/*
 * 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
 */
#include "Common.h"
#include "SharedDefines.h"
#include "WorldPacket.h"
#include "Opcodes.h"
#include "Log.h"
#include "World.h"
#include "Object.h"
#include "Creature.h"
#include "Player.h"
#include "Vehicle.h"
#include "ObjectMgr.h"
#include "UpdateData.h"
#include "UpdateMask.h"
#include "Util.h"
#include "MapManager.h"
#include "ObjectAccessor.h"
#include "Log.h"
#include "Transports.h"
#include "TargetedMovementGenerator.h"
#include "WaypointMovementGenerator.h"
#include "VMapFactory.h"
#include "CellImpl.h"
#include "GridNotifiers.h"
#include "GridNotifiersImpl.h"
#include "TemporarySummon.h"
#include "Totem.h"
#include "OutdoorPvPMgr.h"
uint32 GuidHigh2TypeId(uint32 guid_hi)
{
    switch(guid_hi)
    {
        case HIGHGUID_ITEM:         return TYPEID_ITEM;
        //case HIGHGUID_CONTAINER:    return TYPEID_CONTAINER; HIGHGUID_CONTAINER==HIGHGUID_ITEM currently
        case HIGHGUID_UNIT:         return TYPEID_UNIT;
        case HIGHGUID_PET:          return TYPEID_UNIT;
        case HIGHGUID_PLAYER:       return TYPEID_PLAYER;
        case HIGHGUID_GAMEOBJECT:   return TYPEID_GAMEOBJECT;
        case HIGHGUID_DYNAMICOBJECT:return TYPEID_DYNAMICOBJECT;
        case HIGHGUID_CORPSE:       return TYPEID_CORPSE;
        case HIGHGUID_MO_TRANSPORT: return TYPEID_GAMEOBJECT;
        case HIGHGUID_VEHICLE:      return TYPEID_UNIT;
    }
    return NUM_CLIENT_OBJECT_TYPES;                         // unknown
}
Object::Object( ) : m_PackGUID(sizeof(uint64)+1)
{
    m_objectTypeId      = TYPEID_OBJECT;
    m_objectType        = TYPEMASK_OBJECT;
    m_uint32Values      = 0;
    m_uint32Values_mirror = 0;
    m_valuesCount       = 0;
    m_inWorld           = false;
    m_objectUpdated     = false;
    m_PackGUID.appendPackGUID(0);
}
WorldObject::~WorldObject()
{
    // this may happen because there are many !create/delete
    if(m_isWorldObject && m_currMap)
    {
        if(GetTypeId() == TYPEID_CORPSE)
        {
            sLog.outCrash("Object::~Object Corpse guid="UI64FMTD", type=%d, entry=%u deleted but still in map!!", GetGUID(), ((Corpse*)this)->GetType(), GetEntry());
            assert(false);
        }
        ResetMap();
    }
}
Object::~Object( )
{
    if(IsInWorld())
    {
        sLog.outCrash("Object::~Object - guid="UI64FMTD", typeid=%d, entry=%u deleted but still in world!!", GetGUID(), GetTypeId(), GetEntry());
        if(isType(TYPEMASK_ITEM))
            sLog.outCrash("Item slot %u", ((Item*)this)->GetSlot());
        assert(false);
        RemoveFromWorld();
    }
    if(m_objectUpdated)
    {
        sLog.outCrash("Object::~Object - guid="UI64FMTD", typeid=%d, entry=%u deleted but still in update list!!", GetGUID(), GetTypeId(), GetEntry());
        assert(false);
        ObjectAccessor::Instance().RemoveUpdateObject(this);
    }
    if(m_uint32Values)
    {
        //DEBUG_LOG("Object desctr 1 check (%p)",(void*)this);
        delete [] m_uint32Values;
        delete [] m_uint32Values_mirror;
        //DEBUG_LOG("Object desctr 2 check (%p)",(void*)this);
    }
}
void Object::_InitValues()
{
    m_uint32Values = new uint32[ m_valuesCount ];
    memset(m_uint32Values, 0, m_valuesCount*sizeof(uint32));
    m_uint32Values_mirror = new uint32[ m_valuesCount ];
    memset(m_uint32Values_mirror, 0, m_valuesCount*sizeof(uint32));
    m_objectUpdated = false;
}
void Object::_Create( uint32 guidlow, uint32 entry, HighGuid guidhigh )
{
    if(!m_uint32Values) _InitValues();
    uint64 guid = MAKE_NEW_GUID(guidlow, entry, guidhigh);
    SetUInt64Value( OBJECT_FIELD_GUID, guid );
    uint32 type = 0;
    switch(m_objectType)
    {
        //case TYPEID_ITEM:       type = 3; break;
        //case TYPEID_CONTAINER:  type = 7; break;   //+4
        //case TYPEID_UNIT:       type = 9; break;   //+2
        //case TYPEID_PLAYER:     type = 25; break;  //+16
        //case TYPEID_GAMEOBJECT: type = 33; break;  //+8
        case TYPEID_DYNAMICOBJECT: type = 65; break;  //+32
        //case TYPEID_CORPSE:     type = 129; break;  //+64
        default: type = m_objectType; break;
    }
    SetUInt32Value( OBJECT_FIELD_TYPE, type );
    //SetUInt32Value( OBJECT_FIELD_TYPE, m_objectType );
    m_PackGUID.wpos(0);
    m_PackGUID.appendPackGUID(GetGUID());
}
void Object::BuildMovementUpdateBlock(UpdateData * data, uint32 flags ) const
{
    ByteBuffer buf(500);
    buf << uint8( UPDATETYPE_MOVEMENT );
    buf.append(GetPackGUID());
    _BuildMovementUpdate(&buf, flags);
    data->AddUpdateBlock(buf);
}
void Object::BuildCreateUpdateBlockForPlayer(UpdateData *data, Player *target) const
{
    if(!target)
        return;
    uint8  updatetype = UPDATETYPE_CREATE_OBJECT;
    uint16 flags      = m_updateFlag;
    /** lower flag1 **/
    if(target == this)                                      // building packet for yourself
        flags |= UPDATEFLAG_SELF;
    if(flags & UPDATEFLAG_HAS_POSITION)
    {
        // UPDATETYPE_CREATE_OBJECT2 dynamic objects, corpses...
        if(isType(TYPEMASK_DYNAMICOBJECT) || isType(TYPEMASK_CORPSE) || isType(TYPEMASK_PLAYER))
            updatetype = UPDATETYPE_CREATE_OBJECT2;
        // UPDATETYPE_CREATE_OBJECT2 for pets...
        if(target->GetPetGUID() == GetGUID())
            updatetype = UPDATETYPE_CREATE_OBJECT2;
        // UPDATETYPE_CREATE_OBJECT2 for some gameobject types...
        if(isType(TYPEMASK_GAMEOBJECT))
        {
            switch(((GameObject*)this)->GetGoType())
            {
                case GAMEOBJECT_TYPE_TRAP:
                case GAMEOBJECT_TYPE_DUEL_ARBITER:
                case GAMEOBJECT_TYPE_FLAGSTAND:
                case GAMEOBJECT_TYPE_FLAGDROP:
                    updatetype = UPDATETYPE_CREATE_OBJECT2;
                    break;
                case GAMEOBJECT_TYPE_TRANSPORT:
                    flags |= UPDATEFLAG_TRANSPORT;
                    break;
                default:
                    break;
            }
        }
        if(isType(TYPEMASK_UNIT))
        {
            if(((Unit*)this)->getVictim())
                flags |= UPDATEFLAG_HAS_TARGET;
        }
    }
    //sLog.outDebug("BuildCreateUpdate: update-type: %u, object-type: %u got flags: %X, flags2: %X", updatetype, m_objectTypeId, flags, flags2);
    ByteBuffer buf(500);
    buf << (uint8)updatetype;
    buf.append(GetPackGUID());
    buf << (uint8)m_objectTypeId;
    _BuildMovementUpdate(&buf, flags);
    UpdateMask updateMask;
    updateMask.SetCount( m_valuesCount );
    _SetCreateBits( &updateMask, target );
    _BuildValuesUpdate(updatetype, &buf, &updateMask, target);
    data->AddUpdateBlock(buf);
}
void Object::BuildUpdate(UpdateDataMapType &update_players)
{
    ObjectAccessor::_buildUpdateObject(this,update_players);
    ClearUpdateMask(true);
}
void Object::SendUpdateToPlayer(Player* player)
{
    // send update to another players
    SendUpdateObjectToAllExcept(player);
    // send create update to player
    UpdateData upd;
    WorldPacket packet;
    BuildCreateUpdateBlockForPlayer(&upd, player);
    upd.BuildPacket(&packet);
    player->GetSession()->SendPacket(&packet);
}
void Object::BuildValuesUpdateBlockForPlayer(UpdateData *data, Player *target) const
{
    ByteBuffer buf(500);
    buf << (uint8) UPDATETYPE_VALUES;
    buf.append(GetPackGUID());
    UpdateMask updateMask;
    updateMask.SetCount( m_valuesCount );
    _SetUpdateBits( &updateMask, target );
    _BuildValuesUpdate(UPDATETYPE_VALUES, &buf, &updateMask, target);
    data->AddUpdateBlock(buf);
}
void Object::BuildOutOfRangeUpdateBlock(UpdateData * data) const
{
    data->AddOutOfRangeGUID(GetGUID());
}
void Object::DestroyForPlayer( Player *target, bool anim ) const
{
    ASSERT(target);
    WorldPacket data(SMSG_DESTROY_OBJECT, 8);
    data << uint64(GetGUID());
    data << uint8(anim ? 1 : 0);                            // WotLK (bool), may be despawn animation
    target->GetSession()->SendPacket( &data );
}
void Object::_BuildMovementUpdate(ByteBuffer * data, uint16 flags) const
{
    *data << (uint16)flags;                                  // update flags
    // 0x20
    if (flags & UPDATEFLAG_LIVING)
    {
        ((Unit*)this)->BuildMovementPacket(data);
        *data << ((Unit*)this)->GetSpeed( MOVE_WALK );
        *data << ((Unit*)this)->GetSpeed( MOVE_RUN );
        *data << ((Unit*)this)->GetSpeed( MOVE_SWIM_BACK );
        *data << ((Unit*)this)->GetSpeed( MOVE_SWIM );
        *data << ((Unit*)this)->GetSpeed( MOVE_RUN_BACK );
        *data << ((Unit*)this)->GetSpeed( MOVE_FLIGHT );
        *data << ((Unit*)this)->GetSpeed( MOVE_FLIGHT_BACK );
        *data << ((Unit*)this)->GetSpeed( MOVE_TURN_RATE );
        *data << ((Unit*)this)->GetSpeed( MOVE_PITCH_RATE );
        // 0x08000000
        if(GetTypeId() == TYPEID_PLAYER && ((Player*)this)->isInFlight())
        {
            WPAssert(((Player*)this)->GetMotionMaster()->GetCurrentMovementGeneratorType() == FLIGHT_MOTION_TYPE);
            FlightPathMovementGenerator *fmg = (FlightPathMovementGenerator*)(((Player*)this)->GetMotionMaster()->top());
            uint32 flags3 = MOVEFLAG_GLIDE;
            *data << uint32(flags3);                        // splines flag?
            if(flags3 & 0x20000)                            // may be orientation
            {
                *data << (float)0;
            }
            else
            {
                if(flags3 & 0x8000)                         // probably x,y,z coords there
                {
                    *data << (float)0;
                    *data << (float)0;
                    *data << (float)0;
                }
                if(flags3 & 0x10000)                        // probably guid there
                {
                    *data << uint64(0);
                }
            }
            Path &path = fmg->GetPath();
            float x, y, z;
            ((Player*)this)->GetPosition(x, y, z);
            uint32 inflighttime = uint32(path.GetPassedLength(fmg->GetCurrentNode(), x, y, z) * 32);
            uint32 traveltime = uint32(path.GetTotalLength() * 32);
            *data << uint32(inflighttime);                  // passed move time?
            *data << uint32(traveltime);                    // full move time?
            *data << uint32(0);                             // ticks count?
            *data << float(0);                              // added in 3.1
            *data << float(0);                              // added in 3.1
            *data << float(0);                              // added in 3.1
            *data << uint32(0);                             // added in 3.1
            uint32 poscount = uint32(path.Size());
            *data << uint32(poscount);                      // points count
            for (uint32 i = 0; i < poscount; ++i)
            {
                *data << path.GetNodes()[i].x;
                *data << path.GetNodes()[i].y;
                *data << path.GetNodes()[i].z;
            }
            *data << uint8(0);                              // added in 3.0.8
            *data << path.GetNodes()[poscount-1].x;
            *data << path.GetNodes()[poscount-1].y;
            *data << path.GetNodes()[poscount-1].z;
        }
    }
    else
    {
        if(flags & UPDATEFLAG_POSITION)
        {
            *data << uint8(0);                              // unk PGUID!
            *data << ((WorldObject*)this)->GetPositionX();
            *data << ((WorldObject*)this)->GetPositionY();
            *data << ((WorldObject*)this)->GetPositionZ();
            *data << ((WorldObject*)this)->GetPositionX();
            *data << ((WorldObject*)this)->GetPositionY();
            *data << ((WorldObject*)this)->GetPositionZ();
            *data << ((WorldObject*)this)->GetOrientation();
            if(GetTypeId() == TYPEID_CORPSE)
                *data << float(((WorldObject*)this)->GetOrientation());
            else
                *data << float(0);
        }
        else
        {
            // 0x40
            if (flags & UPDATEFLAG_HAS_POSITION)
            {
                // 0x02
                if(flags & UPDATEFLAG_TRANSPORT && ((GameObject*)this)->GetGoType() == GAMEOBJECT_TYPE_MO_TRANSPORT)
                {
                    *data << (float)0;
                    *data << (float)0;
                    *data << (float)0;
                    *data << ((WorldObject *)this)->GetOrientation();
                }
                else
                {
                    *data << ((WorldObject *)this)->GetPositionX();
                    *data << ((WorldObject *)this)->GetPositionY();
                    *data << ((WorldObject *)this)->GetPositionZ();
                    *data << ((WorldObject *)this)->GetOrientation();
                }
            }
        }
    }
    // 0x8
    if(flags & UPDATEFLAG_LOWGUID)
    {
        switch(GetTypeId())
        {
            case TYPEID_OBJECT:
            case TYPEID_ITEM:
            case TYPEID_CONTAINER:
            case TYPEID_GAMEOBJECT:
            case TYPEID_DYNAMICOBJECT:
            case TYPEID_CORPSE:
                *data << uint32(GetGUIDLow());              // GetGUIDLow()
                break;
            case TYPEID_UNIT:
                *data << uint32(0x0000000B);                // unk, can be 0xB or 0xC
                break;
            case TYPEID_PLAYER:
                if(flags & UPDATEFLAG_SELF)
                    *data << uint32(0x0000002F);            // unk, can be 0x15 or 0x22
                else
                    *data << uint32(0x00000008);            // unk, can be 0x7 or 0x8
                break;
            default:
                *data << uint32(0x00000000);                // unk
                break;
        }
    }
    // 0x10
    if(flags & UPDATEFLAG_HIGHGUID)
    {
        // not high guid
        *data << uint32(0x00000000);                // unk
    }
    // 0x4
    if(flags & UPDATEFLAG_HAS_TARGET)                       // packed guid (current target guid)
    {
        if(Unit *victim = ((Unit*)this)->getVictim())
            data->append(victim->GetPackGUID());
        else
            *data << uint8(0);
    }
    // 0x2
    if(flags & UPDATEFLAG_TRANSPORT)
    {
        *data << uint32(getMSTime());                       // ms time
    }
    // 0x80
    if(flags & UPDATEFLAG_VEHICLE)                          // unused for now
    {
        *data << uint32(((Unit*)this)->GetVehicleKit()->GetVehicleInfo()->m_ID);  // vehicle id
        *data << float(0);                                  // facing adjustment
    }
    // 0x200
    if(flags & UPDATEFLAG_ROTATION)
    {
        *data << uint64(((GameObject*)this)->GetRotation());
    }
}
void Object::_BuildValuesUpdate(uint8 updatetype, ByteBuffer * data, UpdateMask *updateMask, Player *target) const
{
    if(!target)
        return;
    bool IsActivateToQuest = false;
    if (updatetype == UPDATETYPE_CREATE_OBJECT || updatetype == UPDATETYPE_CREATE_OBJECT2)
    {
        if (isType(TYPEMASK_GAMEOBJECT) && !((GameObject*)this)->IsTransport())
        {
            if ( ((GameObject*)this)->ActivateToQuest(target) || target->isGameMaster())
                IsActivateToQuest = true;
            updateMask->SetBit(GAMEOBJECT_DYNAMIC);
            if (((GameObject*)this)->GetGoArtKit())
                updateMask->SetBit(GAMEOBJECT_BYTES_1);
        }
        else if (isType(TYPEMASK_UNIT))
        {
            if( ((Unit*)this)->HasFlag(UNIT_FIELD_AURASTATE, PER_CASTER_AURA_STATE_MASK))
            {
                updateMask->SetBit(UNIT_FIELD_AURASTATE);
            }
        }
    }
    else                                                    // case UPDATETYPE_VALUES
    {
        if (isType(TYPEMASK_GAMEOBJECT) && !((GameObject*)this)->IsTransport())
        {
            if ( ((GameObject*)this)->ActivateToQuest(target) || target->isGameMaster())
            {
                IsActivateToQuest = true;
            }
            updateMask->SetBit(GAMEOBJECT_DYNAMIC);
            updateMask->SetBit(GAMEOBJECT_BYTES_1);
        }
        else if (isType(TYPEMASK_UNIT))
        {
            if( ((Unit*)this)->HasFlag(UNIT_FIELD_AURASTATE, PER_CASTER_AURA_STATE_MASK))
            {
                updateMask->SetBit(UNIT_FIELD_AURASTATE);
            }
        }
    }
    WPAssert(updateMask && updateMask->GetCount() == m_valuesCount);
    *data << (uint8)updateMask->GetBlockCount();
    data->append( updateMask->GetMask(), updateMask->GetLength() );
    // 2 specialized loops for speed optimization in non-unit case
    if(isType(TYPEMASK_UNIT))                               // unit (creature/player) case
    {
        for (uint16 index = 0; index < m_valuesCount; ++index )
        {
            if( updateMask->GetBit( index ) )
            {
                if( index == UNIT_NPC_FLAGS )
                {
                    // remove custom flag before sending
                    uint32 appendValue = m_uint32Values[ index ] & ~(UNIT_NPC_FLAG_GUARD + UNIT_NPC_FLAG_OUTDOORPVP);
                    if (GetTypeId() == TYPEID_UNIT && !target->canSeeSpellClickOn((Creature*)this))
                        appendValue &= ~UNIT_NPC_FLAG_SPELLCLICK;
                    *data << uint32(appendValue);
                }
                else if (index == UNIT_FIELD_AURASTATE)
                {
                    // Check per caster aura states to not enable using a pell in client if specified aura is not by target
                    *data << ((Unit*)this)->BuildAuraStateUpdateForTarget(target);
                }
                // FIXME: Some values at server stored in float format but must be sent to client in uint32 format
                else if(index >= UNIT_FIELD_BASEATTACKTIME && index <= UNIT_FIELD_RANGEDATTACKTIME)
                {
                    // convert from float to uint32 and send
                    *data << uint32(m_floatValues[ index ] < 0 ? 0 : m_floatValues[ index ]);
                }
                // there are some float values which may be negative or can't get negative due to other checks
                else if ((index >= UNIT_FIELD_NEGSTAT0   && index <= UNIT_FIELD_NEGSTAT4) ||
                    (index >= UNIT_FIELD_RESISTANCEBUFFMODSPOSITIVE  && index <= (UNIT_FIELD_RESISTANCEBUFFMODSPOSITIVE + 6)) ||
                    (index >= UNIT_FIELD_RESISTANCEBUFFMODSNEGATIVE  && index <= (UNIT_FIELD_RESISTANCEBUFFMODSNEGATIVE + 6)) ||
                    (index >= UNIT_FIELD_POSSTAT0   && index <= UNIT_FIELD_POSSTAT4))
                {
                    *data << uint32(m_floatValues[ index ]);
                }
                // Gamemasters should be always able to select units - remove not selectable flag
                else if(index == UNIT_FIELD_FLAGS)
                {
                    if(target->isGameMaster())
                        *data << (m_uint32Values[ index ] & ~UNIT_FLAG_NOT_SELECTABLE);
                    else
                        *data << m_uint32Values[ index ];
                }
                // use modelid_a if not gm, _h if gm for CREATURE_FLAG_EXTRA_TRIGGER creatures
                else if(index == UNIT_FIELD_DISPLAYID)
                {
                    if(GetTypeId() == TYPEID_UNIT)
                    {
                        const CreatureInfo* cinfo = ((Creature*)this)->GetCreatureInfo();
                        if(cinfo->flags_extra & CREATURE_FLAG_EXTRA_TRIGGER)
                        {
                            if(target->isGameMaster())
                            {
                                if(cinfo->Modelid1)
                                    *data << cinfo->Modelid1;
                                else
                                    *data << 17519; // world invisible trigger's model
                            }
                            else
                            {
                                if(cinfo->Modelid3)
                                    *data << cinfo->Modelid3;
                                else
                                    *data << 11686; // world invisible trigger's model
                            }
                        }
                        else
                            *data << m_uint32Values[ index ];
                    }
                    else
                        *data << m_uint32Values[ index ];
                }
                // hide lootable animation for unallowed players
                else if(index == UNIT_DYNAMIC_FLAGS)
                {
                    if(GetTypeId() == TYPEID_UNIT)
                    {
                        if(!target->isAllowedToLoot((Creature*)this))
                            *data << (m_uint32Values[ index ] & ~UNIT_DYNFLAG_LOOTABLE);
                        else
                            *data << (m_uint32Values[ index ] & ~UNIT_DYNFLAG_OTHER_TAGGER);
                    }
                    else
                        *data << m_uint32Values[ index ];
                }
                // FG: pretend that OTHER players in own group are friendly ("blue")
                else if(index == UNIT_FIELD_BYTES_2 || index == UNIT_FIELD_FACTIONTEMPLATE)
                {
                    if(((Unit*)this)->IsControlledByPlayer() && target != this && sWorld.getConfig(CONFIG_ALLOW_TWO_SIDE_INTERACTION_GROUP) && ((Unit*)this)->IsInRaidWith(target))
                    {
                        FactionTemplateEntry const *ft1, *ft2;
                        ft1 = ((Unit*)this)->getFactionTemplateEntry();
                        ft2 = target->getFactionTemplateEntry();
                        if(ft1 && ft2 && !ft1->IsFriendlyTo(*ft2))
                        {
                            if(index == UNIT_FIELD_BYTES_2)
                            {
                                // Allow targetting opposite faction in party when enabled in config
                                DEBUG_LOG("-- VALUES_UPDATE: Sending '%s' the blue-group-fix from '%s' (flag)", target->GetName(), ((Player*)this)->GetName());
                                *data << ( m_uint32Values[ index ] & ((UNIT_BYTE2_FLAG_SANCTUARY /*| UNIT_BYTE2_FLAG_AURAS | UNIT_BYTE2_FLAG_UNK5*/) << 8) ); // this flag is at uint8 offset 1 !!
                            }
                            else
                            {
                                // pretend that all other HOSTILE players have own faction, to allow follow, heal, rezz (trade wont work)
                                uint32 faction = target->getFaction();
                                DEBUG_LOG("-- VALUES_UPDATE: Sending '%s' the blue-group-fix from '%s' (faction %u)", target->GetName(), ((Player*)this)->GetName(), faction);
                                *data << uint32(faction);
                            }
                        }
                        else
                            *data << m_uint32Values[ index ];
                    }
                    else
                        *data << m_uint32Values[ index ];
                }
                else
                {
                    // send in current format (float as float, uint32 as uint32)
                    *data << m_uint32Values[ index ];
                }
            }
        }
    }
    else if(isType(TYPEMASK_GAMEOBJECT))                    // gameobject case
    {
        for (uint16 index = 0; index < m_valuesCount; ++index )
        {
            if( updateMask->GetBit( index ) )
            {
                // send in current format (float as float, uint32 as uint32)
                if (index == GAMEOBJECT_DYNAMIC )
                {
                    if(IsActivateToQuest )
                    {
                        switch(((GameObject*)this)->GetGoType())
                        {
                            case GAMEOBJECT_TYPE_CHEST:
                                // enable quest object. Represent 9, but 1 for client before 2.3.0
                                *data << uint16(9);
                                *data << uint16(-1);
                                break;
                            case GAMEOBJECT_TYPE_GOOBER:
                                *data << uint16(1);
                                *data << uint16(-1);
                                break;
                            default:
                                // unknown, not happen.
                                *data << uint16(0);
                                *data << uint16(-1);
                                break;
                        }
                    }
                    else
                    {
                        // disable quest object
                        *data << uint16(0);
                        *data << uint16(-1);
                    }
                }
                else
                    *data << m_uint32Values[ index ];                // other cases
            }
        }
    }
    else                                                    // other objects case (no special index checks)
    {
        for (uint16 index = 0; index < m_valuesCount; ++index )
        {
            if( updateMask->GetBit( index ) )
            {
                // send in current format (float as float, uint32 as uint32)
                *data << m_uint32Values[ index ];
            }
        }
    }
}
void Object::ClearUpdateMask(bool remove)
{
    memcpy(m_uint32Values_mirror, m_uint32Values, m_valuesCount*sizeof(uint32));
    if(m_objectUpdated)
    {
        if(remove)
            ObjectAccessor::Instance().RemoveUpdateObject(this);
        m_objectUpdated = false;
    }
}
// Send current value fields changes to all viewers
void Object::SendUpdateObjectToAllExcept(Player* exceptPlayer)
{
    // changes will be send in create packet
    if(!IsInWorld())
        return;
    // nothing do
    if(!m_objectUpdated)
        return;
    ObjectAccessor::UpdateObject(this,exceptPlayer);
}
bool Object::LoadValues(const char* data)
{
    if(!m_uint32Values) _InitValues();
    Tokens tokens = StrSplit(data, " ");
    if(tokens.size() != m_valuesCount)
        return false;
    Tokens::iterator iter;
    int index;
    for (iter = tokens.begin(), index = 0; index < m_valuesCount; ++iter, ++index)
    {
        m_uint32Values[index] = atol((*iter).c_str());
    }
    return true;
}
void Object::_SetUpdateBits(UpdateMask *updateMask, Player* /*target*/) const
{
    uint32 *value = m_uint32Values;
    uint32 *mirror = m_uint32Values_mirror;
    for (uint16 index = 0; index < m_valuesCount; ++index, ++value, ++mirror)
    {
        if(*mirror != *value)
            updateMask->SetBit(index);
    }
}
void Object::_SetCreateBits(UpdateMask *updateMask, Player* /*target*/) const
{
    uint32 *value = m_uint32Values;
    for (uint16 index = 0; index < m_valuesCount; ++index, ++value)
    {
        if(*value)
            updateMask->SetBit(index);
    }
}
void Object::SetInt32Value( uint16 index, int32 value )
{
    ASSERT( index < m_valuesCount || PrintIndexError( index, true ) );
    if(m_int32Values[ index ] != value)
    {
        m_int32Values[ index ] = value;
        if(m_inWorld)
        {
            if(!m_objectUpdated)
            {
                ObjectAccessor::Instance().AddUpdateObject(this);
                m_objectUpdated = true;
            }
        }
    }
}
void Object::SetUInt32Value( uint16 index, uint32 value )
{
    ASSERT( index < m_valuesCount || PrintIndexError( index, true ) );
    if(m_uint32Values[ index ] != value)
    {
        m_uint32Values[ index ] = value;
        if(m_inWorld)
        {
            if(!m_objectUpdated)
            {
                ObjectAccessor::Instance().AddUpdateObject(this);
                m_objectUpdated = true;
            }
        }
    }
}
void Object::UpdateUInt32Value( uint16 index, uint32 value )
{
    ASSERT( index < m_valuesCount || PrintIndexError( index, true ) );
    m_uint32Values[ index ] = value;
}
void Object::SetUInt64Value( uint16 index, const uint64 &value )
{
    ASSERT( index + 1 < m_valuesCount || PrintIndexError( index, true ) );
    if(*((uint64*)&(m_uint32Values[ index ])) != value)
    {
        m_uint32Values[ index ] = *((uint32*)&value);
        m_uint32Values[ index + 1 ] = *(((uint32*)&value) + 1);
        if(m_inWorld)
        {
            if(!m_objectUpdated)
            {
                ObjectAccessor::Instance().AddUpdateObject(this);
                m_objectUpdated = true;
            }
        }
    }
}
bool Object::AddUInt64Value(uint16 index, const uint64 &value)
{
    ASSERT( index + 1 < m_valuesCount || PrintIndexError( index , true ) );
    if(value && !*((uint64*)&(m_uint32Values[index])))
    {
        m_uint32Values[ index ] = *((uint32*)&value);
        m_uint32Values[ index + 1 ] = *(((uint32*)&value) + 1);
        if(m_inWorld)
        {
            if(!m_objectUpdated)
            {
                ObjectAccessor::Instance().AddUpdateObject(this);
                m_objectUpdated = true;
            }
        }
        return true;
    }
    return false;
}
bool Object::RemoveUInt64Value(uint16 index, const uint64 &value)
{
    ASSERT( index + 1 < m_valuesCount || PrintIndexError( index , true ) );
    if(value && *((uint64*)&(m_uint32Values[index])) == value)
    {
        m_uint32Values[ index ] = 0;
        m_uint32Values[ index + 1 ] = 0;
        if(m_inWorld)
        {
            if(!m_objectUpdated)
            {
                ObjectAccessor::Instance().AddUpdateObject(this);
                m_objectUpdated = true;
            }
        }
        return true;
    }
    return false;
}
void Object::SetFloatValue( uint16 index, float value )
{
    ASSERT( index < m_valuesCount || PrintIndexError( index, true ) );
    if(m_floatValues[ index ] != value)
    {
        m_floatValues[ index ] = value;
        if(m_inWorld)
        {
            if(!m_objectUpdated)
            {
                ObjectAccessor::Instance().AddUpdateObject(this);
                m_objectUpdated = true;
            }
        }
    }
}
void Object::SetByteValue( uint16 index, uint8 offset, uint8 value )
{
    ASSERT( index < m_valuesCount || PrintIndexError( index, true ) );
    if(offset > 4)
    {
        sLog.outError("Object::SetByteValue: wrong offset %u", offset);
        return;
    }
    if(uint8(m_uint32Values[ index ] >> (offset * 8)) != value)
    {
        m_uint32Values[ index ] &= ~uint32(uint32(0xFF) << (offset * 8));
        m_uint32Values[ index ] |= uint32(uint32(value) << (offset * 8));
        if(m_inWorld)
        {
            if(!m_objectUpdated)
            {
                ObjectAccessor::Instance().AddUpdateObject(this);
                m_objectUpdated = true;
            }
        }
    }
}
void Object::SetUInt16Value( uint16 index, uint8 offset, uint16 value )
{
    ASSERT( index < m_valuesCount || PrintIndexError( index, true ) );
    if(offset > 2)
    {
        sLog.outError("Object::SetUInt16Value: wrong offset %u", offset);
        return;
    }
    if(uint16(m_uint32Values[ index ] >> (offset * 16)) != value)
    {
        m_uint32Values[ index ] &= ~uint32(uint32(0xFFFF) << (offset * 16));
        m_uint32Values[ index ] |= uint32(uint32(value) << (offset * 16));
        if(m_inWorld)
        {
            if(!m_objectUpdated)
            {
                ObjectAccessor::Instance().AddUpdateObject(this);
                m_objectUpdated = true;
            }
        }
    }
}
void Object::SetStatFloatValue( uint16 index, float value)
{
    if(value < 0)
        value = 0.0f;
    SetFloatValue(index, value);
}
void Object::SetStatInt32Value( uint16 index, int32 value)
{
    if(value < 0)
        value = 0;
    SetUInt32Value(index, uint32(value));
}
void Object::ApplyModUInt32Value(uint16 index, int32 val, bool apply)
{
    int32 cur = GetUInt32Value(index);
    cur += (apply ? val : -val);
    if(cur < 0)
        cur = 0;
    SetUInt32Value(index, cur);
}
void Object::ApplyModInt32Value(uint16 index, int32 val, bool apply)
{
    int32 cur = GetInt32Value(index);
    cur += (apply ? val : -val);
    SetInt32Value(index, cur);
}
void Object::ApplyModSignedFloatValue(uint16 index, float  val, bool apply)
{
    float cur = GetFloatValue(index);
    cur += (apply ? val : -val);
    SetFloatValue(index, cur);
}
void Object::ApplyModPositiveFloatValue(uint16 index, float  val, bool apply)
{
    float cur = GetFloatValue(index);
    cur += (apply ? val : -val);
    if(cur < 0)
        cur = 0;
    SetFloatValue(index, cur);
}
void Object::SetFlag( uint16 index, uint32 newFlag )
{
    ASSERT( index < m_valuesCount || PrintIndexError( index, true ) );
    uint32 oldval = m_uint32Values[ index ];
    uint32 newval = oldval | newFlag;
    if(oldval != newval)
    {
        m_uint32Values[ index ] = newval;
        if(m_inWorld)
        {
            if(!m_objectUpdated)
            {
                ObjectAccessor::Instance().AddUpdateObject(this);
                m_objectUpdated = true;
            }
        }
    }
}
void Object::RemoveFlag( uint16 index, uint32 oldFlag )
{
    ASSERT( index < m_valuesCount || PrintIndexError( index, true ) );
    uint32 oldval = m_uint32Values[ index ];
    uint32 newval = oldval & ~oldFlag;
    if(oldval != newval)
    {
        m_uint32Values[ index ] = newval;
        if(m_inWorld)
        {
            if(!m_objectUpdated)
            {
                ObjectAccessor::Instance().AddUpdateObject(this);
                m_objectUpdated = true;
            }
        }
    }
}
void Object::SetByteFlag( uint16 index, uint8 offset, uint8 newFlag )
{
    ASSERT( index < m_valuesCount || PrintIndexError( index, true ) );
    if(offset > 4)
    {
        sLog.outError("Object::SetByteFlag: wrong offset %u", offset);
        return;
    }
    if(!(uint8(m_uint32Values[ index ] >> (offset * 8)) & newFlag))
    {
        m_uint32Values[ index ] |= uint32(uint32(newFlag) << (offset * 8));
        if(m_inWorld)
        {
            if(!m_objectUpdated)
            {
                ObjectAccessor::Instance().AddUpdateObject(this);
                m_objectUpdated = true;
            }
        }
    }
}
void Object::RemoveByteFlag( uint16 index, uint8 offset, uint8 oldFlag )
{
    ASSERT( index < m_valuesCount || PrintIndexError( index, true ) );
    if(offset > 4)
    {
        sLog.outError("Object::RemoveByteFlag: wrong offset %u", offset);
        return;
    }
    if(uint8(m_uint32Values[ index ] >> (offset * 8)) & oldFlag)
    {
        m_uint32Values[ index ] &= ~uint32(uint32(oldFlag) << (offset * 8));
        if(m_inWorld)
        {
            if(!m_objectUpdated)
            {
                ObjectAccessor::Instance().AddUpdateObject(this);
                m_objectUpdated = true;
            }
        }
    }
}
bool Object::PrintIndexError(uint32 index, bool set) const
{
    sLog.outError("Attempt %s non-existed value field: %u (count: %u) for object typeid: %u type mask: %u",(set ? "set value to" : "get value from"),index,m_valuesCount,GetTypeId(),m_objectType);
    // assert must fail after function call
    return false;
}
bool Position::HasInLine(const Unit * const target, float distance, float width) const
{
    if(!HasInArc(M_PI, target) || !target->IsWithinDist3d(m_positionX, m_positionY, m_positionZ, distance)) return false;
    width += target->GetObjectSize();
    float angle = GetRelativeAngle(target);
    return abs(sin(angle)) * GetExactDist2d(target->GetPositionX(), target->GetPositionY()) < width;
}
WorldObject::WorldObject()
    : WorldLocation(), m_InstanceId(0), m_phaseMask(PHASEMASK_NORMAL), m_currMap(NULL)
    , m_zoneScript(NULL)
    , m_isActive(false), m_isWorldObject(false)
    , m_name("")
{
}
void WorldObject::SetWorldObject(bool on)
{
    if(!IsInWorld())
        return;
    GetMap()->AddObjectToSwitchList(this, on);
}
void WorldObject::setActive( bool on )
{
    if(m_isActive == on)
        return;
    if(GetTypeId() == TYPEID_PLAYER)
        return;
    m_isActive = on;
    if(!IsInWorld())
        return;
    Map *map = FindMap();
    if(!map)
        return;
    if(on)
    {
        if(GetTypeId() == TYPEID_UNIT)
            map->AddToActive((Creature*)this);
        else if(GetTypeId() == TYPEID_DYNAMICOBJECT)
            map->AddToActive((DynamicObject*)this);
    }
    else
    {
        if(GetTypeId() == TYPEID_UNIT)
            map->RemoveFromActive((Creature*)this);
        else if(GetTypeId() == TYPEID_DYNAMICOBJECT)
            map->RemoveFromActive((DynamicObject*)this);
    }
}
void WorldObject::CleanupsBeforeDelete()
{
}
void WorldObject::_Create( uint32 guidlow, HighGuid guidhigh, uint32 phaseMask )
{
    Object::_Create(guidlow, 0, guidhigh);
    m_phaseMask = phaseMask;
}
uint32 WorldObject::GetZoneId() const
{
    return GetBaseMap()->GetZoneId(m_positionX, m_positionY, m_positionZ);
}
uint32 WorldObject::GetAreaId() const
{
    return GetBaseMap()->GetAreaId(m_positionX, m_positionY, m_positionZ);
}
void WorldObject::GetZoneAndAreaId(uint32& zoneid, uint32& areaid) const
{
    GetBaseMap()->GetZoneAndAreaId(zoneid, areaid, m_positionX, m_positionY, m_positionZ);
}
InstanceData* WorldObject::GetInstanceData()
{
    Map *map = GetMap();
    return map->IsDungeon() ? ((InstanceMap*)map)->GetInstanceData() : NULL;
}
float WorldObject::GetDistanceZ(const WorldObject* obj) const
{
    float dz = fabs(GetPositionZ() - obj->GetPositionZ());
    float sizefactor = GetObjectSize() + obj->GetObjectSize();
    float dist = dz - sizefactor;
    return ( dist > 0 ? dist : 0);
}
bool WorldObject::_IsWithinDist(WorldObject const* obj, float dist2compare, bool is3D) const
{
    float dx = GetPositionX() - obj->GetPositionX();
    float dy = GetPositionY() - obj->GetPositionY();
    float distsq = dx*dx + dy*dy;
    if(is3D)
    {
        float dz = GetPositionZ() - obj->GetPositionZ();
        distsq += dz*dz;
    }
    float sizefactor = GetObjectSize() + obj->GetObjectSize();
    float maxdist = dist2compare + sizefactor;
    return distsq < maxdist * maxdist;
}
bool WorldObject::IsWithinLOSInMap(const WorldObject* obj) const
{
    if (!IsInMap(obj)) return false;
    float ox,oy,oz;
    obj->GetPosition(ox,oy,oz);
    return(IsWithinLOS(ox, oy, oz ));
}
bool WorldObject::IsWithinLOS(float ox, float oy, float oz) const
{
    float x,y,z;
    GetPosition(x,y,z);
    VMAP::IVMapManager *vMapManager = VMAP::VMapFactory::createOrGetVMapManager();
    return vMapManager->isInLineOfSight(GetMapId(), x, y, z+2.0f, ox, oy, oz+2.0f);
}
bool WorldObject::GetDistanceOrder(WorldObject const* obj1, WorldObject const* obj2, bool is3D /* = true */) const
{
    float dx1 = GetPositionX() - obj1->GetPositionX();
    float dy1 = GetPositionY() - obj1->GetPositionY();
    float distsq1 = dx1*dx1 + dy1*dy1;
    if(is3D)
    {
        float dz1 = GetPositionZ() - obj1->GetPositionZ();
        distsq1 += dz1*dz1;
    }
    float dx2 = GetPositionX() - obj2->GetPositionX();
    float dy2 = GetPositionY() - obj2->GetPositionY();
    float distsq2 = dx2*dx2 + dy2*dy2;
    if(is3D)
    {
        float dz2 = GetPositionZ() - obj2->GetPositionZ();
        distsq2 += dz2*dz2;
    }
    return distsq1 < distsq2;
}
bool WorldObject::IsInRange(WorldObject const* obj, float minRange, float maxRange, bool is3D /* = true */) const
{
    float dx = GetPositionX() - obj->GetPositionX();
    float dy = GetPositionY() - obj->GetPositionY();
    float distsq = dx*dx + dy*dy;
    if(is3D)
    {
        float dz = GetPositionZ() - obj->GetPositionZ();
        distsq += dz*dz;
    }
    float sizefactor = GetObjectSize() + obj->GetObjectSize();
    // check only for real range
    if(minRange > 0.0f)
    {
        float mindist = minRange + sizefactor;
        if(distsq < mindist * mindist)
            return false;
    }
    float maxdist = maxRange + sizefactor;
    return distsq < maxdist * maxdist;
}
bool WorldObject::IsInRange2d(float x, float y, float minRange, float maxRange) const
{
    float dx = GetPositionX() - x;
    float dy = GetPositionY() - y;
    float distsq = dx*dx + dy*dy;
    float sizefactor = GetObjectSize();
    // check only for real range
    if(minRange > 0.0f)
    {
        float mindist = minRange + sizefactor;
        if(distsq < mindist * mindist)
            return false;
    }
    float maxdist = maxRange + sizefactor;
    return distsq < maxdist * maxdist;
}
bool WorldObject::IsInRange3d(float x, float y, float z, float minRange, float maxRange) const
{
    float dx = GetPositionX() - x;
    float dy = GetPositionY() - y;
    float dz = GetPositionZ() - z;
    float distsq = dx*dx + dy*dy + dz*dz;
    float sizefactor = GetObjectSize();
    // check only for real range
    if(minRange > 0.0f)
    {
        float mindist = minRange + sizefactor;
        if(distsq < mindist * mindist)
            return false;
    }
    float maxdist = maxRange + sizefactor;
    return distsq < maxdist * maxdist;
}
float Position::GetAngle(const Position *obj) const
{
    if(!obj) return 0;
    return GetAngle( obj->GetPositionX(), obj->GetPositionY() );
}
// Return angle in range 0..2*pi
float Position::GetAngle( const float x, const float y ) const
{
    float dx = x - GetPositionX();
    float dy = y - GetPositionY();
    float ang = atan2(dy, dx);
    ang = (ang >= 0) ? ang : 2 * M_PI + ang;
    return ang;
}
void Position::GetSinCos(const float x, const float y, float &vsin, float &vcos) const
{
    float dx = GetPositionX() - x;
    float dy = GetPositionY() - y;
    if(dx < 0.001f && dy < 0.001f)
    {
        float angle = rand_norm()*2*M_PI;
        vcos = cos(angle);
        vsin = sin(angle);
    }
    else
    {
        float dist = sqrt((dx*dx) + (dy*dy));
        vcos = dx / dist;
        vsin = dy / dist;
    }
}
bool Position::HasInArc(float arc, const Position *obj) const
{
    // always have self in arc
    if(obj == this)
        return true;
    // move arc to range 0.. 2*pi
    while( arc >= 2.0f * M_PI )
        arc -=  2.0f * M_PI;
    while( arc < 0 )
        arc +=  2.0f * M_PI;
    float angle = GetAngle( obj );
    angle -= m_orientation;
    //if(angle > 100 || angle < -100)
    //{
    //    sLog.outCrash("Invalid Angle %f: this %u %u %f %f %f %f, that %u %u %f %f %f %f", angle,
    //        GetEntry(), GetGUIDLow(), GetPositionX(), GetPositionY(), GetPositionZ(), GetOrientation(),
    //        obj->GetEntry(), obj->GetGUIDLow(), obj->GetPositionX(), obj->GetPositionY(), obj->GetPositionZ(), obj->GetOrientation());
    //    assert(false);
    //    return false;
    //}
    // move angle to range -pi ... +pi
    while( angle > M_PI)
        angle -= 2.0f * M_PI;
    while(angle < -M_PI)
        angle += 2.0f * M_PI;
    float lborder =  -1 * (arc/2.0f);                       // in range -pi..0
    float rborder = (arc/2.0f);                             // in range 0..pi
    return (( angle >= lborder ) && ( angle <= rborder ));
}
bool WorldObject::IsInBetween(const WorldObject *obj1, const WorldObject *obj2, float size) const
{
    if(GetPositionX() > std::max(obj1->GetPositionX(), obj2->GetPositionX())
        || GetPositionX() < std::min(obj1->GetPositionX(), obj2->GetPositionX())
        || GetPositionY() > std::max(obj1->GetPositionY(), obj2->GetPositionY())
        || GetPositionY() < std::min(obj1->GetPositionY(), obj2->GetPositionY()))
        return false;
    if(!size)
        size = GetObjectSize() / 2;
    float angle = obj1->GetAngle(this) - obj1->GetAngle(obj2);
    return abs(sin(angle)) * GetExactDist2d(obj1->GetPositionX(), obj1->GetPositionY()) < size;
}
void WorldObject::GetRandomPoint(const Position &pos, float distance, float &rand_x, float &rand_y, float &rand_z) const
{
    if(!distance)
    {
        pos.GetPosition(rand_x, rand_y, rand_z);
        return;
    }
    // angle to face `obj` to `this`
    float angle = rand_norm()*2*M_PI;
    float new_dist = rand_norm()*distance;
    rand_x = pos.m_positionX + new_dist * cos(angle);
    rand_y = pos.m_positionY + new_dist * sin(angle);
    rand_z = pos.m_positionZ;
    Trinity::NormalizeMapCoord(rand_x);
    Trinity::NormalizeMapCoord(rand_y);
    UpdateGroundPositionZ(rand_x,rand_y,rand_z);            // update to LOS height if available
}
void WorldObject::UpdateGroundPositionZ(float x, float y, float &z) const
{
    float new_z = GetBaseMap()->GetHeight(x,y,z,true);
    if(new_z > INVALID_HEIGHT)
        z = new_z+ 0.05f;                                   // just to be sure that we are not a few pixel under the surface
}
bool Position::IsPositionValid() const
{
    return Trinity::IsValidMapCoord(m_positionX,m_positionY,m_positionZ,m_orientation);
}
void WorldObject::MonsterSay(const char* text, uint32 language, uint64 TargetGuid)
{
    WorldPacket data(SMSG_MESSAGECHAT, 200);
    BuildMonsterChat(&data,CHAT_MSG_MONSTER_SAY,text,language,GetName(),TargetGuid);
    SendMessageToSetInRange(&data,sWorld.getConfig(CONFIG_LISTEN_RANGE_SAY),true);
}
void WorldObject::MonsterYell(const char* text, uint32 language, uint64 TargetGuid)
{
    WorldPacket data(SMSG_MESSAGECHAT, 200);
    BuildMonsterChat(&data,CHAT_MSG_MONSTER_YELL,text,language,GetName(),TargetGuid);
    SendMessageToSetInRange(&data,sWorld.getConfig(CONFIG_LISTEN_RANGE_YELL),true);
}
void WorldObject::MonsterTextEmote(const char* text, uint64 TargetGuid, bool IsBossEmote)
{
    WorldPacket data(SMSG_MESSAGECHAT, 200);
    BuildMonsterChat(&data,IsBossEmote ? CHAT_MSG_RAID_BOSS_EMOTE : CHAT_MSG_MONSTER_EMOTE,text,LANG_UNIVERSAL,GetName(),TargetGuid);
    SendMessageToSetInRange(&data,sWorld.getConfig(CONFIG_LISTEN_RANGE_TEXTEMOTE),true);
}
void WorldObject::MonsterWhisper(const char* text, uint64 receiver, bool IsBossWhisper)
{
    Player *player = objmgr.GetPlayer(receiver);
    if(!player || !player->GetSession())
        return;
    WorldPacket data(SMSG_MESSAGECHAT, 200);
    BuildMonsterChat(&data,IsBossWhisper ? CHAT_MSG_RAID_BOSS_WHISPER : CHAT_MSG_MONSTER_WHISPER,text,LANG_UNIVERSAL,GetName(),receiver);
    player->GetSession()->SendPacket(&data);
}
void WorldObject::SendPlaySound(uint32 Sound, bool OnlySelf)
{
    WorldPacket data(SMSG_PLAY_SOUND, 4);
    data << Sound;
    if (OnlySelf && GetTypeId() == TYPEID_PLAYER)
        ((Player*)this)->GetSession()->SendPacket( &data );
    else
        SendMessageToSet( &data, true ); // ToSelf ignored in this case
}
void Object::ForceValuesUpdateAtIndex(uint32 i)
{
    m_uint32Values_mirror[i] = GetUInt32Value(i) + 1; // makes server think the field changed
    if(m_inWorld)
    {
        if(!m_objectUpdated)
        {
            ObjectAccessor::Instance().AddUpdateObject(this);
            m_objectUpdated = true;
        }
    }
}
namespace Trinity
{
    class MonsterChatBuilder
    {
        public:
            MonsterChatBuilder(WorldObject const& obj, ChatMsg msgtype, int32 textId, uint32 language, uint64 targetGUID)
                : i_object(obj), i_msgtype(msgtype), i_textId(textId), i_language(language), i_targetGUID(targetGUID) {}
            void operator()(WorldPacket& data, int32 loc_idx)
            {
                char const* text = objmgr.GetMangosString(i_textId,loc_idx);
                // TODO: i_object.GetName() also must be localized?
                i_object.BuildMonsterChat(&data,i_msgtype,text,i_language,i_object.GetNameForLocaleIdx(loc_idx),i_targetGUID);
            }
        private:
            WorldObject const& i_object;
            ChatMsg i_msgtype;
            int32 i_textId;
            uint32 i_language;
            uint64 i_targetGUID;
    };
}                                                           // namespace Trinity
void WorldObject::MonsterSay(int32 textId, uint32 language, uint64 TargetGuid)
{
    CellPair p = Trinity::ComputeCellPair(GetPositionX(), GetPositionY());
    Cell cell(p);
    cell.data.Part.reserved = ALL_DISTRICT;
    cell.SetNoCreate();
    MaNGOS::MonsterChatBuilder say_build(*this, CHAT_MSG_MONSTER_SAY, textId,language,TargetGuid);
    MaNGOS::LocalizedPacketDo say_do(say_build);
    MaNGOS::PlayerDistWorker > say_worker(this,sWorld.getConfig(CONFIG_LISTEN_RANGE_SAY),say_do);
    TypeContainerVisitor >, WorldTypeMapContainer > message(say_worker);
    CellLock cell_lock(cell, p);
    cell_lock->Visit(cell_lock, message, *GetMap(), *this, sWorld.getConfig(CONFIG_LISTEN_RANGE_SAY));
}
void WorldObject::MonsterYell(int32 textId, uint32 language, uint64 TargetGuid)
{
    CellPair p = Trinity::ComputeCellPair(GetPositionX(), GetPositionY());
    Cell cell(p);
    cell.data.Part.reserved = ALL_DISTRICT;
    cell.SetNoCreate();
    MaNGOS::MonsterChatBuilder say_build(*this, CHAT_MSG_MONSTER_YELL, textId,language,TargetGuid);
    MaNGOS::LocalizedPacketDo say_do(say_build);
    MaNGOS::PlayerDistWorker > say_worker(this,sWorld.getConfig(CONFIG_LISTEN_RANGE_YELL),say_do);
    TypeContainerVisitor >, WorldTypeMapContainer > message(say_worker);
    CellLock cell_lock(cell, p);
    cell_lock->Visit(cell_lock, message, *GetMap(), *this, sWorld.getConfig(CONFIG_LISTEN_RANGE_YELL));
}
void WorldObject::MonsterYellToZone(int32 textId, uint32 language, uint64 TargetGuid)
{
    MaNGOS::MonsterChatBuilder say_build(*this, CHAT_MSG_MONSTER_YELL, textId,language,TargetGuid);
    MaNGOS::LocalizedPacketDo say_do(say_build);
    uint32 zoneid = GetZoneId();
    Map::PlayerList const& pList = GetMap()->GetPlayers();
    for (Map::PlayerList::const_iterator itr = pList.begin(); itr != pList.end(); ++itr)
        if(itr->getSource()->GetZoneId()==zoneid)
            say_do(itr->getSource());
}
void WorldObject::MonsterTextEmote(int32 textId, uint64 TargetGuid, bool IsBossEmote)
{
    CellPair p = Trinity::ComputeCellPair(GetPositionX(), GetPositionY());
    Cell cell(p);
    cell.data.Part.reserved = ALL_DISTRICT;
    cell.SetNoCreate();
    MaNGOS::MonsterChatBuilder say_build(*this, IsBossEmote ? CHAT_MSG_RAID_BOSS_EMOTE : CHAT_MSG_MONSTER_EMOTE, textId,LANG_UNIVERSAL,TargetGuid);
    MaNGOS::LocalizedPacketDo say_do(say_build);
    MaNGOS::PlayerDistWorker > say_worker(this,sWorld.getConfig(CONFIG_LISTEN_RANGE_TEXTEMOTE),say_do);
    TypeContainerVisitor >, WorldTypeMapContainer > message(say_worker);
    CellLock cell_lock(cell, p);
    cell_lock->Visit(cell_lock, message, *GetMap(), *this, sWorld.getConfig(CONFIG_LISTEN_RANGE_TEXTEMOTE));
}
void WorldObject::MonsterWhisper(int32 textId, uint64 receiver, bool IsBossWhisper)
{
    Player *player = objmgr.GetPlayer(receiver);
    if(!player || !player->GetSession())
        return;
    uint32 loc_idx = player->GetSession()->GetSessionDbLocaleIndex();
    char const* text = objmgr.GetTrinityString(textId,loc_idx);
    WorldPacket data(SMSG_MESSAGECHAT, 200);
    BuildMonsterChat(&data,IsBossWhisper ? CHAT_MSG_RAID_BOSS_WHISPER : CHAT_MSG_MONSTER_WHISPER,text,LANG_UNIVERSAL,GetNameForLocaleIdx(loc_idx),receiver);
    player->GetSession()->SendPacket(&data);
}
void WorldObject::BuildMonsterChat(WorldPacket *data, uint8 msgtype, char const* text, uint32 language, char const* name, uint64 targetGuid) const
{
    *data << (uint8)msgtype;
    *data << (uint32)language;
    *data << (uint64)GetGUID();
    *data << (uint32)0;                                     // 2.1.0
    *data << (uint32)(strlen(name)+1);
    *data << name;
    *data << (uint64)targetGuid;                            // Unit Target
    if( targetGuid && !IS_PLAYER_GUID(targetGuid) )
    {
        *data << (uint32)1;                                 // target name length
        *data << (uint8)0;                                  // target name
    }
    *data << (uint32)(strlen(text)+1);
    *data << text;
    *data << (uint8)0;                                      // ChatTag
}
void Unit::BuildHeartBeatMsg(WorldPacket *data) const
{
    data->Initialize(MSG_MOVE_HEARTBEAT, 32);
    data->append(GetPackGUID());
    BuildMovementPacket(data);
}
void WorldObject::SendMessageToSet(WorldPacket *data, bool /*fake*/)
{
    Trinity::MessageDistDeliverer notifier(this, data, GetMap()->GetVisibilityDistance());
    VisitNearbyWorldObject(GetMap()->GetVisibilityDistance(), notifier);
}
void WorldObject::SendMessageToSetInRange(WorldPacket *data, float dist, bool /*bToSelf*/)
{
    Trinity::MessageDistDeliverer notifier(this, data, dist);
    VisitNearbyWorldObject(dist, notifier);
}
void WorldObject::SendObjectDeSpawnAnim(uint64 guid)
{
    WorldPacket data(SMSG_GAMEOBJECT_DESPAWN_ANIM, 8);
    data << uint64(guid);
    SendMessageToSet(&data, true);
}
void WorldObject::SetMap(Map * map)
{
    ASSERT(map);
    ASSERT(!IsInWorld() || GetTypeId() == TYPEID_CORPSE);
    if(m_currMap == map) // command add npc: first create, than loadfromdb
        return;
    if(m_currMap)
    {
        sLog.outCrash("WorldObject::SetMap: obj %u new map %u %u, old map %u %u", (uint32)GetTypeId(), map->GetId(), map->GetInstanceId(), m_currMap->GetId(), m_currMap->GetInstanceId());
        assert(false);
    }
    m_currMap = map;
    m_mapId = map->GetId();
    m_InstanceId = map->GetInstanceId();
    if(m_isWorldObject)
        m_currMap->AddWorldObject(this);
}
void WorldObject::ResetMap()
{
    ASSERT(m_currMap);
    ASSERT(!IsInWorld());
    if(m_isWorldObject)
        m_currMap->RemoveWorldObject(this);
    m_currMap = NULL;
    //maybe not for corpse
    //m_mapId = 0;
    //m_InstanceId = 0;
}
Map const* WorldObject::GetBaseMap() const
{
    ASSERT(m_currMap);
    return m_currMap->GetParent();
}
void WorldObject::AddObjectToRemoveList()
{
    assert(m_uint32Values);
    Map* map = FindMap();
    if(!map)
    {
        sLog.outError("Object (TypeId: %u Entry: %u GUID: %u) at attempt add to move list not have valid map (Id: %u).",GetTypeId(),GetEntry(),GetGUIDLow(),GetMapId());
        return;
    }
    map->AddObjectToRemoveList(this);
}
TempSummon *Map::SummonCreature(uint32 entry, const Position &pos, SummonPropertiesEntry const *properties, uint32 duration, Unit *summoner, uint32 vehId)
{
    uint32 mask = UNIT_MASK_SUMMON;
    if(properties)
    {
        switch(properties->Category)
        {
            case SUMMON_CATEGORY_PET:       mask = UNIT_MASK_GUARDIAN;  break;
            case SUMMON_CATEGORY_PUPPET:    mask = UNIT_MASK_PUPPET;    break;
            case SUMMON_CATEGORY_VEHICLE:   mask = UNIT_MASK_MINION;    break;
            default:
                switch(properties->Type)
                {
                    case SUMMON_TYPE_MINION:
                    case SUMMON_TYPE_GUARDIAN:
                        mask = UNIT_MASK_GUARDIAN;  break;
                    case SUMMON_TYPE_TOTEM:
                        mask = UNIT_MASK_TOTEM;     break;
                    case SUMMON_TYPE_VEHICLE:
                    case SUMMON_TYPE_VEHICLE2:
                        mask = UNIT_MASK_SUMMON;    break;
                    case SUMMON_TYPE_MINIPET:
                        mask = UNIT_MASK_MINION;    break;
                    default:
                        if(properties->Flags & 512) // Mirror Image, Summon Gargoyle
                            mask = UNIT_MASK_GUARDIAN;
                        break;
                }
                break;
        }
    }
    uint32 phase = PHASEMASK_NORMAL, team = 0;
    if(summoner)
    {
        phase = summoner->GetPhaseMask();
        if(summoner->GetTypeId() == TYPEID_PLAYER)
            team = ((Player*)summoner)->GetTeam();
    }
    TempSummon *summon = NULL;
    switch(mask)
    {
        case UNIT_MASK_SUMMON:    summon = new TempSummon (properties, summoner);  break;
        case UNIT_MASK_GUARDIAN:  summon = new Guardian   (properties, summoner);  break;
        case UNIT_MASK_PUPPET:    summon = new Puppet     (properties, summoner);  break;
        case UNIT_MASK_TOTEM:     summon = new Totem      (properties, summoner);  break;
        case UNIT_MASK_MINION:    summon = new Minion     (properties, summoner);  break;
        default:    return NULL;
    }
    if(!summon->Create(objmgr.GenerateLowGuid(HIGHGUID_UNIT), this, phase, entry, vehId, team, pos.GetPositionX(), pos.GetPositionY(), pos.GetPositionZ(), pos.GetOrientation()))
    {
        delete summon;
        return NULL;
    }
    summon->SetHomePosition(pos);
    summon->InitStats(duration);
    Add((Creature*)summon);
    summon->InitSummon();
    //ObjectAccessor::UpdateObjectVisibility(summon);
    return summon;
}
void WorldObject::SetZoneScript()
{
    if(Map *map = FindMap())
    {
        if(map->IsDungeon())
            m_zoneScript = (ZoneScript*)((InstanceMap*)map)->GetInstanceData();
        else if(!map->IsBattleGroundOrArena())
            m_zoneScript = sOutdoorPvPMgr.GetZoneScript(GetZoneId());
    }
}
TempSummon* WorldObject::SummonCreature(uint32 entry, const Position &pos, TempSummonType spwtype, uint32 duration, uint32 vehId) const
{
    if(Map *map = FindMap())
    {
        if(TempSummon *summon = map->SummonCreature(entry, pos, NULL, duration, isType(TYPEMASK_UNIT) ? (Unit*)this : NULL))
        {
            summon->SetTempSummonType(spwtype);
            return summon;
        }
    }
    return NULL;
}
Pet* Player::SummonPet(uint32 entry, float x, float y, float z, float ang, PetType petType, uint32 duration)
{
    Pet* pet = new Pet(this, petType);
    if(petType == SUMMON_PET && pet->LoadPetFromDB(this, entry))
    {
        // Remove Demonic Sacrifice auras (known pet)
        Unit::AuraEffectList const& auraClassScripts = GetAurasByType(SPELL_AURA_OVERRIDE_CLASS_SCRIPTS);
        for (Unit::AuraEffectList::const_iterator itr = auraClassScripts.begin(); itr!=auraClassScripts.end(); )
        {
            if((*itr)->GetMiscValue()==2228)
            {
                RemoveAurasDueToSpell((*itr)->GetId());
                itr = auraClassScripts.begin();
            }
            else
                ++itr;
        }
        if(duration > 0)
            pet->SetDuration(duration);
        return NULL;
    }
    // petentry==0 for hunter "call pet" (current pet summoned if any)
    if(!entry)
    {
        delete pet;
        return NULL;
    }
    pet->Relocate(x, y, z, ang);
    if(!pet->IsPositionValid())
    {
        sLog.outError("ERROR: Pet (guidlow %d, entry %d) not summoned. Suggested coordinates isn't valid (X: %f Y: %f)",pet->GetGUIDLow(),pet->GetEntry(),pet->GetPositionX(),pet->GetPositionY());
        delete pet;
        return NULL;
    }
    Map *map = GetMap();
    uint32 pet_number = objmgr.GeneratePetNumber();
    if(!pet->Create(objmgr.GenerateLowGuid(HIGHGUID_PET), map, GetPhaseMask(), entry, pet_number))
    {
        sLog.outError("no such creature entry %u", entry);
        delete pet;
        return NULL;
    }
    pet->SetCreatorGUID(GetGUID());
    pet->SetUInt32Value(UNIT_FIELD_FACTIONTEMPLATE, getFaction());
    pet->setPowerType(POWER_MANA);
    pet->SetUInt32Value(UNIT_NPC_FLAGS , 0);
    pet->SetUInt32Value(UNIT_FIELD_BYTES_1,0);
    pet->InitStatsForLevel(getLevel());
    SetMinion(pet, true);
    switch(petType)
    {
        case SUMMON_PET:
            // this enables pet details window (Shift+P)
            pet->GetCharmInfo()->SetPetNumber(pet_number, true);
            pet->SetUInt32Value(UNIT_FIELD_BYTES_0, 2048);
            pet->SetUInt32Value(UNIT_FIELD_PETEXPERIENCE, 0);
            pet->SetUInt32Value(UNIT_FIELD_PETNEXTLEVELEXP, 1000);
            pet->SetHealth(pet->GetMaxHealth());
            pet->SetPower(POWER_MANA, pet->GetMaxPower(POWER_MANA));
            pet->SetUInt32Value(UNIT_FIELD_PET_NAME_TIMESTAMP, time(NULL));
            break;
    }
    map->Add((Creature*)pet);
    switch(petType)
    {
        case SUMMON_PET:
            pet->InitPetCreateSpells();
            pet->InitTalentForLevel();
            pet->SavePetToDB(PET_SAVE_AS_CURRENT);
            PetSpellInitialize();
            break;
    }
    if(petType == SUMMON_PET)
    {
        // Remove Demonic Sacrifice auras (known pet)
        Unit::AuraEffectList const& auraClassScripts = GetAurasByType(SPELL_AURA_OVERRIDE_CLASS_SCRIPTS);
        for (Unit::AuraEffectList::const_iterator itr = auraClassScripts.begin(); itr!=auraClassScripts.end(); )
        {
            if((*itr)->GetMiscValue()==2228)
            {
                RemoveAurasDueToSpell((*itr)->GetId());
                itr = auraClassScripts.begin();
            }
            else
                ++itr;
        }
    }
    if(duration > 0)
        pet->SetDuration(duration);
    //ObjectAccessor::UpdateObjectVisibility(pet);
    return pet;
}
GameObject* WorldObject::SummonGameObject(uint32 entry, float x, float y, float z, float ang, float rotation0, float rotation1, float rotation2, float rotation3, uint32 respawnTime)
{
    if(!IsInWorld())
        return NULL;
    GameObjectInfo const* goinfo = objmgr.GetGameObjectInfo(entry);
    if(!goinfo)
    {
        sLog.outErrorDb("Gameobject template %u not found in database!", entry);
        return NULL;
    }
    Map *map = GetMap();
    GameObject *go = new GameObject();
    if(!go->Create(objmgr.GenerateLowGuid(HIGHGUID_GAMEOBJECT), entry, map, GetPhaseMask(), x,y,z,ang,rotation0,rotation1,rotation2,rotation3,100,GO_STATE_READY))
    {
        delete go;
        return NULL;
    }
    go->SetRespawnTime(respawnTime);
    if(GetTypeId() == TYPEID_PLAYER || GetTypeId()==TYPEID_UNIT) //not sure how to handle this
        ((Unit*)this)->AddGameObject(go);
    else
        go->SetSpawnedByDefault(false);
    map->Add(go);
    return go;
}
Creature* WorldObject::SummonTrigger(float x, float y, float z, float ang, uint32 duration, CreatureAI* (*GetAI)(Creature*))
{
    TempSummonType summonType = (duration == 0) ? TEMPSUMMON_DEAD_DESPAWN : TEMPSUMMON_TIMED_DESPAWN;
    Creature* summon = SummonCreature(WORLD_TRIGGER, x, y, z, ang, summonType, duration);
    if(!summon)
        return NULL;
    //summon->SetName(GetName());
    if(GetTypeId() == TYPEID_PLAYER || GetTypeId()==TYPEID_UNIT)
    {
        summon->setFaction(((Unit*)this)->getFaction());
        summon->SetLevel(((Unit*)this)->getLevel());
    }
    if(GetAI)
        summon->AIM_Initialize(GetAI(summon));
    return summon;
}
Creature* WorldObject::FindNearestCreature(uint32 entry, float range, bool alive)
{
    Creature *creature = NULL;
    Trinity::NearestCreatureEntryWithLiveStateInObjectRangeCheck checker(*this, entry, alive, range);
    Trinity::CreatureLastSearcher searcher(this, creature, checker);
    VisitNearbyObject(range, searcher);
    return creature;
}
GameObject* WorldObject::FindNearestGameObject(uint32 entry, float range)
{
    GameObject *go = NULL;
    Trinity::NearestGameObjectEntryInObjectRangeCheck checker(*this, entry, range);
    Trinity::GameObjectLastSearcher searcher(this, go, checker);
    VisitNearbyGridObject(range, searcher);
    return go;
}
void WorldObject::GetGameObjectListWithEntryInGrid(std::list& lList, uint32 uiEntry, float fMaxSearchRange)
{
    CellPair pair(Trinity::ComputeCellPair(this->GetPositionX(), this->GetPositionY()));
    Cell cell(pair);
    cell.data.Part.reserved = ALL_DISTRICT;
    cell.SetNoCreate();
    Trinity::AllGameObjectsWithEntryInRange check(this, uiEntry, fMaxSearchRange);
    Trinity::GameObjectListSearcher searcher(this, lList, check);
    TypeContainerVisitor, GridTypeMapContainer> visitor(searcher);
    CellLock cell_lock(cell, pair);
    cell_lock->Visit(cell_lock, visitor, *(this->GetMap()));
}
void WorldObject::GetCreatureListWithEntryInGrid(std::list& lList, uint32 uiEntry, float fMaxSearchRange)
{
    CellPair pair(Trinity::ComputeCellPair(this->GetPositionX(), this->GetPositionY()));
    Cell cell(pair);
    cell.data.Part.reserved = ALL_DISTRICT;
    cell.SetNoCreate();
    Trinity::AllCreaturesOfEntryInRange check(this, uiEntry, fMaxSearchRange);
    Trinity::CreatureListSearcher searcher(this, lList, check);
    TypeContainerVisitor, GridTypeMapContainer> visitor(searcher);
    CellLock cell_lock(cell, pair);
    cell_lock->Visit(cell_lock, visitor, *(this->GetMap()));
}
/*
namespace MaNGOS
{
    class NearUsedPosDo
    {
        public:
            NearUsedPosDo(WorldObject const& obj, WorldObject const* searcher, float angle, ObjectPosSelector& selector)
                : i_object(obj), i_searcher(searcher), i_angle(angle), i_selector(selector) {}
            void operator()(Corpse*) const {}
            void operator()(DynamicObject*) const {}
            void operator()(Creature* c) const
            {
                // skip self or target
                if(c==i_searcher || c==&i_object)
                    return;
                float x,y,z;
                if( !c->isAlive() || c->hasUnitState(UNIT_STAT_ROOT | UNIT_STAT_STUNNED | UNIT_STAT_DISTRACTED) ||
                    !c->GetMotionMaster()->GetDestination(x,y,z) )
                {
                    x = c->GetPositionX();
                    y = c->GetPositionY();
                }
                add(c,x,y);
            }
            template
                void operator()(T* u) const
            {
                // skip self or target
                if(u==i_searcher || u==&i_object)
                    return;
                float x,y;
                x = u->GetPositionX();
                y = u->GetPositionY();
                add(u,x,y);
            }
            // we must add used pos that can fill places around center
            void add(WorldObject* u, float x, float y) const
            {
                // u is too nearest/far away to i_object
                if(!i_object.IsInRange2d(x,y,i_selector.m_dist - i_selector.m_size,i_selector.m_dist + i_selector.m_size))
                    return;
                float angle = i_object.GetAngle(u)-i_angle;
                // move angle to range -pi ... +pi
                while( angle > M_PI)
                    angle -= 2.0f * M_PI;
                while(angle < -M_PI)
                    angle += 2.0f * M_PI;
                // dist include size of u
                float dist2d = i_object.GetDistance2d(x,y);
                i_selector.AddUsedPos(u->GetObjectSize(),angle,dist2d + i_object.GetObjectSize());
            }
        private:
            WorldObject const& i_object;
            WorldObject const* i_searcher;
            float              i_angle;
            ObjectPosSelector& i_selector;
    };
}                                                           // namespace MaNGOS
*/
//===================================================================================================
void WorldObject::GetNearPoint2D(float &x, float &y, float distance2d, float absAngle ) const
{
    x = GetPositionX() + (GetObjectSize() + distance2d) * cos(absAngle);
    y = GetPositionY() + (GetObjectSize() + distance2d) * sin(absAngle);
    Trinity::NormalizeMapCoord(x);
    Trinity::NormalizeMapCoord(y);
}
void WorldObject::GetNearPoint(WorldObject const* searcher, float &x, float &y, float &z, float searcher_size, float distance2d, float absAngle ) const
{
    GetNearPoint2D(x,y,distance2d+searcher_size,absAngle);
    z = GetPositionZ();
    UpdateGroundPositionZ(x,y,z);
    /*
    // if detection disabled, return first point
    if(!sWorld.getConfig(CONFIG_DETECT_POS_COLLISION))
    {
        UpdateGroundPositionZ(x,y,z);                       // update to LOS height if available
        return;
    }
    // or remember first point
    float first_x = x;
    float first_y = y;
    bool first_los_conflict = false;                        // first point LOS problems
    // prepare selector for work
    ObjectPosSelector selector(GetPositionX(),GetPositionY(),GetObjectSize(),distance2d+searcher_size);
    // adding used positions around object
    {
        CellPair p(MaNGOS::ComputeCellPair(GetPositionX(), GetPositionY()));
        Cell cell(p);
        cell.data.Part.reserved = ALL_DISTRICT;
        cell.SetNoCreate();
        MaNGOS::NearUsedPosDo u_do(*this,searcher,absAngle,selector);
        MaNGOS::WorldObjectWorker worker(this,u_do);
        TypeContainerVisitor, GridTypeMapContainer  > grid_obj_worker(worker);
        TypeContainerVisitor, WorldTypeMapContainer > world_obj_worker(worker);
        CellLock cell_lock(cell, p);
        cell_lock->Visit(cell_lock, grid_obj_worker,  *GetMap(), *this, distance2d);
        cell_lock->Visit(cell_lock, world_obj_worker, *GetMap(), *this, distance2d);
    }
    // maybe can just place in primary position
    if( selector.CheckOriginal() )
    {
        UpdateGroundPositionZ(x,y,z);                       // update to LOS height if available
        if(IsWithinLOS(x,y,z))
            return;
        first_los_conflict = true;                          // first point have LOS problems
    }
    float angle;                                            // candidate of angle for free pos
    // special case when one from list empty and then empty side preferred
    if(selector.FirstAngle(angle))
    {
        GetNearPoint2D(x,y,distance2d,absAngle+angle);
        z = GetPositionZ();
        UpdateGroundPositionZ(x,y,z);                       // update to LOS height if available
        if(IsWithinLOS(x,y,z))
            return;
    }
    // set first used pos in lists
    selector.InitializeAngle();
    // select in positions after current nodes (selection one by one)
    while(selector.NextAngle(angle))                        // angle for free pos
    {
        GetNearPoint2D(x,y,distance2d,absAngle+angle);
        z = GetPositionZ();
        UpdateGroundPositionZ(x,y,z);                       // update to LOS height if available
        if(IsWithinLOS(x,y,z))
            return;
    }
    // BAD NEWS: not free pos (or used or have LOS problems)
    // Attempt find _used_ pos without LOS problem
    if(!first_los_conflict)
    {
        x = first_x;
        y = first_y;
        UpdateGroundPositionZ(x,y,z);                       // update to LOS height if available
        return;
    }
    // special case when one from list empty and then empty side preferred
    if( selector.IsNonBalanced() )
    {
        if(!selector.FirstAngle(angle))                     // _used_ pos
        {
            GetNearPoint2D(x,y,distance2d,absAngle+angle);
            z = GetPositionZ();
            UpdateGroundPositionZ(x,y,z);                   // update to LOS height if available
            if(IsWithinLOS(x,y,z))
                return;
        }
    }
    // set first used pos in lists
    selector.InitializeAngle();
    // select in positions after current nodes (selection one by one)
    while(selector.NextUsedAngle(angle))                    // angle for used pos but maybe without LOS problem
    {
        GetNearPoint2D(x,y,distance2d,absAngle+angle);
        z = GetPositionZ();
        UpdateGroundPositionZ(x,y,z);                       // update to LOS height if available
        if(IsWithinLOS(x,y,z))
            return;
    }
    // BAD BAD NEWS: all found pos (free and used) have LOS problem :(
    x = first_x;
    y = first_y;
    UpdateGroundPositionZ(x,y,z);                           // update to LOS height if available
    */
}
void WorldObject::MovePosition(Position &pos, float dist, float angle)
{
    angle += m_orientation;
    pos.m_positionX += dist * cos(angle);
    pos.m_positionY += dist * sin(angle);
    Trinity::NormalizeMapCoord(pos.m_positionX);
    Trinity::NormalizeMapCoord(pos.m_positionY);
    UpdateGroundPositionZ(pos.m_positionX, pos.m_positionY, pos.m_positionZ);
    pos.m_orientation = m_orientation;
}
void WorldObject::SetPhaseMask(uint32 newPhaseMask, bool update)
{
    m_phaseMask = newPhaseMask;
    if(update && IsInWorld())
        ObjectAccessor::UpdateObjectVisibility(this);
}
void WorldObject::PlayDistanceSound( uint32 sound_id, Player* target /*= NULL*/ )
{
    WorldPacket data(SMSG_PLAY_OBJECT_SOUND,4+8);
    data << uint32(sound_id);
    data << uint64(GetGUID());
    if (target)
        target->SendDirectMessage( &data );
    else
        SendMessageToSet( &data, true );
}
void WorldObject::PlayDirectSound( uint32 sound_id, Player* target /*= NULL*/ )
{
    WorldPacket data(SMSG_PLAY_SOUND, 4);
    data << uint32(sound_id);
    if (target)
        target->SendDirectMessage( &data );
    else
        SendMessageToSet( &data, true );
}
void WorldObject::DestroyForNearbyPlayers()
{
    if(!IsInWorld())
        return;
    std::list targets;
    Trinity::AnyUnitInObjectRangeCheck check(this, GetMap()->GetVisibilityDistance());
    Trinity::UnitListSearcher searcher(this, targets, check);
    VisitNearbyWorldObject(GetMap()->GetVisibilityDistance(), searcher);
    for (std::list::const_iterator iter = targets.begin(); iter != targets.end(); ++iter)
    {
        Player *plr = dynamic_cast(*iter);
        if(!plr)
            continue;
        if(plr == this)
            continue;
        if(!plr->HaveAtClient(this))
            continue;
        if(isType(TYPEMASK_UNIT) && ((Unit*)this)->GetCharmerGUID() == plr->GetGUID()) // TODO: this is for puppet
            continue;
        DestroyForPlayer(plr);
        plr->m_clientGUIDs.erase(GetGUID());
    }
}