/*
 * Copyright (C) 2005-2008 MaNGOS 
 *
 * Copyright (C) 2008 Trinity 
 *
 * 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 "Database/DatabaseEnv.h"
#include "WorldPacket.h"
#include "WorldSession.h"
#include "World.h"
#include "ObjectMgr.h"
#include "SpellMgr.h"
#include "Creature.h"
#include "QuestDef.h"
#include "GossipDef.h"
#include "Player.h"
#include "Opcodes.h"
#include "Log.h"
#include "LootMgr.h"
#include "MapManager.h"
#include "CreatureAI.h"
#include "CreatureAISelector.h"
#include "Formulas.h"
#include "SpellAuras.h"
#include "WaypointMovementGenerator.h"
#include "InstanceData.h"
#include "BattleGround.h"
#include "Util.h"
#include "GridNotifiers.h"
#include "GridNotifiersImpl.h"
#include "CellImpl.h"
#include "OutdoorPvPMgr.h"
#include "GameEvent.h"
#include "PossessedAI.h"
#include "CreatureGroups.h"
// apply implementation of the singletons
#include "Policies/SingletonImp.h"
void TrainerSpellData::Clear()
{
    for (TrainerSpellList::iterator itr = spellList.begin(); itr != spellList.end(); ++itr)
        delete (*itr);
    spellList.empty();
}
TrainerSpell const* TrainerSpellData::Find(uint32 spell_id) const
{
    for(TrainerSpellList::const_iterator itr = spellList.begin(); itr != spellList.end(); ++itr)
        if((*itr)->spell == spell_id)
            return *itr;
    return NULL;
}
bool VendorItemData::RemoveItem( uint32 item_id )
{
    for(VendorItemList::iterator i = m_items.begin(); i != m_items.end(); ++i )
    {
        if((*i)->item==item_id)
        {
            m_items.erase(i);
            return true;
        }
    }
    return false;
}
size_t VendorItemData::FindItemSlot(uint32 item_id) const
{
    for(size_t i = 0; i < m_items.size(); ++i )
        if(m_items[i]->item==item_id)
            return i;
    return m_items.size();
}
VendorItem const* VendorItemData::FindItem(uint32 item_id) const
{
    for(VendorItemList::const_iterator i = m_items.begin(); i != m_items.end(); ++i )
        if((*i)->item==item_id)
            return *i;
    return NULL;
}
uint32 CreatureInfo::GetRandomValidModelId() const
{
    uint32 c = 0;
    uint32 modelIDs[4];
    if (Modelid1) modelIDs[c++] = Modelid1;
    if (Modelid2) modelIDs[c++] = Modelid2;
    if (Modelid3) modelIDs[c++] = Modelid3;
    if (Modelid4) modelIDs[c++] = Modelid4;
    return ((c>0) ? modelIDs[urand(0,c-1)] : 0);
}
uint32 CreatureInfo::GetFirstValidModelId() const
{
    if(Modelid1) return Modelid1;
    if(Modelid2) return Modelid2;
    if(Modelid3) return Modelid3;
    if(Modelid4) return Modelid4;
    return 0;
}
bool AssistDelayEvent::Execute(uint64 /*e_time*/, uint32 /*p_time*/)
{
    Unit* victim = Unit::GetUnit(m_owner, m_victim);
    if (victim)
    {
        while (!m_assistants.empty())
        {
            Creature* assistant = (Creature*)Unit::GetUnit(m_owner, *m_assistants.begin());
            m_assistants.pop_front();
            if (assistant && assistant->CanAssistTo(&m_owner, victim))
            {
                assistant->SetNoCallAssistance(true);
                assistant->CombatStart(victim);
                if(assistant->AI())
                    assistant->AI()->AttackStart(victim);
            }
        }
    }
    return true;
}
Creature::Creature() :
Unit(), i_AI(NULL), i_AI_possessed(NULL),
lootForPickPocketed(false), lootForBody(false), m_groupLootTimer(0), lootingGroupLeaderGUID(0),
m_lootMoney(0), m_lootRecipient(0),
m_deathTimer(0), m_respawnTime(0), m_respawnDelay(25), m_corpseDelay(60), m_respawnradius(0.0f),
m_gossipOptionLoaded(false), m_emoteState(0), m_isPet(false), m_isTotem(false), m_reactState(REACT_AGGRESSIVE),
m_regenTimer(2000), m_defaultMovementType(IDLE_MOTION_TYPE), m_equipmentId(0),
m_AlreadyCallAssistance(false), m_regenHealth(true), m_AI_locked(false), m_isDeadByDefault(false),
m_meleeDamageSchoolMask(SPELL_SCHOOL_MASK_NORMAL),m_creatureInfo(NULL), m_DBTableGuid(0), m_formationID(0)
{
    m_valuesCount = UNIT_END;
    for(int i =0; i<4; ++i)
        m_spells[i] = 0;
    m_CreatureSpellCooldowns.clear();
    m_CreatureCategoryCooldowns.clear();
    m_GlobalCooldown = 0;
    m_unit_movement_flags = MOVEMENTFLAG_WALK_MODE;
}
Creature::~Creature()
{
    CleanupsBeforeDelete();
    m_vendorItemCounts.clear();
    delete i_AI;
    i_AI = NULL;
    if (i_AI_possessed)
    {
        delete i_AI_possessed;
        i_AI_possessed = NULL;
    }
}
void Creature::AddToWorld()
{
    ///- Register the creature for guid lookup
    if(!IsInWorld()) ObjectAccessor::Instance().AddObject(this);
    Unit::AddToWorld();
	SearchFormation();
}
void Creature::RemoveFromWorld()
{
    if(m_formationID)
		formation_mgr.DestroyGroup(m_formationID, GetGUID());
	///- Remove the creature from the accessor
    if(IsInWorld()) ObjectAccessor::Instance().RemoveObject(this);
    Unit::RemoveFromWorld();
}
void Creature::SearchFormation()
{
	uint32 lowguid = GetDBTableGUIDLow();
	
	if(CreatureGroupMap.find(lowguid) != CreatureGroupMap.end())
	{
		m_formationID = CreatureGroupMap[lowguid]->leaderGUID;	
		formation_mgr.UpdateCreatureGroup(m_formationID, this);
	}
}
void Creature::RemoveCorpse()
{
    if( getDeathState()!=CORPSE && !m_isDeadByDefault || getDeathState()!=ALIVE && m_isDeadByDefault )
        return;
    m_deathTimer = 0;
    setDeathState(DEAD);
    ObjectAccessor::UpdateObjectVisibility(this);
    loot.clear();
    m_respawnTime = time(NULL) + m_respawnDelay;
    float x,y,z,o;
    GetRespawnCoord(x, y, z, &o);
	SetHomePosition(x,y,z,o);
	GetMap()->CreatureRelocation(this,x,y,z,o);
}
/**
 * change the entry of creature until respawn
 */
bool Creature::InitEntry(uint32 Entry, uint32 team, const CreatureData *data )
{
    CreatureInfo const *normalInfo = objmgr.GetCreatureTemplate(Entry);
    if(!normalInfo)
    {
        sLog.outErrorDb("Creature::UpdateEntry creature entry %u does not exist.", Entry);
        return false;
    }
    // get heroic mode entry
    uint32 actualEntry = Entry;
    CreatureInfo const *cinfo = normalInfo;
    if(normalInfo->HeroicEntry)
    {
        Map *map = MapManager::Instance().FindMap(GetMapId(), GetInstanceId());
        if(map && map->IsHeroic())
        {
            cinfo = objmgr.GetCreatureTemplate(normalInfo->HeroicEntry);
            if(!cinfo)
            {
                sLog.outErrorDb("Creature::UpdateEntry creature heroic entry %u does not exist.", actualEntry);
                return false;
            }
        }
    }
    SetEntry(Entry);                                        // normal entry always
    m_creatureInfo = cinfo;                                 // map mode related always
    // Cancel load if no model defined
    if (!(cinfo->GetFirstValidModelId()))
    {
        sLog.outErrorDb("Creature (Entry: %u) has no model defined in table `creature_template`, can't load. ",Entry);
        return false;
    }
    uint32 display_id = objmgr.ChooseDisplayId(team, GetCreatureInfo(), data);
    CreatureModelInfo const *minfo = objmgr.GetCreatureModelRandomGender(display_id);
    if (!minfo)
    {
        sLog.outErrorDb("Creature (Entry: %u) has model %u not found in table `creature_model_info`, can't load. ", Entry, display_id);
        return false;
    }
    else
        display_id = minfo->modelid;                        // it can be different (for another gender)
    SetDisplayId(display_id);
    SetNativeDisplayId(display_id);
    SetByteValue(UNIT_FIELD_BYTES_0, 2, minfo->gender);
    // Load creature equipment
    if(!data || data->equipmentId == 0)
    {                                                       // use default from the template
        LoadEquipment(cinfo->equipmentId);
    }
    else if(data && data->equipmentId != -1)
    {                                                       // override, -1 means no equipment
        LoadEquipment(data->equipmentId);
    }
    SetName(normalInfo->Name);                              // at normal entry always
    SetFloatValue(UNIT_FIELD_BOUNDINGRADIUS,minfo->bounding_radius);
    SetFloatValue(UNIT_FIELD_COMBATREACH,minfo->combat_reach );
    SetFloatValue(UNIT_MOD_CAST_SPEED, 1.0f);
    SetSpeed(MOVE_WALK,     cinfo->speed );
    SetSpeed(MOVE_RUN,      cinfo->speed );
    SetSpeed(MOVE_SWIM,     cinfo->speed );
    SetFloatValue(OBJECT_FIELD_SCALE_X, cinfo->scale);
    // checked at loading
    m_defaultMovementType = MovementGeneratorType(cinfo->MovementType);
    if(!m_respawnradius && m_defaultMovementType==RANDOM_MOTION_TYPE)
        m_defaultMovementType = IDLE_MOTION_TYPE;
    return true;
}
bool Creature::UpdateEntry(uint32 Entry, uint32 team, const CreatureData *data )
{
    if(!InitEntry(Entry,team,data))
        return false;
    m_regenHealth = GetCreatureInfo()->RegenHealth;
    // creatures always have melee weapon ready if any
    SetByteValue(UNIT_FIELD_BYTES_2, 0, SHEATH_STATE_MELEE );
    SetByteValue(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_AURAS );
    SelectLevel(GetCreatureInfo());
    if (team == HORDE)
        SetUInt32Value(UNIT_FIELD_FACTIONTEMPLATE, GetCreatureInfo()->faction_H);
    else
        SetUInt32Value(UNIT_FIELD_FACTIONTEMPLATE, GetCreatureInfo()->faction_A);
    if(GetCreatureInfo()->flags_extra & CREATURE_FLAG_EXTRA_WORLDEVENT)
        SetUInt32Value(UNIT_NPC_FLAGS,GetCreatureInfo()->npcflag | gameeventmgr.GetNPCFlag(this));
    else
        SetUInt32Value(UNIT_NPC_FLAGS,GetCreatureInfo()->npcflag);
    SetAttackTime(BASE_ATTACK,  GetCreatureInfo()->baseattacktime);
    SetAttackTime(OFF_ATTACK,   GetCreatureInfo()->baseattacktime);
    SetAttackTime(RANGED_ATTACK,GetCreatureInfo()->rangeattacktime);
    SetUInt32Value(UNIT_FIELD_FLAGS,GetCreatureInfo()->unit_flags);
    SetUInt32Value(UNIT_DYNAMIC_FLAGS,GetCreatureInfo()->dynamicflags);
    SetMeleeDamageSchool(SpellSchools(GetCreatureInfo()->dmgschool));
    SetModifierValue(UNIT_MOD_ARMOR,             BASE_VALUE, float(GetCreatureInfo()->armor));
    SetModifierValue(UNIT_MOD_RESISTANCE_HOLY,   BASE_VALUE, float(GetCreatureInfo()->resistance1));
    SetModifierValue(UNIT_MOD_RESISTANCE_FIRE,   BASE_VALUE, float(GetCreatureInfo()->resistance2));
    SetModifierValue(UNIT_MOD_RESISTANCE_NATURE, BASE_VALUE, float(GetCreatureInfo()->resistance3));
    SetModifierValue(UNIT_MOD_RESISTANCE_FROST,  BASE_VALUE, float(GetCreatureInfo()->resistance4));
    SetModifierValue(UNIT_MOD_RESISTANCE_SHADOW, BASE_VALUE, float(GetCreatureInfo()->resistance5));
    SetModifierValue(UNIT_MOD_RESISTANCE_ARCANE, BASE_VALUE, float(GetCreatureInfo()->resistance6));
    SetCanModifyStats(true);
    UpdateAllStats();
    FactionTemplateEntry const* factionTemplate = sFactionTemplateStore.LookupEntry(GetCreatureInfo()->faction_A);
    if (factionTemplate)                                    // check and error show at loading templates
    {
        FactionEntry const* factionEntry = sFactionStore.LookupEntry(factionTemplate->faction);
        if (factionEntry)
            if( !(GetCreatureInfo()->flags_extra & CREATURE_FLAG_EXTRA_CIVILIAN) &&
                (factionEntry->team == ALLIANCE || factionEntry->team == HORDE) )
                SetPvP(true);
    }
    m_spells[0] = GetCreatureInfo()->spell1;
    m_spells[1] = GetCreatureInfo()->spell2;
    m_spells[2] = GetCreatureInfo()->spell3;
    m_spells[3] = GetCreatureInfo()->spell4;
    // HACK: trigger creature is always not selectable
    if(isTrigger())
        SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE);
    if(isTotem() || isTrigger()
        || GetCreatureType() == CREATURE_TYPE_CRITTER)
        SetReactState(REACT_PASSIVE);
    else if(isCivilian())
        SetReactState(REACT_DEFENSIVE);
    else
        SetReactState(REACT_AGGRESSIVE);
    return true;
}
void Creature::Update(uint32 diff)
{
    if(m_GlobalCooldown <= diff)
        m_GlobalCooldown = 0;
    else
        m_GlobalCooldown -= diff;
    switch( m_deathState )
    {
        case JUST_ALIVED:
            // Don't must be called, see Creature::setDeathState JUST_ALIVED -> ALIVE promoting.
            sLog.outError("Creature (GUIDLow: %u Entry: %u ) in wrong state: JUST_ALIVED (4)",GetGUIDLow(),GetEntry());
            break;
        case JUST_DIED:
            // Don't must be called, see Creature::setDeathState JUST_DIED -> CORPSE promoting.
            sLog.outError("Creature (GUIDLow: %u Entry: %u ) in wrong state: JUST_DEAD (1)",GetGUIDLow(),GetEntry());
            break;
        case DEAD:
        {
            if( m_respawnTime <= time(NULL) )
            {
                DEBUG_LOG("Respawning...");
                m_respawnTime = 0;
                lootForPickPocketed = false;
                lootForBody         = false;
                if(m_originalEntry != GetEntry())
                    UpdateEntry(m_originalEntry);
                CreatureInfo const *cinfo = GetCreatureInfo();
				SelectLevel(cinfo);
                
                if (m_isDeadByDefault)
                {
                    setDeathState(JUST_DIED);
                    SetHealth(0);
                    i_motionMaster.Clear();
                    clearUnitState(UNIT_STAT_ALL_STATE);
                    LoadCreaturesAddon(true);
                }
                else
                    setDeathState( JUST_ALIVED );
                //Call AI respawn virtual function
                i_AI->JustRespawned();
                GetMap()->Add(this);
            }
            break;
        }
        case CORPSE:
        {
            if (m_isDeadByDefault)
                break;
            if( m_deathTimer <= diff )
            {
                RemoveCorpse();
                DEBUG_LOG("Removing corpse... %u ", GetUInt32Value(OBJECT_FIELD_ENTRY));
            }
            else
            {
                m_deathTimer -= diff;
                if (m_groupLootTimer && lootingGroupLeaderGUID)
                {
                    if(diff <= m_groupLootTimer)
                    {
                        m_groupLootTimer -= diff;
                    }
                    else
                    {
                        Group* group = objmgr.GetGroupByLeader(lootingGroupLeaderGUID);
                        if (group)
                            group->EndRoll();
                        m_groupLootTimer = 0;
                        lootingGroupLeaderGUID = 0;
                    }
                }
            }
            break;
        }
        case ALIVE:
        {
            if (m_isDeadByDefault)
            {
                if( m_deathTimer <= diff )
                {
                    RemoveCorpse();
                    DEBUG_LOG("Removing alive corpse... %u ", GetUInt32Value(OBJECT_FIELD_ENTRY));
                }
                else
                {
                    m_deathTimer -= diff;
                }
            }
            Unit::Update( diff );
            // creature can be dead after Unit::Update call
            // CORPSE/DEAD state will processed at next tick (in other case death timer will be updated unexpectedly)
            if(!isAlive())
                break;
            if(!IsInEvadeMode())
            {
                // do not allow the AI to be changed during update
                m_AI_locked = true;
                i_AI->UpdateAI(diff);
                m_AI_locked = false;
            }
            // creature can be dead after UpdateAI call
            // CORPSE/DEAD state will processed at next tick (in other case death timer will be updated unexpectedly)
            if(!isAlive())
                break;
            if(m_regenTimer > 0)
            {
                if(diff >= m_regenTimer)
                    m_regenTimer = 0;
                else
                    m_regenTimer -= diff;
            }
            if (m_regenTimer != 0)
                break;
			if (!isInCombat())
			{
				if(HasFlag(UNIT_DYNAMIC_FLAGS, UNIT_DYNFLAG_OTHER_TAGGER))
					SetUInt32Value(UNIT_DYNAMIC_FLAGS, GetCreatureInfo()->dynamicflags);
				RegenerateHealth();
			}
			else if(IsPolymorphed())
					RegenerateHealth();
            RegenerateMana();
            m_regenTimer = 2000;
            break;
        }
        case DEAD_FALLING:
        {
            if (!FallGround())
                setDeathState(JUST_DIED);
        }
        default:
            break;
    }
}
void Creature::RegenerateMana()
{
    uint32 curValue = GetPower(POWER_MANA);
    uint32 maxValue = GetMaxPower(POWER_MANA);
    if (curValue >= maxValue)
        return;
    uint32 addvalue = 0;
    // Combat and any controlled creature
    if (isInCombat() || GetCharmerOrOwnerGUID())
    {
        if(!IsUnderLastManaUseEffect())
        {
            float ManaIncreaseRate = sWorld.getRate(RATE_POWER_MANA);
            float Spirit = GetStat(STAT_SPIRIT);
            addvalue = uint32((Spirit/5.0f + 17.0f) * ManaIncreaseRate);
        }
    }
    else
        addvalue = maxValue/3;
    ModifyPower(POWER_MANA, addvalue);
}
void Creature::RegenerateHealth()
{
    if (!isRegeneratingHealth())
        return;
    uint32 curValue = GetHealth();
    uint32 maxValue = GetMaxHealth();
    if (curValue >= maxValue)
        return;
    uint32 addvalue = 0;
    // Not only pet, but any controlled creature
    if(GetCharmerOrOwnerGUID())
    {
        float HealthIncreaseRate = sWorld.getRate(RATE_HEALTH);
        float Spirit = GetStat(STAT_SPIRIT);
        if( GetPower(POWER_MANA) > 0 )
            addvalue = uint32(Spirit * 0.25 * HealthIncreaseRate);
        else
            addvalue = uint32(Spirit * 0.80 * HealthIncreaseRate);
    }
    else
        addvalue = maxValue/3;
    ModifyHealth(addvalue);
}
bool Creature::AIM_Initialize(CreatureAI* ai)
{
    // make sure nothing can change the AI during AI update
    if(m_AI_locked)
    {
        sLog.outDebug("AIM_Initialize: failed to init, locked.");
        return false;
    }
    CreatureAI * oldAI = i_AI;
    i_motionMaster.Initialize();
    i_AI = ai ? ai : FactorySelector::selectAI(this);
    if (oldAI)
        delete oldAI;
    return true;
}
void Creature::InitPossessedAI()
{
    if (!isPossessed()) return;
    if (!i_AI_possessed)
        i_AI_possessed = new PossessedAI(*this);
    // Signal the old AI that it's been disabled
    i_AI->OnPossess(true);
}
void Creature::DisablePossessedAI()
{
    if (!i_AI_possessed) return;
    delete i_AI_possessed;
    // Signal the old AI that it's been re-enabled
    i_AI->OnPossess(false);
}
bool Creature::Create (uint32 guidlow, Map *map, uint32 Entry, uint32 team, const CreatureData *data)
{
    SetMapId(map->GetId());
    SetInstanceId(map->GetInstanceId());
    //m_DBTableGuid = guidlow;
    //oX = x;     oY = y;    dX = x;    dY = y;    m_moveTime = 0;    m_startMove = 0;
    const bool bResult = CreateFromProto(guidlow, Entry, team, data);
    if (bResult)
    {
        switch (GetCreatureInfo()->rank)
        {
            case CREATURE_ELITE_RARE:
                m_corpseDelay = sWorld.getConfig(CONFIG_CORPSE_DECAY_RARE);
                break;
            case CREATURE_ELITE_ELITE:
                m_corpseDelay = sWorld.getConfig(CONFIG_CORPSE_DECAY_ELITE);
                break;
            case CREATURE_ELITE_RAREELITE:
                m_corpseDelay = sWorld.getConfig(CONFIG_CORPSE_DECAY_RAREELITE);
                break;
            case CREATURE_ELITE_WORLDBOSS:
                m_corpseDelay = sWorld.getConfig(CONFIG_CORPSE_DECAY_WORLDBOSS);
                break;
            default:
                m_corpseDelay = sWorld.getConfig(CONFIG_CORPSE_DECAY_NORMAL);
                break;
        }
        LoadCreaturesAddon();
    }
    return bResult;
}
bool Creature::isCanTrainingOf(Player* pPlayer, bool msg) const
{
    if(!isTrainer())
        return false;
    TrainerSpellData const* trainer_spells = GetTrainerSpells();
    if(!trainer_spells || trainer_spells->spellList.empty())
    {
        sLog.outErrorDb("Creature %u (Entry: %u) have UNIT_NPC_FLAG_TRAINER but have empty trainer spell list.",
            GetGUIDLow(),GetEntry());
        return false;
    }
    switch(GetCreatureInfo()->trainer_type)
    {
        case TRAINER_TYPE_CLASS:
            if(pPlayer->getClass()!=GetCreatureInfo()->classNum)
            {
                if(msg)
                {
                    pPlayer->PlayerTalkClass->ClearMenus();
                    switch(GetCreatureInfo()->classNum)
                    {
                        case CLASS_DRUID:  pPlayer->PlayerTalkClass->SendGossipMenu( 4913,GetGUID()); break;
                        case CLASS_HUNTER: pPlayer->PlayerTalkClass->SendGossipMenu(10090,GetGUID()); break;
                        case CLASS_MAGE:   pPlayer->PlayerTalkClass->SendGossipMenu(  328,GetGUID()); break;
                        case CLASS_PALADIN:pPlayer->PlayerTalkClass->SendGossipMenu( 1635,GetGUID()); break;
                        case CLASS_PRIEST: pPlayer->PlayerTalkClass->SendGossipMenu( 4436,GetGUID()); break;
                        case CLASS_ROGUE:  pPlayer->PlayerTalkClass->SendGossipMenu( 4797,GetGUID()); break;
                        case CLASS_SHAMAN: pPlayer->PlayerTalkClass->SendGossipMenu( 5003,GetGUID()); break;
                        case CLASS_WARLOCK:pPlayer->PlayerTalkClass->SendGossipMenu( 5836,GetGUID()); break;
                        case CLASS_WARRIOR:pPlayer->PlayerTalkClass->SendGossipMenu( 4985,GetGUID()); break;
                    }
                }
                return false;
            }
            break;
        case TRAINER_TYPE_PETS:
            if(pPlayer->getClass()!=CLASS_HUNTER)
            {
                pPlayer->PlayerTalkClass->ClearMenus();
                pPlayer->PlayerTalkClass->SendGossipMenu(3620,GetGUID());
                return false;
            }
            break;
        case TRAINER_TYPE_MOUNTS:
            if(GetCreatureInfo()->race && pPlayer->getRace() != GetCreatureInfo()->race)
            {
                if(msg)
                {
                    pPlayer->PlayerTalkClass->ClearMenus();
                    switch(GetCreatureInfo()->classNum)
                    {
                        case RACE_DWARF:        pPlayer->PlayerTalkClass->SendGossipMenu(5865,GetGUID()); break;
                        case RACE_GNOME:        pPlayer->PlayerTalkClass->SendGossipMenu(4881,GetGUID()); break;
                        case RACE_HUMAN:        pPlayer->PlayerTalkClass->SendGossipMenu(5861,GetGUID()); break;
                        case RACE_NIGHTELF:     pPlayer->PlayerTalkClass->SendGossipMenu(5862,GetGUID()); break;
                        case RACE_ORC:          pPlayer->PlayerTalkClass->SendGossipMenu(5863,GetGUID()); break;
                        case RACE_TAUREN:       pPlayer->PlayerTalkClass->SendGossipMenu(5864,GetGUID()); break;
                        case RACE_TROLL:        pPlayer->PlayerTalkClass->SendGossipMenu(5816,GetGUID()); break;
                        case RACE_UNDEAD_PLAYER:pPlayer->PlayerTalkClass->SendGossipMenu( 624,GetGUID()); break;
                        case RACE_BLOODELF:     pPlayer->PlayerTalkClass->SendGossipMenu(5862,GetGUID()); break;
                        case RACE_DRAENEI:      pPlayer->PlayerTalkClass->SendGossipMenu(5864,GetGUID()); break;
                    }
                }
                return false;
            }
            break;
        case TRAINER_TYPE_TRADESKILLS:
            if(GetCreatureInfo()->trainer_spell && !pPlayer->HasSpell(GetCreatureInfo()->trainer_spell))
            {
                if(msg)
                {
                    pPlayer->PlayerTalkClass->ClearMenus();
                    pPlayer->PlayerTalkClass->SendGossipMenu(11031,GetGUID());
                }
                return false;
            }
            break;
        default:
            return false;                                   // checked and error output at creature_template loading
    }
    return true;
}
bool Creature::isCanInteractWithBattleMaster(Player* pPlayer, bool msg) const
{
    if(!isBattleMaster())
        return false;
    uint32 bgTypeId = objmgr.GetBattleMasterBG(GetEntry());
    if(!msg)
        return pPlayer->GetBGAccessByLevel(bgTypeId);
    if(!pPlayer->GetBGAccessByLevel(bgTypeId))
    {
        pPlayer->PlayerTalkClass->ClearMenus();
        switch(bgTypeId)
        {
            case BATTLEGROUND_AV:  pPlayer->PlayerTalkClass->SendGossipMenu(7616,GetGUID()); break;
            case BATTLEGROUND_WS:  pPlayer->PlayerTalkClass->SendGossipMenu(7599,GetGUID()); break;
            case BATTLEGROUND_AB:  pPlayer->PlayerTalkClass->SendGossipMenu(7642,GetGUID()); break;
            case BATTLEGROUND_EY:
            case BATTLEGROUND_NA:
            case BATTLEGROUND_BE:
            case BATTLEGROUND_AA:
            case BATTLEGROUND_RL:  pPlayer->PlayerTalkClass->SendGossipMenu(10024,GetGUID()); break;
            break;
        }
        return false;
    }
    return true;
}
bool Creature::isCanTrainingAndResetTalentsOf(Player* pPlayer) const
{
    return pPlayer->getLevel() >= 10
        && GetCreatureInfo()->trainer_type == TRAINER_TYPE_CLASS
        && pPlayer->getClass() == GetCreatureInfo()->classNum;
}
void Creature::prepareGossipMenu( Player *pPlayer,uint32 gossipid )
{
    PlayerMenu* pm=pPlayer->PlayerTalkClass;
    pm->ClearMenus();
    // lazy loading single time at use
    LoadGossipOptions();
    for( GossipOptionList::iterator i = m_goptions.begin( ); i != m_goptions.end( ); ++i )
    {
        GossipOption* gso=&*i;
        if(gso->GossipId == gossipid)
        {
            bool cantalking=true;
            if(gso->Id==1)
            {
                uint32 textid=GetNpcTextId();
                GossipText * gossiptext=objmgr.GetGossipText(textid);
                if(!gossiptext)
                    cantalking=false;
            }
            else
            {
                switch (gso->Action)
                {
                    case GOSSIP_OPTION_QUESTGIVER:
                        pPlayer->PrepareQuestMenu(GetGUID());
                        //if (pm->GetQuestMenu()->MenuItemCount() == 0)
                        cantalking=false;
                        //pm->GetQuestMenu()->ClearMenu();
                        break;
                    case GOSSIP_OPTION_ARMORER:
                        cantalking=false;                   // added in special mode
                        break;
                    case GOSSIP_OPTION_SPIRITHEALER:
                        if( !pPlayer->isDead() )
                            cantalking=false;
                        break;
                    case GOSSIP_OPTION_VENDOR:
                    {
                        VendorItemData const* vItems = GetVendorItems();
                        if(!vItems || vItems->Empty())
                        {
                            sLog.outErrorDb("Creature %u (Entry: %u) have UNIT_NPC_FLAG_VENDOR but have empty trading item list.",
                                GetGUIDLow(),GetEntry());
                            cantalking=false;
                        }
                        break;
                    }
                    case GOSSIP_OPTION_TRAINER:
                        if(!isCanTrainingOf(pPlayer,false))
                            cantalking=false;
                        break;
                    case GOSSIP_OPTION_UNLEARNTALENTS:
                        if(!isCanTrainingAndResetTalentsOf(pPlayer))
                            cantalking=false;
                        break;
                    case GOSSIP_OPTION_UNLEARNPETSKILLS:
                        if(!pPlayer->GetPet() || pPlayer->GetPet()->getPetType() != HUNTER_PET || pPlayer->GetPet()->m_spells.size() <= 1 || GetCreatureInfo()->trainer_type != TRAINER_TYPE_PETS || GetCreatureInfo()->classNum != CLASS_HUNTER)
                            cantalking=false;
                        break;
                    case GOSSIP_OPTION_TAXIVENDOR:
                        if ( pPlayer->GetSession()->SendLearnNewTaxiNode(this) )
                            return;
                        break;
                    case GOSSIP_OPTION_BATTLEFIELD:
                        if(!isCanInteractWithBattleMaster(pPlayer,false))
                            cantalking=false;
                        break;
                    case GOSSIP_OPTION_SPIRITGUIDE:
                    case GOSSIP_OPTION_INNKEEPER:
                    case GOSSIP_OPTION_BANKER:
                    case GOSSIP_OPTION_PETITIONER:
                    case GOSSIP_OPTION_STABLEPET:
                    case GOSSIP_OPTION_TABARDDESIGNER:
                    case GOSSIP_OPTION_AUCTIONEER:
                        break;                              // no checks
                    case GOSSIP_OPTION_OUTDOORPVP:
                        if ( !sOutdoorPvPMgr.CanTalkTo(pPlayer,this,(*gso)) )
                            cantalking = false;
                        break;
                    default:
                        sLog.outErrorDb("Creature %u (entry: %u) have unknown gossip option %u",GetDBTableGUIDLow(),GetEntry(),gso->Action);
                        break;
                }
            }
            //note for future dev: should have database fields for BoxMessage & BoxMoney
            if(!gso->OptionText.empty() && cantalking)
            {
                std::string OptionText = gso->OptionText;
                std::string BoxText = gso->BoxText;
                int loc_idx = pPlayer->GetSession()->GetSessionDbLocaleIndex();
                if (loc_idx >= 0)
                {
                    NpcOptionLocale const *no = objmgr.GetNpcOptionLocale(gso->Id);
                    if (no)
                    {
                        if (no->OptionText.size() > loc_idx && !no->OptionText[loc_idx].empty())
                            OptionText=no->OptionText[loc_idx];
                        if (no->BoxText.size() > loc_idx && !no->BoxText[loc_idx].empty())
                            BoxText=no->BoxText[loc_idx];
                    }
                }
                pm->GetGossipMenu().AddMenuItem((uint8)gso->Icon,OptionText, gossipid,gso->Action,BoxText,gso->BoxMoney,gso->Coded);
            }
        }
    }
    ///some gossips aren't handled in normal way ... so we need to do it this way .. TODO: handle it in normal way ;-)
    if(pm->Empty())
    {
        if(HasFlag(UNIT_NPC_FLAGS,UNIT_NPC_FLAG_TRAINER))
        {
            isCanTrainingOf(pPlayer,true);                  // output error message if need
        }
        if(HasFlag(UNIT_NPC_FLAGS,UNIT_NPC_FLAG_BATTLEMASTER))
        {
            isCanInteractWithBattleMaster(pPlayer,true);     // output error message if need
        }
    }
}
void Creature::sendPreparedGossip(Player* player)
{
    if(!player)
        return;
    GossipMenu& gossipmenu = player->PlayerTalkClass->GetGossipMenu();
    if(GetCreatureInfo()->flags_extra & CREATURE_FLAG_EXTRA_WORLDEVENT) // if world event npc then
        gameeventmgr.HandleWorldEventGossip(player, this);      // update world state with progress
    // in case empty gossip menu open quest menu if any
    if (gossipmenu.Empty() && GetNpcTextId() == 0)
    {
        player->SendPreparedQuest(GetGUID());
        return;
    }
    // in case non empty gossip menu (that not included quests list size) show it
    // (quest entries from quest menu will be included in list)
    player->PlayerTalkClass->SendGossipMenu(GetNpcTextId(), GetGUID());
}
void Creature::OnGossipSelect(Player* player, uint32 option)
{
    GossipMenu& gossipmenu = player->PlayerTalkClass->GetGossipMenu();
    if(option >= gossipmenu.MenuItemCount())
        return;
    uint32 action=gossipmenu.GetItem(option).m_gAction;
    uint32 zoneid=GetZoneId();
    uint64 guid=GetGUID();
    GossipOption const *gossip=GetGossipOption( action );
    if(!gossip)
    {
        zoneid=0;
        gossip=GetGossipOption( action );
        if(!gossip)
            return;
    }
    switch (gossip->Action)
    {
        case GOSSIP_OPTION_GOSSIP:
        {
            uint32 textid = GetGossipTextId(action, zoneid);
            if (textid == 0)
                textid=GetNpcTextId();
            player->PlayerTalkClass->CloseGossip();
            player->PlayerTalkClass->SendTalking(textid);
            break;
		}
        case GOSSIP_OPTION_OUTDOORPVP:
            sOutdoorPvPMgr.HandleGossipOption(player, GetGUID(), option);
            break;
        case GOSSIP_OPTION_SPIRITHEALER:
            if (player->isDead())
                CastSpell(this,17251,true,NULL,NULL,player->GetGUID());
            break;
        case GOSSIP_OPTION_QUESTGIVER:
            player->PrepareQuestMenu( guid );
            player->SendPreparedQuest( guid );
            break;
        case GOSSIP_OPTION_VENDOR:
        case GOSSIP_OPTION_ARMORER:
            player->GetSession()->SendListInventory(guid);
            break;
        case GOSSIP_OPTION_STABLEPET:
            player->GetSession()->SendStablePet(guid);
            break;
        case GOSSIP_OPTION_TRAINER:
            player->GetSession()->SendTrainerList(guid);
            break;
        case GOSSIP_OPTION_UNLEARNTALENTS:
            player->PlayerTalkClass->CloseGossip();
            player->SendTalentWipeConfirm(guid);
            break;
        case GOSSIP_OPTION_UNLEARNPETSKILLS:
            player->PlayerTalkClass->CloseGossip();
            player->SendPetSkillWipeConfirm();
            break;
        case GOSSIP_OPTION_TAXIVENDOR:
            player->GetSession()->SendTaxiMenu(this);
            break;
        case GOSSIP_OPTION_INNKEEPER:
            player->PlayerTalkClass->CloseGossip();
            player->SetBindPoint( guid );
            break;
        case GOSSIP_OPTION_BANKER:
            player->GetSession()->SendShowBank( guid );
            break;
        case GOSSIP_OPTION_PETITIONER:
            player->PlayerTalkClass->CloseGossip();
            player->GetSession()->SendPetitionShowList( guid );
            break;
        case GOSSIP_OPTION_TABARDDESIGNER:
            player->PlayerTalkClass->CloseGossip();
            player->GetSession()->SendTabardVendorActivate( guid );
            break;
        case GOSSIP_OPTION_AUCTIONEER:
            player->GetSession()->SendAuctionHello( guid, this );
            break;
        case GOSSIP_OPTION_SPIRITGUIDE:
        case GOSSIP_GUARD_SPELLTRAINER:
        case GOSSIP_GUARD_SKILLTRAINER:
            prepareGossipMenu( player,gossip->Id );
            sendPreparedGossip( player );
            break;
        case GOSSIP_OPTION_BATTLEFIELD:
        {
            uint32 bgTypeId = objmgr.GetBattleMasterBG(GetEntry());
            player->GetSession()->SendBattlegGroundList( GetGUID(), bgTypeId );
            break;
        }
        default:
            OnPoiSelect( player, gossip );
            break;
    }
}
void Creature::OnPoiSelect(Player* player, GossipOption const *gossip)
{
    if(gossip->GossipId==GOSSIP_GUARD_SPELLTRAINER || gossip->GossipId==GOSSIP_GUARD_SKILLTRAINER)
    {
        Poi_Icon icon = ICON_POI_0;
        //need add more case.
        switch(gossip->Action)
        {
            case GOSSIP_GUARD_BANK:
                icon=ICON_POI_HOUSE;
                break;
            case GOSSIP_GUARD_RIDE:
                icon=ICON_POI_RWHORSE;
                break;
            case GOSSIP_GUARD_GUILD:
                icon=ICON_POI_BLUETOWER;
                break;
            default:
                icon=ICON_POI_TOWER;
                break;
        }
        uint32 textid = GetGossipTextId( gossip->Action, GetZoneId() );
        player->PlayerTalkClass->SendTalking(textid);
        // std::string areaname= gossip->OptionText;
        // how this could worked player->PlayerTalkClass->SendPointOfInterest( x, y, icon, 2, 15, areaname.c_str() );
    }
}
uint32 Creature::GetGossipTextId(uint32 action, uint32 zoneid)
{
    QueryResult *result= WorldDatabase.PQuery("SELECT textid FROM npc_gossip_textid WHERE action = '%u' AND zoneid ='%u'", action, zoneid );
    if(!result)
        return 0;
    Field *fields = result->Fetch();
    uint32 id = fields[0].GetUInt32();
    delete result;
    return id;
}
uint32 Creature::GetNpcTextId()
{
    // don't cache / use cache in case it's a world event announcer
    if(GetCreatureInfo()->flags_extra & CREATURE_FLAG_EXTRA_WORLDEVENT)
        if(uint32 textid = gameeventmgr.GetNpcTextId(m_DBTableGuid))
            return textid;
    if (!m_DBTableGuid)
        return DEFAULT_GOSSIP_MESSAGE;
    if(uint32 pos = objmgr.GetNpcGossip(m_DBTableGuid))
        return pos;
    return DEFAULT_GOSSIP_MESSAGE;
}
GossipOption const* Creature::GetGossipOption( uint32 id ) const
{
    for( GossipOptionList::const_iterator i = m_goptions.begin( ); i != m_goptions.end( ); ++i )
    {
        if(i->Action==id )
            return &*i;
    }
    return NULL;
}
void Creature::ResetGossipOptions()
{
    m_gossipOptionLoaded = false;
    m_goptions.clear();
}
void Creature::LoadGossipOptions()
{
    if(m_gossipOptionLoaded)
        return;
    uint32 npcflags=GetUInt32Value(UNIT_NPC_FLAGS);
    CacheNpcOptionList const& noList = objmgr.GetNpcOptions ();
    for (CacheNpcOptionList::const_iterator i = noList.begin (); i != noList.end (); ++i)
        if(i->NpcFlag & npcflags)
            addGossipOption(*i);
    m_gossipOptionLoaded = true;
}
void Creature::AI_SendMoveToPacket(float x, float y, float z, uint32 time, uint32 MovementFlags, uint8 type)
{
    /*    uint32 timeElap = getMSTime();
        if ((timeElap - m_startMove) < m_moveTime)
        {
            oX = (dX - oX) * ( (timeElap - m_startMove) / m_moveTime );
            oY = (dY - oY) * ( (timeElap - m_startMove) / m_moveTime );
        }
        else
        {
            oX = dX;
            oY = dY;
        }
        dX = x;
        dY = y;
        m_orientation = atan2((oY - dY), (oX - dX));
        m_startMove = getMSTime();
        m_moveTime = time;*/
    SendMonsterMove(x, y, z, type, MovementFlags, time);
}
Player *Creature::GetLootRecipient() const
{
    if (!m_lootRecipient) return NULL;
    else return ObjectAccessor::FindPlayer(m_lootRecipient);
}
void Creature::SetLootRecipient(Unit *unit)
{
    // set the player whose group should receive the right
    // to loot the creature after it dies
    // should be set to NULL after the loot disappears
    if (!unit)
    {
        m_lootRecipient = 0;
        RemoveFlag(UNIT_DYNAMIC_FLAGS, UNIT_DYNFLAG_LOOTABLE);
        RemoveFlag(UNIT_DYNAMIC_FLAGS, UNIT_DYNFLAG_OTHER_TAGGER);
        return;
    }
    Player* player = unit->GetCharmerOrOwnerPlayerOrPlayerItself();
    if(!player)                                             // normal creature, no player involved
        return;
    m_lootRecipient = player->GetGUID();
    SetFlag(UNIT_DYNAMIC_FLAGS, UNIT_DYNFLAG_OTHER_TAGGER);
}
void Creature::SaveToDB()
{
    // this should only be used when the creature has already been loaded
    // preferably after adding to map, because mapid may not be valid otherwise
    CreatureData const *data = objmgr.GetCreatureData(m_DBTableGuid);
    if(!data)
    {
        sLog.outError("Creature::SaveToDB failed, cannot get creature data!");
        return;
    }
    SaveToDB(GetMapId(), data->spawnMask);
}
void Creature::SaveToDB(uint32 mapid, uint8 spawnMask)
{
    // update in loaded data
    if (!m_DBTableGuid)
        m_DBTableGuid = GetGUIDLow();
    CreatureData& data = objmgr.NewOrExistCreatureData(m_DBTableGuid);
    uint32 displayId = GetNativeDisplayId();
    // check if it's a custom model and if not, use 0 for displayId
    CreatureInfo const *cinfo = GetCreatureInfo();
    if(cinfo)
    {
        if(displayId == cinfo->Modelid1 || displayId == cinfo->Modelid2 ||
            displayId == cinfo->Modelid3 || displayId == cinfo->Modelid4) displayId = 0;
    }
    // data->guid = guid don't must be update at save
    data.id = GetEntry();
    data.mapid = mapid;
    data.displayid = displayId;
    data.equipmentId = GetEquipmentId();
    data.posX = GetPositionX();
    data.posY = GetPositionY();
    data.posZ = GetPositionZ();
    data.orientation = GetOrientation();
    data.spawntimesecs = m_respawnDelay;
    // prevent add data integrity problems
    data.spawndist = GetDefaultMovementType()==IDLE_MOTION_TYPE ? 0 : m_respawnradius;
    data.currentwaypoint = 0;
    data.curhealth = GetHealth();
    data.curmana = GetPower(POWER_MANA);
    data.is_dead = m_isDeadByDefault;
    // prevent add data integrity problems
    data.movementType = !m_respawnradius && GetDefaultMovementType()==RANDOM_MOTION_TYPE
        ? IDLE_MOTION_TYPE : GetDefaultMovementType();
    data.spawnMask = spawnMask;
    // updated in DB
    WorldDatabase.BeginTransaction();
    WorldDatabase.PExecuteLog("DELETE FROM creature WHERE guid = '%u'", m_DBTableGuid);
    std::ostringstream ss;
    ss << "INSERT INTO creature VALUES ("
        << m_DBTableGuid << ","
        << GetEntry() << ","
        << mapid <<","
        << (uint32)spawnMask << ","
        << displayId <<","
        << GetEquipmentId() <<","
        << GetPositionX() << ","
        << GetPositionY() << ","
        << GetPositionZ() << ","
        << GetOrientation() << ","
        << m_respawnDelay << ","                            //respawn time
        << (float) m_respawnradius << ","                   //spawn distance (float)
        << (uint32) (0) << ","                              //currentwaypoint
        << GetHealth() << ","                               //curhealth
        << GetPower(POWER_MANA) << ","                      //curmana
        << (m_isDeadByDefault ? 1 : 0) << ","               //is_dead
        << GetDefaultMovementType() << ")";                 //default movement generator type
    WorldDatabase.PExecuteLog( ss.str( ).c_str( ) );
    WorldDatabase.CommitTransaction();
}
void Creature::SelectLevel(const CreatureInfo *cinfo)
{
    uint32 rank = isPet()? 0 : cinfo->rank;
    // level
    uint32 minlevel = std::min(cinfo->maxlevel, cinfo->minlevel);
    uint32 maxlevel = std::max(cinfo->maxlevel, cinfo->minlevel);
    uint32 level = minlevel == maxlevel ? minlevel : urand(minlevel, maxlevel);
    SetLevel(level);
    float rellevel = maxlevel == minlevel ? 0 : (float(level - minlevel))/(maxlevel - minlevel);
    // health
    float healthmod = _GetHealthMod(rank);
    uint32 minhealth = std::min(cinfo->maxhealth, cinfo->minhealth);
    uint32 maxhealth = std::max(cinfo->maxhealth, cinfo->minhealth);
    uint32 health = uint32(healthmod * (minhealth + uint32(rellevel*(maxhealth - minhealth))));
    SetCreateHealth(health);
    SetMaxHealth(health);
    SetHealth(health);
    // mana
    uint32 minmana = std::min(cinfo->maxmana, cinfo->minmana);
    uint32 maxmana = std::max(cinfo->maxmana, cinfo->minmana);
    uint32 mana = minmana + uint32(rellevel*(maxmana - minmana));
    SetCreateMana(mana);
    SetMaxPower(POWER_MANA, mana);                          //MAX Mana
    SetPower(POWER_MANA, mana);
    SetModifierValue(UNIT_MOD_HEALTH, BASE_VALUE, health);
    SetModifierValue(UNIT_MOD_MANA, BASE_VALUE, mana);
    // damage
    float damagemod = _GetDamageMod(rank);
    SetBaseWeaponDamage(BASE_ATTACK, MINDAMAGE, cinfo->mindmg * damagemod);
    SetBaseWeaponDamage(BASE_ATTACK, MAXDAMAGE, cinfo->maxdmg * damagemod);
    SetBaseWeaponDamage(OFF_ATTACK, MINDAMAGE, cinfo->mindmg * damagemod);
    SetBaseWeaponDamage(OFF_ATTACK, MAXDAMAGE, cinfo->maxdmg * damagemod);
    SetBaseWeaponDamage(RANGED_ATTACK, MINDAMAGE, cinfo->minrangedmg * damagemod);
    SetBaseWeaponDamage(RANGED_ATTACK, MAXDAMAGE, cinfo->maxrangedmg * damagemod);
    // this value is not accurate, but should be close to the real value
    SetModifierValue(UNIT_MOD_ATTACK_POWER, BASE_VALUE, level * 5);
    SetModifierValue(UNIT_MOD_ATTACK_POWER_RANGED, BASE_VALUE, level * 5);
    //SetModifierValue(UNIT_MOD_ATTACK_POWER, BASE_VALUE, cinfo->attackpower * damagemod);
    //SetModifierValue(UNIT_MOD_ATTACK_POWER_RANGED, BASE_VALUE, cinfo->rangedattackpower * damagemod);
}
float Creature::_GetHealthMod(int32 Rank)
{
    switch (Rank)                                           // define rates for each elite rank
    {
        case CREATURE_ELITE_NORMAL:
            return sWorld.getRate(RATE_CREATURE_NORMAL_HP);
        case CREATURE_ELITE_ELITE:
            return sWorld.getRate(RATE_CREATURE_ELITE_ELITE_HP);
        case CREATURE_ELITE_RAREELITE:
            return sWorld.getRate(RATE_CREATURE_ELITE_RAREELITE_HP);
        case CREATURE_ELITE_WORLDBOSS:
            return sWorld.getRate(RATE_CREATURE_ELITE_WORLDBOSS_HP);
        case CREATURE_ELITE_RARE:
            return sWorld.getRate(RATE_CREATURE_ELITE_RARE_HP);
        default:
            return sWorld.getRate(RATE_CREATURE_ELITE_ELITE_HP);
    }
}
float Creature::_GetDamageMod(int32 Rank)
{
    switch (Rank)                                           // define rates for each elite rank
    {
        case CREATURE_ELITE_NORMAL:
            return sWorld.getRate(RATE_CREATURE_NORMAL_DAMAGE);
        case CREATURE_ELITE_ELITE:
            return sWorld.getRate(RATE_CREATURE_ELITE_ELITE_DAMAGE);
        case CREATURE_ELITE_RAREELITE:
            return sWorld.getRate(RATE_CREATURE_ELITE_RAREELITE_DAMAGE);
        case CREATURE_ELITE_WORLDBOSS:
            return sWorld.getRate(RATE_CREATURE_ELITE_WORLDBOSS_DAMAGE);
        case CREATURE_ELITE_RARE:
            return sWorld.getRate(RATE_CREATURE_ELITE_RARE_DAMAGE);
        default:
            return sWorld.getRate(RATE_CREATURE_ELITE_ELITE_DAMAGE);
    }
}
float Creature::GetSpellDamageMod(int32 Rank)
{
    switch (Rank)                                           // define rates for each elite rank
    {
        case CREATURE_ELITE_NORMAL:
            return sWorld.getRate(RATE_CREATURE_NORMAL_SPELLDAMAGE);
        case CREATURE_ELITE_ELITE:
            return sWorld.getRate(RATE_CREATURE_ELITE_ELITE_SPELLDAMAGE);
        case CREATURE_ELITE_RAREELITE:
            return sWorld.getRate(RATE_CREATURE_ELITE_RAREELITE_SPELLDAMAGE);
        case CREATURE_ELITE_WORLDBOSS:
            return sWorld.getRate(RATE_CREATURE_ELITE_WORLDBOSS_SPELLDAMAGE);
        case CREATURE_ELITE_RARE:
            return sWorld.getRate(RATE_CREATURE_ELITE_RARE_SPELLDAMAGE);
        default:
            return sWorld.getRate(RATE_CREATURE_ELITE_ELITE_SPELLDAMAGE);
    }
}
bool Creature::CreateFromProto(uint32 guidlow, uint32 Entry, uint32 team, const CreatureData *data)
{
    CreatureInfo const *cinfo = objmgr.GetCreatureTemplate(Entry);
    if(!cinfo)
    {
        sLog.outErrorDb("Error: creature entry %u does not exist.", Entry);
        return false;
    }
    m_originalEntry = Entry;
    Object::_Create(guidlow, Entry, HIGHGUID_UNIT);
    if(!UpdateEntry(Entry, team, data))
        return false;
    //Notify the map's instance data.
    //Only works if you create the object in it, not if it is moves to that map.
    //Normally non-players do not teleport to other maps.
    Map *map = MapManager::Instance().FindMap(GetMapId(), GetInstanceId());
    if(map && map->IsDungeon() && ((InstanceMap*)map)->GetInstanceData())
    {
        ((InstanceMap*)map)->GetInstanceData()->OnCreatureCreate(this, Entry);
    }
    return true;
}
bool Creature::LoadFromDB(uint32 guid, Map *map)
{
    CreatureData const* data = objmgr.GetCreatureData(guid);
    if(!data)
    {
        sLog.outErrorDb("Creature (GUID: %u) not found in table `creature`, can't load. ",guid);
        return false;
    }
    m_DBTableGuid = guid;
    if (map->GetInstanceId() != 0) guid = objmgr.GenerateLowGuid(HIGHGUID_UNIT);
    uint16 team = 0;
    if(!Create(guid,map,data->id,team,data))
        return false;
    Relocate(data->posX,data->posY,data->posZ,data->orientation);
    if(!IsPositionValid())
    {
        sLog.outError("ERROR: Creature (guidlow %d, entry %d) not loaded. Suggested coordinates isn't valid (X: %f Y: %f)",GetGUIDLow(),GetEntry(),GetPositionX(),GetPositionY());
        return false;
    }
	//We should set first home position, because then AI calls home movement
	SetHomePosition(data->posX,data->posY,data->posZ,data->orientation);
    
	m_respawnradius = data->spawndist;
    m_respawnDelay = data->spawntimesecs;
    m_isDeadByDefault = data->is_dead;
    m_deathState = m_isDeadByDefault ? DEAD : ALIVE;
    m_respawnTime  = objmgr.GetCreatureRespawnTime(m_DBTableGuid,GetInstanceId());
    if(m_respawnTime > time(NULL))                          // not ready to respawn
    {
        m_deathState = DEAD;
        if(canFly())
        {
            float tz = GetMap()->GetHeight(data->posX,data->posY,data->posZ,false);
            if(data->posZ - tz > 0.1)
                Relocate(data->posX,data->posY,tz);
        }
    }
    else if(m_respawnTime)                                  // respawn time set but expired
    {
        m_respawnTime = 0;
        objmgr.SaveCreatureRespawnTime(m_DBTableGuid,GetInstanceId(),0);
    }
    uint32 curhealth = data->curhealth;
    if(curhealth)
    {
        curhealth = uint32(curhealth*_GetHealthMod(GetCreatureInfo()->rank));
        if(curhealth < 1)
            curhealth = 1;
    }
    SetHealth(m_deathState == ALIVE ? curhealth : 0);
    SetPower(POWER_MANA,data->curmana);
    // checked at creature_template loading
    m_defaultMovementType = MovementGeneratorType(data->movementType);
    AIM_Initialize();
    return true;
}
void Creature::LoadEquipment(uint32 equip_entry, bool force)
{
    if(equip_entry == 0)
    {
        if (force)
        {
            for (uint8 i = 0; i < 3; i++)
            {
                SetUInt32Value( UNIT_VIRTUAL_ITEM_SLOT_DISPLAY + i, 0);
                SetUInt32Value( UNIT_VIRTUAL_ITEM_INFO + (i * 2), 0);
                SetUInt32Value( UNIT_VIRTUAL_ITEM_INFO + (i * 2) + 1, 0);
            }
            m_equipmentId = 0;
        }
        return;
    }
    EquipmentInfo const *einfo = objmgr.GetEquipmentInfo(equip_entry);
    if (!einfo)
        return;
    m_equipmentId = equip_entry;
    for (uint8 i = 0; i < 3; i++)
    {
        SetUInt32Value( UNIT_VIRTUAL_ITEM_SLOT_DISPLAY + i, einfo->equipmodel[i]);
        SetUInt32Value( UNIT_VIRTUAL_ITEM_INFO + (i * 2), einfo->equipinfo[i]);
        SetUInt32Value( UNIT_VIRTUAL_ITEM_INFO + (i * 2) + 1, einfo->equipslot[i]);
    }
}
bool Creature::hasQuest(uint32 quest_id) const
{
    QuestRelations const& qr = objmgr.mCreatureQuestRelations;
    for(QuestRelations::const_iterator itr = qr.lower_bound(GetEntry()); itr != qr.upper_bound(GetEntry()); ++itr)
    {
        if(itr->second==quest_id)
            return true;
    }
    return false;
}
bool Creature::hasInvolvedQuest(uint32 quest_id) const
{
    QuestRelations const& qr = objmgr.mCreatureQuestInvolvedRelations;
    for(QuestRelations::const_iterator itr = qr.lower_bound(GetEntry()); itr != qr.upper_bound(GetEntry()); ++itr)
    {
        if(itr->second==quest_id)
            return true;
    }
    return false;
}
void Creature::DeleteFromDB()
{
    if (!m_DBTableGuid)
    {
        sLog.outDebug("Trying to delete not saved creature!");
        return;
    }
    objmgr.SaveCreatureRespawnTime(m_DBTableGuid,GetInstanceId(),0);
    objmgr.DeleteCreatureData(m_DBTableGuid);
    WorldDatabase.BeginTransaction();
    WorldDatabase.PExecuteLog("DELETE FROM creature WHERE guid = '%u'", m_DBTableGuid);
    WorldDatabase.PExecuteLog("DELETE FROM creature_addon WHERE guid = '%u'", m_DBTableGuid);
    WorldDatabase.PExecuteLog("DELETE FROM game_event_creature WHERE guid = '%u'", m_DBTableGuid);
    WorldDatabase.PExecuteLog("DELETE FROM game_event_model_equip WHERE guid = '%u'", m_DBTableGuid);
    WorldDatabase.CommitTransaction();
}
bool Creature::canSeeOrDetect(Unit const* u, bool detect, bool inVisibleList, bool is3dDistance) const
{
    // not in world
    if(!IsInWorld() || !u->IsInWorld())
        return false;
    // all dead creatures/players not visible for any creatures
    if(!u->isAlive() || !isAlive())
        return false;
    // Always can see self
    if (u == this)
        return true;
    // always seen by owner
    if(GetGUID() == u->GetCharmerOrOwnerGUID())
        return true;
    if(u->GetVisibility() == VISIBILITY_OFF) //GM
        return false;
    // invisible aura
    if((m_invisibilityMask || u->m_invisibilityMask) && !canDetectInvisibilityOf(u))
        return false;
    // unit got in stealth in this moment and must ignore old detected state
    //if (m_Visibility == VISIBILITY_GROUP_NO_DETECT)
    //    return false;
    // GM invisibility checks early, invisibility if any detectable, so if not stealth then visible
    if(u->GetVisibility() == VISIBILITY_GROUP_STEALTH)
    {
        //do not know what is the use of this detect
        if(!detect || !canDetectStealthOf(u, GetDistance(u)))
            return false;
    }
    // Now check is target visible with LoS
    //return u->IsWithinLOS(GetPositionX(),GetPositionY(),GetPositionZ());
    return true;
}
bool Creature::IsWithinSightDist(Unit const* u) const
{
    return IsWithinDistInMap(u, sWorld.getConfig(CONFIG_SIGHT_MONSTER));
}
bool Creature::canStartAttack(Unit const* who) const
{
    if(!who->isInAccessiblePlaceFor(this)
        || !canFly() && GetDistanceZ(who) > CREATURE_Z_ATTACK_RANGE
        || !IsWithinDistInMap(who, GetAttackDistance(who)))
        return false;
    if(!canAttack(who, false))
        return false;
    return IsWithinLOSInMap(who);
}
float Creature::GetAttackDistance(Unit const* pl) const
{
    float aggroRate = sWorld.getRate(RATE_CREATURE_AGGRO);
    if(aggroRate==0)
        return 0.0f;
    int32 playerlevel   = pl->getLevelForTarget(this);
    int32 creaturelevel = getLevelForTarget(pl);
    int32 leveldif       = playerlevel - creaturelevel;
    // "The maximum Aggro Radius has a cap of 25 levels under. Example: A level 30 char has the same Aggro Radius of a level 5 char on a level 60 mob."
    if ( leveldif < - 25)
        leveldif = -25;
    // "The aggro radius of a mob having the same level as the player is roughly 20 yards"
    float RetDistance = 20;
    // "Aggro Radius varies with level difference at a rate of roughly 1 yard/level"
    // radius grow if playlevel < creaturelevel
    RetDistance -= (float)leveldif;
    if(creaturelevel+5 <= sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL))
    {
        // detect range auras
        RetDistance += GetTotalAuraModifier(SPELL_AURA_MOD_DETECT_RANGE);
        // detected range auras
        RetDistance += pl->GetTotalAuraModifier(SPELL_AURA_MOD_DETECTED_RANGE);
    }
    // "Minimum Aggro Radius for a mob seems to be combat range (5 yards)"
    if(RetDistance < 5)
        RetDistance = 5;
    return (RetDistance*aggroRate);
}
void Creature::setDeathState(DeathState s)
{
    if((s == JUST_DIED && !m_isDeadByDefault)||(s == JUST_ALIVED && m_isDeadByDefault))
    {
        m_deathTimer = m_corpseDelay*1000;
        // always save boss respawn time at death to prevent crash cheating
        if(sWorld.getConfig(CONFIG_SAVE_RESPAWN_TIME_IMMEDIATELY) || isWorldBoss())
            SaveRespawnTime();
        if (canFly() && FallGround())
            return;
        if(!IsStopped())
            StopMoving();
    }
    Unit::setDeathState(s);
    if(s == JUST_DIED)
    {
        SetUInt64Value (UNIT_FIELD_TARGET,0);               // remove target selection in any cases (can be set at aura remove in Unit::setDeathState)
        SetUInt32Value(UNIT_NPC_FLAGS, 0);
        setActive(false);
        if(!isPet() && GetCreatureInfo()->SkinLootId)
            if ( LootTemplates_Skinning.HaveLootFor(GetCreatureInfo()->SkinLootId) )
                SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_SKINNABLE);
        if (canFly() && FallGround())
            return;
        Unit::setDeathState(CORPSE);
    }
    if(s == JUST_ALIVED)
    {
        SetHealth(GetMaxHealth());
        SetLootRecipient(NULL);
        Unit::setDeathState(ALIVE);
        CreatureInfo const *cinfo = GetCreatureInfo();
		RemoveFlag (UNIT_FIELD_FLAGS, UNIT_FLAG_SKINNABLE);
        AddUnitMovementFlag(MOVEMENTFLAG_WALK_MODE);
        SetUInt32Value(UNIT_NPC_FLAGS, cinfo->npcflag);
        clearUnitState(UNIT_STAT_ALL_STATE);
		i_motionMaster.Initialize();
        SetMeleeDamageSchool(SpellSchools(cinfo->dmgschool));
        LoadCreaturesAddon(true);
    }
}
bool Creature::FallGround()
{
    // Let's abort after we called this function one time
    if (getDeathState() == DEAD_FALLING)
        return false;
    // Let's do with no vmap because no way to get far distance with vmap high call
    float tz = GetMap()->GetHeight(GetPositionX(), GetPositionY(), GetPositionZ(), false);
    // Abort too if the ground is very near
    if (fabs(GetPositionZ() - tz) < 0.1f)
        return false;
    Unit::setDeathState(DEAD_FALLING);
    GetMotionMaster()->MovePoint(0, GetPositionX(), GetPositionY(), tz);
    Relocate(GetPositionX(), GetPositionY(), tz);
    return true;
}
void Creature::Respawn()
{
    RemoveCorpse();
    // forced recreate creature object at clients
    UnitVisibility currentVis = GetVisibility();
    SetVisibility(VISIBILITY_RESPAWN);
    ObjectAccessor::UpdateObjectVisibility(this);
    SetVisibility(currentVis);                              // restore visibility state
    ObjectAccessor::UpdateObjectVisibility(this);
    if(getDeathState()==DEAD)
    {
        if (m_DBTableGuid)
            objmgr.SaveCreatureRespawnTime(m_DBTableGuid,GetInstanceId(),0);
        m_respawnTime = time(NULL);                         // respawn at next tick
    }
}
bool Creature::IsImmunedToSpell(SpellEntry const* spellInfo, bool useCharges)
{
    if (!spellInfo)
        return false;
    if (GetCreatureInfo()->MechanicImmuneMask & (1 << (spellInfo->Mechanic - 1)))
        return true;
    return Unit::IsImmunedToSpell(spellInfo, useCharges);
}
bool Creature::IsImmunedToSpellEffect(uint32 effect, uint32 mechanic) const
{
    if (GetCreatureInfo()->MechanicImmuneMask & (1 << (mechanic-1)))
        return true;
    return Unit::IsImmunedToSpellEffect(effect, mechanic);
}
SpellEntry const *Creature::reachWithSpellAttack(Unit *pVictim)
{
    if(!pVictim)
        return NULL;
    for(uint32 i=0; i < CREATURE_MAX_SPELLS; i++)
    {
        if(!m_spells[i])
            continue;
        SpellEntry const *spellInfo = sSpellStore.LookupEntry(m_spells[i] );
        if(!spellInfo)
        {
            sLog.outError("WORLD: unknown spell id %i\n", m_spells[i]);
            continue;
        }
        bool bcontinue = true;
        for(uint32 j=0;j<3;j++)
        {
            if( (spellInfo->Effect[j] == SPELL_EFFECT_SCHOOL_DAMAGE )       ||
                (spellInfo->Effect[j] == SPELL_EFFECT_INSTAKILL)            ||
                (spellInfo->Effect[j] == SPELL_EFFECT_ENVIRONMENTAL_DAMAGE) ||
                (spellInfo->Effect[j] == SPELL_EFFECT_HEALTH_LEECH )
                )
            {
                bcontinue = false;
                break;
            }
        }
        if(bcontinue) continue;
        if(spellInfo->manaCost > GetPower(POWER_MANA))
            continue;
        SpellRangeEntry const* srange = sSpellRangeStore.LookupEntry(spellInfo->rangeIndex);
        float range = GetSpellMaxRange(srange);
        float minrange = GetSpellMinRange(srange);
        float dist = GetDistance(pVictim);
        //if(!isInFront( pVictim, range ) && spellInfo->AttributesEx )
        //    continue;
        if( dist > range || dist < minrange )
            continue;
        if(HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_SILENCED))
            continue;
        return spellInfo;
    }
    return NULL;
}
SpellEntry const *Creature::reachWithSpellCure(Unit *pVictim)
{
    if(!pVictim)
        return NULL;
    for(uint32 i=0; i < CREATURE_MAX_SPELLS; i++)
    {
        if(!m_spells[i])
            continue;
        SpellEntry const *spellInfo = sSpellStore.LookupEntry(m_spells[i] );
        if(!spellInfo)
        {
            sLog.outError("WORLD: unknown spell id %i\n", m_spells[i]);
            continue;
        }
        bool bcontinue = true;
        for(uint32 j=0;j<3;j++)
        {
            if( (spellInfo->Effect[j] == SPELL_EFFECT_HEAL ) )
            {
                bcontinue = false;
                break;
            }
        }
        if(bcontinue) continue;
        if(spellInfo->manaCost > GetPower(POWER_MANA))
            continue;
        SpellRangeEntry const* srange = sSpellRangeStore.LookupEntry(spellInfo->rangeIndex);
        float range = GetSpellMaxRange(srange);
        float minrange = GetSpellMinRange(srange);
        float dist = GetDistance(pVictim);
        //if(!isInFront( pVictim, range ) && spellInfo->AttributesEx )
        //    continue;
        if( dist > range || dist < minrange )
            continue;
        if(HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_SILENCED))
            continue;
        return spellInfo;
    }
    return NULL;
}
bool Creature::IsVisibleInGridForPlayer(Player const* pl) const
{
    // gamemaster in GM mode see all, including ghosts
    if(pl->isGameMaster())
        return true;
    // Live player (or with not release body see live creatures or death creatures with corpse disappearing time > 0
    if(pl->isAlive() || pl->GetDeathTimer() > 0)
    {
        if( GetEntry() == VISUAL_WAYPOINT && !pl->isGameMaster() )
            return false;
        return isAlive() || m_deathTimer > 0 || m_isDeadByDefault && m_deathState==CORPSE;
    }
    // Dead player see live creatures near own corpse
    if(isAlive())
    {
        Corpse *corpse = pl->GetCorpse();
        if(corpse)
        {
            // 20 - aggro distance for same level, 25 - max additional distance if player level less that creature level
            if(corpse->IsWithinDistInMap(this,(20+25)*sWorld.getRate(RATE_CREATURE_AGGRO)))
                return true;
        }
    }
    // Dead player see Spirit Healer or Spirit Guide
    if(isSpiritService())
        return true;
    // and not see any other
    return false;
}
void Creature::DoFleeToGetAssistance(float radius) // Optional parameter
{
    if (!getVictim())
        return;
    Creature* pCreature = NULL;
    CellPair p(Trinity::ComputeCellPair(GetPositionX(), GetPositionY()));
    Cell cell(p);
    cell.data.Part.reserved = ALL_DISTRICT;
    cell.SetNoCreate();
    Trinity::NearestAssistCreatureInCreatureRangeCheck u_check(this,getVictim(),radius);
    Trinity::CreatureLastSearcher searcher(pCreature, u_check);
    TypeContainerVisitor, GridTypeMapContainer >  grid_creature_searcher(searcher);
    CellLock cell_lock(cell, p);
    cell_lock->Visit(cell_lock, grid_creature_searcher, *(GetMap()));
    if(!GetMotionMaster()->empty() && (GetMotionMaster()->GetCurrentMovementGeneratorType() != POINT_MOTION_TYPE))
        GetMotionMaster()->Clear(false);
    if(pCreature == NULL)
    {
        GetMotionMaster()->MoveIdle();
        GetMotionMaster()->MoveFleeing(getVictim());
    }
    else
    {
        GetMotionMaster()->MoveIdle();
        GetMotionMaster()->MovePoint(0,pCreature->GetPositionX(),pCreature->GetPositionY(),pCreature->GetPositionZ());
    }
}
Unit* Creature::SelectNearestTarget(float dist) const
{
    CellPair p(Trinity::ComputeCellPair(GetPositionX(), GetPositionY()));
    Cell cell(p);
    cell.data.Part.reserved = ALL_DISTRICT;
    cell.SetNoCreate();
    Unit *target = NULL;
    {
        Trinity::NearestHostileUnitInAttackDistanceCheck u_check(this, dist);
        Trinity::UnitLastSearcher searcher(target, u_check);
        TypeContainerVisitor, WorldTypeMapContainer > world_unit_searcher(searcher);
        TypeContainerVisitor, GridTypeMapContainer >  grid_unit_searcher(searcher);
        CellLock cell_lock(cell, p);
        cell_lock->Visit(cell_lock, world_unit_searcher, *GetMap());
        cell_lock->Visit(cell_lock, grid_unit_searcher, *GetMap());
    }
    return target;
}
void Creature::CallAssistance()
{
    if( !m_AlreadyCallAssistance && getVictim() && !isPet() && !isCharmed())
    {
        SetNoCallAssistance(true);
        float radius = sWorld.getConfig(CONFIG_CREATURE_FAMILY_ASSISTANCE_RADIUS);
        if(radius > 0)
        {
            std::list assistList;
            {
                CellPair p(Trinity::ComputeCellPair(GetPositionX(), GetPositionY()));
                Cell cell(p);
                cell.data.Part.reserved = ALL_DISTRICT;
                cell.SetNoCreate();
                Trinity::AnyAssistCreatureInRangeCheck u_check(this, getVictim(), radius);
                Trinity::CreatureListSearcher searcher(assistList, u_check);
                TypeContainerVisitor, GridTypeMapContainer >  grid_creature_searcher(searcher);
                CellLock cell_lock(cell, p);
                cell_lock->Visit(cell_lock, grid_creature_searcher, *MapManager::Instance().GetMap(GetMapId(), this));
            }
            if (!assistList.empty())
            {
                AssistDelayEvent *e = new AssistDelayEvent(getVictim()->GetGUID(), *this);
                while (!assistList.empty())
                {
                    // Pushing guids because in delay can happen some creature gets despawned => invalid pointer
                    e->AddAssistant((*assistList.begin())->GetGUID());
                    assistList.pop_front();
                }
                m_Events.AddEvent(e, m_Events.CalculateTime(sWorld.getConfig(CONFIG_CREATURE_FAMILY_ASSISTANCE_DELAY)));
            }
        }
    }
}
bool Creature::CanAssistTo(const Unit* u, const Unit* enemy) const
{
    // is it true?
    if(!HasReactState(REACT_AGGRESSIVE))
        return false;
    // we don't need help from zombies :)
    if( !isAlive() )
        return false;
    // skip fighting creature
    if( isInCombat() )
        return false;
    // only from same creature faction
    if(getFaction() != u->getFaction() )
        return false;
    // only free creature
    if( GetCharmerOrOwnerGUID() )
        return false;
    // skip non hostile to caster enemy creatures
    if( !IsHostileTo(enemy) )
        return false;
    return true;
}
void Creature::SaveRespawnTime()
{
    if(isPet() || !m_DBTableGuid)
        return;
    if(m_respawnTime > time(NULL))                          // dead (no corpse)
        objmgr.SaveCreatureRespawnTime(m_DBTableGuid,GetInstanceId(),m_respawnTime);
    else if(m_deathTimer > 0)                               // dead (corpse)
        objmgr.SaveCreatureRespawnTime(m_DBTableGuid,GetInstanceId(),time(NULL)+m_respawnDelay+m_deathTimer/1000);
}
bool Creature::IsOutOfThreatArea(Unit* pVictim) const
{
    if(!pVictim)
        return true;
    if(!pVictim->IsInMap(this))
        return true;
    if(!canAttack(pVictim))
        return true;
    if(!pVictim->isInAccessiblePlaceFor(this))
        return true;
    if(sMapStore.LookupEntry(GetMapId())->IsDungeon())
        return false;
    float length = pVictim->GetDistance(mHome_X, mHome_Y, mHome_Z);
    float AttackDist = GetAttackDistance(pVictim);
    uint32 ThreatRadius = sWorld.getConfig(CONFIG_THREAT_RADIUS);
    //Use AttackDistance in distance check if threat radius is lower. This prevents creature bounce in and out of combat every update tick.
    return ( length > (ThreatRadius > AttackDist ? ThreatRadius : AttackDist));
}
CreatureDataAddon const* Creature::GetCreatureAddon() const
{
    if (m_DBTableGuid)
    {
        if(CreatureDataAddon const* addon = ObjectMgr::GetCreatureAddon(m_DBTableGuid))
            return addon;
    }
    // dependent from heroic mode entry
    return ObjectMgr::GetCreatureTemplateAddon(GetCreatureInfo()->Entry);
}
//creature_addon table
bool Creature::LoadCreaturesAddon(bool reload)
{
    CreatureDataAddon const *cainfo = GetCreatureAddon();
    if(!cainfo)
        return false;
    if (cainfo->mount != 0)
        Mount(cainfo->mount);
    if (cainfo->bytes0 != 0)
        SetUInt32Value(UNIT_FIELD_BYTES_0, cainfo->bytes0);
    if (cainfo->bytes1 != 0)
        SetUInt32Value(UNIT_FIELD_BYTES_1, cainfo->bytes1);
    if (cainfo->bytes2 != 0)
        SetUInt32Value(UNIT_FIELD_BYTES_2, cainfo->bytes2);
    if (cainfo->emote != 0)
        SetUInt32Value(UNIT_NPC_EMOTESTATE, cainfo->emote);
    if (cainfo->move_flags != 0)
        SetUnitMovementFlags(cainfo->move_flags);
    //Load Path
	if (cainfo->path_id != 0)
		m_path_id = cainfo->path_id;
    if(cainfo->auras)
    {
        for (CreatureDataAddonAura const* cAura = cainfo->auras; cAura->spell_id; ++cAura)
        {
            SpellEntry const *AdditionalSpellInfo = sSpellStore.LookupEntry(cAura->spell_id);
            if (!AdditionalSpellInfo)
            {
                sLog.outErrorDb("Creature (GUIDLow: %u Entry: %u ) has wrong spell %u defined in `auras` field.",GetGUIDLow(),GetEntry(),cAura->spell_id);
                continue;
            }
            // skip already applied aura
            if(HasAura(cAura->spell_id,cAura->effect_idx))
            {
                if(!reload)
                    sLog.outErrorDb("Creature (GUIDLow: %u Entry: %u ) has duplicate aura (spell %u effect %u) in `auras` field.",GetGUIDLow(),GetEntry(),cAura->spell_id,cAura->effect_idx);
                continue;
            }
            Aura* AdditionalAura = CreateAura(AdditionalSpellInfo, cAura->effect_idx, NULL, this, this, 0);
            AddAura(AdditionalAura);
            sLog.outDebug("Spell: %u with Aura %u added to creature (GUIDLow: %u Entry: %u )", cAura->spell_id, AdditionalSpellInfo->EffectApplyAuraName[0],GetGUIDLow(),GetEntry());
        }
    }
    return true;
}
/// Send a message to LocalDefense channel for players opposition team in the zone
void Creature::SendZoneUnderAttackMessage(Player* attacker)
{
    uint32 enemy_team = attacker->GetTeam();
    WorldPacket data(SMSG_ZONE_UNDER_ATTACK,4);
    data << (uint32)GetZoneId();
    sWorld.SendGlobalMessage(&data,NULL,(enemy_team==ALLIANCE ? HORDE : ALLIANCE));
}
void Creature::_AddCreatureSpellCooldown(uint32 spell_id, time_t end_time)
{
    m_CreatureSpellCooldowns[spell_id] = end_time;
}
void Creature::_AddCreatureCategoryCooldown(uint32 category, time_t apply_time)
{
    m_CreatureCategoryCooldowns[category] = apply_time;
}
void Creature::AddCreatureSpellCooldown(uint32 spellid)
{
    SpellEntry const *spellInfo = sSpellStore.LookupEntry(spellid);
    if(!spellInfo)
        return;
    uint32 cooldown = GetSpellRecoveryTime(spellInfo);
    if(cooldown)
        _AddCreatureSpellCooldown(spellid, time(NULL) + cooldown/1000);
    if(spellInfo->Category)
        _AddCreatureCategoryCooldown(spellInfo->Category, time(NULL));
    m_GlobalCooldown = spellInfo->StartRecoveryTime;
}
bool Creature::HasCategoryCooldown(uint32 spell_id) const
{
    SpellEntry const *spellInfo = sSpellStore.LookupEntry(spell_id);
    if(!spellInfo)
        return false;
    // check global cooldown if spell affected by it
    if (spellInfo->StartRecoveryCategory > 0 && m_GlobalCooldown > 0)
        return true;
    CreatureSpellCooldowns::const_iterator itr = m_CreatureCategoryCooldowns.find(spellInfo->Category);
    return(itr != m_CreatureCategoryCooldowns.end() && time_t(itr->second + (spellInfo->CategoryRecoveryTime / 1000)) > time(NULL));
}
bool Creature::HasSpellCooldown(uint32 spell_id) const
{
    CreatureSpellCooldowns::const_iterator itr = m_CreatureSpellCooldowns.find(spell_id);
    return (itr != m_CreatureSpellCooldowns.end() && itr->second > time(NULL)) || HasCategoryCooldown(spell_id);
}
bool Creature::IsInEvadeMode() const
{
    return !i_motionMaster.empty() && i_motionMaster.GetCurrentMovementGeneratorType() == HOME_MOTION_TYPE;
}
bool Creature::HasSpell(uint32 spellID) const
{
    uint8 i;
    for(i = 0; i < CREATURE_MAX_SPELLS; ++i)
        if(spellID == m_spells[i])
            break;
    return i < CREATURE_MAX_SPELLS;                         //broke before end of iteration of known spells
}
time_t Creature::GetRespawnTimeEx() const
{
    time_t now = time(NULL);
    if(m_respawnTime > now)                                 // dead (no corpse)
        return m_respawnTime;
    else if(m_deathTimer > 0)                               // dead (corpse)
        return now+m_respawnDelay+m_deathTimer/1000;
    else
        return now;
}
void Creature::GetRespawnCoord( float &x, float &y, float &z, float* ori, float* dist ) const
{
    if (m_DBTableGuid)
    {
        if (CreatureData const* data = objmgr.GetCreatureData(GetDBTableGUIDLow()))
        {
            x = data->posX;
            y = data->posY;
            z = data->posZ;
            if(ori)
                *ori = data->orientation;
            if(dist)
                *dist = data->spawndist;
            return;
        }
    }
    x = GetPositionX();
    y = GetPositionY();
    z = GetPositionZ();
    if(ori)
        *ori = GetOrientation();
    if(dist)
        *dist = 0;
}
void Creature::AllLootRemovedFromCorpse()
{
    if (!HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_SKINNABLE))
    {
        uint32 nDeathTimer;
        CreatureInfo const *cinfo = GetCreatureInfo();
        // corpse was not skinnable -> apply corpse looted timer
        if (!cinfo || !cinfo->SkinLootId)
            nDeathTimer = (uint32)((m_corpseDelay * 1000) * sWorld.getRate(RATE_CORPSE_DECAY_LOOTED));
        // corpse skinnable, but without skinning flag, and then skinned, corpse will despawn next update
        else
            nDeathTimer = 0;
        // update death timer only if looted timer is shorter
        if (m_deathTimer > nDeathTimer)
            m_deathTimer = nDeathTimer;
    }
}
uint32 Creature::getLevelForTarget( Unit const* target ) const
{
    if(!isWorldBoss())
        return Unit::getLevelForTarget(target);
    uint32 level = target->getLevel()+sWorld.getConfig(CONFIG_WORLD_BOSS_LEVEL_DIFF);
    if(level < 1)
        return 1;
    if(level > 255)
        return 255;
    return level;
}
std::string Creature::GetScriptName()
{
    return objmgr.GetScriptName(GetScriptId());
}
uint32 Creature::GetScriptId()
{
    return ObjectMgr::GetCreatureTemplate(GetEntry())->ScriptID;
}
VendorItemData const* Creature::GetVendorItems() const
{
    return objmgr.GetNpcVendorItemList(GetEntry());
}
uint32 Creature::GetVendorItemCurrentCount(VendorItem const* vItem)
{
    if(!vItem->maxcount)
        return vItem->maxcount;
    VendorItemCounts::iterator itr = m_vendorItemCounts.begin();
    for(; itr != m_vendorItemCounts.end(); ++itr)
        if(itr->itemId==vItem->item)
            break;
    if(itr == m_vendorItemCounts.end())
        return vItem->maxcount;
    VendorItemCount* vCount = &*itr;
    time_t ptime = time(NULL);
    if( vCount->lastIncrementTime + vItem->incrtime <= ptime )
    {
        ItemPrototype const* pProto = objmgr.GetItemPrototype(vItem->item);
        uint32 diff = uint32((ptime - vCount->lastIncrementTime)/vItem->incrtime);
        if((vCount->count + diff * pProto->BuyCount) >= vItem->maxcount )
        {
            m_vendorItemCounts.erase(itr);
            return vItem->maxcount;
        }
        vCount->count += diff * pProto->BuyCount;
        vCount->lastIncrementTime = ptime;
    }
    return vCount->count;
}
uint32 Creature::UpdateVendorItemCurrentCount(VendorItem const* vItem, uint32 used_count)
{
    if(!vItem->maxcount)
        return 0;
    VendorItemCounts::iterator itr = m_vendorItemCounts.begin();
    for(; itr != m_vendorItemCounts.end(); ++itr)
        if(itr->itemId==vItem->item)
            break;
    if(itr == m_vendorItemCounts.end())
    {
        uint32 new_count = vItem->maxcount > used_count ? vItem->maxcount-used_count : 0;
        m_vendorItemCounts.push_back(VendorItemCount(vItem->item,new_count));
        return new_count;
    }
    VendorItemCount* vCount = &*itr;
    time_t ptime = time(NULL);
    if( vCount->lastIncrementTime + vItem->incrtime <= ptime )
    {
        ItemPrototype const* pProto = objmgr.GetItemPrototype(vItem->item);
        uint32 diff = uint32((ptime - vCount->lastIncrementTime)/vItem->incrtime);
        if((vCount->count + diff * pProto->BuyCount) < vItem->maxcount )
            vCount->count += diff * pProto->BuyCount;
        else
            vCount->count = vItem->maxcount;
    }
    vCount->count = vCount->count > used_count ? vCount->count-used_count : 0;
    vCount->lastIncrementTime = ptime;
    return vCount->count;
}
TrainerSpellData const* Creature::GetTrainerSpells() const
{
    return objmgr.GetNpcTrainerSpells(GetEntry());
}
// overwrite WorldObject function for proper name localization
const char* Creature::GetNameForLocaleIdx(int32 loc_idx) const
{
    if (loc_idx >= 0)
    {
        CreatureLocale const *cl = objmgr.GetCreatureLocale(GetEntry());
        if (cl)
        {
            if (cl->Name.size() > loc_idx && !cl->Name[loc_idx].empty())
                return cl->Name[loc_idx].c_str();
        }
    }
    return GetName();
}