/*
 * Copyright (C) 2005-2010 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, write to the Free Software
 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
 */

#include "Common.h"
#include "SharedDefines.h"
#include "WorldPacket.h"
#include "Opcodes.h"
#include "Log.h"
#include "World.h"
#include "Object.h"
#include "Creature.h"
#include "Player.h"
#include "Vehicle.h"
#include "ObjectMgr.h"
#include "ObjectDefines.h"
#include "UpdateData.h"
#include "UpdateMask.h"
#include "Util.h"
#include "MapManager.h"
#include "Log.h"
#include "Transports.h"
#include "TargetedMovementGenerator.h"
#include "WaypointMovementGenerator.h"
#include "VMapFactory.h"
#include "CellImpl.h"
#include "GridNotifiers.h"
#include "GridNotifiersImpl.h"

#include "ObjectPosSelector.h"

#include "TemporarySummon.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      = 0;
    m_uint32Values_mirror = 0;
    m_valuesCount       = 0;

    m_inWorld           = false;
    m_objectUpdated     = false;

    m_PackGUID.appendPackGUID(0);
}

Object::~Object( )
{
    if(IsInWorld())
    {
        ///- Do NOT call RemoveFromWorld here, if the object is a player it will crash
        sLog.outError("Object::~Object (GUID: %u TypeId: %u) deleted but still in world!!", GetGUIDLow(), GetTypeId());
        ASSERT(false);
    }

    if(m_objectUpdated)
    {
        sLog.outError("Object::~Object (GUID: %u TypeId: %u) deleted but still have updated status!!", GetGUIDLow(), GetTypeId());
        ASSERT(false);
    }

    if(m_uint32Values)
    {

        //DEBUG_LOG("Object desctr 1 check (%p)",(void*)this);
        delete [] m_uint32Values;
        delete [] m_uint32Values_mirror;
        //DEBUG_LOG("Object desctr 2 check (%p)",(void*)this);
    }
}

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

    m_uint32Values_mirror = new uint32[ m_valuesCount ];
    memset(m_uint32Values_mirror, 0, m_valuesCount*sizeof(uint32));

    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 );
    SetUInt32Value( OBJECT_FIELD_TYPE, m_objectType );
    m_PackGUID.wpos(0);
    m_PackGUID.appendPackGUID(GetGUID());
}

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

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

    BuildMovementUpdate(&buf, flags, 0x00000000);

    data->AddUpdateBlock(buf);
}

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

    uint8  updatetype = UPDATETYPE_CREATE_OBJECT;
    uint16 flags      = m_updateFlag;
    uint32 flags2     = 0;

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

    if(flags & UPDATEFLAG_HAS_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(((GameObject*)this)->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(((Unit*)this)->getVictim())
                flags |= UPDATEFLAG_HAS_ATTACKING_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, flags2);

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

void Object::SendCreateUpdateToPlayer(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 anim ) const
{
    ASSERT(target);

    WorldPacket data(SMSG_DESTROY_OBJECT, 8);
    data << uint64(GetGUID());
    data << uint8(anim ? 1 : 0);                            // WotLK (bool), may be despawn animation
    target->GetSession()->SendPacket( &data );
}

void Object::BuildMovementUpdate(ByteBuffer * data, uint16 flags, uint32 flags2) const
{
    uint16 unk_flags = ((GetTypeId() == TYPEID_PLAYER) ? ((Player*)this)->m_movementInfo.unk1 : 0);

    if(GetTypeId() == TYPEID_UNIT)
        if(((Creature*)this)->isVehicle())
            unk_flags |= 0x20;                              // always allow pitch

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

    // 0x20
    if (flags & UPDATEFLAG_LIVING)
    {
        switch(GetTypeId())
        {
            case TYPEID_UNIT:
            {
                flags2 = MOVEMENTFLAG_NONE;

                if (!((Creature*)this)->IsStopped())
                    flags2 |= MOVEMENTFLAG_FORWARD;         // not set if not really moving

                if (((Creature*)this)->canFly())
                {
                    flags2 |= MOVEMENTFLAG_LEVITATING;      // (ok) most seem to have this

                    if (((Creature*)this)->IsStopped())
                        flags2 |= MOVEMENTFLAG_FLY_UNK1;    // (ok) possibly some "hover" mode
                    else
                    {
                        if (((Creature*)this)->IsMounted())
                            flags2 |= MOVEMENTFLAG_FLYING;  // seems to be often when mounted
                        /* for further research
                        else
                            flags2 |= MOVEMENTFLAG_FLYING2; // not seen, but work on some, even if not "correct"
                        */
                    }
                }
            }
            break;
            case TYPEID_PLAYER:
            {
                flags2 = ((Player*)this)->m_movementInfo.GetMovementFlags();

                if(((Player*)this)->GetTransport())
                    flags2 |= MOVEMENTFLAG_ONTRANSPORT;
                else
                    flags2 &= ~MOVEMENTFLAG_ONTRANSPORT;

                // remove unknown, unused etc flags for now
                flags2 &= ~MOVEMENTFLAG_SPLINE2;            // will be set manually

                if(((Player*)this)->isInFlight())
                {
                    ASSERT(((Player*)this)->GetMotionMaster()->GetCurrentMovementGeneratorType() == FLIGHT_MOTION_TYPE);
                    flags2 = (MOVEMENTFLAG_FORWARD | MOVEMENTFLAG_SPLINE2);
                }
            }
            break;
        }

        *data << uint32(flags2);                            // movement flags
        *data << uint16(unk_flags);                         // unknown 2.3.0
        *data << uint32(getMSTime());                       // time (in milliseconds)

        // position
        *data << ((WorldObject*)this)->GetPositionX();
        *data << ((WorldObject*)this)->GetPositionY();
        *data << ((WorldObject*)this)->GetPositionZ();
        *data << ((WorldObject*)this)->GetOrientation();

        // 0x00000200
        if(flags2 & MOVEMENTFLAG_ONTRANSPORT)
        {
            if(GetTypeId() == TYPEID_PLAYER)
            {
                data->append(((Player*)this)->GetTransport()->GetPackGUID());
                *data << (float)((Player*)this)->GetTransOffsetX();
                *data << (float)((Player*)this)->GetTransOffsetY();
                *data << (float)((Player*)this)->GetTransOffsetZ();
                *data << (float)((Player*)this)->GetTransOffsetO();
                *data << (uint32)((Player*)this)->GetTransTime();
                *data << (int8)((Player*)this)->GetTransSeat();
            }
            else
            {
                //MaNGOS currently not have support for other than player on transport
                *data << uint8(0);
                *data << float(0) << float(0) << float(0) << float(0);
                *data << uint32(0);
                *data << uint8(-1);
            }
        }

        // 0x02200000
        if((flags2 & (MOVEMENTFLAG_SWIMMING | MOVEMENTFLAG_FLYING)) || (unk_flags & 0x20))
        {
            if(GetTypeId() == TYPEID_PLAYER)
                *data << (float)((Player*)this)->m_movementInfo.s_pitch;
            else
                *data << (float)0;                          // is't part of movement packet, we must store and send it...
        }

        if(GetTypeId() == TYPEID_PLAYER)
            *data << (uint32)((Player*)this)->m_movementInfo.fallTime;
        else
            *data << (uint32)0;                             // last fall time

        // 0x00001000
        if(flags2 & MOVEMENTFLAG_JUMPING)
        {
            if(GetTypeId() == TYPEID_PLAYER)
            {
                *data << (float)((Player*)this)->m_movementInfo.j_unk;
                *data << (float)((Player*)this)->m_movementInfo.j_sinAngle;
                *data << (float)((Player*)this)->m_movementInfo.j_cosAngle;
                *data << (float)((Player*)this)->m_movementInfo.j_xyspeed;
            }
            else
            {
                *data << (float)0;
                *data << (float)0;
                *data << (float)0;
                *data << (float)0;
            }
        }

        // 0x04000000
        if(flags2 & MOVEMENTFLAG_SPLINE)
        {
            if(GetTypeId() == TYPEID_PLAYER)
                *data << (float)((Player*)this)->m_movementInfo.u_unk1;
            else
                *data << (float)0;
        }

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

        // 0x08000000
        if(flags2 & MOVEMENTFLAG_SPLINE2)
        {
            if(GetTypeId() != TYPEID_PLAYER)
            {
                sLog.outDebug("_BuildMovementUpdate: MOVEMENTFLAG_SPLINE2 for non-player");
                return;
            }

            if(!((Player*)this)->isInFlight())
            {
                sLog.outDebug("_BuildMovementUpdate: MOVEMENTFLAG_SPLINE2 but not in flight");
                return;
            }

            ASSERT(((Player*)this)->GetMotionMaster()->GetCurrentMovementGeneratorType() == FLIGHT_MOTION_TYPE);

            FlightPathMovementGenerator *fmg = (FlightPathMovementGenerator*)(((Player*)this)->GetMotionMaster()->top());

            uint32 flags3 = MONSTER_MOVE_SPLINE_FLY;

            *data << uint32(flags3);                        // splines flag?

            if(flags3 & 0x20000)                            // may be orientation
            {
                *data << (float)0;
            }
            else
            {
                if(flags3 & 0x8000)                         // probably x,y,z coords there
                {
                    *data << (float)0;
                    *data << (float)0;
                    *data << (float)0;
                }

                if(flags3 & 0x10000)                        // probably guid there
                {
                    *data << uint64(0);
                }
            }

            Path &path = fmg->GetPath();

            float x, y, z;
            ((Player*)this)->GetPosition(x, y, z);

            uint32 inflighttime = uint32(path.GetPassedLength(fmg->GetCurrentNode(), x, y, z) * 32);
            uint32 traveltime = uint32(path.GetTotalLength() * 32);

            *data << uint32(inflighttime);                  // passed move time?
            *data << uint32(traveltime);                    // full move time?
            *data << uint32(0);                             // ticks count?

            *data << float(0);                              // added in 3.1
            *data << float(0);                              // added in 3.1
            *data << float(0);                              // added in 3.1

            *data << uint32(0);                             // added in 3.1

            uint32 poscount = uint32(path.Size());
            *data << uint32(poscount);                      // points count

            for(uint32 i = 0; i < poscount; ++i)
            {
                *data << path.GetNodes()[i].x;
                *data << path.GetNodes()[i].y;
                *data << path.GetNodes()[i].z;
            }

            *data << uint8(0);                              // added in 3.0.8

            *data << path.GetNodes()[poscount-1].x;
            *data << path.GetNodes()[poscount-1].y;
            *data << path.GetNodes()[poscount-1].z;
        }
    }
    else
    {
        if(flags & UPDATEFLAG_POSITION)
        {
            *data << uint8(0);                              // unk PGUID!
            *data << ((WorldObject*)this)->GetPositionX();
            *data << ((WorldObject*)this)->GetPositionY();
            *data << ((WorldObject*)this)->GetPositionZ();
            *data << ((WorldObject*)this)->GetPositionX();
            *data << ((WorldObject*)this)->GetPositionY();
            *data << ((WorldObject*)this)->GetPositionZ();
            *data << ((WorldObject*)this)->GetOrientation();

            if(GetTypeId() == TYPEID_CORPSE)
                *data << float(((WorldObject*)this)->GetOrientation());
            else
                *data << float(0);
        }
        else
        {
            // 0x40
            if (flags & UPDATEFLAG_HAS_POSITION)
            {
                // 0x02
                if(flags & UPDATEFLAG_TRANSPORT && ((GameObject*)this)->GetGoType() == GAMEOBJECT_TYPE_MO_TRANSPORT)
                {
                    *data << (float)0;
                    *data << (float)0;
                    *data << (float)0;
                    *data << ((WorldObject *)this)->GetOrientation();
                }
                else
                {
                    *data << ((WorldObject *)this)->GetPositionX();
                    *data << ((WorldObject *)this)->GetPositionY();
                    *data << ((WorldObject *)this)->GetPositionZ();
                    *data << ((WorldObject *)this)->GetOrientation();
                }
            }
        }
    }

    // 0x8
    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;
            case TYPEID_UNIT:
                *data << uint32(0x0000000B);                // unk, can be 0xB or 0xC
                break;
            case TYPEID_PLAYER:
                if(flags & UPDATEFLAG_SELF)
                    *data << uint32(0x0000002F);            // unk, can be 0x15 or 0x22
                else
                    *data << uint32(0x00000008);            // unk, can be 0x7 or 0x8
                break;
            default:
                *data << uint32(0x00000000);                // unk
                break;
        }
    }

    // 0x10
    if(flags & UPDATEFLAG_HIGHGUID)
    {
        switch(GetTypeId())
        {
            case TYPEID_OBJECT:
            case TYPEID_ITEM:
            case TYPEID_CONTAINER:
            case TYPEID_GAMEOBJECT:
            case TYPEID_DYNAMICOBJECT:
            case TYPEID_CORPSE:
                *data << uint32(GetGUIDHigh());             // GetGUIDHigh()
                break;
            case TYPEID_UNIT:
                *data << uint32(0x0000000B);                // unk, can be 0xB or 0xC
                break;
            case TYPEID_PLAYER:
                if(flags & UPDATEFLAG_SELF)
                    *data << uint32(0x0000002F);            // unk, can be 0x15 or 0x22
                else
                    *data << uint32(0x00000008);            // unk, can be 0x7 or 0x8
                break;
            default:
                *data << uint32(0x00000000);                // unk
                break;
        }
    }

    // 0x4
    if(flags & UPDATEFLAG_HAS_ATTACKING_TARGET)             // packed guid (current target guid)
    {
        if (((Unit*)this)->getVictim())
            data->append(((Unit*)this)->getVictim()->GetPackGUID());
        else
            data->appendPackGUID(0);
    }

    // 0x2
    if(flags & UPDATEFLAG_TRANSPORT)
    {
        *data << uint32(getMSTime());                       // ms time
    }

    // 0x80
    if(flags & UPDATEFLAG_VEHICLE)                          // unused for now
    {
        *data << uint32(((Vehicle*)this)->GetVehicleId());  // vehicle id
        *data << float(0);                                  // facing adjustment
    }

    // 0x200
    if(flags & UPDATEFLAG_ROTATION)
    {
        *data << uint64(((GameObject*)this)->GetRotation());
    }
}

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

    bool IsActivateToQuest = false;
    bool IsPerCasterAuraState = false;
    if (updatetype == UPDATETYPE_CREATE_OBJECT || updatetype == UPDATETYPE_CREATE_OBJECT2)
    {
        if (isType(TYPEMASK_GAMEOBJECT) && !((GameObject*)this)->IsTransport())
        {
            if ( ((GameObject*)this)->ActivateToQuest(target) || target->isGameMaster())
                IsActivateToQuest = true;

            updateMask->SetBit(GAMEOBJECT_DYNAMIC);
        }
        else if (isType(TYPEMASK_UNIT))
        {
            if( ((Unit*)this)->HasAuraState(AURA_STATE_CONFLAGRATE))
            {
                IsPerCasterAuraState = true;
                updateMask->SetBit(UNIT_FIELD_AURASTATE);
            }
        }
    }
    else                                                    // case UPDATETYPE_VALUES
    {
        if (isType(TYPEMASK_GAMEOBJECT) && !((GameObject*)this)->IsTransport())
        {
            if ( ((GameObject*)this)->ActivateToQuest(target) || target->isGameMaster())
            {
                IsActivateToQuest = true;
            }
            updateMask->SetBit(GAMEOBJECT_DYNAMIC);
            updateMask->SetBit(GAMEOBJECT_BYTES_1);
        }
        else if (isType(TYPEMASK_UNIT))
        {
            if( ((Unit*)this)->HasAuraState(AURA_STATE_CONFLAGRATE))
            {
                IsPerCasterAuraState = true;
                updateMask->SetBit(UNIT_FIELD_AURASTATE);
            }
        }
    }

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

    *data << (uint8)updateMask->GetBlockCount();
    data->append( updateMask->GetMask(), updateMask->GetLength() );

    // 2 specialized loops for speed optimization in non-unit case
    if(isType(TYPEMASK_UNIT))                               // unit (creature/player) case
    {
        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 ] & ~UNIT_NPC_FLAG_GUARD;

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

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

                        if (appendValue & UNIT_NPC_FLAG_STABLEMASTER)
                        {
                            if (target->getClass() != CLASS_HUNTER)
                                appendValue &= ~UNIT_NPC_FLAG_STABLEMASTER;
                        }
                    }

                    *data << uint32(appendValue);
                }
                else if (index == UNIT_FIELD_AURASTATE)
                {
                    if(IsPerCasterAuraState)
                    {
                        // IsPerCasterAuraState set if related pet caster aura state set already
                        if (((Unit*)this)->HasAuraStateForCaster(AURA_STATE_CONFLAGRATE,target->GetGUID()))
                            *data << m_uint32Values[ index ];
                        else
                            *data << (m_uint32Values[ index ] & ~(1 << (AURA_STATE_CONFLAGRATE-1)));
                    }
                    else
                        *data << m_uint32Values[ index ];
                }
                // 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 && target->isGameMaster())
                {
                    *data << (m_uint32Values[ index ] & ~UNIT_FLAG_NOT_SELECTABLE);
                }
                // hide lootable animation for unallowed players
                else if(index == UNIT_DYNAMIC_FLAGS && GetTypeId() == TYPEID_UNIT)
                {
                    if(!target->isAllowedToLoot((Creature*)this))
                        *data << (m_uint32Values[ index ] & ~UNIT_DYNFLAG_LOOTABLE);
                    else
                        *data << (m_uint32Values[ index ] & ~UNIT_DYNFLAG_OTHER_TAGGER);
                }
                else
                {
                    // send in current format (float as float, uint32 as uint32)
                    *data << m_uint32Values[ index ];
                }
            }
        }
    }
    else if(isType(TYPEMASK_GAMEOBJECT))                    // 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(((GameObject*)this)->GetGoType())
                        {
                            case GAMEOBJECT_TYPE_CHEST:
                                // enable quest object. Represent 9, but 1 for client before 2.3.0
                                *data << uint16(9);
                                *data << uint16(-1);
                                break;
                            case GAMEOBJECT_TYPE_GOOBER:
                                *data << uint16(1);
                                *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
                    *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)
{
    if(m_uint32Values)
    {
        for( uint16 index = 0; index < m_valuesCount; ++index )
        {
            if(m_uint32Values_mirror[index]!= m_uint32Values[index])
                m_uint32Values_mirror[index] = m_uint32Values[index];
        }
    }

    if(m_objectUpdated)
    {
        if(remove)
            RemoveFromClientUpdateList();
        m_objectUpdated = false;
    }
}

bool Object::LoadValues(const char* data)
{
    if(!m_uint32Values) _InitValues();

    Tokens tokens = StrSplit(data, " ");

    if(tokens.size() != m_valuesCount)
        return false;

    Tokens::iterator iter;
    int index;
    for (iter = tokens.begin(), index = 0; index < m_valuesCount; ++iter, ++index)
    {
        m_uint32Values[index] = atol((*iter).c_str());
    }

    return true;
}

void Object::_SetUpdateBits(UpdateMask *updateMask, Player* /*target*/) const
{
    for( uint16 index = 0; index < m_valuesCount; ++index )
    {
        if(m_uint32Values_mirror[index]!= m_uint32Values[index])
            updateMask->SetBit(index);
    }
}

void Object::_SetCreateBits(UpdateMask *updateMask, Player* /*target*/) const
{
    for( uint16 index = 0; index < m_valuesCount; ++index )
    {
        if(GetUInt32Value(index) != 0)
            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;

        if(m_inWorld)
        {
            if(!m_objectUpdated)
            {
                AddToClientUpdateList();
                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;

        if(m_inWorld)
        {
            if(!m_objectUpdated)
            {
                AddToClientUpdateList();
                m_objectUpdated = true;
            }
        }
    }
}

void Object::SetUInt64Value( uint16 index, const uint64 &value )
{
    ASSERT( index + 1 < m_valuesCount || PrintIndexError( index, true ) );
    if(*((uint64*)&(m_uint32Values[ index ])) != value)
    {
        m_uint32Values[ index ] = *((uint32*)&value);
        m_uint32Values[ index + 1 ] = *(((uint32*)&value) + 1);

        if(m_inWorld)
        {
            if(!m_objectUpdated)
            {
                AddToClientUpdateList();
                m_objectUpdated = true;
            }
        }
    }
}

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

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

        if(m_inWorld)
        {
            if(!m_objectUpdated)
            {
                AddToClientUpdateList();
                m_objectUpdated = true;
            }
        }
    }
}

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

    if(offset > 4)
    {
        sLog.outError("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));

        if(m_inWorld)
        {
            if(!m_objectUpdated)
            {
                AddToClientUpdateList();
                m_objectUpdated = true;
            }
        }
    }
}

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

    if(offset > 2)
    {
        sLog.outError("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));

        if(m_inWorld)
        {
            if(!m_objectUpdated)
            {
                AddToClientUpdateList();
                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::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;

        if(m_inWorld)
        {
            if(!m_objectUpdated)
            {
                AddToClientUpdateList();
                m_objectUpdated = true;
            }
        }
    }
}

void Object::RemoveFlag( uint16 index, uint32 oldFlag )
{
    ASSERT( index < m_valuesCount || PrintIndexError( index, true ) );
    uint32 oldval = m_uint32Values[ index ];
    uint32 newval = oldval & ~oldFlag;

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

        if(m_inWorld)
        {
            if(!m_objectUpdated)
            {
                AddToClientUpdateList();
                m_objectUpdated = true;
            }
        }
    }
}

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

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

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

        if(m_inWorld)
        {
            if(!m_objectUpdated)
            {
                AddToClientUpdateList();
                m_objectUpdated = true;
            }
        }
    }
}

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

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

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

        if(m_inWorld)
        {
            if(!m_objectUpdated)
            {
                AddToClientUpdateList();
                m_objectUpdated = true;
            }
        }
    }
}

bool Object::PrintIndexError(uint32 index, bool set) const
{
    sLog.outError("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;
}

void Object::BuildUpdateDataForPlayer(Player* pl, UpdateDataMapType& update_players)
{
    UpdateDataMapType::iterator iter = update_players.find(pl);

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

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

void Object::AddToClientUpdateList()
{
    sLog.outError("Unexpected call of Object::AddToClientUpdateList for object (TypeId: %u Update fields: %u)",GetTypeId(), m_valuesCount);
    ASSERT(false);
}

void Object::RemoveFromClientUpdateList()
{
    sLog.outError("Unexpected call of Object::RemoveFromClientUpdateList for object (TypeId: %u Update fields: %u)",GetTypeId(), m_valuesCount);
    ASSERT(false);
}

void Object::BuildUpdateData( UpdateDataMapType& update_players )
{
    sLog.outError("Unexpected call of Object::BuildUpdateData for object (TypeId: %u Update fields: %u)",GetTypeId(), m_valuesCount);
    ASSERT(false);
}

WorldObject::WorldObject()
    : m_currMap(NULL), m_mapId(0), m_InstanceId(0), m_phaseMask(PHASEMASK_NORMAL),
    m_positionX(0.0f), m_positionY(0.0f), m_positionZ(0.0f), m_orientation(0.0f)
{
}

void WorldObject::CleanupsBeforeDelete()
{
    RemoveFromWorld();
}

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

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);
}

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

                                                            //slow
float WorldObject::GetDistance(const WorldObject* obj) const
{
    float dx = GetPositionX() - obj->GetPositionX();
    float dy = GetPositionY() - obj->GetPositionY();
    float dz = GetPositionZ() - obj->GetPositionZ();
    float sizefactor = GetObjectSize() + obj->GetObjectSize();
    float dist = sqrt((dx*dx) + (dy*dy) + (dz*dz)) - sizefactor;
    return ( dist > 0 ? dist : 0);
}

float WorldObject::GetDistance2d(float x, float y) const
{
    float dx = GetPositionX() - x;
    float dy = GetPositionY() - y;
    float sizefactor = GetObjectSize();
    float dist = sqrt((dx*dx) + (dy*dy)) - sizefactor;
    return ( dist > 0 ? dist : 0);
}

float WorldObject::GetDistance(float x, float y, float z) const
{
    float dx = GetPositionX() - x;
    float dy = GetPositionY() - y;
    float dz = GetPositionZ() - z;
    float sizefactor = GetObjectSize();
    float dist = sqrt((dx*dx) + (dy*dy) + (dz*dz)) - sizefactor;
    return ( dist > 0 ? dist : 0);
}

float WorldObject::GetDistance2d(const WorldObject* obj) const
{
    float dx = GetPositionX() - obj->GetPositionX();
    float dy = GetPositionY() - obj->GetPositionY();
    float sizefactor = GetObjectSize() + obj->GetObjectSize();
    float dist = sqrt((dx*dx) + (dy*dy)) - sizefactor;
    return ( dist > 0 ? dist : 0);
}

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::IsWithinDist3d(float x, float y, float z, float dist2compare) const
{
    float dx = GetPositionX() - x;
    float dy = GetPositionY() - y;
    float dz = GetPositionZ() - z;
    float distsq = dx*dx + dy*dy + dz*dz;

    float sizefactor = GetObjectSize();
    float maxdist = dist2compare + sizefactor;

    return distsq < maxdist * maxdist;
}

bool WorldObject::IsWithinDist2d(float x, float y, float dist2compare) const
{
    float dx = GetPositionX() - x;
    float dy = GetPositionY() - y;
    float distsq = dx*dx + dy*dy;

    float sizefactor = GetObjectSize();
    float maxdist = dist2compare + sizefactor;

    return distsq < maxdist * maxdist;
}

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

    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 ));
}

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);
}

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;
}

float WorldObject::GetAngle(const WorldObject* obj) const
{
    if(!obj) return 0;
    return GetAngle( obj->GetPositionX(), obj->GetPositionY() );
}

// Return angle in range 0..2*pi
float WorldObject::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;
}

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

    float arc = arcangle;

    // move arc to range 0.. 2*pi
    while( arc >= 2.0f * M_PI )
        arc -=  2.0f * M_PI;
    while( arc < 0 )
        arc +=  2.0f * M_PI;

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

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

    float lborder =  -1 * (arc/2.0f);                       // in range -pi..0
    float rborder = (arc/2.0f);                             // in range 0..pi
    return (( angle >= lborder ) && ( angle <= rborder ));
}

bool WorldObject::isInFrontInMap(WorldObject const* target, float distance,  float arc) const
{
    return IsWithinDistInMap(target, distance) && HasInArc( arc, target );
}

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

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

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

void WorldObject::GetRandomPoint( float x, float y, float z, float distance, float &rand_x, float &rand_y, float &rand_z) const
{
    if(distance == 0)
    {
        rand_x = x;
        rand_y = y;
        rand_z = z;
        return;
    }

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

    rand_x = x + new_dist * cos(angle);
    rand_y = y + new_dist * sin(angle);
    rand_z = z;

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

void WorldObject::UpdateGroundPositionZ(float x, float y, float &z) const
{
    float new_z = GetBaseMap()->GetHeight(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
}

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

void WorldObject::MonsterSay(const char* text, uint32 language, uint64 TargetGuid)
{
    WorldPacket data(SMSG_MESSAGECHAT, 200);
    BuildMonsterChat(&data,CHAT_MSG_MONSTER_SAY,text,language,GetName(),TargetGuid);
    SendMessageToSetInRange(&data,sWorld.getConfig(CONFIG_LISTEN_RANGE_SAY),true);
}

void WorldObject::MonsterYell(const char* text, uint32 language, uint64 TargetGuid)
{
    WorldPacket data(SMSG_MESSAGECHAT, 200);
    BuildMonsterChat(&data,CHAT_MSG_MONSTER_YELL,text,language,GetName(),TargetGuid);
    SendMessageToSetInRange(&data,sWorld.getConfig(CONFIG_LISTEN_RANGE_YELL),true);
}

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.getConfig(IsBossEmote ? CONFIG_LISTEN_RANGE_YELL : CONFIG_LISTEN_RANGE_TEXTEMOTE),true);
}

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

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

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

namespace MaNGOS
{
    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, int32 loc_idx)
            {
                char const* text = sObjectMgr.GetMangosString(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;
    };
}                                                           // namespace MaNGOS

void WorldObject::MonsterSay(int32 textId, uint32 language, uint64 TargetGuid)
{
    CellPair p = MaNGOS::ComputeCellPair(GetPositionX(), GetPositionY());

    Cell cell(p);
    cell.data.Part.reserved = ALL_DISTRICT;
    cell.SetNoCreate();

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

void WorldObject::MonsterYell(int32 textId, uint32 language, uint64 TargetGuid)
{
    CellPair p = MaNGOS::ComputeCellPair(GetPositionX(), GetPositionY());

    Cell cell(p);
    cell.data.Part.reserved = ALL_DISTRICT;
    cell.SetNoCreate();

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

void WorldObject::MonsterYellToZone(int32 textId, uint32 language, uint64 TargetGuid)
{
    MaNGOS::MonsterChatBuilder say_build(*this, CHAT_MSG_MONSTER_YELL, textId,language,TargetGuid);
    MaNGOS::LocalizedPacketDo<MaNGOS::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(int32 textId, uint64 TargetGuid, bool IsBossEmote)
{
    CellPair p = MaNGOS::ComputeCellPair(GetPositionX(), GetPositionY());

    Cell cell(p);
    cell.data.Part.reserved = ALL_DISTRICT;
    cell.SetNoCreate();

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

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

    uint32 loc_idx = player->GetSession()->GetSessionDbLocaleIndex();
    char const* text = sObjectMgr.GetMangosString(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, char const* name, uint64 targetGuid) const
{
    *data << (uint8)msgtype;
    *data << (uint32)language;
    *data << (uint64)GetGUID();
    *data << (uint32)0;                                     // 2.1.0
    *data << (uint32)(strlen(name)+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 WorldObject::SendMessageToSet(WorldPacket *data, bool /*bToSelf*/)
{
    //if object is in world, map for it already created!
    Map * _map = IsInWorld() ? GetMap() : sMapMgr.FindMap(GetMapId(), GetInstanceId());
    if(_map)
        _map->MessageBroadcast(this, data);
}

void WorldObject::SendMessageToSetInRange(WorldPacket *data, float dist, bool /*bToSelf*/)
{
    //if object is in world, map for it already created!
    Map * _map = IsInWorld() ? GetMap() : sMapMgr.FindMap(GetMapId(), GetInstanceId());
    if(_map)
        _map->MessageDistBroadcast(this, data, dist);
}

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);
    m_currMap = map;
    //lets save current map's Id/instanceId
    m_mapId = map->GetId();
    m_InstanceId = map->GetInstanceId();
}

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

void WorldObject::AddObjectToRemoveList()
{
    GetMap()->AddObjectToRemoveList(this);
}

Creature* WorldObject::SummonCreature(uint32 id, float x, float y, float z, float ang,TempSummonType spwtype,uint32 despwtime)
{
    TemporarySummon* pCreature = new TemporarySummon(GetGUID());

    uint32 team = 0;
    if (GetTypeId()==TYPEID_PLAYER)
        team = ((Player*)this)->GetTeam();

    if (!pCreature->Create(sObjectMgr.GenerateLowGuid(HIGHGUID_UNIT), GetMap(), GetPhaseMask(), id, team))
    {
        delete pCreature;
        return NULL;
    }

    if (x == 0.0f && y == 0.0f && z == 0.0f)
        GetClosePoint(x, y, z, pCreature->GetObjectSize());

    pCreature->Relocate(x, y, z, ang);
    pCreature->SetSummonPoint(x, y, z, ang);

    if(!pCreature->IsPositionValid())
    {
        sLog.outError("Creature (guidlow %d, entry %d) not summoned. Suggested coordinates isn't valid (X: %f Y: %f)",pCreature->GetGUIDLow(),pCreature->GetEntry(),pCreature->GetPositionX(),pCreature->GetPositionY());
        delete pCreature;
        return NULL;
    }

    pCreature->Summon(spwtype, despwtime);

    if(GetTypeId()==TYPEID_UNIT && ((Creature*)this)->AI())
        ((Creature*)this)->AI()->JustSummoned(pCreature);

    // return the creature therewith the summoner has access to it
    return pCreature;
}

namespace MaNGOS
{
    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_STAT_ROOT | UNIT_STAT_STUNNED | UNIT_STAT_DISTRACTED | UNIT_STAT_DIED) ||
                    !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 MaNGOS

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

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

    MaNGOS::NormalizeMapCoord(x);
    MaNGOS::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();

    // if detection disabled, return first point
    if(!sWorld.getConfig(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
    {
        CellPair p(MaNGOS::ComputeCellPair(GetPositionX(), GetPositionY()));
        Cell cell(p);
        cell.data.Part.reserved = ALL_DISTRICT;
        cell.SetNoCreate();

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

        TypeContainerVisitor<MaNGOS::WorldObjectWorker<MaNGOS::NearUsedPosDo>, GridTypeMapContainer  > grid_obj_worker(worker);
        TypeContainerVisitor<MaNGOS::WorldObjectWorker<MaNGOS::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::SetPhaseMask(uint32 newPhaseMask, bool update)
{
    m_phaseMask = newPhaseMask;

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

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::UpdateObjectVisibility()
{
    CellPair p = MaNGOS::ComputeCellPair(GetPositionX(), GetPositionY());
    Cell cell(p);

    GetMap()->UpdateObjectVisibility(this, cell, p);
}

void WorldObject::AddToClientUpdateList()
{
    GetMap()->AddUpdateObject(this);
}

void WorldObject::RemoveFromClientUpdateList()
{
    GetMap()->RemoveUpdateObject(this);
}

struct WorldObjectChangeAccumulator
{
    UpdateDataMapType &i_updateDatas;
    WorldObject &i_object;
    WorldObjectChangeAccumulator(WorldObject &obj, UpdateDataMapType &d) : i_updateDatas(d), i_object(obj) {}
    void Visit(PlayerMapType &m)
    {
        for(PlayerMapType::iterator iter = m.begin(); iter != m.end(); ++iter)
            if(iter->getSource()->HaveAtClient(&i_object))
                i_object.BuildUpdateDataForPlayer(iter->getSource(), i_updateDatas);
    }

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

void WorldObject::BuildUpdateData( UpdateDataMapType & update_players)
{
    CellPair p = MaNGOS::ComputeCellPair(GetPositionX(), GetPositionY());
    Cell cell(p);
    cell.data.Part.reserved = ALL_DISTRICT;
    cell.SetNoCreate();
    WorldObjectChangeAccumulator notifier(*this, update_players);
    TypeContainerVisitor<WorldObjectChangeAccumulator, WorldTypeMapContainer > player_notifier(notifier);
    CellLock<GridReadGuard> cell_lock(cell, p);
    Map* aMap = GetMap();
    //we must build packets for all visible players
    cell_lock->Visit(cell_lock, player_notifier, *aMap, *this, aMap->GetVisibilityDistance());

    ClearUpdateMask(false);
}
