPlayer(Player* target, bool onDeath = false) const;
        void SendLogXPGain(uint32 GivenXP, Unit* victim, uint32 BonusXP, bool recruitAFriend = false, float group_rate=1.0f);

        // notifiers
        void SendAttackSwingCantAttack();
        void SendAttackSwingCancelAttack();
        void SendAttackSwingDeadTarget();
        void SendAttackSwingNotInRange();
        void SendAttackSwingBadFacingAttack();
        void SendAutoRepeatCancel(Unit* target);
        void SendExplorationExperience(uint32 Area, uint32 Experience);

        void SendDungeonDifficulty(bool IsInGroup);
        void SendRaidDifficulty(bool IsInGroup, int32 forcedDifficulty = -1);
        void ResetInstances(uint8 method, bool isRaid);
        void SendResetInstanceSuccess(uint32 MapId);
        void SendResetInstanceFailed(uint32 reason, uint32 MapId);
        void SendResetFailedNotify(uint32 mapid);

        virtual bool UpdatePosition(float x, float y, float z, float orientation, bool teleport = false);
        bool UpdatePosition(const Position &pos, bool teleport = false) { return UpdatePosition(pos.GetPositionX(), pos.GetPositionY(), pos.GetPositionZ(), pos.GetOrientation(), teleport); }
        void UpdateUnderwaterState(Map* m, float x, float y, float z);

        void SendMessageToSet(WorldPacket* data, bool self) {SendMessageToSetInRange(data, GetVisibilityRange(), self); };// overwrite Object::SendMessageToSet
        void SendMessageToSetInRange(WorldPacket* data, float fist, bool self);// overwrite Object::SendMessageToSetInRange
        void SendMessageToSetInRange(WorldPacket* data, float dist, bool self, bool own_team_only);
        void SendMessageToSet(WorldPacket* data, Player const* skipped_rcvr);

        void SendTeleportAckPacket();

        Corpse* GetCorpse() const;
        void SpawnCorpseBones();
        void CreateCorpse();
        void KillPlayer();
        uint32 GetResurrectionSpellId();
        void ResurrectPlayer(float restore_percent, bool applySickness = false);
        void BuildPlayerRepop();
        void RepopAtGraveyard();

        void DurabilityLossAll(double percent, bool inventory);
        void DurabilityLoss(Item* item, double percent);
        void DurabilityPointsLossAll(int32 points, bool inventory);
        void DurabilityPointsLoss(Item* item, int32 points);
        void DurabilityPointLossForEquipSlot(EquipmentSlots slot);
        uint32 DurabilityRepairAll(bool cost, float discountMod, bool guildBank);
        uint32 DurabilityRepair(uint16 pos, bool cost, float discountMod, bool guildBank);

        void UpdateMirrorTimers();
        void StopMirrorTimers();
        bool IsMirrorTimerActive(MirrorTimerType type);

        void SetMovement(PlayerMovementType pType);

        bool CanJoinConstantChannelInZone(ChatChannelsEntry const* channel, AreaTableEntry const* zone);

        void JoinedChannel(Channel* c);
        void LeftChannel(Channel* c);
        void CleanupChannels();
        void UpdateLocalChannels(uint32 newZone);
        void LeaveLFGChannel();

        void UpdateDefense();
        void UpdateWeaponSkill (WeaponAttackType attType);
        void UpdateCombatSkills(Unit* victim, WeaponAttackType attType, bool defence);

        void SetSkill(uint16 id, uint16 step, uint16 currVal, uint16 maxVal);
        uint16 GetMaxSkillValue(uint32 skill) const;        // max + perm. bonus + temp bonus
        uint16 GetPureMaxSkillValue(uint32 skill) const;    // max
        uint16 GetSkillValue(uint32 skill) const;           // skill value + perm. bonus + temp bonus
        uint16 GetBaseSkillValue(uint32 skill) const;       // skill value + perm. bonus
        uint16 GetPureSkillValue(uint32 skill) const;       // skill value
        int16 GetSkillPermBonusValue(uint32 skill) const;
        int16 GetSkillTempBonusValue(uint32 skill) const;
        uint16 GetSkillStep(uint16 skill) const;            // 0...6
        bool HasSkill(uint32 skill) const;
        void learnSkillRewardedSpells(uint32 id, uint32 value);

        WorldLocation& GetTeleportDest() { return m_teleport_dest; }
        bool IsBeingTeleported() const { return mSemaphoreTeleport_Near || mSemaphoreTeleport_Far; }
        bool IsBeingTeleportedNear() const { return mSemaphoreTeleport_Near; }
        bool IsBeingTeleportedFar() const { return mSemaphoreTeleport_Far; }
        void SetSemaphoreTeleportNear(bool semphsetting) { mSemaphoreTeleport_Near = semphsetting; }
        void SetSemaphoreTeleportFar(bool semphsetting) { mSemaphoreTeleport_Far = semphsetting; }
        void ProcessDelayedOperations();

        void CheckAreaExploreAndOutdoor(void);

        static uint32 TeamForRace(uint8 race);
        uint32 GetTeam() const { return m_team; }
        TeamId GetTeamId() const { return m_team == ALLIANCE ? TEAM_ALLIANCE : TEAM_HORDE; }
        void setFactionForRace(uint8 race);

        void InitDisplayIds();

        bool IsAtGroupRewardDistance(WorldObject const* pRewardSource) const;
        bool IsAtRecruitAFriendDistance(WorldObject const* pOther) const;
        void RewardPlayerAndGroupAtKill(Unit* victim, bool isBattleGround);
        void RewardPlayerAndGroupAtEvent(uint32 creature_id, WorldObject* pRewardSource);
        bool isHonorOrXPTarget(Unit* victim);

        bool GetsRecruitAFriendBonus(bool forXP);
        uint8 GetGrantableLevels() { return m_grantableLevels; }
        void SetGrantableLevels(uint8 val) { m_grantableLevels = val; }

        ReputationMgr&       GetReputationMgr()       { return *m_reputationMgr; }
        ReputationMgr const& GetReputationMgr() const { return *m_reputationMgr; }
        ReputationRank GetReputationRank(uint32 faction_id) const;
        void RewardReputation(Unit* victim, float rate);
        void RewardReputation(Quest const* quest);

        int32 CalculateReputationGain(ReputationSource source, uint32 creatureOrQuestLevel, int32 rep, int32 faction, bool noQuestBonus = false);

        void UpdateSkillsForLevel();
        void UpdateSkillsToMaxSkillsForLevel();             // for .levelup
        void ModifySkillBonus(uint32 skillid, int32 val, bool talent);

        /*********************************************************/
        /***                  PVP SYSTEM                       ***/
        /*********************************************************/
        void UpdateHonorFields();
        bool RewardHonor(Unit* victim, uint32 groupsize, int32 honor = -1, bool pvptoken = false);
        uint32 GetHonorPoints() const { return GetUInt32Value(PLAYER_FIELD_HONOR_CURRENCY); }
        uint32 GetArenaPoints() const { return GetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY); }
        void ModifyHonorPoints(int32 value, SQLTransaction* trans = NULL);      //! If trans is specified, honor save query will be added to trans
        void ModifyArenaPoints(int32 value, SQLTransaction* trans = NULL);      //! If trans is specified, arena point save query will be added to trans
        uint32 GetMaxPersonalArenaRatingRequirement(uint32 minarenaslot) const;
        void SetHonorPoints(uint32 value);
        void SetArenaPoints(uint32 value);

        //End of PvP System

        inline SpellCooldowns GetSpellCooldowns() const { return m_spellCooldowns; }

        void SetDrunkValue(uint8 newDrunkValue, uint32 itemId = 0);
        uint8 GetDrunkValue() const { return GetByteValue(PLAYER_BYTES_3, 1); }
        static DrunkenState GetDrunkenstateByValue(uint8 value);

        uint32 GetDeathTimer() const { return m_deathTimer; }
        uint32 GetCorpseReclaimDelay(bool pvp) const;
        void UpdateCorpseReclaimDelay();
        void SendCorpseReclaimDelay(bool load = false);

        uint32 GetShieldBlockValue() const;                 // overwrite Unit version (virtual)
        bool CanParry() const { return m_canParry; }
        void SetCanParry(bool value);
        bool CanBlock() const { return m_canBlock; }
        void SetCanBlock(bool value);
        bool CanTitanGrip() const { return m_canTitanGrip; }
        void SetCanTitanGrip(bool value) { m_canTitanGrip = value; }
        bool CanTameExoticPets() const { return isGameMaster() || HasAuraType(SPELL_AURA_ALLOW_TAME_PET_TYPE); }

        void SetRegularAttackTime();
        void SetBaseModValue(BaseModGroup modGroup, BaseModType modType, float value) { m_auraBaseMod[modGroup][modType] = value; }
        void HandleBaseModValue(BaseModGroup modGroup, BaseModType modType, float amount, bool apply);
        float GetBaseModValue(BaseModGroup modGroup, BaseModType modType) const;
        float GetTotalBaseModValue(BaseModGroup modGroup) const;
        float GetTotalPercentageModValue(BaseModGroup modGroup) const { return m_auraBaseMod[modGroup][FLAT_MOD] + m_auraBaseMod[modGroup][PCT_MOD]; }
        void _ApplyAllStatBonuses();
        void _RemoveAllStatBonuses();

        void ResetAllPowers();

        void _ApplyWeaponDependentAuraMods(Item* item, WeaponAttackType attackType, bool apply);
        void _ApplyWeaponDependentAuraCritMod(Item* item, WeaponAttackType attackType, AuraEffect const* aura, bool apply);
        void _ApplyWeaponDependentAuraDamageMod(Item* item, WeaponAttackType attackType, AuraEffect const* aura, bool apply);

        void _ApplyItemMods(Item* item, uint8 slot, bool apply);
        void _RemoveAllItemMods();
        void _ApplyAllItemMods();
        void _ApplyAllLevelScaleItemMods(bool apply);
        void _ApplyItemBonuses(ItemTemplate const* proto, uint8 slot, bool apply, bool only_level_scale = false);
        void _ApplyWeaponDamage(uint8 slot, ItemTemplate const* proto, ScalingStatValuesEntry const* ssv, bool apply);
        void _ApplyAmmoBonuses();
        bool EnchantmentFitsRequirements(uint32 enchantmentcondition, int8 slot);
        void ToggleMetaGemsActive(uint8 exceptslot, bool apply);
        void CorrectMetaGemEnchants(uint8 slot, bool apply);
        void InitDataForForm(bool reapplyMods = false);

        void ApplyItemEquipSpell(Item* item, bool apply, bool form_change = false);
        void ApplyEquipSpell(SpellInfo const* spellInfo, Item* item, bool apply, bool form_change = false);
        void UpdateEquipSpellsAtFormChange();
        void CastItemCombatSpell(Unit* target, WeaponAttackType attType, uint32 procVictim, uint32 procEx);
        void CastItemUseSpell(Item* item, SpellCastTargets const& targets, uint8 cast_count, uint32 glyphIndex);
        void CastItemCombatSpell(Unit* target, WeaponAttackType attType, uint32 procVictim, uint32 procEx, Item* item, ItemTemplate const* proto);

        void SendEquipmentSetList();
        void SetEquipmentSet(uint32 index, EquipmentSet eqset);
        void DeleteEquipmentSet(uint64 setGuid);

        void SendInitWorldStates(uint32 zone, uint32 area);
        void SendUpdateWorldState(uint32 Field, uint32 Value);
        void SendDirectMessage(WorldPacket* data);
        void SendBGWeekendWorldStates();
        void SendBattlefieldWorldStates();

        void SendAurasForTarget(Unit* target);

        PlayerMenu* PlayerTalkClass;
        std::vector<ItemSetEffect*> ItemSetEff;

        void SendLoot(uint64 guid, LootType loot_type);
        void SendLootRelease(uint64 guid);
        void SendNotifyLootItemRemoved(uint8 lootSlot);
        void SendNotifyLootMoneyRemoved();

        /*********************************************************/
        /***               BATTLEGROUND SYSTEM                 ***/
        /*********************************************************/

        bool InBattleground()       const                { return m_bgData.bgInstanceID != 0; }
        bool InArena()              const;
        uint32 GetBattlegroundId()  const                { return m_bgData.bgInstanceID; }
        BattlegroundTypeId GetBattlegroundTypeId() const { return m_bgData.bgTypeID; }
        Battleground* GetBattleground() const;

        bool InBattlegroundQueue() const;

        BattlegroundQueueTypeId GetBattlegroundQueueTypeId(uint32 index) const;
        uint32 GetBattlegroundQueueIndex(BattlegroundQueueTypeId bgQueueTypeId) const;
        bool IsInvitedForBattlegroundQueueType(BattlegroundQueueTypeId bgQueueTypeId) const;
        bool InBattlegroundQueueForBattlegroundQueueType(BattlegroundQueueTypeId bgQueueTypeId) const;

        void SetBattlegroundId(uint32 val, BattlegroundTypeId bgTypeId);
        uint32 AddBattlegroundQueueId(BattlegroundQueueTypeId val);
        bool HasFreeBattlegroundQueueId();
        void RemoveBattlegroundQueueId(BattlegroundQueueTypeId val);
        void SetInviteForBattlegroundQueueType(BattlegroundQueueTypeId bgQueueTypeId, uint32 instanceId);
        bool IsInvitedForBattlegroundInstance(uint32 instanceId) const;
        WorldLocation const& GetBattlegroundEntryPoint() const { return m_bgData.joinPos; }
        void SetBattlegroundEntryPoint();

        void SetBGTeam(uint32 team);
        uint32 GetBGTeam() const;

        void LeaveBattleground(bool teleportToEntryPoint = true);
        bool CanJoinToBattleground(Battleground const* bg) const;
        bool CanReportAfkDueToLimit();
        void ReportedAfkBy(Player* reporter);
        void ClearAfkReports() { m_bgData.bgAfkReporter.clear(); }

        bool GetBGAccessByLevel(BattlegroundTypeId bgTypeId) const;
        bool isTotalImmunity();
        bool CanUseBattlegroundObject(GameObject* gameobject);
        bool isTotalImmune();
        bool CanCaptureTowerPoint();

        bool GetRandomWinner() { return m_IsBGRandomWinner; }
        void SetRandomWinner(bool isWinner);

        /*********************************************************/
        /***               OUTDOOR PVP SYSTEM                  ***/
        /*********************************************************/

        OutdoorPvP* GetOutdoorPvP() const;
        // returns true if the player is in active state for outdoor pvp objective capturing, false otherwise
        bool IsOutdoorPvPActive();

        /*********************************************************/
        /***                    REST SYSTEM                    ***/
        /*********************************************************/

        bool isRested() const { return GetRestTime() >= 10*IN_MILLISECONDS; }
        uint32 GetXPRestBonus(uint32 xp);
        uint32 GetRestTime() const { return m_restTime;}
        void SetRestTime(uint32 v) { m_restTime = v;}

        /*********************************************************/
        /***              ENVIROMENTAL SYSTEM                  ***/
        /*********************************************************/

        bool IsImmuneToEnvironmentalDamage();
        uint32 EnvironmentalDamage(EnviromentalDamage type, uint32 damage);

        /*********************************************************/
        /***               FLOOD FILTER SYSTEM                 ***/
        /*********************************************************/

        void UpdateSpeakTime();
        bool CanSpeak() const;
        void ChangeSpeakTime(int utime);

        /*********************************************************/
        /***                 VARIOUS SYSTEMS                   ***/
        /*********************************************************/
        void UpdateFallInformationIfNeed(MovementInfo const& minfo, uint16 opcode);
        Unit* m_mover;
        WorldObject* m_seer;
        void SetFallInformation(uint32 time, float z);
        void HandleFall(MovementInfo const& movementInfo);

        bool IsKnowHowFlyIn(uint32 mapid, uint32 zone) const;

        void SetClientControl(Unit* target, uint8 allowMove);

        void SetMover(Unit* target);

        void SetSeer(WorldObject* target) { m_seer = target; }
        void SetViewpoint(WorldObject* target, bool apply);
        WorldObject* GetViewpoint() const;
        void StopCastingCharm();
        void StopCastingBindSight();

        uint32 GetSaveTimer() const { return m_nextSave; }
        void   SetSaveTimer(uint32 timer) { m_nextSave = timer; }

        // Recall position
        uint32 m_recallMap;
        float  m_recallX;
        float  m_recallY;
        float  m_recallZ;
        float  m_recallO;
        void   SaveRecallPosition();

        void SetHomebind(WorldLocation const& loc, uint32 areaId);

        // Homebind coordinates
        uint32 m_homebindMapId;
        uint16 m_homebindAreaId;
        float m_homebindX;
        float m_homebindY;
        float m_homebindZ;

        WorldLocation GetStartPosition() const;

        // currently visible objects at player client
        typedef std::set<uint64> ClientGUIDs;
        ClientGUIDs m_clientGUIDs;

        bool HaveAtClient(WorldObject const* u) const;

        bool IsNeverVisible() const;

        bool IsVisibleGloballyFor(Player const* player) const;

        void SendInitialVisiblePackets(Unit* target);
        void UpdateObjectVisibility(bool forced = true);
        void UpdateVisibilityForPlayer();
        void UpdateVisibilityOf(WorldObject* target);
        void UpdateTriggerVisibility();

        template<class T>
        void UpdateVisibilityOf(T* target, UpdateData& data, std::set<Unit*>& visibleNow);

        uint8 m_forced_speed_changes[MAX_MOVE_TYPE];

        bool HasAtLoginFlag(AtLoginFlags f) const { return m_atLoginFlags & f; }
        void SetAtLoginFlag(AtLoginFlags f) { m_atLoginFlags |= f; }
        void RemoveAtLoginFlag(AtLoginFlags flags, bool persist = false);

        bool isUsingLfg();
        bool inRandomLfgDungeon();

        typedef std::set<uint32> DFQuestsDoneList;
        DFQuestsDoneList m_DFQuests;

        // Temporarily removed pet cache
        uint32 GetTemporaryUnsummonedPetNumber() const { return m_temporaryUnsummonedPetNumber; }
        void SetTemporaryUnsummonedPetNumber(uint32 petnumber) { m_temporaryUnsummonedPetNumber = petnumber; }
        void UnsummonPetTemporaryIfAny();
        void ResummonPetTemporaryUnSummonedIfAny();
        bool IsPetNeedBeTemporaryUnsummoned() const;

        void SendCinematicStart(uint32 CinematicSequenceId);
        void SendMovieStart(uint32 MovieId);

        /*********************************************************/
        /***                 INSTANCE SYSTEM                   ***/
        /*********************************************************/

        typedef UNORDERED_MAP< uint32 /*mapId*/, InstancePlayerBind > BoundInstancesMap;

        void UpdateHomebindTime(uint32 time);

        uint32 m_HomebindTimer;
        bool m_InstanceValid;
        // permanent binds and solo binds by difficulty
        BoundInstancesMap m_boundInstances[MAX_DIFFICULTY];
        InstancePlayerBind* GetBoundInstance(uint32 mapid, Difficulty difficulty);
        BoundInstancesMap& GetBoundInstances(Difficulty difficulty) { return m_boundInstances[difficulty]; }
        InstanceSave* GetInstanceSave(uint32 mapid, bool raid);
        void UnbindInstance(uint32 mapid, Difficulty difficulty, bool unload = false);
        void UnbindInstance(BoundInstancesMap::iterator &itr, Difficulty difficulty, bool unload = false);
        InstancePlayerBind* BindToInstance(InstanceSave* save, bool permanent, bool load = false);
        void BindToInstance();
        void SetPendingBind(uint32 instanceId, uint32 bindTimer);
        bool HasPendingBind() const { return _pendingBindId > 0; }
        void SendRaidInfo();
        void SendSavedInstances();
        static void ConvertInstancesToGroup(Player* player, Group* group, bool switchLeader);
        bool Satisfy(AccessRequirement const* ar, uint32 target_map, bool report = false);
        bool CheckInstanceLoginValid();
        bool CheckInstanceCount(uint32 instanceId) const;
        void AddInstanceEnterTime(uint32 instanceId, time_t enterTime);

        // last used pet number (for BG's)
        uint32 GetLastPetNumber() const { return m_lastpetnumber; }
        void SetLastPetNumber(uint32 petnumber) { m_lastpetnumber = petnumber; }

        /*********************************************************/
        /***                   GROUP SYSTEM                    ***/
        /*********************************************************/

        Group* GetGroupInvite() { return m_groupInvite; }
        void SetGroupInvite(Group* group) { m_groupInvite = group; }
        Group* GetGroup() { return m_group.getTarget(); }
        const Group* GetGroup() const { return (const Group*)m_group.getTarget(); }
        GroupReference& GetGroupRef() { return m_group; }
        void SetGroup(Group* group, int8 subgroup = -1);
        uint8 GetSubGroup() const { return m_group.getSubGroup(); }
        uint32 GetGroupUpdateFlag() const { return m_groupUpdateMask; }
        void SetGroupUpdateFlag(uint32 flag) { m_groupUpdateMask |= flag; }
        uint64 GetAuraUpdateMaskForRaid() const { return m_auraRaidUpdateMask; }
        void SetAuraUpdateMaskForRaid(uint8 slot) { m_auraRaidUpdateMask |= (uint64(1) << slot); }
        Player* GetNextRandomRaidMember(float radius);
        PartyResult CanUninviteFromGroup() const;

        // Battleground / Battlefield Group System
        void SetBattlegroundOrBattlefieldRaid(Group* group, int8 subgroup = -1);
        void RemoveFromBattlegroundOrBattlefieldRaid();
        Group* GetOriginalGroup() { return m_originalGroup.getTarget(); }
        GroupReference& GetOriginalGroupRef() { return m_originalGroup; }
        uint8 GetOriginalSubGroup() const { return m_originalGroup.getSubGroup(); }
        void SetOriginalGroup(Group* group, int8 subgroup = -1);

        void SetPassOnGroupLoot(bool bPassOnGroupLoot) { m_bPassOnGroupLoot = bPassOnGroupLoot; }
        bool GetPassOnGroupLoot() const { return m_bPassOnGroupLoot; }

        MapReference &GetMapRef() { return m_mapRef; }

        // Set map to player and add reference
        void SetMap(Map* map);
        void ResetMap();

        bool isAllowedToLoot(const Creature* creature);

        DeclinedName const* GetDeclinedNames() const { return m_declinedname; }
        uint8 GetRunesState() const { return m_runes->runeState; }
        RuneType GetBaseRune(uint8 index) const { return RuneType(m_runes->runes[index].BaseRune); }
        RuneType GetCurrentRune(uint8 index) const { return RuneType(m_runes->runes[index].CurrentRune); }
        uint32 GetRuneCooldown(uint8 index) const { return m_runes->runes[index].Cooldown; }
        uint32 GetRuneBaseCooldown(uint8 index);
        bool IsBaseRuneSlotsOnCooldown(RuneType runeType) const;
        RuneType GetLastUsedRune() { return m_runes->lastUsedRune; }
        void SetLastUsedRune(RuneType type) { m_runes->lastUsedRune = type; }
        void SetBaseRune(uint8 index, RuneType baseRune) { m_runes->runes[index].BaseRune = baseRune; }
        void SetCurrentRune(uint8 index, RuneType currentRune) { m_runes->runes[index].CurrentRune = currentRune; }
        void SetRuneCooldown(uint8 index, uint32 cooldown);
        void SetRuneConvertAura(uint8 index, AuraEffect const* aura);
        void AddRuneByAuraEffect(uint8 index, RuneType newType, AuraEffect const* aura);
        void RemoveRunesByAuraEffect(AuraEffect const* aura);
        void RestoreBaseRune(uint8 index);
        void ConvertRune(uint8 index, RuneType newType);
        void ResyncRunes(uint8 count);
        void AddRunePower(uint8 index);
        void InitRunes();

        void SendRespondInspectAchievements(Player* player) const;
        bool HasAchieved(uint32 achievementId) const;
        void ResetAchievements();
        void CheckAllAchievementCriteria();
        void ResetAchievementCriteria(AchievementCriteriaTypes type, uint32 miscValue1 = 0, uint32 miscValue2 = 0, bool evenIfCriteriaComplete = false);
        void UpdateAchievementCriteria(AchievementCriteriaTypes type, uint32 miscValue1 = 0, uint32 miscValue2 = 0, Unit* unit = NULL);
        void StartTimedAchievement(AchievementCriteriaTimedTypes type, uint32 entry, uint32 timeLost = 0);
        void RemoveTimedAchievement(AchievementCriteriaTimedTypes type, uint32 entry);
        void CompletedAchievement(AchievementEntry const* entry);

        bool HasTitle(uint32 bitIndex);
        bool HasTitle(CharTitlesEntry const* title) { return HasTitle(title->bit_index); }
        void SetTitle(CharTitlesEntry const* title, bool lost = false);

        //bool isActiveObject() const { return true; }
        bool canSeeSpellClickOn(Creature const* creature) const;

        uint32 GetChampioningFaction() const { return m_ChampioningFaction; }
        void SetChampioningFaction(uint32 faction) { m_ChampioningFaction = faction; }
        Spell* m_spellModTakingSpell;

        float GetAverageItemLevel();
        bool isDebugAreaTriggers;

        void ClearWhisperWhiteList() { WhisperList.clear(); }
        void AddWhisperWhiteList(uint64 guid) { WhisperList.push_back(guid); }
        bool IsInWhisperWhiteList(uint64 guid);
        void RemoveFromWhisperWhiteList(uint64 guid) { WhisperList.remove(guid); }

        /*! These methods send different packets to the client in apply and unapply case.
            These methods are only sent to the current unit.
        */
        void SendMovementSetCanFly(bool apply);
        void SendMovementSetCanTransitionBetweenSwimAndFly(bool apply);
        void SendMovementSetHover(bool apply);
        void SendMovementSetWaterWalking(bool apply);
        void SendMovementSetFeatherFall(bool apply);

        bool CanFly() const { return m_movementInfo.HasMovementFlag(MOVEMENTFLAG_CAN_FLY); }

        //! Return collision height sent to client
        float GetCollisionHeight(bool mounted) const;

    protected:
        // Gamemaster whisper whitelist
        WhisperListContainer WhisperList;
        uint32 m_regenTimerCount;
        float m_powerFraction[MAX_POWERS];
        uint32 m_contestedPvPTimer;

        /*********************************************************/
        /***               BATTLEGROUND SYSTEM                 ***/
        /*********************************************************/

        /*
        this is an array of BG queues (BgTypeIDs) in which is player
        */
        struct BgBattlegroundQueueID_Rec
        {
            BattlegroundQueueTypeId bgQueueTypeId;
            uint32 invitedToInstance;
        };

        BgBattlegroundQueueID_Rec m_bgBattlegroundQueueID[PLAYER_MAX_BATTLEGROUND_QUEUES];
        BGData                    m_bgData;

        bool m_IsBGRandomWinner;

        /*********************************************************/
        /***                    QUEST SYSTEM                   ***/
        /*********************************************************/

        //We allow only one timed quest active at the same time. Below can then be simple value instead of set.
        typedef std::set<uint32> QuestSet;
        typedef std::set<uint32> SeasonalQuestSet;
        typedef UNORDERED_MAP<uint32, SeasonalQuestSet> SeasonalEventQuestMap;
        QuestSet m_timedquests;
        QuestSet m_weeklyquests;
        QuestSet m_monthlyquests;
        SeasonalEventQuestMap m_seasonalquests;

        uint64 m_divider;
        uint32 m_ingametime;

        /*********************************************************/
        /***                   LOAD SYSTEM                     ***/
        /*********************************************************/

        void _LoadActions(PreparedQueryResult result);
        void _LoadAuras(PreparedQueryResult result, uint32 timediff);
        void _LoadGlyphAuras();
        void _LoadBoundInstances(PreparedQueryResult result);
        void _LoadInventory(PreparedQueryResult result, uint32 timeDiff);
        void _LoadMailInit(PreparedQueryResult resultUnread, PreparedQueryResult resultDelivery);
        void _LoadMail();
        void _LoadMailedItems(Mail* mail);
        void _LoadQuestStatus(PreparedQueryResult result);
        void _LoadQuestStatusRewarded(PreparedQueryResult result);
        void _LoadDailyQuestStatus(PreparedQueryResult result);
        void _LoadWeeklyQuestStatus(PreparedQueryResult result);
        void _LoadMonthlyQuestStatus(PreparedQueryResult result);
        void _LoadSeasonalQuestStatus(PreparedQueryResult result);
        void _LoadRandomBGStatus(PreparedQueryResult result);
        void _LoadGroup(PreparedQueryResult result);
        void _LoadSkills(PreparedQueryResult result);
        void _LoadSpells(PreparedQueryResult result);
        void _LoadFriendList(PreparedQueryResult result);
        bool _LoadHomeBind(PreparedQueryResult result);
        void _LoadDeclinedNames(PreparedQueryResult result);
        void _LoadArenaTeamInfo(PreparedQueryResult result);
        void _LoadEquipmentSets(PreparedQueryResult result);
        void _LoadBGData(PreparedQueryResult result);
        void _LoadGlyphs(PreparedQueryResult result);
        void _LoadTalents(PreparedQueryResult result);
        void _LoadInstanceTimeRestrictions(PreparedQueryResult result);

        /*********************************************************/
        /***                   SAVE SYSTEM                     ***/
        /*********************************************************/

        void _SaveActions(SQLTransaction& trans);
        void _SaveAuras(SQLTransaction& trans);
        void _SaveInventory(SQLTransaction& trans);
        void _SaveMail(SQLTransaction& trans);
        void _SaveQuestStatus(SQLTransaction& trans);
        void _SaveDailyQuestStatus(SQLTransaction& trans);
        void _SaveWeeklyQuestStatus(SQLTransaction& trans);
        void _SaveMonthlyQuestStatus(SQLTransaction& trans);
        void _SaveSeasonalQuestStatus(SQLTransaction& trans);
        void _SaveSkills(SQLTransaction& trans);
        void _SaveSpells(SQLTransaction& trans);
        void _SaveEquipmentSets(SQLTransaction& trans);
        void _SaveBGData(SQLTransaction& trans);
        void _SaveGlyphs(SQLTransaction& trans);
        void _SaveTalents(SQLTransaction& trans);
        void _SaveStats(SQLTransaction& trans);
        void _SaveInstanceTimeRestrictions(SQLTransaction& trans);

        /*********************************************************/
        /***              ENVIRONMENTAL SYSTEM                 ***/
        /*********************************************************/
        void HandleSobering();
        void SendMirrorTimer(MirrorTimerType Type, uint32 MaxValue, uint32 CurrentValue, int32 Regen);
        void StopMirrorTimer(MirrorTimerType Type);
        void HandleDrowning(uint32 time_diff);
        int32 getMaxTimer(MirrorTimerType timer);

        /*********************************************************/
        /***                  HONOR SYSTEM                     ***/
        /*********************************************************/
        time_t m_lastHonorUpdateTime;

        void outDebugValues() const;
        uint64 m_lootGuid;

        uint32 m_team;
        uint32 m_nextSave;
        time_t m_speakTime;
        uint32 m_speakCount;
        Difficulty m_dungeonDifficulty;
        Difficulty m_raidDifficulty;
        Difficulty m_raidMapDifficulty;

        uint32 m_atLoginFlags;

        Item* m_items[PLAYER_SLOTS_COUNT];
        uint32 m_currentBuybackSlot;

        std::vector<Item*> m_itemUpdateQueue;
        bool m_itemUpdateQueueBlocked;

        uint32 m_ExtraFlags;
        uint64 m_curSelection;

        uint64 m_comboTarget;
        int8 m_comboPoints;

        QuestStatusMap m_QuestStatus;
        QuestStatusSaveMap m_QuestStatusSave;

        RewardedQuestSet m_RewardedQuests;
        QuestStatusSaveMap m_RewardedQuestsSave;

        SkillStatusMap mSkillStatus;

        uint32 m_GuildIdInvited;
        uint32 m_ArenaTeamIdInvited;

        PlayerMails m_mail;
        PlayerSpellMap m_spells;
        PlayerTalentMap* m_talents[MAX_TALENT_SPECS];
        uint32 m_lastPotionId;                              // last used health/mana potion in combat, that block next potion use

        GlobalCooldownMgr m_GlobalCooldownMgr;

        uint8 m_activeSpec;
        uint8 m_specsCount;

        uint32 m_Glyphs[MAX_TALENT_SPECS][MAX_GLYPH_SLOT_INDEX];

        ActionButtonList m_actionButtons;

        float m_auraBaseMod[BASEMOD_END][MOD_END];
        int16 m_baseRatingValue[MAX_COMBAT_RATING];
        uint32 m_baseSpellPower;
        uint32 m_baseFeralAP;
        uint32 m_baseManaRegen;
        uint32 m_baseHealthRegen;
        int32 m_spellPenetrationItemMod;

        SpellModList m_spellMods[MAX_SPELLMOD];

        EnchantDurationList m_enchantDuration;
        ItemDurationList m_itemDuration;
        ItemDurationList m_itemSoulboundTradeable;

        void ResetTimeSync();
        void SendTimeSync();

        uint64 m_resurrectGUID;
        uint32 m_resurrectMap;
        float m_resurrectX, m_resurrectY, m_resurrectZ;
        uint32 m_resurrectHealth, m_resurrectMana;

        WorldSession* m_session;

        typedef std::list<Channel*> JoinedChannelsList;
        JoinedChannelsList m_channels;

        uint8 m_cinematic;

        TradeData* m_trade;

        bool   m_DailyQuestChanged;
        bool   m_WeeklyQuestChanged;
        bool   m_MonthlyQuestChanged;
        bool   m_SeasonalQuestChanged;
        time_t m_lastDailyQuestTime;

        uint32 m_drunkTimer;
        uint32 m_weaponChangeTimer;

        uint32 m_zoneUpdateId;
        uint32 m_zoneUpdateTimer;
        uint32 m_areaUpdateId;

        uint32 m_deathTimer;
        time_t m_deathExpireTime;

        uint32 m_restTime;

        uint32 m_WeaponProficiency;
        uint32 m_ArmorProficiency;
        bool m_canParry;
        bool m_canBlock;
        bool m_canTitanGrip;
        uint8 m_swingErrorMsg;
        float m_ammoDPS;

        ////////////////////Rest System/////////////////////
        time_t time_inn_enter;
        uint32 inn_pos_mapid;
        float  inn_pos_x;
        float  inn_pos_y;
        float  inn_pos_z;
        float m_rest_bonus;
        RestType rest_type;
        ////////////////////Rest System/////////////////////
        uint32 m_resetTalentsCost;
        time_t m_resetTalentsTime;
        uint32 m_usedTalentCount;
        uint32 m_questRewardTalentCount;

        // Social
        PlayerSocial *m_social;

        // Groups
        GroupReference m_group;
        GroupReference m_originalGroup;
        Group* m_groupInvite;
        uint32 m_groupUpdateMask;
        uint64 m_auraRaidUpdateMask;
        bool m_bPassOnGroupLoot;

        // last used pet number (for BG's)
        uint32 m_lastpetnumber;

        // Player summoning
        time_t m_summon_expire;
        uint32 m_summon_mapid;
        float  m_summon_x;
        float  m_summon_y;
        float  m_summon_z;

        DeclinedName *m_declinedname;
        Runes *m_runes;
        EquipmentSets m_EquipmentSets;

        bool CanAlwaysSee(WorldObject const* obj) const;

        bool IsAlwaysDetectableFor(WorldObject const* seer) const;

        uint8 m_grantableLevels;

    private:
        // internal common parts for CanStore/StoreItem functions
        InventoryResult CanStoreItem_InSpecificSlot(uint8 bag, uint8 slot, ItemPosCountVec& dest, ItemTemplate const* pProto, uint32& count, bool swap, Item* pSrcItem) const;
        InventoryResult CanStoreItem_InBag(uint8 bag, ItemPosCountVec& dest, ItemTemplate const* pProto, uint32& count, bool merge, bool non_specialized, Item* pSrcItem, uint8 skip_bag, uint8 skip_slot) const;
        InventoryResult CanStoreItem_InInventorySlots(uint8 slot_begin, uint8 slot_end, ItemPosCountVec& dest, ItemTemplate const* pProto, uint32& count, bool merge, Item* pSrcItem, uint8 skip_bag, uint8 skip_slot) const;
        Item* _StoreItem(uint16 pos, Item* pItem, uint32 count, bool clone, bool update);
        Item* _LoadItem(SQLTransaction& trans, uint32 zoneId, uint32 timeDiff, Field* fields);

        std::set<uint32> m_refundableItems;
        void SendRefundInfo(Item* item);
        void RefundItem(Item* item);

        // know currencies are not removed at any point (0 displayed)
        void AddKnownCurrency(uint32 itemId);

        void AdjustQuestReqItemCount(Quest const* quest, QuestStatusData& questStatusData);

        bool IsCanDelayTeleport() const { return m_bCanDelayTeleport; }
        void SetCanDelayTeleport(bool setting) { m_bCanDelayTeleport = setting; }
        bool IsHasDelayedTeleport() const { return m_bHasDelayedTeleport; }
        void SetDelayedTeleportFlag(bool setting) { m_bHasDelayedTeleport = setting; }
        void ScheduleDelayedOperation(uint32 operation) { if (operation < DELAYED_END) m_DelayedOperations |= operation; }

        MapReference m_mapRef;

        void UpdateCharmedAI();

        uint32 m_lastFallTime;
        float  m_lastFallZ;

        int32 m_MirrorTimer[MAX_TIMERS];
        uint8 m_MirrorTimerFlags;
        uint8 m_MirrorTimerFlagsLast;
        bool m_isInWater;

        // Current teleport data
        WorldLocation m_teleport_dest;
        uint32 m_teleport_options;
        bool mSemaphoreTeleport_Near;
        bool mSemaphoreTeleport_Far;

        uint32 m_DelayedOperations;
        bool m_bCanDelayTeleport;
        bool m_bHasDelayedTeleport;

        // Temporary removed pet cache
        uint32 m_temporaryUnsummonedPetNumber;
        uint32 m_oldpetspell;

        AchievementMgr* m_achievementMgr;
        ReputationMgr*  m_reputationMgr;

        SpellCooldowns m_spellCooldowns;

        uint32 m_ChampioningFaction;

        uint32 m_timeSyncCounter;
        uint32 m_timeSyncTimer;
        uint32 m_timeSyncClient;
        uint32 m_timeSyncServer;

        InstanceTimeMap _instanceResetTimes;
        uint32 _pendingBindId;
        uint32 _pendingBindTimer;

        uint32 _activeCheats;
};

void AddItemsSetItem(Player*player, Item* item);
void RemoveItemsSetItem(Player*player, ItemTemplate const* proto);

// "the bodies of template functions must be made available in a header file"
template <class T> T Player::ApplySpellMod(uint32 spellId, SpellModOp op, T &basevalue, Spell* spell)
{
    SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spellId);
    if (!spellInfo)
        return 0;
    float totalmul = 1.0f;
    int32 totalflat = 0;

    // Drop charges for triggering spells instead of triggered ones
    if (m_spellModTakingSpell)
        spell = m_spellModTakingSpell;

    for (SpellModList::iterator itr = m_spellMods[op].begin(); itr != m_spellMods[op].end(); ++itr)
    {
        SpellModifier* mod = *itr;

        // Charges can be set only for mods with auras
        if (!mod->ownerAura)
            ASSERT(mod->charges == 0);

        if (!IsAffectedBySpellmod(spellInfo, mod, spell))
            continue;

        if (mod->type == SPELLMOD_FLAT)
            totalflat += mod->value;
        else if (mod->type == SPELLMOD_PCT)
        {
            // skip percent mods for null basevalue (most important for spell mods with charges)
            if (basevalue == T(0))
                continue;

            // special case (skip > 10sec spell casts for instant cast setting)
            if (mod->op == SPELLMOD_CASTING_TIME && basevalue >= T(10000) && mod->value <= -100)
                continue;

            totalmul += CalculatePct(1.0f, mod->value);
        }

        DropModCharge(mod, spell);
    }
    float diff = (float)basevalue * (totalmul - 1.0f) + (float)totalflat;
    basevalue = T((float)basevalue + diff);
    return T(diff);
}

#endif
