/*
 * Copyright (C) 2005-2009 MaNGOS 
 *
 * Copyright (C) 2008-2009 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
 */
#ifndef TRINITYCORE_GAMEOBJECT_H
#define TRINITYCORE_GAMEOBJECT_H
#include "Common.h"
#include "SharedDefines.h"
#include "Object.h"
#include "LootMgr.h"
#include "Database/DatabaseEnv.h"
// 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
// from `gameobject_template`
struct GameObjectInfo
{
    uint32  id;
    uint32  type;
    uint32  displayId;
    char   *name;
    char   *IconName;
    char   *castBarCaption;
    char   *unk1;
    uint32  faction;
    uint32  flags;
    float   size;
    uint32  questItems[6];
    union                                                   // different GO types have different data field
    {
        //0 GAMEOBJECT_TYPE_DOOR
        struct
        {
            uint32 startOpen;                               //0 used client side to determine GO_ACTIVATED means open/closed
            uint32 lockId;                                  //1 -> Lock.dbc
            uint32 autoCloseTime;                           //2 secs till autoclose = autoCloseTime / 0x10000
            uint32 noDamageImmune;                          //3 break opening whenever you recieve damage?
            uint32 openTextID;                              //4 can be used to replace castBarCaption?
            uint32 closeTextID;                             //5
            uint32 ignoredByPathing;                        //6
        } door;
        //1 GAMEOBJECT_TYPE_BUTTON
        struct
        {
            uint32 startOpen;                               //0
            uint32 lockId;                                  //1 -> Lock.dbc
            uint32 autoCloseTime;                           //2 secs till autoclose = autoCloseTime / 0x10000
            uint32 linkedTrap;                              //3
            uint32 noDamageImmune;                          //4 isBattlegroundObject
            uint32 large;                                   //5
            uint32 openTextID;                              //6 can be used to replace castBarCaption?
            uint32 closeTextID;                             //7
            uint32 losOK;                                   //8
        } button;
        //2 GAMEOBJECT_TYPE_QUESTGIVER
        struct
        {
            uint32 lockId;                                  //0 -> Lock.dbc
            uint32 questList;                               //1
            uint32 pageMaterial;                            //2
            uint32 gossipID;                                //3
            uint32 customAnim;                              //4
            uint32 noDamageImmune;                          //5
            uint32 openTextID;                              //6 can be used to replace castBarCaption?
            uint32 losOK;                                   //7
            uint32 allowMounted;                            //8
            uint32 large;                                   //9
        } questgiver;
        //3 GAMEOBJECT_TYPE_CHEST
        struct
        {
            uint32 lockId;                                  //0 -> Lock.dbc
            uint32 lootId;                                  //1
            uint32 chestRestockTime;                        //2
            uint32 consumable;                              //3
            uint32 minSuccessOpens;                         //4
            uint32 maxSuccessOpens;                         //5
            uint32 eventId;                                 //6 lootedEvent
            uint32 linkedTrapId;                            //7
            uint32 questId;                                 //8 not used currently but store quest required for GO activation for player
            uint32 level;                                   //9
            uint32 losOK;                                   //10
            uint32 leaveLoot;                               //11
            uint32 notInCombat;                             //12
            uint32 logLoot;                                 //13
            uint32 openTextID;                              //14 can be used to replace castBarCaption?
            uint32 groupLootRules;                          //15
            uint32 floatingTooltip;                         //16
        } chest;
        //4 GAMEOBJECT_TYPE_BINDER - empty
        //5 GAMEOBJECT_TYPE_GENERIC
        struct
        {
            uint32 floatingTooltip;                         //0
            uint32 highlight;                               //1
            uint32 serverOnly;                              //2
            uint32 large;                                   //3
            uint32 floatOnWater;                            //4
            uint32 questID;                                 //5
        } _generic;
        //6 GAMEOBJECT_TYPE_TRAP
        struct
        {
            uint32 lockId;                                  //0 -> Lock.dbc
            uint32 level;                                   //1
            uint32 radius;                                  //2 radius for trap activation
            uint32 spellId;                                 //3
            uint32 charges;                                 //4 need respawn (if > 0)
            uint32 cooldown;                                //5 time in secs
            uint32 autoCloseTime;                           //6
            uint32 startDelay;                              //7
            uint32 serverOnly;                              //8
            uint32 stealthed;                               //9
            uint32 large;                                   //10
            uint32 stealthAffected;                         //11
            uint32 openTextID;                              //12 can be used to replace castBarCaption?
            uint32 closeTextID;                             //13
            uint32 ignoreTotems;                            //14
        } trap;
        //7 GAMEOBJECT_TYPE_CHAIR
        struct
        {
            uint32 slots;                                   //0
            uint32 height;                                  //1
            uint32 onlyCreatorUse;                          //2
            uint32 triggeredEvent;                          //3
        } chair;
        //8 GAMEOBJECT_TYPE_SPELL_FOCUS
        struct
        {
            uint32 focusId;                                 //0
            uint32 dist;                                    //1
            uint32 linkedTrapId;                            //2
            uint32 serverOnly;                              //3
            uint32 questID;                                 //4
            uint32 large;                                   //5
            uint32 floatingTooltip;                         //6
        } spellFocus;
        //9 GAMEOBJECT_TYPE_TEXT
        struct
        {
            uint32 pageID;                                  //0
            uint32 language;                                //1
            uint32 pageMaterial;                            //2
            uint32 allowMounted;                            //3
        } text;
        //10 GAMEOBJECT_TYPE_GOOBER
        struct
        {
            uint32 lockId;                                  //0 -> Lock.dbc
            uint32 questId;                                 //1
            uint32 eventId;                                 //2
            uint32 autoCloseTime;                           //3
            uint32 customAnim;                              //4
            uint32 consumable;                              //5
            uint32 cooldown;                                //6
            uint32 pageId;                                  //7
            uint32 language;                                //8
            uint32 pageMaterial;                            //9
            uint32 spellId;                                 //10
            uint32 noDamageImmune;                          //11
            uint32 linkedTrapId;                            //12
            uint32 large;                                   //13
            uint32 openTextID;                              //14 can be used to replace castBarCaption?
            uint32 closeTextID;                             //15
            uint32 losOK;                                   //16 isBattlegroundObject
            uint32 allowMounted;                            //17
            uint32 floatingTooltip;                         //18
            uint32 gossipID;                                //19
            uint32 WorldStateSetsState;                     //20
        } goober;
        //11 GAMEOBJECT_TYPE_TRANSPORT
        struct
        {
            uint32 pause;                                   //0
            uint32 startOpen;                               //1
            uint32 autoCloseTime;                           //2 secs till autoclose = autoCloseTime / 0x10000
            uint32 pause1EventID;                           //3
            uint32 pause2EventID;                           //4
        } transport;
        //12 GAMEOBJECT_TYPE_AREADAMAGE
        struct
        {
            uint32 lockId;                                  //0
            uint32 radius;                                  //1
            uint32 damageMin;                               //2
            uint32 damageMax;                               //3
            uint32 damageSchool;                            //4
            uint32 autoCloseTime;                           //5 secs till autoclose = autoCloseTime / 0x10000
            uint32 openTextID;                              //6
            uint32 closeTextID;                             //7
        } areadamage;
        //13 GAMEOBJECT_TYPE_CAMERA
        struct
        {
            uint32 lockId;                                  //0 -> Lock.dbc
            uint32 cinematicId;                             //1
            uint32 eventID;                                 //2
            uint32 openTextID;                              //3 can be used to replace castBarCaption?
        } camera;
        //14 GAMEOBJECT_TYPE_MAPOBJECT - empty
        //15 GAMEOBJECT_TYPE_MO_TRANSPORT
        struct
        {
            uint32 taxiPathId;                              //0
            uint32 moveSpeed;                               //1
            uint32 accelRate;                               //2
            uint32 startEventID;                            //3
            uint32 stopEventID;                             //4
            uint32 transportPhysics;                        //5
            uint32 mapID;                                   //6
            uint32 worldState1;                             //7
        } moTransport;
        //16 GAMEOBJECT_TYPE_DUELFLAG - empty
        //17 GAMEOBJECT_TYPE_FISHINGNODE - empty
        //18 GAMEOBJECT_TYPE_SUMMONING_RITUAL
        struct
        {
            uint32 reqParticipants;                         //0
            uint32 spellId;                                 //1
            uint32 animSpell;                               //2
            uint32 ritualPersistent;                        //3
            uint32 casterTargetSpell;                       //4
            uint32 casterTargetSpellTargets;                //5
            uint32 castersGrouped;                          //6
            uint32 ritualNoTargetCheck;                     //7
        } summoningRitual;
        //19 GAMEOBJECT_TYPE_MAILBOX - empty
        //20 GAMEOBJECT_TYPE_DONOTUSE - empty
        //21 GAMEOBJECT_TYPE_GUARDPOST
        struct
        {
            uint32 creatureID;                              //0
            uint32 charges;                                 //1
        } guardpost;
        //22 GAMEOBJECT_TYPE_SPELLCASTER
        struct
        {
            uint32 spellId;                                 //0
            uint32 charges;                                 //1
            uint32 partyOnly;                               //2
            uint32 allowMounted;                            //3
            uint32 large;                                   //4
        } spellcaster;
        //23 GAMEOBJECT_TYPE_MEETINGSTONE
        struct
        {
            uint32 minLevel;                                //0
            uint32 maxLevel;                                //1
            uint32 areaID;                                  //2
        } meetingstone;
        //24 GAMEOBJECT_TYPE_FLAGSTAND
        struct
        {
            uint32 lockId;                                  //0
            uint32 pickupSpell;                             //1
            uint32 radius;                                  //2
            uint32 returnAura;                              //3
            uint32 returnSpell;                             //4
            uint32 noDamageImmune;                          //5
            uint32 openTextID;                              //6
            uint32 losOK;                                   //7
        } flagstand;
        //25 GAMEOBJECT_TYPE_FISHINGHOLE                    // not implemented yet
        struct
        {
            uint32 radius;                                  //0 how close bobber must land for sending loot
            uint32 lootId;                                  //1
            uint32 minSuccessOpens;                         //2
            uint32 maxSuccessOpens;                         //3
            uint32 lockId;                                  //4 -> Lock.dbc; possibly 1628 for all?
        } fishinghole;
        //26 GAMEOBJECT_TYPE_FLAGDROP
        struct
        {
            uint32 lockId;                                  //0
            uint32 eventID;                                 //1
            uint32 pickupSpell;                             //2
            uint32 noDamageImmune;                          //3
            uint32 openTextID;                              //4
        } flagdrop;
        //27 GAMEOBJECT_TYPE_MINI_GAME
        struct
        {
            uint32 gameType;                                //0
        } miniGame;
        //29 GAMEOBJECT_TYPE_CAPTURE_POINT
        struct
        {
            uint32 radius;                                  //0
            uint32 spell;                                   //1
            uint32 worldState1;                             //2
            uint32 worldstate2;                             //3
            uint32 winEventID1;                             //4
            uint32 winEventID2;                             //5
            uint32 contestedEventID1;                       //6
            uint32 contestedEventID2;                       //7
            uint32 progressEventID1;                        //8
            uint32 progressEventID2;                        //9
            uint32 neutralEventID1;                         //10
            uint32 neutralEventID2;                         //11
            uint32 neutralPercent;                          //12
            uint32 worldstate3;                             //13
            uint32 minSuperiority;                          //14
            uint32 maxSuperiority;                          //15
            uint32 minTime;                                 //16
            uint32 maxTime;                                 //17
            uint32 large;                                   //18
            uint32 highlight;                               //19
            uint32 startingValue;                           //20
            uint32 unidirectional;                          //21
        } capturePoint;
        //30 GAMEOBJECT_TYPE_AURA_GENERATOR
        struct
        {
            uint32 startOpen;                               //0
            uint32 radius;                                  //1
            uint32 auraID1;                                 //2
            uint32 conditionID1;                            //3
            uint32 auraID2;                                 //4
            uint32 conditionID2;                            //5
            uint32 serverOnly;                              //6
        } auraGenerator;
        //31 GAMEOBJECT_TYPE_DUNGEON_DIFFICULTY
        struct
        {
            uint32 mapID;                                   //0
            uint32 difficulty;                              //1
        } dungeonDifficulty;
        //32 GAMEOBJECT_TYPE_BARBER_CHAIR
        struct
        {
            uint32 chairheight;                             //0
            uint32 heightOffset;                            //1
        } barberChair;
        //33 GAMEOBJECT_TYPE_DESTRUCTIBLE_BUILDING
        struct
        {
            uint32 intactNumHits;                           //0
            uint32 creditProxyCreature;                     //1
            uint32 state1Name;                              //2
            uint32 intactEvent;                             //3
            uint32 damagedDisplayId;                        //4
            uint32 damagedNumHits;                          //5
            uint32 empty3;                                  //6
            uint32 empty4;                                  //7
            uint32 empty5;                                  //8
            uint32 damagedEvent;                            //9
            uint32 destroyedDisplayId;                      //10
            uint32 empty7;                                  //11
            uint32 empty8;                                  //12
            uint32 empty9;                                  //13
            uint32 destroyedEvent;                          //14
            uint32 empty10;                                 //15
            uint32 debuildingTimeSecs;                      //16
            uint32 empty11;                                 //17
            uint32 destructibleData;                        //18
            uint32 rebuildingEvent;                         //19
            uint32 empty12;                                 //20
            uint32 empty13;                                 //21
            uint32 damageEvent;                             //22
            uint32 empty14;                                 //23
        } building;
        //34 GAMEOBJECT_TYPE_GUILDBANK - empty
        //35 GAMEOBJECT_TYPE_TRAPDOOR
        struct
        {
            uint32 whenToPause;                             // 0
            uint32 startOpen;                               // 1
            uint32 autoClose;                               // 2
        } trapDoor;
        // not use for specific field access (only for output with loop by all filed), also this determinate max union size
        struct
        {
            uint32 data[24];
        } raw;
    };
    uint32 ScriptId;
    // helpers
    bool IsDespawnAtAction() const
    {
        switch(type)
        {
            case GAMEOBJECT_TYPE_CHEST:  return chest.consumable;
            case GAMEOBJECT_TYPE_GOOBER: return goober.consumable;
            default: return false;
        }
    }
    uint32 GetLockId() const
    {
        switch(type)
        {
            case GAMEOBJECT_TYPE_DOOR:       return door.lockId;
            case GAMEOBJECT_TYPE_BUTTON:     return button.lockId;
            case GAMEOBJECT_TYPE_QUESTGIVER: return questgiver.lockId;
            case GAMEOBJECT_TYPE_CHEST:      return chest.lockId;
            case GAMEOBJECT_TYPE_TRAP:       return trap.lockId;
            case GAMEOBJECT_TYPE_GOOBER:     return goober.lockId;
            case GAMEOBJECT_TYPE_AREADAMAGE: return areadamage.lockId;
            case GAMEOBJECT_TYPE_CAMERA:     return camera.lockId;
            case GAMEOBJECT_TYPE_FLAGSTAND:  return flagstand.lockId;
            case GAMEOBJECT_TYPE_FISHINGHOLE:return fishinghole.lockId;
            case GAMEOBJECT_TYPE_FLAGDROP:   return flagdrop.lockId;
            default: return 0;
        }
    }
    bool GetDespawnPossibility() const                      // despawn at targeting of cast?
    {
        switch(type)
        {
            case GAMEOBJECT_TYPE_DOOR:       return door.noDamageImmune;
            case GAMEOBJECT_TYPE_BUTTON:     return button.noDamageImmune;
            case GAMEOBJECT_TYPE_QUESTGIVER: return questgiver.noDamageImmune;
            case GAMEOBJECT_TYPE_GOOBER:     return goober.noDamageImmune;
            case GAMEOBJECT_TYPE_FLAGSTAND:  return flagstand.noDamageImmune;
            case GAMEOBJECT_TYPE_FLAGDROP:   return flagdrop.noDamageImmune;
            default: return true;
        }
    }
    uint32 GetCharges() const                               // despawn at uses amount
    {
        switch(type)
        {
            //case GAMEOBJECT_TYPE_TRAP:        return trap.charges;
            case GAMEOBJECT_TYPE_GUARDPOST:   return guardpost.charges;
            case GAMEOBJECT_TYPE_SPELLCASTER: return spellcaster.charges;
            default: return 0;
        }
    }
    uint32 GetLinkedGameObjectEntry() const
    {
        switch(type)
        {
            case GAMEOBJECT_TYPE_CHEST:       return chest.linkedTrapId;
            case GAMEOBJECT_TYPE_SPELL_FOCUS: return spellFocus.linkedTrapId;
            case GAMEOBJECT_TYPE_GOOBER:      return goober.linkedTrapId;
            default: return 0;
        }
    }
    uint32 GetAutoCloseTime() const
    {
        uint32 autoCloseTime = 0;
        switch(type)
        {
            case GAMEOBJECT_TYPE_DOOR:          autoCloseTime = door.autoCloseTime; break;
            case GAMEOBJECT_TYPE_BUTTON:        autoCloseTime = button.autoCloseTime; break;
            case GAMEOBJECT_TYPE_TRAP:          autoCloseTime = trap.autoCloseTime; break;
            case GAMEOBJECT_TYPE_GOOBER:        autoCloseTime = goober.autoCloseTime; break;
            case GAMEOBJECT_TYPE_TRANSPORT:     autoCloseTime = transport.autoCloseTime; break;
            case GAMEOBJECT_TYPE_AREADAMAGE:    autoCloseTime = areadamage.autoCloseTime; break;
            default: break;
        }
        return autoCloseTime / 0x10000;
    }
    uint32 GetLootId() const
    {
        switch(type)
        {
            case GAMEOBJECT_TYPE_CHEST:       return chest.lootId;
            case GAMEOBJECT_TYPE_FISHINGHOLE: return fishinghole.lootId;
            default: return 0;
        }
    }
};
class OPvPCapturePoint;
union GameObjectValue
{
    //29 GAMEOBJECT_TYPE_CAPTURE_POINT
    struct
    {
        OPvPCapturePoint *OPvPObj;
    }capturePoint;
    //33 GAMEOBJECT_TYPE_DESTRUCTIBLE_BUILDING
    struct
    {
        uint32 health;
    }building;
};
// 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
struct GameObjectLocale
{
    std::vector Name;
    std::vector CastBarCaption;
};
// client side GO show states
enum GOState
{
    GO_STATE_ACTIVE             = 0,                        // show in world as used and not reset (closed door open)
    GO_STATE_READY              = 1,                        // show in world as ready (closed door close)
    GO_STATE_ACTIVE_ALTERNATIVE = 2                         // show in world as used in alt way and not reset (closed door open by cannon fire)
};
#define MAX_GO_STATE              3
// from `gameobject`
struct GameObjectData
{
    explicit GameObjectData() : dbData(true) {}
    uint32 id;                                              // entry in gamobject_template
    uint16 mapid;
    uint16 phaseMask;
    float posX;
    float posY;
    float posZ;
    float orientation;
    float rotation0;
    float rotation1;
    float rotation2;
    float rotation3;
    int32  spawntimesecs;
    uint32 animprogress;
    GOState go_state;
    uint8 spawnMask;
    uint8 artKit;
    bool dbData;
};
// For containers:  [GO_NOT_READY]->GO_READY (close)->GO_ACTIVATED (open) ->GO_JUST_DEACTIVATED->GO_READY        -> ...
// For bobber:      GO_NOT_READY  ->GO_READY (close)->GO_ACTIVATED (open) ->GO_JUST_DEACTIVATED->
// For door(closed):[GO_NOT_READY]->GO_READY (close)->GO_ACTIVATED (open) ->GO_JUST_DEACTIVATED->GO_READY(close) -> ...
// For door(open):  [GO_NOT_READY]->GO_READY (open) ->GO_ACTIVATED (close)->GO_JUST_DEACTIVATED->GO_READY(open)  -> ...
enum LootState
{
    GO_NOT_READY = 0,
    GO_READY,                                               // can be ready but despawned, and then not possible activate until spawn
    GO_ACTIVATED,
    GO_JUST_DEACTIVATED
};
class Unit;
// 5 sec for bobber catch
#define FISHING_BOBBER_READY_TIME 5
class TRINITY_DLL_SPEC GameObject : public WorldObject
{
    public:
        explicit GameObject();
        ~GameObject();
        void AddToWorld();
        void RemoveFromWorld();
        void CleanupsBeforeDelete();
        bool Create(uint32 guidlow, uint32 name_id, Map *map, uint32 phaseMask, float x, float y, float z, float ang, float rotation0, float rotation1, float rotation2, float rotation3, uint32 animprogress, GOState go_state, uint32 artKit = 0);
        void Update(uint32 p_time);
        static GameObject* GetGameObject(WorldObject& object, uint64 guid);
        GameObjectInfo const* GetGOInfo() const { return m_goInfo; }
        GameObjectData const* GetGOData() const { return m_goData; }
        GameObjectValue * GetGOValue() const { return m_goValue; }
        bool IsTransport() const;
        bool IsDynTransport() const;
        uint32 GetDBTableGUIDLow() const { return m_DBTableGuid; }
        void UpdateRotationFields(float rotation2 = 0.0f, float rotation3 = 0.0f);
        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) { MonsterTextEmote(textId,TargetGuid); }
        void Whisper(int32 textId, uint64 receiver) { MonsterWhisper(textId,receiver); }
        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 SaveToDB();
        void SaveToDB(uint32 mapid, uint8 spawnMask, uint32 phaseMask);
        bool LoadFromDB(uint32 guid, Map *map);
        void DeleteFromDB();
        void SetOwnerGUID(uint64 owner)
        {
            // Owner already found and different than expected owner - remove object from old owner
            if (owner && GetOwnerGUID() && GetOwnerGUID() != owner)
            {
                assert(false);
            }
            m_spawnedByDefault = false;                     // all object with owner is despawned after delay
            SetUInt64Value(OBJECT_FIELD_CREATED_BY, owner);
        }
        uint64 GetOwnerGUID() const { return GetUInt64Value(OBJECT_FIELD_CREATED_BY); }
        Unit* GetOwner(bool inWorld = true) const;
        void SetSpellId(uint32 id)
        {
            m_spawnedByDefault = false;                     // all summoned object is despawned after delay
            m_spellId = id;
        }
        uint32 GetSpellId() const { return m_spellId;}
        time_t GetRespawnTime() const { return m_respawnTime; }
        time_t GetRespawnTimeEx() const
        {
            time_t now = time(NULL);
            if(m_respawnTime > now)
                return m_respawnTime;
            else
                return now;
        }
        void SetRespawnTime(int32 respawn)
        {
            m_respawnTime = respawn > 0 ? time(NULL) + respawn : 0;
            m_respawnDelayTime = respawn > 0 ? respawn : 0;
        }
        void Respawn();
        bool isSpawned() const
        {
            return m_respawnDelayTime == 0 ||
                (m_respawnTime > 0 && !m_spawnedByDefault) ||
                (m_respawnTime == 0 && m_spawnedByDefault);
        }
        bool isSpawnedByDefault() const { return m_spawnedByDefault; }
        void SetSpawnedByDefault(bool b) { m_spawnedByDefault = b; }
        uint32 GetRespawnDelay() const { return m_respawnDelayTime; }
        void Refresh();
        void Delete();
        void getFishLoot(Loot *loot, Player* loot_owner);
        GameobjectTypes GetGoType() const { return GameobjectTypes(GetByteValue(GAMEOBJECT_BYTES_1, 1)); }
        void SetGoType(GameobjectTypes type) { SetByteValue(GAMEOBJECT_BYTES_1, 1, type); }
        GOState GetGoState() const { return GOState(GetByteValue(GAMEOBJECT_BYTES_1, 0)); }
        void SetGoState(GOState state) { SetByteValue(GAMEOBJECT_BYTES_1, 0, state); }
        uint8 GetGoArtKit() const { return GetByteValue(GAMEOBJECT_BYTES_1, 2); }
        void SetGoArtKit(uint8 artkit);
        uint8 GetGoAnimProgress() const { return GetByteValue(GAMEOBJECT_BYTES_1, 3); }
        void SetGoAnimProgress(uint8 animprogress) { SetByteValue(GAMEOBJECT_BYTES_1, 3, animprogress); }
        static void SetGoArtKit(uint8 artkit, GameObject *go, uint32 lowguid = 0);
        void Use(Unit* user);
        LootState getLootState() const { return m_lootState; }
        void SetLootState(LootState s) { m_lootState = s; }
        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 = DEFAULT_LOOT_MODE; }
        void AddToSkillupList(uint32 PlayerGuidLow) { m_SkillupList.push_back(PlayerGuidLow); }
        bool IsInSkillupList(uint32 PlayerGuidLow) const
        {
            for (std::list::const_iterator i = m_SkillupList.begin(); i != m_SkillupList.end(); ++i)
                if (*i == PlayerGuidLow) return true;
            return false;
        }
        void ClearSkillupList() { m_SkillupList.clear(); }
        void AddUniqueUse(Player* player);
        void AddUse() { ++m_usetimes; }
        uint32 GetUseCount() const { return m_usetimes; }
        uint32 GetUniqueUseCount() const { return m_unique_users.size(); }
        void SaveRespawnTime();
        Loot        loot;
        bool hasQuest(uint32 quest_id) const;
        bool hasInvolvedQuest(uint32 quest_id) const;
        bool ActivateToQuest(Player *pTarget) const;
        void UseDoorOrButton(uint32 time_to_restore = 0, bool alternative = false);
                                                            // 0 = use `gameobject`.`spawntimesecs`
        void ResetDoorOrButton();
        void TriggeringLinkedGameObject( uint32 trapEntry, Unit* target);
        bool isVisibleForInState(Player const* u, bool inVisibleList) const;
        bool canDetectTrap(Player const* u, float distance) const;
        GameObject* LookupFishingHoleAround(float range);
        GridReference &GetGridRef() { return m_gridRef; }
        void CastSpell(Unit *target, uint32 spell);
        void SendCustomAnim();
        bool IsInRange(float x, float y, float z, float radius) const;
        void TakenDamage(uint32 damage);
        void Rebuild();
        void EventInform(uint32 eventId);
        uint64 GetRotation() const { return m_rotation; }
    protected:
        uint32      m_spellId;
        time_t      m_respawnTime;                          // (secs) time of next respawn (or despawn if GO have owner()),
        uint32      m_respawnDelayTime;                     // (secs) if 0 then current GO state no dependent from timer
        LootState   m_lootState;
        bool        m_spawnedByDefault;
        time_t      m_cooldownTime;                         // used as internal reaction delay time store (not state change reaction).
                                                            // For traps this: spell casting cooldown, for doors/buttons: reset time.
        std::list m_SkillupList;
        std::set m_unique_users;
        uint32 m_usetimes;
        typedef std::map ChairSlotAndUser;
        ChairSlotAndUser ChairListSlots;
        uint32 m_DBTableGuid;                               ///< For new or temporary gameobjects is 0 for saved it is lowguid
        GameObjectInfo const* m_goInfo;
        GameObjectData const* m_goData;
        GameObjectValue * const m_goValue;
        uint64 m_rotation;
        uint16 m_LootMode;                                  // bitmask, default DEFAULT_LOOT_MODE, determines what loot will be lootable
    private:
        void SwitchDoorOrButton(bool activate, bool alternative = false);
        GridReference m_gridRef;
};
#endif