/*
 * 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/>.
 */

#include "Object.h"
#include "Common.h"
#include "SharedDefines.h"
#include "WorldPacket.h"
#include "Opcodes.h"
#include "Log.h"
#include "World.h"
#include "Creature.h"
#include "Player.h"
#include "Vehicle.h"
#include "ObjectMgr.h"
#include "UpdateData.h"
#include "UpdateMask.h"
#include "Util.h"
#include "MapManager.h"
#include "ObjectAccessor.h"
#include "Log.h"
#include "Transport.h"
#include "TargetedMovementGenerator.h"
#include "WaypointMovementGenerator.h"
#include "VMapFactory.h"
#include "CellImpl.h"
#include "GridNotifiers.h"
#include "GridNotifiersImpl.h"
#include "SpellAuraEffects.h"
#include "UpdateFieldFlags.h"
#include "TemporarySummon.h"
#include "Totem.h"
#include "OutdoorPvPMgr.h"
#include "MovementPacketBuilder.h"
#include "DynamicTree.h"
#include "Group.h"
#include "Battlefield.h"
#include "BattlefieldMgr.h"

uint32 GuidHigh2TypeId(uint32 guid_hi)
{
    switch (guid_hi)
    {
        case HIGHGUID_ITEM:         return TYPEID_ITEM;
        //case HIGHGUID_CONTAINER:    return TYPEID_CONTAINER; HIGHGUID_CONTAINER == HIGHGUID_ITEM currently
        case HIGHGUID_UNIT:         return TYPEID_UNIT;
        case HIGHGUID_PET:          return TYPEID_UNIT;
        case HIGHGUID_PLAYER:       return TYPEID_PLAYER;
        case HIGHGUID_GAMEOBJECT:   return TYPEID_GAMEOBJECT;
        case HIGHGUID_DYNAMICOBJECT:return TYPEID_DYNAMICOBJECT;
        case HIGHGUID_CORPSE:       return TYPEID_CORPSE;
        case HIGHGUID_MO_TRANSPORT: return TYPEID_GAMEOBJECT;
        case HIGHGUID_VEHICLE:      return TYPEID_UNIT;
    }
    return NUM_CLIENT_OBJECT_TYPES;                         // unknown
}

Object::Object() : m_PackGUID(sizeof(uint64)+1)
{
    m_objectTypeId      = TYPEID_OBJECT;
    m_objectType        = TYPEMASK_OBJECT;

    m_uint32Values      = NULL;
    m_valuesCount       = 0;
    _fieldNotifyFlags   = UF_FLAG_DYNAMIC;

    m_inWorld           = false;
    m_objectUpdated     = false;

    m_PackGUID.appendPackGUID(0);
}

WorldObject::~WorldObject()
{
    // this may happen because there are many !create/delete
    if (IsWorldObject() && m_currMap)
    {
        if (GetTypeId() == TYPEID_CORPSE)
        {
            sLog->outFatal(LOG_FILTER_GENERAL, "Object::~Object Corpse guid="UI64FMTD", type=%d, entry=%u deleted but still in map!!",
                GetGUID(), ((Corpse*)this)->GetType(), GetEntry());
            ASSERT(false);
        }
        ResetMap();
    }
}

Object::~Object()
{
    if (IsInWorld())
    {
        sLog->outFatal(LOG_FILTER_GENERAL, "Object::~Object - guid="UI64FMTD", typeid=%d, entry=%u deleted but still in world!!", GetGUID(), GetTypeId(), GetEntry());
        if (isType(TYPEMASK_ITEM))
            sLog->outFatal(LOG_FILTER_GENERAL, "Item slot %u", ((Item*)this)->GetSlot());
        ASSERT(false);
        RemoveFromWorld();
    }

    if (m_objectUpdated)
    {
        sLog->outFatal(LOG_FILTER_GENERAL, "Object::~Object - guid="UI64FMTD", typeid=%d, entry=%u deleted but still in update list!!", GetGUID(), GetTypeId(), GetEntry());
        ASSERT(false);
        sObjectAccessor->RemoveUpdateObject(this);
    }

    delete [] m_uint32Values;
    m_uint32Values = 0;
}

void Object::_InitValues()
{
    m_uint32Values = new uint32[m_valuesCount];
    memset(m_uint32Values, 0, m_valuesCount*sizeof(uint32));

    _changesMask.SetCount(m_valuesCount);

    m_objectUpdated = false;
}

void Object::_Create(uint32 guidlow, uint32 entry, HighGuid guidhigh)
{
    if (!m_uint32Values) _InitValues();

    uint64 guid = MAKE_NEW_GUID(guidlow, entry, guidhigh);
    SetUInt64Value(OBJECT_FIELD_GUID, guid);
    uint32 type = 0;
    switch (m_objectType)
    {
        //case TYPEID_ITEM:       type = 3; break;
        //case TYPEID_CONTAINER:  type = 7; break;   //+4
        //case TYPEID_UNIT:       type = 9; break;   //+2
        //case TYPEID_PLAYER:     type = 25; break;  //+16
        //case TYPEID_GAMEOBJECT: type = 33; break;  //+8
        case TYPEID_DYNAMICOBJECT: type = 65; break;  //+32
        //case TYPEID_CORPSE:     type = 129; break;  //+64
        default: type = m_objectType; break;
    }
    SetUInt32Value(OBJECT_FIELD_TYPE, type);
    //SetUInt32Value(OBJECT_FIELD_TYPE, m_objectType);
    m_PackGUID.wpos(0);
    m_PackGUID.appendPackGUID(GetGUID());
}

std::string Object::_ConcatFields(uint16 startIndex, uint16 size) const
{
    std::ostringstream ss;
    for (uint16 index = 0; index < size; ++index)
        ss << GetUInt32Value(index + startIndex) << ' ';
    return ss.str();
}

void Object::AddToWorld()
{
    if (m_inWorld)
        return;

    ASSERT(m_uint32Values);

    m_inWorld = true;

    // synchronize values mirror with values array (changes will send in updatecreate opcode any way
    ClearUpdateMask(true);
}

void Object::RemoveFromWorld()
{
    if (!m_inWorld)
        return;

    m_inWorld = false;

    // if we remove from world then sending changes not required
    ClearUpdateMask(true);
}

void Object::BuildMovementUpdateBlock(UpdateData* data, uint32 flags) const
{
    ByteBuffer buf(500);

    buf << uint8(UPDATETYPE_MOVEMENT);
    buf.append(GetPackGUID());

    _BuildMovementUpdate(&buf, flags);

    data->AddUpdateBlock(buf);
}

void Object::BuildCreateUpdateBlockForPlayer(UpdateData* data, Player* target) const
{
    if (!target)
        return;

    uint8  updateType = UPDATETYPE_CREATE_OBJECT;
    uint16 flags      = m_updateFlag;

    /** lower flag1 **/
    if (target == this)                                      // building packet for yourself
        flags |= UPDATEFLAG_SELF;

    if (flags & UPDATEFLAG_STATIONARY_POSITION)
    {
        // UPDATETYPE_CREATE_OBJECT2 dynamic objects, corpses...
        if (isType(TYPEMASK_DYNAMICOBJECT) || isType(TYPEMASK_CORPSE) || isType(TYPEMASK_PLAYER))
            updateType = UPDATETYPE_CREATE_OBJECT2;

        // UPDATETYPE_CREATE_OBJECT2 for pets...
        if (target->GetPetGUID() == GetGUID())
            updateType = UPDATETYPE_CREATE_OBJECT2;

        // UPDATETYPE_CREATE_OBJECT2 for some gameobject types...
        if (isType(TYPEMASK_GAMEOBJECT))
        {
            switch (ToGameObject()->GetGoType())
            {
                case GAMEOBJECT_TYPE_TRAP:
                case GAMEOBJECT_TYPE_DUEL_ARBITER:
                case GAMEOBJECT_TYPE_FLAGSTAND:
                case GAMEOBJECT_TYPE_FLAGDROP:
                    updateType = UPDATETYPE_CREATE_OBJECT2;
                    break;
                case GAMEOBJECT_TYPE_TRANSPORT:
                    flags |= UPDATEFLAG_TRANSPORT;
                    break;
                default:
                    break;
            }
        }

        if (isType(TYPEMASK_UNIT))
        {
            if (ToUnit()->getVictim())
                flags |= UPDATEFLAG_HAS_TARGET;
        }
    }

    //sLog->outDebug("BuildCreateUpdate: update-type: %u, object-type: %u got flags: %X, flags2: %X", updateType, m_objectTypeId, flags, flags2);

    ByteBuffer buf(500);
    buf << uint8(updateType);
    buf.append(GetPackGUID());
    buf << uint8(m_objectTypeId);

    _BuildMovementUpdate(&buf, flags);

    UpdateMask updateMask;
    updateMask.SetCount(m_valuesCount);
    _SetCreateBits(&updateMask, target);
    _BuildValuesUpdate(updateType, &buf, &updateMask, target);
    data->AddUpdateBlock(buf);
}

void Object::SendUpdateToPlayer(Player* player)
{
    // send create update to player
    UpdateData upd;
    WorldPacket packet;

    BuildCreateUpdateBlockForPlayer(&upd, player);
    upd.BuildPacket(&packet);
    player->GetSession()->SendPacket(&packet);
}

void Object::BuildValuesUpdateBlockForPlayer(UpdateData* data, Player* target) const
{
    ByteBuffer buf(500);

    buf << uint8(UPDATETYPE_VALUES);
    buf.append(GetPackGUID());

    UpdateMask updateMask;
    updateMask.SetCount(m_valuesCount);

    _SetUpdateBits(&updateMask, target);
    _BuildValuesUpdate(UPDATETYPE_VALUES, &buf, &updateMask, target);

    data->AddUpdateBlock(buf);
}

void Object::BuildOutOfRangeUpdateBlock(UpdateData* data) const
{
    data->AddOutOfRangeGUID(GetGUID());
}

void Object::DestroyForPlayer(Player* target, bool onDeath) const
{
    ASSERT(target);

    if (isType(TYPEMASK_UNIT) || isType(TYPEMASK_PLAYER))
    {
        if (Battleground* bg = target->GetBattleground())
        {
            if (bg->isArena())
            {
                WorldPacket data(SMSG_ARENA_UNIT_DESTROYED, 8);
                data << uint64(GetGUID());
                target->GetSession()->SendPacket(&data);
            }
        }
    }

    WorldPacket data(SMSG_DESTROY_OBJECT, 8 + 1);
    data << uint64(GetGUID());
    //! If the following bool is true, the client will call "void CGUnit_C::OnDeath()" for this object.
    //! OnDeath() does for eg trigger death animation and interrupts certain spells/missiles/auras/sounds...
    data << uint8(onDeath ? 1 : 0);
    target->GetSession()->SendPacket(&data);
}

int32 Object::GetInt32Value(uint16 index) const
{
    ASSERT(index < m_valuesCount || PrintIndexError(index, false));
    return m_int32Values[index];
}

uint32 Object::GetUInt32Value(uint16 index) const
{
    ASSERT(index < m_valuesCount || PrintIndexError(index, false));
    return m_uint32Values[index];
}

uint64 Object::GetUInt64Value(uint16 index) const
{
    ASSERT(index + 1 < m_valuesCount || PrintIndexError(index, false));
    return *((uint64*)&(m_uint32Values[index]));
}

float Object::GetFloatValue(uint16 index) const
{
    ASSERT(index < m_valuesCount || PrintIndexError(index, false));
    return m_floatValues[index];
}

uint8 Object::GetByteValue(uint16 index, uint8 offset) const
{
    ASSERT(index < m_valuesCount || PrintIndexError(index, false));
    ASSERT(offset < 4);
    return *(((uint8*)&m_uint32Values[index])+offset);
}

uint16 Object::GetUInt16Value(uint16 index, uint8 offset) const
{
    ASSERT(index < m_valuesCount || PrintIndexError(index, false));
    ASSERT(offset < 2);
    return *(((uint16*)&m_uint32Values[index])+offset);
}

void Object::_BuildMovementUpdate(ByteBuffer* data, uint16 flags) const
{
    Unit const* unit = NULL;
    WorldObject const* object = NULL;

    if (isType(TYPEMASK_UNIT))
        unit = ToUnit();
    else
        object = ((WorldObject*)this);

    *data << uint16(flags);                                  // update flags

    // 0x20
    if (flags & UPDATEFLAG_LIVING)
    {
        unit->BuildMovementPacket(data);

        *data << unit->GetSpeed(MOVE_WALK)
              << unit->GetSpeed(MOVE_RUN)
              << unit->GetSpeed(MOVE_RUN_BACK)
              << unit->GetSpeed(MOVE_SWIM)
              << unit->GetSpeed(MOVE_SWIM_BACK)
              << unit->GetSpeed(MOVE_FLIGHT)
              << unit->GetSpeed(MOVE_FLIGHT_BACK)
              << unit->GetSpeed(MOVE_TURN_RATE)
              << unit->GetSpeed(MOVE_PITCH_RATE);

        // 0x08000000
        if (unit->m_movementInfo.GetMovementFlags() & MOVEMENTFLAG_SPLINE_ENABLED)
            Movement::PacketBuilder::WriteCreate(*unit->movespline, *data);
    }
    else
    {
        if (flags & UPDATEFLAG_POSITION)
        {
            Transport* transport = object->GetTransport();

            if (transport)
                data->append(transport->GetPackGUID());
            else
                *data << uint8(0);

            *data << object->GetPositionX();
            *data << object->GetPositionY();
            if (isType(TYPEMASK_UNIT))
                *data << unit->GetPositionZMinusOffset();
            else
                *data << object->GetPositionZ();

            if (transport)
            {
                *data << object->GetTransOffsetX();
                *data << object->GetTransOffsetY();
                *data << object->GetTransOffsetZ();
            }
            else
            {
                *data << object->GetPositionX();
                *data << object->GetPositionY();
                if (isType(TYPEMASK_UNIT))
                    *data << unit->GetPositionZMinusOffset();
                else
                    *data << object->GetPositionZ();
            }

            *data << object->GetOrientation();

            if (GetTypeId() == TYPEID_CORPSE)
                *data << float(object->GetOrientation());
            else
                *data << float(0);
        }
        else
        {
            // 0x40
            if (flags & UPDATEFLAG_STATIONARY_POSITION)
            {
                *data << object->GetPositionX();
                *data << object->GetPositionY();
                if (isType(TYPEMASK_UNIT))
                    *data << unit->GetPositionZMinusOffset();
                else
                    *data << object->GetPositionZ();
                *data << object->GetOrientation();
            }
        }
    }

    // 0x8
    if (flags & UPDATEFLAG_UNKNOWN)
    {
        *data << uint32(0);
    }

    // 0x10
    if (flags & UPDATEFLAG_LOWGUID)
    {
        switch (GetTypeId())
        {
            case TYPEID_OBJECT:
            case TYPEID_ITEM:
            case TYPEID_CONTAINER:
            case TYPEID_GAMEOBJECT:
            case TYPEID_DYNAMICOBJECT:
            case TYPEID_CORPSE:
                *data << uint32(GetGUIDLow());              // GetGUIDLow()
                break;
            //! Unit, Player and default here are sending wrong values.
            /// @todo Research the proper formula
            case TYPEID_UNIT:
                *data << uint32(0x0000000B);                // unk
                break;
            case TYPEID_PLAYER:
                if (flags & UPDATEFLAG_SELF)
                    *data << uint32(0x0000002F);            // unk
                else
                    *data << uint32(0x00000008);            // unk
                break;
            default:
                *data << uint32(0x00000000);                // unk
                break;
        }
    }

    // 0x4
    if (flags & UPDATEFLAG_HAS_TARGET)
    {
        if (Unit* victim = unit->getVictim())
            data->append(victim->GetPackGUID());
        else
            *data << uint8(0);
    }

    // 0x2
    if (flags & UPDATEFLAG_TRANSPORT)
    {
        *data << uint32(getMSTime());                       // Unknown - getMSTime is wrong.
    }

    // 0x80
    if (flags & UPDATEFLAG_VEHICLE)
    {
        /// @todo Allow players to aquire this updateflag.
        *data << uint32(unit->GetVehicleKit()->GetVehicleInfo()->m_ID);
        *data << float(unit->GetOrientation());
    }

    // 0x200
    if (flags & UPDATEFLAG_ROTATION)
        *data << int64(ToGameObject()->GetRotation());
}

void Object::_BuildValuesUpdate(uint8 updateType, ByteBuffer* data, UpdateMask* updateMask, Player* target) const
{
    if (!target)
        return;

    bool IsActivateToQuest = false;

    // Before trying to convert to each type there is a check, so safe
    Unit const* unit = ToUnit();
    GameObject const* go = ToGameObject();

    if (unit)
    {
        if (unit->HasFlag(UNIT_FIELD_AURASTATE, PER_CASTER_AURA_STATE_MASK))
            updateMask->SetBit(UNIT_FIELD_AURASTATE);
    }
    else if (go)
    {
        if (updateType == UPDATETYPE_CREATE_OBJECT || updateType == UPDATETYPE_CREATE_OBJECT2)
        {
            if (!go->IsDynTransport())
            {
                if (go->ActivateToQuest(target) || target->isGameMaster())
                    IsActivateToQuest = true;

                if (go->GetGoArtKit())
                    updateMask->SetBit(GAMEOBJECT_BYTES_1);
            }
        }
        else
        {
            if (!go->IsTransport())
            {
                if (go->ActivateToQuest(target) || target->isGameMaster())
                    IsActivateToQuest = true;

                updateMask->SetBit(GAMEOBJECT_BYTES_1);

                if (go->GetGoType() == GAMEOBJECT_TYPE_CHEST && go->GetGOInfo()->chest.groupLootRules &&
                    go->HasLootRecipient())
                {
                    updateMask->SetBit(GAMEOBJECT_FLAGS);
                }
            }
        }
    }

    ASSERT(updateMask && updateMask->GetCount() == m_valuesCount);

    *data << uint8(updateMask->GetBlockCount());
    updateMask->AppendToPacket(data);

    // 2 specialized loops for speed optimization in non-unit case
    if (unit)                               // unit (creature/player) case
    {
        Creature const* creature = ToCreature();
        for (uint16 index = 0; index < m_valuesCount; ++index)
        {
            if (updateMask->GetBit(index))
            {
                if (index == UNIT_NPC_FLAGS)
                {
                    // remove custom flag before sending
                    uint32 appendValue = m_uint32Values[index];

                    if (GetTypeId() == TYPEID_UNIT)
                    {
                        if (!target->canSeeSpellClickOn(this->ToCreature()))
                            appendValue &= ~UNIT_NPC_FLAG_SPELLCLICK;

                        if (appendValue & UNIT_NPC_FLAG_TRAINER)
                        {
                            if (!creature->isCanTrainingOf(target, false))
                                appendValue &= ~(UNIT_NPC_FLAG_TRAINER | UNIT_NPC_FLAG_TRAINER_CLASS | UNIT_NPC_FLAG_TRAINER_PROFESSION);
                        }
                    }

                    *data << uint32(appendValue);
                }
                else if (index == UNIT_FIELD_AURASTATE)
                {
                    // Check per caster aura states to not enable using a spell in client if specified aura is not by target
                    *data << unit->BuildAuraStateUpdateForTarget(target);
                }
                // FIXME: Some values at server stored in float format but must be sent to client in uint32 format
                else if (index >= UNIT_FIELD_BASEATTACKTIME && index <= UNIT_FIELD_RANGEDATTACKTIME)
                {
                    // convert from float to uint32 and send
                    *data << uint32(m_floatValues[index] < 0 ? 0 : m_floatValues[index]);
                }
                // there are some float values which may be negative or can't get negative due to other checks
                else if ((index >= UNIT_FIELD_NEGSTAT0   && index <= UNIT_FIELD_NEGSTAT4) ||
                    (index >= UNIT_FIELD_RESISTANCEBUFFMODSPOSITIVE  && index <= (UNIT_FIELD_RESISTANCEBUFFMODSPOSITIVE + 6)) ||
                    (index >= UNIT_FIELD_RESISTANCEBUFFMODSNEGATIVE  && index <= (UNIT_FIELD_RESISTANCEBUFFMODSNEGATIVE + 6)) ||
                    (index >= UNIT_FIELD_POSSTAT0   && index <= UNIT_FIELD_POSSTAT4))
                {
                    *data << uint32(m_floatValues[index]);
                }
                // Gamemasters should be always able to select units - remove not selectable flag
                else if (index == UNIT_FIELD_FLAGS)
                {
                    if (target->isGameMaster())
                        *data << (m_uint32Values[index] & ~UNIT_FLAG_NOT_SELECTABLE);
                    else
                        *data << m_uint32Values[index];
                }
                // use modelid_a if not gm, _h if gm for CREATURE_FLAG_EXTRA_TRIGGER creatures
                else if (index == UNIT_FIELD_DISPLAYID)
                {
                    if (GetTypeId() == TYPEID_UNIT)
                    {
                        CreatureTemplate const* cinfo = creature->GetCreatureTemplate();

                        // this also applies for transform auras
                        if (SpellInfo const* transform = sSpellMgr->GetSpellInfo(ToUnit()->getTransForm()))
                            for (uint8 i = 0; i < MAX_SPELL_EFFECTS; ++i)
                                if (transform->Effects[i].IsAura(SPELL_AURA_TRANSFORM))
                                    if (CreatureTemplate const* transformInfo = sObjectMgr->GetCreatureTemplate(transform->Effects[i].MiscValue))
                                    {
                                        cinfo = transformInfo;
                                        break;
                                    }

                        if (cinfo->flags_extra & CREATURE_FLAG_EXTRA_TRIGGER)
                        {
                            if (target->isGameMaster())
                            {
                                if (cinfo->Modelid1)
                                    *data << cinfo->Modelid1;//Modelid1 is a visible model for gms
                                else
                                    *data << 17519; // world invisible trigger's model
                            }
                            else
                            {
                                if (cinfo->Modelid2)
                                    *data << cinfo->Modelid2;//Modelid2 is an invisible model for players
                                else
                                    *data << 11686; // world invisible trigger's model
                            }
                        }
                        else
                            *data << m_uint32Values[index];
                    }
                    else
                        *data << m_uint32Values[index];
                }
                // hide lootable animation for unallowed players
                else if (index == UNIT_DYNAMIC_FLAGS)
                {
                    uint32 dynamicFlags = m_uint32Values[index];

                    if (creature)
                    {
                        if (creature->hasLootRecipient())
                        {
                            if (creature->isTappedBy(target))
                            {
                                dynamicFlags |= (UNIT_DYNFLAG_TAPPED | UNIT_DYNFLAG_TAPPED_BY_PLAYER);
                            }
                            else
                            {
                                dynamicFlags |= UNIT_DYNFLAG_TAPPED;
                                dynamicFlags &= ~UNIT_DYNFLAG_TAPPED_BY_PLAYER;
                            }
                        }
                        else
                        {
                            dynamicFlags &= ~UNIT_DYNFLAG_TAPPED;
                            dynamicFlags &= ~UNIT_DYNFLAG_TAPPED_BY_PLAYER;
                        }

                        if (!target->isAllowedToLoot(creature))
                            dynamicFlags &= ~UNIT_DYNFLAG_LOOTABLE;
                    }

                    // unit UNIT_DYNFLAG_TRACK_UNIT should only be sent to caster of SPELL_AURA_MOD_STALKED auras
                    if (dynamicFlags & UNIT_DYNFLAG_TRACK_UNIT)
                        if (!unit->HasAuraTypeWithCaster(SPELL_AURA_MOD_STALKED, target->GetGUID()))
                            dynamicFlags &= ~UNIT_DYNFLAG_TRACK_UNIT;
                    *data << dynamicFlags;
                }
                // FG: pretend that OTHER players in own group are friendly ("blue")
                else if (index == UNIT_FIELD_BYTES_2 || index == UNIT_FIELD_FACTIONTEMPLATE)
                {
                    if (unit->IsControlledByPlayer() && target != this && sWorld->getBoolConfig(CONFIG_ALLOW_TWO_SIDE_INTERACTION_GROUP) && unit->IsInRaidWith(target))
                    {
                        FactionTemplateEntry const* ft1 = unit->getFactionTemplateEntry();
                        FactionTemplateEntry const* ft2 = target->getFactionTemplateEntry();
                        if (ft1 && ft2 && !ft1->IsFriendlyTo(*ft2))
                        {
                            if (index == UNIT_FIELD_BYTES_2)
                            {
                                // Allow targetting opposite faction in party when enabled in config
                                *data << (m_uint32Values[index] & ((UNIT_BYTE2_FLAG_SANCTUARY /*| UNIT_BYTE2_FLAG_AURAS | UNIT_BYTE2_FLAG_UNK5*/) << 8)); // this flag is at uint8 offset 1 !!
                            }
                            else
                            {
                                // pretend that all other HOSTILE players have own faction, to allow follow, heal, rezz (trade wont work)
                                uint32 faction = target->getFaction();
                                *data << uint32(faction);
                            }
                        }
                        else
                            *data << m_uint32Values[index];
                    }
                    else
                        *data << m_uint32Values[index];
                }
                else
                {
                    // send in current format (float as float, uint32 as uint32)
                    *data << m_uint32Values[index];
                }
            }
        }
    }
    else if (go)                    // gameobject case
    {
        for (uint16 index = 0; index < m_valuesCount; ++index)
        {
            if (updateMask->GetBit(index))
            {
                // send in current format (float as float, uint32 as uint32)
                if (index == GAMEOBJECT_DYNAMIC)
                {
                    if (IsActivateToQuest)
                    {
                        switch (go->GetGoType())
                        {
                            case GAMEOBJECT_TYPE_CHEST:
                                if (target->isGameMaster())
                                    *data << uint16(GO_DYNFLAG_LO_ACTIVATE);
                                else
                                    *data << uint16(GO_DYNFLAG_LO_ACTIVATE | GO_DYNFLAG_LO_SPARKLE);
                                *data << uint16(-1);
                                break;
                            case GAMEOBJECT_TYPE_GENERIC:
                                if (target->isGameMaster())
                                    *data << uint16(0);
                                else
                                    *data << uint16(GO_DYNFLAG_LO_SPARKLE);
                                *data << uint16(-1);
                                break;
                            case GAMEOBJECT_TYPE_GOOBER:
                                if (target->isGameMaster())
                                    *data << uint16(GO_DYNFLAG_LO_ACTIVATE);
                                else
                                    *data << uint16(GO_DYNFLAG_LO_ACTIVATE | GO_DYNFLAG_LO_SPARKLE);
                                *data << uint16(-1);
                                break;
                            default:
                                // unknown, not happen.
                                *data << uint16(0);
                                *data << uint16(-1);
                                break;
                        }
                    }
                    else
                    {
                        // disable quest object
                        *data << uint16(0);
                        *data << uint16(-1);
                    }
                }
                else if (index == GAMEOBJECT_FLAGS)
                {
                    uint32 flags = m_uint32Values[index];
                    if (go->GetGoType() == GAMEOBJECT_TYPE_CHEST)
                        if (go->GetGOInfo()->chest.groupLootRules && !go->IsLootAllowedFor(target))
                            flags |= GO_FLAG_LOCKED | GO_FLAG_NOT_SELECTABLE;

                    *data << flags;
                }
                else
                    *data << m_uint32Values[index];                // other cases
            }
        }
    }
    else                                                    // other objects case (no special index checks)
    {
        for (uint16 index = 0; index < m_valuesCount; ++index)
        {
            if (updateMask->GetBit(index))
            {
                // send in current format (float as float, uint32 as uint32)
                *data << m_uint32Values[index];
            }
        }
    }
}

void Object::ClearUpdateMask(bool remove)
{
    _changesMask.Clear();

    if (m_objectUpdated)
    {
        if (remove)
            sObjectAccessor->RemoveUpdateObject(this);
        m_objectUpdated = false;
    }
}

void Object::BuildFieldsUpdate(Player* player, UpdateDataMapType& data_map) const
{
    UpdateDataMapType::iterator iter = data_map.find(player);

    if (iter == data_map.end())
    {
        std::pair<UpdateDataMapType::iterator, bool> p = data_map.insert(UpdateDataMapType::value_type(player, UpdateData()));
        ASSERT(p.second);
        iter = p.first;
    }

    BuildValuesUpdateBlockForPlayer(&iter->second, iter->first);
}

uint32 Object::GetUpdateFieldData(Player const* target, uint32*& flags) const
{
    uint32 visibleFlag = UF_FLAG_PUBLIC;

    if (target == this)
        visibleFlag |= UF_FLAG_PRIVATE;

    switch (GetTypeId())
    {
        case TYPEID_ITEM:
        case TYPEID_CONTAINER:
            flags = ItemUpdateFieldFlags;
            if (((Item*)this)->GetOwnerGUID() == target->GetGUID())
                visibleFlag |= UF_FLAG_OWNER | UF_FLAG_ITEM_OWNER;
            break;
        case TYPEID_UNIT:
        case TYPEID_PLAYER:
        {
            Player* plr = ToUnit()->GetCharmerOrOwnerPlayerOrPlayerItself();
            flags = UnitUpdateFieldFlags;
            if (ToUnit()->GetOwnerGUID() == target->GetGUID())
                visibleFlag |= UF_FLAG_OWNER;

            if (HasFlag(UNIT_DYNAMIC_FLAGS, UNIT_DYNFLAG_SPECIALINFO))
                if (ToUnit()->HasAuraTypeWithCaster(SPELL_AURA_EMPATHY, target->GetGUID()))
                    visibleFlag |= UF_FLAG_SPECIAL_INFO;

            if (plr && plr->IsInSameRaidWith(target))
                visibleFlag |= UF_FLAG_PARTY_MEMBER;
            break;
        }
        case TYPEID_GAMEOBJECT:
            flags = GameObjectUpdateFieldFlags;
            if (ToGameObject()->GetOwnerGUID() == target->GetGUID())
                visibleFlag |= UF_FLAG_OWNER;
            break;
        case TYPEID_DYNAMICOBJECT:
            flags = DynamicObjectUpdateFieldFlags;
            if (((DynamicObject*)this)->GetCasterGUID() == target->GetGUID())
                visibleFlag |= UF_FLAG_OWNER;
            break;
        case TYPEID_CORPSE:
            flags = CorpseUpdateFieldFlags;
            if (ToCorpse()->GetOwnerGUID() == target->GetGUID())
                visibleFlag |= UF_FLAG_OWNER;
            break;
        case TYPEID_OBJECT:
            break;
    }

    return visibleFlag;
}

void Object::_LoadIntoDataField(std::string const& data, uint32 startOffset, uint32 count)
{
    if (data.empty())
        return;

    Tokenizer tokens(data, ' ', count);

    if (tokens.size() != count)
        return;

    for (uint32 index = 0; index < count; ++index)
    {
        m_uint32Values[startOffset + index] = atol(tokens[index]);
        _changesMask.SetBit(startOffset + index);
    }
}

void Object::_SetUpdateBits(UpdateMask* updateMask, Player* target) const
{
    uint32* flags = NULL;
    uint32 visibleFlag = GetUpdateFieldData(target, flags);

    for (uint16 index = 0; index < m_valuesCount; ++index)
        if (_fieldNotifyFlags & flags[index] || ((flags[index] & visibleFlag) & UF_FLAG_SPECIAL_INFO) || (_changesMask.GetBit(index) && (flags[index] & visibleFlag)))
            updateMask->SetBit(index);
}

void Object::_SetCreateBits(UpdateMask* updateMask, Player* target) const
{
    uint32* value = m_uint32Values;
    uint32* flags = NULL;
    uint32 visibleFlag = GetUpdateFieldData(target, flags);

    for (uint16 index = 0; index < m_valuesCount; ++index, ++value)
        if (_fieldNotifyFlags & flags[index] || ((flags[index] & visibleFlag) & UF_FLAG_SPECIAL_INFO) || (*value && (flags[index] & visibleFlag)))
            updateMask->SetBit(index);
}

void Object::SetInt32Value(uint16 index, int32 value)
{
    ASSERT(index < m_valuesCount || PrintIndexError(index, true));

    if (m_int32Values[index] != value)
    {
        m_int32Values[index] = value;
        _changesMask.SetBit(index);

        if (m_inWorld && !m_objectUpdated)
        {
            sObjectAccessor->AddUpdateObject(this);
            m_objectUpdated = true;
        }
    }
}

void Object::SetUInt32Value(uint16 index, uint32 value)
{
    ASSERT(index < m_valuesCount || PrintIndexError(index, true));

    if (m_uint32Values[index] != value)
    {
        m_uint32Values[index] = value;
        _changesMask.SetBit(index);

        if (m_inWorld && !m_objectUpdated)
        {
            sObjectAccessor->AddUpdateObject(this);
            m_objectUpdated = true;
        }
    }
}

void Object::UpdateUInt32Value(uint16 index, uint32 value)
{
    ASSERT(index < m_valuesCount || PrintIndexError(index, true));

    m_uint32Values[index] = value;
    _changesMask.SetBit(index);
}

void Object::SetUInt64Value(uint16 index, uint64 value)
{
    ASSERT(index + 1 < m_valuesCount || PrintIndexError(index, true));
    if (*((uint64*)&(m_uint32Values[index])) != value)
    {
        m_uint32Values[index] = PAIR64_LOPART(value);
        m_uint32Values[index + 1] = PAIR64_HIPART(value);
        _changesMask.SetBit(index);
        _changesMask.SetBit(index + 1);

        if (m_inWorld && !m_objectUpdated)
        {
            sObjectAccessor->AddUpdateObject(this);
            m_objectUpdated = true;
        }
    }
}

bool Object::AddUInt64Value(uint16 index, uint64 value)
{
    ASSERT(index + 1 < m_valuesCount || PrintIndexError(index, true));
    if (value && !*((uint64*)&(m_uint32Values[index])))
    {
        m_uint32Values[index] = PAIR64_LOPART(value);
        m_uint32Values[index + 1] = PAIR64_HIPART(value);
        _changesMask.SetBit(index);
        _changesMask.SetBit(index + 1);

        if (m_inWorld && !m_objectUpdated)
        {
            sObjectAccessor->AddUpdateObject(this);
            m_objectUpdated = true;
        }

        return true;
    }

    return false;
}

bool Object::RemoveUInt64Value(uint16 index, uint64 value)
{
    ASSERT(index + 1 < m_valuesCount || PrintIndexError(index, true));
    if (value && *((uint64*)&(m_uint32Values[index])) == value)
    {
        m_uint32Values[index] = 0;
        m_uint32Values[index + 1] = 0;
        _changesMask.SetBit(index);
        _changesMask.SetBit(index + 1);

        if (m_inWorld && !m_objectUpdated)
        {
            sObjectAccessor->AddUpdateObject(this);
            m_objectUpdated = true;
        }

        return true;
    }

    return false;
}

void Object::SetFloatValue(uint16 index, float value)
{
    ASSERT(index < m_valuesCount || PrintIndexError(index, true));

    if (m_floatValues[index] != value)
    {
        m_floatValues[index] = value;
        _changesMask.SetBit(index);

        if (m_inWorld && !m_objectUpdated)
        {
            sObjectAccessor->AddUpdateObject(this);
            m_objectUpdated = true;
        }
    }
}

void Object::SetByteValue(uint16 index, uint8 offset, uint8 value)
{
    ASSERT(index < m_valuesCount || PrintIndexError(index, true));

    if (offset > 4)
    {
        sLog->outError(LOG_FILTER_GENERAL, "Object::SetByteValue: wrong offset %u", offset);
        return;
    }

    if (uint8(m_uint32Values[index] >> (offset * 8)) != value)
    {
        m_uint32Values[index] &= ~uint32(uint32(0xFF) << (offset * 8));
        m_uint32Values[index] |= uint32(uint32(value) << (offset * 8));
        _changesMask.SetBit(index);

        if (m_inWorld && !m_objectUpdated)
        {
            sObjectAccessor->AddUpdateObject(this);
            m_objectUpdated = true;
        }
    }
}

void Object::SetUInt16Value(uint16 index, uint8 offset, uint16 value)
{
    ASSERT(index < m_valuesCount || PrintIndexError(index, true));

    if (offset > 2)
    {
        sLog->outError(LOG_FILTER_GENERAL, "Object::SetUInt16Value: wrong offset %u", offset);
        return;
    }

    if (uint16(m_uint32Values[index] >> (offset * 16)) != value)
    {
        m_uint32Values[index] &= ~uint32(uint32(0xFFFF) << (offset * 16));
        m_uint32Values[index] |= uint32(uint32(value) << (offset * 16));
        _changesMask.SetBit(index);

        if (m_inWorld && !m_objectUpdated)
        {
            sObjectAccessor->AddUpdateObject(this);
            m_objectUpdated = true;
        }
    }
}

void Object::SetStatFloatValue(uint16 index, float value)
{
    if (value < 0)
        value = 0.0f;

    SetFloatValue(index, value);
}

void Object::SetStatInt32Value(uint16 index, int32 value)
{
    if (value < 0)
        value = 0;

    SetUInt32Value(index, uint32(value));
}

void Object::ApplyModUInt32Value(uint16 index, int32 val, bool apply)
{
    int32 cur = GetUInt32Value(index);
    cur += (apply ? val : -val);
    if (cur < 0)
        cur = 0;
    SetUInt32Value(index, cur);
}

void Object::ApplyModInt32Value(uint16 index, int32 val, bool apply)
{
    int32 cur = GetInt32Value(index);
    cur += (apply ? val : -val);
    SetInt32Value(index, cur);
}

void Object::ApplyModSignedFloatValue(uint16 index, float  val, bool apply)
{
    float cur = GetFloatValue(index);
    cur += (apply ? val : -val);
    SetFloatValue(index, cur);
}

void Object::ApplyPercentModFloatValue(uint16 index, float val, bool apply)
{
    float value = GetFloatValue(index);
    ApplyPercentModFloatVar(value, val, apply);
    SetFloatValue(index, value);
}

void Object::ApplyModPositiveFloatValue(uint16 index, float  val, bool apply)
{
    float cur = GetFloatValue(index);
    cur += (apply ? val : -val);
    if (cur < 0)
        cur = 0;
    SetFloatValue(index, cur);
}

void Object::SetFlag(uint16 index, uint32 newFlag)
{
    ASSERT(index < m_valuesCount || PrintIndexError(index, true));
    uint32 oldval = m_uint32Values[index];
    uint32 newval = oldval | newFlag;

    if (oldval != newval)
    {
        m_uint32Values[index] = newval;
        _changesMask.SetBit(index);

        if (m_inWorld && !m_objectUpdated)
        {
            sObjectAccessor->AddUpdateObject(this);
            m_objectUpdated = true;
        }
    }
}

void Object::RemoveFlag(uint16 index, uint32 oldFlag)
{
    ASSERT(index < m_valuesCount || PrintIndexError(index, true));
    ASSERT(m_uint32Values);

    uint32 oldval = m_uint32Values[index];
    uint32 newval = oldval & ~oldFlag;

    if (oldval != newval)
    {
        m_uint32Values[index] = newval;
        _changesMask.SetBit(index);

        if (m_inWorld && !m_objectUpdated)
        {
            sObjectAccessor->AddUpdateObject(this);
            m_objectUpdated = true;
        }
    }
}

void Object::ToggleFlag(uint16 index, uint32 flag)
{
    if (HasFlag(index, flag))
        RemoveFlag(index, flag);
    else
        SetFlag(index, flag);
}

bool Object::HasFlag(uint16 index, uint32 flag) const
{
    if (index >= m_valuesCount && !PrintIndexError(index, false))
        return false;

    return (m_uint32Values[index] & flag) != 0;
}

void Object::ApplyModFlag(uint16 index, uint32 flag, bool apply)
{
    if (apply) SetFlag(index, flag); else RemoveFlag(index, flag);
}

void Object::SetByteFlag(uint16 index, uint8 offset, uint8 newFlag)
{
    ASSERT(index < m_valuesCount || PrintIndexError(index, true));

    if (offset > 4)
    {
        sLog->outError(LOG_FILTER_GENERAL, "Object::SetByteFlag: wrong offset %u", offset);
        return;
    }

    if (!(uint8(m_uint32Values[index] >> (offset * 8)) & newFlag))
    {
        m_uint32Values[index] |= uint32(uint32(newFlag) << (offset * 8));
        _changesMask.SetBit(index);

        if (m_inWorld && !m_objectUpdated)
        {
            sObjectAccessor->AddUpdateObject(this);
            m_objectUpdated = true;
        }
    }
}

void Object::RemoveByteFlag(uint16 index, uint8 offset, uint8 oldFlag)
{
    ASSERT(index < m_valuesCount || PrintIndexError(index, true));

    if (offset > 4)
    {
        sLog->outError(LOG_FILTER_GENERAL, "Object::RemoveByteFlag: wrong offset %u", offset);
        return;
    }

    if (uint8(m_uint32Values[index] >> (offset * 8)) & oldFlag)
    {
        m_uint32Values[index] &= ~uint32(uint32(oldFlag) << (offset * 8));
        _changesMask.SetBit(index);

        if (m_inWorld && !m_objectUpdated)
        {
            sObjectAccessor->AddUpdateObject(this);
            m_objectUpdated = true;
        }
    }
}

void Object::ToggleByteFlag(uint16 index, uint8 offset, uint8 flag)
{
    if (HasByteFlag(index, offset, flag))
        RemoveByteFlag(index, offset, flag);
    else
        SetByteFlag(index, offset, flag);
}

bool Object::HasByteFlag(uint16 index, uint8 offset, uint8 flag) const
{
    ASSERT(index < m_valuesCount || PrintIndexError(index, false));
    ASSERT(offset < 4);
    return (((uint8*)&m_uint32Values[index])[offset] & flag) != 0;
}

void Object::SetFlag64(uint16 index, uint64 newFlag)
{
    uint64 oldval = GetUInt64Value(index);
    uint64 newval = oldval | newFlag;
    SetUInt64Value(index, newval);
}

void Object::RemoveFlag64(uint16 index, uint64 oldFlag)
{
    uint64 oldval = GetUInt64Value(index);
    uint64 newval = oldval & ~oldFlag;
    SetUInt64Value(index, newval);
}

void Object::ToggleFlag64(uint16 index, uint64 flag)
{
    if (HasFlag64(index, flag))
        RemoveFlag64(index, flag);
    else
        SetFlag64(index, flag);
}

bool Object::HasFlag64(uint16 index, uint64 flag) const
{
    ASSERT(index < m_valuesCount || PrintIndexError(index, false));
    return (GetUInt64Value(index) & flag) != 0;
}

void Object::ApplyModFlag64(uint16 index, uint64 flag, bool apply)
{
    if (apply) SetFlag64(index, flag); else RemoveFlag64(index, flag);
}

bool Object::PrintIndexError(uint32 index, bool set) const
{
    sLog->outError(LOG_FILTER_GENERAL, "Attempt %s non-existed value field: %u (count: %u) for object typeid: %u type mask: %u", (set ? "set value to" : "get value from"), index, m_valuesCount, GetTypeId(), m_objectType);

    // ASSERT must fail after function call
    return false;
}

bool Position::operator==(Position const &a)
{
    return (G3D::fuzzyEq(a.m_positionX, m_positionX) &&
            G3D::fuzzyEq(a.m_positionY, m_positionY) &&
            G3D::fuzzyEq(a.m_positionZ, m_positionZ) &&
            G3D::fuzzyEq(a.m_orientation, m_orientation));
}

bool Position::HasInLine(WorldObject const* target, float width) const
{
    if (!HasInArc(M_PI, target))
        return false;
    width += target->GetObjectSize();
    float angle = GetRelativeAngle(target);
    return fabs(sin(angle)) * GetExactDist2d(target->GetPositionX(), target->GetPositionY()) < width;
}

std::string Position::ToString() const
{
    std::stringstream sstr;
    sstr << "X: " << m_positionX << " Y: " << m_positionY << " Z: " << m_positionZ << " O: " << m_orientation;
    return sstr.str();
}

ByteBuffer& operator>>(ByteBuffer& buf, Position::PositionXYZOStreamer const& streamer)
{
    float x, y, z, o;
    buf >> x >> y >> z >> o;
    streamer.m_pos->Relocate(x, y, z, o);
    return buf;
}
ByteBuffer& operator<<(ByteBuffer& buf, Position::PositionXYZStreamer const& streamer)
{
    float x, y, z;
    streamer.m_pos->GetPosition(x, y, z);
    buf << x << y << z;
    return buf;
}

ByteBuffer& operator>>(ByteBuffer& buf, Position::PositionXYZStreamer const& streamer)
{
    float x, y, z;
    buf >> x >> y >> z;
    streamer.m_pos->Relocate(x, y, z);
    return buf;
}

ByteBuffer& operator<<(ByteBuffer& buf, Position::PositionXYZOStreamer const& streamer)
{
    float x, y, z, o;
    streamer.m_pos->GetPosition(x, y, z, o);
    buf << x << y << z << o;
    return buf;
}

void MovementInfo::OutDebug()
{
    sLog->outInfo(LOG_FILTER_GENERAL, "MOVEMENT INFO");
    sLog->outInfo(LOG_FILTER_GENERAL, "guid " UI64FMTD, guid);
    sLog->outInfo(LOG_FILTER_GENERAL, "flags %u", flags);
    sLog->outInfo(LOG_FILTER_GENERAL, "flags2 %u", flags2);
    sLog->outInfo(LOG_FILTER_GENERAL, "time %u current time " UI64FMTD "", flags2, uint64(::time(NULL)));
    sLog->outInfo(LOG_FILTER_GENERAL, "position: `%s`", pos.ToString().c_str());
    if (flags & MOVEMENTFLAG_ONTRANSPORT)
    {
        sLog->outInfo(LOG_FILTER_GENERAL, "TRANSPORT:");
        sLog->outInfo(LOG_FILTER_GENERAL, "guid: " UI64FMTD, t_guid);
        sLog->outInfo(LOG_FILTER_GENERAL, "position: `%s`", t_pos.ToString().c_str());
        sLog->outInfo(LOG_FILTER_GENERAL, "seat: %i", t_seat);
        sLog->outInfo(LOG_FILTER_GENERAL, "time: %u", t_time);
        if (flags2 & MOVEMENTFLAG2_INTERPOLATED_MOVEMENT)
            sLog->outInfo(LOG_FILTER_GENERAL, "time2: %u", t_time2);
    }

    if ((flags & (MOVEMENTFLAG_SWIMMING | MOVEMENTFLAG_FLYING)) || (flags2 & MOVEMENTFLAG2_ALWAYS_ALLOW_PITCHING))
        sLog->outInfo(LOG_FILTER_GENERAL, "pitch: %f", pitch);

    sLog->outInfo(LOG_FILTER_GENERAL, "fallTime: %u", fallTime);
    if (flags & MOVEMENTFLAG_FALLING)
        sLog->outInfo(LOG_FILTER_GENERAL, "j_zspeed: %f j_sinAngle: %f j_cosAngle: %f j_xyspeed: %f", j_zspeed, j_sinAngle, j_cosAngle, j_xyspeed);

    if (flags & MOVEMENTFLAG_SPLINE_ELEVATION)
        sLog->outInfo(LOG_FILTER_GENERAL, "splineElevation: %f", splineElevation);
}

WorldObject::WorldObject(bool isWorldObject): WorldLocation(),
m_name(""), m_isActive(false), m_isWorldObject(isWorldObject), m_zoneScript(NULL),
m_transport(NULL), m_currMap(NULL), m_InstanceId(0),
m_phaseMask(PHASEMASK_NORMAL), m_notifyflags(0), m_executed_notifies(0)
{
    m_serverSideVisibility.SetValue(SERVERSIDE_VISIBILITY_GHOST, GHOST_VISIBILITY_ALIVE | GHOST_VISIBILITY_GHOST);
    m_serverSideVisibilityDetect.SetValue(SERVERSIDE_VISIBILITY_GHOST, GHOST_VISIBILITY_ALIVE);
}

void WorldObject::SetWorldObject(bool on)
{
    if (!IsInWorld())
        return;

    GetMap()->AddObjectToSwitchList(this, on);
}

bool WorldObject::IsWorldObject() const
{
    if (m_isWorldObject)
        return true;

    if (ToCreature() && ToCreature()->m_isTempWorldObject)
        return true;

    return false;
}

void WorldObject::setActive(bool on)
{
    if (m_isActive == on)
        return;

    if (GetTypeId() == TYPEID_PLAYER)
        return;

    m_isActive = on;

    if (!IsInWorld())
        return;

    Map* map = FindMap();
    if (!map)
        return;

    if (on)
    {
        if (GetTypeId() == TYPEID_UNIT)
            map->AddToActive(this->ToCreature());
        else if (GetTypeId() == TYPEID_DYNAMICOBJECT)
            map->AddToActive((DynamicObject*)this);
    }
    else
    {
        if (GetTypeId() == TYPEID_UNIT)
            map->RemoveFromActive(this->ToCreature());
        else if (GetTypeId() == TYPEID_DYNAMICOBJECT)
            map->RemoveFromActive((DynamicObject*)this);
    }
}

void WorldObject::CleanupsBeforeDelete(bool /*finalCleanup*/)
{
    if (IsInWorld())
        RemoveFromWorld();
}

void WorldObject::_Create(uint32 guidlow, HighGuid guidhigh, uint32 phaseMask)
{
    Object::_Create(guidlow, 0, guidhigh);
    m_phaseMask = phaseMask;
}

void WorldObject::RemoveFromWorld()
{
    if (!IsInWorld())
        return;

    DestroyForNearbyPlayers();

    Object::RemoveFromWorld();
}

uint32 WorldObject::GetZoneId() const
{
    return GetBaseMap()->GetZoneId(m_positionX, m_positionY, m_positionZ);
}

uint32 WorldObject::GetAreaId() const
{
    return GetBaseMap()->GetAreaId(m_positionX, m_positionY, m_positionZ);
}

void WorldObject::GetZoneAndAreaId(uint32& zoneid, uint32& areaid) const
{
    GetBaseMap()->GetZoneAndAreaId(zoneid, areaid, m_positionX, m_positionY, m_positionZ);
}

InstanceScript* WorldObject::GetInstanceScript()
{
    Map* map = GetMap();
    return map->IsDungeon() ? ((InstanceMap*)map)->GetInstanceScript() : NULL;
}

float WorldObject::GetDistanceZ(const WorldObject* obj) const
{
    float dz = fabs(GetPositionZ() - obj->GetPositionZ());
    float sizefactor = GetObjectSize() + obj->GetObjectSize();
    float dist = dz - sizefactor;
    return (dist > 0 ? dist : 0);
}

bool WorldObject::_IsWithinDist(WorldObject const* obj, float dist2compare, bool is3D) const
{
    float sizefactor = GetObjectSize() + obj->GetObjectSize();
    float maxdist = dist2compare + sizefactor;

    if (m_transport && obj->GetTransport() &&  obj->GetTransport()->GetGUIDLow() == m_transport->GetGUIDLow())
    {
        float dtx = m_movementInfo.t_pos.m_positionX - obj->m_movementInfo.t_pos.m_positionX;
        float dty = m_movementInfo.t_pos.m_positionY - obj->m_movementInfo.t_pos.m_positionY;
        float disttsq = dtx * dtx + dty * dty;
        if (is3D)
        {
            float dtz = m_movementInfo.t_pos.m_positionZ - obj->m_movementInfo.t_pos.m_positionZ;
            disttsq += dtz * dtz;
        }
        return disttsq < (maxdist * maxdist);
    }

    float dx = GetPositionX() - obj->GetPositionX();
    float dy = GetPositionY() - obj->GetPositionY();
    float distsq = dx*dx + dy*dy;
    if (is3D)
    {
        float dz = GetPositionZ() - obj->GetPositionZ();
        distsq += dz*dz;
    }

    return distsq < maxdist * maxdist;
}

bool WorldObject::IsWithinLOSInMap(const WorldObject* obj) const
{
    if (!IsInMap(obj))
        return false;

    float ox, oy, oz;
    obj->GetPosition(ox, oy, oz);
    return IsWithinLOS(ox, oy, oz);
}

float WorldObject::GetDistance(const WorldObject* obj) const
{
    float d = GetExactDist(obj) - GetObjectSize() - obj->GetObjectSize();
    return d > 0.0f ? d : 0.0f;
}

float WorldObject::GetDistance(const Position &pos) const
{
    float d = GetExactDist(&pos) - GetObjectSize();
    return d > 0.0f ? d : 0.0f;
}

float WorldObject::GetDistance(float x, float y, float z) const
{
    float d = GetExactDist(x, y, z) - GetObjectSize();
    return d > 0.0f ? d : 0.0f;
}

float WorldObject::GetDistance2d(const WorldObject* obj) const
{
    float d = GetExactDist2d(obj) - GetObjectSize() - obj->GetObjectSize();
    return d > 0.0f ? d : 0.0f;
}

float WorldObject::GetDistance2d(float x, float y) const
{
    float d = GetExactDist2d(x, y) - GetObjectSize();
    return d > 0.0f ? d : 0.0f;
}

bool WorldObject::IsSelfOrInSameMap(const WorldObject* obj) const
{
    if (this == obj)
        return true;
    return IsInMap(obj);
}

bool WorldObject::IsInMap(const WorldObject* obj) const
{
    if (obj)
        return IsInWorld() && obj->IsInWorld() && (GetMap() == obj->GetMap());
    return false;
}

bool WorldObject::IsWithinDist3d(float x, float y, float z, float dist) const
{
    return IsInDist(x, y, z, dist + GetObjectSize());
}

bool WorldObject::IsWithinDist3d(const Position* pos, float dist) const
{
    return IsInDist(pos, dist + GetObjectSize());
}

bool WorldObject::IsWithinDist2d(float x, float y, float dist) const
{
    return IsInDist2d(x, y, dist + GetObjectSize());
}

bool WorldObject::IsWithinDist2d(const Position* pos, float dist) const
{
    return IsInDist2d(pos, dist + GetObjectSize());
}

bool WorldObject::IsWithinDist(WorldObject const* obj, float dist2compare, bool is3D /*= true*/) const
{
    return obj && _IsWithinDist(obj, dist2compare, is3D);
}

bool WorldObject::IsWithinDistInMap(WorldObject const* obj, float dist2compare, bool is3D /*= true*/) const
{
    return obj && IsInMap(obj) && InSamePhase(obj) && _IsWithinDist(obj, dist2compare, is3D);
}

bool WorldObject::IsWithinLOS(float ox, float oy, float oz) const
{
    /*float x, y, z;
    GetPosition(x, y, z);
    VMAP::IVMapManager* vMapManager = VMAP::VMapFactory::createOrGetVMapManager();
    return vMapManager->isInLineOfSight(GetMapId(), x, y, z+2.0f, ox, oy, oz+2.0f);*/
    if (IsInWorld())
        return GetMap()->isInLineOfSight(GetPositionX(), GetPositionY(), GetPositionZ()+2.f, ox, oy, oz+2.f, GetPhaseMask());

    return true;
}

bool WorldObject::GetDistanceOrder(WorldObject const* obj1, WorldObject const* obj2, bool is3D /* = true */) const
{
    float dx1 = GetPositionX() - obj1->GetPositionX();
    float dy1 = GetPositionY() - obj1->GetPositionY();
    float distsq1 = dx1*dx1 + dy1*dy1;
    if (is3D)
    {
        float dz1 = GetPositionZ() - obj1->GetPositionZ();
        distsq1 += dz1*dz1;
    }

    float dx2 = GetPositionX() - obj2->GetPositionX();
    float dy2 = GetPositionY() - obj2->GetPositionY();
    float distsq2 = dx2*dx2 + dy2*dy2;
    if (is3D)
    {
        float dz2 = GetPositionZ() - obj2->GetPositionZ();
        distsq2 += dz2*dz2;
    }

    return distsq1 < distsq2;
}

bool WorldObject::IsInRange(WorldObject const* obj, float minRange, float maxRange, bool is3D /* = true */) const
{
    float dx = GetPositionX() - obj->GetPositionX();
    float dy = GetPositionY() - obj->GetPositionY();
    float distsq = dx*dx + dy*dy;
    if (is3D)
    {
        float dz = GetPositionZ() - obj->GetPositionZ();
        distsq += dz*dz;
    }

    float sizefactor = GetObjectSize() + obj->GetObjectSize();

    // check only for real range
    if (minRange > 0.0f)
    {
        float mindist = minRange + sizefactor;
        if (distsq < mindist * mindist)
            return false;
    }

    float maxdist = maxRange + sizefactor;
    return distsq < maxdist * maxdist;
}

bool WorldObject::IsInRange2d(float x, float y, float minRange, float maxRange) const
{
    float dx = GetPositionX() - x;
    float dy = GetPositionY() - y;
    float distsq = dx*dx + dy*dy;

    float sizefactor = GetObjectSize();

    // check only for real range
    if (minRange > 0.0f)
    {
        float mindist = minRange + sizefactor;
        if (distsq < mindist * mindist)
            return false;
    }

    float maxdist = maxRange + sizefactor;
    return distsq < maxdist * maxdist;
}

bool WorldObject::IsInRange3d(float x, float y, float z, float minRange, float maxRange) const
{
    float dx = GetPositionX() - x;
    float dy = GetPositionY() - y;
    float dz = GetPositionZ() - z;
    float distsq = dx*dx + dy*dy + dz*dz;

    float sizefactor = GetObjectSize();

    // check only for real range
    if (minRange > 0.0f)
    {
        float mindist = minRange + sizefactor;
        if (distsq < mindist * mindist)
            return false;
    }

    float maxdist = maxRange + sizefactor;
    return distsq < maxdist * maxdist;
}

void Position::RelocateOffset(const Position & offset)
{
    m_positionX = GetPositionX() + (offset.GetPositionX() * std::cos(GetOrientation()) + offset.GetPositionY() * std::sin(GetOrientation() + M_PI));
    m_positionY = GetPositionY() + (offset.GetPositionY() * std::cos(GetOrientation()) + offset.GetPositionX() * std::sin(GetOrientation()));
    m_positionZ = GetPositionZ() + offset.GetPositionZ();
    SetOrientation(GetOrientation() + offset.GetOrientation());
}

void Position::GetPositionOffsetTo(const Position & endPos, Position & retOffset) const
{
    float dx = endPos.GetPositionX() - GetPositionX();
    float dy = endPos.GetPositionY() - GetPositionY();

    retOffset.m_positionX = dx * std::cos(GetOrientation()) + dy * std::sin(GetOrientation());
    retOffset.m_positionY = dy * std::cos(GetOrientation()) - dx * std::sin(GetOrientation());
    retOffset.m_positionZ = endPos.GetPositionZ() - GetPositionZ();
    retOffset.SetOrientation(endPos.GetOrientation() - GetOrientation());
}

float Position::GetAngle(const Position* obj) const
{
    if (!obj)
        return 0;

    return GetAngle(obj->GetPositionX(), obj->GetPositionY());
}

// Return angle in range 0..2*pi
float Position::GetAngle(const float x, const float y) const
{
    float dx = x - GetPositionX();
    float dy = y - GetPositionY();

    float ang = atan2(dy, dx);
    ang = (ang >= 0) ? ang : 2 * M_PI + ang;
    return ang;
}

void Position::GetSinCos(const float x, const float y, float &vsin, float &vcos) const
{
    float dx = GetPositionX() - x;
    float dy = GetPositionY() - y;

    if (fabs(dx) < 0.001f && fabs(dy) < 0.001f)
    {
        float angle = (float)rand_norm()*static_cast<float>(2*M_PI);
        vcos = std::cos(angle);
        vsin = std::sin(angle);
    }
    else
    {
        float dist = sqrt((dx*dx) + (dy*dy));
        vcos = dx / dist;
        vsin = dy / dist;
    }
}

bool Position::HasInArc(float arc, const Position* obj, float border) const
{
    // always have self in arc
    if (obj == this)
        return true;

    // move arc to range 0.. 2*pi
    arc = NormalizeOrientation(arc);

    float angle = GetAngle(obj);
    angle -= m_orientation;

    // move angle to range -pi ... +pi
    angle = NormalizeOrientation(angle);
    if (angle > M_PI)
        angle -= 2.0f*M_PI;

    float lborder = -1 * (arc/border);                        // in range -pi..0
    float rborder = (arc/border);                             // in range 0..pi
    return ((angle >= lborder) && (angle <= rborder));
}

bool WorldObject::IsInBetween(const WorldObject* obj1, const WorldObject* obj2, float size) const
{
    if (!obj1 || !obj2)
        return false;

    float dist = GetExactDist2d(obj1->GetPositionX(), obj1->GetPositionY());

    // not using sqrt() for performance
    if ((dist * dist) >= obj1->GetExactDist2dSq(obj2->GetPositionX(), obj2->GetPositionY()))
        return false;

    if (!size)
        size = GetObjectSize() / 2;

    float angle = obj1->GetAngle(obj2);

    // not using sqrt() for performance
    return (size * size) >= GetExactDist2dSq(obj1->GetPositionX() + std::cos(angle) * dist, obj1->GetPositionY() + std::sin(angle) * dist);
}

bool WorldObject::isInFront(WorldObject const* target,  float arc) const
{
    return HasInArc(arc, target);
}

bool WorldObject::isInBack(WorldObject const* target, float arc) const
{
    return !HasInArc(2 * M_PI - arc, target);
}

void WorldObject::GetRandomPoint(const Position &pos, float distance, float &rand_x, float &rand_y, float &rand_z) const
{
    if (!distance)
    {
        pos.GetPosition(rand_x, rand_y, rand_z);
        return;
    }

    // angle to face `obj` to `this`
    float angle = (float)rand_norm()*static_cast<float>(2*M_PI);
    float new_dist = (float)rand_norm()*static_cast<float>(distance);

    rand_x = pos.m_positionX + new_dist * std::cos(angle);
    rand_y = pos.m_positionY + new_dist * std::sin(angle);
    rand_z = pos.m_positionZ;

    Trinity::NormalizeMapCoord(rand_x);
    Trinity::NormalizeMapCoord(rand_y);
    UpdateGroundPositionZ(rand_x, rand_y, rand_z);            // update to LOS height if available
}

void WorldObject::GetRandomPoint(const Position &srcPos, float distance, Position &pos) const
{
    float x, y, z;
    GetRandomPoint(srcPos, distance, x, y, z);
    pos.Relocate(x, y, z, GetOrientation());
}

void WorldObject::UpdateGroundPositionZ(float x, float y, float &z) const
{
    float new_z = GetBaseMap()->GetHeight(GetPhaseMask(), x, y, z, true);
    if (new_z > INVALID_HEIGHT)
        z = new_z+ 0.05f;                                   // just to be sure that we are not a few pixel under the surface
}

void WorldObject::UpdateAllowedPositionZ(float x, float y, float &z) const
{
    switch (GetTypeId())
    {
        case TYPEID_UNIT:
        {
            // non fly unit don't must be in air
            // non swim unit must be at ground (mostly speedup, because it don't must be in water and water level check less fast
            if (!ToCreature()->CanFly())
            {
                bool canSwim = ToCreature()->canSwim();
                float ground_z = z;
                float max_z = canSwim
                    ? GetBaseMap()->GetWaterOrGroundLevel(x, y, z, &ground_z, !ToUnit()->HasAuraType(SPELL_AURA_WATER_WALK))
                    : ((ground_z = GetBaseMap()->GetHeight(GetPhaseMask(), x, y, z, true)));
                if (max_z > INVALID_HEIGHT)
                {
                    if (z > max_z)
                        z = max_z;
                    else if (z < ground_z)
                        z = ground_z;
                }
            }
            else
            {
                float ground_z = GetBaseMap()->GetHeight(GetPhaseMask(), x, y, z, true);
                if (z < ground_z)
                    z = ground_z;
            }
            break;
        }
        case TYPEID_PLAYER:
        {
            // for server controlled moves playr work same as creature (but it can always swim)
            if (!ToPlayer()->CanFly())
            {
                float ground_z = z;
                float max_z = GetBaseMap()->GetWaterOrGroundLevel(x, y, z, &ground_z, !ToUnit()->HasAuraType(SPELL_AURA_WATER_WALK));
                if (max_z > INVALID_HEIGHT)
                {
                    if (z > max_z)
                        z = max_z;
                    else if (z < ground_z)
                        z = ground_z;
                }
            }
            else
            {
                float ground_z = GetBaseMap()->GetHeight(GetPhaseMask(), x, y, z, true);
                if (z < ground_z)
                    z = ground_z;
            }
            break;
        }
        default:
        {
            float ground_z = GetBaseMap()->GetHeight(GetPhaseMask(), x, y, z, true);
            if (ground_z > INVALID_HEIGHT)
                z = ground_z;
            break;
        }
    }
}

bool Position::IsPositionValid() const
{
    return Trinity::IsValidMapCoord(m_positionX, m_positionY, m_positionZ, m_orientation);
}

float WorldObject::GetGridActivationRange() const
{
    if (ToPlayer())
        return GetMap()->GetVisibilityRange();
    else if (ToCreature())
        return ToCreature()->m_SightDistance;
    else
        return 0.0f;
}

float WorldObject::GetVisibilityRange() const
{
    if (isActiveObject() && !ToPlayer())
        return MAX_VISIBILITY_DISTANCE;
    else
        return GetMap()->GetVisibilityRange();
}

float WorldObject::GetSightRange(const WorldObject* target) const
{
    if (ToUnit())
    {
        if (ToPlayer())
        {
            if (target && target->isActiveObject() && !target->ToPlayer())
                return MAX_VISIBILITY_DISTANCE;
            else
                return GetMap()->GetVisibilityRange();
        }
        else if (ToCreature())
            return ToCreature()->m_SightDistance;
        else
            return SIGHT_RANGE_UNIT;
    }

    return 0.0f;
}

bool WorldObject::canSeeOrDetect(WorldObject const* obj, bool ignoreStealth, bool distanceCheck) const
{
    if (this == obj)
        return true;

    if (obj->IsNeverVisible() || CanNeverSee(obj))
        return false;

    if (obj->IsAlwaysVisibleFor(this) || CanAlwaysSee(obj))
        return true;

    bool corpseVisibility = false;
    if (distanceCheck)
    {
        bool corpseCheck = false;
        if (Player const* thisPlayer = ToPlayer())
        {
            if (thisPlayer->isDead() && thisPlayer->GetHealth() > 0 && // Cheap way to check for ghost state
                !(obj->m_serverSideVisibility.GetValue(SERVERSIDE_VISIBILITY_GHOST) & m_serverSideVisibility.GetValue(SERVERSIDE_VISIBILITY_GHOST) & GHOST_VISIBILITY_GHOST))
            {
                if (Corpse* corpse = thisPlayer->GetCorpse())
                {
                    corpseCheck = true;
                    if (corpse->IsWithinDist(thisPlayer, GetSightRange(obj), false))
                        if (corpse->IsWithinDist(obj, GetSightRange(obj), false))
                            corpseVisibility = true;
                }
            }
        }

        WorldObject const* viewpoint = this;
        if (Player const* player = this->ToPlayer())
            viewpoint = player->GetViewpoint();

        if (!viewpoint)
            viewpoint = this;

        if (!corpseCheck && !viewpoint->IsWithinDist(obj, GetSightRange(obj), false))
            return false;
    }

    // GM visibility off or hidden NPC
    if (!obj->m_serverSideVisibility.GetValue(SERVERSIDE_VISIBILITY_GM))
    {
        // Stop checking other things for GMs
        if (m_serverSideVisibilityDetect.GetValue(SERVERSIDE_VISIBILITY_GM))
            return true;
    }
    else
        return m_serverSideVisibilityDetect.GetValue(SERVERSIDE_VISIBILITY_GM) >= obj->m_serverSideVisibility.GetValue(SERVERSIDE_VISIBILITY_GM);

    // Ghost players, Spirit Healers, and some other NPCs
    if (!corpseVisibility && !(obj->m_serverSideVisibility.GetValue(SERVERSIDE_VISIBILITY_GHOST) & m_serverSideVisibilityDetect.GetValue(SERVERSIDE_VISIBILITY_GHOST)))
    {
        // Alive players can see dead players in some cases, but other objects can't do that
        if (Player const* thisPlayer = ToPlayer())
        {
            if (Player const* objPlayer = obj->ToPlayer())
            {
                if (thisPlayer->GetTeam() != objPlayer->GetTeam() || !thisPlayer->IsGroupVisibleFor(objPlayer))
                    return false;
            }
            else
                return false;
        }
        else
            return false;
    }

    if (obj->IsInvisibleDueToDespawn())
        return false;

    if (!CanDetect(obj, ignoreStealth))
        return false;

    return true;
}

bool WorldObject::CanNeverSee(WorldObject const* obj) const
{
    return GetMap() != obj->GetMap() || !InSamePhase(obj);
}

bool WorldObject::CanDetect(WorldObject const* obj, bool ignoreStealth) const
{
    const WorldObject* seer = this;

    // Pets don't have detection, they use the detection of their masters
    if (Unit const* thisUnit = ToUnit())
        if (Unit* controller = thisUnit->GetCharmerOrOwner())
            seer = controller;

    if (obj->IsAlwaysDetectableFor(seer))
        return true;

    if (!ignoreStealth && !seer->CanDetectInvisibilityOf(obj))
        return false;

    if (!ignoreStealth && !seer->CanDetectStealthOf(obj))
        return false;

    return true;
}

bool WorldObject::CanDetectInvisibilityOf(WorldObject const* obj) const
{
    uint32 mask = obj->m_invisibility.GetFlags() & m_invisibilityDetect.GetFlags();

    // Check for not detected types
    if (mask != obj->m_invisibility.GetFlags())
        return false;

    // It isn't possible in invisibility to detect something that can't detect the invisible object
    // (it's at least true for spell: 66)
    // It seems like that only Units are affected by this check (couldn't see arena doors with preparation invisibility)
    if (obj->ToUnit())
        if ((m_invisibility.GetFlags() & obj->m_invisibilityDetect.GetFlags()) != m_invisibility.GetFlags())
            return false;

    for (uint32 i = 0; i < TOTAL_INVISIBILITY_TYPES; ++i)
    {
        if (!(mask & (1 << i)))
            continue;

        int32 objInvisibilityValue = obj->m_invisibility.GetValue(InvisibilityType(i));
        int32 ownInvisibilityDetectValue = m_invisibilityDetect.GetValue(InvisibilityType(i));

        // Too low value to detect
        if (ownInvisibilityDetectValue < objInvisibilityValue)
            return false;
    }

    return true;
}

bool WorldObject::CanDetectStealthOf(WorldObject const* obj) const
{
    // Combat reach is the minimal distance (both in front and behind),
    //   and it is also used in the range calculation.
    // One stealth point increases the visibility range by 0.3 yard.

    if (!obj->m_stealth.GetFlags())
        return true;

    float distance = GetExactDist(obj);
    float combatReach = 0.0f;

    Unit const* unit = ToUnit();
    if (unit)
        combatReach = unit->GetCombatReach();

    if (distance < combatReach)
        return true;

    if (!HasInArc(M_PI, obj))
        return false;

    GameObject const* go = ToGameObject();
    for (uint32 i = 0; i < TOTAL_STEALTH_TYPES; ++i)
    {
        if (!(obj->m_stealth.GetFlags() & (1 << i)))
            continue;

        if (unit && unit->HasAuraTypeWithMiscvalue(SPELL_AURA_DETECT_STEALTH, i))
            return true;

        // Starting points
        int32 detectionValue = 30;

        // Level difference: 5 point / level, starting from level 1.
        // There may be spells for this and the starting points too, but
        // not in the DBCs of the client.
        detectionValue += int32(getLevelForTarget(obj) - 1) * 5;

        // Apply modifiers
        detectionValue += m_stealthDetect.GetValue(StealthType(i));
        if (go)
            if (Unit* owner = go->GetOwner())
                detectionValue -= int32(owner->getLevelForTarget(this) - 1) * 5;

        detectionValue -= obj->m_stealth.GetValue(StealthType(i));

        // Calculate max distance
        float visibilityRange = float(detectionValue) * 0.3f + combatReach;

        if (visibilityRange > MAX_PLAYER_STEALTH_DETECT_RANGE)
            visibilityRange = MAX_PLAYER_STEALTH_DETECT_RANGE;

        if (distance > visibilityRange)
            return false;
    }

    return true;
}

void WorldObject::SendPlaySound(uint32 Sound, bool OnlySelf)
{
    WorldPacket data(SMSG_PLAY_SOUND, 4);
    data << Sound;
    if (OnlySelf && GetTypeId() == TYPEID_PLAYER)
        this->ToPlayer()->GetSession()->SendPacket(&data);
    else
        SendMessageToSet(&data, true); // ToSelf ignored in this case
}

void Object::ForceValuesUpdateAtIndex(uint32 i)
{
    _changesMask.SetBit(i);
    if (m_inWorld && !m_objectUpdated)
    {
        sObjectAccessor->AddUpdateObject(this);
        m_objectUpdated = true;
    }
}

namespace Trinity
{
    class MonsterChatBuilder
    {
        public:
            MonsterChatBuilder(WorldObject const& obj, ChatMsg msgtype, int32 textId, uint32 language, uint64 targetGUID)
                : i_object(obj), i_msgtype(msgtype), i_textId(textId), i_language(language), i_targetGUID(targetGUID) {}
            void operator()(WorldPacket& data, LocaleConstant loc_idx)
            {
                char const* text = sObjectMgr->GetTrinityString(i_textId, loc_idx);

                /// @todo i_object.GetName() also must be localized?
                i_object.BuildMonsterChat(&data, i_msgtype, text, i_language, i_object.GetNameForLocaleIdx(loc_idx), i_targetGUID);
            }

        private:
            WorldObject const& i_object;
            ChatMsg i_msgtype;
            int32 i_textId;
            uint32 i_language;
            uint64 i_targetGUID;
    };

    class MonsterCustomChatBuilder
    {
        public:
            MonsterCustomChatBuilder(WorldObject const& obj, ChatMsg msgtype, const char* text, uint32 language, uint64 targetGUID)
                : i_object(obj), i_msgtype(msgtype), i_text(text), i_language(language), i_targetGUID(targetGUID) {}
            void operator()(WorldPacket& data, LocaleConstant loc_idx)
            {
                /// @todo i_object.GetName() also must be localized?
                i_object.BuildMonsterChat(&data, i_msgtype, i_text, i_language, i_object.GetNameForLocaleIdx(loc_idx), i_targetGUID);
            }

        private:
            WorldObject const& i_object;
            ChatMsg i_msgtype;
            const char* i_text;
            uint32 i_language;
            uint64 i_targetGUID;
    };
}                                                           // namespace Trinity

void WorldObject::MonsterSay(const char* text, uint32 language, uint64 TargetGuid)
{
    CellCoord p = Trinity::ComputeCellCoord(GetPositionX(), GetPositionY());

    Cell cell(p);
    cell.SetNoCreate();

    Trinity::MonsterCustomChatBuilder say_build(*this, CHAT_MSG_MONSTER_SAY, text, language, TargetGuid);
    Trinity::LocalizedPacketDo<Trinity::MonsterCustomChatBuilder> say_do(say_build);
    Trinity::PlayerDistWorker<Trinity::LocalizedPacketDo<Trinity::MonsterCustomChatBuilder> > say_worker(this, sWorld->getFloatConfig(CONFIG_LISTEN_RANGE_SAY), say_do);
    TypeContainerVisitor<Trinity::PlayerDistWorker<Trinity::LocalizedPacketDo<Trinity::MonsterCustomChatBuilder> >, WorldTypeMapContainer > message(say_worker);
    cell.Visit(p, message, *GetMap(), *this, sWorld->getFloatConfig(CONFIG_LISTEN_RANGE_SAY));
}

void WorldObject::MonsterSay(int32 textId, uint32 language, uint64 TargetGuid)
{
    CellCoord p = Trinity::ComputeCellCoord(GetPositionX(), GetPositionY());

    Cell cell(p);
    cell.SetNoCreate();

    Trinity::MonsterChatBuilder say_build(*this, CHAT_MSG_MONSTER_SAY, textId, language, TargetGuid);
    Trinity::LocalizedPacketDo<Trinity::MonsterChatBuilder> say_do(say_build);
    Trinity::PlayerDistWorker<Trinity::LocalizedPacketDo<Trinity::MonsterChatBuilder> > say_worker(this, sWorld->getFloatConfig(CONFIG_LISTEN_RANGE_SAY), say_do);
    TypeContainerVisitor<Trinity::PlayerDistWorker<Trinity::LocalizedPacketDo<Trinity::MonsterChatBuilder> >, WorldTypeMapContainer > message(say_worker);
    cell.Visit(p, message, *GetMap(), *this, sWorld->getFloatConfig(CONFIG_LISTEN_RANGE_SAY));
}

void WorldObject::MonsterYell(const char* text, uint32 language, uint64 TargetGuid)
{
    CellCoord p = Trinity::ComputeCellCoord(GetPositionX(), GetPositionY());

    Cell cell(p);
    cell.SetNoCreate();

    Trinity::MonsterCustomChatBuilder say_build(*this, CHAT_MSG_MONSTER_YELL, text, language, TargetGuid);
    Trinity::LocalizedPacketDo<Trinity::MonsterCustomChatBuilder> say_do(say_build);
    Trinity::PlayerDistWorker<Trinity::LocalizedPacketDo<Trinity::MonsterCustomChatBuilder> > say_worker(this, sWorld->getFloatConfig(CONFIG_LISTEN_RANGE_YELL), say_do);
    TypeContainerVisitor<Trinity::PlayerDistWorker<Trinity::LocalizedPacketDo<Trinity::MonsterCustomChatBuilder> >, WorldTypeMapContainer > message(say_worker);
    cell.Visit(p, message, *GetMap(), *this, sWorld->getFloatConfig(CONFIG_LISTEN_RANGE_YELL));
}

void WorldObject::MonsterYell(int32 textId, uint32 language, uint64 TargetGuid)
{
    CellCoord p = Trinity::ComputeCellCoord(GetPositionX(), GetPositionY());

    Cell cell(p);
    cell.SetNoCreate();

    Trinity::MonsterChatBuilder say_build(*this, CHAT_MSG_MONSTER_YELL, textId, language, TargetGuid);
    Trinity::LocalizedPacketDo<Trinity::MonsterChatBuilder> say_do(say_build);
    Trinity::PlayerDistWorker<Trinity::LocalizedPacketDo<Trinity::MonsterChatBuilder> > say_worker(this, sWorld->getFloatConfig(CONFIG_LISTEN_RANGE_YELL), say_do);
    TypeContainerVisitor<Trinity::PlayerDistWorker<Trinity::LocalizedPacketDo<Trinity::MonsterChatBuilder> >, WorldTypeMapContainer > message(say_worker);
    cell.Visit(p, message, *GetMap(), *this, sWorld->getFloatConfig(CONFIG_LISTEN_RANGE_YELL));
}

void WorldObject::MonsterYellToZone(int32 textId, uint32 language, uint64 TargetGuid)
{
    Trinity::MonsterChatBuilder say_build(*this, CHAT_MSG_MONSTER_YELL, textId, language, TargetGuid);
    Trinity::LocalizedPacketDo<Trinity::MonsterChatBuilder> say_do(say_build);

    uint32 zoneid = GetZoneId();

    Map::PlayerList const& pList = GetMap()->GetPlayers();
    for (Map::PlayerList::const_iterator itr = pList.begin(); itr != pList.end(); ++itr)
        if (itr->getSource()->GetZoneId() == zoneid)
            say_do(itr->getSource());
}

void WorldObject::MonsterTextEmote(const char* text, uint64 TargetGuid, bool IsBossEmote)
{
    WorldPacket data(SMSG_MESSAGECHAT, 200);
    BuildMonsterChat(&data, IsBossEmote ? CHAT_MSG_RAID_BOSS_EMOTE : CHAT_MSG_MONSTER_EMOTE, text, LANG_UNIVERSAL, GetName(), TargetGuid);
    SendMessageToSetInRange(&data, sWorld->getFloatConfig(CONFIG_LISTEN_RANGE_TEXTEMOTE), true);
}

void WorldObject::MonsterTextEmote(int32 textId, uint64 TargetGuid, bool IsBossEmote)
{
    CellCoord p = Trinity::ComputeCellCoord(GetPositionX(), GetPositionY());

    Cell cell(p);
    cell.SetNoCreate();

    Trinity::MonsterChatBuilder say_build(*this, IsBossEmote ? CHAT_MSG_RAID_BOSS_EMOTE : CHAT_MSG_MONSTER_EMOTE, textId, LANG_UNIVERSAL, TargetGuid);
    Trinity::LocalizedPacketDo<Trinity::MonsterChatBuilder> say_do(say_build);
    Trinity::PlayerDistWorker<Trinity::LocalizedPacketDo<Trinity::MonsterChatBuilder> > say_worker(this, sWorld->getFloatConfig(CONFIG_LISTEN_RANGE_TEXTEMOTE), say_do);
    TypeContainerVisitor<Trinity::PlayerDistWorker<Trinity::LocalizedPacketDo<Trinity::MonsterChatBuilder> >, WorldTypeMapContainer > message(say_worker);
    cell.Visit(p, message, *GetMap(), *this, sWorld->getFloatConfig(CONFIG_LISTEN_RANGE_TEXTEMOTE));
}

void WorldObject::MonsterWhisper(const char* text, uint64 receiver, bool IsBossWhisper)
{
    Player* player = ObjectAccessor::FindPlayer(receiver);
    if (!player || !player->GetSession())
        return;

    LocaleConstant loc_idx = player->GetSession()->GetSessionDbLocaleIndex();

    WorldPacket data(SMSG_MESSAGECHAT, 200);
    BuildMonsterChat(&data, IsBossWhisper ? CHAT_MSG_RAID_BOSS_WHISPER : CHAT_MSG_MONSTER_WHISPER, text, LANG_UNIVERSAL, GetNameForLocaleIdx(loc_idx), receiver);

    player->GetSession()->SendPacket(&data);
}

void WorldObject::MonsterWhisper(int32 textId, uint64 receiver, bool IsBossWhisper)
{
    Player* player = ObjectAccessor::FindPlayer(receiver);
    if (!player || !player->GetSession())
        return;

    LocaleConstant loc_idx = player->GetSession()->GetSessionDbLocaleIndex();
    char const* text = sObjectMgr->GetTrinityString(textId, loc_idx);

    WorldPacket data(SMSG_MESSAGECHAT, 200);
    BuildMonsterChat(&data, IsBossWhisper ? CHAT_MSG_RAID_BOSS_WHISPER : CHAT_MSG_MONSTER_WHISPER, text, LANG_UNIVERSAL, GetNameForLocaleIdx(loc_idx), receiver);

    player->GetSession()->SendPacket(&data);
}

void WorldObject::BuildMonsterChat(WorldPacket* data, uint8 msgtype, char const* text, uint32 language, std::string const &name, uint64 targetGuid) const
{
    *data << (uint8)msgtype;
    *data << (uint32)language;
    *data << (uint64)GetGUID();
    *data << (uint32)0;                                     // 2.1.0
    *data << (uint32)(name.size()+1);
    *data << name;
    *data << (uint64)targetGuid;                            // Unit Target
    if (targetGuid && !IS_PLAYER_GUID(targetGuid))
    {
        *data << (uint32)1;                                 // target name length
        *data << (uint8)0;                                  // target name
    }
    *data << (uint32)(strlen(text)+1);
    *data << text;
    *data << (uint8)0;                                      // ChatTag
}

void Unit::BuildHeartBeatMsg(WorldPacket* data) const
{
    data->Initialize(MSG_MOVE_HEARTBEAT, 32);
    data->append(GetPackGUID());
    BuildMovementPacket(data);
}

void WorldObject::SendMessageToSet(WorldPacket* data, bool self)
{
    if (IsInWorld())
        SendMessageToSetInRange(data, GetVisibilityRange(), self);
}

void WorldObject::SendMessageToSetInRange(WorldPacket* data, float dist, bool /*self*/)
{
    Trinity::MessageDistDeliverer notifier(this, data, dist);
    VisitNearbyWorldObject(dist, notifier);
}

void WorldObject::SendMessageToSet(WorldPacket* data, Player const* skipped_rcvr)
{
    Trinity::MessageDistDeliverer notifier(this, data, GetVisibilityRange(), false, skipped_rcvr);
    VisitNearbyWorldObject(GetVisibilityRange(), notifier);
}

void WorldObject::SendObjectDeSpawnAnim(uint64 guid)
{
    WorldPacket data(SMSG_GAMEOBJECT_DESPAWN_ANIM, 8);
    data << uint64(guid);
    SendMessageToSet(&data, true);
}

void WorldObject::SetMap(Map* map)
{
    ASSERT(map);
    ASSERT(!IsInWorld() || GetTypeId() == TYPEID_CORPSE);
    if (m_currMap == map) // command add npc: first create, than loadfromdb
        return;
    if (m_currMap)
    {
        sLog->outFatal(LOG_FILTER_GENERAL, "WorldObject::SetMap: obj %u new map %u %u, old map %u %u", (uint32)GetTypeId(), map->GetId(), map->GetInstanceId(), m_currMap->GetId(), m_currMap->GetInstanceId());
        ASSERT(false);
    }
    m_currMap = map;
    m_mapId = map->GetId();
    m_InstanceId = map->GetInstanceId();
    if (IsWorldObject())
        m_currMap->AddWorldObject(this);
}

void WorldObject::ResetMap()
{
    ASSERT(m_currMap);
    ASSERT(!IsInWorld());
    if (IsWorldObject())
        m_currMap->RemoveWorldObject(this);
    m_currMap = NULL;
    //maybe not for corpse
    //m_mapId = 0;
    //m_InstanceId = 0;
}

Map const* WorldObject::GetBaseMap() const
{
    ASSERT(m_currMap);
    return m_currMap->GetParent();
}

void WorldObject::AddObjectToRemoveList()
{
    ASSERT(m_uint32Values);

    Map* map = FindMap();
    if (!map)
    {
        sLog->outError(LOG_FILTER_GENERAL, "Object (TypeId: %u Entry: %u GUID: %u) at attempt add to move list not have valid map (Id: %u).", GetTypeId(), GetEntry(), GetGUIDLow(), GetMapId());
        return;
    }

    map->AddObjectToRemoveList(this);
}

TempSummon* Map::SummonCreature(uint32 entry, Position const& pos, SummonPropertiesEntry const* properties /*= NULL*/, uint32 duration /*= 0*/, Unit* summoner /*= NULL*/, uint32 spellId /*= 0*/, uint32 vehId /*= 0*/)
{
    uint32 mask = UNIT_MASK_SUMMON;
    if (properties)
    {
        switch (properties->Category)
        {
            case SUMMON_CATEGORY_PET:
                mask = UNIT_MASK_GUARDIAN;
                break;
            case SUMMON_CATEGORY_PUPPET:
                mask = UNIT_MASK_PUPPET;
                break;
            case SUMMON_CATEGORY_VEHICLE:
                mask = UNIT_MASK_MINION;
                break;
            case SUMMON_CATEGORY_WILD:
            case SUMMON_CATEGORY_ALLY:
            case SUMMON_CATEGORY_UNK:
            {
                switch (properties->Type)
                {
                case SUMMON_TYPE_MINION:
                case SUMMON_TYPE_GUARDIAN:
                case SUMMON_TYPE_GUARDIAN2:
                    mask = UNIT_MASK_GUARDIAN;
                    break;
                case SUMMON_TYPE_TOTEM:
                case SUMMON_TYPE_LIGHTWELL:
                    mask = UNIT_MASK_TOTEM;
                    break;
                case SUMMON_TYPE_VEHICLE:
                case SUMMON_TYPE_VEHICLE2:
                    mask = UNIT_MASK_SUMMON;
                    break;
                case SUMMON_TYPE_MINIPET:
                    mask = UNIT_MASK_MINION;
                    break;
                default:
                    if (properties->Flags & 512) // Mirror Image, Summon Gargoyle
                        mask = UNIT_MASK_GUARDIAN;
                    break;
                }
                break;
            }
            default:
                return NULL;
        }
    }

    uint32 phase = PHASEMASK_NORMAL;
    uint32 team = 0;
    if (summoner)
    {
        phase = summoner->GetPhaseMask();
        if (summoner->GetTypeId() == TYPEID_PLAYER)
            team = summoner->ToPlayer()->GetTeam();
    }

    TempSummon* summon = NULL;
    switch (mask)
    {
        case UNIT_MASK_SUMMON:
            summon = new TempSummon(properties, summoner, false);
            break;
        case UNIT_MASK_GUARDIAN:
            summon = new Guardian(properties, summoner, false);
            break;
        case UNIT_MASK_PUPPET:
            summon = new Puppet(properties, summoner);
            break;
        case UNIT_MASK_TOTEM:
            summon = new Totem(properties, summoner);
            break;
        case UNIT_MASK_MINION:
            summon = new Minion(properties, summoner, false);
            break;
        default:
            return NULL;
    }

    if (!summon->Create(sObjectMgr->GenerateLowGuid(HIGHGUID_UNIT), this, phase, entry, vehId, team, pos.GetPositionX(), pos.GetPositionY(), pos.GetPositionZ(), pos.GetOrientation()))
    {
        delete summon;
        return NULL;
    }

    summon->SetUInt32Value(UNIT_CREATED_BY_SPELL, spellId);

    summon->SetHomePosition(pos);

    summon->InitStats(duration);
    AddToMap(summon->ToCreature());
    summon->InitSummon();

    //ObjectAccessor::UpdateObjectVisibility(summon);

    return summon;
}

/**
* Summons group of creatures.
*
* @param group Id of group to summon.
* @param list  List to store pointers to summoned creatures.
*/

void Map::SummonCreatureGroup(uint8 group, std::list<TempSummon*>* list /*= NULL*/)
{
    std::vector<TempSummonData> const* data = sObjectMgr->GetSummonGroup(GetId(), SUMMONER_TYPE_MAP, group);
    if (!data)
        return;

    for (std::vector<TempSummonData>::const_iterator itr = data->begin(); itr != data->end(); ++itr)
        if (TempSummon* summon = SummonCreature(itr->entry, itr->pos, NULL, itr->time))
            if (list)
                list->push_back(summon);
}

void WorldObject::SetZoneScript()
{
    if (Map* map = FindMap())
    {
        if (map->IsDungeon())
            m_zoneScript = (ZoneScript*)((InstanceMap*)map)->GetInstanceScript();
        else if (!map->IsBattlegroundOrArena())
        {
            if (Battlefield* bf = sBattlefieldMgr->GetBattlefieldToZoneId(GetZoneId()))
                m_zoneScript = bf;
            else
                m_zoneScript = sOutdoorPvPMgr->GetZoneScript(GetZoneId());
        }
    }
}

TempSummon* WorldObject::SummonCreature(uint32 entry, const Position &pos, TempSummonType spwtype, uint32 duration, uint32 /*vehId*/) const
{
    if (Map* map = FindMap())
    {
        if (TempSummon* summon = map->SummonCreature(entry, pos, NULL, duration, isType(TYPEMASK_UNIT) ? (Unit*)this : NULL))
        {
            summon->SetTempSummonType(spwtype);
            return summon;
        }
    }

    return NULL;
}

TempSummon* WorldObject::SummonCreature(uint32 id, float x, float y, float z, float ang /*= 0*/, TempSummonType spwtype /*= TEMPSUMMON_MANUAL_DESPAWN*/, uint32 despwtime /*= 0*/) const
{
    if (!x && !y && !z)
    {
        GetClosePoint(x, y, z, GetObjectSize());
        ang = GetOrientation();
    }
    Position pos;
    pos.Relocate(x, y, z, ang);
    return SummonCreature(id, pos, spwtype, despwtime, 0);
}

GameObject* WorldObject::SummonGameObject(uint32 entry, float x, float y, float z, float ang, float rotation0, float rotation1, float rotation2, float rotation3, uint32 respawnTime)
{
    if (!IsInWorld())
        return NULL;

    GameObjectTemplate const* goinfo = sObjectMgr->GetGameObjectTemplate(entry);
    if (!goinfo)
    {
        sLog->outError(LOG_FILTER_SQL, "Gameobject template %u not found in database!", entry);
        return NULL;
    }

    Map* map = GetMap();
    GameObject* go = new GameObject();
    if (!go->Create(sObjectMgr->GenerateLowGuid(HIGHGUID_GAMEOBJECT), entry, map, GetPhaseMask(), x, y, z, ang, rotation0, rotation1, rotation2, rotation3, 100, GO_STATE_READY))
    {
        delete go;
        return NULL;
    }

    go->SetRespawnTime(respawnTime);
    if (GetTypeId() == TYPEID_PLAYER || GetTypeId() == TYPEID_UNIT) //not sure how to handle this
        ToUnit()->AddGameObject(go);
    else
        go->SetSpawnedByDefault(false);

    map->AddToMap(go);
    return go;
}

Creature* WorldObject::SummonTrigger(float x, float y, float z, float ang, uint32 duration, CreatureAI* (*GetAI)(Creature*))
{
    TempSummonType summonType = (duration == 0) ? TEMPSUMMON_DEAD_DESPAWN : TEMPSUMMON_TIMED_DESPAWN;
    Creature* summon = SummonCreature(WORLD_TRIGGER, x, y, z, ang, summonType, duration);
    if (!summon)
        return NULL;

    //summon->SetName(GetName());
    if (GetTypeId() == TYPEID_PLAYER || GetTypeId() == TYPEID_UNIT)
    {
        summon->setFaction(((Unit*)this)->getFaction());
        summon->SetLevel(((Unit*)this)->getLevel());
    }

    if (GetAI)
        summon->AIM_Initialize(GetAI(summon));
    return summon;
}

/**
* Summons group of creatures. Should be called only by instances of Creature and GameObject classes.
*
* @param group Id of group to summon.
* @param list  List to store pointers to summoned creatures.
*/
void WorldObject::SummonCreatureGroup(uint8 group, std::list<TempSummon*>* list /*= NULL*/)
{
    ASSERT((GetTypeId() == TYPEID_GAMEOBJECT || GetTypeId() == TYPEID_UNIT) && "Only GOs and creatures can summon npc groups!");

    std::vector<TempSummonData> const* data = sObjectMgr->GetSummonGroup(GetEntry(), GetTypeId() == TYPEID_GAMEOBJECT ? SUMMONER_TYPE_GAMEOBJECT : SUMMONER_TYPE_CREATURE, group);
    if (!data)
        return;

    for (std::vector<TempSummonData>::const_iterator itr = data->begin(); itr != data->end(); ++itr)
        if (TempSummon* summon = SummonCreature(itr->entry, itr->pos, itr->type, itr->time))
            if (list)
                list->push_back(summon);
}

Creature* WorldObject::FindNearestCreature(uint32 entry, float range, bool alive) const
{
    Creature* creature = NULL;
    Trinity::NearestCreatureEntryWithLiveStateInObjectRangeCheck checker(*this, entry, alive, range);
    Trinity::CreatureLastSearcher<Trinity::NearestCreatureEntryWithLiveStateInObjectRangeCheck> searcher(this, creature, checker);
    VisitNearbyObject(range, searcher);
    return creature;
}

GameObject* WorldObject::FindNearestGameObject(uint32 entry, float range) const
{
    GameObject* go = NULL;
    Trinity::NearestGameObjectEntryInObjectRangeCheck checker(*this, entry, range);
    Trinity::GameObjectLastSearcher<Trinity::NearestGameObjectEntryInObjectRangeCheck> searcher(this, go, checker);
    VisitNearbyGridObject(range, searcher);
    return go;
}

GameObject* WorldObject::FindNearestGameObjectOfType(GameobjectTypes type, float range) const
{
    GameObject* go = NULL;
    Trinity::NearestGameObjectTypeInObjectRangeCheck checker(*this, type, range);
    Trinity::GameObjectLastSearcher<Trinity::NearestGameObjectTypeInObjectRangeCheck> searcher(this, go, checker);
    VisitNearbyGridObject(range, searcher);
    return go;
}

void WorldObject::GetGameObjectListWithEntryInGrid(std::list<GameObject*>& gameobjectList, uint32 entry, float maxSearchRange) const
{
    CellCoord pair(Trinity::ComputeCellCoord(this->GetPositionX(), this->GetPositionY()));
    Cell cell(pair);
    cell.SetNoCreate();

    Trinity::AllGameObjectsWithEntryInRange check(this, entry, maxSearchRange);
    Trinity::GameObjectListSearcher<Trinity::AllGameObjectsWithEntryInRange> searcher(this, gameobjectList, check);
    TypeContainerVisitor<Trinity::GameObjectListSearcher<Trinity::AllGameObjectsWithEntryInRange>, GridTypeMapContainer> visitor(searcher);

    cell.Visit(pair, visitor, *(this->GetMap()), *this, maxSearchRange);
}

void WorldObject::GetCreatureListWithEntryInGrid(std::list<Creature*>& creatureList, uint32 entry, float maxSearchRange) const
{
    CellCoord pair(Trinity::ComputeCellCoord(this->GetPositionX(), this->GetPositionY()));
    Cell cell(pair);
    cell.SetNoCreate();

    Trinity::AllCreaturesOfEntryInRange check(this, entry, maxSearchRange);
    Trinity::CreatureListSearcher<Trinity::AllCreaturesOfEntryInRange> searcher(this, creatureList, check);
    TypeContainerVisitor<Trinity::CreatureListSearcher<Trinity::AllCreaturesOfEntryInRange>, GridTypeMapContainer> visitor(searcher);

    cell.Visit(pair, visitor, *(this->GetMap()), *this, maxSearchRange);
}

/*
namespace Trinity
{
    class NearUsedPosDo
    {
        public:
            NearUsedPosDo(WorldObject const& obj, WorldObject const* searcher, float angle, ObjectPosSelector& selector)
                : i_object(obj), i_searcher(searcher), i_angle(angle), i_selector(selector) {}

            void operator()(Corpse*) const {}
            void operator()(DynamicObject*) const {}

            void operator()(Creature* c) const
            {
                // skip self or target
                if (c == i_searcher || c == &i_object)
                    return;

                float x, y, z;

                if (!c->isAlive() || c->HasUnitState(UNIT_STATE_ROOT | UNIT_STATE_STUNNED | UNIT_STATE_DISTRACTED) ||
                    !c->GetMotionMaster()->GetDestination(x, y, z))
                {
                    x = c->GetPositionX();
                    y = c->GetPositionY();
                }

                add(c, x, y);
            }

            template<class T>
                void operator()(T* u) const
            {
                // skip self or target
                if (u == i_searcher || u == &i_object)
                    return;

                float x, y;

                x = u->GetPositionX();
                y = u->GetPositionY();

                add(u, x, y);
            }

            // we must add used pos that can fill places around center
            void add(WorldObject* u, float x, float y) const
            {
                // u is too nearest/far away to i_object
                if (!i_object.IsInRange2d(x, y, i_selector.m_dist - i_selector.m_size, i_selector.m_dist + i_selector.m_size))
                    return;

                float angle = i_object.GetAngle(u)-i_angle;

                // move angle to range -pi ... +pi
                while (angle > M_PI)
                    angle -= 2.0f * M_PI;
                while (angle < -M_PI)
                    angle += 2.0f * M_PI;

                // dist include size of u
                float dist2d = i_object.GetDistance2d(x, y);
                i_selector.AddUsedPos(u->GetObjectSize(), angle, dist2d + i_object.GetObjectSize());
            }
        private:
            WorldObject const& i_object;
            WorldObject const* i_searcher;
            float              i_angle;
            ObjectPosSelector& i_selector;
    };
}                                                           // namespace Trinity
*/

//===================================================================================================

void WorldObject::GetNearPoint2D(float &x, float &y, float distance2d, float absAngle) const
{
    x = GetPositionX() + (GetObjectSize() + distance2d) * std::cos(absAngle);
    y = GetPositionY() + (GetObjectSize() + distance2d) * std::sin(absAngle);

    Trinity::NormalizeMapCoord(x);
    Trinity::NormalizeMapCoord(y);
}

void WorldObject::GetNearPoint(WorldObject const* /*searcher*/, float &x, float &y, float &z, float searcher_size, float distance2d, float absAngle) const
{
    GetNearPoint2D(x, y, distance2d+searcher_size, absAngle);
    z = GetPositionZ();
    UpdateAllowedPositionZ(x, y, z);

    /*
    // if detection disabled, return first point
    if (!sWorld->getIntConfig(CONFIG_DETECT_POS_COLLISION))
    {
        UpdateGroundPositionZ(x, y, z);                       // update to LOS height if available
        return;
    }

    // or remember first point
    float first_x = x;
    float first_y = y;
    bool first_los_conflict = false;                        // first point LOS problems

    // prepare selector for work
    ObjectPosSelector selector(GetPositionX(), GetPositionY(), GetObjectSize(), distance2d+searcher_size);

    // adding used positions around object
    {
        CellCoord p(Trinity::ComputeCellCoord(GetPositionX(), GetPositionY()));
        Cell cell(p);
        cell.SetNoCreate();

        Trinity::NearUsedPosDo u_do(*this, searcher, absAngle, selector);
        Trinity::WorldObjectWorker<Trinity::NearUsedPosDo> worker(this, u_do);

        TypeContainerVisitor<Trinity::WorldObjectWorker<Trinity::NearUsedPosDo>, GridTypeMapContainer  > grid_obj_worker(worker);
        TypeContainerVisitor<Trinity::WorldObjectWorker<Trinity::NearUsedPosDo>, WorldTypeMapContainer > world_obj_worker(worker);

        CellLock<GridReadGuard> cell_lock(cell, p);
        cell_lock->Visit(cell_lock, grid_obj_worker,  *GetMap(), *this, distance2d);
        cell_lock->Visit(cell_lock, world_obj_worker, *GetMap(), *this, distance2d);
    }

    // maybe can just place in primary position
    if (selector.CheckOriginal())
    {
        UpdateGroundPositionZ(x, y, z);                       // update to LOS height if available

        if (IsWithinLOS(x, y, z))
            return;

        first_los_conflict = true;                          // first point have LOS problems
    }

    float angle;                                            // candidate of angle for free pos

    // special case when one from list empty and then empty side preferred
    if (selector.FirstAngle(angle))
    {
        GetNearPoint2D(x, y, distance2d, absAngle+angle);
        z = GetPositionZ();
        UpdateGroundPositionZ(x, y, z);                       // update to LOS height if available

        if (IsWithinLOS(x, y, z))
            return;
    }

    // set first used pos in lists
    selector.InitializeAngle();

    // select in positions after current nodes (selection one by one)
    while (selector.NextAngle(angle))                        // angle for free pos
    {
        GetNearPoint2D(x, y, distance2d, absAngle+angle);
        z = GetPositionZ();
        UpdateGroundPositionZ(x, y, z);                       // update to LOS height if available

        if (IsWithinLOS(x, y, z))
            return;
    }

    // BAD NEWS: not free pos (or used or have LOS problems)
    // Attempt find _used_ pos without LOS problem

    if (!first_los_conflict)
    {
        x = first_x;
        y = first_y;

        UpdateGroundPositionZ(x, y, z);                       // update to LOS height if available
        return;
    }

    // special case when one from list empty and then empty side preferred
    if (selector.IsNonBalanced())
    {
        if (!selector.FirstAngle(angle))                     // _used_ pos
        {
            GetNearPoint2D(x, y, distance2d, absAngle+angle);
            z = GetPositionZ();
            UpdateGroundPositionZ(x, y, z);                   // update to LOS height if available

            if (IsWithinLOS(x, y, z))
                return;
        }
    }

    // set first used pos in lists
    selector.InitializeAngle();

    // select in positions after current nodes (selection one by one)
    while (selector.NextUsedAngle(angle))                    // angle for used pos but maybe without LOS problem
    {
        GetNearPoint2D(x, y, distance2d, absAngle+angle);
        z = GetPositionZ();
        UpdateGroundPositionZ(x, y, z);                       // update to LOS height if available

        if (IsWithinLOS(x, y, z))
            return;
    }

    // BAD BAD NEWS: all found pos (free and used) have LOS problem :(
    x = first_x;
    y = first_y;

    UpdateGroundPositionZ(x, y, z);                           // update to LOS height if available
    */
}

void WorldObject::GetClosePoint(float &x, float &y, float &z, float size, float distance2d /*= 0*/, float angle /*= 0*/) const
{
    // angle calculated from current orientation
    GetNearPoint(NULL, x, y, z, size, distance2d, GetOrientation() + angle);
}

void WorldObject::GetNearPosition(Position &pos, float dist, float angle)
{
    GetPosition(&pos);
    MovePosition(pos, dist, angle);
}

void WorldObject::GetFirstCollisionPosition(Position &pos, float dist, float angle)
{
    GetPosition(&pos);
    MovePositionToFirstCollision(pos, dist, angle);
}

void WorldObject::GetRandomNearPosition(Position &pos, float radius)
{
    GetPosition(&pos);
    MovePosition(pos, radius * (float)rand_norm(), (float)rand_norm() * static_cast<float>(2 * M_PI));
}

void WorldObject::GetContactPoint(const WorldObject* obj, float &x, float &y, float &z, float distance2d /*= CONTACT_DISTANCE*/) const
{
    // angle to face `obj` to `this` using distance includes size of `obj`
    GetNearPoint(obj, x, y, z, obj->GetObjectSize(), distance2d, GetAngle(obj));
}

float WorldObject::GetObjectSize() const
{
    return (m_valuesCount > UNIT_FIELD_COMBATREACH) ? m_floatValues[UNIT_FIELD_COMBATREACH] : DEFAULT_WORLD_OBJECT_SIZE;
}

void WorldObject::MovePosition(Position &pos, float dist, float angle)
{
    angle += GetOrientation();
    float destx, desty, destz, ground, floor;
    destx = pos.m_positionX + dist * std::cos(angle);
    desty = pos.m_positionY + dist * std::sin(angle);

    // Prevent invalid coordinates here, position is unchanged
    if (!Trinity::IsValidMapCoord(destx, desty, pos.m_positionZ))
    {
        sLog->outFatal(LOG_FILTER_GENERAL, "WorldObject::MovePosition invalid coordinates X: %f and Y: %f were passed!", destx, desty);
        return;
    }

    ground = GetMap()->GetHeight(GetPhaseMask(), destx, desty, MAX_HEIGHT, true);
    floor = GetMap()->GetHeight(GetPhaseMask(), destx, desty, pos.m_positionZ, true);
    destz = fabs(ground - pos.m_positionZ) <= fabs(floor - pos.m_positionZ) ? ground : floor;

    float step = dist/10.0f;

    for (uint8 j = 0; j < 10; ++j)
    {
        // do not allow too big z changes
        if (fabs(pos.m_positionZ - destz) > 6)
        {
            destx -= step * std::cos(angle);
            desty -= step * std::sin(angle);
            ground = GetMap()->GetHeight(GetPhaseMask(), destx, desty, MAX_HEIGHT, true);
            floor = GetMap()->GetHeight(GetPhaseMask(), destx, desty, pos.m_positionZ, true);
            destz = fabs(ground - pos.m_positionZ) <= fabs(floor - pos.m_positionZ) ? ground : floor;
        }
        // we have correct destz now
        else
        {
            pos.Relocate(destx, desty, destz);
            break;
        }
    }

    Trinity::NormalizeMapCoord(pos.m_positionX);
    Trinity::NormalizeMapCoord(pos.m_positionY);
    UpdateGroundPositionZ(pos.m_positionX, pos.m_positionY, pos.m_positionZ);
    pos.SetOrientation(GetOrientation());
}

void WorldObject::MovePositionToFirstCollision(Position &pos, float dist, float angle)
{
    angle += GetOrientation();
    float destx, desty, destz, ground, floor;
    pos.m_positionZ += 2.0f;
    destx = pos.m_positionX + dist * std::cos(angle);
    desty = pos.m_positionY + dist * std::sin(angle);

    // Prevent invalid coordinates here, position is unchanged
    if (!Trinity::IsValidMapCoord(destx, desty))
    {
        sLog->outFatal(LOG_FILTER_GENERAL, "WorldObject::MovePositionToFirstCollision invalid coordinates X: %f and Y: %f were passed!", destx, desty);
        return;
    }

    ground = GetMap()->GetHeight(GetPhaseMask(), destx, desty, MAX_HEIGHT, true);
    floor = GetMap()->GetHeight(GetPhaseMask(), destx, desty, pos.m_positionZ, true);
    destz = fabs(ground - pos.m_positionZ) <= fabs(floor - pos.m_positionZ) ? ground : floor;

    bool col = VMAP::VMapFactory::createOrGetVMapManager()->getObjectHitPos(GetMapId(), pos.m_positionX, pos.m_positionY, pos.m_positionZ+0.5f, destx, desty, destz+0.5f, destx, desty, destz, -0.5f);

    // collision occured
    if (col)
    {
        // move back a bit
        destx -= CONTACT_DISTANCE * std::cos(angle);
        desty -= CONTACT_DISTANCE * std::sin(angle);
        dist = sqrt((pos.m_positionX - destx)*(pos.m_positionX - destx) + (pos.m_positionY - desty)*(pos.m_positionY - desty));
    }

    // check dynamic collision
    col = GetMap()->getObjectHitPos(GetPhaseMask(), pos.m_positionX, pos.m_positionY, pos.m_positionZ+0.5f, destx, desty, destz+0.5f, destx, desty, destz, -0.5f);

    // Collided with a gameobject
    if (col)
    {
        destx -= CONTACT_DISTANCE * std::cos(angle);
        desty -= CONTACT_DISTANCE * std::sin(angle);
        dist = sqrt((pos.m_positionX - destx)*(pos.m_positionX - destx) + (pos.m_positionY - desty)*(pos.m_positionY - desty));
    }

    float step = dist/10.0f;

    for (uint8 j = 0; j < 10; ++j)
    {
        // do not allow too big z changes
        if (fabs(pos.m_positionZ - destz) > 6)
        {
            destx -= step * std::cos(angle);
            desty -= step * std::sin(angle);
            ground = GetMap()->GetHeight(GetPhaseMask(), destx, desty, MAX_HEIGHT, true);
            floor = GetMap()->GetHeight(GetPhaseMask(), destx, desty, pos.m_positionZ, true);
            destz = fabs(ground - pos.m_positionZ) <= fabs(floor - pos.m_positionZ) ? ground : floor;
        }
        // we have correct destz now
        else
        {
            pos.Relocate(destx, desty, destz);
            break;
        }
    }

    Trinity::NormalizeMapCoord(pos.m_positionX);
    Trinity::NormalizeMapCoord(pos.m_positionY);
    UpdateAllowedPositionZ(pos.m_positionX, pos.m_positionY, pos.m_positionZ);
    pos.SetOrientation(GetOrientation());
}

void WorldObject::SetPhaseMask(uint32 newPhaseMask, bool update)
{
    m_phaseMask = newPhaseMask;

    if (update && IsInWorld())
        UpdateObjectVisibility();
}

bool WorldObject::InSamePhase(WorldObject const* obj) const
{
    return InSamePhase(obj->GetPhaseMask());
}

void WorldObject::PlayDistanceSound(uint32 sound_id, Player* target /*= NULL*/)
{
    WorldPacket data(SMSG_PLAY_OBJECT_SOUND, 4+8);
    data << uint32(sound_id);
    data << uint64(GetGUID());
    if (target)
        target->SendDirectMessage(&data);
    else
        SendMessageToSet(&data, true);
}

void WorldObject::PlayDirectSound(uint32 sound_id, Player* target /*= NULL*/)
{
    WorldPacket data(SMSG_PLAY_SOUND, 4);
    data << uint32(sound_id);
    if (target)
        target->SendDirectMessage(&data);
    else
        SendMessageToSet(&data, true);
}

void WorldObject::DestroyForNearbyPlayers()
{
    if (!IsInWorld())
        return;

    std::list<Player*> targets;
    Trinity::AnyPlayerInObjectRangeCheck check(this, GetVisibilityRange(), false);
    Trinity::PlayerListSearcher<Trinity::AnyPlayerInObjectRangeCheck> searcher(this, targets, check);
    VisitNearbyWorldObject(GetVisibilityRange(), searcher);
    for (std::list<Player*>::const_iterator iter = targets.begin(); iter != targets.end(); ++iter)
    {
        Player* player = (*iter);

        if (player == this)
            continue;

        if (!player->HaveAtClient(this))
            continue;

        if (isType(TYPEMASK_UNIT) && ((Unit*)this)->GetCharmerGUID() == player->GetGUID()) /// @todo this is for puppet
            continue;

        DestroyForPlayer(player);
        player->m_clientGUIDs.erase(GetGUID());
    }
}

void WorldObject::UpdateObjectVisibility(bool /*forced*/)
{
    //updates object's visibility for nearby players
    Trinity::VisibleChangesNotifier notifier(*this);
    VisitNearbyWorldObject(GetVisibilityRange(), notifier);
}

struct WorldObjectChangeAccumulator
{
    UpdateDataMapType& i_updateDatas;
    WorldObject& i_object;
    std::set<uint64> plr_list;
    WorldObjectChangeAccumulator(WorldObject &obj, UpdateDataMapType &d) : i_updateDatas(d), i_object(obj) {}
    void Visit(PlayerMapType &m)
    {
        Player* source = NULL;
        for (PlayerMapType::iterator iter = m.begin(); iter != m.end(); ++iter)
        {
            source = iter->getSource();

            BuildPacket(source);

            if (!source->GetSharedVisionList().empty())
            {
                SharedVisionList::const_iterator it = source->GetSharedVisionList().begin();
                for (; it != source->GetSharedVisionList().end(); ++it)
                    BuildPacket(*it);
            }
        }
    }

    void Visit(CreatureMapType &m)
    {
        Creature* source = NULL;
        for (CreatureMapType::iterator iter = m.begin(); iter != m.end(); ++iter)
        {
            source = iter->getSource();
            if (!source->GetSharedVisionList().empty())
            {
                SharedVisionList::const_iterator it = source->GetSharedVisionList().begin();
                for (; it != source->GetSharedVisionList().end(); ++it)
                    BuildPacket(*it);
            }
        }
    }

    void Visit(DynamicObjectMapType &m)
    {
        DynamicObject* source = NULL;
        for (DynamicObjectMapType::iterator iter = m.begin(); iter != m.end(); ++iter)
        {
            source = iter->getSource();
            uint64 guid = source->GetCasterGUID();

            if (IS_PLAYER_GUID(guid))
            {
                //Caster may be NULL if DynObj is in removelist
                if (Player* caster = ObjectAccessor::FindPlayer(guid))
                    if (caster->GetUInt64Value(PLAYER_FARSIGHT) == source->GetGUID())
                        BuildPacket(caster);
            }
        }
    }

    void BuildPacket(Player* player)
    {
        // Only send update once to a player
        if (plr_list.find(player->GetGUID()) == plr_list.end() && player->HaveAtClient(&i_object))
        {
            i_object.BuildFieldsUpdate(player, i_updateDatas);
            plr_list.insert(player->GetGUID());
        }
    }

    template<class SKIP> void Visit(GridRefManager<SKIP> &) {}
};

void WorldObject::BuildUpdate(UpdateDataMapType& data_map)
{
    CellCoord p = Trinity::ComputeCellCoord(GetPositionX(), GetPositionY());
    Cell cell(p);
    cell.SetNoCreate();
    WorldObjectChangeAccumulator notifier(*this, data_map);
    TypeContainerVisitor<WorldObjectChangeAccumulator, WorldTypeMapContainer > player_notifier(notifier);
    Map& map = *GetMap();
    //we must build packets for all visible players
    cell.Visit(p, player_notifier, map, *this, GetVisibilityRange());

    ClearUpdateMask(false);
}

uint64 WorldObject::GetTransGUID() const
{
    if (GetTransport())
        return GetTransport()->GetGUID();
    return 0;
}
