/*
 * Copyright (C) 2008-2013 TrinityCore <http://www.trinitycore.org/>
 * Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
 *
 * This program is free software; you can redistribute it and/or modify it
 * under the terms of the GNU General Public License as published by the
 * Free Software Foundation; either version 2 of the License, or (at your
 * option) any later version.
 *
 * This program is distributed in the hope that it will be useful, but WITHOUT
 * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
 * FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
 * more details.
 *
 * You should have received a copy of the GNU General Public License along
 * with this program. If not, see <http://www.gnu.org/licenses/>.
 */

#ifndef _OBJECT_H
#define _OBJECT_H

#include "Common.h"
#include "UpdateMask.h"
#include "GridReference.h"
#include "ObjectDefines.h"
#include "Map.h"

#include <set>
#include <string>
#include <sstream>

#define CONTACT_DISTANCE            0.5f
#define INTERACTION_DISTANCE        5.0f
#define ATTACK_DISTANCE             5.0f
#define MAX_VISIBILITY_DISTANCE     SIZE_OF_GRIDS           // max distance for visible objects
#define SIGHT_RANGE_UNIT            50.0f
#define DEFAULT_VISIBILITY_DISTANCE 90.0f                   // default visible distance, 90 yards on continents
#define DEFAULT_VISIBILITY_INSTANCE 170.0f                  // default visible distance in instances, 170 yards
#define DEFAULT_VISIBILITY_BGARENAS 533.0f                  // default visible distance in BG/Arenas, roughly 533 yards

#define DEFAULT_WORLD_OBJECT_SIZE   0.388999998569489f      // player size, also currently used (correctly?) for any non Unit world objects
#define DEFAULT_COMBAT_REACH        1.5f
#define MIN_MELEE_REACH             2.0f
#define NOMINAL_MELEE_RANGE         5.0f
#define MELEE_RANGE                 (NOMINAL_MELEE_RANGE - MIN_MELEE_REACH * 2) //center to center for players

enum TypeMask
{
    TYPEMASK_OBJECT         = 0x0001,
    TYPEMASK_ITEM           = 0x0002,
    TYPEMASK_CONTAINER      = 0x0006,                       // TYPEMASK_ITEM | 0x0004
    TYPEMASK_UNIT           = 0x0008,                       // creature
    TYPEMASK_PLAYER         = 0x0010,
    TYPEMASK_GAMEOBJECT     = 0x0020,
    TYPEMASK_DYNAMICOBJECT  = 0x0040,
    TYPEMASK_CORPSE         = 0x0080,
    TYPEMASK_SEER           = TYPEMASK_UNIT | TYPEMASK_DYNAMICOBJECT
};

enum TypeID
{
    TYPEID_OBJECT        = 0,
    TYPEID_ITEM          = 1,
    TYPEID_CONTAINER     = 2,
    TYPEID_UNIT          = 3,
    TYPEID_PLAYER        = 4,
    TYPEID_GAMEOBJECT    = 5,
    TYPEID_DYNAMICOBJECT = 6,
    TYPEID_CORPSE        = 7
};

#define NUM_CLIENT_OBJECT_TYPES             8

uint32 GuidHigh2TypeId(uint32 guid_hi);

enum TempSummonType
{
    TEMPSUMMON_TIMED_OR_DEAD_DESPAWN       = 1,             // despawns after a specified time OR when the creature disappears
    TEMPSUMMON_TIMED_OR_CORPSE_DESPAWN     = 2,             // despawns after a specified time OR when the creature dies
    TEMPSUMMON_TIMED_DESPAWN               = 3,             // despawns after a specified time
    TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT = 4,             // despawns after a specified time after the creature is out of combat
    TEMPSUMMON_CORPSE_DESPAWN              = 5,             // despawns instantly after death
    TEMPSUMMON_CORPSE_TIMED_DESPAWN        = 6,             // despawns after a specified time after death
    TEMPSUMMON_DEAD_DESPAWN                = 7,             // despawns when the creature disappears
    TEMPSUMMON_MANUAL_DESPAWN              = 8              // despawns when UnSummon() is called
};

enum PhaseMasks
{
    PHASEMASK_NORMAL   = 0x00000001,
    PHASEMASK_ANYWHERE = 0xFFFFFFFF
};

enum NotifyFlags
{
    NOTIFY_NONE                     = 0x00,
    NOTIFY_AI_RELOCATION            = 0x01,
    NOTIFY_VISIBILITY_CHANGED       = 0x02,
    NOTIFY_ALL                      = 0xFF
};

class Corpse;
class Creature;
class CreatureAI;
class DynamicObject;
class GameObject;
class InstanceScript;
class Player;
class TempSummon;
class Transport;
class Unit;
class UpdateData;
class WorldObject;
class WorldPacket;
class ZoneScript;

typedef UNORDERED_MAP<Player*, UpdateData> UpdateDataMapType;

class Object
{
    public:
        virtual ~Object();

        bool IsInWorld() const { return m_inWorld; }

        virtual void AddToWorld();
        virtual void RemoveFromWorld();

        uint64 GetGUID() const { return GetUInt64Value(0); }
        uint32 GetGUIDLow() const { return GUID_LOPART(GetUInt64Value(0)); }
        uint32 GetGUIDMid() const { return GUID_ENPART(GetUInt64Value(0)); }
        uint32 GetGUIDHigh() const { return GUID_HIPART(GetUInt64Value(0)); }
        const ByteBuffer& GetPackGUID() const { return m_PackGUID; }
        uint32 GetEntry() const { return GetUInt32Value(OBJECT_FIELD_ENTRY); }
        void SetEntry(uint32 entry) { SetUInt32Value(OBJECT_FIELD_ENTRY, entry); }

        void SetObjectScale(float scale) { SetFloatValue(OBJECT_FIELD_SCALE_X, scale); }

        TypeID GetTypeId() const { return m_objectTypeId; }
        bool isType(uint16 mask) const { return (mask & m_objectType); }

        virtual void BuildCreateUpdateBlockForPlayer(UpdateData* data, Player* target) const;
        void SendUpdateToPlayer(Player* player);

        void BuildValuesUpdateBlockForPlayer(UpdateData* data, Player* target) const;
        void BuildOutOfRangeUpdateBlock(UpdateData* data) const;
        void BuildMovementUpdateBlock(UpdateData* data, uint32 flags = 0) const;

        virtual void DestroyForPlayer(Player* target, bool onDeath = false) const;

        int32 GetInt32Value(uint16 index) const;
        uint32 GetUInt32Value(uint16 index) const;
        uint64 GetUInt64Value(uint16 index) const;
        float GetFloatValue(uint16 index) const;
        uint8 GetByteValue(uint16 index, uint8 offset) const;
        uint16 GetUInt16Value(uint16 index, uint8 offset) const;

        void SetInt32Value(uint16 index, int32 value);
        void SetUInt32Value(uint16 index, uint32 value);
        void UpdateUInt32Value(uint16 index, uint32 value);
        void SetUInt64Value(uint16 index, uint64 value);
        void SetFloatValue(uint16 index, float value);
        void SetByteValue(uint16 index, uint8 offset, uint8 value);
        void SetUInt16Value(uint16 index, uint8 offset, uint16 value);
        void SetInt16Value(uint16 index, uint8 offset, int16 value) { SetUInt16Value(index, offset, (uint16)value); }
        void SetStatFloatValue(uint16 index, float value);
        void SetStatInt32Value(uint16 index, int32 value);

        bool AddUInt64Value(uint16 index, uint64 value);
        bool RemoveUInt64Value(uint16 index, uint64 value);

        void ApplyModUInt32Value(uint16 index, int32 val, bool apply);
        void ApplyModInt32Value(uint16 index, int32 val, bool apply);
        void ApplyModUInt64Value(uint16 index, int32 val, bool apply);
        void ApplyModPositiveFloatValue(uint16 index, float val, bool apply);
        void ApplyModSignedFloatValue(uint16 index, float val, bool apply);
        void ApplyPercentModFloatValue(uint16 index, float val, bool apply);

        void SetFlag(uint16 index, uint32 newFlag);
        void RemoveFlag(uint16 index, uint32 oldFlag);
        void ToggleFlag(uint16 index, uint32 flag);
        bool HasFlag(uint16 index, uint32 flag) const;
        void ApplyModFlag(uint16 index, uint32 flag, bool apply);

        void SetByteFlag(uint16 index, uint8 offset, uint8 newFlag);
        void RemoveByteFlag(uint16 index, uint8 offset, uint8 newFlag);
        void ToggleByteFlag(uint16 index, uint8 offset, uint8 flag);
        bool HasByteFlag(uint16 index, uint8 offset, uint8 flag) const;

        void SetFlag64(uint16 index, uint64 newFlag);
        void RemoveFlag64(uint16 index, uint64 oldFlag);
        void ToggleFlag64(uint16 index, uint64 flag);
        bool HasFlag64(uint16 index, uint64 flag) const;
        void ApplyModFlag64(uint16 index, uint64 flag, bool apply);

        void ClearUpdateMask(bool remove);

        uint16 GetValuesCount() const { return m_valuesCount; }

        virtual bool hasQuest(uint32 /* quest_id */) const { return false; }
        virtual bool hasInvolvedQuest(uint32 /* quest_id */) const { return false; }
        virtual void BuildUpdate(UpdateDataMapType&) {}
        void BuildFieldsUpdate(Player*, UpdateDataMapType &) const;

        void SetFieldNotifyFlag(uint16 flag) { _fieldNotifyFlags |= flag; }
        void RemoveFieldNotifyFlag(uint16 flag) { _fieldNotifyFlags &= ~flag; }

        // FG: some hacky helpers
        void ForceValuesUpdateAtIndex(uint32);

        Player* ToPlayer() { if (GetTypeId() == TYPEID_PLAYER) return reinterpret_cast<Player*>(this); else return NULL; }
        Player const* ToPlayer() const { if (GetTypeId() == TYPEID_PLAYER) return reinterpret_cast<Player const*>(this); else return NULL; }

        Creature* ToCreature() { if (GetTypeId() == TYPEID_UNIT) return reinterpret_cast<Creature*>(this); else return NULL; }
        Creature const* ToCreature() const { if (GetTypeId() == TYPEID_UNIT) return reinterpret_cast<Creature const*>(this); else return NULL; }

        Unit* ToUnit() { if (isType(TYPEMASK_UNIT)) return reinterpret_cast<Unit*>(this); else return NULL; }
        Unit const* ToUnit() const { if (isType(TYPEMASK_UNIT)) return reinterpret_cast<Unit const*>(this); else return NULL; }

        GameObject* ToGameObject() { if (GetTypeId() == TYPEID_GAMEOBJECT) return reinterpret_cast<GameObject*>(this); else return NULL; }
        GameObject const* ToGameObject() const { if (GetTypeId() == TYPEID_GAMEOBJECT) return reinterpret_cast<GameObject const*>(this); else return NULL; }

        Corpse* ToCorpse() { if (GetTypeId() == TYPEID_CORPSE) return reinterpret_cast<Corpse*>(this); else return NULL; }
        Corpse const* ToCorpse() const { if (GetTypeId() == TYPEID_CORPSE) return reinterpret_cast<Corpse const*>(this); else return NULL; }

        DynamicObject* ToDynObject() { if (GetTypeId() == TYPEID_DYNAMICOBJECT) return reinterpret_cast<DynamicObject*>(this); else return NULL; }
        DynamicObject const* ToDynObject() const { if (GetTypeId() == TYPEID_DYNAMICOBJECT) return reinterpret_cast<DynamicObject const*>(this); else return NULL; }

    protected:
        Object();

        void _InitValues();
        void _Create(uint32 guidlow, uint32 entry, HighGuid guidhigh);
        std::string _ConcatFields(uint16 startIndex, uint16 size) const;
        void _LoadIntoDataField(std::string const& data, uint32 startOffset, uint32 count);

        uint32 GetUpdateFieldData(Player const* target, uint32*& flags) const;

        void _SetUpdateBits(UpdateMask* updateMask, Player* target) const;
        void _SetCreateBits(UpdateMask* updateMask, Player* target) const;
        void _BuildMovementUpdate(ByteBuffer * data, uint16 flags) const;
        void _BuildValuesUpdate(uint8 updatetype, ByteBuffer *data, UpdateMask* updateMask, Player* target) const;

        uint16 m_objectType;

        TypeID m_objectTypeId;
        uint16 m_updateFlag;

        union
        {
            int32  *m_int32Values;
            uint32 *m_uint32Values;
            float  *m_floatValues;
        };

        UpdateMask _changesMask;

        uint16 m_valuesCount;

        uint16 _fieldNotifyFlags;

        bool m_objectUpdated;

    private:
        bool m_inWorld;

        ByteBuffer m_PackGUID;

        // for output helpfull error messages from asserts
        bool PrintIndexError(uint32 index, bool set) const;
        Object(const Object&);                              // prevent generation copy constructor
        Object& operator=(Object const&);                   // prevent generation assigment operator
};

struct Position
{
    struct PositionXYZStreamer
    {
        explicit PositionXYZStreamer(Position& pos) : m_pos(&pos) {}
        Position* m_pos;
    };

    struct PositionXYZOStreamer
    {
        explicit PositionXYZOStreamer(Position& pos) : m_pos(&pos) {}
        Position* m_pos;
    };

    float m_positionX;
    float m_positionY;
    float m_positionZ;
// Better to limit access to m_orientation field, but this will be hard to achieve with many scripts using array initialization for this structure
//private:
    float m_orientation;
//public:

    bool operator==(Position const &a);

    inline bool operator!=(Position const &a)
    {
        return !(operator==(a));
    }

    void Relocate(float x, float y)
        { m_positionX = x; m_positionY = y;}
    void Relocate(float x, float y, float z)
        { m_positionX = x; m_positionY = y; m_positionZ = z; }
    void Relocate(float x, float y, float z, float orientation)
        { m_positionX = x; m_positionY = y; m_positionZ = z; SetOrientation(orientation); }
    void Relocate(Position const &pos)
        { m_positionX = pos.m_positionX; m_positionY = pos.m_positionY; m_positionZ = pos.m_positionZ; SetOrientation(pos.m_orientation); }
    void Relocate(Position const* pos)
        { m_positionX = pos->m_positionX; m_positionY = pos->m_positionY; m_positionZ = pos->m_positionZ; SetOrientation(pos->m_orientation); }
    void RelocateOffset(Position const &offset);
    void SetOrientation(float orientation)
    { m_orientation = NormalizeOrientation(orientation); }

    float GetPositionX() const { return m_positionX; }
    float GetPositionY() const { return m_positionY; }
    float GetPositionZ() const { return m_positionZ; }
    float GetOrientation() const { return m_orientation; }

    void GetPosition(float &x, float &y) const
        { x = m_positionX; y = m_positionY; }
    void GetPosition(float &x, float &y, float &z) const
        { x = m_positionX; y = m_positionY; z = m_positionZ; }
    void GetPosition(float &x, float &y, float &z, float &o) const
        { x = m_positionX; y = m_positionY; z = m_positionZ; o = m_orientation; }
    void GetPosition(Position* pos) const
    {
        if (pos)
            pos->Relocate(m_positionX, m_positionY, m_positionZ, m_orientation);
    }

    Position::PositionXYZStreamer PositionXYZStream()
    {
        return PositionXYZStreamer(*this);
    }
    Position::PositionXYZOStreamer PositionXYZOStream()
    {
        return PositionXYZOStreamer(*this);
    }

    bool IsPositionValid() const;

    float GetExactDist2dSq(float x, float y) const
        { float dx = m_positionX - x; float dy = m_positionY - y; return dx*dx + dy*dy; }
    float GetExactDist2d(const float x, const float y) const
        { return sqrt(GetExactDist2dSq(x, y)); }
    float GetExactDist2dSq(Position const* pos) const
        { float dx = m_positionX - pos->m_positionX; float dy = m_positionY - pos->m_positionY; return dx*dx + dy*dy; }
    float GetExactDist2d(Position const* pos) const
        { return sqrt(GetExactDist2dSq(pos)); }
    float GetExactDistSq(float x, float y, float z) const
        { float dz = m_positionZ - z; return GetExactDist2dSq(x, y) + dz*dz; }
    float GetExactDist(float x, float y, float z) const
        { return sqrt(GetExactDistSq(x, y, z)); }
    float GetExactDistSq(Position const* pos) const
        { float dx = m_positionX - pos->m_positionX; float dy = m_positionY - pos->m_positionY; float dz = m_positionZ - pos->m_positionZ; return dx*dx + dy*dy + dz*dz; }
    float GetExactDist(Position const* pos) const
        { return sqrt(GetExactDistSq(pos)); }

    void GetPositionOffsetTo(Position const & endPos, Position & retOffset) const;

    float GetAngle(Position const* pos) const;
    float GetAngle(float x, float y) const;
    float GetRelativeAngle(Position const* pos) const
        { return GetAngle(pos) - m_orientation; }
    float GetRelativeAngle(float x, float y) const { return GetAngle(x, y) - m_orientation; }
    void GetSinCos(float x, float y, float &vsin, float &vcos) const;

    bool IsInDist2d(float x, float y, float dist) const
        { return GetExactDist2dSq(x, y) < dist * dist; }
    bool IsInDist2d(Position const* pos, float dist) const
        { return GetExactDist2dSq(pos) < dist * dist; }
    bool IsInDist(float x, float y, float z, float dist) const
        { return GetExactDistSq(x, y, z) < dist * dist; }
    bool IsInDist(Position const* pos, float dist) const
        { return GetExactDistSq(pos) < dist * dist; }
    bool HasInArc(float arcangle, Position const* pos, float border = 2.0f) const;
    bool HasInLine(WorldObject const* target, float width) const;
    std::string ToString() const;

    // modulos a radian orientation to the range of 0..2PI
    static float NormalizeOrientation(float o)
    {
        // fmod only supports positive numbers. Thus we have
        // to emulate negative numbers
        if (o < 0)
        {
            float mod = o *-1;
            mod = fmod(mod, 2.0f * static_cast<float>(M_PI));
            mod = -mod + 2.0f * static_cast<float>(M_PI);
            return mod;
        }
        return fmod(o, 2.0f * static_cast<float>(M_PI));
    }
};
ByteBuffer& operator>>(ByteBuffer& buf, Position::PositionXYZOStreamer const& streamer);
ByteBuffer& operator<<(ByteBuffer& buf, Position::PositionXYZStreamer const& streamer);
ByteBuffer& operator>>(ByteBuffer& buf, Position::PositionXYZStreamer const& streamer);
ByteBuffer& operator<<(ByteBuffer& buf, Position::PositionXYZOStreamer const& streamer);

struct MovementInfo
{
    // common
    uint64 guid;
    uint32 flags;
    uint16 flags2;
    Position pos;
    uint32 time;
    // transport
    uint64 t_guid;
    Position t_pos;
    int8 t_seat;
    uint32 t_time;
    uint32 t_time2;
    // swimming/flying
    float pitch;
    // falling
    uint32 fallTime;
    // jumping
    float j_zspeed, j_sinAngle, j_cosAngle, j_xyspeed;
    // spline
    float splineElevation;

    MovementInfo() :
        guid(), flags(), flags2(), pos(), time(), t_guid(), t_pos(),
        t_seat(-1), t_time(), t_time2(), pitch(), fallTime(),
        j_zspeed(), j_sinAngle(), j_cosAngle(), j_xyspeed()
    { }

    uint32 GetMovementFlags() const { return flags; }
    void SetMovementFlags(uint32 flag) { flags = flag; }
    void AddMovementFlag(uint32 flag) { flags |= flag; }
    void RemoveMovementFlag(uint32 flag) { flags &= ~flag; }
    bool HasMovementFlag(uint32 flag) const { return flags & flag; }

    uint16 GetExtraMovementFlags() const { return flags2; }
    void AddExtraMovementFlag(uint16 flag) { flags2 |= flag; }
    bool HasExtraMovementFlag(uint16 flag) const { return flags2 & flag; }

    void SetFallTime(uint32 time) { fallTime = time; }

    void OutDebug();
};

#define MAPID_INVALID 0xFFFFFFFF

class WorldLocation : public Position
{
    public:
        explicit WorldLocation(uint32 _mapid = MAPID_INVALID, float _x = 0, float _y = 0, float _z = 0, float _o = 0)
            : m_mapId(_mapid) { Relocate(_x, _y, _z, _o); }
        WorldLocation(const WorldLocation &loc) { WorldRelocate(loc); }

        void WorldRelocate(const WorldLocation &loc)
            { m_mapId = loc.GetMapId(); Relocate(loc); }
        uint32 GetMapId() const { return m_mapId; }

        uint32 m_mapId;
};

template<class T>
class GridObject
{
    public:
        bool IsInGrid() const { return _gridRef.isValid(); }
        void AddToGrid(GridRefManager<T>& m) { ASSERT(!IsInGrid()); _gridRef.link(&m, (T*)this); }
        void RemoveFromGrid() { ASSERT(IsInGrid()); _gridRef.unlink(); }
    private:
        GridReference<T> _gridRef;
};

template <class T_VALUES, class T_FLAGS, class FLAG_TYPE, uint8 ARRAY_SIZE>
class FlaggedValuesArray32
{
    public:
        FlaggedValuesArray32()
        {
            memset(&m_values, 0x00, sizeof(T_VALUES) * ARRAY_SIZE);
            m_flags = 0;
        }

        T_FLAGS  GetFlags() const { return m_flags; }
        bool     HasFlag(FLAG_TYPE flag) const { return m_flags & (1 << flag); }
        void     AddFlag(FLAG_TYPE flag) { m_flags |= (1 << flag); }
        void     DelFlag(FLAG_TYPE flag) { m_flags &= ~(1 << flag); }

        T_VALUES GetValue(FLAG_TYPE flag) const { return m_values[flag]; }
        void     SetValue(FLAG_TYPE flag, T_VALUES value) { m_values[flag] = value; }
        void     AddValue(FLAG_TYPE flag, T_VALUES value) { m_values[flag] += value; }

    private:
        T_VALUES m_values[ARRAY_SIZE];
        T_FLAGS m_flags;
};

class WorldObject : public Object, public WorldLocation
{
    protected:
        explicit WorldObject(bool isWorldObject); //note: here it means if it is in grid object list or world object list
    public:
        virtual ~WorldObject();

        virtual void Update (uint32 /*time_diff*/) { }

        void _Create(uint32 guidlow, HighGuid guidhigh, uint32 phaseMask);
        virtual void RemoveFromWorld();

        void GetNearPoint2D(float &x, float &y, float distance, float absAngle) const;
        void GetNearPoint(WorldObject const* searcher, float &x, float &y, float &z, float searcher_size, float distance2d, float absAngle) const;
        void GetClosePoint(float &x, float &y, float &z, float size, float distance2d = 0, float angle = 0) const;
        void MovePosition(Position &pos, float dist, float angle);
        void GetNearPosition(Position &pos, float dist, float angle);
        void MovePositionToFirstCollision(Position &pos, float dist, float angle);
        void GetFirstCollisionPosition(Position &pos, float dist, float angle);
        void GetRandomNearPosition(Position &pos, float radius);
        void GetContactPoint(WorldObject const* obj, float &x, float &y, float &z, float distance2d = CONTACT_DISTANCE) const;

        float GetObjectSize() const;
        void UpdateGroundPositionZ(float x, float y, float &z) const;
        void UpdateAllowedPositionZ(float x, float y, float &z) const;

        void GetRandomPoint(Position const &srcPos, float distance, float &rand_x, float &rand_y, float &rand_z) const;
        void GetRandomPoint(Position const &srcPos, float distance, Position &pos) const;

        uint32 GetInstanceId() const { return m_InstanceId; }

        virtual void SetPhaseMask(uint32 newPhaseMask, bool update);
        uint32 GetPhaseMask() const { return m_phaseMask; }
        bool InSamePhase(WorldObject const* obj) const;
        bool InSamePhase(uint32 phasemask) const { return (GetPhaseMask() & phasemask); }

        uint32 GetZoneId() const;
        uint32 GetAreaId() const;
        void GetZoneAndAreaId(uint32& zoneid, uint32& areaid) const;

        InstanceScript* GetInstanceScript();

        std::string const& GetName() const { return m_name; }
        void SetName(std::string const& newname) { m_name=newname; }

        virtual std::string const& GetNameForLocaleIdx(LocaleConstant /*locale_idx*/) const { return m_name; }

        float GetDistance(WorldObject const* obj) const;
        float GetDistance(Position const &pos) const;
        float GetDistance(float x, float y, float z) const;
        float GetDistance2d(WorldObject const* obj) const;
        float GetDistance2d(float x, float y) const;
        float GetDistanceZ(WorldObject const* obj) const;

        bool IsSelfOrInSameMap(WorldObject const* obj) const;
        bool IsInMap(WorldObject const* obj) const;
        bool IsWithinDist3d(float x, float y, float z, float dist) const;
        bool IsWithinDist3d(Position const* pos, float dist) const;
        bool IsWithinDist2d(float x, float y, float dist) const;
        bool IsWithinDist2d(Position const* pos, float dist) const;
        // use only if you will sure about placing both object at same map
        bool IsWithinDist(WorldObject const* obj, float dist2compare, bool is3D = true) const;
        bool IsWithinDistInMap(WorldObject const* obj, float dist2compare, bool is3D = true) const;
        bool IsWithinLOS(float x, float y, float z) const;
        bool IsWithinLOSInMap(WorldObject const* obj) const;
        bool GetDistanceOrder(WorldObject const* obj1, WorldObject const* obj2, bool is3D = true) const;
        bool IsInRange(WorldObject const* obj, float minRange, float maxRange, bool is3D = true) const;
        bool IsInRange2d(float x, float y, float minRange, float maxRange) const;
        bool IsInRange3d(float x, float y, float z, float minRange, float maxRange) const;
        bool isInFront(WorldObject const* target, float arc = M_PI) const;
        bool isInBack(WorldObject const* target, float arc = M_PI) const;

        bool IsInBetween(WorldObject const* obj1, WorldObject const* obj2, float size = 0) const;

        virtual void CleanupsBeforeDelete(bool finalCleanup = true);  // used in destructor or explicitly before mass creature delete to remove cross-references to already deleted units

        virtual void SendMessageToSet(WorldPacket* data, bool self);
        virtual void SendMessageToSetInRange(WorldPacket* data, float dist, bool self);
        virtual void SendMessageToSet(WorldPacket* data, Player const* skipped_rcvr);

        virtual uint8 getLevelForTarget(WorldObject const* /*target*/) const { return 1; }

        void MonsterSay(const char* text, uint32 language, uint64 TargetGuid);
        void MonsterYell(const char* text, uint32 language, uint64 TargetGuid);
        void MonsterTextEmote(const char* text, uint64 TargetGuid, bool IsBossEmote = false);
        void MonsterWhisper(const char* text, uint64 receiver, bool IsBossWhisper = false);
        void MonsterSay(int32 textId, uint32 language, uint64 TargetGuid);
        void MonsterYell(int32 textId, uint32 language, uint64 TargetGuid);
        void MonsterTextEmote(int32 textId, uint64 TargetGuid, bool IsBossEmote = false);
        void MonsterWhisper(int32 textId, uint64 receiver, bool IsBossWhisper = false);
        void MonsterYellToZone(int32 textId, uint32 language, uint64 TargetGuid);
        void BuildMonsterChat(WorldPacket* data, uint8 msgtype, char const* text, uint32 language, std::string const& name, uint64 TargetGuid) const;

        void PlayDistanceSound(uint32 sound_id, Player* target = NULL);
        void PlayDirectSound(uint32 sound_id, Player* target = NULL);

        void SendObjectDeSpawnAnim(uint64 guid);

        virtual void SaveRespawnTime() {}
        void AddObjectToRemoveList();

        float GetGridActivationRange() const;
        float GetVisibilityRange() const;
        float GetSightRange(WorldObject const* target = NULL) const;
        bool canSeeOrDetect(WorldObject const* obj, bool ignoreStealth = false, bool distanceCheck = false) const;

        FlaggedValuesArray32<int32, uint32, StealthType, TOTAL_STEALTH_TYPES> m_stealth;
        FlaggedValuesArray32<int32, uint32, StealthType, TOTAL_STEALTH_TYPES> m_stealthDetect;

        FlaggedValuesArray32<int32, uint32, InvisibilityType, TOTAL_INVISIBILITY_TYPES> m_invisibility;
        FlaggedValuesArray32<int32, uint32, InvisibilityType, TOTAL_INVISIBILITY_TYPES> m_invisibilityDetect;

        FlaggedValuesArray32<int32, uint32, ServerSideVisibilityType, TOTAL_SERVERSIDE_VISIBILITY_TYPES> m_serverSideVisibility;
        FlaggedValuesArray32<int32, uint32, ServerSideVisibilityType, TOTAL_SERVERSIDE_VISIBILITY_TYPES> m_serverSideVisibilityDetect;

        // Low Level Packets
        void SendPlaySound(uint32 Sound, bool OnlySelf);

        virtual void SetMap(Map* map);
        virtual void ResetMap();
        Map* GetMap() const { ASSERT(m_currMap); return m_currMap; }
        Map* FindMap() const { return m_currMap; }
        //used to check all object's GetMap() calls when object is not in world!

        //this function should be removed in nearest time...
        Map const* GetBaseMap() const;

        void SetZoneScript();
        ZoneScript* GetZoneScript() const { return m_zoneScript; }

        TempSummon* SummonCreature(uint32 id, Position const &pos, TempSummonType spwtype = TEMPSUMMON_MANUAL_DESPAWN, uint32 despwtime = 0, uint32 vehId = 0) const;
        TempSummon* SummonCreature(uint32 id, float x, float y, float z, float ang = 0, TempSummonType spwtype = TEMPSUMMON_MANUAL_DESPAWN, uint32 despwtime = 0) const;
        GameObject* SummonGameObject(uint32 entry, float x, float y, float z, float ang, float rotation0, float rotation1, float rotation2, float rotation3, uint32 respawnTime);
        Creature*   SummonTrigger(float x, float y, float z, float ang, uint32 dur, CreatureAI* (*GetAI)(Creature*) = NULL);
        void SummonCreatureGroup(uint8 group, std::list<TempSummon*>* list = NULL);

        Creature*   FindNearestCreature(uint32 entry, float range, bool alive = true) const;
        GameObject* FindNearestGameObject(uint32 entry, float range) const;
        GameObject* FindNearestGameObjectOfType(GameobjectTypes type, float range) const;

        void GetGameObjectListWithEntryInGrid(std::list<GameObject*>& lList, uint32 uiEntry, float fMaxSearchRange) const;
        void GetCreatureListWithEntryInGrid(std::list<Creature*>& lList, uint32 uiEntry, float fMaxSearchRange) const;

        void DestroyForNearbyPlayers();
        virtual void UpdateObjectVisibility(bool forced = true);
        void BuildUpdate(UpdateDataMapType&);

        //relocation and visibility system functions
        void AddToNotify(uint16 f) { m_notifyflags |= f;}
        bool isNeedNotify(uint16 f) const { return m_notifyflags & f;}
        uint16 GetNotifyFlags() const { return m_notifyflags; }
        bool NotifyExecuted(uint16 f) const { return m_executed_notifies & f;}
        void SetNotified(uint16 f) { m_executed_notifies |= f;}
        void ResetAllNotifies() { m_notifyflags = 0; m_executed_notifies = 0; }

        bool isActiveObject() const { return m_isActive; }
        void setActive(bool isActiveObject);
        void SetWorldObject(bool apply);
        bool IsPermanentWorldObject() const { return m_isWorldObject; }
        bool IsWorldObject() const;

        template<class NOTIFIER> void VisitNearbyObject(float const& radius, NOTIFIER& notifier) const { if (IsInWorld()) GetMap()->VisitAll(GetPositionX(), GetPositionY(), radius, notifier); }
        template<class NOTIFIER> void VisitNearbyGridObject(float const& radius, NOTIFIER& notifier) const { if (IsInWorld()) GetMap()->VisitGrid(GetPositionX(), GetPositionY(), radius, notifier); }
        template<class NOTIFIER> void VisitNearbyWorldObject(float const& radius, NOTIFIER& notifier) const { if (IsInWorld()) GetMap()->VisitWorld(GetPositionX(), GetPositionY(), radius, notifier); }

#ifdef MAP_BASED_RAND_GEN
        int32 irand(int32 min, int32 max) const     { return int32 (GetMap()->mtRand.randInt(max - min)) + min; }
        uint32 urand(uint32 min, uint32 max) const  { return GetMap()->mtRand.randInt(max - min) + min;}
        int32 rand32() const                        { return GetMap()->mtRand.randInt();}
        double rand_norm() const                    { return GetMap()->mtRand.randExc();}
        double rand_chance() const                  { return GetMap()->mtRand.randExc(100.0);}
#endif

        uint32  LastUsedScriptID;

        // Transports
        Transport* GetTransport() const { return m_transport; }
        virtual float GetTransOffsetX() const { return 0; }
        virtual float GetTransOffsetY() const { return 0; }
        virtual float GetTransOffsetZ() const { return 0; }
        virtual float GetTransOffsetO() const { return 0; }
        virtual uint32 GetTransTime()   const { return 0; }
        virtual int8 GetTransSeat()     const { return -1; }
        virtual uint64 GetTransGUID()   const;
        void SetTransport(Transport* t) { m_transport = t; }

        MovementInfo m_movementInfo;
    protected:
        std::string m_name;
        bool m_isActive;
        const bool m_isWorldObject;
        ZoneScript* m_zoneScript;

        // transports
        Transport* m_transport;

        //these functions are used mostly for Relocate() and Corpse/Player specific stuff...
        //use them ONLY in LoadFromDB()/Create() funcs and nowhere else!
        //mapId/instanceId should be set in SetMap() function!
        void SetLocationMapId(uint32 _mapId) { m_mapId = _mapId; }
        void SetLocationInstanceId(uint32 _instanceId) { m_InstanceId = _instanceId; }

        virtual bool IsNeverVisible() const { return !IsInWorld(); }
        virtual bool IsAlwaysVisibleFor(WorldObject const* /*seer*/) const { return false; }
        virtual bool IsInvisibleDueToDespawn() const { return false; }
        //difference from IsAlwaysVisibleFor: 1. after distance check; 2. use owner or charmer as seer
        virtual bool IsAlwaysDetectableFor(WorldObject const* /*seer*/) const { return false; }
    private:
        Map* m_currMap;                                    //current object's Map location

        //uint32 m_mapId;                                     // object at map with map_id
        uint32 m_InstanceId;                                // in map copy with instance id
        uint32 m_phaseMask;                                 // in area phase state

        uint16 m_notifyflags;
        uint16 m_executed_notifies;

        virtual bool _IsWithinDist(WorldObject const* obj, float dist2compare, bool is3D) const;

        bool CanNeverSee(WorldObject const* obj) const;
        virtual bool CanAlwaysSee(WorldObject const* /*obj*/) const { return false; }
        bool CanDetect(WorldObject const* obj, bool ignoreStealth) const;
        bool CanDetectInvisibilityOf(WorldObject const* obj) const;
        bool CanDetectStealthOf(WorldObject const* obj) const;
};

namespace Trinity
{
    // Binary predicate to sort WorldObjects based on the distance to a reference WorldObject
    class ObjectDistanceOrderPred
    {
        public:
            ObjectDistanceOrderPred(WorldObject const* pRefObj, bool ascending = true) : m_refObj(pRefObj), m_ascending(ascending) {}
            bool operator()(WorldObject const* pLeft, WorldObject const* pRight) const
            {
                return m_ascending ? m_refObj->GetDistanceOrder(pLeft, pRight) : !m_refObj->GetDistanceOrder(pLeft, pRight);
            }
        private:
            WorldObject const* m_refObj;
            const bool m_ascending;
    };
}

#endif
