/*
 * Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
 *
 * Copyright (C) 2008-2010 Trinity <http://www.trinitycore.org/>
 *
 * 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
 */

#ifndef TRINITYCORE_CREATURE_H
#define TRINITYCORE_CREATURE_H

#include "Common.h"
#include "Unit.h"
#include "UpdateMask.h"
#include "ItemPrototype.h"
#include "LootMgr.h"
#include "Database/DatabaseEnv.h"
#include "Cell.h"

#include <list>

struct SpellEntry;

class CreatureAI;
class Quest;
class Player;
class WorldSession;
class CreatureGroup;

enum CreatureFlagsExtra
{
    CREATURE_FLAG_EXTRA_INSTANCE_BIND   = 0x00000001,       // creature kill bind instance with killer and killer's group
    CREATURE_FLAG_EXTRA_CIVILIAN        = 0x00000002,       // not aggro (ignore faction/reputation hostility)
    CREATURE_FLAG_EXTRA_NO_PARRY        = 0x00000004,       // creature can't parry
    CREATURE_FLAG_EXTRA_NO_PARRY_HASTEN = 0x00000008,       // creature can't counter-attack at parry
    CREATURE_FLAG_EXTRA_NO_BLOCK        = 0x00000010,       // creature can't block
    CREATURE_FLAG_EXTRA_NO_CRUSH        = 0x00000020,       // creature can't do crush attacks
    CREATURE_FLAG_EXTRA_NO_XP_AT_KILL   = 0x00000040,       // creature kill not provide XP
    CREATURE_FLAG_EXTRA_TRIGGER         = 0x00000080,       // trigger creature
    CREATURE_FLAG_EXTRA_NO_TAUNT        = 0x00000100,       // creature is immune to taunt auras and effect attack me
    CREATURE_FLAG_EXTRA_WORLDEVENT      = 0x00004000,       // custom flag for world event creatures (left room for merging)
    //CREATURE_FLAG_EXTRA_CHARM_AI        = 0x00008000,       // use ai when charmed
    CREATURE_FLAG_EXTRA_NO_CRIT         = 0x00020000,       // creature can't do critical strikes
    CREATURE_FLAG_EXTRA_NO_SKILLGAIN    = 0x00040000,       // creature won't increase weapon skills
    CREATURE_FLAG_EXTRA_TAUNT_DIMINISH  = 0x00080000,       // Taunt is a subject to diminishing returns on this creautre
    CREATURE_FLAG_EXTRA_ALL_DIMINISH    = 0x00100000,       // Creature is subject to all diminishing returns as player are
};

// GCC have alternative #pragma pack(N) syntax and old gcc version not support pack(push,N), also any gcc version not support it at some platform
#if defined(__GNUC__)
#pragma pack(1)
#else
#pragma pack(push,1)
#endif

#define MAX_KILL_CREDIT 2
#define CREATURE_REGEN_INTERVAL 2 * IN_MILISECONDS

// from `creature_template` table
struct CreatureInfo
{
    uint32  Entry;
    uint32  DifficultyEntry[MAX_DIFFICULTY - 1];
    uint32  KillCredit[MAX_KILL_CREDIT];
    uint32  Modelid1;
    uint32  Modelid2;
    uint32  Modelid3;
    uint32  Modelid4;
    char*   Name;
    char*   SubName;
    char*   IconName;
    uint32  GossipMenuId;
    uint8   minlevel;
    uint8   maxlevel;
    uint32  expansion;
    uint32  faction_A;
    uint32  faction_H;
    uint32  npcflag;
    float   speed_walk;
    float   speed_run;
    float   scale;
    uint32  rank;
    float   mindmg;
    float   maxdmg;
    uint32  dmgschool;
    uint32  attackpower;
    float   dmg_multiplier;
    uint32  baseattacktime;
    uint32  rangeattacktime;
    uint32  unit_class;                                     // enum Classes. Note only 4 classes are known for creatures.
    uint32  unit_flags;                                     // enum UnitFlags mask values
    uint32  dynamicflags;
    uint32  family;                                         // enum CreatureFamily values (optional)
    uint32  trainer_type;
    uint32  trainer_spell;
    uint32  trainer_class;
    uint32  trainer_race;
    float   minrangedmg;
    float   maxrangedmg;
    uint32  rangedattackpower;
    uint32  type;                                           // enum CreatureType values
    uint32  type_flags;                                     // enum CreatureTypeFlags mask values
    uint32  lootid;
    uint32  pickpocketLootId;
    uint32  SkinLootId;
    int32   resistance1;
    int32   resistance2;
    int32   resistance3;
    int32   resistance4;
    int32   resistance5;
    int32   resistance6;
    uint32  spells[CREATURE_MAX_SPELLS];
    uint32  PetSpellDataId;
    uint32  VehicleId;
    uint32  mingold;
    uint32  maxgold;
    char const* AIName;
    uint32  MovementType;
    uint32  InhabitType;
    float   ModHealth;
    float   ModMana;
    float   ModArmor;
    bool    RacialLeader;
    uint32  questItems[6];
    uint32  movementId;
    bool    RegenHealth;
    uint32  equipmentId;
    uint32  MechanicImmuneMask;
    uint32  flags_extra;
    uint32  ScriptID;
    uint32  GetRandomValidModelId() const;
    uint32  GetFirstValidModelId() const;

    // helpers
    SkillType GetRequiredLootSkill() const
    {
        if (type_flags & CREATURE_TYPEFLAGS_HERBLOOT)
            return SKILL_HERBALISM;
        else if (type_flags & CREATURE_TYPEFLAGS_MININGLOOT)
            return SKILL_MINING;
        else if (type_flags & CREATURE_TYPEFLAGS_ENGINEERLOOT)
            return SKILL_ENGINERING;
        else
            return SKILL_SKINNING;                          // normal case
    }

    bool isTameable(bool exotic) const
    {
        if (type != CREATURE_TYPE_BEAST || family == 0 || (type_flags & CREATURE_TYPEFLAGS_TAMEABLE) == 0)
            return false;

        // if can tame exotic then can tame any temable
        return exotic || (type_flags & CREATURE_TYPEFLAGS_EXOTIC) == 0;
    }
};

// Represents max amount of expansions.
// TODO: Add MAX_EXPANSION constant.
#define MAX_CREATURE_BASE_HP 3

// Defines base stats for creatures (used to calculate HP/mana/armor).
struct CreatureBaseStats
{
    uint32 BaseHealth[MAX_CREATURE_BASE_HP];
    uint32 BaseMana;
    uint32 BaseArmor;

    // Helpers

    uint32 GenerateHealth(CreatureInfo const* info) const
    {
        return uint32((BaseHealth[info->expansion] * info->ModHealth) + 0.5f);
    }

    uint32 GenerateMana(CreatureInfo const* info) const
    {
        // Mana can be 0.
        if (!BaseMana)
            return 0;

        return uint32((BaseMana * info->ModMana) + 0.5f);
    }

    uint32 GenerateArmor(CreatureInfo const* info) const
    {
        return uint32((BaseArmor * info->ModArmor) + 0.5f);
    }

    static CreatureBaseStats const* GetBaseStats(uint8 level, uint8 unitClass);
};

typedef UNORDERED_MAP<uint16, CreatureBaseStats> CreatureBaseStatsMap;

struct CreatureLocale
{
    std::vector<std::string> Name;
    std::vector<std::string> SubName;
};

struct GossipMenuItemsLocale
{
    std::vector<std::string> OptionText;
    std::vector<std::string> BoxText;
};

struct PointOfInterestLocale
{
    std::vector<std::string> IconName;
};

struct EquipmentInfo
{
    uint32  entry;
    uint32  equipentry[3];
};

// from `creature` table
struct CreatureData
{
    explicit CreatureData() : dbData(true) {}
    uint32 id;                                              // entry in creature_template
    uint16 mapid;
    uint16 phaseMask;
    uint32 displayid;
    int32 equipmentId;
    float posX;
    float posY;
    float posZ;
    float orientation;
    uint32 spawntimesecs;
    float spawndist;
    uint32 currentwaypoint;
    uint32 curhealth;
    uint32 curmana;
    bool  is_dead;
    uint8 movementType;
    uint8 spawnMask;
    bool dbData;
};

struct CreatureDataAddonAura
{
    uint32 spell_id;
    uint8 effectMask;
};

// from `creature_addon` table
struct CreatureDataAddon
{
    uint32 guidOrEntry;
    uint32 path_id;
    uint32 mount;
    uint32 bytes1;
    uint32 bytes2;
    uint32 emote;
    CreatureDataAddonAura const* auras;                     // loaded as char* "spell1 eff1 spell2 eff2 ... "
};

struct CreatureModelInfo
{
    uint32 modelid;
    float bounding_radius;
    float combat_reach;
    uint8 gender;
    uint32 modelid_other_gender;
};

enum InhabitTypeValues
{
    INHABIT_GROUND = 1,
    INHABIT_WATER  = 2,
    INHABIT_AIR    = 4,
    INHABIT_ANYWHERE = INHABIT_GROUND | INHABIT_WATER | INHABIT_AIR
};

// Enums used by StringTextData::Type (CreatureEventAI)
enum ChatType
{
    CHAT_TYPE_SAY               = 0,
    CHAT_TYPE_YELL              = 1,
    CHAT_TYPE_TEXT_EMOTE        = 2,
    CHAT_TYPE_BOSS_EMOTE        = 3,
    CHAT_TYPE_WHISPER           = 4,
    CHAT_TYPE_BOSS_WHISPER      = 5,
    CHAT_TYPE_ZONE_YELL         = 6
};

// GCC have alternative #pragma pack() syntax and old gcc version not support pack(pop), also any gcc version not support it at some platform
#if defined(__GNUC__)
#pragma pack()
#else
#pragma pack(pop)
#endif

// Vendors
struct VendorItem
{
    VendorItem(uint32 _item, int32 _maxcount, uint32 _incrtime, uint32 _ExtendedCost)
        : item(_item), maxcount(_maxcount), incrtime(_incrtime), ExtendedCost(_ExtendedCost) {}

    uint32 item;
    int32  maxcount;                                        // 0 for infinity item amount
    uint32 incrtime;                                        // time for restore items amount if maxcount != 0
    uint32 ExtendedCost;
};
typedef std::vector<VendorItem*> VendorItemList;

struct VendorItemData
{
    VendorItemList m_items;

    VendorItem* GetItem(uint32 slot) const
    {
        if (slot >= m_items.size()) return NULL;
        return m_items[slot];
    }
    bool Empty() const { return m_items.empty(); }
    uint8 GetItemCount() const { return m_items.size(); }
    void AddItem(uint32 item, int32 maxcount, uint32 ptime, uint32 ExtendedCost)
    {
        m_items.push_back(new VendorItem(item, maxcount, ptime, ExtendedCost));
    }
    bool RemoveItem(uint32 item_id);
    VendorItem const* FindItemCostPair(uint32 item_id, uint32 extendedCost) const;
    void Clear()
    {
        for (VendorItemList::const_iterator itr = m_items.begin(); itr != m_items.end(); ++itr)
            delete (*itr);
        m_items.clear();
    }
};

struct VendorItemCount
{
    explicit VendorItemCount(uint32 _item, uint32 _count)
        : itemId(_item), count(_count), lastIncrementTime(time(NULL)) {}

    uint32 itemId;
    uint32 count;
    time_t lastIncrementTime;
};

typedef std::list<VendorItemCount> VendorItemCounts;

struct TrainerSpell
{
    TrainerSpell() : spell(0), spellCost(0), reqSkill(0), reqSkillValue(0), reqLevel(0)
    {
        for (uint8 i = 0; i < MAX_SPELL_EFFECTS ; ++i)
            learnedSpell[i] = 0;
    }

    uint32 spell;
    uint32 spellCost;
    uint32 reqSkill;
    uint32 reqSkillValue;
    uint32 reqLevel;
    uint32 learnedSpell[3];

    // helpers
    bool IsCastable() const { return learnedSpell[0] != spell; }
};

typedef UNORDERED_MAP<uint32 /*spellid*/, TrainerSpell> TrainerSpellMap;

struct TrainerSpellData
{
    TrainerSpellData() : trainerType(0) {}

    TrainerSpellMap spellList;
    uint32 trainerType;                                     // trainer type based at trainer spells, can be different from creature_template value.
                                                            // req. for correct show non-prof. trainers like weaponmaster, allowed values 0 and 2.
    TrainerSpell const* Find(uint32 spell_id) const;
    void Clear() { spellList.clear(); }
};

typedef std::map<uint32,time_t> CreatureSpellCooldowns;

// max different by z coordinate for creature aggro reaction
#define CREATURE_Z_ATTACK_RANGE 3

#define MAX_VENDOR_ITEMS 150                                // Limitation in 3.x.x item count in SMSG_LIST_INVENTORY

class Creature : public Unit, public GridObject<Creature>
{
    public:

        explicit Creature();
        virtual ~Creature();

        void AddToWorld();
        void RemoveFromWorld();

        void DisappearAndDie();

        bool Create(uint32 guidlow, Map *map, uint32 phaseMask, uint32 Entry, uint32 vehId, uint32 team, float x, float y, float z, float ang, const CreatureData *data = NULL);
        bool LoadCreaturesAddon(bool reload = false);
        void SelectLevel(const CreatureInfo *cinfo);
        void LoadEquipment(uint32 equip_entry, bool force=false);

        uint32 GetDBTableGUIDLow() const { return m_DBTableGuid; }
        char const* GetSubName() const { return GetCreatureInfo()->SubName; }

        void Update(uint32 time);                         // overwrited Unit::Update
        void GetRespawnCoord(float &x, float &y, float &z, float* ori = NULL, float* dist =NULL) const;
        uint32 GetEquipmentId() const { return GetCreatureInfo()->equipmentId; }

        void SetCorpseDelay(uint32 delay) { m_corpseDelay = delay; }
        bool isRacialLeader() const { return GetCreatureInfo()->RacialLeader; }
        bool isCivilian() const { return GetCreatureInfo()->flags_extra & CREATURE_FLAG_EXTRA_CIVILIAN; }
        bool isTrigger() const { return GetCreatureInfo()->flags_extra & CREATURE_FLAG_EXTRA_TRIGGER; }
        bool canWalk() const { return GetCreatureInfo()->InhabitType & INHABIT_GROUND; }
        bool canSwim() const { return GetCreatureInfo()->InhabitType & INHABIT_WATER; }
        //bool canFly()  const { return GetCreatureInfo()->InhabitType & INHABIT_AIR; }
        void SetReactState(ReactStates st) { m_reactState = st; }
        ReactStates GetReactState() { return m_reactState; }
        bool HasReactState(ReactStates state) const { return (m_reactState == state); }
        ///// TODO RENAME THIS!!!!!
        bool isCanTrainingOf(Player* player, bool msg) const;
        bool isCanInteractWithBattleMaster(Player* player, bool msg) const;
        bool isCanTrainingAndResetTalentsOf(Player* pPlayer) const;
        bool canCreatureAttack(Unit const *pVictim, bool force = true) const;
        bool IsImmunedToSpell(SpellEntry const* spellInfo);
                                                            // redefine Unit::IsImmunedToSpell
        bool IsImmunedToSpellEffect(SpellEntry const* spellInfo, uint32 index) const;
                                                            // redefine Unit::IsImmunedToSpellEffect
        bool isElite() const
        {
            if (isPet())
                return false;

            uint32 rank = GetCreatureInfo()->rank;
            return rank != CREATURE_ELITE_NORMAL && rank != CREATURE_ELITE_RARE;
        }

        bool isWorldBoss() const
        {
            if (isPet())
                return false;

            return GetCreatureInfo()->rank == CREATURE_ELITE_WORLDBOSS;
        }

        uint8 getLevelForTarget(Unit const* target) const; // overwrite Unit::getLevelForTarget for boss level support

        bool IsInEvadeMode() const { return hasUnitState(UNIT_STAT_EVADE); }

        bool AIM_Initialize(CreatureAI* ai = NULL);
        void Motion_Initialize();

        void AI_SendMoveToPacket(float x, float y, float z, uint32 time, uint32 MovementFlags, uint8 type);
        CreatureAI * AI() const { return (CreatureAI*)i_AI; }

        uint32 GetShieldBlockValue() const                  //dunno mob block value
        {
            return (getLevel()/2 + uint32(GetStat(STAT_STRENGTH)/20));
        }

        SpellSchoolMask GetMeleeDamageSchoolMask() const { return m_meleeDamageSchoolMask; }
        void SetMeleeDamageSchool(SpellSchools school) { m_meleeDamageSchoolMask = SpellSchoolMask(1 << school); }

        void _AddCreatureSpellCooldown(uint32 spell_id, time_t end_time);
        void _AddCreatureCategoryCooldown(uint32 category, time_t apply_time);
        void AddCreatureSpellCooldown(uint32 spellid);
        bool HasSpellCooldown(uint32 spell_id) const;
        bool HasCategoryCooldown(uint32 spell_id) const;

        bool HasSpell(uint32 spellID) const;

        bool UpdateEntry(uint32 entry, uint32 team=ALLIANCE, const CreatureData* data=NULL);
        bool UpdateStats(Stats stat);
        bool UpdateAllStats();
        void UpdateResistances(uint32 school);
        void UpdateArmor();
        void UpdateMaxHealth();
        void UpdateMaxPower(Powers power);
        void UpdateAttackPowerAndDamage(bool ranged = false);
        void UpdateDamagePhysical(WeaponAttackType attType);
        uint32 GetCurrentEquipmentId() { return m_equipmentId; }
        float GetSpellDamageMod(int32 Rank);

        VendorItemData const* GetVendorItems() const;
        uint32 GetVendorItemCurrentCount(VendorItem const* vItem);
        uint32 UpdateVendorItemCurrentCount(VendorItem const* vItem, uint32 used_count);

        TrainerSpellData const* GetTrainerSpells() const;

        CreatureInfo const *GetCreatureInfo() const { return m_creatureInfo; }
        CreatureData const *GetCreatureData() const { return m_creatureData; }
        CreatureDataAddon const* GetCreatureAddon() const;

        std::string GetAIName() const;
        std::string GetScriptName() const;
        uint32 GetScriptId() const;

        void Say(int32 textId, uint32 language, uint64 TargetGuid) { MonsterSay(textId,language,TargetGuid); }
        void Yell(int32 textId, uint32 language, uint64 TargetGuid) { MonsterYell(textId,language,TargetGuid); }
        void TextEmote(int32 textId, uint64 TargetGuid, bool IsBossEmote = false) { MonsterTextEmote(textId,TargetGuid,IsBossEmote); }
        void Whisper(int32 textId, uint64 receiver, bool IsBossWhisper = false) { MonsterWhisper(textId,receiver,IsBossWhisper); }
        void YellToZone(int32 textId, uint32 language, uint64 TargetGuid) { MonsterYellToZone(textId,language,TargetGuid); }

        // overwrite WorldObject function for proper name localization
        const char* GetNameForLocaleIdx(int32 locale_idx) const;

        void setDeathState(DeathState s);                   // overwrite virtual Unit::setDeathState
        bool FallGround();

        bool LoadFromDB(uint32 guid, Map *map);
        void SaveToDB();
                                                            // overwrited in Pet
        virtual void SaveToDB(uint32 mapid, uint8 spawnMask, uint32 phaseMask);
        virtual void DeleteFromDB();                        // overwrited in Pet

        Loot loot;
        bool lootForPickPocketed;
        bool lootForBody;
        Player *GetLootRecipient() const;
        bool hasLootRecipient() const { return m_lootRecipient != 0; }
        bool isTappedBy(Player *player) const;                          // return true if the creature is tapped by the player or a member of his party.

        void SetLootRecipient (Unit* unit);
        void AllLootRemovedFromCorpse();

        uint16 GetLootMode() { return m_LootMode; }
        bool HasLootMode(uint16 lootMode) { return m_LootMode & lootMode; }
        void SetLootMode(uint16 lootMode) { m_LootMode = lootMode; }
        void AddLootMode(uint16 lootMode) { m_LootMode |= lootMode; }
        void RemoveLootMode(uint16 lootMode) { m_LootMode &= ~lootMode; }
        void ResetLootMode() { m_LootMode = LOOT_MODE_DEFAULT; }

        SpellEntry const *reachWithSpellAttack(Unit *pVictim);
        SpellEntry const *reachWithSpellCure(Unit *pVictim);

        uint32 m_spells[CREATURE_MAX_SPELLS];
        CreatureSpellCooldowns m_CreatureSpellCooldowns;
        CreatureSpellCooldowns m_CreatureCategoryCooldowns;
        uint32 m_GlobalCooldown;

        bool canSeeOrDetect(Unit const* u, bool detect, bool inVisibleList = false, bool is3dDistance = true) const;
        bool canStartAttack(Unit const* u, bool force) const;
        float GetAttackDistance(Unit const* pl) const;

        void SendAIReaction(AiReaction reactionType);

        Unit* SelectNearestTarget(float dist = 0) const;
        Unit* SelectNearestTargetInAttackDistance(float dist = 0) const;

        void DoFleeToGetAssistance();
        void CallForHelp(float fRadius);
        void CallAssistance();
        void SetNoCallAssistance(bool val) { m_AlreadyCallAssistance = val; }
        void SetNoSearchAssistance(bool val) { m_AlreadySearchedAssistance = val; }
        bool HasSearchedAssistance() { return m_AlreadySearchedAssistance; }
        bool CanAssistTo(const Unit* u, const Unit* enemy, bool checkfaction = true) const;
        bool _IsTargetAcceptable(const Unit* target) const;

        MovementGeneratorType GetDefaultMovementType() const { return m_defaultMovementType; }
        void SetDefaultMovementType(MovementGeneratorType mgt) { m_defaultMovementType = mgt; }

        // for use only in LoadHelper, Map::Add Map::CreatureCellRelocation
        Cell const& GetCurrentCell() const { return m_currentCell; }
        void SetCurrentCell(Cell const& cell) { m_currentCell = cell; }

        bool IsVisibleInGridForPlayer(Player const* pl) const;

        void RemoveCorpse();
        bool isDeadByDefault() const { return m_isDeadByDefault; };

        void ForcedDespawn(uint32 timeMSToDespawn = 0);

        time_t const& GetRespawnTime() const { return m_respawnTime; }
        time_t GetRespawnTimeEx() const;
        void SetRespawnTime(uint32 respawn) { m_respawnTime = respawn ? time(NULL) + respawn : 0; }
        void Respawn(bool force = false);
        void SaveRespawnTime();

        uint32 GetRespawnDelay() const { return m_respawnDelay; }
        void SetRespawnDelay(uint32 delay) { m_respawnDelay = delay; }

        float GetRespawnRadius() const { return m_respawnradius; }
        void SetRespawnRadius(float dist) { m_respawnradius = dist; }

        // Linked Creature Respawning System
        time_t GetLinkedCreatureRespawnTime() const;
        const CreatureData* GetLinkedRespawnCreatureData() const;

        uint32 m_groupLootTimer;                            // (msecs)timer used for group loot
        uint64 lootingGroupGUID;                            // used to find group which is looting corpse

        void SendZoneUnderAttackMessage(Player* attacker);

        void SetInCombatWithZone();

        bool hasQuest(uint32 quest_id) const;
        bool hasInvolvedQuest(uint32 quest_id)  const;

        bool isRegeneratingHealth() { return m_regenHealth; }
        virtual uint8 GetPetAutoSpellSize() const { return CREATURE_MAX_SPELLS; }
        virtual uint32 GetPetAutoSpellOnPos(uint8 pos) const
        {
            if (pos >= CREATURE_MAX_SPELLS || m_charmInfo->GetCharmSpell(pos)->GetType() != ACT_ENABLED)
                return 0;
            else
                return m_charmInfo->GetCharmSpell(pos)->GetAction();
        }

        void SetHomePosition(float x, float y, float z, float o) { m_homePosition.Relocate(x, y, z, o); }
        void SetHomePosition(const Position &pos) { m_homePosition.Relocate(pos); }
        void GetHomePosition(float &x, float &y, float &z, float &ori) { m_homePosition.GetPosition(x, y, z, ori); }
        Position GetHomePosition() { return m_homePosition; }

        uint32 GetGlobalCooldown() const { return m_GlobalCooldown; }

        uint32 GetWaypointPath(){return m_path_id;}
        void LoadPath(uint32 pathid) { m_path_id = pathid; }

        uint32 GetCurrentWaypointID(){return m_waypointID;}
        void UpdateWaypointID(uint32 wpID){m_waypointID = wpID;}

        void SearchFormation();
        CreatureGroup *GetFormation() {return m_formation;}
        void SetFormation(CreatureGroup *formation) {m_formation = formation;}

        Unit *SelectVictim();
        void SetDeadByDefault (bool death_state) {m_isDeadByDefault = death_state;}

        void SetDisableReputationGain(bool disable) { DisableReputationGain = disable; }
        bool IsReputationGainDisabled() { return DisableReputationGain; }
        bool IsDamageEnoughForLootingAndReward() const { return m_PlayerDamageReq == 0; }
        void LowerPlayerDamageReq(uint32 unDamage)
        {
            if (m_PlayerDamageReq)
                m_PlayerDamageReq > unDamage ? m_PlayerDamageReq -= unDamage : m_PlayerDamageReq = 0;
        }
        void ResetPlayerDamageReq() { m_PlayerDamageReq = GetHealth() / 2; }
        uint32 m_PlayerDamageReq;

        void SetOriginalEntry(uint32 entry) { m_originalEntry = entry; }

        static float _GetDamageMod(int32 Rank);

        float m_SightDistance, m_CombatDistance;

    protected:
        bool CreateFromProto(uint32 guidlow, uint32 Entry, uint32 vehId, uint32 team, const CreatureData *data = NULL);
        bool InitEntry(uint32 entry, uint32 team=ALLIANCE, const CreatureData* data=NULL);

        // vendor items
        VendorItemCounts m_vendorItemCounts;

        void _RealtimeSetCreatureInfo();

        static float _GetHealthMod(int32 Rank);

        uint32 m_lootMoney;
        uint64 m_lootRecipient;

        /// Timers
        uint32 m_deathTimer;                                // (msecs)timer for death or corpse disappearance
        time_t m_respawnTime;                               // (secs) time of next respawn
        uint32 m_respawnDelay;                              // (secs) delay between corpse disappearance and respawning
        uint32 m_corpseDelay;                               // (secs) delay between death and corpse disappearance
        float m_respawnradius;

        ReactStates m_reactState;                           // for AI, not charmInfo
        void RegenerateMana();
        void RegenerateHealth();
        void Regenerate(Powers power);
        MovementGeneratorType m_defaultMovementType;
        Cell m_currentCell;                                 // store current cell where creature listed
        uint32 m_DBTableGuid;                               ///< For new or temporary creatures is 0 for saved it is lowguid
        uint32 m_equipmentId;

        bool m_AlreadyCallAssistance;
        bool m_AlreadySearchedAssistance;
        bool m_regenHealth;
        bool m_AI_locked;
        bool m_isDeadByDefault;

        SpellSchoolMask m_meleeDamageSchoolMask;
        uint32 m_originalEntry;

        Position m_homePosition;

        bool DisableReputationGain;

        CreatureInfo const* m_creatureInfo;                 // in difficulty mode > 0 can different from ObjMgr::GetCreatureTemplate(GetEntry())
        CreatureData const* m_creatureData;

        uint16 m_LootMode;                                  // bitmask, default LOOT_MODE_DEFAULT, determines what loot will be lootable

    private:
        //WaypointMovementGenerator vars
        uint32 m_waypointID;
        uint32 m_path_id;

        //Formation var
        CreatureGroup *m_formation;
};

class AssistDelayEvent : public BasicEvent
{
    public:
        AssistDelayEvent(const uint64& victim, Unit& owner) : BasicEvent(), m_victim(victim), m_owner(owner) { }

        bool Execute(uint64 e_time, uint32 p_time);
        void AddAssistant(const uint64& guid) { m_assistants.push_back(guid); }
    private:
        AssistDelayEvent();

        uint64            m_victim;
        std::list<uint64> m_assistants;
        Unit&             m_owner;
};

class ForcedDespawnDelayEvent : public BasicEvent
{
    public:
        ForcedDespawnDelayEvent(Creature& owner) : BasicEvent(), m_owner(owner) { }
        bool Execute(uint64 e_time, uint32 p_time);

    private:
        Creature& m_owner;
};

#endif
