/*
 * 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 "Language.h"
#include "Database/DatabaseEnv.h"
#include "Log.h"
#include "Opcodes.h"
#include "SpellMgr.h"
#include "World.h"
#include "WorldPacket.h"
#include "WorldSession.h"
#include "UpdateMask.h"
#include "Player.h"
#include "Vehicle.h"
#include "SkillDiscovery.h"
#include "QuestDef.h"
#include "GossipDef.h"
#include "UpdateData.h"
#include "Channel.h"
#include "ChannelMgr.h"
#include "MapManager.h"
#include "MapInstanced.h"
#include "InstanceSaveMgr.h"
#include "GridNotifiers.h"
#include "GridNotifiersImpl.h"
#include "CellImpl.h"
#include "ObjectMgr.h"
#include "ObjectAccessor.h"
#include "CreatureAI.h"
#include "Formulas.h"
#include "Group.h"
#include "Guild.h"
#include "Pet.h"
#include "Util.h"
#include "Transports.h"
#include "Weather.h"
#include "BattleGround.h"
#include "BattleGroundAV.h"
#include "BattleGroundMgr.h"
#include "OutdoorPvP.h"
#include "OutdoorPvPMgr.h"
#include "ArenaTeam.h"
#include "Chat.h"
#include "Database/DatabaseImpl.h"
#include "Spell.h"
#include "SocialMgr.h"
#include "GameEventMgr.h"
#include "AchievementMgr.h"
#include "SpellAuras.h"
#include 
#define ZONE_UPDATE_INTERVAL (1*IN_MILISECONDS)
#define PLAYER_SKILL_INDEX(x)       (PLAYER_SKILL_INFO_1_1 + ((x)*3))
#define PLAYER_SKILL_VALUE_INDEX(x) (PLAYER_SKILL_INDEX(x)+1)
#define PLAYER_SKILL_BONUS_INDEX(x) (PLAYER_SKILL_INDEX(x)+2)
#define SKILL_VALUE(x)         PAIR32_LOPART(x)
#define SKILL_MAX(x)           PAIR32_HIPART(x)
#define MAKE_SKILL_VALUE(v, m) MAKE_PAIR32(v,m)
#define SKILL_TEMP_BONUS(x)    int16(PAIR32_LOPART(x))
#define SKILL_PERM_BONUS(x)    int16(PAIR32_HIPART(x))
#define MAKE_SKILL_BONUS(t, p) MAKE_PAIR32(t,p)
enum CharacterFlags
{
    CHARACTER_FLAG_NONE                 = 0x00000000,
    CHARACTER_FLAG_UNK1                 = 0x00000001,
    CHARACTER_FLAG_UNK2                 = 0x00000002,
    CHARACTER_LOCKED_FOR_TRANSFER       = 0x00000004,
    CHARACTER_FLAG_UNK4                 = 0x00000008,
    CHARACTER_FLAG_UNK5                 = 0x00000010,
    CHARACTER_FLAG_UNK6                 = 0x00000020,
    CHARACTER_FLAG_UNK7                 = 0x00000040,
    CHARACTER_FLAG_UNK8                 = 0x00000080,
    CHARACTER_FLAG_UNK9                 = 0x00000100,
    CHARACTER_FLAG_UNK10                = 0x00000200,
    CHARACTER_FLAG_HIDE_HELM            = 0x00000400,
    CHARACTER_FLAG_HIDE_CLOAK           = 0x00000800,
    CHARACTER_FLAG_UNK13                = 0x00001000,
    CHARACTER_FLAG_GHOST                = 0x00002000,
    CHARACTER_FLAG_RENAME               = 0x00004000,
    CHARACTER_FLAG_UNK16                = 0x00008000,
    CHARACTER_FLAG_UNK17                = 0x00010000,
    CHARACTER_FLAG_UNK18                = 0x00020000,
    CHARACTER_FLAG_UNK19                = 0x00040000,
    CHARACTER_FLAG_UNK20                = 0x00080000,
    CHARACTER_FLAG_UNK21                = 0x00100000,
    CHARACTER_FLAG_UNK22                = 0x00200000,
    CHARACTER_FLAG_UNK23                = 0x00400000,
    CHARACTER_FLAG_UNK24                = 0x00800000,
    CHARACTER_FLAG_LOCKED_BY_BILLING    = 0x01000000,
    CHARACTER_FLAG_DECLINED             = 0x02000000,
    CHARACTER_FLAG_UNK27                = 0x04000000,
    CHARACTER_FLAG_UNK28                = 0x08000000,
    CHARACTER_FLAG_UNK29                = 0x10000000,
    CHARACTER_FLAG_UNK30                = 0x20000000,
    CHARACTER_FLAG_UNK31                = 0x40000000,
    CHARACTER_FLAG_UNK32                = 0x80000000
};
// corpse reclaim times
#define DEATH_EXPIRE_STEP (5*MINUTE)
#define MAX_DEATH_COUNT 3
static uint32 copseReclaimDelay[MAX_DEATH_COUNT] = { 30, 60, 120 };
//== PlayerTaxi ================================================
PlayerTaxi::PlayerTaxi()
{
    // Taxi nodes
    memset(m_taximask, 0, sizeof(m_taximask));
}
void PlayerTaxi::InitTaxiNodesForLevel(uint32 race, uint32 chrClass, uint8 level)
{
    // class specific initial known nodes
    switch(chrClass)
    {
        case CLASS_DEATH_KNIGHT:
        {
            for (uint8 i = 0; i < TaxiMaskSize; ++i)
                m_taximask[i] |= sOldContinentsNodesMask[i];
            break;
        }
    }
    // race specific initial known nodes: capital and taxi hub masks
    switch(race)
    {
        case RACE_HUMAN:    SetTaximaskNode(2);  break;     // Human
        case RACE_ORC:      SetTaximaskNode(23); break;     // Orc
        case RACE_DWARF:    SetTaximaskNode(6);  break;     // Dwarf
        case RACE_NIGHTELF: SetTaximaskNode(26);
                            SetTaximaskNode(27); break;     // Night Elf
        case RACE_UNDEAD_PLAYER: SetTaximaskNode(11); break;// Undead
        case RACE_TAUREN:   SetTaximaskNode(22); break;     // Tauren
        case RACE_GNOME:    SetTaximaskNode(6);  break;     // Gnome
        case RACE_TROLL:    SetTaximaskNode(23); break;     // Troll
        case RACE_BLOODELF: SetTaximaskNode(82); break;     // Blood Elf
        case RACE_DRAENEI:  SetTaximaskNode(94); break;     // Draenei
    }
    // new continent starting masks (It will be accessible only at new map)
    switch(Player::TeamForRace(race))
    {
        case ALLIANCE: SetTaximaskNode(100); break;
        case HORDE:    SetTaximaskNode(99);  break;
    }
    // level dependent taxi hubs
    if(level>=68)
        SetTaximaskNode(213);                               //Shattered Sun Staging Area
}
void PlayerTaxi::LoadTaxiMask(const char* data)
{
    Tokens tokens = StrSplit(data, " ");
    uint8 index;
    Tokens::iterator iter;
    for (iter = tokens.begin(), index = 0;
        (index < TaxiMaskSize) && (iter != tokens.end()); ++iter, ++index)
    {
        // load and set bits only for existed taxi nodes
        m_taximask[index] = sTaxiNodesMask[index] & uint32(atol((*iter).c_str()));
    }
}
void PlayerTaxi::AppendTaximaskTo( ByteBuffer& data, bool all )
{
    if(all)
    {
        for (uint8 i=0; ic_str()));
        AddTaxiDestination(node);
    }
    if(m_TaxiDestinations.empty())
        return true;
    // Check integrity
    if(m_TaxiDestinations.size() < 2)
        return false;
    for (size_t i = 1; i < m_TaxiDestinations.size(); ++i)
    {
        uint32 cost;
        uint32 path;
        objmgr.GetTaxiPath(m_TaxiDestinations[i-1],m_TaxiDestinations[i],path,cost);
        if(!path)
            return false;
    }
    // can't load taxi path without mount set (quest taxi path?)
    if(!objmgr.GetTaxiMountDisplayId(GetTaxiSource(),team,true))
        return false;
    return true;
}
std::string PlayerTaxi::SaveTaxiDestinationsToString()
{
    if(m_TaxiDestinations.empty())
        return "";
    std::ostringstream ss;
    for (size_t i=0; i < m_TaxiDestinations.size(); ++i)
        ss << m_TaxiDestinations[i] << " ";
    return ss.str();
}
uint32 PlayerTaxi::GetCurrentTaxiPath() const
{
    if(m_TaxiDestinations.size() < 2)
        return 0;
    uint32 path;
    uint32 cost;
    objmgr.GetTaxiPath(m_TaxiDestinations[0],m_TaxiDestinations[1],path,cost);
    return path;
}
std::ostringstream& operator<< (std::ostringstream& ss, PlayerTaxi const& taxi)
{
    ss << "'";
    for (uint8 i = 0; i < TaxiMaskSize; ++i)
        ss << taxi.m_taximask[i] << " ";
    ss << "'";
    return ss;
}
//== Player ====================================================
UpdateMask Player::updateVisualBits;
Player::Player (WorldSession *session): Unit(), m_achievementMgr(this), m_reputationMgr(this)
{
    m_speakTime = 0;
    m_speakCount = 0;
    m_objectType |= TYPEMASK_PLAYER;
    m_objectTypeId = TYPEID_PLAYER;
    m_valuesCount = PLAYER_END;
    m_session = session;
    m_divider = 0;
    m_ExtraFlags = 0;
    m_spellModTakingSpell = NULL;
    //m_pad = 0;
    // players always accept
    if(GetSession()->GetSecurity() == SEC_PLAYER)
        SetAcceptWhispers(true);
    m_curSelection = 0;
    m_lootGuid = 0;
    m_comboTarget = 0;
    m_comboPoints = 0;
    m_usedTalentCount = 0;
    m_questRewardTalentCount = 0;
    m_regenTimer = 0;
    m_regenTimerCount = 0;
    m_weaponChangeTimer = 0;
    m_zoneUpdateId = 0;
    m_zoneUpdateTimer = 0;
    m_areaUpdateId = 0;
    m_nextSave = sWorld.getConfig(CONFIG_INTERVAL_SAVE);
    clearResurrectRequestData();
    memset(m_items, 0, sizeof(Item*)*PLAYER_SLOTS_COUNT);
    m_social = NULL;
    // group is initialized in the reference constructor
    SetGroupInvite(NULL);
    m_groupUpdateMask = 0;
    m_auraRaidUpdateMask = 0;
    duel = NULL;
    m_GuildIdInvited = 0;
    m_ArenaTeamIdInvited = 0;
    m_atLoginFlags = AT_LOGIN_NONE;
    mSemaphoreTeleport_Near = false;
    mSemaphoreTeleport_Far = false;
    m_DelayedOperations = 0;
    m_bCanDelayTeleport = false;
    m_bHasDelayedTeleport = false;
    m_teleport_options = 0;
    pTrader = 0;
    ClearTrade();
    m_cinematic = 0;
    PlayerTalkClass = new PlayerMenu( GetSession() );
    m_currentBuybackSlot = BUYBACK_SLOT_START;
    m_DailyQuestChanged = false;
    m_lastDailyQuestTime = 0;
    for (uint8 i=0; isecond;
    for (uint8 i = 0; i < MAX_TALENT_SPECS; ++i)
    {
        for (PlayerTalentMap::const_iterator itr = m_talents[i]->begin(); itr != m_talents[i]->end(); ++itr)
            delete itr->second;
        delete m_talents[i];
    }
    //all mailed items should be deleted, also all mail should be deallocated
    for (PlayerMails::iterator itr =  m_mail.begin(); itr != m_mail.end(); ++itr)
        delete *itr;
    for (ItemMap::iterator iter = mMitems.begin(); iter != mMitems.end(); ++iter)
        delete iter->second;                                //if item is duplicated... then server may crash ... but that item should be deallocated
    delete PlayerTalkClass;
    for (size_t x = 0; x < ItemSetEff.size(); x++)
        if(ItemSetEff[x])
            delete ItemSetEff[x];
    delete m_declinedname;
    delete m_runes;
    sWorld.DecreasePlayerCount();
}
void Player::CleanupsBeforeDelete()
{
    TradeCancel(false);
    DuelComplete(DUEL_INTERUPTED);
    Unit::CleanupsBeforeDelete();
    if (m_transport)
        m_transport->RemovePassenger(this);
    // clean up player-instance binds, may unload some instance saves
    for (uint8 i = 0; i < TOTAL_DIFFICULTIES; ++i)
        for (BoundInstancesMap::iterator itr = m_boundInstances[i].begin(); itr != m_boundInstances[i].end(); ++itr)
            itr->second.save->RemovePlayer(this);
}
bool Player::Create( uint32 guidlow, const std::string& name, uint8 race, uint8 class_, uint8 gender, uint8 skin, uint8 face, uint8 hairStyle, uint8 hairColor, uint8 facialHair, uint8 outfitId )
{
    //FIXME: outfitId not used in player creating
    Object::_Create(guidlow, 0, HIGHGUID_PLAYER);
    m_name = name;
    PlayerInfo const* info = objmgr.GetPlayerInfo(race, class_);
    if(!info)
    {
        sLog.outError("Player have incorrect race/class pair. Can't be loaded.");
        return false;
    }
    for (uint8 i = 0; i < PLAYER_SLOTS_COUNT; i++)
        m_items[i] = NULL;
    Relocate(info->positionX,info->positionY,info->positionZ);
    ChrClassesEntry const* cEntry = sChrClassesStore.LookupEntry(class_);
    if(!cEntry)
    {
        sLog.outError("Class %u not found in DBC (Wrong DBC files?)",class_);
        return false;
    }
    SetMap(MapManager::Instance().CreateMap(info->mapId, this, 0));
    uint8 powertype = cEntry->powerType;
    SetFloatValue(UNIT_FIELD_BOUNDINGRADIUS, DEFAULT_WORLD_OBJECT_SIZE);
    SetFloatValue(UNIT_FIELD_COMBATREACH, 1.5f);
    setFactionForRace(race);
    uint32 RaceClassGender = ( race ) | ( class_ << 8 ) | ( gender << 16 );
    SetUInt32Value(UNIT_FIELD_BYTES_0, ( RaceClassGender | ( powertype << 24 ) ) );
    InitDisplayIds();
    if(sWorld.getConfig(CONFIG_GAME_TYPE) == REALM_TYPE_PVP || sWorld.getConfig(CONFIG_GAME_TYPE) == REALM_TYPE_RPPVP)
    {
        SetByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_PVP );
        SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PVP_ATTACKABLE );
    }
    SetFlag(UNIT_FIELD_FLAGS_2, UNIT_FLAG2_REGENERATE_POWER);
    SetFloatValue(UNIT_MOD_CAST_SPEED, 1.0f);               // fix cast time showed in spell tooltip on client
    SetFloatValue(UNIT_FIELD_HOVERHEIGHT, 1.0f);            // default for players in 3.0.3
                                                            // -1 is default value
    SetUInt32Value(PLAYER_FIELD_WATCHED_FACTION_INDEX, uint32(-1));
    SetUInt32Value(PLAYER_BYTES, (skin | (face << 8) | (hairStyle << 16) | (hairColor << 24)));
    SetUInt32Value(PLAYER_BYTES_2, (facialHair | (0x00 << 8) | (0x00 << 16) | (0x02 << 24)));
    SetByteValue(PLAYER_BYTES_3, 0, gender);
    SetUInt32Value( PLAYER_GUILDID, 0 );
    SetUInt32Value( PLAYER_GUILDRANK, 0 );
    SetUInt32Value( PLAYER_GUILD_TIMESTAMP, 0 );
    SetUInt64Value( PLAYER__FIELD_KNOWN_TITLES, 0 );        // 0=disabled
    SetUInt64Value( PLAYER__FIELD_KNOWN_TITLES1, 0 );       // 0=disabled
    SetUInt64Value( PLAYER__FIELD_KNOWN_TITLES2, 0 );       // 0=disabled
    SetUInt32Value( PLAYER_CHOSEN_TITLE, 0 );
    SetUInt32Value( PLAYER_FIELD_KILLS, 0 );
    SetUInt32Value( PLAYER_FIELD_LIFETIME_HONORABLE_KILLS, 0 );
    SetUInt32Value( PLAYER_FIELD_TODAY_CONTRIBUTION, 0 );
    SetUInt32Value( PLAYER_FIELD_YESTERDAY_CONTRIBUTION, 0 );
    // set starting level
    uint32 start_level = getClass() != CLASS_DEATH_KNIGHT
        ? sWorld.getConfig(CONFIG_START_PLAYER_LEVEL)
        : sWorld.getConfig(CONFIG_START_HEROIC_PLAYER_LEVEL);
    if (GetSession()->GetSecurity() >= SEC_MODERATOR)
    {
        uint32 gm_level = sWorld.getConfig(CONFIG_START_GM_LEVEL);
        if(gm_level > start_level)
            start_level = gm_level;
    }
    SetUInt32Value(UNIT_FIELD_LEVEL, start_level);
    InitRunes();
    SetUInt32Value (PLAYER_FIELD_COINAGE, sWorld.getConfig(CONFIG_START_PLAYER_MONEY));
    SetUInt32Value (PLAYER_FIELD_HONOR_CURRENCY, sWorld.getConfig(CONFIG_START_HONOR_POINTS));
    SetUInt32Value (PLAYER_FIELD_ARENA_CURRENCY, sWorld.getConfig(CONFIG_START_ARENA_POINTS));
    // start with every map explored
    if(sWorld.getConfig(CONFIG_START_ALL_EXPLORED))
    {
        for (uint8 i=0; i<64; i++)
            SetFlag(PLAYER_EXPLORED_ZONES_1+i,0xFFFFFFFF);
    }
    //Reputations if "StartAllReputation" is enabled, -- TODO: Fix this in a better way
    if(sWorld.getConfig(CONFIG_START_ALL_REP))
    {
        GetReputationMgr().SetReputation(sFactionStore.LookupEntry(942),42999);
        GetReputationMgr().SetReputation(sFactionStore.LookupEntry(935),42999);
        GetReputationMgr().SetReputation(sFactionStore.LookupEntry(936),42999);
        GetReputationMgr().SetReputation(sFactionStore.LookupEntry(1011),42999);
        GetReputationMgr().SetReputation(sFactionStore.LookupEntry(970),42999);
        GetReputationMgr().SetReputation(sFactionStore.LookupEntry(967),42999);
        GetReputationMgr().SetReputation(sFactionStore.LookupEntry(989),42999);
        GetReputationMgr().SetReputation(sFactionStore.LookupEntry(932),42999);
        GetReputationMgr().SetReputation(sFactionStore.LookupEntry(934),42999);
        GetReputationMgr().SetReputation(sFactionStore.LookupEntry(1038),42999);
        GetReputationMgr().SetReputation(sFactionStore.LookupEntry(1077),42999);
        // Factions depending on team, like cities and some more stuff
        switch(GetTeam())
        {
        case ALLIANCE:
            GetReputationMgr().SetReputation(sFactionStore.LookupEntry(72),42999);
            GetReputationMgr().SetReputation(sFactionStore.LookupEntry(47),42999);
            GetReputationMgr().SetReputation(sFactionStore.LookupEntry(69),42999);
            GetReputationMgr().SetReputation(sFactionStore.LookupEntry(930),42999);
            GetReputationMgr().SetReputation(sFactionStore.LookupEntry(730),42999);
            GetReputationMgr().SetReputation(sFactionStore.LookupEntry(978),42999);
            GetReputationMgr().SetReputation(sFactionStore.LookupEntry(54),42999);
            GetReputationMgr().SetReputation(sFactionStore.LookupEntry(946),42999);
            break;
        case HORDE:
            GetReputationMgr().SetReputation(sFactionStore.LookupEntry(76),42999);
            GetReputationMgr().SetReputation(sFactionStore.LookupEntry(68),42999);
            GetReputationMgr().SetReputation(sFactionStore.LookupEntry(81),42999);
            GetReputationMgr().SetReputation(sFactionStore.LookupEntry(911),42999);
            GetReputationMgr().SetReputation(sFactionStore.LookupEntry(729),42999);
            GetReputationMgr().SetReputation(sFactionStore.LookupEntry(941),42999);
            GetReputationMgr().SetReputation(sFactionStore.LookupEntry(530),42999);
            GetReputationMgr().SetReputation(sFactionStore.LookupEntry(947),42999);
            break;
        default:
            break;
        }
    }
    // Played time
    m_Last_tick = time(NULL);
    m_Played_time[PLAYED_TIME_TOTAL] = 0;
    m_Played_time[PLAYED_TIME_LEVEL] = 0;
    // base stats and related field values
    InitStatsForLevel();
    InitTaxiNodesForLevel();
    InitGlyphsForLevel();
    InitTalentForLevel();
    InitPrimaryProfessions();                               // to max set before any spell added
    // apply original stats mods before spell loading or item equipment that call before equip _RemoveStatsMods()
    UpdateMaxHealth();                                      // Update max Health (for add bonus from stamina)
    SetHealth(GetMaxHealth());
    if (getPowerType()==POWER_MANA)
    {
        UpdateMaxPower(POWER_MANA);                         // Update max Mana (for add bonus from intellect)
        SetPower(POWER_MANA,GetMaxPower(POWER_MANA));
    }
    if(getPowerType() == POWER_RUNIC_POWER)
    {
        SetPower(POWER_RUNE, 8);
        SetMaxPower(POWER_RUNE, 8);
        SetPower(POWER_RUNIC_POWER, 0);
        SetMaxPower(POWER_RUNIC_POWER, 1000);
    }
    // original spells
    learnDefaultSpells();
    // original action bar
    for (PlayerCreateInfoActions::const_iterator action_itr = info->action.begin(); action_itr != info->action.end(); ++action_itr)
        addActionButton(action_itr->button,action_itr->action,action_itr->type);
    // original items
    CharStartOutfitEntry const* oEntry = NULL;
    for (uint32 i = 1; i < sCharStartOutfitStore.GetNumRows(); ++i)
    {
        if(CharStartOutfitEntry const* entry = sCharStartOutfitStore.LookupEntry(i))
        {
            if(entry->RaceClassGender == RaceClassGender)
            {
                oEntry = entry;
                break;
            }
        }
    }
    if(oEntry)
    {
        for (int j = 0; j < MAX_OUTFIT_ITEMS; ++j)
        {
            if(oEntry->ItemId[j] <= 0)
                continue;
            uint32 item_id = oEntry->ItemId[j];
            // Hack for not existed item id in dbc 3.0.3
            if(item_id==40582)
                continue;
            ItemPrototype const* iProto = objmgr.GetItemPrototype(item_id);
            if(!iProto)
            {
                sLog.outErrorDb("Initial item id %u (race %u class %u) from CharStartOutfit.dbc not listed in `item_template`, ignoring.",item_id,getRace(),getClass());
                continue;
            }
            // BuyCount by default
            uint32 count = iProto->BuyCount;
            // special amount for food/drink
            if(iProto->Class==ITEM_CLASS_CONSUMABLE && iProto->SubClass==ITEM_SUBCLASS_FOOD)
            {
                switch(iProto->Spells[0].SpellCategory)
                {
                    case SPELL_CATEGORY_FOOD:                                // food
                        count = getClass()==CLASS_DEATH_KNIGHT ? 10 : 4;
                        break;
                    case SPELL_CATEGORY_DRINK:                                // drink
                        count = 2;
                        break;
                }
                if(iProto->Stackable < count)
                    count = iProto->Stackable;
            }
            StoreNewItemInBestSlots(item_id, count);
        }
    }
    for (PlayerCreateInfoItems::const_iterator item_id_itr = info->item.begin(); item_id_itr!=info->item.end(); ++item_id_itr++)
        StoreNewItemInBestSlots(item_id_itr->item_id, item_id_itr->item_amount);
    // bags and main-hand weapon must equipped at this moment
    // now second pass for not equipped (offhand weapon/shield if it attempt equipped before main-hand weapon)
    // or ammo not equipped in special bag
    for (uint8 i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++)
    {
        if(Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
        {
            uint16 eDest;
            // equip offhand weapon/shield if it attempt equipped before main-hand weapon
            uint8 msg = CanEquipItem( NULL_SLOT, eDest, pItem, false );
            if( msg == EQUIP_ERR_OK )
            {
                RemoveItem(INVENTORY_SLOT_BAG_0, i,true);
                EquipItem( eDest, pItem, true);
            }
            // move other items to more appropriate slots (ammo not equipped in special bag)
            else
            {
                ItemPosCountVec sDest;
                msg = CanStoreItem( NULL_BAG, NULL_SLOT, sDest, pItem, false );
                if( msg == EQUIP_ERR_OK )
                {
                    RemoveItem(INVENTORY_SLOT_BAG_0, i,true);
                    pItem = StoreItem( sDest, pItem, true);
                }
                // if  this is ammo then use it
                msg = CanUseAmmo( pItem->GetEntry() );
                if( msg == EQUIP_ERR_OK )
                    SetAmmo( pItem->GetEntry() );
            }
        }
    }
    // all item positions resolved
    return true;
}
bool Player::StoreNewItemInBestSlots(uint32 titem_id, uint32 titem_amount)
{
    sLog.outDebug("STORAGE: Creating initial item, itemId = %u, count = %u",titem_id, titem_amount);
    // attempt equip by one
    while(titem_amount > 0)
    {
        uint16 eDest;
        uint8 msg = CanEquipNewItem( NULL_SLOT, eDest, titem_id, false );
        if( msg != EQUIP_ERR_OK )
            break;
        EquipNewItem( eDest, titem_id, true);
        AutoUnequipOffhandIfNeed();
        --titem_amount;
    }
    if(titem_amount == 0)
        return true;                                        // equipped
    // attempt store
    ItemPosCountVec sDest;
    // store in main bag to simplify second pass (special bags can be not equipped yet at this moment)
    uint8 msg = CanStoreNewItem( INVENTORY_SLOT_BAG_0, NULL_SLOT, sDest, titem_id, titem_amount );
    if( msg == EQUIP_ERR_OK )
    {
        StoreNewItem( sDest, titem_id, true, Item::GenerateItemRandomPropertyId(titem_id) );
        return true;                                        // stored
    }
    // item can't be added
    sLog.outError("STORAGE: Can't equip or store initial item %u for race %u class %u , error msg = %u",titem_id,getRace(),getClass(),msg);
    return false;
}
void Player::SendMirrorTimer(MirrorTimerType Type, uint32 MaxValue, uint32 CurrentValue, int32 Regen)
{
    if (int(MaxValue) == DISABLED_MIRROR_TIMER)
    {
        if (int(CurrentValue) != DISABLED_MIRROR_TIMER)
            StopMirrorTimer(Type);
        return;
    }
    WorldPacket data(SMSG_START_MIRROR_TIMER, (21));
    data << (uint32)Type;
    data << CurrentValue;
    data << MaxValue;
    data << Regen;
    data << (uint8)0;
    data << (uint32)0;                                      // spell id
    GetSession()->SendPacket( &data );
}
void Player::StopMirrorTimer(MirrorTimerType Type)
{
    m_MirrorTimer[Type] = DISABLED_MIRROR_TIMER;
    WorldPacket data(SMSG_STOP_MIRROR_TIMER, 4);
    data << (uint32)Type;
    GetSession()->SendPacket( &data );
}
uint32 Player::EnvironmentalDamage(EnviromentalDamage type, uint32 damage)
{
    if(!isAlive() || isGameMaster())
        return 0;
    // Absorb, resist some environmental damage type
    uint32 absorb = 0;
    uint32 resist = 0;
    if (type == DAMAGE_LAVA)
        CalcAbsorbResist(this, SPELL_SCHOOL_MASK_FIRE, DIRECT_DAMAGE, damage, &absorb, &resist);
    else if (type == DAMAGE_SLIME)
        CalcAbsorbResist(this, SPELL_SCHOOL_MASK_NATURE, DIRECT_DAMAGE, damage, &absorb, &resist);
    damage-=absorb+resist;
    DealDamageMods(this,damage,&absorb);
    WorldPacket data(SMSG_ENVIRONMENTALDAMAGELOG, (21));
    data << uint64(GetGUID());
    data << uint8(type!=DAMAGE_FALL_TO_VOID ? type : DAMAGE_FALL);
    data << uint32(damage);
    data << uint32(absorb);
    data << uint32(resist);
    SendMessageToSet(&data, true);
    uint32 final_damage = DealDamage(this, damage, NULL, SELF_DAMAGE, SPELL_SCHOOL_MASK_NORMAL, NULL, false);
    if(!isAlive())
    {
        if(type==DAMAGE_FALL)                               // DealDamage not apply item durability loss at self damage
        {
            DEBUG_LOG("We are fall to death, loosing 10 percents durability");
            DurabilityLossAll(0.10f,false);
            // durability lost message
            WorldPacket data2(SMSG_DURABILITY_DAMAGE_DEATH, 0);
            GetSession()->SendPacket(&data2);
        }
        GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_DEATHS_FROM, 1, type);
    }
    return final_damage;
}
int32 Player::getMaxTimer(MirrorTimerType timer)
{
    switch (timer)
    {
        case FATIGUE_TIMER:
            return MINUTE*IN_MILISECONDS;
        case BREATH_TIMER:
        {
            if (!isAlive() || HasAuraType(SPELL_AURA_WATER_BREATHING) || GetSession()->GetSecurity() >= sWorld.getConfig(CONFIG_DISABLE_BREATHING))
                return DISABLED_MIRROR_TIMER;
            int32 UnderWaterTime = 3*MINUTE*IN_MILISECONDS;
            AuraEffectList const& mModWaterBreathing = GetAurasByType(SPELL_AURA_MOD_WATER_BREATHING);
            for (AuraEffectList::const_iterator i = mModWaterBreathing.begin(); i != mModWaterBreathing.end(); ++i)
                UnderWaterTime = uint32(UnderWaterTime * (100.0f + (*i)->GetAmount()) / 100.0f);
            return UnderWaterTime;
        }
        case FIRE_TIMER:
        {
            if (!isAlive())
                return DISABLED_MIRROR_TIMER;
            return 1*IN_MILISECONDS;
        }
        default:
            return 0;
    }
    return 0;
}
void Player::UpdateMirrorTimers()
{
    // Desync flags for update on next HandleDrowning
    if (m_MirrorTimerFlags)
        m_MirrorTimerFlagsLast = ~m_MirrorTimerFlags;
}
void Player::HandleDrowning(uint32 time_diff)
{
    if (!m_MirrorTimerFlags)
        return;
    // In water
    if (m_MirrorTimerFlags & UNDERWATER_INWATER)
    {
        // Breath timer not activated - activate it
        if (m_MirrorTimer[BREATH_TIMER] == DISABLED_MIRROR_TIMER)
        {
            m_MirrorTimer[BREATH_TIMER] = getMaxTimer(BREATH_TIMER);
            SendMirrorTimer(BREATH_TIMER, m_MirrorTimer[BREATH_TIMER], m_MirrorTimer[BREATH_TIMER], -1);
        }
        else                                                              // If activated - do tick
        {
            m_MirrorTimer[BREATH_TIMER]-=time_diff;
            // Timer limit - need deal damage
            if (m_MirrorTimer[BREATH_TIMER] < 0)
            {
                m_MirrorTimer[BREATH_TIMER]+= 1*IN_MILISECONDS;
                // Calculate and deal damage
                // TODO: Check this formula
                uint32 damage = GetMaxHealth() / 5 + urand(0, getLevel()-1);
                EnvironmentalDamage(DAMAGE_DROWNING, damage);
            }
            else if (!(m_MirrorTimerFlagsLast & UNDERWATER_INWATER))      // Update time in client if need
                SendMirrorTimer(BREATH_TIMER, getMaxTimer(BREATH_TIMER), m_MirrorTimer[BREATH_TIMER], -1);
        }
    }
    else if (m_MirrorTimer[BREATH_TIMER] != DISABLED_MIRROR_TIMER)        // Regen timer
    {
        int32 UnderWaterTime = getMaxTimer(BREATH_TIMER);
        // Need breath regen
        m_MirrorTimer[BREATH_TIMER]+=10*time_diff;
        if (m_MirrorTimer[BREATH_TIMER] >= UnderWaterTime || !isAlive())
            StopMirrorTimer(BREATH_TIMER);
        else if (m_MirrorTimerFlagsLast & UNDERWATER_INWATER)
            SendMirrorTimer(BREATH_TIMER, UnderWaterTime, m_MirrorTimer[BREATH_TIMER], 10);
    }
    // In dark water
    if (m_MirrorTimerFlags & UNDERWARER_INDARKWATER)
    {
        // Fatigue timer not activated - activate it
        if (m_MirrorTimer[FATIGUE_TIMER] == DISABLED_MIRROR_TIMER)
        {
            m_MirrorTimer[FATIGUE_TIMER] = getMaxTimer(FATIGUE_TIMER);
            SendMirrorTimer(FATIGUE_TIMER, m_MirrorTimer[FATIGUE_TIMER], m_MirrorTimer[FATIGUE_TIMER], -1);
        }
        else
        {
            m_MirrorTimer[FATIGUE_TIMER]-=time_diff;
            // Timer limit - need deal damage or teleport ghost to graveyard
            if (m_MirrorTimer[FATIGUE_TIMER] < 0)
            {
                m_MirrorTimer[FATIGUE_TIMER]+= 1*IN_MILISECONDS;
                if (isAlive())                                            // Calculate and deal damage
                {
                    uint32 damage = GetMaxHealth() / 5 + urand(0, getLevel()-1);
                    EnvironmentalDamage(DAMAGE_EXHAUSTED, damage);
                }
                else if (HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_GHOST))       // Teleport ghost to graveyard
                    RepopAtGraveyard();
            }
            else if (!(m_MirrorTimerFlagsLast & UNDERWARER_INDARKWATER))
                SendMirrorTimer(FATIGUE_TIMER, getMaxTimer(FATIGUE_TIMER), m_MirrorTimer[FATIGUE_TIMER], -1);
        }
    }
    else if (m_MirrorTimer[FATIGUE_TIMER] != DISABLED_MIRROR_TIMER)       // Regen timer
    {
        int32 DarkWaterTime = getMaxTimer(FATIGUE_TIMER);
        m_MirrorTimer[FATIGUE_TIMER]+=10*time_diff;
        if (m_MirrorTimer[FATIGUE_TIMER] >= DarkWaterTime || !isAlive())
            StopMirrorTimer(FATIGUE_TIMER);
        else if (m_MirrorTimerFlagsLast & UNDERWARER_INDARKWATER)
            SendMirrorTimer(FATIGUE_TIMER, DarkWaterTime, m_MirrorTimer[FATIGUE_TIMER], 10);
    }
    if (m_MirrorTimerFlags & (UNDERWATER_INLAVA|UNDERWATER_INSLIME))
    {
        // Breath timer not activated - activate it
        if (m_MirrorTimer[FIRE_TIMER] == DISABLED_MIRROR_TIMER)
            m_MirrorTimer[FIRE_TIMER] = getMaxTimer(FIRE_TIMER);
        else
        {
            m_MirrorTimer[FIRE_TIMER]-=time_diff;
            if (m_MirrorTimer[FIRE_TIMER] < 0)
            {
                m_MirrorTimer[FIRE_TIMER]+= 1*IN_MILISECONDS;
                // Calculate and deal damage
                // TODO: Check this formula
                uint32 damage = urand(600, 700);
                if (m_MirrorTimerFlags&UNDERWATER_INLAVA)
                    EnvironmentalDamage(DAMAGE_LAVA, damage);
                else
                    EnvironmentalDamage(DAMAGE_SLIME, damage);
            }
        }
    }
    else
        m_MirrorTimer[FIRE_TIMER] = DISABLED_MIRROR_TIMER;
    // Recheck timers flag
    m_MirrorTimerFlags&=~UNDERWATER_EXIST_TIMERS;
    for (uint8 i = 0; i< MAX_TIMERS; ++i)
        if (m_MirrorTimer[i]!=DISABLED_MIRROR_TIMER)
        {
            m_MirrorTimerFlags|=UNDERWATER_EXIST_TIMERS;
            break;
        }
    m_MirrorTimerFlagsLast = m_MirrorTimerFlags;
}
///The player sobers by 256 every 10 seconds
void Player::HandleSobering()
{
    m_drunkTimer = 0;
    uint32 drunk = (m_drunk <= 256) ? 0 : (m_drunk - 256);
    SetDrunkValue(drunk);
}
DrunkenState Player::GetDrunkenstateByValue(uint16 value)
{
    if(value >= 23000)
        return DRUNKEN_SMASHED;
    if(value >= 12800)
        return DRUNKEN_DRUNK;
    if(value & 0xFFFE)
        return DRUNKEN_TIPSY;
    return DRUNKEN_SOBER;
}
void Player::SetDrunkValue(uint16 newDrunkenValue, uint32 itemId)
{
    uint32 oldDrunkenState = Player::GetDrunkenstateByValue(m_drunk);
    m_drunk = newDrunkenValue;
    SetUInt32Value(PLAYER_BYTES_3,(GetUInt32Value(PLAYER_BYTES_3) & 0xFFFF0001) | (m_drunk & 0xFFFE));
    uint32 newDrunkenState = Player::GetDrunkenstateByValue(m_drunk);
    // special drunk invisibility detection
    if(newDrunkenState >= DRUNKEN_DRUNK)
        m_detectInvisibilityMask |= (1<<6);
    else
        m_detectInvisibilityMask &= ~(1<<6);
    if(newDrunkenState == oldDrunkenState)
        return;
    WorldPacket data(SMSG_CROSSED_INEBRIATION_THRESHOLD, (8+4+4));
    data << uint64(GetGUID());
    data << uint32(newDrunkenState);
    data << uint32(itemId);
    SendMessageToSet(&data, true);
}
void Player::Update( uint32 p_time )
{
    // Until Trinity is thread safe, anything that could result in a
    // map, zone, or area change in this Update should be preceded by:
    // #pragma omp critical(UpdateThreadSafety)
    // This will only allow one thread at a time to process a "UpdateThreadSafety" block.
    // NOTE: I'm only certain about the map change part. The zone and area #pragma is just a precaution.
    if (!IsInWorld())
        return;
    // undelivered mail
    if (m_nextMailDelivereTime && m_nextMailDelivereTime <= time(NULL))
    {
        SendNewMail();
        ++unReadMails;
        // It will be recalculate at mailbox open (for unReadMails important non-0 until mailbox open, it also will be recalculated)
        m_nextMailDelivereTime = 0;
    }
    // If this is set during update SetSpellModTakingSpell call is missing somewhere in the code
    // Having this would prevent more aura charges to be dropped, so let's crash
    //assert (!m_spellModTakingSpell);
    if (/*m_pad ||*/ m_spellModTakingSpell)
    {
        //sLog.outCrash("Player has m_pad %u during update!", m_pad);
        //if(m_spellModTakingSpell)
            sLog.outCrash("Player has m_spellModTakingSpell %u during update!", m_spellModTakingSpell->m_spellInfo->Id);
        assert(false);
        m_spellModTakingSpell = NULL;
    }
    //used to implement delayed far teleports
    SetCanDelayTeleport(true);
    Unit::Update(p_time);
    SetCanDelayTeleport(false);
    time_t now = time(NULL);
    UpdatePvPFlag(now);
    UpdateContestedPvP(p_time);
    UpdateDuelFlag(now);
    CheckDuelDistance(now);
    UpdateAfkReport(now);
    if (isCharmed())
        if (Unit *charmer = GetCharmer())
            if (charmer->GetTypeId() == TYPEID_UNIT && charmer->isAlive())
                UpdateCharmedAI();
    // Update items that have just a limited lifetime
    if (now > m_Last_tick)
        UpdateItemDuration(uint32(now - m_Last_tick));
    if (!m_timedquests.empty())
    {
        std::set::iterator iter = m_timedquests.begin();
        while (iter != m_timedquests.end())
        {
            QuestStatusData& q_status = mQuestStatus[*iter];
            if (q_status.m_timer <= p_time)
            {
                uint32 quest_id  = *iter;
                ++iter;                                     // current iter will be removed in FailQuest
                FailQuest(quest_id);
            }
            else
            {
                q_status.m_timer -= p_time;
                if (q_status.uState != QUEST_NEW)
                    q_status.uState = QUEST_CHANGED;
                ++iter;
            }
        }
    }
    if (hasUnitState(UNIT_STAT_MELEE_ATTACKING) && !hasUnitState(UNIT_STAT_CASTING))
    {
        if (Unit *pVictim = getVictim())
        {
            // default combat reach 10
            // TODO add weapon,skill check
            if (isAttackReady(BASE_ATTACK))
            {
                if (!IsWithinMeleeRange(pVictim))
                {
                    setAttackTimer(BASE_ATTACK,100);
                    if (m_swingErrorMsg != 1)               // send single time (client auto repeat)
                    {
                        SendAttackSwingNotInRange();
                        m_swingErrorMsg = 1;
                    }
                }
                //120 degrees of radiant range
                else if (!HasInArc(2*M_PI/3, pVictim))
                {
                    setAttackTimer(BASE_ATTACK,100);
                    if (m_swingErrorMsg != 2)               // send single time (client auto repeat)
                    {
                        SendAttackSwingBadFacingAttack();
                        m_swingErrorMsg = 2;
                    }
                }
                else
                {
                    m_swingErrorMsg = 0;                    // reset swing error state
                    // prevent base and off attack in same time, delay attack at 0.2 sec
                    if (haveOffhandWeapon())
                        if (getAttackTimer(OFF_ATTACK) < ATTACK_DISPLAY_DELAY)
                            setAttackTimer(OFF_ATTACK,ATTACK_DISPLAY_DELAY);
                    // do attack
                    AttackerStateUpdate(pVictim, BASE_ATTACK);
                    resetAttackTimer(BASE_ATTACK);
                }
            }
            if (haveOffhandWeapon() && isAttackReady(OFF_ATTACK))
            {
                if (!IsWithinMeleeRange(pVictim))
                    setAttackTimer(OFF_ATTACK,100);
                else if (!HasInArc(2*M_PI/3, pVictim))
                    setAttackTimer(OFF_ATTACK,100);
                else
                {
                    // prevent base and off attack in same time, delay attack at 0.2 sec
                    if (getAttackTimer(BASE_ATTACK) < ATTACK_DISPLAY_DELAY)
                        setAttackTimer(BASE_ATTACK,ATTACK_DISPLAY_DELAY);
                    // do attack
                    AttackerStateUpdate(pVictim, OFF_ATTACK);
                    resetAttackTimer(OFF_ATTACK);
                }
            }
            /*Unit *owner = pVictim->GetOwner();
            Unit *u = owner ? owner : pVictim;
            if(u->IsPvP() && (!duel || duel->opponent != u))
            {
                UpdatePvP(true);
                RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_ENTER_PVP_COMBAT);
            }*/
        }
    }
    if (HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING))
    {
        if (roll_chance_i(3) && GetTimeInnEnter() > 0)      // freeze update
        {
            int time_inn = time(NULL)-GetTimeInnEnter();
            if (time_inn >= 10)                             // freeze update
            {
                float bubble = 0.125*sWorld.getRate(RATE_REST_INGAME);
                                                            // speed collect rest bonus (section/in hour)
                SetRestBonus(GetRestBonus()+ time_inn*((float)GetUInt32Value(PLAYER_NEXT_LEVEL_XP)/72000)*bubble);
                UpdateInnerTime(time(NULL));
            }
        }
    }
    if (m_weaponChangeTimer > 0)
    {
        if (p_time >= m_weaponChangeTimer)
            m_weaponChangeTimer = 0;
        else
            m_weaponChangeTimer -= p_time;
    }
    #pragma omp critical(UpdateThreadSafety)
    if (m_zoneUpdateTimer > 0)
    {
        if (p_time >= m_zoneUpdateTimer)
        {
            uint32 newzone, newarea;
            GetZoneAndAreaId(newzone,newarea);
            if (m_zoneUpdateId != newzone)
                UpdateZone(newzone,newarea);                // also update area
            else
            {
                // use area updates as well
                // needed for free far all arenas for example
                if (m_areaUpdateId != newarea)
                    UpdateArea(newarea);
                m_zoneUpdateTimer = ZONE_UPDATE_INTERVAL;
            }
        }
        else
            m_zoneUpdateTimer -= p_time;
    }
    if (isAlive())
    {
        m_regenTimer += p_time;
        RegenerateAll();
    }
    if (m_deathState == JUST_DIED)
        KillPlayer();
    if (m_nextSave > 0)
    {
        if (p_time >= m_nextSave)
        {
            // m_nextSave reseted in SaveToDB call
            SaveToDB();
            sLog.outDetail("Player '%s' (GUID: %u) saved", GetName(), GetGUIDLow());
        }
        else
            m_nextSave -= p_time;
    }
    //Handle Water/drowning
    HandleDrowning(p_time);
    //Handle detect stealth players
    if (m_DetectInvTimer > 0)
    {
        if (p_time >= m_DetectInvTimer)
        {
            HandleStealthedUnitsDetection();
            m_DetectInvTimer = 3000;
        }
        else
            m_DetectInvTimer -= p_time;
    }
    // Played time
    if (now > m_Last_tick)
    {
        uint32 elapsed = uint32(now - m_Last_tick);
        m_Played_time[PLAYED_TIME_TOTAL] += elapsed;        // Total played time
        m_Played_time[PLAYED_TIME_LEVEL] += elapsed;        // Level played time
        m_Last_tick = now;
    }
    if (m_drunk)
    {
        m_drunkTimer += p_time;
        if (m_drunkTimer > 10*IN_MILISECONDS)
            HandleSobering();
    }
    // not auto-free ghost from body in instances
    if(m_deathTimer > 0 && !GetBaseMap()->Instanceable())
    {
        #pragma omp critical(UpdateThreadSafety)
        if(p_time >= m_deathTimer)
        {
            m_deathTimer = 0;
            BuildPlayerRepop();
            RepopAtGraveyard();
        }
        else
            m_deathTimer -= p_time;
    }
    UpdateEnchantTime(p_time);
    UpdateHomebindTime(p_time);
    // group update
    SendUpdateToOutOfRangeGroupMembers();
    Pet* pet = GetPet();
    if (pet && !IsWithinDistInMap(pet, OWNER_MAX_DISTANCE) && !pet->isPossessed())
    //if(pet && !IsWithinDistInMap(pet, OWNER_MAX_DISTANCE) && (GetCharmGUID() && (pet->GetGUID() != GetCharmGUID())))
        RemovePet(pet, PET_SAVE_NOT_IN_SLOT, true);
    //we should execute delayed teleports only for alive(!) players
    //because we don't want player's ghost teleported from graveyard
    #pragma omp critical(UpdateThreadSafety)
    if (IsHasDelayedTeleport() && isAlive())
        TeleportTo(m_teleport_dest, m_teleport_options);
}
void Player::setDeathState(DeathState s)
{
    uint32 ressSpellId = 0;
    bool cur = isAlive();
    if (s == JUST_DIED)
    {
        if (!cur)
        {
            sLog.outError("setDeathState: attempt to kill a dead player %s(%d)", GetName(), GetGUIDLow());
            return;
        }
        // drunken state is cleared on death
        SetDrunkValue(0);
        // lost combo points at any target (targeted combo points clear in Unit::setDeathState)
        ClearComboPoints();
        clearResurrectRequestData();
        // remove form before other mods to prevent incorrect stats calculation
        RemoveAurasDueToSpell(m_ShapeShiftFormSpellId);
        //FIXME: is pet dismissed at dying or releasing spirit? if second, add setDeathState(DEAD) to HandleRepopRequestOpcode and define pet unsummon here with (s == DEAD)
        RemovePet(NULL, PET_SAVE_NOT_IN_SLOT, true);
        // save value before aura remove in Unit::setDeathState
        ressSpellId = GetUInt32Value(PLAYER_SELF_RES_SPELL);
        // passive spell
        if(!ressSpellId)
            ressSpellId = GetResurrectionSpellId();
        GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_DEATH_AT_MAP, 1);
        GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_DEATH, 1);
        GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_DEATH_IN_DUNGEON, 1);
    }
    Unit::setDeathState(s);
    // restore resurrection spell id for player after aura remove
    if (s == JUST_DIED && cur && ressSpellId)
        SetUInt32Value(PLAYER_SELF_RES_SPELL, ressSpellId);
    if (isAlive() && !cur)
    {
        //clear aura case after resurrection by another way (spells will be applied before next death)
        SetUInt32Value(PLAYER_SELF_RES_SPELL, 0);
        // restore default warrior stance
        if (getClass() == CLASS_WARRIOR)
            CastSpell(this,SPELL_ID_PASSIVE_BATTLE_STANCE,true);
    }
}
bool Player::BuildEnumData( QueryResult * result, WorldPacket * p_data )
{
    //             0               1                2                3                 4                  5                       6                        7
    //    "SELECT characters.guid, characters.name, characters.race, characters.class, characters.gender, characters.playerBytes, characters.playerBytes2, characters.level, "
    //     8                9               10                     11                     12                     13                    14
    //    "characters.zone, characters.map, characters.position_x, characters.position_y, characters.position_z, guild_member.guildid, characters.playerFlags, "
    //    15                    16                   17                     18                   19               20
    //    "characters.at_login, character_pet.entry, character_pet.modelid, character_pet.level, characters.data, character_declinedname.genitive "
    Field *fields = result->Fetch();
    uint32 guid = fields[0].GetUInt32();
    uint8 pRace = fields[2].GetUInt8();
    uint8 pClass = fields[3].GetUInt8();
    PlayerInfo const *info = objmgr.GetPlayerInfo(pRace, pClass);
    if (!info)
    {
        sLog.outError("Player %u has incorrect race/class pair. Don't build enum.", guid);
        return false;
    }
    *p_data << uint64(MAKE_NEW_GUID(guid, 0, HIGHGUID_PLAYER));
    *p_data << fields[1].GetString();                       // name
    *p_data << uint8(pRace);                                // race
    *p_data << uint8(pClass);                               // class
    *p_data << uint8(fields[4].GetUInt8());                 // gender
    uint32 playerBytes = fields[5].GetUInt32();
    *p_data << uint8(playerBytes);                          // skin
    *p_data << uint8(playerBytes >> 8);                     // face
    *p_data << uint8(playerBytes >> 16);                    // hair style
    *p_data << uint8(playerBytes >> 24);                    // hair color
    uint32 playerBytes2 = fields[6].GetUInt32();
    *p_data << uint8(playerBytes2 & 0xFF);                  // facial hair
    *p_data << uint8(fields[7].GetUInt8());                 // level
    *p_data << uint32(fields[8].GetUInt32());               // zone
    *p_data << uint32(fields[9].GetUInt32());               // map
    *p_data << fields[10].GetFloat();                       // x
    *p_data << fields[11].GetFloat();                       // y
    *p_data << fields[12].GetFloat();                       // z
    *p_data << uint32(fields[13].GetUInt32());              // guild id
    uint32 char_flags = 0;
    uint32 playerFlags = fields[14].GetUInt32();
    uint32 atLoginFlags = fields[15].GetUInt32();
    if (playerFlags & PLAYER_FLAGS_HIDE_HELM)
        char_flags |= CHARACTER_FLAG_HIDE_HELM;
    if (playerFlags & PLAYER_FLAGS_HIDE_CLOAK)
        char_flags |= CHARACTER_FLAG_HIDE_CLOAK;
    if (playerFlags & PLAYER_FLAGS_GHOST)
        char_flags |= CHARACTER_FLAG_GHOST;
    if (atLoginFlags & AT_LOGIN_RENAME)
        char_flags |= CHARACTER_FLAG_RENAME;
    if (sWorld.getConfig(CONFIG_DECLINED_NAMES_USED))
    {
        if (!fields[20].GetCppString().empty())
            char_flags |= CHARACTER_FLAG_DECLINED;
    }
    else
        char_flags |= CHARACTER_FLAG_DECLINED;
    *p_data << uint32(char_flags);                          // character flags
    // character customize (flags?)
    *p_data << uint32(atLoginFlags & AT_LOGIN_CUSTOMIZE ? 1 : 0);
    *p_data << uint8(1);                                    // unknown
    // Pets info
    {
        uint32 petDisplayId = 0;
        uint32 petLevel   = 0;
        uint32 petFamily  = 0;
        // show pet at selection character in character list only for non-ghost character
        if (result && !(playerFlags & PLAYER_FLAGS_GHOST) && (pClass == CLASS_WARLOCK || pClass == CLASS_HUNTER || pClass == CLASS_DEATH_KNIGHT))
        {
            uint32 entry = fields[16].GetUInt32();
            CreatureInfo const* cInfo = sCreatureStorage.LookupEntry(entry);
            if (cInfo)
            {
                petDisplayId = fields[17].GetUInt32();
                petLevel     = fields[18].GetUInt32();
                petFamily    = cInfo->family;
            }
        }
        *p_data << uint32(petDisplayId);
        *p_data << uint32(petLevel);
        *p_data << uint32(petFamily);
    }
    // TODO: do not access data field here
    Tokens data = StrSplit(fields[19].GetCppString(), " ");
    for (uint8 slot = 0; slot < EQUIPMENT_SLOT_END; ++slot)
    {
        uint32 visualbase = PLAYER_VISIBLE_ITEM_1_ENTRYID + (slot * 2);
        uint32 item_id = GetUInt32ValueFromArray(data, visualbase);
        const ItemPrototype * proto = objmgr.GetItemPrototype(item_id);
        if (!proto)
        {
            *p_data << uint32(0);
            *p_data << uint8(0);
            *p_data << uint32(0);
            continue;
        }
        SpellItemEnchantmentEntry const *enchant = NULL;
        uint32 enchants = GetUInt32ValueFromArray(data, visualbase + 1);
        for (uint8 enchantSlot = PERM_ENCHANTMENT_SLOT; enchantSlot <= TEMP_ENCHANTMENT_SLOT; ++enchantSlot)
        {
            // values stored in 2 uint16
            uint32 enchantId = 0x0000FFFF & (enchants >> enchantSlot*16);
            if (!enchantId)
                continue;
            if ((enchant = sSpellItemEnchantmentStore.LookupEntry(enchantId)))
                break;
        }
        *p_data << uint32(proto->DisplayInfoID);
        *p_data << uint8(proto->InventoryType);
        *p_data << uint32(enchant ? enchant->aura_id : 0);
    }
    *p_data << uint32(0);                                   // first bag display id
    *p_data << uint8(0);                                    // first bag inventory type
    *p_data << uint32(0);                                   // enchant?
    return true;
}
bool Player::ToggleAFK()
{
    ToggleFlag(PLAYER_FLAGS, PLAYER_FLAGS_AFK);
    bool state = HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_AFK);
    // afk player not allowed in battleground
    if (state && InBattleGround())
        LeaveBattleground();
    return state;
}
bool Player::ToggleDND()
{
    ToggleFlag(PLAYER_FLAGS, PLAYER_FLAGS_DND);
    return HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_DND);
}
uint8 Player::chatTag() const
{
    // it's bitmask
    // 0x8 - ??
    // 0x4 - gm
    // 0x2 - dnd
    // 0x1 - afk
    if (isGMChat())
        return 4;
    else if (isDND())
        return 3;
    if (isAFK())
        return 1;
    else
        return 0;
}
void Player::SendTeleportAckMsg()
{
    WorldPacket data(MSG_MOVE_TELEPORT_ACK, 41);
    data.append(GetPackGUID());
    data << uint32(0);                                     // this value increments every time
    BuildMovementPacket(&data);
    GetSession()->SendPacket(&data);
}
// this is not used anywhere
void Player::TeleportOutOfMap(Map *oldMap)
{
    while (IsBeingTeleportedFar())
        GetSession()->HandleMoveWorldportAckOpcode();
    if (GetMap() != oldMap)
        return;
    TeleportTo(m_homebindMapId, m_homebindX, m_homebindY, m_homebindZ, GetOrientation());
    while (IsBeingTeleportedFar())
        GetSession()->HandleMoveWorldportAckOpcode();
    if (GetMap() == oldMap)
    {
        sLog.outCrash("Cannot teleport player out of map!");
        ResetMap();
        assert(false);
    }
}
bool Player::TeleportTo(uint32 mapid, float x, float y, float z, float orientation, uint32 options)
{
    if(!MapManager::IsValidMapCoord(mapid, x, y, z, orientation))
    {
        sLog.outError("TeleportTo: invalid map %d or absent instance template.", mapid);
        return false;
    }
    if((GetSession()->GetSecurity() < SEC_GAMEMASTER) && !sWorld.IsAllowedMap(mapid))
    {
        sLog.outError("Player %s tried to enter a forbidden map", GetName());
        return false;
    }
    // preparing unsummon pet if lost (we must get pet before teleportation or will not find it later)
    Pet* pet = GetPet();
    MapEntry const* mEntry = sMapStore.LookupEntry(mapid);
    // don't let enter battlegrounds without assigned battleground id (for example through areatrigger)...
    // don't let gm level > 1 either
    if (!InBattleGround() && mEntry->IsBattleGroundOrArena())
        return false;
    // client without expansion support
    if (GetSession()->Expansion() < mEntry->Expansion())
    {
        sLog.outDebug("Player %s using client without required expansion tried teleport to non accessible map %u", GetName(), mapid);
        if (GetTransport())
            RepopAtGraveyard();                             // teleport to near graveyard if on transport, looks blizz like :)
        SendTransferAborted(mapid, TRANSFER_ABORT_INSUF_EXPAN_LVL, mEntry->Expansion());
        return false;                                       // normal client can't teleport to this map...
    }
    else
        sLog.outDebug("Player %s is being teleported to map %u", GetName(), mapid);
    // reset movement flags at teleport, because player will continue move with these flags after teleport
    SetUnitMovementFlags(0);
    if (m_transport)
    {
        if (options & TELE_TO_NOT_LEAVE_TRANSPORT)
            AddUnitMovementFlag(MOVEMENTFLAG_ONTRANSPORT);
        else
        {
            m_transport->RemovePassenger(this);
            m_transport = NULL;
            m_movementInfo.t_x = 0.0f;
            m_movementInfo.t_y = 0.0f;
            m_movementInfo.t_z = 0.0f;
            m_movementInfo.t_o = 0.0f;
            m_movementInfo.t_time = 0;
        }
    }
    // The player was ported to another map and looses the duel immediately.
    // We have to perform this check before the teleport, otherwise the
    // ObjectAccessor won't find the flag.
    if (duel && GetMapId() != mapid)
        if (GameObject* obj = GetMap()->GetGameObject(GetUInt64Value(PLAYER_DUEL_ARBITER)))
            DuelComplete(DUEL_FLED);
    if (GetMapId() == mapid && !m_transport)
    {
        //lets reset far teleport flag if it wasn't reset during chained teleports
        SetSemaphoreTeleportFar(false);
        //setup delayed teleport flag
        SetDelayedTeleportFlag(IsCanDelayTeleport());
        //if teleport spell is casted in Unit::Update() func
        //then we need to delay it until update process will be finished
        if(IsHasDelayedTeleport())
        {
            SetSemaphoreTeleportNear(true);
            //lets save teleport destination for player
            m_teleport_dest = WorldLocation(mapid, x, y, z, orientation);
            m_teleport_options = options;
            return true;
        }
        if (!(options & TELE_TO_NOT_UNSUMMON_PET))
        {
            //same map, only remove pet if out of range for new position
            if(pet && !pet->IsWithinDist3d(x,y,z, OWNER_MAX_DISTANCE))
                UnsummonPetTemporaryIfAny();
        }
        if (!(options & TELE_TO_NOT_LEAVE_COMBAT))
            CombatStop();
        // this will be used instead of the current location in SaveToDB
        m_teleport_dest = WorldLocation(mapid, x, y, z, orientation);
        SetFallInformation(0, z);
        // code for finish transfer called in WorldSession::HandleMovementOpcodes()
        // at client packet MSG_MOVE_TELEPORT_ACK
        SetSemaphoreTeleportNear(true);
        // near teleport, triggering send MSG_MOVE_TELEPORT_ACK from client at landing
        if(!GetSession()->PlayerLogout())
        {
            Position oldPos;
            GetPosition(&oldPos);
            Relocate(x, y, z, orientation);
            SendTeleportAckMsg();
            Relocate(&oldPos);
        }
    }
    else
    {
        if (getClass() == CLASS_DEATH_KNIGHT && GetMapId() == 609 && !isGameMaster()
            && !HasSpell(SPELL_ID_DEATH_GATE))
            return false;
        // far teleport to another map
        Map* oldmap = IsInWorld() ? GetMap() : NULL;
        // check if we can enter before stopping combat / removing pet / totems / interrupting spells
        // Check enter rights before map getting to avoid creating instance copy for player
        // this check not dependent from map instance copy and same for all instance copies of selected map
        if (!MapManager::Instance().CanPlayerEnter(mapid, this))
            return false;
        // If the map is not created, assume it is possible to enter it.
        // It will be created in the WorldPortAck.
        Map *map = MapManager::Instance().FindMap(mapid);
        if (!map ||  map->CanEnter(this))
        {
            //lets reset near teleport flag if it wasn't reset during chained teleports
            SetSemaphoreTeleportNear(false);
            //setup delayed teleport flag
            SetDelayedTeleportFlag(IsCanDelayTeleport());
            //if teleport spell is casted in Unit::Update() func
            //then we need to delay it until update process will be finished
            if(IsHasDelayedTeleport())
            {
                SetSemaphoreTeleportFar(true);
                //lets save teleport destination for player
                m_teleport_dest = WorldLocation(mapid, x, y, z, orientation);
                m_teleport_options = options;
                return true;
            }
            SetSelection(0);
            CombatStop();
            ResetContestedPvP();
            // remove player from battleground on far teleport (when changing maps)
            if(BattleGround const* bg = GetBattleGround())
            {
                // Note: at battleground join battleground id set before teleport
                // and we already will found "current" battleground
                // just need check that this is targeted map or leave
                if (bg->GetMapId() != mapid)
                    LeaveBattleground(false);                   // don't teleport to entry point
            }
            // remove pet on map change
            if (pet)
                UnsummonPetTemporaryIfAny();
            // remove all dyn objects
            RemoveAllDynObjects();
            // stop spellcasting
            // not attempt interrupt teleportation spell at caster teleport
            if(!(options & TELE_TO_SPELL))
                if(IsNonMeleeSpellCasted(true))
                    InterruptNonMeleeSpells(true);
            //remove auras before removing from map...
            RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_CHANGE_MAP | AURA_INTERRUPT_FLAG_MOVE | AURA_INTERRUPT_FLAG_TURNING);
            if (!GetSession()->PlayerLogout())
            {
                // send transfer packets
                WorldPacket data(SMSG_TRANSFER_PENDING, (4+4+4));
                data << uint32(mapid);
                if (m_transport)
                {
                    data << m_transport->GetEntry() << GetMapId();
                }
                GetSession()->SendPacket(&data);
                data.Initialize(SMSG_NEW_WORLD, (20));
                if (m_transport)
                    data << (uint32)mapid << m_movementInfo.t_x << m_movementInfo.t_y << m_movementInfo.t_z << m_movementInfo.t_o;
                else
                    data << (uint32)mapid << (float)x << (float)y << (float)z << (float)orientation;
                GetSession()->SendPacket( &data );
                SendSavedInstances();
            }
            // remove from old map now
            if(oldmap)
                oldmap->Remove(this, false);
            // new final coordinates
            float final_x = x;
            float final_y = y;
            float final_z = z;
            float final_o = orientation;
            if (m_transport)
            {
                final_x += m_movementInfo.t_x;
                final_y += m_movementInfo.t_y;
                final_z += m_movementInfo.t_z;
                final_o += m_movementInfo.t_o;
            }
            m_teleport_dest = WorldLocation(mapid, final_x, final_y, final_z, final_o);
            SetFallInformation(0, final_z);
            // if the player is saved before worldportack (at logout for example)
            // this will be used instead of the current location in SaveToDB
            // move packet sent by client always after far teleport
            // code for finish transfer to new map called in WorldSession::HandleMoveWorldportAckOpcode at client packet
            SetSemaphoreTeleportFar(true);
        }
        else
            return false;
    }
    return true;
}
bool Player::TeleportToBGEntryPoint()
{
    ScheduleDelayedOperation(DELAYED_BG_MOUNT_RESTORE);
    ScheduleDelayedOperation(DELAYED_BG_TAXI_RESTORE);
    return TeleportTo(m_bgData.joinPos);
}
void Player::ProcessDelayedOperations()
{
    if (m_DelayedOperations == 0)
        return;
    if (m_DelayedOperations & DELAYED_RESURRECT_PLAYER)
    {
        ResurrectPlayer(0.0f, false);
        if (GetMaxHealth() > m_resurrectHealth)
            SetHealth(m_resurrectHealth);
        else
            SetHealth(GetMaxHealth());
        if (GetMaxPower(POWER_MANA) > m_resurrectMana)
            SetPower(POWER_MANA, m_resurrectMana);
        else
            SetPower(POWER_MANA, GetMaxPower(POWER_MANA));
        SetPower(POWER_RAGE, 0);
        SetPower(POWER_ENERGY, GetMaxPower(POWER_ENERGY));
        SpawnCorpseBones();
    }
    if (m_DelayedOperations & DELAYED_SAVE_PLAYER)
        SaveToDB();
    if (m_DelayedOperations & DELAYED_SPELL_CAST_DESERTER)
        CastSpell(this, SPELL_ID_DESERTER, true);               // Deserter
    if (m_DelayedOperations & DELAYED_BG_MOUNT_RESTORE)
    {
        if (m_bgData.mountSpell)
        {
            CastSpell(this, m_bgData.mountSpell, true);
            m_bgData.mountSpell = 0;
        }
    }
    if (m_DelayedOperations & DELAYED_BG_TAXI_RESTORE)
    {
        if (m_bgData.HasTaxiPath())
        {
            m_taxi.AddTaxiDestination(m_bgData.taxiPath[0]);
            m_taxi.AddTaxiDestination(m_bgData.taxiPath[1]);
            m_bgData.ClearTaxiPath();
            ContinueTaxiFlight();
        }
    }
    //we have executed ALL delayed ops, so clear the flag
    m_DelayedOperations = 0;
}
void Player::AddToWorld()
{
    ///- Do not add/remove the player from the object storage
    ///- It will crash when updating the ObjectAccessor
    ///- The player should only be added when logging in
    Unit::AddToWorld();
    for (uint8 i = PLAYER_SLOT_START; i < PLAYER_SLOT_END; ++i)
        if(m_items[i])
            m_items[i]->AddToWorld();
}
void Player::RemoveFromWorld()
{
    // cleanup
    if(IsInWorld())
    {
        ///- Release charmed creatures, unsummon totems and remove pets/guardians
        StopCastingCharm();
        StopCastingBindSight();
        UnsummonPetTemporaryIfAny();
        sOutdoorPvPMgr.HandlePlayerLeaveZone(this, m_zoneUpdateId);
    }
    ///- Do not add/remove the player from the object storage
    ///- It will crash when updating the ObjectAccessor
    ///- The player should only be removed when logging out
    Unit::RemoveFromWorld();
    for (uint8 i = PLAYER_SLOT_START; i < PLAYER_SLOT_END; ++i)
    {
        if (m_items[i])
            m_items[i]->RemoveFromWorld();
    }
    for (ItemMap::iterator iter = mMitems.begin(); iter != mMitems.end(); ++iter)
        iter->second->RemoveFromWorld();
    if (m_uint32Values)
    {
        if (WorldObject *viewpoint = GetViewpoint())
        {
            sLog.outCrash("Player %s has viewpoint %u %u when removed from world", GetName(), viewpoint->GetEntry(), viewpoint->GetTypeId());
            SetViewpoint(viewpoint, false);
        }
    }
}
void Player::RegenerateAll()
{
    //if (m_regenTimer <= 500)
    //    return;
    m_regenTimerCount += m_regenTimer;
    Regenerate(POWER_ENERGY);
    Regenerate(POWER_MANA);
    if (m_regenTimerCount >= 2000)
    {
        // Not in combat or they have regeneration
        if( !isInCombat() || HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT) ||
            HasAuraType(SPELL_AURA_MOD_HEALTH_REGEN_IN_COMBAT) || IsPolymorphed() )
        {
            RegenerateHealth();
            if (!isInCombat() && !HasAuraType(SPELL_AURA_INTERRUPT_REGEN))
            {
                Regenerate(POWER_RAGE);
                if (getClass() == CLASS_DEATH_KNIGHT)
                    Regenerate(POWER_RUNIC_POWER);
            }
        }
        if(getClass() == CLASS_DEATH_KNIGHT)
            Regenerate(POWER_RUNE);
        m_regenTimerCount -= 2000;
    }
    m_regenTimer = 0;
}
void Player::Regenerate(Powers power)
{
    if (power == POWER_RUNE)
        for (uint32 i = 0; i < MAX_RUNES; ++i)
            if (uint8 cd = GetRuneCooldown(i))           // if we have cooldown, reduce it...
                SetRuneCooldown(i, cd - 1);              // ... by 2 sec (because update is every 2 sec)
    uint32 maxValue = GetMaxPower(power);
    if (!maxValue)
        return;
    uint32 curValue = GetPower(power);
    switch (power)
    {
        case POWER_RAGE:
        case POWER_RUNIC_POWER:
            if (curValue == 0)
                return;
            break;
        default:
            if (curValue == maxValue)
                return;
            break;
    }
    // TODO: possible use of miscvalueb instead of amount
    if (HasAuraTypeWithValue(SPELL_AURA_PREVENT_REGENERATE_POWER, power))
        return;
    float addvalue = 0.0f;
    switch (power)
    {
        case POWER_MANA:
        {
            bool recentCast = IsUnderLastManaUseEffect();
            float ManaIncreaseRate = sWorld.getRate(RATE_POWER_MANA);
            if (recentCast) // Trinity Updates Mana in intervals of 2s, which is correct
                addvalue = GetFloatValue(UNIT_FIELD_POWER_REGEN_INTERRUPTED_FLAT_MODIFIER) *  ManaIncreaseRate * 0.001f * m_regenTimer;
            else
                addvalue = GetFloatValue(UNIT_FIELD_POWER_REGEN_FLAT_MODIFIER) * ManaIncreaseRate * 0.001f * m_regenTimer;
        }   break;
        case POWER_RAGE:                                    // Regenerate rage
        {
            float RageDecreaseRate = sWorld.getRate(RATE_POWER_RAGE_LOSS);
            addvalue = 20 * RageDecreaseRate;               // 2 rage by tick (= 2 seconds => 1 rage/sec)
        }   break;
        case POWER_ENERGY:                                  // Regenerate energy (rogue)
            addvalue = 0.01f * m_regenTimer;
            break;
        case POWER_RUNIC_POWER:
        {
            float RunicPowerDecreaseRate = sWorld.getRate(RATE_POWER_RUNICPOWER_LOSS);
            addvalue = 30 * RunicPowerDecreaseRate;         // 3 RunicPower by tick
        }   break;
        case POWER_RUNE:
        case POWER_FOCUS:
        case POWER_HAPPINESS:
        case POWER_HEALTH:
            break;
    }
    // Mana regen calculated in Player::UpdateManaRegen()
    // Exist only for POWER_MANA, POWER_ENERGY, POWER_FOCUS auras
    if (power != POWER_MANA)
    {
        AuraEffectList const& ModPowerRegenPCTAuras = GetAurasByType(SPELL_AURA_MOD_POWER_REGEN_PERCENT);
        for (AuraEffectList::const_iterator i = ModPowerRegenPCTAuras.begin(); i != ModPowerRegenPCTAuras.end(); ++i)
            if ((*i)->GetMiscValue() == power)
                addvalue *= ((*i)->GetAmount() + 100) / 100.0f;
    }
    addvalue += m_powerFraction[power];
    uint32 integerValue = uint32(addvalue);
    switch (power)
    {
        case POWER_RAGE:
        case POWER_RUNIC_POWER:
            if(curValue > integerValue)
            {
                curValue -= integerValue;
                m_powerFraction[power] = addvalue - integerValue;
            }
            else
            {
                curValue = 0;
                m_powerFraction[power] = 0;
            }
            break;
        default:
            curValue += integerValue;
            if (curValue > maxValue)
            {
                curValue = maxValue;
                m_powerFraction[power] = 0;
            }
            else
                m_powerFraction[power] = addvalue - integerValue;
            break;
    }
    if(m_regenTimerCount >= 2000)
        SetPower(power, curValue);
    else
        UpdateUInt32Value(UNIT_FIELD_POWER1 + power, curValue);
}
void Player::RegenerateHealth()
{
    uint32 curValue = GetHealth();
    uint32 maxValue = GetMaxHealth();
    if (curValue >= maxValue)
        return;
    float HealthIncreaseRate = sWorld.getRate(RATE_HEALTH);
    float addvalue = 0.0f;
    // polymorphed case
    if (IsPolymorphed())
        addvalue = GetMaxHealth()/3;
    // normal regen case (maybe partly in combat case)
    else if (!isInCombat() || HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT))
    {
        addvalue = OCTRegenHPPerSpirit()* HealthIncreaseRate;
        if (!isInCombat())
        {
            AuraEffectList const& mModHealthRegenPct = GetAurasByType(SPELL_AURA_MOD_HEALTH_REGEN_PERCENT);
            for (AuraEffectList::const_iterator i = mModHealthRegenPct.begin(); i != mModHealthRegenPct.end(); ++i)
                addvalue *= (100.0f + (*i)->GetAmount()) / 100.0f;
        }
        else if (HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT))
            addvalue *= GetTotalAuraModifier(SPELL_AURA_MOD_REGEN_DURING_COMBAT) / 100.0f;
        if (!IsStandState())
            addvalue *= 1.5;
    }
    // always regeneration bonus (including combat)
    addvalue += GetTotalAuraModifier(SPELL_AURA_MOD_HEALTH_REGEN_IN_COMBAT);
    if (addvalue < 0)
        addvalue = 0;
    ModifyHealth(int32(addvalue));
}
bool Player::CanInteractWithNPCs(bool alive) const
{
    if (alive && !isAlive())
        return false;
    if (isInFlight())
        return false;
    return true;
}
Creature*
Player::GetNPCIfCanInteractWith(uint64 guid, uint32 npcflagmask)
{
    // unit checks
    if (!guid)
        return NULL;
    if (!IsInWorld())
        return NULL;
    // exist (we need look pets also for some interaction (quest/etc)
    Creature *unit = ObjectAccessor::GetCreatureOrPetOrVehicle(*this,guid);
    if (!unit)
        return NULL;
    // player check
    if (!CanInteractWithNPCs(!unit->isSpiritService()))
        return NULL;
    // appropriate npc type
    if (npcflagmask && !unit->HasFlag(UNIT_NPC_FLAGS, npcflagmask))
        return NULL;
    // alive or spirit healer
    if (!unit->isAlive() && (!unit->isSpiritService() || isAlive()))
        return NULL;
    // not allow interaction under control, but allow with own pets
    if (unit->GetCharmerGUID())
        return NULL;
    // not enemy
    if (unit->IsHostileTo(this))
        return NULL;
    // not unfriendly
    if (FactionTemplateEntry const* factionTemplate = sFactionTemplateStore.LookupEntry(unit->getFaction()))
        if (factionTemplate->faction)
            if (FactionEntry const* faction = sFactionStore.LookupEntry(factionTemplate->faction))
                if (faction->reputationListID >= 0 && GetReputationMgr().GetRank(faction) <= REP_UNFRIENDLY)
                    return NULL;
    // not too far
    if (!unit->IsWithinDistInMap(this,INTERACTION_DISTANCE))
        return NULL;
    return unit;
}
GameObject* Player::GetGameObjectIfCanInteractWith(uint64 guid, GameobjectTypes type) const
{
    if (GameObject *go = GetMap()->GetGameObject(guid))
    {
        if (go->GetGoType() == type)
        {
            float maxdist;
            switch (type)
            {
                // TODO: find out how the client calculates the maximal usage distance to spellless working
                // gameobjects like guildbanks and mailboxes - 10.0 is a just an abitrary choosen number
                case GAMEOBJECT_TYPE_GUILD_BANK:
                case GAMEOBJECT_TYPE_MAILBOX:
                    maxdist = 10.0f;
                    break;
                case GAMEOBJECT_TYPE_FISHINGHOLE:
                    maxdist = 20.0f+CONTACT_DISTANCE;       // max spell range
                    break;
                default:
                    maxdist = INTERACTION_DISTANCE;
                    break;
            }
            if (go->IsWithinDistInMap(this, maxdist))
                return go;
            sLog.outError("IsGameObjectOfTypeInRange: GameObject '%s' [GUID: %u] is too far away from player %s [GUID: %u] to be used by him (distance=%f, maximal 10 is allowed)", go->GetGOInfo()->name,
                go->GetGUIDLow(), GetName(), GetGUIDLow(), go->GetDistance(this));
        }
    }
    return NULL;
}
bool Player::IsUnderWater() const
{
    return IsInWater() &&
        GetPositionZ() < (GetBaseMap()->GetWaterLevel(GetPositionX(),GetPositionY())-2);
}
void Player::SetInWater(bool apply)
{
    if(m_isInWater==apply)
        return;
    //define player in water by opcodes
    //move player's guid into HateOfflineList of those mobs
    //which can't swim and move guid back into ThreatList when
    //on surface.
    //TODO: exist also swimming mobs, and function must be symmetric to enter/leave water
    m_isInWater = apply;
    // remove auras that need water/land
    RemoveAurasWithInterruptFlags(apply ? AURA_INTERRUPT_FLAG_NOT_ABOVEWATER : AURA_INTERRUPT_FLAG_NOT_UNDERWATER);
    getHostilRefManager().updateThreatTables();
}
void Player::SetGameMaster(bool on)
{
    if(on)
    {
        m_ExtraFlags |= PLAYER_EXTRA_GM_ON;
        setFaction(35);
        SetFlag(PLAYER_FLAGS, PLAYER_FLAGS_GM);
        if (Pet* pet = GetPet())
        {
            pet->setFaction(35);
            pet->getHostilRefManager().setOnlineOfflineState(false);
        }
        RemoveByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP);
        ResetContestedPvP();
        getHostilRefManager().setOnlineOfflineState(false);
        CombatStopWithPets();
        SetPhaseMask(PHASEMASK_ANYWHERE,false);             // see and visible in all phases
    }
    else
    {
        // restore phase
        AuraEffectList const& phases = GetAurasByType(SPELL_AURA_PHASE);
        SetPhaseMask(!phases.empty() ? phases.front()->GetMiscValue() : PHASEMASK_NORMAL,false);
        m_ExtraFlags &= ~ PLAYER_EXTRA_GM_ON;
        setFactionForRace(getRace());
        RemoveFlag(PLAYER_FLAGS, PLAYER_FLAGS_GM);
        if (Pet* pet = GetPet())
        {
            pet->setFaction(getFaction());
            pet->getHostilRefManager().setOnlineOfflineState(true);
        }
        // restore FFA PvP Server state
        if(sWorld.IsFFAPvPRealm())
            SetByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP);
        // restore FFA PvP area state, remove not allowed for GM mounts
        UpdateArea(m_areaUpdateId);
        getHostilRefManager().setOnlineOfflineState(true);
    }
    //ObjectAccessor::UpdateVisibilityForPlayer(this);
    SetToNotify();
}
void Player::SetGMVisible(bool on)
{
    if(on)
    {
        m_ExtraFlags &= ~PLAYER_EXTRA_GM_INVISIBLE;         //remove flag
        // Reapply stealth/invisibility if active or show if not any
        if(HasAuraType(SPELL_AURA_MOD_STEALTH))
            SetVisibility(VISIBILITY_GROUP_STEALTH);
        //else if(HasAuraType(SPELL_AURA_MOD_INVISIBILITY))
        //    SetVisibility(VISIBILITY_GROUP_INVISIBILITY);
        else
            SetVisibility(VISIBILITY_ON);
    }
    else
    {
        m_ExtraFlags |= PLAYER_EXTRA_GM_INVISIBLE;          //add flag
        SetAcceptWhispers(false);
        SetGameMaster(true);
        SetVisibility(VISIBILITY_OFF);
    }
}
bool Player::IsGroupVisibleFor(Player* p) const
{
    switch(sWorld.getConfig(CONFIG_GROUP_VISIBILITY))
    {
        default: return IsInSameGroupWith(p);
        case 1:  return IsInSameRaidWith(p);
        case 2:  return GetTeam()==p->GetTeam();
    }
}
bool Player::IsInSameGroupWith(Player const* p) const
{
    return  (p==this || (GetGroup() != NULL &&
        GetGroup() == p->GetGroup() &&
        GetGroup()->SameSubGroup((Player*)this, (Player*)p)));
}
///- If the player is invited, remove him. If the group if then only 1 person, disband the group.
/// \todo Shouldn't we also check if there is no other invitees before disbanding the group?
void Player::UninviteFromGroup()
{
    Group* group = GetGroupInvite();
    if(!group)
        return;
    group->RemoveInvite(this);
    if(group->GetMembersCount() <= 1)                       // group has just 1 member => disband
    {
        if(group->IsCreated())
        {
            group->Disband(true);
            objmgr.RemoveGroup(group);
        }
        else
            group->RemoveAllInvites();
        delete group;
    }
}
void Player::RemoveFromGroup(Group* group, uint64 guid)
{
    if(group)
    {
        if (group->RemoveMember(guid, 0) <= 1)
        {
            // group->Disband(); already disbanded in RemoveMember
            objmgr.RemoveGroup(group);
            delete group;
            // removemember sets the player's group pointer to NULL
        }
    }
}
void Player::SendLogXPGain(uint32 GivenXP, Unit* victim, uint32 RestXP)
{
    WorldPacket data(SMSG_LOG_XPGAIN, 21);
    data << uint64(victim ? victim->GetGUID() : 0);         // guid
    data << uint32(GivenXP+RestXP);                         // given experience
    data << uint8(victim ? 0 : 1);                          // 00-kill_xp type, 01-non_kill_xp type
    if(victim)
    {
        data << uint32(GivenXP);                            // experience without rested bonus
        data << float(1);                                   // 1 - none 0 - 100% group bonus output
    }
    data << uint8(0);                                       // new 2.4.0
    GetSession()->SendPacket(&data);
}
void Player::GiveXP(uint32 xp, Unit* victim)
{
    if ( xp < 1 )
        return;
    if(!isAlive())
        return;
    uint8 level = getLevel();
    // Favored experience increase START
    uint32 zone = GetZoneId();
    float favored_exp_mult = 0;
    if( (HasAura(32096) || HasAura(32098)) && (zone == 3483 || zone == 3562 || zone == 3836 || zone == 3713 || zone == 3714) ) favored_exp_mult = 0.05; // Thrallmar's Favor and Honor Hold's Favor
    xp *= (1 + favored_exp_mult);
    // Favored experience increase END
    // XP to money conversion processed in Player::RewardQuest
    if(level >= sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL))
        return;
    // XP resting bonus for kill
    uint32 rested_bonus_xp = victim ? GetXPRestBonus(xp) : 0;
    SendLogXPGain(xp,victim,rested_bonus_xp);
    uint32 curXP = GetUInt32Value(PLAYER_XP);
    uint32 nextLvlXP = GetUInt32Value(PLAYER_NEXT_LEVEL_XP);
    uint32 newXP = curXP + xp + rested_bonus_xp;
    while( newXP >= nextLvlXP && level < sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL) )
    {
        newXP -= nextLvlXP;
        if ( level < sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL) )
            GiveLevel(level + 1);
        level = getLevel();
        nextLvlXP = GetUInt32Value(PLAYER_NEXT_LEVEL_XP);
    }
    newXP = GetSession()->HandleOnGetXP(newXP);
    SetUInt32Value(PLAYER_XP, newXP);
}
// Update player to next level
// Current player experience not update (must be update by caller)
void Player::GiveLevel(uint8 level)
{
    if (level == getLevel())
        return;
    PlayerLevelInfo info;
    objmgr.GetPlayerLevelInfo(getRace(),getClass(),level,&info);
    PlayerClassLevelInfo classInfo;
    objmgr.GetPlayerClassLevelInfo(getClass(),level,&classInfo);
    // send levelup info to client
    WorldPacket data(SMSG_LEVELUP_INFO, (4+4+MAX_POWERS*4+MAX_STATS*4));
    data << uint32(level);
    data << uint32(int32(classInfo.basehealth) - int32(GetCreateHealth()));
    // for (int i = 0; i < MAX_POWERS; ++i)                  // Powers loop (0-6)
    data << uint32(int32(classInfo.basemana)   - int32(GetCreateMana()));
    data << uint32(0);
    data << uint32(0);
    data << uint32(0);
    data << uint32(0);
    data << uint32(0);
    data << uint32(0);
    // end for
    for (uint8 i = STAT_STRENGTH; i < MAX_STATS; ++i)          // Stats loop (0-4)
        data << uint32(int32(info.stats[i]) - GetCreateStat(Stats(i)));
    GetSession()->SendPacket(&data);
    SetUInt32Value(PLAYER_NEXT_LEVEL_XP, objmgr.GetXPForLevel(level));
    //update level, max level of skills
    m_Played_time[PLAYED_TIME_LEVEL] = 0;                   // Level Played Time reset
    _ApplyAllLevelScaleItemMods(false);
    SetLevel(level);
    UpdateSkillsForLevel();
    // save base values (bonuses already included in stored stats
    for (uint8 i = STAT_STRENGTH; i < MAX_STATS; ++i)
        SetCreateStat(Stats(i), info.stats[i]);
    SetCreateHealth(classInfo.basehealth);
    SetCreateMana(classInfo.basemana);
    InitTalentForLevel();
    InitTaxiNodesForLevel();
    InitGlyphsForLevel();
    UpdateAllStats();
    if(sWorld.getConfig(CONFIG_ALWAYS_MAXSKILL)) // Max weapon skill when leveling up
        UpdateSkillsToMaxSkillsForLevel();
    // set current level health and mana/energy to maximum after applying all mods.
    SetHealth(GetMaxHealth());
    SetPower(POWER_MANA, GetMaxPower(POWER_MANA));
    SetPower(POWER_ENERGY, GetMaxPower(POWER_ENERGY));
    if(GetPower(POWER_RAGE) > GetMaxPower(POWER_RAGE))
        SetPower(POWER_RAGE, GetMaxPower(POWER_RAGE));
    SetPower(POWER_FOCUS, 0);
    SetPower(POWER_HAPPINESS, 0);
    _ApplyAllLevelScaleItemMods(true);
    // update level to hunter/summon pet
    if (Pet* pet = GetPet())
        pet->SynchronizeLevelWithOwner();
    GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_LEVEL);
}
void Player::InitTalentForLevel()
{
    uint8 level = getLevel();
    // talents base at level diff ( talents = level - 9 but some can be used already)
    if (level < 10)
    {
        // Remove all talent points
        if(m_usedTalentCount > 0)                           // Free any used talents
        {
            resetTalents(true);
            SetFreeTalentPoints(0);
        }
    }
    else
    {
        if (level < sWorld.getConfig(CONFIG_MIN_DUALSPEC_LEVEL) || m_specsCount == 0)
        {
            m_specsCount = 1;
            m_activeSpec = 0;
        }
        uint32 talentPointsForLevel = CalculateTalentsPoints();
        // if used more that have then reset
        if(m_usedTalentCount > talentPointsForLevel)
        {
            if (GetSession()->GetSecurity() < SEC_ADMINISTRATOR)
                resetTalents(true);
            else
                SetFreeTalentPoints(0);
        }
        // else update amount of free points
        else
            SetFreeTalentPoints(talentPointsForLevel - m_usedTalentCount);
    }
    if(!GetSession()->PlayerLoading())
        SendTalentsInfoData(false);                         // update at client
}
void Player::InitStatsForLevel(bool reapplyMods)
{
    if (reapplyMods)                                        //reapply stats values only on .reset stats (level) command
        _RemoveAllStatBonuses();
    PlayerClassLevelInfo classInfo;
    objmgr.GetPlayerClassLevelInfo(getClass(),getLevel(),&classInfo);
    PlayerLevelInfo info;
    objmgr.GetPlayerLevelInfo(getRace(),getClass(),getLevel(),&info);
    SetUInt32Value(PLAYER_FIELD_MAX_LEVEL, sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL) );
    SetUInt32Value(PLAYER_NEXT_LEVEL_XP, objmgr.GetXPForLevel(getLevel()));
    UpdateSkillsForLevel ();
    // set default cast time multiplier
    SetFloatValue(UNIT_MOD_CAST_SPEED, 1.0f);
    // reset size before reapply auras
    SetFloatValue(OBJECT_FIELD_SCALE_X,1.0f);
    // save base values (bonuses already included in stored stats
    for (uint8 i = STAT_STRENGTH; i < MAX_STATS; ++i)
        SetCreateStat(Stats(i), info.stats[i]);
    for (uint8 i = STAT_STRENGTH; i < MAX_STATS; ++i)
        SetStat(Stats(i), info.stats[i]);
    SetCreateHealth(classInfo.basehealth);
    //set create powers
    SetCreateMana(classInfo.basemana);
    SetArmor(int32(m_createStats[STAT_AGILITY]*2));
    InitStatBuffMods();
    //reset rating fields values
    for (uint16 index = PLAYER_FIELD_COMBAT_RATING_1; index < PLAYER_FIELD_COMBAT_RATING_1 + MAX_COMBAT_RATING; ++index)
        SetUInt32Value(index, 0);
    SetUInt32Value(PLAYER_FIELD_MOD_HEALING_DONE_POS,0);
    for (uint8 i = 0; i < 7; ++i)
    {
        SetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_NEG+i, 0);
        SetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS+i, 0);
        SetFloatValue(PLAYER_FIELD_MOD_DAMAGE_DONE_PCT+i, 1.00f);
    }
    //reset attack power, damage and attack speed fields
    SetFloatValue(UNIT_FIELD_BASEATTACKTIME, 2000.0f);
    SetFloatValue(UNIT_FIELD_BASEATTACKTIME + 1, 2000.0f); // offhand attack time
    SetFloatValue(UNIT_FIELD_RANGEDATTACKTIME, 2000.0f);
    SetFloatValue(UNIT_FIELD_MINDAMAGE, 0.0f);
    SetFloatValue(UNIT_FIELD_MAXDAMAGE, 0.0f);
    SetFloatValue(UNIT_FIELD_MINOFFHANDDAMAGE, 0.0f);
    SetFloatValue(UNIT_FIELD_MAXOFFHANDDAMAGE, 0.0f);
    SetFloatValue(UNIT_FIELD_MINRANGEDDAMAGE, 0.0f);
    SetFloatValue(UNIT_FIELD_MAXRANGEDDAMAGE, 0.0f);
    SetInt32Value(UNIT_FIELD_ATTACK_POWER,            0);
    SetInt32Value(UNIT_FIELD_ATTACK_POWER_MODS,       0);
    SetFloatValue(UNIT_FIELD_ATTACK_POWER_MULTIPLIER,0.0f);
    SetInt32Value(UNIT_FIELD_RANGED_ATTACK_POWER,     0);
    SetInt32Value(UNIT_FIELD_RANGED_ATTACK_POWER_MODS,0);
    SetFloatValue(UNIT_FIELD_RANGED_ATTACK_POWER_MULTIPLIER,0.0f);
    // Base crit values (will be recalculated in UpdateAllStats() at loading and in _ApplyAllStatBonuses() at reset
    SetFloatValue(PLAYER_CRIT_PERCENTAGE,0.0f);
    SetFloatValue(PLAYER_OFFHAND_CRIT_PERCENTAGE,0.0f);
    SetFloatValue(PLAYER_RANGED_CRIT_PERCENTAGE,0.0f);
    // Init spell schools (will be recalculated in UpdateAllStats() at loading and in _ApplyAllStatBonuses() at reset
    for (uint8 i = 0; i < 7; ++i)
        SetFloatValue(PLAYER_SPELL_CRIT_PERCENTAGE1+i, 0.0f);
    SetFloatValue(PLAYER_PARRY_PERCENTAGE, 0.0f);
    SetFloatValue(PLAYER_BLOCK_PERCENTAGE, 0.0f);
    SetUInt32Value(PLAYER_SHIELD_BLOCK, 0);
    // Dodge percentage
    SetFloatValue(PLAYER_DODGE_PERCENTAGE, 0.0f);
    // set armor (resistance 0) to original value (create_agility*2)
    SetArmor(int32(m_createStats[STAT_AGILITY]*2));
    SetResistanceBuffMods(SpellSchools(0), true, 0.0f);
    SetResistanceBuffMods(SpellSchools(0), false, 0.0f);
    // set other resistance to original value (0)
    for (uint8 i = 1; i < MAX_SPELL_SCHOOL; ++i)
    {
        SetResistance(SpellSchools(i), 0);
        SetResistanceBuffMods(SpellSchools(i), true, 0.0f);
        SetResistanceBuffMods(SpellSchools(i), false, 0.0f);
    }
    SetUInt32Value(PLAYER_FIELD_MOD_TARGET_RESISTANCE,0);
    SetUInt32Value(PLAYER_FIELD_MOD_TARGET_PHYSICAL_RESISTANCE,0);
    for (uint8 i = 0; i < MAX_SPELL_SCHOOL; ++i)
    {
        SetUInt32Value(UNIT_FIELD_POWER_COST_MODIFIER+i,0);
        SetFloatValue(UNIT_FIELD_POWER_COST_MULTIPLIER+i,0.0f);
    }
    // Reset no reagent cost field
    for (uint8 i = 0; i < 3; ++i)
        SetUInt32Value(PLAYER_NO_REAGENT_COST_1 + i, 0);
    // Init data for form but skip reapply item mods for form
    InitDataForForm(reapplyMods);
    // save new stats
    for (uint8 i = POWER_MANA; i < MAX_POWERS; ++i)
        SetMaxPower(Powers(i),  uint32(GetCreatePowers(Powers(i))));
    SetMaxHealth(classInfo.basehealth);                     // stamina bonus will applied later
    // cleanup mounted state (it will set correctly at aura loading if player saved at mount.
    SetUInt32Value(UNIT_FIELD_MOUNTDISPLAYID, 0);
    // cleanup unit flags (will be re-applied if need at aura load).
    RemoveFlag( UNIT_FIELD_FLAGS,
        UNIT_FLAG_NON_ATTACKABLE | UNIT_FLAG_DISABLE_MOVE | UNIT_FLAG_NOT_ATTACKABLE_1 |
        UNIT_FLAG_PET_IN_COMBAT  | UNIT_FLAG_SILENCED     | UNIT_FLAG_PACIFIED         |
        UNIT_FLAG_STUNNED        | UNIT_FLAG_IN_COMBAT    | UNIT_FLAG_DISARMED         |
        UNIT_FLAG_CONFUSED       | UNIT_FLAG_FLEEING      | UNIT_FLAG_NOT_SELECTABLE   |
        UNIT_FLAG_SKINNABLE      | UNIT_FLAG_MOUNT        | UNIT_FLAG_TAXI_FLIGHT      );
    SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PVP_ATTACKABLE );   // must be set
    SetFlag(UNIT_FIELD_FLAGS_2,UNIT_FLAG2_REGENERATE_POWER);// must be set
    // cleanup player flags (will be re-applied if need at aura load), to avoid have ghost flag without ghost aura, for example.
    RemoveFlag(PLAYER_FLAGS, PLAYER_FLAGS_AFK | PLAYER_FLAGS_DND | PLAYER_FLAGS_GM | PLAYER_FLAGS_GHOST | PLAYER_ALLOW_ONLY_ABILITY);
    RemoveStandFlags(UNIT_STAND_FLAGS_ALL);                 // one form stealth modified bytes
    RemoveByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP | UNIT_BYTE2_FLAG_SANCTUARY);
    // restore if need some important flags
    SetUInt32Value(PLAYER_FIELD_BYTES2, 0);                 // flags empty by default
    if (reapplyMods)                                        // reapply stats values only on .reset stats (level) command
        _ApplyAllStatBonuses();
    // set current level health and mana/energy to maximum after applying all mods.
    SetHealth(GetMaxHealth());
    SetPower(POWER_MANA, GetMaxPower(POWER_MANA));
    SetPower(POWER_ENERGY, GetMaxPower(POWER_ENERGY));
    if(GetPower(POWER_RAGE) > GetMaxPower(POWER_RAGE))
        SetPower(POWER_RAGE, GetMaxPower(POWER_RAGE));
    SetPower(POWER_FOCUS, 0);
    SetPower(POWER_HAPPINESS, 0);
    SetPower(POWER_RUNIC_POWER, 0);
    // update level to hunter/summon pet
    if (Pet* pet = GetPet())
        pet->SynchronizeLevelWithOwner();
}
void Player::SendInitialSpells()
{
    time_t curTime = time(NULL);
    time_t infTime = curTime + infinityCooldownDelayCheck;
    uint16 spellCount = 0;
    WorldPacket data(SMSG_INITIAL_SPELLS, (1+2+4*m_spells.size()+2+m_spellCooldowns.size()*(2+2+2+4+4)));
    data << uint8(0);
    size_t countPos = data.wpos();
    data << uint16(spellCount);                             // spell count placeholder
    for (PlayerSpellMap::const_iterator itr = m_spells.begin(); itr != m_spells.end(); ++itr)
    {
        if(itr->second->state == PLAYERSPELL_REMOVED)
            continue;
        if(!itr->second->active || itr->second->disabled)
            continue;
        data << uint32(itr->first);
        data << uint16(0);                                  // it's not slot id
        spellCount +=1;
    }
    data.put(countPos,spellCount);                  // write real count value
    uint16 spellCooldowns = m_spellCooldowns.size();
    data << uint16(spellCooldowns);
    for (SpellCooldowns::const_iterator itr=m_spellCooldowns.begin(); itr!=m_spellCooldowns.end(); ++itr)
    {
        SpellEntry const *sEntry = sSpellStore.LookupEntry(itr->first);
        if(!sEntry)
            continue;
        data << uint32(itr->first);
        data << uint16(itr->second.itemid);                 // cast item id
        data << uint16(sEntry->Category);                   // spell category
        // send infinity cooldown in special format
        if(itr->second.end >= infTime)
        {
            data << uint32(1);                              // cooldown
            data << uint32(0x80000000);                     // category cooldown
            continue;
        }
        time_t cooldown = itr->second.end > curTime ? (itr->second.end-curTime)*IN_MILISECONDS : 0;
        if(sEntry->Category)                                // may be wrong, but anyway better than nothing...
        {
            data << uint32(0);                              // cooldown
            data << uint32(cooldown);                       // category cooldown
        }
        else
        {
            data << uint32(cooldown);                       // cooldown
            data << uint32(0);                              // category cooldown
        }
    }
    GetSession()->SendPacket(&data);
    sLog.outDetail( "CHARACTER: Sent Initial Spells" );
}
void Player::RemoveMail(uint32 id)
{
    for (PlayerMails::iterator itr = m_mail.begin(); itr != m_mail.end(); ++itr)
    {
        if ((*itr)->messageID == id)
        {
            //do not delete item, because Player::removeMail() is called when returning mail to sender.
            m_mail.erase(itr);
            return;
        }
    }
}
void Player::SendMailResult(uint32 mailId, MailResponseType mailAction, MailResponseResult mailError, uint32 equipError, uint32 item_guid, uint32 item_count)
{
    WorldPacket data(SMSG_SEND_MAIL_RESULT, (4+4+4+(mailError == MAIL_ERR_EQUIP_ERROR?4:(mailAction == MAIL_ITEM_TAKEN?4+4:0))));
    data << (uint32) mailId;
    data << (uint32) mailAction;
    data << (uint32) mailError;
    if ( mailError == MAIL_ERR_EQUIP_ERROR )
        data << (uint32) equipError;
    else if( mailAction == MAIL_ITEM_TAKEN )
    {
        data << (uint32) item_guid;                         // item guid low?
        data << (uint32) item_count;                        // item count?
    }
    GetSession()->SendPacket(&data);
}
void Player::SendNewMail()
{
    // deliver undelivered mail
    WorldPacket data(SMSG_RECEIVED_MAIL, 4);
    data << (uint32) 0;
    GetSession()->SendPacket(&data);
}
void Player::UpdateNextMailTimeAndUnreads()
{
    // calculate next delivery time (min. from non-delivered mails
    // and recalculate unReadMail
    time_t cTime = time(NULL);
    m_nextMailDelivereTime = 0;
    unReadMails = 0;
    for (PlayerMails::iterator itr = m_mail.begin(); itr != m_mail.end(); ++itr)
    {
        if((*itr)->deliver_time > cTime)
        {
            if(!m_nextMailDelivereTime || m_nextMailDelivereTime > (*itr)->deliver_time)
                m_nextMailDelivereTime = (*itr)->deliver_time;
        }
        else if(((*itr)->checked & MAIL_CHECK_MASK_READ) == 0)
            ++unReadMails;
    }
}
void Player::AddNewMailDeliverTime(time_t deliver_time)
{
    if(deliver_time <= time(NULL))                          // ready now
    {
        ++unReadMails;
        SendNewMail();
    }
    else                                                    // not ready and no have ready mails
    {
        if(!m_nextMailDelivereTime || m_nextMailDelivereTime > deliver_time)
            m_nextMailDelivereTime =  deliver_time;
    }
}
bool Player::AddTalent(uint32 spell_id, uint8 spec, bool learning)
{
    SpellEntry const *spellInfo = sSpellStore.LookupEntry(spell_id);
    if (!spellInfo)
    {
        // do character spell book cleanup (all characters)
        if(!IsInWorld() && !learning)                       // spell load case
        {
            sLog.outError("Player::addSpell: Non-existed in SpellStore spell #%u request, deleting for all characters in `character_spell`.",spell_id);
            CharacterDatabase.PExecute("DELETE FROM character_talent WHERE spell = '%u'",spell_id);
        }
        else
            sLog.outError("Player::addSpell: Non-existed in SpellStore spell #%u request.",spell_id);
        return false;
    }
    if (!SpellMgr::IsSpellValid(spellInfo,this,false))
    {
        // do character spell book cleanup (all characters)
        if(!IsInWorld() && !learning)                       // spell load case
        {
            sLog.outError("Player::addTalent: Broken spell #%u learning not allowed, deleting for all characters in `character_talent`.",spell_id);
            CharacterDatabase.PExecute("DELETE FROM character_talent WHERE spell = '%u'",spell_id);
        }
        else
            sLog.outError("Player::addTalent: Broken spell #%u learning not allowed.",spell_id);
        return false;
    }
    PlayerTalentMap::iterator itr = m_talents[spec]->find(spell_id);
    if (itr != m_talents[spec]->end())
        itr->second->state = PLAYERSPELL_UNCHANGED;
    else if (TalentSpellPos const *talentPos = GetTalentSpellPos(spell_id))
    {
        if (TalentEntry const *talentInfo = sTalentStore.LookupEntry( talentPos->talent_id ))
        {
            for (uint8 rank = 0; rank < MAX_TALENT_RANK; ++rank)
            {
                // skip learning spell and no rank spell case
                uint32 rankSpellId = talentInfo->RankID[rank];
                if (!rankSpellId || rankSpellId == spell_id)
                    continue;
                PlayerTalentMap::iterator itr = m_talents[spec]->find(rankSpellId);
                if (itr != m_talents[spec]->end())
                    itr->second->state = PLAYERSPELL_REMOVED;
            }
        }
        PlayerSpellState state = learning ? PLAYERSPELL_NEW : PLAYERSPELL_UNCHANGED;
        PlayerTalent *newtalent = new PlayerTalent();
        newtalent->state = state;
        newtalent->spec = spec;
        (*m_talents[spec])[spell_id] = newtalent;
        return true;
    }
    return false;
}
bool Player::addSpell(uint32 spell_id, bool active, bool learning, bool dependent, bool disabled)
{
    SpellEntry const *spellInfo = sSpellStore.LookupEntry(spell_id);
    if (!spellInfo)
    {
        // do character spell book cleanup (all characters)
        if (!IsInWorld() && !learning)                      // spell load case
        {
            sLog.outError("Player::addSpell: Non-existed in SpellStore spell #%u request, deleting for all characters in `character_spell`.",spell_id);
            CharacterDatabase.PExecute("DELETE FROM character_spell WHERE spell = '%u'",spell_id);
        }
        else
            sLog.outError("Player::addSpell: Non-existed in SpellStore spell #%u request.",spell_id);
        return false;
    }
    if (!SpellMgr::IsSpellValid(spellInfo,this,false))
    {
        // do character spell book cleanup (all characters)
        if(!IsInWorld() && !learning)                       // spell load case
        {
            sLog.outError("Player::addSpell: Broken spell #%u learning not allowed, deleting for all characters in `character_spell`.",spell_id);
            CharacterDatabase.PExecute("DELETE FROM character_spell WHERE spell = '%u'",spell_id);
        }
        else
            sLog.outError("Player::addSpell: Broken spell #%u learning not allowed.",spell_id);
        return false;
    }
    PlayerSpellState state = learning ? PLAYERSPELL_NEW : PLAYERSPELL_UNCHANGED;
    bool dependent_set = false;
    bool disabled_case = false;
    bool superceded_old = false;
    PlayerSpellMap::iterator itr = m_spells.find(spell_id);
    // Remove temporary spell if found to prevent conflicts
    if (itr != m_spells.end() && itr->second->state == PLAYERSPELL_TEMPORARY)
        RemoveTemporarySpell(spell_id);
    else if (itr != m_spells.end())
    {
        uint32 next_active_spell_id = 0;
        // fix activate state for non-stackable low rank (and find next spell for !active case)
        if (!SpellMgr::canStackSpellRanks(spellInfo) && spellmgr.GetSpellRank(spellInfo->Id) != 0)
        {
            if (uint32 next = spellmgr.GetNextSpellInChain(spell_id))
            {
                if (HasSpell(next))
                {
                    // high rank already known so this must !active
                    active = false;
                    next_active_spell_id = next;
                }
            }
        }
        // not do anything if already known in expected state
        if (itr->second->state != PLAYERSPELL_REMOVED && itr->second->active == active &&
            itr->second->dependent == dependent && itr->second->disabled == disabled)
        {
            if (!IsInWorld() && !learning)                  // explicitly load from DB and then exist in it already and set correctly
                itr->second->state = PLAYERSPELL_UNCHANGED;
            return false;
        }
        // dependent spell known as not dependent, overwrite state
        if (itr->second->state != PLAYERSPELL_REMOVED && !itr->second->dependent && dependent)
        {
            itr->second->dependent = dependent;
            if (itr->second->state != PLAYERSPELL_NEW)
                itr->second->state = PLAYERSPELL_CHANGED;
            dependent_set = true;
        }
        // update active state for known spell
        if (itr->second->active != active && itr->second->state != PLAYERSPELL_REMOVED && !itr->second->disabled)
        {
            itr->second->active = active;
            if (!IsInWorld() && !learning && !dependent_set) // explicitly load from DB and then exist in it already and set correctly
                itr->second->state = PLAYERSPELL_UNCHANGED;
            else if (itr->second->state != PLAYERSPELL_NEW)
                itr->second->state = PLAYERSPELL_CHANGED;
            if (active)
            {
                if (IsPassiveSpell(spell_id) && IsNeedCastPassiveSpellAtLearn(spellInfo))
                    CastSpell(this, spell_id, true);
            }
            else if (IsInWorld())
            {
                if(next_active_spell_id)
                {
                    // update spell ranks in spellbook and action bar
                    WorldPacket data(SMSG_SUPERCEDED_SPELL, 4 + 4);
                    data << uint32(spell_id);
                    data << uint32(next_active_spell_id);
                    GetSession()->SendPacket(&data);
                }
                else
                {
                    WorldPacket data(SMSG_REMOVED_SPELL, 4);
                    data << uint32(spell_id);
                    GetSession()->SendPacket(&data);
                }
            }
            return active;                                  // learn (show in spell book if active now)
        }
        if (itr->second->disabled != disabled && itr->second->state != PLAYERSPELL_REMOVED)
        {
            if (itr->second->state != PLAYERSPELL_NEW)
                itr->second->state = PLAYERSPELL_CHANGED;
            itr->second->disabled = disabled;
            if (disabled)
                return false;
            disabled_case = true;
        }
        else switch (itr->second->state)
        {
            case PLAYERSPELL_UNCHANGED:                     // known saved spell
                return false;
            case PLAYERSPELL_REMOVED:                       // re-learning removed not saved spell
            {
                delete itr->second;
                m_spells.erase(itr);
                state = PLAYERSPELL_CHANGED;
                break;                                      // need re-add
            }
            default:                                        // known not saved yet spell (new or modified)
            {
                // can be in case spell loading but learned at some previous spell loading
                if (!IsInWorld() && !learning && !dependent_set)
                    itr->second->state = PLAYERSPELL_UNCHANGED;
                return false;
            }
        }
    }
    // skip new spell adding if spell already known (disabled spells case)
    if (!disabled_case)
    {
        // talent: unlearn all other talent ranks (high and low)
        if (TalentSpellPos const *talentPos = GetTalentSpellPos(spell_id))
        {
            if (TalentEntry const *talentInfo = sTalentStore.LookupEntry( talentPos->talent_id ))
            {
                for (uint8 rank = 0; rank < MAX_TALENT_RANK; ++rank)
                {
                    // skip learning spell and no rank spell case
                    uint32 rankSpellId = talentInfo->RankID[rank];
                    if (!rankSpellId || rankSpellId == spell_id)
                        continue;
                    removeSpell(rankSpellId,false,false);
                }
            }
        }
        // non talent spell: learn low ranks (recursive call)
        else if (uint32 prev_spell = spellmgr.GetPrevSpellInChain(spell_id))
        {
            if (!IsInWorld() || disabled)                   // at spells loading, no output, but allow save
                addSpell(prev_spell,active,true,true,disabled);
            else                                            // at normal learning
                learnSpell(prev_spell,true);
        }
        PlayerSpell *newspell = new PlayerSpell;
        newspell->state     = state;
        newspell->active    = active;
        newspell->dependent = dependent;
        newspell->disabled  = disabled;
        // replace spells in action bars and spellbook to bigger rank if only one spell rank must be accessible
        if (newspell->active && !newspell->disabled && !SpellMgr::canStackSpellRanks(spellInfo) && spellmgr.GetSpellRank(spellInfo->Id) != 0)
        {
            for (PlayerSpellMap::iterator itr2 = m_spells.begin(); itr2 != m_spells.end(); ++itr2 )
            {
                if (itr2->second->state == PLAYERSPELL_REMOVED)
                    continue;
                SpellEntry const *i_spellInfo = sSpellStore.LookupEntry(itr2->first);
                if (!i_spellInfo)
                    continue;
                if (spellmgr.IsRankSpellDueToSpell(spellInfo,itr2->first))
                {
                    if (itr2->second->active)
                    {
                        if (spellmgr.IsHighRankOfSpell(spell_id,itr2->first))
                        {
                            if (IsInWorld())                // not send spell (re-/over-)learn packets at loading
                            {
                                WorldPacket data(SMSG_SUPERCEDED_SPELL, 4 + 4);
                                data << uint32(itr2->first);
                                data << uint32(spell_id);
                                GetSession()->SendPacket( &data );
                            }
                            // mark old spell as disable (SMSG_SUPERCEDED_SPELL replace it in client by new)
                            itr2->second->active = false;
                            if(itr2->second->state != PLAYERSPELL_NEW)
                                itr2->second->state = PLAYERSPELL_CHANGED;
                            superceded_old = true;          // new spell replace old in action bars and spell book.
                        }
                        else if (spellmgr.IsHighRankOfSpell(itr2->first, spell_id))
                        {
                            if (IsInWorld())                // not send spell (re-/over-)learn packets at loading
                            {
                                WorldPacket data(SMSG_SUPERCEDED_SPELL, 4 + 4);
                                data << uint32(spell_id);
                                data << uint32(itr2->first);
                                GetSession()->SendPacket(&data);
                            }
                            // mark new spell as disable (not learned yet for client and will not learned)
                            newspell->active = false;
                            if (newspell->state != PLAYERSPELL_NEW)
                                newspell->state = PLAYERSPELL_CHANGED;
                        }
                    }
                }
            }
        }
        m_spells[spell_id] = newspell;
        // return false if spell disabled
        if (newspell->disabled)
            return false;
    }
    uint32 talentCost = GetTalentSpellCost(spell_id);
    // cast talents with SPELL_EFFECT_LEARN_SPELL (other dependent spells will learned later as not auto-learned)
    // note: all spells with SPELL_EFFECT_LEARN_SPELL isn't passive
    if (talentCost > 0 && IsSpellHaveEffect(spellInfo,SPELL_EFFECT_LEARN_SPELL))
    {
        // ignore stance requirement for talent learn spell (stance set for spell only for client spell description show)
        CastSpell(this, spell_id, true);
    }
    // also cast passive spells (including all talents without SPELL_EFFECT_LEARN_SPELL) with additional checks
    else if (IsPassiveSpell(spell_id))
    {
        if (IsNeedCastPassiveSpellAtLearn(spellInfo))
            CastSpell(this, spell_id, true);
    }
    else if (IsSpellHaveEffect(spellInfo,SPELL_EFFECT_SKILL_STEP))
    {
        CastSpell(this, spell_id, true);
        return false;
    }
    // update used talent points count
    m_usedTalentCount += talentCost;
    // update free primary prof.points (if any, can be none in case GM .learn prof. learning)
    if (uint32 freeProfs = GetFreePrimaryProfessionPoints())
    {
        if (spellmgr.IsPrimaryProfessionFirstRankSpell(spell_id))
            SetFreePrimaryProfessions(freeProfs-1);
    }
    // add dependent skills
    uint16 maxskill     = GetMaxSkillValueForLevel();
    SpellLearnSkillNode const* spellLearnSkill = spellmgr.GetSpellLearnSkill(spell_id);
    SkillLineAbilityMapBounds skill_bounds = spellmgr.GetSkillLineAbilityMapBounds(spell_id);
    if (spellLearnSkill)
    {
        uint32 skill_value = GetPureSkillValue(spellLearnSkill->skill);
        uint32 skill_max_value = GetPureMaxSkillValue(spellLearnSkill->skill);
        if (skill_value < spellLearnSkill->value)
            skill_value = spellLearnSkill->value;
        uint32 new_skill_max_value = spellLearnSkill->maxvalue == 0 ? maxskill : spellLearnSkill->maxvalue;
        if (skill_max_value < new_skill_max_value)
            skill_max_value =  new_skill_max_value;
        SetSkill(spellLearnSkill->skill, skill_value, skill_max_value);
    }
    else
    {
        // not ranked skills
        for (SkillLineAbilityMap::const_iterator _spell_idx = skill_bounds.first; _spell_idx != skill_bounds.second; ++_spell_idx)
        {
            SkillLineEntry const *pSkill = sSkillLineStore.LookupEntry(_spell_idx->second->skillId);
            if (!pSkill)
                continue;
            if (HasSkill(pSkill->id))
                continue;
            if (_spell_idx->second->learnOnGetSkill == ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL ||
                // lockpicking/runeforging special case, not have ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL
                ((pSkill->id==SKILL_LOCKPICKING || pSkill->id==SKILL_RUNEFORGING) && _spell_idx->second->max_value==0))
            {
                switch (GetSkillRangeType(pSkill,_spell_idx->second->racemask!=0))
                {
                    case SKILL_RANGE_LANGUAGE:
                        SetSkill(pSkill->id, 300, 300);
                        break;
                    case SKILL_RANGE_LEVEL:
                        SetSkill(pSkill->id, 1, GetMaxSkillValueForLevel());
                        break;
                    case SKILL_RANGE_MONO:
                        SetSkill(pSkill->id, 1, 1);
                        break;
                    default:
                        break;
                }
            }
        }
    }
    // learn dependent spells
    SpellLearnSpellMapBounds spell_bounds = spellmgr.GetSpellLearnSpellMapBounds(spell_id);
    for (SpellLearnSpellMap::const_iterator itr2 = spell_bounds.first; itr2 != spell_bounds.second; ++itr2)
    {
        if (!itr2->second.autoLearned)
        {
            if (!IsInWorld() || !itr2->second.active)       // at spells loading, no output, but allow save
                addSpell(itr2->second.spell, itr2->second.active, true, true, false);
            else                                            // at normal learning
                learnSpell(itr2->second.spell, true);
        }
    }
    if (!GetSession()->PlayerLoading())
    {
        // not ranked skills
        for (SkillLineAbilityMap::const_iterator _spell_idx = skill_bounds.first; _spell_idx != skill_bounds.second; ++_spell_idx)
        {
            GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILL_LINE,_spell_idx->second->skillId);
            GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILLLINE_SPELLS,_spell_idx->second->skillId);
        }
        GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SPELL,spell_id);
    }
    // return true (for send learn packet) only if spell active (in case ranked spells) and not replace old spell
    return active && !disabled && !superceded_old;
}
void Player::AddTemporarySpell(uint32 spellId)
{
    PlayerSpellMap::iterator itr = m_spells.find(spellId);
    // spell already added - do not do anything
    if (itr != m_spells.end())
        return;
    PlayerSpell *newspell = new PlayerSpell;
    newspell->state     = PLAYERSPELL_TEMPORARY;
    newspell->active    = true;
    newspell->dependent = false;
    newspell->disabled  = false;
    m_spells[spellId]   = newspell;
}
void Player::RemoveTemporarySpell(uint32 spellId)
{
    PlayerSpellMap::iterator itr = m_spells.find(spellId);
    // spell already not in list - do not do anything
    if (itr == m_spells.end())
        return;
    // spell has other state than temporary - do not change it
    if (itr->second->state != PLAYERSPELL_TEMPORARY)
        return;
    delete itr->second;
    m_spells.erase(itr);
}
bool Player::IsNeedCastPassiveSpellAtLearn(SpellEntry const* spellInfo) const
{
    // note: form passives activated with shapeshift spells be implemented by HandleShapeshiftBoosts instead of spell_learn_spell
    // talent dependent passives activated at form apply have proper stance data
    bool need_cast = (!spellInfo->Stances || (m_form != 0 && (spellInfo->Stances & (1<<(m_form-1)))));
    //Check CasterAuraStates
    return need_cast && (!spellInfo->CasterAuraState || HasAuraState(AuraState(spellInfo->CasterAuraState)));
}
void Player::learnSpell(uint32 spell_id, bool dependent)
{
    PlayerSpellMap::iterator itr = m_spells.find(spell_id);
    bool disabled = (itr != m_spells.end()) ? itr->second->disabled : false;
    bool active = disabled ? itr->second->active : true;
    bool learning = addSpell(spell_id,active,true,dependent,false);
    // learn all disabled higher ranks (recursive)
    if (disabled)
    {
        SpellChainNode const* node = spellmgr.GetSpellChainNode(spell_id);
        if (node)
        {
            PlayerSpellMap::iterator iter = m_spells.find(node->next);
            if (iter != m_spells.end() && iter->second->disabled)
                learnSpell(node->next,false);
        }
    }
    // prevent duplicated entires in spell book, also not send if not in world (loading)
    if (!learning || !IsInWorld())
        return;
    WorldPacket data(SMSG_LEARNED_SPELL, 4);
    data << uint32(spell_id);
    GetSession()->SendPacket(&data);
}
void Player::removeSpell(uint32 spell_id, bool disabled, bool learn_low_rank)
{
    PlayerSpellMap::iterator itr = m_spells.find(spell_id);
    if (itr == m_spells.end())
        return;
    if (itr->second->state == PLAYERSPELL_REMOVED || (disabled && itr->second->disabled) || itr->second->state == PLAYERSPELL_TEMPORARY)
        return;
    // unlearn non talent higher ranks (recursive)
    if (SpellChainNode const* node = spellmgr.GetSpellChainNode(spell_id))
    {
        if (HasSpell(node->next) && !GetTalentSpellPos(node->next))
            removeSpell(node->next,disabled);
    }
    //unlearn spells dependent from recently removed spells
    SpellsRequiringSpellMap const &reqMap = spellmgr.GetSpellsRequiringSpell();
    SpellsRequiringSpellMap::const_iterator itr2 = reqMap.find(spell_id);
    for (uint32 i = reqMap.count(spell_id); i > 0; --i, ++itr2)
        removeSpell(itr2->second, disabled, false);
    // re-search, it can be corrupted in prev loop
    itr = m_spells.find(spell_id);
    if (itr == m_spells.end())
        return;                                             // already unleared
    bool cur_active    = itr->second->active;
    bool cur_dependent = itr->second->dependent;
    if (disabled)
    {
        itr->second->disabled = disabled;
        if (itr->second->state != PLAYERSPELL_NEW)
            itr->second->state = PLAYERSPELL_CHANGED;
    }
    else
    {
        if (itr->second->state == PLAYERSPELL_NEW)
        {
            delete itr->second;
            m_spells.erase(itr);
        }
        else
            itr->second->state = PLAYERSPELL_REMOVED;
    }
    RemoveAurasDueToSpell(spell_id);
    // remove pet auras
    for (uint8 i = 0; i < MAX_SPELL_EFFECTS; ++i)
        if (PetAura const *petSpell = spellmgr.GetPetAura(spell_id, i))
            RemovePetAura(petSpell);
    // free talent points
    uint32 talentCosts = GetTalentSpellCost(spell_id);
    if (talentCosts > 0)
    {
        if (talentCosts < m_usedTalentCount)
            m_usedTalentCount -= talentCosts;
        else
            m_usedTalentCount = 0;
    }
    // update free primary prof.points (if not overflow setting, can be in case GM use before .learn prof. learning)
    if (spellmgr.IsPrimaryProfessionFirstRankSpell(spell_id))
    {
        uint32 freeProfs = GetFreePrimaryProfessionPoints()+1;
        if (freeProfs <= sWorld.getConfig(CONFIG_MAX_PRIMARY_TRADE_SKILL))
            SetFreePrimaryProfessions(freeProfs);
    }
    // remove dependent skill
    SpellLearnSkillNode const *spellLearnSkill = spellmgr.GetSpellLearnSkill(spell_id);
    if (spellLearnSkill)
    {
        uint32 prev_spell = spellmgr.GetPrevSpellInChain(spell_id);
        if (!prev_spell)                                    // first rank, remove skill
            SetSkill(spellLearnSkill->skill,0,0);
        else
        {
            // search prev. skill setting by spell ranks chain
            SpellLearnSkillNode const *prevSkill = spellmgr.GetSpellLearnSkill(prev_spell);
            while (!prevSkill && prev_spell)
            {
                prev_spell = spellmgr.GetPrevSpellInChain(prev_spell);
                prevSkill = spellmgr.GetSpellLearnSkill(spellmgr.GetFirstSpellInChain(prev_spell));
            }
            if (!prevSkill)                                 // not found prev skill setting, remove skill
                SetSkill(spellLearnSkill->skill,0,0);
            else                                            // set to prev. skill setting values
            {
                uint32 skill_value = GetPureSkillValue(prevSkill->skill);
                uint32 skill_max_value = GetPureMaxSkillValue(prevSkill->skill);
                if (skill_value > prevSkill->value)
                    skill_value = prevSkill->value;
                uint32 new_skill_max_value = prevSkill->maxvalue == 0 ? GetMaxSkillValueForLevel() : prevSkill->maxvalue;
                if (skill_max_value > new_skill_max_value)
                    skill_max_value = new_skill_max_value;
                SetSkill(prevSkill->skill,skill_value,skill_max_value);
            }
        }
    }
    else
    {
        // not ranked skills
        SkillLineAbilityMapBounds bounds = spellmgr.GetSkillLineAbilityMapBounds(spell_id);
        for (SkillLineAbilityMap::const_iterator _spell_idx = bounds.first; _spell_idx != bounds.second; ++_spell_idx)
        {
            SkillLineEntry const *pSkill = sSkillLineStore.LookupEntry(_spell_idx->second->skillId);
            if (!pSkill)
                continue;
            if(_spell_idx->second->learnOnGetSkill == ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL &&
                pSkill->categoryId != SKILL_CATEGORY_CLASS ||// not unlearn class skills (spellbook/talent pages)
                // lockpicking/runeforging special case, not have ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL
                ((pSkill->id == SKILL_LOCKPICKING || pSkill->id == SKILL_RUNEFORGING) && _spell_idx->second->max_value == 0))
            {
                // not reset skills for professions and racial abilities
                if ((pSkill->categoryId == SKILL_CATEGORY_SECONDARY || pSkill->categoryId == SKILL_CATEGORY_PROFESSION) &&
                    (IsProfessionSkill(pSkill->id) || _spell_idx->second->racemask!=0))
                    continue;
                SetSkill(pSkill->id, 0, 0);
            }
        }
    }
    // remove dependent spells
    SpellLearnSpellMapBounds spell_bounds = spellmgr.GetSpellLearnSpellMapBounds(spell_id);
    for (SpellLearnSpellMap::const_iterator itr2 = spell_bounds.first; itr2 != spell_bounds.second; ++itr2)
        removeSpell(itr2->second.spell, disabled);
    // activate lesser rank in spellbook/action bar, and cast it if need
    bool prev_activate = false;
    if (uint32 prev_id = spellmgr.GetPrevSpellInChain (spell_id))
    {
        SpellEntry const *spellInfo = sSpellStore.LookupEntry(spell_id);
        // if talent then lesser rank also talent and need learn
        if (talentCosts)
        {
            // I cannot see why mangos has these lines.
            //if (learn_low_rank)
            //    learnSpell(prev_id,false);
        }
        // if ranked non-stackable spell: need activate lesser rank and update dendence state
        else if (cur_active && !SpellMgr::canStackSpellRanks(spellInfo) && spellmgr.GetSpellRank(spellInfo->Id) != 0)
        {
            // need manually update dependence state (learn spell ignore like attempts)
            PlayerSpellMap::iterator prev_itr = m_spells.find(prev_id);
            if (prev_itr != m_spells.end())
            {
                if (prev_itr->second->dependent != cur_dependent)
                {
                    prev_itr->second->dependent = cur_dependent;
                    if (prev_itr->second->state != PLAYERSPELL_NEW)
                        prev_itr->second->state = PLAYERSPELL_CHANGED;
                }
                // now re-learn if need re-activate
                if (cur_active && !prev_itr->second->active && learn_low_rank)
                {
                    if (addSpell(prev_id,true,false,prev_itr->second->dependent,prev_itr->second->disabled))
                    {
                        // downgrade spell ranks in spellbook and action bar
                        WorldPacket data(SMSG_SUPERCEDED_SPELL, 4 + 4);
                        data << uint32(spell_id);
                        data << uint32(prev_id);
                        GetSession()->SendPacket(&data);
                        prev_activate = true;
                    }
                }
            }
        }
    }
    if (spell_id == 46917 && m_canTitanGrip)
        SetCanTitanGrip(false);
    if (sWorld.getConfig(CONFIG_OFFHAND_CHECK_AT_SPELL_UNLEARN))
        AutoUnequipOffhandIfNeed();
    // remove from spell book if not replaced by lesser rank
    if (!prev_activate)
    {
        WorldPacket data(SMSG_REMOVED_SPELL, 4);
        data << uint32(spell_id);
        GetSession()->SendPacket(&data);
    }
}
void Player::RemoveSpellCooldown( uint32 spell_id, bool update /* = false */)
{
    m_spellCooldowns.erase(spell_id);
    if (update)
        SendClearCooldown(spell_id, this);
}
// I am not sure which one is more efficient
void Player::RemoveCategoryCooldown(uint32 cat)
{
    SpellCategoryStore::const_iterator i_scstore = sSpellCategoryStore.find(cat);
    if (i_scstore != sSpellCategoryStore.end())
        for (SpellCategorySet::const_iterator i_scset = i_scstore->second.begin(); i_scset != i_scstore->second.end(); ++i_scset)
            RemoveSpellCooldown(*i_scset, true);
}
void Player::RemoveSpellCategoryCooldown(uint32 cat, bool update /* = false */)
{
    SpellCategoryStore::const_iterator ct = sSpellCategoryStore.find(cat);
    if (ct == sSpellCategoryStore.end())
        return;
    const SpellCategorySet& ct_set = ct->second;
    for (SpellCooldowns::const_iterator i = m_spellCooldowns.begin(); i != m_spellCooldowns.end();)
    {
        if (ct_set.find(i->first) != ct_set.end())
            RemoveSpellCooldown((i++)->first, update);
        else
            ++i;
    }
}
void Player::RemoveArenaSpellCooldowns()
{
    // remove cooldowns on spells that has < 15 min CD
    SpellCooldowns::iterator itr, next;
    // iterate spell cooldowns
    for (itr = m_spellCooldowns.begin(); itr != m_spellCooldowns.end(); itr = next)
    {
        next = itr;
        ++next;
        SpellEntry const * entry = sSpellStore.LookupEntry(itr->first);
        // check if spellentry is present and if the cooldown is less than 15 mins
        if( entry &&
            entry->RecoveryTime <= 15 * MINUTE * IN_MILISECONDS &&
            entry->CategoryRecoveryTime <= 15 * MINUTE * IN_MILISECONDS )
        {
            // remove & notify
            RemoveSpellCooldown(itr->first, true);
        }
    }
}
void Player::RemoveAllSpellCooldown()
{
    if (!m_spellCooldowns.empty())
    {
        for (SpellCooldowns::const_iterator itr = m_spellCooldowns.begin(); itr != m_spellCooldowns.end(); ++itr)
            SendClearCooldown(itr->first, this);
        m_spellCooldowns.clear();
    }
}
void Player::_LoadSpellCooldowns(QueryResult *result)
{
    // some cooldowns can be already set at aura loading...
    //QueryResult *result = CharacterDatabase.PQuery("SELECT spell,item,time FROM character_spell_cooldown WHERE guid = '%u'",GetGUIDLow());
    if (result)
    {
        time_t curTime = time(NULL);
        do
        {
            Field *fields = result->Fetch();
            uint32 spell_id = fields[0].GetUInt32();
            uint32 item_id  = fields[1].GetUInt32();
            time_t db_time  = (time_t)fields[2].GetUInt64();
            if(!sSpellStore.LookupEntry(spell_id))
            {
                sLog.outError("Player %u has unknown spell %u in `character_spell_cooldown`, skipping.",GetGUIDLow(),spell_id);
                continue;
            }
            // skip outdated cooldown
            if(db_time <= curTime)
                continue;
            AddSpellCooldown(spell_id, item_id, db_time);
            sLog.outDebug("Player (GUID: %u) spell %u, item %u cooldown loaded (%u secs).", GetGUIDLow(), spell_id, item_id, uint32(db_time-curTime));
        }
        while( result->NextRow() );
        delete result;
    }
}
void Player::_SaveSpellCooldowns()
{
    CharacterDatabase.PExecute("DELETE FROM character_spell_cooldown WHERE guid = '%u'", GetGUIDLow());
    time_t curTime = time(NULL);
    time_t infTime = curTime + infinityCooldownDelayCheck;
    // remove outdated and save active
    for (SpellCooldowns::iterator itr = m_spellCooldowns.begin(); itr != m_spellCooldowns.end();)
    {
        if(itr->second.end <= curTime)
            m_spellCooldowns.erase(itr++);
        else if(itr->second.end <= infTime)                 // not save locked cooldowns, it will be reset or set at reload
        {
            CharacterDatabase.PExecute("INSERT INTO character_spell_cooldown (guid,spell,item,time) VALUES ('%u', '%u', '%u', '" UI64FMTD "')", GetGUIDLow(), itr->first, itr->second.itemid, uint64(itr->second.end));
            ++itr;
        }
        else
            ++itr;
    }
}
uint32 Player::resetTalentsCost() const
{
    // The first time reset costs 1 gold
    if(m_resetTalentsCost < 1*GOLD)
        return 1*GOLD;
    // then 5 gold
    else if(m_resetTalentsCost < 5*GOLD)
        return 5*GOLD;
    // After that it increases in increments of 5 gold
    else if(m_resetTalentsCost < 10*GOLD)
        return 10*GOLD;
    else
    {
        uint32 months = (sWorld.GetGameTime() - m_resetTalentsTime)/MONTH;
        if(months > 0)
        {
            // This cost will be reduced by a rate of 5 gold per month
            int32 new_cost = int32(m_resetTalentsCost) - 5*GOLD*months;
            // to a minimum of 10 gold.
            return (new_cost < 10*GOLD ? 10*GOLD : new_cost);
        }
        else
        {
            // After that it increases in increments of 5 gold
            int32 new_cost = m_resetTalentsCost + 5*GOLD;
            // until it hits a cap of 50 gold.
            if(new_cost > 50*GOLD)
                new_cost = 50*GOLD;
            return new_cost;
        }
    }
}
bool Player::resetTalents(bool no_cost)
{
    // not need after this call
    if (HasAtLoginFlag(AT_LOGIN_RESET_TALENTS))
        RemoveAtLoginFlag(AT_LOGIN_RESET_TALENTS, true);
    uint32 talentPointsForLevel = CalculateTalentsPoints();
    if (m_usedTalentCount == 0)
    {
        SetFreeTalentPoints(talentPointsForLevel);
        return false;
    }
    uint32 cost = 0;
    if (!no_cost && !sWorld.getConfig(CONFIG_NO_RESET_TALENT_COST))
    {
        cost = resetTalentsCost();
        if (GetMoney() < cost)
        {
            SendBuyError(BUY_ERR_NOT_ENOUGHT_MONEY, 0, 0, 0);
            return false;
        }
    }
    for (uint32 i = 0; i < sTalentStore.GetNumRows(); ++i)
    {
        TalentEntry const *talentInfo = sTalentStore.LookupEntry(i);
        if (!talentInfo)
            continue;
        TalentTabEntry const *talentTabInfo = sTalentTabStore.LookupEntry(talentInfo->TalentTab);
        if (!talentTabInfo)
            continue;
        // unlearn only talents for character class
        // some spell learned by one class as normal spells or know at creation but another class learn it as talent,
        // to prevent unexpected lost normal learned spell skip another class talents
        if ((getClassMask() & talentTabInfo->ClassMask) == 0)
            continue;
        for (int8 rank = MAX_TALENT_RANK-1; rank >= 0; --rank)
        {
            // skip non-existant talent ranks
            if (talentInfo->RankID[rank] == 0)
                continue;
            removeSpell(talentInfo->RankID[rank], true);
            if (const SpellEntry *_spellEntry = sSpellStore.LookupEntry(talentInfo->RankID[rank]))
                for (uint8 i = 0; i < MAX_SPELL_EFFECTS; ++i)                  // search through the SpellEntry for valid trigger spells
                    if (_spellEntry->EffectTriggerSpell[i] > 0 && _spellEntry->Effect[i] == SPELL_EFFECT_LEARN_SPELL)
                        removeSpell(_spellEntry->EffectTriggerSpell[i], true); // and remove any spells that the talent teaches
            // if this talent rank can be found in the PlayerTalentMap, mark the talent as removed so it gets deleted
            PlayerTalentMap::iterator plrTalent = m_talents[m_activeSpec]->find(talentInfo->RankID[rank]);
            if (plrTalent != m_talents[m_activeSpec]->end())
                plrTalent->second->state = PLAYERSPELL_REMOVED;
        }
    }
    _SaveSpells();
    SetFreeTalentPoints(talentPointsForLevel);
    if (!no_cost)
    {
        ModifyMoney(-(int32)cost);
        GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GOLD_SPENT_FOR_TALENTS, cost);
        GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_NUMBER_OF_TALENT_RESETS, 1);
        m_resetTalentsCost = cost;
        m_resetTalentsTime = time(NULL);
    }
    //FIXME: remove pet before or after unlearn spells? for now after unlearn to allow removing of talent related, pet affecting auras
    RemovePet(NULL,PET_SAVE_NOT_IN_SLOT, true);
    /* when prev line will dropped use next line
    if(Pet* pet = GetPet())
    {
        if(pet->getPetType()==HUNTER_PET && !pet->GetCreatureInfo()->isTameable(CanTameExoticPets()))
            RemovePet(NULL,PET_SAVE_NOT_IN_SLOT, true);
    }
    */
    return true;
}
Mail* Player::GetMail(uint32 id)
{
    for (PlayerMails::iterator itr = m_mail.begin(); itr != m_mail.end(); ++itr)
        if ((*itr)->messageID == id)
            return (*itr);
    return NULL;
}
void Player::_SetCreateBits(UpdateMask *updateMask, Player *target) const
{
    if (target == this)
        Object::_SetCreateBits(updateMask, target);
    else
    {
        for (uint16 index = 0; index < m_valuesCount; index++)
            if (GetUInt32Value(index) != 0 && updateVisualBits.GetBit(index))
                updateMask->SetBit(index);
    }
}
void Player::_SetUpdateBits(UpdateMask *updateMask, Player *target) const
{
    if (target == this)
        Object::_SetUpdateBits(updateMask, target);
    else
    {
        Object::_SetUpdateBits(updateMask, target);
        *updateMask &= updateVisualBits;
    }
}
void Player::InitVisibleBits()
{
    updateVisualBits.SetCount(PLAYER_END);
    updateVisualBits.SetBit(OBJECT_FIELD_GUID);
    updateVisualBits.SetBit(OBJECT_FIELD_TYPE);
    updateVisualBits.SetBit(OBJECT_FIELD_ENTRY);
    updateVisualBits.SetBit(OBJECT_FIELD_SCALE_X);
    updateVisualBits.SetBit(UNIT_FIELD_CHARM + 0);
    updateVisualBits.SetBit(UNIT_FIELD_CHARM + 1);
    updateVisualBits.SetBit(UNIT_FIELD_SUMMON + 0);
    updateVisualBits.SetBit(UNIT_FIELD_SUMMON + 1);
    updateVisualBits.SetBit(UNIT_FIELD_CHARMEDBY + 0);
    updateVisualBits.SetBit(UNIT_FIELD_CHARMEDBY + 1);
    updateVisualBits.SetBit(UNIT_FIELD_TARGET + 0);
    updateVisualBits.SetBit(UNIT_FIELD_TARGET + 1);
    updateVisualBits.SetBit(UNIT_FIELD_CHANNEL_OBJECT + 0);
    updateVisualBits.SetBit(UNIT_FIELD_CHANNEL_OBJECT + 1);
    updateVisualBits.SetBit(UNIT_FIELD_BYTES_0);
    updateVisualBits.SetBit(UNIT_FIELD_HEALTH);
    updateVisualBits.SetBit(UNIT_FIELD_POWER1);
    updateVisualBits.SetBit(UNIT_FIELD_POWER2);
    updateVisualBits.SetBit(UNIT_FIELD_POWER3);
    updateVisualBits.SetBit(UNIT_FIELD_POWER4);
    updateVisualBits.SetBit(UNIT_FIELD_POWER5);
    updateVisualBits.SetBit(UNIT_FIELD_POWER6);
    updateVisualBits.SetBit(UNIT_FIELD_POWER7);
    updateVisualBits.SetBit(UNIT_FIELD_MAXHEALTH);
    updateVisualBits.SetBit(UNIT_FIELD_MAXPOWER1);
    updateVisualBits.SetBit(UNIT_FIELD_MAXPOWER2);
    updateVisualBits.SetBit(UNIT_FIELD_MAXPOWER3);
    updateVisualBits.SetBit(UNIT_FIELD_MAXPOWER4);
    updateVisualBits.SetBit(UNIT_FIELD_MAXPOWER5);
    updateVisualBits.SetBit(UNIT_FIELD_MAXPOWER6);
    updateVisualBits.SetBit(UNIT_FIELD_MAXPOWER7);
    updateVisualBits.SetBit(UNIT_FIELD_LEVEL);
    updateVisualBits.SetBit(UNIT_FIELD_FACTIONTEMPLATE);
    updateVisualBits.SetBit(UNIT_VIRTUAL_ITEM_SLOT_ID + 0);
    updateVisualBits.SetBit(UNIT_VIRTUAL_ITEM_SLOT_ID + 1);
    updateVisualBits.SetBit(UNIT_VIRTUAL_ITEM_SLOT_ID + 2);
    updateVisualBits.SetBit(UNIT_FIELD_FLAGS);
    updateVisualBits.SetBit(UNIT_FIELD_FLAGS_2);
    updateVisualBits.SetBit(UNIT_FIELD_AURASTATE);
    updateVisualBits.SetBit(UNIT_FIELD_BASEATTACKTIME + 0);
    updateVisualBits.SetBit(UNIT_FIELD_BASEATTACKTIME + 1);
    updateVisualBits.SetBit(UNIT_FIELD_BOUNDINGRADIUS);
    updateVisualBits.SetBit(UNIT_FIELD_COMBATREACH);
    updateVisualBits.SetBit(UNIT_FIELD_DISPLAYID);
    updateVisualBits.SetBit(UNIT_FIELD_NATIVEDISPLAYID);
    updateVisualBits.SetBit(UNIT_FIELD_MOUNTDISPLAYID);
    updateVisualBits.SetBit(UNIT_FIELD_BYTES_1);
    updateVisualBits.SetBit(UNIT_FIELD_PETNUMBER);
    updateVisualBits.SetBit(UNIT_FIELD_PET_NAME_TIMESTAMP);
    updateVisualBits.SetBit(UNIT_DYNAMIC_FLAGS);
    updateVisualBits.SetBit(UNIT_CHANNEL_SPELL);
    updateVisualBits.SetBit(UNIT_MOD_CAST_SPEED);
    updateVisualBits.SetBit(UNIT_FIELD_BASE_MANA);
    updateVisualBits.SetBit(UNIT_FIELD_BYTES_2);
    updateVisualBits.SetBit(UNIT_FIELD_HOVERHEIGHT);
    updateVisualBits.SetBit(PLAYER_DUEL_ARBITER + 0);
    updateVisualBits.SetBit(PLAYER_DUEL_ARBITER + 1);
    updateVisualBits.SetBit(PLAYER_FLAGS);
    updateVisualBits.SetBit(PLAYER_GUILDID);
    updateVisualBits.SetBit(PLAYER_GUILDRANK);
    updateVisualBits.SetBit(PLAYER_BYTES);
    updateVisualBits.SetBit(PLAYER_BYTES_2);
    updateVisualBits.SetBit(PLAYER_BYTES_3);
    updateVisualBits.SetBit(PLAYER_DUEL_TEAM);
    updateVisualBits.SetBit(PLAYER_GUILD_TIMESTAMP);
    // PLAYER_QUEST_LOG_x also visible bit on official (but only on party/raid)...
    for (uint16 i = PLAYER_QUEST_LOG_1_1; i < PLAYER_QUEST_LOG_25_2; i += 4)
        updateVisualBits.SetBit(i);
    // Players visible items are not inventory stuff
    for (uint8 i = 0; i < EQUIPMENT_SLOT_END; ++i)
    {
        uint16 offset = i * 2;
        // item entry
        updateVisualBits.SetBit(PLAYER_VISIBLE_ITEM_1_ENTRYID + offset);
        // enchant
        updateVisualBits.SetBit(PLAYER_VISIBLE_ITEM_1_ENCHANTMENT + offset);
    }
    updateVisualBits.SetBit(PLAYER_CHOSEN_TITLE);
}
void Player::BuildCreateUpdateBlockForPlayer( UpdateData *data, Player *target ) const
{
    for (uint8 i = 0; i < EQUIPMENT_SLOT_END; ++i)
    {
        if(m_items[i] == NULL)
            continue;
        m_items[i]->BuildCreateUpdateBlockForPlayer( data, target );
    }
    if(target == this)
    {
        for (uint8 i = INVENTORY_SLOT_BAG_START; i < BANK_SLOT_BAG_END; ++i)
        {
            if(m_items[i] == NULL)
                continue;
            m_items[i]->BuildCreateUpdateBlockForPlayer( data, target );
        }
        for (uint8 i = KEYRING_SLOT_START; i < CURRENCYTOKEN_SLOT_END; ++i)
        {
            if(m_items[i] == NULL)
                continue;
            m_items[i]->BuildCreateUpdateBlockForPlayer( data, target );
        }
    }
    Unit::BuildCreateUpdateBlockForPlayer( data, target );
}
void Player::DestroyForPlayer( Player *target, bool anim ) const
{
    Unit::DestroyForPlayer( target, anim );
    for (uint8 i = 0; i < INVENTORY_SLOT_BAG_END; ++i)
    {
        if(m_items[i] == NULL)
            continue;
        m_items[i]->DestroyForPlayer( target );
    }
    if(target == this)
    {
        for (uint8 i = INVENTORY_SLOT_BAG_START; i < BANK_SLOT_BAG_END; ++i)
        {
            if(m_items[i] == NULL)
                continue;
            m_items[i]->DestroyForPlayer( target );
        }
        for (uint8 i = KEYRING_SLOT_START; i < CURRENCYTOKEN_SLOT_END; ++i)
        {
            if(m_items[i] == NULL)
                continue;
            m_items[i]->DestroyForPlayer( target );
        }
    }
}
bool Player::HasSpell(uint32 spell) const
{
    PlayerSpellMap::const_iterator itr = m_spells.find(spell);
    return (itr != m_spells.end() && itr->second->state != PLAYERSPELL_REMOVED &&
        !itr->second->disabled);
}
bool Player::HasTalent(uint32 spell, uint8 spec) const
{
    PlayerTalentMap::const_iterator itr = m_talents[spec]->find(spell);
    return (itr != m_talents[spec]->end() && itr->second->state != PLAYERSPELL_REMOVED);
}
bool Player::HasActiveSpell(uint32 spell) const
{
    PlayerSpellMap::const_iterator itr = m_spells.find(spell);
    return (itr != m_spells.end() && itr->second->state != PLAYERSPELL_REMOVED &&
        itr->second->active && !itr->second->disabled);
}
TrainerSpellState Player::GetTrainerSpellState(TrainerSpell const* trainer_spell) const
{
    if (!trainer_spell)
        return TRAINER_SPELL_RED;
    if (!trainer_spell->learnedSpell)
        return TRAINER_SPELL_RED;
    // known spell
    if(HasSpell(trainer_spell->learnedSpell))
        return TRAINER_SPELL_GRAY;
    // check race/class requirement
    if(!IsSpellFitByClassAndRace(trainer_spell->learnedSpell))
        return TRAINER_SPELL_RED;
    // check level requirement
    if(getLevel() < trainer_spell->reqLevel)
        return TRAINER_SPELL_RED;
    if(SpellChainNode const* spell_chain = spellmgr.GetSpellChainNode(trainer_spell->learnedSpell))
    {
        // check prev.rank requirement
        if(spell_chain->prev && !HasSpell(spell_chain->prev))
            return TRAINER_SPELL_RED;
    }
    if(uint32 spell_req = spellmgr.GetSpellRequired(trainer_spell->spell))
    {
        // check additional spell requirement
        if(!HasSpell(spell_req))
            return TRAINER_SPELL_RED;
    }
    // check skill requirement
    if(trainer_spell->reqSkill && GetBaseSkillValue(trainer_spell->reqSkill) < trainer_spell->reqSkillValue)
        return TRAINER_SPELL_RED;
    // exist, already checked at loading
    SpellEntry const* spell = sSpellStore.LookupEntry(trainer_spell->learnedSpell);
    // secondary prof. or not prof. spell
    uint32 skill = spell->EffectMiscValue[1];
    if(spell->Effect[1] != SPELL_EFFECT_SKILL || !IsPrimaryProfessionSkill(skill))
        return TRAINER_SPELL_GREEN;
    // check primary prof. limit
    if(spellmgr.IsPrimaryProfessionFirstRankSpell(spell->Id) && GetFreePrimaryProfessionPoints() == 0)
        return TRAINER_SPELL_GREEN_DISABLED;
    return TRAINER_SPELL_GREEN;
}
void Player::DeleteFromDB(uint64 playerguid, uint32 accountId, bool updateRealmChars)
{
    uint32 guid = GUID_LOPART(playerguid);
    // convert corpse to bones if exist (to prevent exiting Corpse in World without DB entry)
    // bones will be deleted by corpse/bones deleting thread shortly
    ObjectAccessor::Instance().ConvertCorpseForPlayer(playerguid);
    // remove from guild
    uint32 guildId = GetGuildIdFromDB(playerguid);
    if(guildId != 0)
    {
        Guild* guild = objmgr.GetGuildById(guildId);
        if(guild)
            guild->DelMember(guid);
    }
    // remove from arena teams
    LeaveAllArenaTeams(playerguid);
    // the player was uninvited already on logout so just remove from group
    QueryResult *resultGroup = CharacterDatabase.PQuery("SELECT leaderGuid FROM group_member WHERE memberGuid='%u'", guid);
    if(resultGroup)
    {
        uint64 leaderGuid = MAKE_NEW_GUID((*resultGroup)[0].GetUInt32(), 0, HIGHGUID_PLAYER);
        delete resultGroup;
        Group* group = objmgr.GetGroupByLeader(leaderGuid);
        if(group)
        {
            RemoveFromGroup(group, playerguid);
        }
    }
    // remove signs from petitions (also remove petitions if owner);
    RemovePetitionsAndSigns(playerguid, 10);
    // return back all mails with COD and Item                 0  1              2      3       4          5     6
    QueryResult *resultMail = CharacterDatabase.PQuery("SELECT id,mailTemplateId,sender,subject,itemTextId,money,has_items FROM mail WHERE receiver='%u' AND has_items<>0 AND cod<>0", guid);
    if(resultMail)
    {
        do
        {
            Field *fields = resultMail->Fetch();
            uint32 mail_id       = fields[0].GetUInt32();
            uint16 mailTemplateId= fields[1].GetUInt16();
            uint32 sender        = fields[2].GetUInt32();
            std::string subject  = fields[3].GetCppString();
            uint32 itemTextId    = fields[4].GetUInt32();
            uint32 money         = fields[5].GetUInt32();
            bool has_items       = fields[6].GetBool();
            //we can return mail now
            //so firstly delete the old one
            CharacterDatabase.PExecute("DELETE FROM mail WHERE id = '%u'", mail_id);
            MailItemsInfo mi;
            if(has_items)
            {
                // data needs to be at first place for Item::LoadFromDB
                QueryResult *resultItems = CharacterDatabase.PQuery("SELECT data,item_guid,item_template FROM mail_items JOIN item_instance ON item_guid = guid WHERE mail_id='%u'", mail_id);
                if(resultItems)
                {
                    do
                    {
                        Field *fields2 = resultItems->Fetch();
                        uint32 item_guidlow = fields2[1].GetUInt32();
                        uint32 item_template = fields2[2].GetUInt32();
                        ItemPrototype const* itemProto = objmgr.GetItemPrototype(item_template);
                        if(!itemProto)
                        {
                            CharacterDatabase.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item_guidlow);
                            continue;
                        }
                        Item *pItem = NewItemOrBag(itemProto);
                        if(!pItem->LoadFromDB(item_guidlow, MAKE_NEW_GUID(guid, 0, HIGHGUID_PLAYER),resultItems))
                        {
                            pItem->FSetState(ITEM_REMOVED);
                            pItem->SaveToDB();              // it also deletes item object !
                            continue;
                        }
                        mi.AddItem(item_guidlow, item_template, pItem);
                    }
                    while (resultItems->NextRow());
                    delete resultItems;
                }
            }
            CharacterDatabase.PExecute("DELETE FROM mail_items WHERE mail_id = '%u'", mail_id);
            uint32 pl_account = objmgr.GetPlayerAccountIdByGUID(MAKE_NEW_GUID(guid, 0, HIGHGUID_PLAYER));
            WorldSession::SendReturnToSender(MAIL_NORMAL, pl_account, guid, sender, subject, itemTextId, &mi, money, mailTemplateId);
        }
        while (resultMail->NextRow());
        delete resultMail;
    }
    // unsummon and delete for pets in world is not required: player deleted from CLI or character list with not loaded pet.
    // Get guids of character's pets, will deleted in transaction
    QueryResult *resultPets = CharacterDatabase.PQuery("SELECT id FROM character_pet WHERE owner = '%u'",guid);
    // NOW we can finally clear other DB data related to character
    CharacterDatabase.BeginTransaction();
    if (resultPets)
    {
        do
        {
            Field *fields3 = resultPets->Fetch();
            uint32 petguidlow = fields3[0].GetUInt32();
            Pet::DeleteFromDB(petguidlow);
        } while (resultPets->NextRow());
        delete resultPets;
    }
    CharacterDatabase.PExecute("DELETE FROM characters WHERE guid = '%u'",guid);
    CharacterDatabase.PExecute("DELETE FROM character_account_data WHERE guid = '%u'",guid);
    CharacterDatabase.PExecute("DELETE FROM character_declinedname WHERE guid = '%u'",guid);
    CharacterDatabase.PExecute("DELETE FROM character_action WHERE guid = '%u'",guid);
    CharacterDatabase.PExecute("DELETE FROM character_aura WHERE guid = '%u'",guid);
    CharacterDatabase.PExecute("DELETE FROM character_gifts WHERE guid = '%u'",guid);
    CharacterDatabase.PExecute("DELETE FROM character_homebind WHERE guid = '%u'",guid);
    CharacterDatabase.PExecute("DELETE FROM character_instance WHERE guid = '%u'",guid);
    CharacterDatabase.PExecute("DELETE FROM group_instance WHERE leaderGuid = '%u'",guid);
    CharacterDatabase.PExecute("DELETE FROM groups WHERE leaderGuid = '%u'",guid);
    CharacterDatabase.PExecute("DELETE FROM group_member WHERE leaderGuid = '%u' OR memberGuid = '%u'",guid,guid);
    CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE guid = '%u'",guid);
    CharacterDatabase.PExecute("DELETE FROM character_queststatus WHERE guid = '%u'",guid);
    CharacterDatabase.PExecute("DELETE FROM character_reputation WHERE guid = '%u'",guid);
    CharacterDatabase.PExecute("DELETE FROM character_spell WHERE guid = '%u'",guid);
    CharacterDatabase.PExecute("DELETE FROM character_spell_cooldown WHERE guid = '%u'",guid);
    CharacterDatabase.PExecute("DELETE FROM gm_tickets WHERE playerGuid = '%u'", guid);
    CharacterDatabase.PExecute("DELETE FROM item_instance WHERE owner_guid = '%u'",guid);
    CharacterDatabase.PExecute("DELETE FROM character_social WHERE guid = '%u' OR friend='%u'",guid,guid);
    CharacterDatabase.PExecute("DELETE FROM mail WHERE receiver = '%u'",guid);
    CharacterDatabase.PExecute("DELETE FROM mail_items WHERE receiver = '%u'",guid);
    CharacterDatabase.PExecute("DELETE FROM character_pet WHERE owner = '%u'",guid);
    CharacterDatabase.PExecute("DELETE FROM character_pet_declinedname WHERE owner = '%u'",guid);
    CharacterDatabase.PExecute("DELETE FROM character_achievement WHERE guid = '%u' " // NOTE: These achievements have flags & 256 in DBC.
                                "AND achievement NOT BETWEEN '456' AND '467' " // Realm First Level 80
                                "AND achievement NOT BETWEEN '1400' AND '1427' " // Realm First Raid Achievements
                                "AND achievement NOT IN(1463, 3117, 3259) ", guid); // Realm First Northen Vanguard + Raid Achievements
    CharacterDatabase.PExecute("DELETE FROM character_achievement_progress WHERE guid = '%u'",guid);
    CharacterDatabase.PExecute("DELETE FROM character_equipmentsets WHERE guid = '%u'",guid);
    CharacterDatabase.PExecute("DELETE FROM guild_eventlog WHERE PlayerGuid1 = '%u'",guid);
    CharacterDatabase.PExecute("DELETE FROM guild_eventlog WHERE PlayerGuid2 = '%u'",guid);
    CharacterDatabase.PExecute("DELETE FROM guild_bank_eventlog WHERE PlayerGuid = '%u'",guid);
    CharacterDatabase.PExecute("DELETE FROM character_battleground_data WHERE guid = '%u'",guid);
    CharacterDatabase.PExecute("DELETE FROM character_glyphs WHERE guid = '%u'",guid);
    CharacterDatabase.PExecute("DELETE FROM character_queststatus_daily WHERE guid = '%u'",guid);
    CharacterDatabase.PExecute("DELETE FROM character_talent WHERE guid = '%u'",guid);
    CharacterDatabase.CommitTransaction();
    //loginDatabase.PExecute("UPDATE realmcharacters SET numchars = numchars - 1 WHERE acctid = %d AND realmid = %d", accountId, realmID);
    if(updateRealmChars) sWorld.UpdateRealmCharCount(accountId);
}
void Player::SetMovement(PlayerMovementType pType)
{
    WorldPacket data;
    switch(pType)
    {
        case MOVE_ROOT:       data.Initialize(SMSG_FORCE_MOVE_ROOT,   GetPackGUID().size()+4); break;
        case MOVE_UNROOT:     data.Initialize(SMSG_FORCE_MOVE_UNROOT, GetPackGUID().size()+4); break;
        case MOVE_WATER_WALK: data.Initialize(SMSG_MOVE_WATER_WALK,   GetPackGUID().size()+4); break;
        case MOVE_LAND_WALK:  data.Initialize(SMSG_MOVE_LAND_WALK,    GetPackGUID().size()+4); break;
        default:
            sLog.outError("Player::SetMovement: Unsupported move type (%d), data not sent to client.",pType);
            return;
    }
    data.append(GetPackGUID());
    data << uint32(0);
    GetSession()->SendPacket( &data );
}
/* Preconditions:
  - a resurrectable corpse must not be loaded for the player (only bones)
  - the player must be in world
*/
void Player::BuildPlayerRepop()
{
    WorldPacket data(SMSG_PRE_RESURRECT, GetPackGUID().size());
    data.append(GetPackGUID());
    GetSession()->SendPacket(&data);
    if(getRace() == RACE_NIGHTELF)
        CastSpell(this, SPELL_ID_NE_GHOST, true);
    CastSpell(this, SPELL_ID_GHOST, true);
    // there must be SMSG.FORCE_RUN_SPEED_CHANGE, SMSG.FORCE_SWIM_SPEED_CHANGE, SMSG.MOVE_WATER_WALK
    // there must be SMSG.STOP_MIRROR_TIMER
    // there we must send 888 opcode
    // the player cannot have a corpse already, only bones which are not returned by GetCorpse
    if(GetCorpse())
    {
        sLog.outError("BuildPlayerRepop: player %s(%d) already has a corpse", GetName(), GetGUIDLow());
        assert(false);
    }
    // create a corpse and place it at the player's location
    CreateCorpse();
    Corpse *corpse = GetCorpse();
    if(!corpse)
    {
        sLog.outError("Error creating corpse for Player %s [%u]", GetName(), GetGUIDLow());
        return;
    }
    GetMap()->Add(corpse);
    // convert player body to ghost
    SetHealth( 1 );
    SetMovement(MOVE_WATER_WALK);
    if(!GetSession()->isLogingOut())
        SetMovement(MOVE_UNROOT);
    // BG - remove insignia related
    RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_SKINNABLE);
//    SendCorpseReclaimDelay();
    // to prevent cheating
    corpse->ResetGhostTime();
    StopMirrorTimers();                                     //disable timers(bars)
    SetFloatValue(UNIT_FIELD_BOUNDINGRADIUS, (float)1.0);   //see radius of death player?
    // set and clear other
    SetByteValue(UNIT_FIELD_BYTES_1, 3, UNIT_BYTE1_FLAG_ALWAYS_STAND);
}
void Player::SendDelayResponse(const uint32 ml_seconds)
{
    //FIXME: is this delay time arg really need? 50msec by default in code
    WorldPacket data( SMSG_QUERY_TIME_RESPONSE, 4+4 );
    data << (uint32)time(NULL);
    data << (uint32)0;
    GetSession()->SendPacket( &data );
}
void Player::ResurrectPlayer(float restore_percent, bool applySickness)
{
    WorldPacket data(SMSG_DEATH_RELEASE_LOC, 4*4);          // remove spirit healer position
    data << uint32(-1);
    data << float(0);
    data << float(0);
    data << float(0);
    GetSession()->SendPacket(&data);
    // speed change, land walk
    // remove death flag + set aura
    SetByteValue(UNIT_FIELD_BYTES_1, 3, 0x00);
    if(getRace() == RACE_NIGHTELF)
        RemoveAurasDueToSpell(SPELL_ID_NE_GHOST);                       // speed bonuses
    RemoveAurasDueToSpell(SPELL_ID_GHOST);                            // SPELL_AURA_GHOST
    setDeathState(ALIVE);
    SetMovement(MOVE_LAND_WALK);
    SetMovement(MOVE_UNROOT);
    m_deathTimer = 0;
    // set health/powers (0- will be set in caller)
    if(restore_percent>0.0f)
    {
        SetHealth(uint32(GetMaxHealth()*restore_percent));
        SetPower(POWER_MANA, uint32(GetMaxPower(POWER_MANA)*restore_percent));
        SetPower(POWER_RAGE, 0);
        SetPower(POWER_ENERGY, uint32(GetMaxPower(POWER_ENERGY)*restore_percent));
    }
    // trigger update zone for alive state zone updates
    uint32 newzone, newarea;
    GetZoneAndAreaId(newzone,newarea);
    UpdateZone(newzone,newarea);
    sOutdoorPvPMgr.HandlePlayerResurrects(this, newzone);
    // update visibility
    //ObjectAccessor::UpdateVisibilityForPlayer(this);
    SetToNotify();
    if(!applySickness)
        return;
    //Characters from level 1-10 are not affected by resurrection sickness.
    //Characters from level 11-19 will suffer from one minute of sickness
    //for each level they are above 10.
    //Characters level 20 and up suffer from ten minutes of sickness.
    int32 startLevel = sWorld.getConfig(CONFIG_DEATH_SICKNESS_LEVEL);
    if(int32(getLevel()) >= startLevel)
    {
        // set resurrection sickness
        CastSpell(this,SPELL_ID_PASSIVE_RESURRECTION_SICKNESS,true);
        // not full duration
        if(int32(getLevel()) < startLevel+9)
        {
            int32 delta = (int32(getLevel()) - startLevel + 1)*MINUTE;
            if(Aura* Aur = GetAura(SPELL_ID_PASSIVE_RESURRECTION_SICKNESS, GetGUID()))
            {
                Aur->SetAuraDuration(delta*IN_MILISECONDS);
            }
        }
    }
}
/**
 * FallMode = 0 implies that the player is dying, or already dead, and the proper death state will be set.
 *          = 1 simply causes the player to plummet towards the ground, and not suffer any damage.
 *          = 2 causes the player to plummet towards the ground, and causes falling damage, regardless
 *              of any auras that might of prevented fall damage.
 */
bool Player::FallGround(uint8 FallMode)
{
    // Let's abort after we called this function one time
    if (getDeathState() == DEAD_FALLING && FallMode == 0)
        return false;
    float x, y, z;
    GetPosition(x, y, z);
    float ground_Z = GetMap()->GetVmapHeight(x, y, z, true);
    float z_diff = 0.0f;
    if ((z_diff = fabs(ground_Z - z)) < 0.1f)
        return false;
    GetMotionMaster()->MoveFall(ground_Z, EVENT_FALL_GROUND);
    // Below formula for falling damage is from Player::HandleFall
    if(FallMode == 2 && z_diff >= 14.57f)
    {
        uint32 damage = std::min(GetMaxHealth(), (uint32)((0.018f*z_diff-0.2426f)*GetMaxHealth()*sWorld.getRate(RATE_DAMAGE_FALL)));
        if(damage > 0) EnvironmentalDamage(DAMAGE_FALL, damage);
    }
    else if(FallMode == 0)
        Unit::setDeathState(DEAD_FALLING);
    return true;
}
void Player::KillPlayer()
{
    if(IsFlying() && !GetTransport()) FallGround();
    SetMovement(MOVE_ROOT);
    StopMirrorTimers();                                     //disable timers(bars)
    setDeathState(CORPSE);
    //SetFlag( UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_IN_PVP );
    SetFlag(UNIT_DYNAMIC_FLAGS, 0x00);
    ApplyModFlag(PLAYER_FIELD_BYTES, PLAYER_FIELD_BYTE_RELEASE_TIMER, !sMapStore.LookupEntry(GetMapId())->Instanceable());
    // 6 minutes until repop at graveyard
    m_deathTimer = 6*MINUTE*IN_MILISECONDS;
    UpdateCorpseReclaimDelay();                             // dependent at use SetDeathPvP() call before kill
    SendCorpseReclaimDelay();
    // don't create corpse at this moment, player might be falling
    // update visibility
    ObjectAccessor::UpdateObjectVisibility(this);
}
void Player::CreateCorpse()
{
    // prevent existence 2 corpse for player
    SpawnCorpseBones();
    uint32 _uf, _pb, _pb2, _cfb1, _cfb2;
    Corpse *corpse = new Corpse( (m_ExtraFlags & PLAYER_EXTRA_PVP_DEATH) ? CORPSE_RESURRECTABLE_PVP : CORPSE_RESURRECTABLE_PVE );
    SetPvPDeath(false);
    if(!corpse->Create(objmgr.GenerateLowGuid(HIGHGUID_CORPSE), this))
    {
        delete corpse;
        return;
    }
    _uf = GetUInt32Value(UNIT_FIELD_BYTES_0);
    _pb = GetUInt32Value(PLAYER_BYTES);
    _pb2 = GetUInt32Value(PLAYER_BYTES_2);
    uint8 race       = (uint8)(_uf);
    uint8 skin       = (uint8)(_pb);
    uint8 face       = (uint8)(_pb >> 8);
    uint8 hairstyle  = (uint8)(_pb >> 16);
    uint8 haircolor  = (uint8)(_pb >> 24);
    uint8 facialhair = (uint8)(_pb2);
    _cfb1 = ((0x00) | (race << 8) | (getGender() << 16) | (skin << 24));
    _cfb2 = ((face) | (hairstyle << 8) | (haircolor << 16) | (facialhair << 24));
    corpse->SetUInt32Value( CORPSE_FIELD_BYTES_1, _cfb1 );
    corpse->SetUInt32Value( CORPSE_FIELD_BYTES_2, _cfb2 );
    uint32 flags = CORPSE_FLAG_UNK2;
    if(HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_HIDE_HELM))
        flags |= CORPSE_FLAG_HIDE_HELM;
    if(HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_HIDE_CLOAK))
        flags |= CORPSE_FLAG_HIDE_CLOAK;
    if(InBattleGround() && !InArena())
        flags |= CORPSE_FLAG_LOOTABLE;                      // to be able to remove insignia
    corpse->SetUInt32Value( CORPSE_FIELD_FLAGS, flags );
    corpse->SetUInt32Value( CORPSE_FIELD_DISPLAY_ID, GetNativeDisplayId() );
    corpse->SetUInt32Value( CORPSE_FIELD_GUILD, GetGuildId() );
    uint32 iDisplayID;
    uint16 iIventoryType;
    uint32 _cfi;
    for (uint8 i = 0; i < EQUIPMENT_SLOT_END; i++)
    {
        if(m_items[i])
        {
            iDisplayID = m_items[i]->GetProto()->DisplayInfoID;
            iIventoryType = (uint16)m_items[i]->GetProto()->InventoryType;
            _cfi =  (uint16(iDisplayID)) | (iIventoryType)<< 24;
            corpse->SetUInt32Value(CORPSE_FIELD_ITEM + i,_cfi);
        }
    }
    // we don't SaveToDB for players in battlegrounds so don't do it for corpses either
    const MapEntry *entry = sMapStore.LookupEntry(corpse->GetMapId());
    assert(entry);
    if(entry->map_type != MAP_BATTLEGROUND)
        corpse->SaveToDB();
    // register for player, but not show
    ObjectAccessor::Instance().AddCorpse(corpse);
}
void Player::SpawnCorpseBones()
{
    if(ObjectAccessor::Instance().ConvertCorpseForPlayer(GetGUID()))
        SaveToDB();                                         // prevent loading as ghost without corpse
}
Corpse* Player::GetCorpse() const
{
    return ObjectAccessor::Instance().GetCorpseForPlayerGUID(GetGUID());
}
void Player::DurabilityLossAll(double percent, bool inventory)
{
    for (uint8 i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; i++)
        if(Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
            DurabilityLoss(pItem,percent);
    if(inventory)
    {
        // bags not have durability
        // for (int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
        for (uint8 i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++)
            if(Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
                DurabilityLoss(pItem,percent);
        // keys not have durability
        //for (int i = KEYRING_SLOT_START; i < KEYRING_SLOT_END; i++)
        for (uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
            if(Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
                for (uint32 j = 0; j < pBag->GetBagSize(); j++)
                    if(Item* pItem = GetItemByPos( i, j ))
                        DurabilityLoss(pItem,percent);
    }
}
void Player::DurabilityLoss(Item* item, double percent)
{
    if(!item )
        return;
    uint32 pMaxDurability =  item ->GetUInt32Value(ITEM_FIELD_MAXDURABILITY);
    if(!pMaxDurability)
        return;
    uint32 pDurabilityLoss = uint32(pMaxDurability*percent);
    if(pDurabilityLoss < 1 )
        pDurabilityLoss = 1;
    DurabilityPointsLoss(item,pDurabilityLoss);
}
void Player::DurabilityPointsLossAll(int32 points, bool inventory)
{
    for (uint8 i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; i++)
        if(Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
            DurabilityPointsLoss(pItem,points);
    if(inventory)
    {
        // bags not have durability
        // for (int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
        for (uint8 i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++)
            if(Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
                DurabilityPointsLoss(pItem,points);
        // keys not have durability
        //for (int i = KEYRING_SLOT_START; i < KEYRING_SLOT_END; i++)
        for (uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
            if(Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
                for (uint32 j = 0; j < pBag->GetBagSize(); j++)
                    if(Item* pItem = GetItemByPos( i, j ))
                        DurabilityPointsLoss(pItem,points);
    }
}
void Player::DurabilityPointsLoss(Item* item, int32 points)
{
    int32 pMaxDurability = item->GetUInt32Value(ITEM_FIELD_MAXDURABILITY);
    int32 pOldDurability = item->GetUInt32Value(ITEM_FIELD_DURABILITY);
    int32 pNewDurability = pOldDurability - points;
    if (pNewDurability < 0)
        pNewDurability = 0;
    else if (pNewDurability > pMaxDurability)
        pNewDurability = pMaxDurability;
    if (pOldDurability != pNewDurability)
    {
        // modify item stats _before_ Durability set to 0 to pass _ApplyItemMods internal check
        if ( pNewDurability == 0 && pOldDurability > 0 && item->IsEquipped())
            _ApplyItemMods(item,item->GetSlot(), false);
        item->SetUInt32Value(ITEM_FIELD_DURABILITY, pNewDurability);
        // modify item stats _after_ restore durability to pass _ApplyItemMods internal check
        if ( pNewDurability > 0 && pOldDurability == 0 && item->IsEquipped())
            _ApplyItemMods(item,item->GetSlot(), true);
        item->SetState(ITEM_CHANGED, this);
    }
}
void Player::DurabilityPointLossForEquipSlot(EquipmentSlots slot)
{
    if(Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, slot ))
        DurabilityPointsLoss(pItem,1);
}
uint32 Player::DurabilityRepairAll(bool cost, float discountMod, bool guildBank)
{
    uint32 TotalCost = 0;
    // equipped, backpack, bags itself
    for (uint8 i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; i++)
        TotalCost += DurabilityRepair(( (INVENTORY_SLOT_BAG_0 << 8) | i ),cost,discountMod, guildBank);
    // bank, buyback and keys not repaired
    // items in inventory bags
    for (uint8 j = INVENTORY_SLOT_BAG_START; j < INVENTORY_SLOT_BAG_END; j++)
        for (uint8 i = 0; i < MAX_BAG_SIZE; i++)
            TotalCost += DurabilityRepair(( (j << 8) | i ),cost,discountMod, guildBank);
    return TotalCost;
}
uint32 Player::DurabilityRepair(uint16 pos, bool cost, float discountMod, bool guildBank)
{
    Item* item = GetItemByPos(pos);
    uint32 TotalCost = 0;
    if(!item)
        return TotalCost;
    uint32 maxDurability = item->GetUInt32Value(ITEM_FIELD_MAXDURABILITY);
    if(!maxDurability)
        return TotalCost;
    uint32 curDurability = item->GetUInt32Value(ITEM_FIELD_DURABILITY);
    if(cost)
    {
        uint32 LostDurability = maxDurability - curDurability;
        if(LostDurability>0)
        {
            ItemPrototype const *ditemProto = item->GetProto();
            DurabilityCostsEntry const *dcost = sDurabilityCostsStore.LookupEntry(ditemProto->ItemLevel);
            if(!dcost)
            {
                sLog.outError("RepairDurability: Wrong item lvl %u", ditemProto->ItemLevel);
                return TotalCost;
            }
            uint32 dQualitymodEntryId = (ditemProto->Quality+1)*2;
            DurabilityQualityEntry const *dQualitymodEntry = sDurabilityQualityStore.LookupEntry(dQualitymodEntryId);
            if(!dQualitymodEntry)
            {
                sLog.outError("RepairDurability: Wrong dQualityModEntry %u", dQualitymodEntryId);
                return TotalCost;
            }
            uint32 dmultiplier = dcost->multiplier[ItemSubClassToDurabilityMultiplierId(ditemProto->Class,ditemProto->SubClass)];
            uint32 costs = uint32(LostDurability*dmultiplier*double(dQualitymodEntry->quality_mod));
            costs = uint32(costs * discountMod) * sWorld.getRate(RATE_REPAIRCOST);
            if (costs==0)                                   //fix for ITEM_QUALITY_ARTIFACT
                costs = 1;
            if (guildBank)
            {
                if (GetGuildId()==0)
                {
                    DEBUG_LOG("You are not member of a guild");
                    return TotalCost;
                }
                Guild *pGuild = objmgr.GetGuildById(GetGuildId());
                if (!pGuild)
                    return TotalCost;
                if (!pGuild->HasRankRight(GetRank(), GR_RIGHT_WITHDRAW_REPAIR))
                {
                    DEBUG_LOG("You do not have rights to withdraw for repairs");
                    return TotalCost;
                }
                if (pGuild->GetMemberMoneyWithdrawRem(GetGUIDLow()) < costs)
                {
                    DEBUG_LOG("You do not have enough money withdraw amount remaining");
                    return TotalCost;
                }
                if (pGuild->GetGuildBankMoney() < costs)
                {
                    DEBUG_LOG("There is not enough money in bank");
                    return TotalCost;
                }
                pGuild->MemberMoneyWithdraw(costs, GetGUIDLow());
                TotalCost = costs;
            }
            else if (GetMoney() < costs)
            {
                DEBUG_LOG("You do not have enough money");
                return TotalCost;
            }
            else
                ModifyMoney( -int32(costs) );
        }
    }
    item->SetUInt32Value(ITEM_FIELD_DURABILITY, maxDurability);
    item->SetState(ITEM_CHANGED, this);
    // reapply mods for total broken and repaired item if equipped
    if(IsEquipmentPos(pos) && !curDurability)
        _ApplyItemMods(item,pos & 255, true);
    return TotalCost;
}
void Player::RepopAtGraveyard()
{
    // note: this can be called also when the player is alive
    // for example from WorldSession::HandleMovementOpcodes
    AreaTableEntry const *zone = GetAreaEntryByAreaID(GetAreaId());
    // Such zones are considered unreachable as a ghost and the player must be automatically revived
    if ((!isAlive() && zone && zone->flags & AREA_FLAG_NEED_FLY) || GetTransport() || GetPositionZ() < -500.0f)
    {
        ResurrectPlayer(0.5f);
        SpawnCorpseBones();
    }
    WorldSafeLocsEntry const *ClosestGrave = NULL;
    // Special handle for battleground maps
    if( BattleGround *bg = GetBattleGround() )
        ClosestGrave = bg->GetClosestGraveYard(this);
    else
        ClosestGrave = objmgr.GetClosestGraveYard( GetPositionX(), GetPositionY(), GetPositionZ(), GetMapId(), GetTeam() );
    // stop countdown until repop
    m_deathTimer = 0;
    // if no grave found, stay at the current location
    // and don't show spirit healer location
    if(ClosestGrave)
    {
        TeleportTo(ClosestGrave->map_id, ClosestGrave->x, ClosestGrave->y, ClosestGrave->z, GetOrientation());
        if(isDead())                                        // not send if alive, because it used in TeleportTo()
        {
            WorldPacket data(SMSG_DEATH_RELEASE_LOC, 4*4);  // show spirit healer position on minimap
            data << ClosestGrave->map_id;
            data << ClosestGrave->x;
            data << ClosestGrave->y;
            data << ClosestGrave->z;
            GetSession()->SendPacket(&data);
        }
    }
    else if(GetPositionZ() < -500.0f)
        TeleportTo(m_homebindMapId, m_homebindX, m_homebindY, m_homebindZ, GetOrientation());
}
void Player::JoinedChannel(Channel *c)
{
    m_channels.push_back(c);
}
void Player::LeftChannel(Channel *c)
{
    m_channels.remove(c);
}
void Player::CleanupChannels()
{
    while(!m_channels.empty())
    {
        Channel* ch = *m_channels.begin();
        m_channels.erase(m_channels.begin());               // remove from player's channel list
        ch->Leave(GetGUID(), false);                        // not send to client, not remove from player's channel list
        if (ChannelMgr* cMgr = channelMgr(GetTeam()))
            cMgr->LeftChannel(ch->GetName());               // deleted channel if empty
    }
    sLog.outDebug("Player: channels cleaned up!");
}
void Player::UpdateLocalChannels(uint32 newZone )
{
    if(m_channels.empty())
        return;
    AreaTableEntry const* current_zone = GetAreaEntryByAreaID(newZone);
    if(!current_zone)
        return;
    ChannelMgr* cMgr = channelMgr(GetTeam());
    if(!cMgr)
        return;
    std::string current_zone_name = current_zone->area_name[GetSession()->GetSessionDbcLocale()];
    for (JoinedChannelsList::iterator i = m_channels.begin(), next; i != m_channels.end(); i = next)
    {
        next = i; ++next;
        // skip non built-in channels
        if(!(*i)->IsConstant())
            continue;
        ChatChannelsEntry const* ch = GetChannelEntryFor((*i)->GetChannelId());
        if(!ch)
            continue;
        if((ch->flags & 4) == 4)                            // global channel without zone name in pattern
            continue;
        //  new channel
        char new_channel_name_buf[100];
        snprintf(new_channel_name_buf,100,ch->pattern[m_session->GetSessionDbcLocale()],current_zone_name.c_str());
        Channel* new_channel = cMgr->GetJoinChannel(new_channel_name_buf,ch->ChannelID);
        if((*i)!=new_channel)
        {
            new_channel->Join(GetGUID(),"");                // will output Changed Channel: N. Name
            // leave old channel
            (*i)->Leave(GetGUID(),false);                   // not send leave channel, it already replaced at client
            std::string name = (*i)->GetName();             // store name, (*i)erase in LeftChannel
            LeftChannel(*i);                                // remove from player's channel list
            cMgr->LeftChannel(name);                        // delete if empty
        }
    }
    sLog.outDebug("Player: channels cleaned up!");
}
void Player::LeaveLFGChannel()
{
    for (JoinedChannelsList::iterator i = m_channels.begin(); i != m_channels.end(); ++i )
    {
        if((*i)->IsLFG())
        {
            (*i)->Leave(GetGUID());
            break;
        }
    }
}
void Player::UpdateDefense()
{
    uint32 defense_skill_gain = sWorld.getConfig(CONFIG_SKILL_GAIN_DEFENSE);
    if(UpdateSkill(SKILL_DEFENSE,defense_skill_gain))
    {
        // update dependent from defense skill part
        UpdateDefenseBonusesMod();
    }
}
void Player::HandleBaseModValue(BaseModGroup modGroup, BaseModType modType, float amount, bool apply)
{
    if(modGroup >= BASEMOD_END || modType >= MOD_END)
    {
        sLog.outError("ERROR in HandleBaseModValue(): non existed BaseModGroup of wrong BaseModType!");
        return;
    }
    float val = 1.0f;
    switch(modType)
    {
        case FLAT_MOD:
            m_auraBaseMod[modGroup][modType] += apply ? amount : -amount;
            break;
        case PCT_MOD:
            if(amount <= -100.0f)
                amount = -200.0f;
            val = (100.0f + amount) / 100.0f;
            m_auraBaseMod[modGroup][modType] *= apply ? val : (1.0f/val);
            break;
    }
    if(!CanModifyStats())
        return;
    switch(modGroup)
    {
        case CRIT_PERCENTAGE:              UpdateCritPercentage(BASE_ATTACK);                          break;
        case RANGED_CRIT_PERCENTAGE:       UpdateCritPercentage(RANGED_ATTACK);                        break;
        case OFFHAND_CRIT_PERCENTAGE:      UpdateCritPercentage(OFF_ATTACK);                           break;
        case SHIELD_BLOCK_VALUE:           UpdateShieldBlockValue();                                   break;
        default: break;
    }
}
float Player::GetBaseModValue(BaseModGroup modGroup, BaseModType modType) const
{
    if(modGroup >= BASEMOD_END || modType > MOD_END)
    {
        sLog.outError("trial to access non existed BaseModGroup or wrong BaseModType!");
        return 0.0f;
    }
    if(modType == PCT_MOD && m_auraBaseMod[modGroup][PCT_MOD] <= 0.0f)
        return 0.0f;
    return m_auraBaseMod[modGroup][modType];
}
float Player::GetTotalBaseModValue(BaseModGroup modGroup) const
{
    if(modGroup >= BASEMOD_END)
    {
        sLog.outError("wrong BaseModGroup in GetTotalBaseModValue()!");
        return 0.0f;
    }
    if(m_auraBaseMod[modGroup][PCT_MOD] <= 0.0f)
        return 0.0f;
    return m_auraBaseMod[modGroup][FLAT_MOD] * m_auraBaseMod[modGroup][PCT_MOD];
}
uint32 Player::GetShieldBlockValue() const
{
    float value = (m_auraBaseMod[SHIELD_BLOCK_VALUE][FLAT_MOD] + GetStat(STAT_STRENGTH) * 0.5f - 10)*m_auraBaseMod[SHIELD_BLOCK_VALUE][PCT_MOD];
    value = (value < 0) ? 0 : value;
    return uint32(value);
}
float Player::GetMeleeCritFromAgility()
{
    uint8 level = getLevel();
    uint32 pclass = getClass();
    if (level > GT_MAX_LEVEL)
        level = GT_MAX_LEVEL;
    GtChanceToMeleeCritBaseEntry const *critBase  = sGtChanceToMeleeCritBaseStore.LookupEntry(pclass-1);
    GtChanceToMeleeCritEntry     const *critRatio = sGtChanceToMeleeCritStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1);
    if (critBase == NULL || critRatio == NULL)
        return 0.0f;
    float crit = critBase->base + GetStat(STAT_AGILITY)*critRatio->ratio;
    return crit*100.0f;
}
float Player::GetDodgeFromAgility()
{
    // Table for base dodge values
    float dodge_base[MAX_CLASSES] = {
         0.0075f,   // Warrior
         0.00652f,  // Paladin
        -0.0545f,   // Hunter
        -0.0059f,   // Rogue
         0.03183f,  // Priest
         0.0114f,   // DK
         0.0167f,   // Shaman
         0.034575f, // Mage
         0.02011f,  // Warlock
         0.0f,      // ??
        -0.0187f    // Druid
    };
    // Crit/agility to dodge/agility coefficient multipliers
    float crit_to_dodge[MAX_CLASSES] = {
         1.1f,      // Warrior
         1.0f,      // Paladin
         1.6f,      // Hunter
         2.0f,      // Rogue
         1.0f,      // Priest
         1.0f,      // DK?
         1.0f,      // Shaman
         1.0f,      // Mage
         1.0f,      // Warlock
         0.0f,      // ??
         1.7f       // Druid
    };
    uint8 level = getLevel();
    uint32 pclass = getClass();
    if (level > GT_MAX_LEVEL)
        level = GT_MAX_LEVEL;
    // Dodge per agility for most classes equal crit per agility (but for some classes need apply some multiplier)
    GtChanceToMeleeCritEntry  const *dodgeRatio = sGtChanceToMeleeCritStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1);
    if (dodgeRatio == NULL || pclass > MAX_CLASSES)
        return 0.0f;
    float dodge=dodge_base[pclass-1] + GetStat(STAT_AGILITY) * dodgeRatio->ratio * crit_to_dodge[pclass-1];
    return dodge*100.0f;
}
float Player::GetSpellCritFromIntellect()
{
    uint8 level = getLevel();
    uint32 pclass = getClass();
    if (level > GT_MAX_LEVEL)
        level = GT_MAX_LEVEL;
    GtChanceToSpellCritBaseEntry const *critBase  = sGtChanceToSpellCritBaseStore.LookupEntry(pclass-1);
    GtChanceToSpellCritEntry     const *critRatio = sGtChanceToSpellCritStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1);
    if (critBase == NULL || critRatio == NULL)
        return 0.0f;
    float crit=critBase->base + GetStat(STAT_INTELLECT)*critRatio->ratio;
    return crit*100.0f;
}
float Player::GetRatingCoefficient(CombatRating cr) const
{
    uint8 level = getLevel();
    if (level > GT_MAX_LEVEL)
        level = GT_MAX_LEVEL;
    GtCombatRatingsEntry const *Rating = sGtCombatRatingsStore.LookupEntry(cr*GT_MAX_LEVEL+level-1);
    if (Rating == NULL)
        return 1.0f;                                        // By default use minimum coefficient (not must be called)
    return Rating->ratio;
}
float Player::GetRatingBonusValue(CombatRating cr) const
{
    return float(GetUInt32Value(PLAYER_FIELD_COMBAT_RATING_1 + cr)) / GetRatingCoefficient(cr);
}
uint32 Player::GetMeleeCritDamageReduction(uint32 damage) const
{
    float melee  = GetRatingBonusValue(CR_CRIT_TAKEN_MELEE)*2.2f;
    if (melee>33.0f) melee = 33.0f;
    return uint32 (melee * damage /100.0f);
}
uint32 Player::GetRangedCritDamageReduction(uint32 damage) const
{
    float ranged = GetRatingBonusValue(CR_CRIT_TAKEN_RANGED)*2.2f;
    if (ranged>33.0f) ranged=33.0f;
    return uint32 (ranged * damage /100.0f);
}
uint32 Player::GetSpellCritDamageReduction(uint32 damage) const
{
    float spell = GetRatingBonusValue(CR_CRIT_TAKEN_SPELL)*2.2f;
    // In wow script resilience limited to 33%
    if (spell>33.0f)
        spell = 33.0f;
    return uint32 (spell * damage / 100.0f);
}
uint32 Player::GetDotDamageReduction(uint32 damage) const
{
    float spellDot = GetRatingBonusValue(CR_CRIT_TAKEN_SPELL);
    // Dot resilience not limited (limit it by 100%)
    if (spellDot > 100.0f)
        spellDot = 100.0f;
    return uint32 (spellDot * damage / 100.0f);
}
float Player::GetExpertiseDodgeOrParryReduction(WeaponAttackType attType) const
{
    switch (attType)
    {
        case BASE_ATTACK:
            return GetUInt32Value(PLAYER_EXPERTISE) / 4.0f;
        case OFF_ATTACK:
            return GetUInt32Value(PLAYER_OFFHAND_EXPERTISE) / 4.0f;
        default:
            break;
    }
    return 0.0f;
}
float Player::OCTRegenHPPerSpirit()
{
    uint8 level = getLevel();
    uint32 pclass = getClass();
    if (level > GT_MAX_LEVEL)
        level = GT_MAX_LEVEL;
    GtOCTRegenHPEntry     const *baseRatio = sGtOCTRegenHPStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1);
    GtRegenHPPerSptEntry  const *moreRatio = sGtRegenHPPerSptStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1);
    if (baseRatio == NULL || moreRatio == NULL)
        return 0.0f;
    // Formula from PaperDollFrame script
    float spirit = GetStat(STAT_SPIRIT);
    float baseSpirit = spirit;
    if (baseSpirit > 50)
        baseSpirit = 50;
    float moreSpirit = spirit - baseSpirit;
    float regen = baseSpirit * baseRatio->ratio + moreSpirit * moreRatio->ratio;
    return regen;
}
float Player::OCTRegenMPPerSpirit()
{
    uint8 level = getLevel();
    uint32 pclass = getClass();
    if (level > GT_MAX_LEVEL)
        level = GT_MAX_LEVEL;
//    GtOCTRegenMPEntry     const *baseRatio = sGtOCTRegenMPStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1);
    GtRegenMPPerSptEntry  const *moreRatio = sGtRegenMPPerSptStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1);
    if (moreRatio == NULL)
        return 0.0f;
    // Formula get from PaperDollFrame script
    float spirit    = GetStat(STAT_SPIRIT);
    float regen     = spirit * moreRatio->ratio;
    return regen;
}
void Player::ApplyRatingMod(CombatRating cr, int32 value, bool apply)
{
    m_baseRatingValue[cr]+=(apply ? value : -value);
    int32 amount = uint32(m_baseRatingValue[cr]);
    // Apply bonus from SPELL_AURA_MOD_RATING_FROM_STAT
    // stat used stored in miscValueB for this aura
    AuraEffectList const& modRatingFromStat = GetAurasByType(SPELL_AURA_MOD_RATING_FROM_STAT);
    for (AuraEffectList::const_iterator i = modRatingFromStat.begin(); i != modRatingFromStat.end(); ++i)
        if ((*i)->GetMiscValue() & (1<GetMiscBValue())) * (*i)->GetAmount() / 100.0f);
    if (amount < 0)
        amount = 0;
    SetUInt32Value(PLAYER_FIELD_COMBAT_RATING_1 + cr, uint32(amount));
    float RatingCoeffecient = GetRatingCoefficient(cr);
    float RatingChange = 0.0f;
    bool affectStats = CanModifyStats();
    switch (cr)
    {
        case CR_WEAPON_SKILL:                               // Implemented in Unit::RollMeleeOutcomeAgainst
        case CR_DEFENSE_SKILL:
            UpdateDefenseBonusesMod();
            break;
        case CR_DODGE:
            UpdateDodgePercentage();
            break;
        case CR_PARRY:
            UpdateParryPercentage();
            break;
        case CR_BLOCK:
            UpdateBlockPercentage();
            break;
        case CR_HIT_MELEE:
            UpdateMeleeHitChances();
            break;
        case CR_HIT_RANGED:
            UpdateRangedHitChances();
            break;
        case CR_HIT_SPELL:
            UpdateSpellHitChances();
            break;
        case CR_CRIT_MELEE:
            if(affectStats)
            {
                UpdateCritPercentage(BASE_ATTACK);
                UpdateCritPercentage(OFF_ATTACK);
            }
            break;
        case CR_CRIT_RANGED:
            if(affectStats)
                UpdateCritPercentage(RANGED_ATTACK);
            break;
        case CR_CRIT_SPELL:
            if(affectStats)
                UpdateAllSpellCritChances();
            break;
        case CR_HIT_TAKEN_MELEE:                            // Implemented in Unit::MeleeMissChanceCalc
        case CR_HIT_TAKEN_RANGED:
            break;
        case CR_HIT_TAKEN_SPELL:                            // Implemented in Unit::MagicSpellHitResult
            break;
        case CR_CRIT_TAKEN_MELEE:                           // Implemented in Unit::RollMeleeOutcomeAgainst (only for chance to crit)
        case CR_CRIT_TAKEN_RANGED:
            break;
        case CR_CRIT_TAKEN_SPELL:                           // Implemented in Unit::SpellCriticalBonus (only for chance to crit)
            break;
        case CR_HASTE_MELEE:
            RatingChange = value / RatingCoeffecient;
            ApplyAttackTimePercentMod(BASE_ATTACK,RatingChange,apply);
            ApplyAttackTimePercentMod(OFF_ATTACK,RatingChange,apply);
            break;
        case CR_HASTE_RANGED:
            RatingChange = value / RatingCoeffecient;
            ApplyAttackTimePercentMod(RANGED_ATTACK, RatingChange, apply);
            break;
        case CR_HASTE_SPELL:
            RatingChange = value / RatingCoeffecient;
            ApplyCastTimePercentMod(RatingChange,apply);
            break;
        case CR_WEAPON_SKILL_MAINHAND:                      // Implemented in Unit::RollMeleeOutcomeAgainst
        case CR_WEAPON_SKILL_OFFHAND:
        case CR_WEAPON_SKILL_RANGED:
            break;
        case CR_EXPERTISE:
            if(affectStats)
            {
                UpdateExpertise(BASE_ATTACK);
                UpdateExpertise(OFF_ATTACK);
            }
            break;
        case CR_ARMOR_PENETRATION:
            if(affectStats)
                UpdateArmorPenetration(amount);
            break;
    }
}
void Player::SetRegularAttackTime()
{
    for (uint8 i = 0; i < MAX_ATTACK; ++i)
    {
        Item *tmpitem = GetWeaponForAttack(WeaponAttackType(i));
        if(tmpitem && !tmpitem->IsBroken())
        {
            ItemPrototype const *proto = tmpitem->GetProto();
            if(proto->Delay)
                SetAttackTime(WeaponAttackType(i), proto->Delay);
            else
                SetAttackTime(WeaponAttackType(i), BASE_ATTACK_TIME);
        }
    }
}
//skill+step, checking for max value
bool Player::UpdateSkill(uint32 skill_id, uint32 step)
{
    if(!skill_id)
        return false;
    if(skill_id == SKILL_FIST_WEAPONS)
        skill_id = SKILL_UNARMED;
    uint16 i=0;
    for (; i < PLAYER_MAX_SKILLS; i++)
        if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == skill_id)
            break;
    if(i>=PLAYER_MAX_SKILLS)
        return false;
    uint32 data = GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i));
    uint32 value = SKILL_VALUE(data);
    uint32 max = SKILL_MAX(data);
    if ((!max) || (!value) || (value >= max))
        return false;
    if (value < max)
    {
        uint32 new_value = value+step;
        if(new_value > max)
            new_value = max;
        SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i),MAKE_SKILL_VALUE(new_value,max));
        GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL,skill_id);
        return true;
    }
    return false;
}
inline int SkillGainChance(uint32 SkillValue, uint32 GrayLevel, uint32 GreenLevel, uint32 YellowLevel)
{
    if ( SkillValue >= GrayLevel )
        return sWorld.getConfig(CONFIG_SKILL_CHANCE_GREY)*10;
    if ( SkillValue >= GreenLevel )
        return sWorld.getConfig(CONFIG_SKILL_CHANCE_GREEN)*10;
    if ( SkillValue >= YellowLevel )
        return sWorld.getConfig(CONFIG_SKILL_CHANCE_YELLOW)*10;
    return sWorld.getConfig(CONFIG_SKILL_CHANCE_ORANGE)*10;
}
bool Player::UpdateCraftSkill(uint32 spellid)
{
    sLog.outDebug("UpdateCraftSkill spellid %d", spellid);
    SkillLineAbilityMapBounds bounds = spellmgr.GetSkillLineAbilityMapBounds(spellid);
    for (SkillLineAbilityMap::const_iterator _spell_idx = bounds.first; _spell_idx != bounds.second; ++_spell_idx)
    {
        if (_spell_idx->second->skillId)
        {
            uint32 SkillValue = GetPureSkillValue(_spell_idx->second->skillId);
            // Alchemy Discoveries here
            SpellEntry const* spellEntry = sSpellStore.LookupEntry(spellid);
            if (spellEntry && spellEntry->Mechanic==MECHANIC_DISCOVERY)
            {
                if (uint32 discoveredSpell = GetSkillDiscoverySpell(_spell_idx->second->skillId, spellid, this))
                    learnSpell(discoveredSpell,false);
            }
            uint32 craft_skill_gain = sWorld.getConfig(CONFIG_SKILL_GAIN_CRAFTING);
            return UpdateSkillPro(_spell_idx->second->skillId, SkillGainChance(SkillValue,
                _spell_idx->second->max_value,
                (_spell_idx->second->max_value + _spell_idx->second->min_value)/2,
                _spell_idx->second->min_value),
                craft_skill_gain);
        }
    }
    return false;
}
bool Player::UpdateGatherSkill(uint32 SkillId, uint32 SkillValue, uint32 RedLevel, uint32 Multiplicator )
{
    sLog.outDebug("UpdateGatherSkill(SkillId %d SkillLevel %d RedLevel %d)", SkillId, SkillValue, RedLevel);
    uint32 gathering_skill_gain = sWorld.getConfig(CONFIG_SKILL_GAIN_GATHERING);
    // For skinning and Mining chance decrease with level. 1-74 - no decrease, 75-149 - 2 times, 225-299 - 8 times
    switch (SkillId)
    {
        case SKILL_HERBALISM:
        case SKILL_LOCKPICKING:
        case SKILL_JEWELCRAFTING:
        case SKILL_INSCRIPTION:
            return UpdateSkillPro(SkillId, SkillGainChance(SkillValue, RedLevel+100, RedLevel+50, RedLevel+25)*Multiplicator,gathering_skill_gain);
        case SKILL_SKINNING:
            if( sWorld.getConfig(CONFIG_SKILL_CHANCE_SKINNING_STEPS)==0)
                return UpdateSkillPro(SkillId, SkillGainChance(SkillValue, RedLevel+100, RedLevel+50, RedLevel+25)*Multiplicator,gathering_skill_gain);
            else
                return UpdateSkillPro(SkillId, (SkillGainChance(SkillValue, RedLevel+100, RedLevel+50, RedLevel+25)*Multiplicator) >> (SkillValue/sWorld.getConfig(CONFIG_SKILL_CHANCE_SKINNING_STEPS)), gathering_skill_gain);
        case SKILL_MINING:
            if (sWorld.getConfig(CONFIG_SKILL_CHANCE_MINING_STEPS)==0)
                return UpdateSkillPro(SkillId, SkillGainChance(SkillValue, RedLevel+100, RedLevel+50, RedLevel+25)*Multiplicator,gathering_skill_gain);
            else
                return UpdateSkillPro(SkillId, (SkillGainChance(SkillValue, RedLevel+100, RedLevel+50, RedLevel+25)*Multiplicator) >> (SkillValue/sWorld.getConfig(CONFIG_SKILL_CHANCE_MINING_STEPS)),gathering_skill_gain);
    }
    return false;
}
bool Player::UpdateFishingSkill()
{
    sLog.outDebug("UpdateFishingSkill");
    uint32 SkillValue = GetPureSkillValue(SKILL_FISHING);
    int32 chance = SkillValue < 75 ? 100 : 2500/(SkillValue-50);
    uint32 gathering_skill_gain = sWorld.getConfig(CONFIG_SKILL_GAIN_GATHERING);
    return UpdateSkillPro(SKILL_FISHING,chance*10,gathering_skill_gain);
}
// levels sync. with spell requirement for skill levels to learn
// bonus abilities in sSkillLineAbilityStore
// Used only to avoid scan DBC at each skill grow
static uint32 bonusSkillLevels[] = {75,150,225,300,375,450};
bool Player::UpdateSkillPro(uint16 SkillId, int32 Chance, uint32 step)
{
    sLog.outDebug("UpdateSkillPro(SkillId %d, Chance %3.1f%%)", SkillId, Chance/10.0);
    if ( !SkillId )
        return false;
    if(Chance <= 0)                                         // speedup in 0 chance case
    {
        sLog.outDebug("Player::UpdateSkillPro Chance=%3.1f%% missed", Chance/10.0);
        return false;
    }
    uint16 i=0;
    for (; i < PLAYER_MAX_SKILLS; i++)
        if ( SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_INDEX(i))) == SkillId ) break;
    if ( i >= PLAYER_MAX_SKILLS )
        return false;
    uint32 data = GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i));
    uint16 SkillValue = SKILL_VALUE(data);
    uint16 MaxValue   = SKILL_MAX(data);
    if (!MaxValue || !SkillValue || SkillValue >= MaxValue )
        return false;
    int32 Roll = irand(1,100);
    if ( Roll <= Chance )
    {
        uint32 new_value = SkillValue+step;
        if(new_value > MaxValue)
            new_value = MaxValue;
        SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i),MAKE_SKILL_VALUE(new_value,MaxValue));
        for (uint32* bsl = &bonusSkillLevels[0]; *bsl; ++bsl)
        {
            if((SkillValue < *bsl && new_value >= *bsl))
            {
                learnSkillRewardedSpells( SkillId, new_value);
                break;
            }
        }
        GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL,SkillId);
        sLog.outDebug("Player::UpdateSkillPro Chance=%3.1f%% taken", Chance/10.0);
        return true;
    }
    sLog.outDebug("Player::UpdateSkillPro Chance=%3.1f%% missed", Chance/10.0);
    return false;
}
void Player::UpdateWeaponSkill (WeaponAttackType attType)
{
    // no skill gain in pvp
    Unit *pVictim = getVictim();
    if(pVictim && pVictim->GetTypeId() == TYPEID_PLAYER)
        return;
    if(IsInFeralForm())
        return;                                             // always maximized SKILL_FERAL_COMBAT in fact
    if(m_form == FORM_TREE)
        return;                                             // use weapon but not skill up
    if(pVictim && pVictim->GetTypeId() == TYPEID_UNIT && (((Creature*)pVictim)->GetCreatureInfo()->flags_extra & CREATURE_FLAG_EXTRA_NO_SKILLGAIN))
        return;
    uint32 weapon_skill_gain = sWorld.getConfig(CONFIG_SKILL_GAIN_WEAPON);
    switch(attType)
    {
        case BASE_ATTACK:
        {
            Item *tmpitem = GetWeaponForAttack(attType,true);
            if (!tmpitem)
                UpdateSkill(SKILL_UNARMED,weapon_skill_gain);
            else if(tmpitem->GetProto()->SubClass != ITEM_SUBCLASS_WEAPON_FISHING_POLE)
                UpdateSkill(tmpitem->GetSkill(),weapon_skill_gain);
            break;
        }
        case OFF_ATTACK:
        case RANGED_ATTACK:
        {
            Item *tmpitem = GetWeaponForAttack(attType,true);
            if (tmpitem)
                UpdateSkill(tmpitem->GetSkill(), weapon_skill_gain);
            break;
        }
    }
    UpdateAllCritPercentages();
}
void Player::UpdateCombatSkills(Unit *pVictim, WeaponAttackType attType, bool defence)
{
    uint8 plevel = getLevel();                              // if defense than pVictim == attacker
    uint8 greylevel = Trinity::XP::GetGrayLevel(plevel);
    uint8 moblevel = pVictim->getLevelForTarget(this);
    if(moblevel < greylevel)
        return;
    if (moblevel > plevel + 5)
        moblevel = plevel + 5;
    uint8 lvldif = moblevel - greylevel;
    if (lvldif < 3)
        lvldif = 3;
    uint32 skilldif = 5 * plevel - (defence ? GetBaseDefenseSkillValue() : GetBaseWeaponSkillValue(attType));
    if (skilldif <= 0)
        return;
    float chance = float(3 * lvldif * skilldif) / plevel;
    if (!defence)
        if (getClass() == CLASS_WARRIOR || getClass() == CLASS_ROGUE)
            chance += chance * 0.02f * GetStat(STAT_INTELLECT);
    chance = chance < 1.0f ? 1.0f : chance;                 //minimum chance to increase skill is 1%
    if (roll_chance_f(chance))
    {
        if (defence)
            UpdateDefense();
        else
            UpdateWeaponSkill(attType);
    }
    else
        return;
}
void Player::ModifySkillBonus(uint32 skillid,int32 val, bool talent)
{
    for (uint16 i = 0; i < PLAYER_MAX_SKILLS; ++i)
        if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == skillid)
        {
            uint32 bonus_val = GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i));
            int16 temp_bonus = SKILL_TEMP_BONUS(bonus_val);
            int16 perm_bonus = SKILL_PERM_BONUS(bonus_val);
            if(talent)                                          // permanent bonus stored in high part
                SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i),MAKE_SKILL_BONUS(temp_bonus,perm_bonus+val));
            else                                                // temporary/item bonus stored in low part
                SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i),MAKE_SKILL_BONUS(temp_bonus+val,perm_bonus));
            return;
        }
}
void Player::UpdateSkillsForLevel()
{
    uint16 maxconfskill = sWorld.GetConfigMaxSkillValue();
    uint32 maxSkill = GetMaxSkillValueForLevel();
    bool alwaysMaxSkill = sWorld.getConfig(CONFIG_ALWAYS_MAX_SKILL_FOR_LEVEL);
    for (uint16 i = 0; i < PLAYER_MAX_SKILLS; ++i)
        if (GetUInt32Value(PLAYER_SKILL_INDEX(i)))
        {
            uint32 pskill = GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF;
            SkillLineEntry const *pSkill = sSkillLineStore.LookupEntry(pskill);
            if (!pSkill)
                continue;
            if (GetSkillRangeType(pSkill,false) != SKILL_RANGE_LEVEL)
                continue;
            uint32 data = GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i));
            uint32 max = SKILL_MAX(data);
            uint32 val = SKILL_VALUE(data);
            /// update only level dependent max skill values
            if (max != 1)
            {
                /// miximize skill always
                if (alwaysMaxSkill)
                    SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i),MAKE_SKILL_VALUE(maxSkill,maxSkill));
                /// update max skill value if current max skill not maximized
                else if (max != maxconfskill)
                    SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i),MAKE_SKILL_VALUE(val,maxSkill));
            }
        }
}
void Player::UpdateSkillsToMaxSkillsForLevel()
{
    for (uint16 i = 0; i < PLAYER_MAX_SKILLS; ++i)
        if (GetUInt32Value(PLAYER_SKILL_INDEX(i)))
        {
            uint32 pskill = GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF;
            if (IsProfessionOrRidingSkill(pskill))
                continue;
            uint32 data = GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i));
            uint32 max = SKILL_MAX(data);
            if (max > 1)
                SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i),MAKE_SKILL_VALUE(max,max));
            if (pskill == SKILL_DEFENSE)
                UpdateDefenseBonusesMod();
        }
}
// This functions sets a skill line value (and adds if doesn't exist yet)
// To "remove" a skill line, set it's values to zero
void Player::SetSkill(uint32 id, uint16 currVal, uint16 maxVal)
{
    if (!id)
        return;
    uint16 i = 0;
    for (; i < PLAYER_MAX_SKILLS; ++i)
        if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == id)
            break;
    if (i < PLAYER_MAX_SKILLS)                              //has skill
    {
        if (currVal)
        {
            SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i),MAKE_SKILL_VALUE(currVal,maxVal));
            learnSkillRewardedSpells(id, currVal);
            GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL,id);
            GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILL_LEVEL,id);
        }
        else                                                //remove
        {
            // clear skill fields
            SetUInt32Value(PLAYER_SKILL_INDEX(i),0);
            SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i),0);
            SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i),0);
            // remove all spells that related to this skill
            for (uint32 j = 0; j < sSkillLineAbilityStore.GetNumRows(); ++j)
                if(SkillLineAbilityEntry const *pAbility = sSkillLineAbilityStore.LookupEntry(j))
                    if (pAbility->skillId == id)
                        removeSpell(spellmgr.GetFirstSpellInChain(pAbility->spellId));
        }
    }
    else if (currVal)                                        //add
    {
        for (i = 0; i < PLAYER_MAX_SKILLS; ++i)
            if (!GetUInt32Value(PLAYER_SKILL_INDEX(i)))
            {
                SkillLineEntry const *pSkill = sSkillLineStore.LookupEntry(id);
                if (!pSkill)
                {
                    sLog.outError("Skill not found in SkillLineStore: skill #%u", id);
                    return;
                }
                // enable unlearn button for primary professions only
                if (pSkill->categoryId == SKILL_CATEGORY_PROFESSION)
                    SetUInt32Value(PLAYER_SKILL_INDEX(i), MAKE_PAIR32(id,1));
                else
                    SetUInt32Value(PLAYER_SKILL_INDEX(i), MAKE_PAIR32(id,0));
                SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i),MAKE_SKILL_VALUE(currVal,maxVal));
                GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL,id);
                GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILL_LEVEL,id);
                // apply skill bonuses
                SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i),0);
                // temporary bonuses
                AuraEffectList const& mModSkill = GetAurasByType(SPELL_AURA_MOD_SKILL);
                for (AuraEffectList::const_iterator j = mModSkill.begin(); j != mModSkill.end(); ++j)
                    if ((*j)->GetMiscValue() == int32(id))
                        (*j)->ApplyModifier(true);
                // permanent bonuses
                AuraEffectList const& mModSkillTalent = GetAurasByType(SPELL_AURA_MOD_SKILL_TALENT);
                for (AuraEffectList::const_iterator j = mModSkillTalent.begin(); j != mModSkillTalent.end(); ++j)
                    if ((*j)->GetMiscValue() == int32(id))
                        (*j)->ApplyModifier(true);
                // Learn all spells for skill
                learnSkillRewardedSpells(id, currVal);
                return;
            }
        }
}
bool Player::HasSkill(uint32 skill) const
{
    if (!skill)
        return false;
    for (uint16 i = 0; i < PLAYER_MAX_SKILLS; ++i)
        if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == skill)
            return true;
    return false;
}
uint16 Player::GetSkillValue(uint32 skill) const
{
    if (!skill)
        return 0;
    for (uint16 i = 0; i < PLAYER_MAX_SKILLS; ++i)
    {
        if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == skill)
        {
            uint32 bonus = GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i));
            int32 result = int32(SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i))));
            result += SKILL_TEMP_BONUS(bonus);
            result += SKILL_PERM_BONUS(bonus);
            return result < 0 ? 0 : result;
        }
    }
    return 0;
}
uint16 Player::GetMaxSkillValue(uint32 skill) const
{
    if (!skill)
        return 0;
    for (uint16 i = 0; i < PLAYER_MAX_SKILLS; ++i)
    {
        if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == skill)
        {
            uint32 bonus = GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i));
            int32 result = int32(SKILL_MAX(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i))));
            result += SKILL_TEMP_BONUS(bonus);
            result += SKILL_PERM_BONUS(bonus);
            return result < 0 ? 0 : result;
        }
    }
    return 0;
}
uint16 Player::GetPureMaxSkillValue(uint32 skill) const
{
    if (!skill)
        return 0;
    for (uint16 i = 0; i < PLAYER_MAX_SKILLS; ++i)
        if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == skill)
            return SKILL_MAX(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i)));
    return 0;
}
uint16 Player::GetBaseSkillValue(uint32 skill) const
{
    if (!skill)
        return 0;
    for (uint16 i = 0; i < PLAYER_MAX_SKILLS; ++i)
    {
        if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == skill)
        {
            int32 result = int32(SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i))));
            result +=  SKILL_PERM_BONUS(GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i)));
            return result < 0 ? 0 : result;
        }
    }
    return 0;
}
uint16 Player::GetPureSkillValue(uint32 skill) const
{
    if (!skill)
        return 0;
    for (uint16 i = 0; i < PLAYER_MAX_SKILLS; ++i)
        if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == skill)
            return SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i)));
    return 0;
}
int16 Player::GetSkillPermBonusValue(uint32 skill) const
{
    if (!skill)
        return 0;
    for (uint16 i = 0; i < PLAYER_MAX_SKILLS; ++i)
        if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == skill)
            return SKILL_PERM_BONUS(GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i)));
    return 0;
}
int16 Player::GetSkillTempBonusValue(uint32 skill) const
{
    if (!skill)
        return 0;
    for (uint16 i = 0; i < PLAYER_MAX_SKILLS; ++i)
        if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == skill)
            return SKILL_TEMP_BONUS(GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i)));
    return 0;
}
void Player::SendActionButtons(uint32 state) const
{
    sLog.outDetail( "Sending Action Buttons for '%u' spec '%u'", GetGUIDLow(), m_activeSpec);
    WorldPacket data(SMSG_ACTION_BUTTONS, 1+(MAX_ACTION_BUTTONS*4));
    data << uint8(state);                                       // can be 0, 1, 2
    for (uint16 button = 0; button < MAX_ACTION_BUTTONS; ++button)
    {
        ActionButtonList::const_iterator itr = m_actionButtons.find(button);
        if (itr != m_actionButtons.end() && itr->second.uState != ACTIONBUTTON_DELETED)
            data << uint32(itr->second.packedData);
        else
            data << uint32(0);
    }
    GetSession()->SendPacket(&data);
    sLog.outDetail("Action Buttons for '%u' spec '%u' Sent", GetGUIDLow(), m_activeSpec);
}
ActionButton* Player::addActionButton(uint8 button, uint32 action, uint8 type)
{
    if(button >= MAX_ACTION_BUTTONS)
    {
        sLog.outError( "Action %u not added into button %u for player %s: button must be < 132", action, button, GetName() );
        return NULL;
    }
    if(action >= MAX_ACTION_BUTTON_ACTION_VALUE)
    {
        sLog.outError( "Action %u not added into button %u for player %s: action must be < %u", action, button, GetName(), MAX_ACTION_BUTTON_ACTION_VALUE );
        return NULL;
    }
    switch (type)
    {
        case ACTION_BUTTON_SPELL:
            if (!sSpellStore.LookupEntry(action))
            {
                sLog.outError( "Action %u not added into button %u for player %s: spell not exist", action, button, GetName() );
                return NULL;
            }
            if (!HasSpell(action))
            {
                sLog.outError( "Action %u not added into button %u for player %s: player don't known this spell", action, button, GetName() );
                return NULL;
            }
            break;
        case ACTION_BUTTON_ITEM:
            if (!objmgr.GetItemPrototype(action))
            {
                sLog.outError( "Action %u not added into button %u for player %s: item not exist", action, button, GetName() );
                return NULL;
            }
            break;
        default:
            break;                                          // pther cases not checked at this moment
    }
    // it create new button (NEW state) if need or return existed
    ActionButton& ab = m_actionButtons[button];
    // set data and update to CHANGED if not NEW
    ab.SetActionAndType(action,ActionButtonType(type));
    sLog.outDetail("Player '%u' Added Action '%u' (type %u) to Button '%u'", GetGUIDLow(), action, type, button);
    return &ab;
}
void Player::removeActionButton(uint8 button)
{
    ActionButtonList::iterator buttonItr = m_actionButtons.find(button);
    if (buttonItr == m_actionButtons.end())
        return;
    if (!buttonItr->second.canRemoveByClient)
    {
        buttonItr->second.canRemoveByClient = true;
        return;
    }
    if(buttonItr->second.uState==ACTIONBUTTON_NEW)
        m_actionButtons.erase(buttonItr);                   // new and not saved
    else
        buttonItr->second.uState = ACTIONBUTTON_DELETED;    // saved, will deleted at next save
    sLog.outDetail("Action Button '%u' Removed from Player '%u'", button, GetGUIDLow());
}
bool Player::SetPosition(float x, float y, float z, float orientation, bool teleport)
{
    // prevent crash when a bad coord is sent by the client
    if (!Trinity::IsValidMapCoord(x,y,z,orientation))
    {
        sLog.outDebug("Player::SetPosition(%f, %f, %f, %f, %d) .. bad coordinates for player %d!",x,y,z,orientation,teleport,GetGUIDLow());
        return false;
    }
    //if(movementInfo.flags & MOVEMENTFLAG_MOVING)
    //    mover->RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_MOVE);
    //if(movementInfo.flags & MOVEMENTFLAG_TURNING)
    //    mover->RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_TURNING);
    //AURA_INTERRUPT_FLAG_JUMP not sure
    bool turn = (GetOrientation() != orientation);
    bool move2d = (teleport || GetPositionX() != x || GetPositionY() != y);
    if (turn)
        RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_TURNING);
    if (move2d || GetPositionZ() != z)
    {
        RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_MOVE);
        // move and update visible state if need
        GetMap()->PlayerRelocation(this, x, y, z, orientation);
        // reread after Map::Relocation
        GetPosition(x, y, z);
        // group update
        if (move2d && GetGroup())
            SetGroupUpdateFlag(GROUP_UPDATE_FLAG_POSITION);
        // code block for underwater state update
        UpdateUnderwaterState(GetMap(), x, y, z);
        CheckExploreSystem();
    }
    else if(turn)
        SetOrientation(orientation);
    return true;
}
void Player::SaveRecallPosition()
{
    m_recallMap = GetMapId();
    m_recallX = GetPositionX();
    m_recallY = GetPositionY();
    m_recallZ = GetPositionZ();
    m_recallO = GetOrientation();
}
void Player::SendMessageToSet(WorldPacket *data, bool self)
{
    if (self)
        GetSession()->SendPacket(data);
    // we use World::GetMaxVisibleDistance() because i cannot see why not use a distance
    // update: replaced by GetMap()->GetVisibilityDistance()
    Trinity::MessageDistDeliverer notifier(this, data, GetMap()->GetVisibilityDistance());
    VisitNearbyWorldObject(GetMap()->GetVisibilityDistance(), notifier);
}
void Player::SendMessageToSetInRange(WorldPacket *data, float dist, bool self)
{
    if (self)
        GetSession()->SendPacket(data);
    Trinity::MessageDistDeliverer notifier(this, data, dist);
    VisitNearbyWorldObject(dist, notifier);
}
void Player::SendMessageToSetInRange(WorldPacket *data, float dist, bool self, bool own_team_only)
{
    if (self)
        GetSession()->SendPacket(data);
    Trinity::MessageDistDeliverer notifier(this, data, dist, own_team_only);
    VisitNearbyWorldObject(dist, notifier);
}
void Player::SendDirectMessage(WorldPacket *data)
{
    GetSession()->SendPacket(data);
}
void Player::SendCinematicStart(uint32 CinematicSequenceId)
{
    WorldPacket data(SMSG_TRIGGER_CINEMATIC, 4);
    data << uint32(CinematicSequenceId);
    SendDirectMessage(&data);
}
void Player::SendMovieStart(uint32 MovieId)
{
    WorldPacket data(SMSG_TRIGGER_MOVIE, 4);
    data << uint32(MovieId);
    SendDirectMessage(&data);
}
void Player::CheckExploreSystem()
{
    if (!isAlive())
        return;
    if (isInFlight())
        return;
    if(!m_AreaID)
        m_AreaID = GetAreaId();
    if(m_AreaID != GetAreaId())
    {
        m_AreaID = GetAreaId();
        GetSession()->HandleOnAreaChange(GetAreaEntryByAreaID(m_AreaID));
    }
    uint16 areaFlag = GetBaseMap()->GetAreaFlag(GetPositionX(),GetPositionY(),GetPositionZ());
    if(areaFlag==0xffff)
        return;
    int offset = areaFlag / 32;
    if(offset >= 128)
    {
        sLog.outError("Wrong area flag %u in map data for (X: %f Y: %f) point to field PLAYER_EXPLORED_ZONES_1 + %u ( %u must be < 128 ).",areaFlag,GetPositionX(),GetPositionY(),offset,offset);
        return;
    }
    uint32 val = (uint32)(1 << (areaFlag % 32));
    uint32 currFields = GetUInt32Value(PLAYER_EXPLORED_ZONES_1 + offset);
    if( !(currFields & val) )
    {
        SetUInt32Value(PLAYER_EXPLORED_ZONES_1 + offset, (uint32)(currFields | val));
        GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_EXPLORE_AREA);
        AreaTableEntry const *p = GetAreaEntryByAreaFlagAndMap(areaFlag,GetMapId());
        if(!p)
        {
            sLog.outError("PLAYER: Player %u discovered unknown area (x: %f y: %f map: %u", GetGUIDLow(), GetPositionX(),GetPositionY(),GetMapId());
        }
        else if(p->area_level > 0)
        {
            uint32 area = p->ID;
            if (getLevel() >= sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL))
            {
                SendExplorationExperience(area,0);
            }
            else
            {
                int32 diff = int32(getLevel()) - p->area_level;
                uint32 XP = 0;
                if (diff < -5)
                {
                    XP = uint32(objmgr.GetBaseXP(getLevel()+5)*sWorld.getRate(RATE_XP_EXPLORE));
                }
                else if (diff > 5)
                {
                    int32 exploration_percent = (100-((diff-5)*5));
                    if (exploration_percent > 100)
                        exploration_percent = 100;
                    else if (exploration_percent < 0)
                        exploration_percent = 0;
                    XP = uint32(objmgr.GetBaseXP(p->area_level)*exploration_percent/100*sWorld.getRate(RATE_XP_EXPLORE));
                }
                else
                {
                    XP = uint32(objmgr.GetBaseXP(p->area_level)*sWorld.getRate(RATE_XP_EXPLORE));
                }
                GiveXP( XP, NULL );
                SendExplorationExperience(area,XP);
            }
            sLog.outDetail("PLAYER: Player %u discovered a new area: %u", GetGUIDLow(), area);
        }
    }
}
uint32 Player::TeamForRace(uint8 race)
{
    ChrRacesEntry const* rEntry = sChrRacesStore.LookupEntry(race);
    if(!rEntry)
    {
        sLog.outError("Race %u not found in DBC: wrong DBC files?",uint32(race));
        return ALLIANCE;
    }
    switch(rEntry->TeamID)
    {
        case 7: return ALLIANCE;
        case 1: return HORDE;
    }
    sLog.outError("Race %u have wrong teamid %u in DBC: wrong DBC files?",uint32(race),rEntry->TeamID);
    return ALLIANCE;
}
uint32 Player::getFactionForRace(uint8 race)
{
    ChrRacesEntry const* rEntry = sChrRacesStore.LookupEntry(race);
    if(!rEntry)
    {
        sLog.outError("Race %u not found in DBC: wrong DBC files?",uint32(race));
        return 0;
    }
    return rEntry->FactionID;
}
void Player::setFactionForRace(uint8 race)
{
    m_team = TeamForRace(race);
    setFaction( getFactionForRace(race) );
}
ReputationRank Player::GetReputationRank(uint32 faction) const
{
    FactionEntry const* factionEntry = sFactionStore.LookupEntry(faction);
    return GetReputationMgr().GetRank(factionEntry);
}
//Calculate total reputation percent player gain with quest/creature level
int32 Player::CalculateReputationGain(uint32 creatureOrQuestLevel, int32 rep, int32 faction, bool for_quest)
{
    float percent = 100.0f;
    float rate = for_quest ? sWorld.getRate(RATE_REPUTATION_LOWLEVEL_QUEST) : sWorld.getRate(RATE_REPUTATION_LOWLEVEL_KILL);
    if (rate != 1.0f && creatureOrQuestLevel <= MaNGOS::XP::GetGrayLevel(getLevel()))
        percent *= rate;
    float repMod = GetTotalAuraModifier(SPELL_AURA_MOD_REPUTATION_GAIN);
    if (!for_quest)
        repMod += GetTotalAuraModifierByMiscValue(SPELL_AURA_MOD_FACTION_REPUTATION_GAIN, faction);
    percent += rep > 0 ? repMod : -repMod;
    if (percent <= 0.0f)
        return 0;
    return int32(rep*percent/100);
}
//Calculates how many reputation points player gains in victim's enemy factions
void Player::RewardReputation(Unit *pVictim, float rate)
{
    if(!pVictim || pVictim->GetTypeId() == TYPEID_PLAYER)
        return;
    if(((Creature*)pVictim)->IsReputationGainDisabled())
        return;
    ReputationOnKillEntry const* Rep = objmgr.GetReputationOnKilEntry(((Creature*)pVictim)->GetCreatureInfo()->Entry);
    if(!Rep)
        return;
    uint32 ChampioningFaction = 0;
    if(GetChampioningFaction())
    {
        // support for: Championing - http://www.wowwiki.com/Championing
        Map const *pMap = GetMap();
        if(pMap && pMap->IsDungeon())
        {
            bool Heroic = pMap->IsHeroic();
            InstanceTemplate const *pInstance = objmgr.GetInstanceTemplate(pMap->GetId());
            if(pInstance)
            {
                AccessRequirement const *pAccessRequirement = objmgr.GetAccessRequirement(pInstance->access_id);
                if(pAccessRequirement)
                {
                    if(!pMap->IsRaid() && ((!Heroic && pAccessRequirement->levelMin == 80) || (Heroic && pAccessRequirement->heroicLevelMin == 80)))
                        ChampioningFaction = GetChampioningFaction();
                }
            }
        }
    }
    // Favored reputation increase START
    uint32 zone = GetZoneId();
    uint32 team = GetTeam();
    float favored_rep_mult = 0;
    if( (HasAura(32096) || HasAura(32098)) && (zone == 3483 || zone == 3562 || zone == 3836 || zone == 3713 || zone == 3714) ) favored_rep_mult = 0.25; // Thrallmar's Favor and Honor Hold's Favor
    else if( HasAura(30754) && (Rep->repfaction1 == 609 || Rep->repfaction2 == 609) && !ChampioningFaction )                   favored_rep_mult = 0.25; // Cenarion Favor
    if(favored_rep_mult > 0) favored_rep_mult *= 2; // Multiplied by 2 because the reputation is divided by 2 for some reason (See "donerep1 / 2" and "donerep2 / 2") -- if you know why this is done, please update/explain :)
    // Favored reputation increase END
    if(Rep->repfaction1 && (!Rep->team_dependent || team == ALLIANCE))
    {
        int32 donerep1 = CalculateReputationGain(pVictim->getLevel(), Rep->repvalue1, ChampioningFaction ? ChampioningFaction : Rep->repfaction1, false);
        donerep1 = int32(donerep1*(rate + favored_rep_mult));
        FactionEntry const *factionEntry1 = sFactionStore.LookupEntry(ChampioningFaction ? ChampioningFaction : Rep->repfaction1);
        uint32 current_reputation_rank1 = GetReputationMgr().GetRank(factionEntry1);
        if (factionEntry1 && current_reputation_rank1 <= Rep->reputation_max_cap1)
            GetReputationMgr().ModifyReputation(factionEntry1, donerep1);
        // Wiki: Team factions value divided by 2 -- Deprecated, see ModifyReputation
        /*if (factionEntry1 && Rep->is_teamaward1)
        {
            FactionEntry const *team1_factionEntry = sFactionStore.LookupEntry(factionEntry1->team);
            if(team1_factionEntry)
                GetReputationMgr().ModifyReputation(team1_factionEntry, donerep1 / 2);
        }*/
    }
    if(Rep->repfaction2 && (!Rep->team_dependent || team == HORDE))
    {
        int32 donerep2 = CalculateReputationGain(pVictim->getLevel(), Rep->repvalue2, ChampioningFaction ? ChampioningFaction : Rep->repfaction2, false);
        donerep2 = int32(donerep2*(rate + favored_rep_mult));
        FactionEntry const *factionEntry2 = sFactionStore.LookupEntry(ChampioningFaction ? ChampioningFaction : Rep->repfaction2);
        uint32 current_reputation_rank2 = GetReputationMgr().GetRank(factionEntry2);
        if (factionEntry2 && current_reputation_rank2 <= Rep->reputation_max_cap2)
            GetReputationMgr().ModifyReputation(factionEntry2, donerep2);
        // Wiki: Team factions value divided by 2 -- Deprecated, see ModifyReputation
        /*if (factionEntry2 && Rep->is_teamaward2)
        {
            FactionEntry const *team2_factionEntry = sFactionStore.LookupEntry(factionEntry2->team);
            if(team2_factionEntry)
                GetReputationMgr().ModifyReputation(team2_factionEntry, donerep2 / 2);
        }*/
    }
}
//Calculate how many reputation points player gain with the quest
void Player::RewardReputation(Quest const *pQuest)
{
    // quest reputation reward/loss
    for (uint8 i = 0; i < QUEST_REPUTATIONS_COUNT; ++i)
    {
        if(pQuest->RewRepFaction[i] && pQuest->RewRepValue[i] )
        {
            int32 rep = CalculateReputationGain(GetQuestLevel(pQuest), pQuest->RewRepValue[i], pQuest->RewRepFaction[i], true);
            FactionEntry const* factionEntry = sFactionStore.LookupEntry(pQuest->RewRepFaction[i]);
            if(factionEntry)
                GetReputationMgr().ModifyReputation(factionEntry, rep);
        }
    }
    // TODO: implement reputation spillover
}
void Player::UpdateArenaFields(void)
{
    /* arena calcs go here */
}
void Player::UpdateHonorFields()
{
    /// called when rewarding honor and at each save
    uint64 now = time(NULL);
    uint64 today = uint64(time(NULL) / DAY) * DAY;
    if(m_lastHonorUpdateTime < today)
    {
        uint64 yesterday = today - DAY;
        uint16 kills_today = PAIR32_LOPART(GetUInt32Value(PLAYER_FIELD_KILLS));
        // update yesterday's contribution
        if(m_lastHonorUpdateTime >= yesterday )
        {
            SetUInt32Value(PLAYER_FIELD_YESTERDAY_CONTRIBUTION, GetUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION));
            // this is the first update today, reset today's contribution
            SetUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION, 0);
            SetUInt32Value(PLAYER_FIELD_KILLS, MAKE_PAIR32(0,kills_today));
        }
        else
        {
            // no honor/kills yesterday or today, reset
            SetUInt32Value(PLAYER_FIELD_YESTERDAY_CONTRIBUTION, 0);
            SetUInt32Value(PLAYER_FIELD_KILLS, 0);
        }
    }
    m_lastHonorUpdateTime = now;
}
///Calculate the amount of honor gained based on the victim
///and the size of the group for which the honor is divided
///An exact honor value can also be given (overriding the calcs)
bool Player::RewardHonor(Unit *uVictim, uint32 groupsize, float honor, bool pvptoken)
{
    // do not reward honor in arenas, but enable onkill spellproc
    if(InArena())
    {
        if(!uVictim || uVictim == this || uVictim->GetTypeId() != TYPEID_PLAYER)
            return false;
        if( GetBGTeam() == ((Player*)uVictim)->GetBGTeam() )
            return false;
        return true;
    }
    // 'Inactive' this aura prevents the player from gaining honor points and battleground tokens
    if(HasAura(SPELL_AURA_PLAYER_INACTIVE))
        return false;
    uint64 victim_guid = 0;
    uint32 victim_rank = 0;
    time_t now = time(NULL);
    // need call before fields update to have chance move yesterday data to appropriate fields before today data change.
    UpdateHonorFields();
    // do not reward honor in arenas, but return true to enable onkill spellproc
    if(InBattleGround() && GetBattleGround() && GetBattleGround()->isArena())
        return true;
    if(honor <= 0)
    {
        if(!uVictim || uVictim == this || uVictim->HasAuraType(SPELL_AURA_NO_PVP_CREDIT))
            return false;
        victim_guid = uVictim->GetGUID();
        if( uVictim->GetTypeId() == TYPEID_PLAYER )
        {
            Player *pVictim = (Player *)uVictim;
            if( GetTeam() == pVictim->GetTeam() && !sWorld.IsFFAPvPRealm() )
                return false;
            float f = 1;                                    //need for total kills (?? need more info)
            uint32 k_grey = 0;
            uint32 k_level = getLevel();
            uint32 v_level = pVictim->getLevel();
            {
                // PLAYER_CHOSEN_TITLE VALUES DESCRIPTION
                //  [0]      Just name
                //  [1..14]  Alliance honor titles and player name
                //  [15..28] Horde honor titles and player name
                //  [29..38] Other title and player name
                //  [39+]    Nothing
                uint32 victim_title = pVictim->GetUInt32Value(PLAYER_CHOSEN_TITLE);
                                                            // Get Killer titles, CharTitlesEntry::bit_index
                // Ranks:
                //  title[1..14]  -> rank[5..18]
                //  title[15..28] -> rank[5..18]
                //  title[other]  -> 0
                if (victim_title == 0)
                    victim_guid = 0;                        // Don't show HK:  message, only log.
                else if (victim_title < 15)
                    victim_rank = victim_title + 4;
                else if (victim_title < 29)
                    victim_rank = victim_title - 14 + 4;
                else
                    victim_guid = 0;                        // Don't show HK:  message, only log.
            }
            k_grey = Trinity::XP::GetGrayLevel(k_level);
            if(v_level<=k_grey)
                return false;
            float diff_level = (k_level == k_grey) ? 1 : ((float(v_level) - float(k_grey)) / (float(k_level) - float(k_grey)));
            int32 v_rank =1;                                //need more info
            honor = ((f * diff_level * (190 + v_rank*10))/6);
            honor *= ((float)k_level) / 70.0f;              //factor of dependence on levels of the killer
            // count the number of playerkills in one day
            ApplyModUInt32Value(PLAYER_FIELD_KILLS, 1, true);
            // and those in a lifetime
            ApplyModUInt32Value(PLAYER_FIELD_LIFETIME_HONORABLE_KILLS, 1, true);
            UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_EARN_HONORABLE_KILL);
            UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_HK_CLASS, pVictim->getClass());
            UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_HK_RACE, pVictim->getRace());
        }
        else
        {
            Creature *cVictim = (Creature *)uVictim;
            if (!cVictim->isRacialLeader())
                return false;
            honor = 100;                                    // ??? need more info
            victim_rank = 19;                               // HK: Leader
        }
    }
    if (uVictim != NULL)
    {
        honor *= sWorld.getRate(RATE_HONOR);
        if(groupsize > 1)
            honor /= groupsize;
        // apply honor multiplier from aura (not stacking-get highest)
        honor = int32(float(honor) * (float(GetMaxPositiveAuraModifier(SPELL_AURA_MOD_HONOR_GAIN_PCT))+100.0f)/100.0f);
        honor *= (((float)urand(8,12))/10);                 // approx honor: 80% - 120% of real honor
    }
    // honor - for show honor points in log
    // victim_guid - for show victim name in log
    // victim_rank [1..4]  HK: 
    // victim_rank [5..19] HK: 
    // victim_rank [0,20+] HK: <>
    WorldPacket data(SMSG_PVP_CREDIT,4+8+4);
    data << (uint32) honor;
    data << (uint64) victim_guid;
    data << (uint32) victim_rank;
    GetSession()->SendPacket(&data);
    // add honor points
    ModifyHonorPoints(int32(honor));
    ApplyModUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION, uint32(honor), true);
    if( sWorld.getConfig(CONFIG_PVP_TOKEN_ENABLE) && pvptoken )
    {
        if(!uVictim || uVictim == this || uVictim->HasAuraType(SPELL_AURA_NO_PVP_CREDIT))
            return true;
        if(uVictim->GetTypeId() == TYPEID_PLAYER)
        {
            // Check if allowed to receive it in current map
            uint8 MapType = sWorld.getConfig(CONFIG_PVP_TOKEN_MAP_TYPE);
            if( (MapType == 1 && !InBattleGround() && !HasByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP))
                || (MapType == 2 && !HasByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP))
                || (MapType == 3 && !InBattleGround()) )
                return true;
            uint32 noSpaceForCount = 0;
            uint32 itemId = sWorld.getConfig(CONFIG_PVP_TOKEN_ID);
            int32 count = sWorld.getConfig(CONFIG_PVP_TOKEN_COUNT);
            // check space and find places
            ItemPosCountVec dest;
            uint8 msg = CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, itemId, count, &noSpaceForCount );
            if( msg != EQUIP_ERR_OK )   // convert to possible store amount
                count = noSpaceForCount;
            if( count == 0 || dest.empty()) // can't add any
            {
                // -- TODO: Send to mailbox if no space
                ChatHandler(this).PSendSysMessage("You don't have any space in your bags for a token.");
                return true;
            }
            Item* item = StoreNewItem( dest, itemId, true, Item::GenerateItemRandomPropertyId(itemId));
            SendNewItem(item,count,true,false);
            ChatHandler(this).PSendSysMessage("You have been awarded a token for slaying another player.");
        }
    }
    return true;
}
void Player::ModifyHonorPoints( int32 value )
{
    if(value < 0)
    {
        if (GetHonorPoints() > sWorld.getConfig(CONFIG_MAX_HONOR_POINTS))
            SetUInt32Value(PLAYER_FIELD_HONOR_CURRENCY, sWorld.getConfig(CONFIG_MAX_HONOR_POINTS) + value);
        else
            SetUInt32Value(PLAYER_FIELD_HONOR_CURRENCY, GetHonorPoints() > uint32(-value) ? GetHonorPoints() + value : 0);
    }
    else
        SetUInt32Value(PLAYER_FIELD_HONOR_CURRENCY, GetHonorPoints() < sWorld.getConfig(CONFIG_MAX_HONOR_POINTS) - value ? GetHonorPoints() + value : sWorld.getConfig(CONFIG_MAX_HONOR_POINTS));
}
void Player::ModifyArenaPoints( int32 value )
{
    if(value < 0)
    {
        if (GetArenaPoints() > sWorld.getConfig(CONFIG_MAX_ARENA_POINTS))
            SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY, sWorld.getConfig(CONFIG_MAX_ARENA_POINTS) + value);
        else
            SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY, GetArenaPoints() > uint32(-value) ? GetArenaPoints() + value : 0);
    }
    else
        SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY, GetArenaPoints() < sWorld.getConfig(CONFIG_MAX_ARENA_POINTS) - value ? GetArenaPoints() + value : sWorld.getConfig(CONFIG_MAX_ARENA_POINTS));
}
uint32 Player::GetGuildIdFromDB(uint64 guid)
{
    QueryResult* result = CharacterDatabase.PQuery("SELECT guildid FROM guild_member WHERE guid='%u'", GUID_LOPART(guid));
    if(!result)
        return 0;
    uint32 id = result->Fetch()[0].GetUInt32();
    delete result;
    return id;
}
uint32 Player::GetRankFromDB(uint64 guid)
{
    QueryResult *result = CharacterDatabase.PQuery( "SELECT rank FROM guild_member WHERE guid='%u'", GUID_LOPART(guid) );
    if( result )
    {
        uint32 v = result->Fetch()[0].GetUInt32();
        delete result;
        return v;
    }
    else
        return 0;
}
uint32 Player::GetArenaTeamIdFromDB(uint64 guid, uint8 type)
{
    QueryResult *result = CharacterDatabase.PQuery("SELECT arena_team_member.arenateamid FROM arena_team_member JOIN arena_team ON arena_team_member.arenateamid = arena_team.arenateamid WHERE guid='%u' AND type='%u' LIMIT 1", GUID_LOPART(guid), type);
    if(!result)
        return 0;
    uint32 id = (*result)[0].GetUInt32();
    delete result;
    return id;
}
uint32 Player::GetZoneIdFromDB(uint64 guid)
{
    uint32 guidLow = GUID_LOPART(guid);
    QueryResult *result = CharacterDatabase.PQuery( "SELECT zone FROM characters WHERE guid='%u'", guidLow );
    if (!result)
        return 0;
    Field* fields = result->Fetch();
    uint32 zone = fields[0].GetUInt32();
    delete result;
    if (!zone)
    {
        // stored zone is zero, use generic and slow zone detection
        result = CharacterDatabase.PQuery("SELECT map,position_x,position_y,position_z FROM characters WHERE guid='%u'", guidLow);
        if( !result )
            return 0;
        fields = result->Fetch();
        uint32 map = fields[0].GetUInt32();
        float posx = fields[1].GetFloat();
        float posy = fields[2].GetFloat();
        float posz = fields[3].GetFloat();
        delete result;
        zone = MapManager::Instance().GetZoneId(map,posx,posy,posz);
        if (zone > 0)
            CharacterDatabase.PExecute("UPDATE characters SET zone='%u' WHERE guid='%u'", zone, guidLow);
    }
    return zone;
}
uint32 Player::GetLevelFromDB(uint64 guid)
{
    QueryResult *result = CharacterDatabase.PQuery("SELECT level FROM characters WHERE guid='%u'", GUID_LOPART(guid));
    if (!result)
        return 0;
    Field* fields = result->Fetch();
    uint8 level = fields[0].GetUInt8();
    delete result;
    return level;
}
void Player::UpdateArea(uint32 newArea)
{
    // FFA_PVP flags are area and not zone id dependent
    // so apply them accordingly
    m_areaUpdateId    = newArea;
    AreaTableEntry const* area = GetAreaEntryByAreaID(newArea);
    pvpInfo.inFFAPvPArea = area && (area->flags & AREA_FLAG_ARENA);
    UpdatePvPState(true);
    UpdateAreaDependentAuras(newArea);
}
void Player::UpdateZone(uint32 newZone, uint32 newArea)
{
    if (m_zoneUpdateId != newZone)
    {
        sOutdoorPvPMgr.HandlePlayerLeaveZone(this, m_zoneUpdateId);
        sOutdoorPvPMgr.HandlePlayerEnterZone(this, newZone);
        SendInitWorldStates(newZone, newArea);              // only if really enters to new zone, not just area change, works strange...
    }
    m_zoneUpdateId    = newZone;
    m_zoneUpdateTimer = ZONE_UPDATE_INTERVAL;
    // zone changed, so area changed as well, update it
    UpdateArea(newArea);
    AreaTableEntry const* zone = GetAreaEntryByAreaID(newZone);
    if (!zone)
        return;
    if (sWorld.getConfig(CONFIG_WEATHER))
    {
        Weather *wth = sWorld.FindWeather(zone->ID);
        if (wth)
            wth->SendWeatherUpdateToPlayer(this);
        else
        {
            if (!sWorld.AddWeather(zone->ID))
            {
                // send fine weather packet to remove old zone's weather
                Weather::SendFineWeatherUpdateToPlayer(this);
            }
        }
    }
    // in PvP, any not controlled zone (except zone->team == 6, default case)
    // in PvE, only opposition team capital
    switch (zone->team)
    {
        case AREATEAM_ALLY:
            pvpInfo.inHostileArea = GetTeam() != ALLIANCE && (sWorld.IsPvPRealm() || zone->flags & AREA_FLAG_CAPITAL);
            break;
        case AREATEAM_HORDE:
            pvpInfo.inHostileArea = GetTeam() != HORDE && (sWorld.IsPvPRealm() || zone->flags & AREA_FLAG_CAPITAL);
            break;
        case AREATEAM_NONE:
            // overwrite for battlegrounds, maybe batter some zone flags but current known not 100% fit to this
            pvpInfo.inHostileArea = sWorld.IsPvPRealm() || InBattleGround() || zone->flags & AREA_FLAG_OUTDOOR_PVP;
            break;
        default:                                            // 6 in fact
            pvpInfo.inHostileArea = false;
            break;
    }
    pvpInfo.inNoPvPArea = false;
    if(zone->IsSanctuary())       // in sanctuary
    {
        SetByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_SANCTUARY);
        pvpInfo.inNoPvPArea = true;
        CombatStopWithPets();
    }
    else
        RemoveByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_SANCTUARY);
    if(zone->flags & AREA_FLAG_CAPITAL)                     // in capital city
    {
        SetFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING);
        SetRestType(REST_TYPE_IN_CITY);
        InnEnter(time(0),GetMapId(),0,0,0);
        pvpInfo.inNoPvPArea = true;
    }
    else                                                    // anywhere else
    {
        if(HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING))     // but resting (walk from city or maybe in tavern or leave tavern recently)
        {
            if(GetRestType() == REST_TYPE_IN_TAVERN)        // has been in tavern. Is still in?
            {
                if(GetMapId() != GetInnPosMapId() || sqrt((GetPositionX()-GetInnPosX())*(GetPositionX()-GetInnPosX())+(GetPositionY()-GetInnPosY())*(GetPositionY()-GetInnPosY())+(GetPositionZ()-GetInnPosZ())*(GetPositionZ()-GetInnPosZ()))>40)
                {
                    RemoveFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING);
                    SetRestType(REST_TYPE_NO);
                }
            }
            else                                            // not in tavern (leave city then)
            {
                RemoveFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING);
                SetRestType(REST_TYPE_NO);
            }
        }
    }
    UpdatePvPState();
    // remove items with area/map limitations (delete only for alive player to allow back in ghost mode)
    // if player resurrected at teleport this will be applied in resurrect code
    if (isAlive())
        DestroyZoneLimitedItem(true, newZone);
    // check some item equip limitations (in result lost CanTitanGrip at talent reset, for example)
    AutoUnequipOffhandIfNeed();
    // recent client version not send leave/join channel packets for built-in local channels
    UpdateLocalChannels(newZone);
    // group update
    if (GetGroup())
        SetGroupUpdateFlag(GROUP_UPDATE_FLAG_ZONE);
    UpdateZoneDependentAuras(newZone);
}
//If players are too far way of duel flag... then player loose the duel
void Player::CheckDuelDistance(time_t currTime)
{
    if (!duel)
        return;
    uint64 duelFlagGUID = GetUInt64Value(PLAYER_DUEL_ARBITER);
    GameObject* obj = GetMap()->GetGameObject(duelFlagGUID);
    if (!obj)
        return;
    if (duel->outOfBound == 0)
    {
        if (!IsWithinDistInMap(obj, 50))
        {
            duel->outOfBound = currTime;
            WorldPacket data(SMSG_DUEL_OUTOFBOUNDS, 0);
            GetSession()->SendPacket(&data);
        }
    }
    else
    {
        if (IsWithinDistInMap(obj, 40))
        {
            duel->outOfBound = 0;
            WorldPacket data(SMSG_DUEL_INBOUNDS, 0);
            GetSession()->SendPacket(&data);
        }
        else if (currTime >= (duel->outOfBound+10))
            DuelComplete(DUEL_FLED);
    }
}
bool Player::IsOutdoorPvPActive()
{
    return isAlive() && !HasInvisibilityAura() && !HasStealthAura() && (IsPvP() || sWorld.IsPvPRealm())  && !HasUnitMovementFlag(MOVEMENTFLAG_FLYING) && !isInFlight();
}
void Player::DuelComplete(DuelCompleteType type)
{
    // duel not requested
    if (!duel)
        return;
    sLog.outDebug("Duel Complete %s %s", GetName(), duel->opponent->GetName());
    WorldPacket data(SMSG_DUEL_COMPLETE, (1));
    data << (uint8)((type != DUEL_INTERUPTED) ? 1 : 0);
    GetSession()->SendPacket(&data);
    duel->opponent->GetSession()->SendPacket(&data);
    if (type != DUEL_INTERUPTED)
    {
        data.Initialize(SMSG_DUEL_WINNER, (1+20));          // we guess size
        data << uint8(type == DUEL_WON ? 0 : 1);            // 0 = just won; 1 = fled
        data << duel->opponent->GetName();
        data << GetName();
        SendMessageToSet(&data,true);
    }
    switch (type)
    {
        case DUEL_FLED:
            // if initiator and opponent are on the same team
            // or initiator and opponent are not PvP enabled, forcibly stop attacking
            if (duel->initiator->GetTeam() == duel->opponent->GetTeam())
            {
                duel->initiator->AttackStop();
                duel->opponent->AttackStop();
            }
            else
            {
                if (!duel->initiator->IsPvP())
                    duel->initiator->AttackStop();
                if (!duel->opponent->IsPvP())
                    duel->opponent->AttackStop();
            }
            break;
        case DUEL_WON:
            GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LOSE_DUEL, 1);
            if (duel->opponent)
            {
                 duel->opponent->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_WIN_DUEL, 1);
                //Credit for quest Death's Challenge
                if (getClass() == CLASS_DEATH_KNIGHT && duel->opponent->GetQuestStatus(12733) == QUEST_STATUS_INCOMPLETE)
                    duel->opponent->CastSpell(duel->opponent, 52994, true);
            }
            break;
    }
    //Remove Duel Flag object
    GameObject* obj = GetMap()->GetGameObject(GetUInt64Value(PLAYER_DUEL_ARBITER));
    if(obj)
        duel->initiator->RemoveGameObject(obj,true);
    /* remove auras */
    AuraMap &itsAuras = duel->opponent->GetAuras();
    for (AuraMap::iterator i = itsAuras.begin(); i != itsAuras.end();)
    {
        if (!i->second->IsPositive() && i->second->GetCasterGUID() == GetGUID() && i->second->GetAuraApplyTime() >= duel->startTime)
            duel->opponent->RemoveAura(i);
        else
            ++i;
    }
    AuraMap &myAuras = GetAuras();
    for (AuraMap::iterator i = myAuras.begin(); i != myAuras.end();)
    {
        if (!i->second->IsPositive() && i->second->GetCasterGUID() == duel->opponent->GetGUID() && i->second->GetAuraApplyTime() >= duel->startTime)
            RemoveAura(i);
        else
            ++i;
    }
    // cleanup combo points
    if(GetComboTarget()==duel->opponent->GetGUID())
        ClearComboPoints();
    else if(GetComboTarget()==duel->opponent->GetPetGUID())
        ClearComboPoints();
    if(duel->opponent->GetComboTarget()==GetGUID())
        duel->opponent->ClearComboPoints();
    else if(duel->opponent->GetComboTarget()==GetPetGUID())
        duel->opponent->ClearComboPoints();
    // Honor points after duel (the winner) - ImpConfig
    if(uint32 amount = sWorld.getConfig(CONFIG_HONOR_AFTER_DUEL))
        duel->opponent->RewardHonor(NULL,1,amount);
    //cleanups
    SetUInt64Value(PLAYER_DUEL_ARBITER, 0);
    SetUInt32Value(PLAYER_DUEL_TEAM, 0);
    duel->opponent->SetUInt64Value(PLAYER_DUEL_ARBITER, 0);
    duel->opponent->SetUInt32Value(PLAYER_DUEL_TEAM, 0);
    delete duel->opponent->duel;
    duel->opponent->duel = NULL;
    delete duel;
    duel = NULL;
}
//---------------------------------------------------------//
void Player::_ApplyItemMods(Item *item, uint8 slot,bool apply)
{
    if(slot >= INVENTORY_SLOT_BAG_END || !item)
        return;
    // not apply mods for broken item
    if(item->IsBroken())
        return;
    ItemPrototype const *proto = item->GetProto();
    if(!proto)
        return;
    sLog.outDetail("applying mods for item %u ",item->GetGUIDLow());
    uint8 attacktype = Player::GetAttackBySlot(slot);
    //check disarm only on mod apply to allow remove item mods
    if (!CanUseAttackType(attacktype) )
        return;
    if(attacktype < MAX_ATTACK)
        _ApplyWeaponDependentAuraMods(item,WeaponAttackType(attacktype),apply);
    _ApplyItemBonuses(proto,slot,apply);
    if( slot==EQUIPMENT_SLOT_RANGED )
        _ApplyAmmoBonuses();
    ApplyItemEquipSpell(item,apply);
    ApplyEnchantment(item, apply);
    if(proto->Socket[0].Color)                              //only (un)equipping of items with sockets can influence metagems, so no need to waste time with normal items
        CorrectMetaGemEnchants(slot, apply);
    sLog.outDebug("_ApplyItemMods complete.");
}
void Player::_ApplyItemBonuses(ItemPrototype const *proto, uint8 slot, bool apply, bool only_level_scale /*= false*/)
{
    if (slot >= INVENTORY_SLOT_BAG_END || !proto)
        return;
    ScalingStatDistributionEntry const *ssd = proto->ScalingStatDistribution ? sScalingStatDistributionStore.LookupEntry(proto->ScalingStatDistribution) : NULL;
    if (only_level_scale && !ssd)
        return;
    // req. check at equip, but allow use for extended range if range limit max level, set proper level
    uint32 ssd_level = getLevel();
    if (ssd && ssd_level > ssd->MaxLevel)
        ssd_level = ssd->MaxLevel;
    ScalingStatValuesEntry const *ssv = proto->ScalingStatValue ? sScalingStatValuesStore.LookupEntry(ssd_level) : NULL;
    if (only_level_scale && !ssv)
        return;
    for (uint8 i = 0; i < MAX_ITEM_PROTO_STATS; ++i)
    {
        uint32 statType = 0;
        int32  val = 0;
        // If set ScalingStatDistribution need get stats and values from it
        if (ssd && ssv)
        {
            if (ssd->StatMod[i] < 0)
                continue;
            statType = ssd->StatMod[i];
            val = (ssv->getssdMultiplier(proto->ScalingStatValue) * ssd->Modifier[i]) / 10000;
        }
        else
        {
            if (i >= proto->StatsCount)
                continue;
            statType = proto->ItemStat[i].ItemStatType;
            val = proto->ItemStat[i].ItemStatValue;
        }
        if(val == 0)
            continue;
        switch (statType)
        {
            case ITEM_MOD_MANA:
                HandleStatModifier(UNIT_MOD_MANA, BASE_VALUE, float(val), apply);
                break;
            case ITEM_MOD_HEALTH:                           // modify HP
                HandleStatModifier(UNIT_MOD_HEALTH, BASE_VALUE, float(val), apply);
                break;
            case ITEM_MOD_AGILITY:                          // modify agility
                HandleStatModifier(UNIT_MOD_STAT_AGILITY, BASE_VALUE, float(val), apply);
                ApplyStatBuffMod(STAT_AGILITY, float(val), apply);
                break;
            case ITEM_MOD_STRENGTH:                         //modify strength
                HandleStatModifier(UNIT_MOD_STAT_STRENGTH, BASE_VALUE, float(val), apply);
                ApplyStatBuffMod(STAT_STRENGTH, float(val), apply);
                break;
            case ITEM_MOD_INTELLECT:                        //modify intellect
                HandleStatModifier(UNIT_MOD_STAT_INTELLECT, BASE_VALUE, float(val), apply);
                ApplyStatBuffMod(STAT_INTELLECT, float(val), apply);
                break;
            case ITEM_MOD_SPIRIT:                           //modify spirit
                HandleStatModifier(UNIT_MOD_STAT_SPIRIT, BASE_VALUE, float(val), apply);
                ApplyStatBuffMod(STAT_SPIRIT, float(val), apply);
                break;
            case ITEM_MOD_STAMINA:                          //modify stamina
                HandleStatModifier(UNIT_MOD_STAT_STAMINA, BASE_VALUE, float(val), apply);
                ApplyStatBuffMod(STAT_STAMINA, float(val), apply);
                break;
            case ITEM_MOD_DEFENSE_SKILL_RATING:
                ApplyRatingMod(CR_DEFENSE_SKILL, int32(val), apply);
                break;
            case ITEM_MOD_DODGE_RATING:
                ApplyRatingMod(CR_DODGE, int32(val), apply);
                break;
            case ITEM_MOD_PARRY_RATING:
                ApplyRatingMod(CR_PARRY, int32(val), apply);
                break;
            case ITEM_MOD_BLOCK_RATING:
                ApplyRatingMod(CR_BLOCK, int32(val), apply);
                break;
            case ITEM_MOD_HIT_MELEE_RATING:
                ApplyRatingMod(CR_HIT_MELEE, int32(val), apply);
                break;
            case ITEM_MOD_HIT_RANGED_RATING:
                ApplyRatingMod(CR_HIT_RANGED, int32(val), apply);
                break;
            case ITEM_MOD_HIT_SPELL_RATING:
                ApplyRatingMod(CR_HIT_SPELL, int32(val), apply);
                break;
            case ITEM_MOD_CRIT_MELEE_RATING:
                ApplyRatingMod(CR_CRIT_MELEE, int32(val), apply);
                break;
            case ITEM_MOD_CRIT_RANGED_RATING:
                ApplyRatingMod(CR_CRIT_RANGED, int32(val), apply);
                break;
            case ITEM_MOD_CRIT_SPELL_RATING:
                ApplyRatingMod(CR_CRIT_SPELL, int32(val), apply);
                break;
            case ITEM_MOD_HIT_TAKEN_MELEE_RATING:
                ApplyRatingMod(CR_HIT_TAKEN_MELEE, int32(val), apply);
                break;
            case ITEM_MOD_HIT_TAKEN_RANGED_RATING:
                ApplyRatingMod(CR_HIT_TAKEN_RANGED, int32(val), apply);
                break;
            case ITEM_MOD_HIT_TAKEN_SPELL_RATING:
                ApplyRatingMod(CR_HIT_TAKEN_SPELL, int32(val), apply);
                break;
            case ITEM_MOD_CRIT_TAKEN_MELEE_RATING:
                ApplyRatingMod(CR_CRIT_TAKEN_MELEE, int32(val), apply);
                break;
            case ITEM_MOD_CRIT_TAKEN_RANGED_RATING:
                ApplyRatingMod(CR_CRIT_TAKEN_RANGED, int32(val), apply);
                break;
            case ITEM_MOD_CRIT_TAKEN_SPELL_RATING:
                ApplyRatingMod(CR_CRIT_TAKEN_SPELL, int32(val), apply);
                break;
            case ITEM_MOD_HASTE_MELEE_RATING:
                ApplyRatingMod(CR_HASTE_MELEE, int32(val), apply);
                break;
            case ITEM_MOD_HASTE_RANGED_RATING:
                ApplyRatingMod(CR_HASTE_RANGED, int32(val), apply);
                break;
            case ITEM_MOD_HASTE_SPELL_RATING:
                ApplyRatingMod(CR_HASTE_SPELL, int32(val), apply);
                break;
            case ITEM_MOD_HIT_RATING:
                ApplyRatingMod(CR_HIT_MELEE, int32(val), apply);
                ApplyRatingMod(CR_HIT_RANGED, int32(val), apply);
                ApplyRatingMod(CR_HIT_SPELL, int32(val), apply);
                break;
            case ITEM_MOD_CRIT_RATING:
                ApplyRatingMod(CR_CRIT_MELEE, int32(val), apply);
                ApplyRatingMod(CR_CRIT_RANGED, int32(val), apply);
                ApplyRatingMod(CR_CRIT_SPELL, int32(val), apply);
                break;
            case ITEM_MOD_HIT_TAKEN_RATING:
                ApplyRatingMod(CR_HIT_TAKEN_MELEE, int32(val), apply);
                ApplyRatingMod(CR_HIT_TAKEN_RANGED, int32(val), apply);
                ApplyRatingMod(CR_HIT_TAKEN_SPELL, int32(val), apply);
                break;
            case ITEM_MOD_CRIT_TAKEN_RATING:
                ApplyRatingMod(CR_CRIT_TAKEN_MELEE, int32(val), apply);
                ApplyRatingMod(CR_CRIT_TAKEN_RANGED, int32(val), apply);
                ApplyRatingMod(CR_CRIT_TAKEN_SPELL, int32(val), apply);
                break;
            case ITEM_MOD_RESILIENCE_RATING:
                ApplyRatingMod(CR_CRIT_TAKEN_MELEE, int32(val), apply);
                ApplyRatingMod(CR_CRIT_TAKEN_RANGED, int32(val), apply);
                ApplyRatingMod(CR_CRIT_TAKEN_SPELL, int32(val), apply);
                break;
            case ITEM_MOD_HASTE_RATING:
                ApplyRatingMod(CR_HASTE_MELEE, int32(val), apply);
                ApplyRatingMod(CR_HASTE_RANGED, int32(val), apply);
                ApplyRatingMod(CR_HASTE_SPELL, int32(val), apply);
                break;
            case ITEM_MOD_EXPERTISE_RATING:
                ApplyRatingMod(CR_EXPERTISE, int32(val), apply);
                break;
            case ITEM_MOD_ATTACK_POWER:
                HandleStatModifier(UNIT_MOD_ATTACK_POWER, TOTAL_VALUE, float(val), apply);
                HandleStatModifier(UNIT_MOD_ATTACK_POWER_RANGED, TOTAL_VALUE, float(val), apply);
                break;
            case ITEM_MOD_RANGED_ATTACK_POWER:
                HandleStatModifier(UNIT_MOD_ATTACK_POWER_RANGED, TOTAL_VALUE, float(val), apply);
                break;
            case ITEM_MOD_FERAL_ATTACK_POWER:
                ApplyFeralAPBonus(int32(val), apply);
                break;
            case ITEM_MOD_MANA_REGENERATION:
                ApplyManaRegenBonus(int32(val), apply);
                break;
            case ITEM_MOD_ARMOR_PENETRATION_RATING:
                ApplyRatingMod(CR_ARMOR_PENETRATION, int32(val), apply);
                break;
            case ITEM_MOD_SPELL_POWER:
                ApplySpellPowerBonus(int32(val), apply);
                break;
            // depricated item mods
            case ITEM_MOD_SPELL_HEALING_DONE:
            case ITEM_MOD_SPELL_DAMAGE_DONE:
                break;
        }
    }
    // Apply Spell Power from ScalingStatValue if set
    if(ssv)
    {
        if (int32 spellbonus = ssv->getSpellBonus(proto->ScalingStatValue))
            ApplySpellPowerBonus(spellbonus, apply);
    }
    // If set ScalingStatValue armor get it or use item armor
    uint32 armor = proto->Armor;
    if (ssv)
    {
        if (uint32 ssvarmor = ssv->getArmorMod(proto->ScalingStatValue))
            armor = ssvarmor;
    }
    // Add armor bonus from ArmorDamageModifier if > 0
    if (proto->ArmorDamageModifier > 0)
        armor += uint32(proto->ArmorDamageModifier);
    if (armor)
        HandleStatModifier(UNIT_MOD_ARMOR, BASE_VALUE, float(armor), apply);
    if (proto->Block)
        HandleBaseModValue(SHIELD_BLOCK_VALUE, FLAT_MOD, float(proto->Block), apply);
    if (proto->HolyRes)
        HandleStatModifier(UNIT_MOD_RESISTANCE_HOLY, BASE_VALUE, float(proto->HolyRes), apply);
    if (proto->FireRes)
        HandleStatModifier(UNIT_MOD_RESISTANCE_FIRE, BASE_VALUE, float(proto->FireRes), apply);
    if (proto->NatureRes)
        HandleStatModifier(UNIT_MOD_RESISTANCE_NATURE, BASE_VALUE, float(proto->NatureRes), apply);
    if (proto->FrostRes)
        HandleStatModifier(UNIT_MOD_RESISTANCE_FROST, BASE_VALUE, float(proto->FrostRes), apply);
    if (proto->ShadowRes)
        HandleStatModifier(UNIT_MOD_RESISTANCE_SHADOW, BASE_VALUE, float(proto->ShadowRes), apply);
    if (proto->ArcaneRes)
        HandleStatModifier(UNIT_MOD_RESISTANCE_ARCANE, BASE_VALUE, float(proto->ArcaneRes), apply);
    WeaponAttackType attType = BASE_ATTACK;
    float damage = 0.0f;
    if( slot == EQUIPMENT_SLOT_RANGED && (
        proto->InventoryType == INVTYPE_RANGED || proto->InventoryType == INVTYPE_THROWN ||
        proto->InventoryType == INVTYPE_RANGEDRIGHT ))
    {
        attType = RANGED_ATTACK;
    }
    else if(slot==EQUIPMENT_SLOT_OFFHAND)
    {
        attType = OFF_ATTACK;
    }
    float minDamage = proto->Damage[0].DamageMin;
    float maxDamage = proto->Damage[0].DamageMax;
    int32 extraDPS = 0;
    // If set dpsMod in ScalingStatValue use it for min (70% from average), max (130% from average) damage
    if (ssv)
    {
        if ((extraDPS = ssv->getDPSMod(proto->ScalingStatValue)))
        {
            float average = extraDPS * proto->Delay / 1000.0f;
            minDamage = 0.7f * average;
            maxDamage = 1.3f * average;
        }
    }
    if (minDamage > 0 )
    {
        damage = apply ? minDamage : BASE_MINDAMAGE;
        SetBaseWeaponDamage(attType, MINDAMAGE, damage);
        //sLog.outError("applying mindam: assigning %f to weapon mindamage, now is: %f", damage, GetWeaponDamageRange(attType, MINDAMAGE));
    }
    if (maxDamage  > 0 )
    {
        damage = apply ? maxDamage : BASE_MAXDAMAGE;
        SetBaseWeaponDamage(attType, MAXDAMAGE, damage);
    }
    // Apply feral bonus from ScalingStatValue if set
    if (ssv)
    {
        if (int32 feral_bonus = ssv->getFeralBonus(proto->ScalingStatValue))
            ApplyFeralAPBonus(feral_bonus, apply);
    }
    // Druids get feral AP bonus from weapon dps (lso use DPS from ScalingStatValue)
    if(getClass() == CLASS_DRUID)
    {
        int32 feral_bonus = proto->getFeralBonus(extraDPS);
        if (feral_bonus > 0)
            ApplyFeralAPBonus(feral_bonus, apply);
    }
    if(IsInFeralForm() || !CanUseAttackType(attType))
        return;
    if (proto->Delay)
    {
        if(slot == EQUIPMENT_SLOT_RANGED)
            SetAttackTime(RANGED_ATTACK, apply ? proto->Delay: BASE_ATTACK_TIME);
        else if(slot==EQUIPMENT_SLOT_MAINHAND)
            SetAttackTime(BASE_ATTACK, apply ? proto->Delay: BASE_ATTACK_TIME);
        else if(slot==EQUIPMENT_SLOT_OFFHAND)
            SetAttackTime(OFF_ATTACK, apply ? proto->Delay: BASE_ATTACK_TIME);
    }
    if(CanModifyStats() && (damage || proto->Delay))
        UpdateDamagePhysical(attType);
}
void Player::_ApplyWeaponDependentAuraMods(Item *item,WeaponAttackType attackType,bool apply)
{
    AuraEffectList const& auraCritList = GetAurasByType(SPELL_AURA_MOD_WEAPON_CRIT_PERCENT);
    for (AuraEffectList::const_iterator itr = auraCritList.begin(); itr!=auraCritList.end(); ++itr)
        _ApplyWeaponDependentAuraCritMod(item,attackType,*itr,apply);
    AuraEffectList const& auraDamageFlatList = GetAurasByType(SPELL_AURA_MOD_DAMAGE_DONE);
    for (AuraEffectList::const_iterator itr = auraDamageFlatList.begin(); itr!=auraDamageFlatList.end(); ++itr)
        _ApplyWeaponDependentAuraDamageMod(item,attackType,*itr,apply);
    AuraEffectList const& auraDamagePCTList = GetAurasByType(SPELL_AURA_MOD_DAMAGE_PERCENT_DONE);
    for (AuraEffectList::const_iterator itr = auraDamagePCTList.begin(); itr!=auraDamagePCTList.end(); ++itr)
        _ApplyWeaponDependentAuraDamageMod(item,attackType,*itr,apply);
}
void Player::_ApplyWeaponDependentAuraCritMod(Item *item, WeaponAttackType attackType, AuraEffect* aura, bool apply)
{
    // generic not weapon specific case processes in aura code
    if (aura->GetSpellProto()->EquippedItemClass == -1)
        return;
    BaseModGroup mod = BASEMOD_END;
    switch (attackType)
    {
        case BASE_ATTACK:   mod = CRIT_PERCENTAGE;        break;
        case OFF_ATTACK:    mod = OFFHAND_CRIT_PERCENTAGE;break;
        case RANGED_ATTACK: mod = RANGED_CRIT_PERCENTAGE; break;
        default: return;
    }
    if (item->IsFitToSpellRequirements(aura->GetSpellProto()))
        HandleBaseModValue(mod, FLAT_MOD, float (aura->GetAmount()), apply);
}
void Player::_ApplyWeaponDependentAuraDamageMod(Item *item, WeaponAttackType attackType, AuraEffect* aura, bool apply)
{
    //don't apply mod if item is broken
    if (item->IsBroken())
        return;
    // ignore spell mods for not wands
    if ((aura->GetMiscValue() & SPELL_SCHOOL_MASK_NORMAL) == 0 && (getClassMask() & CLASSMASK_WAND_USERS) == 0)
        return;
    // generic not weapon specific case processes in aura code
    if (aura->GetSpellProto()->EquippedItemClass == -1)
        return;
    UnitMods unitMod = UNIT_MOD_END;
    switch (attackType)
    {
        case BASE_ATTACK:   unitMod = UNIT_MOD_DAMAGE_MAINHAND; break;
        case OFF_ATTACK:    unitMod = UNIT_MOD_DAMAGE_OFFHAND;  break;
        case RANGED_ATTACK: unitMod = UNIT_MOD_DAMAGE_RANGED;   break;
        default: return;
    }
    UnitModifierType unitModType = TOTAL_VALUE;
    switch (aura->GetAuraName())
    {
        case SPELL_AURA_MOD_DAMAGE_DONE:         unitModType = TOTAL_VALUE; break;
        case SPELL_AURA_MOD_DAMAGE_PERCENT_DONE: unitModType = TOTAL_PCT;   break;
        default: return;
    }
    if (item->IsFitToSpellRequirements(aura->GetSpellProto()))
        HandleStatModifier(unitMod, unitModType, float(aura->GetAmount()),apply);
}
void Player::ApplyItemEquipSpell(Item *item, bool apply, bool form_change)
{
    if(!item)
        return;
    ItemPrototype const *proto = item->GetProto();
    if(!proto)
        return;
    for (uint8 i = 0; i < MAX_ITEM_PROTO_SPELLS; ++i)
    {
        _Spell const& spellData = proto->Spells[i];
        // no spell
        if (!spellData.SpellId)
            continue;
        // wrong triggering type
        if (apply && spellData.SpellTrigger != ITEM_SPELLTRIGGER_ON_EQUIP)
            continue;
        // check if it is valid spell
        SpellEntry const* spellproto = sSpellStore.LookupEntry(spellData.SpellId);
        if (!spellproto)
            continue;
        ApplyEquipSpell(spellproto,item,apply,form_change);
    }
}
void Player::ApplyEquipSpell(SpellEntry const* spellInfo, Item* item, bool apply, bool form_change)
{
    if (apply)
    {
        // Cannot be used in this stance/form
        if (GetErrorAtShapeshiftedCast(spellInfo, m_form) != SPELL_CAST_OK)
            return;
        if (form_change)                                    // check aura active state from other form
        {
            AuraMap const& auras = GetAuras();
            for (AuraMap::const_iterator itr = auras.lower_bound(spellInfo->Id); itr != auras.upper_bound(spellInfo->Id); ++itr)
                if (!item || itr->second->GetCastItemGUID()==item->GetGUID())
                    return;
        }
        DEBUG_LOG("WORLD: cast %s Equip spellId - %i", (item ? "item" : "itemset"), spellInfo->Id);
        CastSpell(this,spellInfo,true,item);
    }
    else
    {
        if(form_change)                                     // check aura compatibility
        {
            // Cannot be used in this stance/form
            if(GetErrorAtShapeshiftedCast(spellInfo, m_form)==SPELL_CAST_OK)
                return;                                     // and remove only not compatible at form change
        }
        if (item)
            RemoveAurasDueToItemSpell(item,spellInfo->Id);  // un-apply all spells, not only at-equipped
        else
            RemoveAurasDueToSpell(spellInfo->Id);           // un-apply spell (item set case)
    }
}
void Player::UpdateEquipSpellsAtFormChange()
{
    for (uint8 i = 0; i < INVENTORY_SLOT_BAG_END; ++i)
    {
        if(m_items[i] && !m_items[i]->IsBroken())
        {
            ApplyItemEquipSpell(m_items[i],false,true);     // remove spells that not fit to form
            ApplyItemEquipSpell(m_items[i],true,true);      // add spells that fit form but not active
        }
    }
    // item set bonuses not dependent from item broken state
    for (size_t setindex = 0; setindex < ItemSetEff.size(); ++setindex)
    {
        ItemSetEffect* eff = ItemSetEff[setindex];
        if(!eff)
            continue;
        for (uint32 y=0; y<8; ++y)
        {
            SpellEntry const* spellInfo = eff->spells[y];
            if(!spellInfo)
                continue;
            ApplyEquipSpell(spellInfo,NULL,false,true);       // remove spells that not fit to form
            ApplyEquipSpell(spellInfo,NULL,true,true);        // add spells that fit form but not active
        }
    }
}
void Player::CastItemCombatSpell(Unit *target, WeaponAttackType attType, uint32 procVictim, uint32 procEx)
{
    if (!target || !target->isAlive() || target == this)
        return;
    for (uint8 i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; ++i)
    {
        // If usable, try to cast item spell
        if (Item * item = GetItemByPos(INVENTORY_SLOT_BAG_0,i))
            if (!item->IsBroken())
                if (ItemPrototype const *proto = item->GetProto())
                {
                    // Additional check for weapons
                    if (proto->Class == ITEM_CLASS_WEAPON)
                    {
                        // offhand item cannot proc from main hand hit etc
                        EquipmentSlots slot;
                        switch (attType)
                        {
                            case BASE_ATTACK:   slot = EQUIPMENT_SLOT_MAINHAND; break;
                            case OFF_ATTACK:    slot = EQUIPMENT_SLOT_OFFHAND;  break;
                            case RANGED_ATTACK: slot = EQUIPMENT_SLOT_RANGED;   break;
                            default: slot = EQUIPMENT_SLOT_END; break;
                        }
                        if (slot != i)
                            continue;
                        // Check if item is useable (forms or disarm)
                        if (attType == BASE_ATTACK)
                            if (!IsUseEquipedWeapon(true))
                                continue;
                    }
                    CastItemCombatSpell(target, attType, procVictim, procEx, item, proto);
                }
    }
}
void Player::CastItemCombatSpell(Unit *target, WeaponAttackType attType, uint32 procVictim, uint32 procEx, Item *item, ItemPrototype const * proto)
{
    // Can do effect if any damage done to target
    if (procVictim & PROC_FLAG_TAKEN_ANY_DAMAGE)
    //if (damageInfo->procVictim & PROC_FLAG_TAKEN_ANY_DAMAGE)
    {
        for (uint8 i = 0; i < 5; ++i)
        {
            _Spell const& spellData = proto->Spells[i];
            // no spell
            if (!spellData.SpellId)
                continue;
            // wrong triggering type
            if (spellData.SpellTrigger != ITEM_SPELLTRIGGER_CHANCE_ON_HIT)
                continue;
            SpellEntry const *spellInfo = sSpellStore.LookupEntry(spellData.SpellId);
            if (!spellInfo)
            {
                sLog.outError("WORLD: unknown Item spellid %i", spellData.SpellId);
                continue;
            }
            // not allow proc extra attack spell at extra attack
            if (m_extraAttacks && IsSpellHaveEffect(spellInfo, SPELL_EFFECT_ADD_EXTRA_ATTACKS))
                return;
            float chance = spellInfo->procChance;
            if (spellData.SpellPPMRate)
            {
                if (spellData.SpellId == 52781) // Persuasive Strike
                {
                    switch (target->GetEntry())
                    {
                        default:
                            return;
                        case 28939:
                        case 28940:
                        case 28610:
                            break;
                    }
                }
                uint32 WeaponSpeed = GetAttackTime(attType);
                chance = GetPPMProcChance(WeaponSpeed, spellData.SpellPPMRate, spellInfo);
            }
            else if (chance > 100.0f)
            {
                chance = GetWeaponProcChance();
            }
            if (roll_chance_f(chance))
                CastSpell(target, spellInfo->Id, true, item);
        }
    }
    // item combat enchantments
    for (uint8 e_slot = 0; e_slot < MAX_ENCHANTMENT_SLOT; ++e_slot)
    {
        uint32 enchant_id = item->GetEnchantmentId(EnchantmentSlot(e_slot));
        SpellItemEnchantmentEntry const *pEnchant = sSpellItemEnchantmentStore.LookupEntry(enchant_id);
        if(!pEnchant) continue;
        for (uint8 s = 0; s < 3; ++s)
        {
            if(pEnchant->type[s]!=ITEM_ENCHANTMENT_TYPE_COMBAT_SPELL)
                continue;
            SpellEnchantProcEntry const* entry =  spellmgr.GetSpellEnchantProcEvent(enchant_id);
            if (entry && entry->procEx)
            {
                // Check hit/crit/dodge/parry requirement
                if((entry->procEx & procEx) == 0)
                    continue;
            }
            else
            {
                // Can do effect if any damage done to target
                if (!(procVictim & PROC_FLAG_TAKEN_ANY_DAMAGE))
                //if (!(damageInfo->procVictim & PROC_FLAG_TAKEN_ANY_DAMAGE))
                    continue;
            }
            SpellEntry const *spellInfo = sSpellStore.LookupEntry(pEnchant->spellid[s]);
            if (!spellInfo)
            {
                sLog.outError("Player::CastItemCombatSpell Enchant %i, cast unknown spell %i", pEnchant->ID, pEnchant->spellid[s]);
                continue;
            }
            float chance = pEnchant->amount[s] != 0 ? float(pEnchant->amount[s]) : GetWeaponProcChance();
            if (entry)
            {
                if(entry->PPMChance)
                    chance = GetPPMProcChance(proto->Delay, entry->PPMChance, spellInfo);
                else if(entry->customChance)
                    chance = entry->customChance;
            }
            // Apply spell mods
            ApplySpellMod(pEnchant->spellid[s],SPELLMOD_CHANCE_OF_SUCCESS,chance);
            if (roll_chance_f(chance))
            {
                if(IsPositiveSpell(pEnchant->spellid[s]))
                    CastSpell(this, pEnchant->spellid[s], true, item);
                else
                    CastSpell(target, pEnchant->spellid[s], true, item);
            }
        }
    }
}
void Player::CastItemUseSpell(Item *item,SpellCastTargets const& targets,uint8 cast_count, uint32 glyphIndex)
{
    ItemPrototype const* proto = item->GetProto();
    // special learning case
    if (proto->Spells[0].SpellId == SPELL_ID_GENERIC_LEARN || proto->Spells[0].SpellId==SPELL_ID_GENERIC_LEARN_PET)
    {
        uint32 learn_spell_id = proto->Spells[0].SpellId;
        uint32 learning_spell_id = proto->Spells[1].SpellId;
        SpellEntry const *spellInfo = sSpellStore.LookupEntry(learn_spell_id);
        if (!spellInfo)
        {
            sLog.outError("Player::CastItemUseSpell: Item (Entry: %u) in have wrong spell id %u, ignoring ",proto->ItemId, learn_spell_id);
            SendEquipError(EQUIP_ERR_NONE,item,NULL);
            return;
        }
        Spell *spell = new Spell(this, spellInfo,false);
        spell->m_CastItem = item;
        spell->m_cast_count = cast_count;                   //set count of casts
        spell->m_currentBasePoints[0] = learning_spell_id;
        spell->prepare(&targets);
        return;
    }
    // use triggered flag only for items with many spell casts and for not first cast
    uint8 count = 0;
    // item spells casted at use
    for (uint8 i = 0; i < MAX_ITEM_PROTO_SPELLS; ++i)
    {
        _Spell const& spellData = proto->Spells[i];
        // no spell
        if (!spellData.SpellId)
            continue;
        // wrong triggering type
        if (spellData.SpellTrigger != ITEM_SPELLTRIGGER_ON_USE && spellData.SpellTrigger != ITEM_SPELLTRIGGER_ON_NO_DELAY_USE)
            continue;
        SpellEntry const *spellInfo = sSpellStore.LookupEntry(spellData.SpellId);
        if(!spellInfo)
        {
            sLog.outError("Player::CastItemUseSpell: Item (Entry: %u) in have wrong spell id %u, ignoring",proto->ItemId, spellData.SpellId);
            continue;
        }
        Spell *spell = new Spell(this, spellInfo, (count > 0));
        spell->m_CastItem = item;
        spell->m_cast_count = cast_count;                   // set count of casts
        spell->m_glyphIndex = glyphIndex;                   // glyph index
        spell->prepare(&targets);
        ++count;
    }
    // Item enchantments spells casted at use
    for (uint8 e_slot = 0; e_slot < MAX_ENCHANTMENT_SLOT; ++e_slot)
    {
        uint32 enchant_id = item->GetEnchantmentId(EnchantmentSlot(e_slot));
        SpellItemEnchantmentEntry const *pEnchant = sSpellItemEnchantmentStore.LookupEntry(enchant_id);
        if (!pEnchant)
            continue;
        for (uint8 s = 0; s < 3; ++s)
        {
            if(pEnchant->type[s]!=ITEM_ENCHANTMENT_TYPE_USE_SPELL)
                continue;
            SpellEntry const *spellInfo = sSpellStore.LookupEntry(pEnchant->spellid[s]);
            if (!spellInfo)
            {
                sLog.outError("Player::CastItemUseSpell Enchant %i, cast unknown spell %i", pEnchant->ID, pEnchant->spellid[s]);
                continue;
            }
            Spell *spell = new Spell(this, spellInfo, (count > 0));
            spell->m_CastItem = item;
            spell->m_cast_count = cast_count;               // set count of casts
            spell->m_glyphIndex = glyphIndex;               // glyph index
            spell->prepare(&targets);
            ++count;
        }
    }
}
void Player::_RemoveAllItemMods()
{
    sLog.outDebug("_RemoveAllItemMods start.");
    for (uint8 i = 0; i < INVENTORY_SLOT_BAG_END; ++i)
    {
        if (m_items[i])
        {
            ItemPrototype const *proto = m_items[i]->GetProto();
            if (!proto)
                continue;
            // item set bonuses not dependent from item broken state
            if (proto->ItemSet)
                RemoveItemsSetItem(this,proto);
            if (m_items[i]->IsBroken())
                continue;
            ApplyItemEquipSpell(m_items[i], false);
            ApplyEnchantment(m_items[i], false);
        }
    }
    for (uint8 i = 0; i < INVENTORY_SLOT_BAG_END; ++i)
    {
        if (m_items[i])
        {
            if (m_items[i]->IsBroken())
                continue;
            ItemPrototype const *proto = m_items[i]->GetProto();
            if (!proto)
                continue;
            uint32 attacktype = Player::GetAttackBySlot(i);
            if (attacktype < MAX_ATTACK)
                _ApplyWeaponDependentAuraMods(m_items[i],WeaponAttackType(attacktype),false);
            _ApplyItemBonuses(proto,i, false);
            if (i == EQUIPMENT_SLOT_RANGED)
                _ApplyAmmoBonuses();
        }
    }
    sLog.outDebug("_RemoveAllItemMods complete.");
}
void Player::_ApplyAllItemMods()
{
    sLog.outDebug("_ApplyAllItemMods start.");
    for (uint8 i = 0; i < INVENTORY_SLOT_BAG_END; ++i)
    {
        if (m_items[i])
        {
            if (m_items[i]->IsBroken())
                continue;
            ItemPrototype const *proto = m_items[i]->GetProto();
            if (!proto)
                continue;
            uint32 attacktype = Player::GetAttackBySlot(i);
            if (attacktype < MAX_ATTACK)
                _ApplyWeaponDependentAuraMods(m_items[i],WeaponAttackType(attacktype),true);
            _ApplyItemBonuses(proto,i, true);
            if (i == EQUIPMENT_SLOT_RANGED)
                _ApplyAmmoBonuses();
        }
    }
    for (uint8 i = 0; i < INVENTORY_SLOT_BAG_END; ++i)
    {
        if (m_items[i])
        {
            ItemPrototype const *proto = m_items[i]->GetProto();
            if (!proto)
                continue;
            // item set bonuses not dependent from item broken state
            if (proto->ItemSet)
                AddItemsSetItem(this,m_items[i]);
            if (m_items[i]->IsBroken())
                continue;
            ApplyItemEquipSpell(m_items[i],true);
            ApplyEnchantment(m_items[i], true);
        }
    }
    sLog.outDebug("_ApplyAllItemMods complete.");
}
void Player::_ApplyAllLevelScaleItemMods(bool apply)
{
    for (uint8 i = 0; i < INVENTORY_SLOT_BAG_END; ++i)
    {
        if (m_items[i])
        {
            if (m_items[i]->IsBroken())
                continue;
            ItemPrototype const *proto = m_items[i]->GetProto();
            if (!proto)
                continue;
            _ApplyItemBonuses(proto,i, apply, true);
        }
    }
}
void Player::_ApplyAmmoBonuses()
{
    // check ammo
    uint32 ammo_id = GetUInt32Value(PLAYER_AMMO_ID);
    if (!ammo_id)
        return;
    float currentAmmoDPS;
    ItemPrototype const *ammo_proto = objmgr.GetItemPrototype( ammo_id );
    if (!ammo_proto || ammo_proto->Class!=ITEM_CLASS_PROJECTILE || !CheckAmmoCompatibility(ammo_proto))
        currentAmmoDPS = 0.0f;
    else
        currentAmmoDPS = (ammo_proto->Damage[0].DamageMin + ammo_proto->Damage[0].DamageMax) / 2;
    if (currentAmmoDPS == GetAmmoDPS())
        return;
    m_ammoDPS = currentAmmoDPS;
    if (CanModifyStats())
        UpdateDamagePhysical(RANGED_ATTACK);
}
bool Player::CheckAmmoCompatibility(const ItemPrototype *ammo_proto) const
{
    if (!ammo_proto)
        return false;
    // check ranged weapon
    Item *weapon = GetWeaponForAttack( RANGED_ATTACK );
    if (!weapon  || weapon->IsBroken())
        return false;
    ItemPrototype const* weapon_proto = weapon->GetProto();
    if (!weapon_proto || weapon_proto->Class!=ITEM_CLASS_WEAPON )
        return false;
    // check ammo ws. weapon compatibility
    switch (weapon_proto->SubClass)
    {
        case ITEM_SUBCLASS_WEAPON_BOW:
        case ITEM_SUBCLASS_WEAPON_CROSSBOW:
            if (ammo_proto->SubClass!=ITEM_SUBCLASS_ARROW)
                return false;
            break;
        case ITEM_SUBCLASS_WEAPON_GUN:
            if (ammo_proto->SubClass!=ITEM_SUBCLASS_BULLET)
                return false;
            break;
        default:
            return false;
    }
    return true;
}
/*  If in a battleground a player dies, and an enemy removes the insignia, the player's bones is lootable
    Called by remove insignia spell effect    */
void Player::RemovedInsignia(Player* looterPlr)
{
    if (!GetBattleGroundId())
        return;
    // If not released spirit, do it !
    if (m_deathTimer > 0)
    {
        m_deathTimer = 0;
        BuildPlayerRepop();
        RepopAtGraveyard();
    }
    Corpse *corpse = GetCorpse();
    if (!corpse)
        return;
    // We have to convert player corpse to bones, not to be able to resurrect there
    // SpawnCorpseBones isn't handy, 'cos it saves player while he in BG
    Corpse *bones = ObjectAccessor::Instance().ConvertCorpseForPlayer(GetGUID(),true);
    if (!bones)
        return;
    // Now we must make bones lootable, and send player loot
    bones->SetFlag(CORPSE_FIELD_DYNAMIC_FLAGS, CORPSE_DYNFLAG_LOOTABLE);
    // We store the level of our player in the gold field
    // We retrieve this information at Player::SendLoot()
    bones->loot.gold = getLevel();
    bones->lootRecipient = looterPlr;
    looterPlr->SendLoot(bones->GetGUID(), LOOT_INSIGNIA);
}
void Player::SendLootRelease( uint64 guid )
{
    WorldPacket data( SMSG_LOOT_RELEASE_RESPONSE, (8+1) );
    data << uint64(guid) << uint8(1);
    SendDirectMessage( &data );
}
void Player::SendLoot(uint64 guid, LootType loot_type)
{
    if (uint64 lguid = GetLootGUID())
        m_session->DoLootRelease(lguid);
    Loot *loot = 0;
    PermissionTypes permission = ALL_PERMISSION;
    sLog.outDebug("Player::SendLoot");
    if (IS_GAMEOBJECT_GUID(guid))
    {
        sLog.outDebug("       IS_GAMEOBJECT_GUID(guid)");
        GameObject *go = GetMap()->GetGameObject(guid);
        // not check distance for GO in case owned GO (fishing bobber case, for example)
        // And permit out of range GO with no owner in case fishing hole
        if (!go || (loot_type != LOOT_FISHINGHOLE && (loot_type != LOOT_FISHING || go->GetOwnerGUID() != GetGUID()) && !go->IsWithinDistInMap(this,INTERACTION_DISTANCE)))
        {
            SendLootRelease(guid);
            return;
        }
        loot = &go->loot;
        if (go->getLootState() == GO_READY)
        {
            uint32 lootid = go->GetGOInfo()->GetLootId();
            //TODO: fix this big hack
            if((go->GetEntry() == BG_AV_OBJECTID_MINE_N || go->GetEntry() == BG_AV_OBJECTID_MINE_S))
                if( BattleGround *bg = GetBattleGround())
                    if(bg->GetTypeID() == BATTLEGROUND_AV)
                        if(!(((BattleGroundAV*)bg)->PlayerCanDoMineQuest(go->GetEntry(), GetTeam())))
                        {
                            SendLootRelease(guid);
                            return;
                        }
            if (lootid)
            {
                sLog.outDebug("       if(lootid)");
                loot->clear();
                loot->FillLoot(lootid, LootTemplates_Gameobject, this, false, go->GetLootMode());
            }
            if (loot_type == LOOT_FISHING)
                go->getFishLoot(loot, this);
            go->SetLootState(GO_ACTIVATED);
        }
    }
    else if (IS_ITEM_GUID(guid))
    {
        Item *item = GetItemByGuid(guid);
        if (!item)
        {
            SendLootRelease(guid);
            return;
        }
        loot = &item->loot;
        if (!item->m_lootGenerated)
        {
            item->m_lootGenerated = true;
            loot->clear();
            switch (loot_type)
            {
                case LOOT_DISENCHANTING:
                    loot->FillLoot(item->GetProto()->DisenchantID, LootTemplates_Disenchant, this, true);
                    break;
                case LOOT_PROSPECTING:
                    loot->FillLoot(item->GetEntry(), LootTemplates_Prospecting, this, true);
                    break;
                case LOOT_MILLING:
                    loot->FillLoot(item->GetEntry(), LootTemplates_Milling, this, true);
                    break;
                default:
                    loot->FillLoot(item->GetEntry(), LootTemplates_Item, this, true);
                    loot->generateMoneyLoot(item->GetProto()->MinMoneyLoot, item->GetProto()->MaxMoneyLoot);
                    break;
            }
        }
    }
    else if (IS_CORPSE_GUID(guid))                          // remove insignia
    {
        Corpse *bones = ObjectAccessor::GetCorpse(*this, guid);
        if (!bones || !(loot_type == LOOT_CORPSE || loot_type == LOOT_INSIGNIA) || bones->GetType() != CORPSE_BONES)
        {
            SendLootRelease(guid);
            return;
        }
        loot = &bones->loot;
        if (!bones->lootForBody)
        {
            bones->lootForBody = true;
            uint32 pLevel = bones->loot.gold;
            bones->loot.clear();
            if (BattleGround *bg = GetBattleGround())
                if (bg->GetTypeID() == BATTLEGROUND_AV)
                    loot->FillLoot(1, LootTemplates_Creature, this, true);
            // It may need a better formula
            // Now it works like this: lvl10: ~6copper, lvl70: ~9silver
            bones->loot.gold = uint32(urand(50, 150) * 0.016f * pow(float(pLevel)/5.76f, 2.5f) * sWorld.getRate(RATE_DROP_MONEY));
        }
        if (bones->lootRecipient != this)
            permission = NONE_PERMISSION;
    }
    else
    {
        Creature *creature = GetMap()->GetCreature(guid);
        // must be in range and creature must be alive for pickpocket and must be dead for another loot
        if (!creature || creature->isAlive() != (loot_type == LOOT_PICKPOCKETING) || !creature->IsWithinDistInMap(this,INTERACTION_DISTANCE))
        {
            SendLootRelease(guid);
            return;
        }
        if (loot_type == LOOT_PICKPOCKETING && IsFriendlyTo(creature))
        {
            SendLootRelease(guid);
            return;
        }
        loot   = &creature->loot;
        if (loot_type == LOOT_PICKPOCKETING)
        {
            if (!creature->lootForPickPocketed)
            {
                creature->lootForPickPocketed = true;
                loot->clear();
                if (uint32 lootid = creature->GetCreatureInfo()->pickpocketLootId)
                    loot->FillLoot(lootid, LootTemplates_Pickpocketing, this, false);
                // Generate extra money for pick pocket loot
                const uint32 a = urand(0, creature->getLevel()/2);
                const uint32 b = urand(0, getLevel()/2);
                loot->gold = uint32(10 * (a + b) * sWorld.getRate(RATE_DROP_MONEY));
            }
        }
        else
        {
            // the player whose group may loot the corpse
            Player *recipient = creature->GetLootRecipient();
            if (!recipient)
            {
                creature->SetLootRecipient(this);
                recipient = this;
            }
            if (creature->lootForPickPocketed)
            {
                creature->lootForPickPocketed = false;
                loot->clear();
            }
            if (!creature->lootForBody)
            {
                creature->lootForBody = true;
                loot->clear();
                if (uint32 lootid = creature->GetCreatureInfo()->lootid)
                    loot->FillLoot(lootid, LootTemplates_Creature, recipient, false, creature->GetLootMode());
                loot->generateMoneyLoot(creature->GetCreatureInfo()->mingold,creature->GetCreatureInfo()->maxgold);
                if (Group* group = recipient->GetGroup())
                {
                    group->UpdateLooterGuid(creature,true);
                    switch (group->GetLootMethod())
                    {
                        case GROUP_LOOT:
                            // GroupLoot delete items over threshold (threshold even not implemented), and roll them. Items with qualityGroupLoot(recipient->GetGUID(), loot, creature);
                            break;
                        case NEED_BEFORE_GREED:
                            group->NeedBeforeGreed(recipient->GetGUID(), loot, creature);
                            break;
                        case MASTER_LOOT:
                            group->MasterLoot(recipient->GetGUID(), loot, creature);
                            break;
                        default:
                            break;
                    }
                }
            }
            // possible only if creature->lootForBody && loot->empty() at spell cast check
            if (loot_type == LOOT_SKINNING)
            {
                loot->clear();
                loot->FillLoot(creature->GetCreatureInfo()->SkinLootId, LootTemplates_Skinning, this, false);
            }
            // set group rights only for loot_type != LOOT_SKINNING
            else
            {
                if(Group* group = GetGroup())
                {
                    if (group == recipient->GetGroup())
                    {
                        if (group->GetLootMethod() == FREE_FOR_ALL)
                            permission = ALL_PERMISSION;
                        else if (group->GetLooterGuid() == GetGUID())
                        {
                            if (group->GetLootMethod() == MASTER_LOOT)
                                permission = MASTER_PERMISSION;
                            else
                                permission = ALL_PERMISSION;
                        }
                        else
                            permission = GROUP_PERMISSION;
                    }
                    else
                        permission = NONE_PERMISSION;
                }
                else if (recipient == this)
                    permission = ALL_PERMISSION;
                else
                    permission = NONE_PERMISSION;
            }
        }
    }
    SetLootGUID(guid);
    // LOOT_INSIGNIA and LOOT_FISHINGHOLE unsupported by client
    switch (loot_type)
    {
        case LOOT_INSIGNIA:    loot_type = LOOT_SKINNING; break;
        case LOOT_FISHINGHOLE: loot_type = LOOT_FISHING; break;
        default: break;
    }
    // need know merged fishing/corpse loot type for achievements
    loot->loot_type = loot_type;
    WorldPacket data(SMSG_LOOT_RESPONSE, (9+50));           // we guess size
    data << uint64(guid);
    data << uint8(loot_type);
    data << LootView(*loot, this, permission);
    SendDirectMessage(&data);
    // add 'this' player as one of the players that are looting 'loot'
    if (permission != NONE_PERMISSION)
        loot->AddLooter(GetGUID());
    if (loot_type == LOOT_CORPSE && !IS_ITEM_GUID(guid))
        SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_LOOTING);
}
void Player::SendNotifyLootMoneyRemoved()
{
    WorldPacket data(SMSG_LOOT_CLEAR_MONEY, 0);
    GetSession()->SendPacket( &data );
}
void Player::SendNotifyLootItemRemoved(uint8 lootSlot)
{
    WorldPacket data(SMSG_LOOT_REMOVED, 1);
    data << uint8(lootSlot);
    GetSession()->SendPacket( &data );
}
void Player::SendUpdateWorldState(uint32 Field, uint32 Value)
{
    WorldPacket data(SMSG_UPDATE_WORLD_STATE, 8);
    data << Field;
    data << Value;
    GetSession()->SendPacket(&data);
}
void Player::SendInitWorldStates(uint32 zoneid, uint32 areaid)
{
    // data depends on zoneid/mapid...
    BattleGround* bg = GetBattleGround();
    uint16 NumberOfFields = 0;
    uint32 mapid = GetMapId();
    OutdoorPvP * pvp = sOutdoorPvPMgr.GetOutdoorPvPToZoneId(zoneid);
    sLog.outDebug("Sending SMSG_INIT_WORLD_STATES to Map: %u, Zone: %u", mapid, zoneid);
    // may be exist better way to do this...
    switch (zoneid)
    {
        case 0:
        case 1:
        case 4:
        case 8:
        case 10:
        case 11:
        case 12:
        case 36:
        case 38:
        case 40:
        case 41:
        case 51:
        case 267:
        case 1519:
        case 1537:
        case 2257:
        case 2918:
            NumberOfFields = 8;
            break;
        case 139:
            NumberOfFields = 41;
            break;
        case 1377:
            NumberOfFields = 15;
            break;
        case 2597:
            NumberOfFields = 83;
            break;
        case 3277:
            NumberOfFields = 16;
            break;
        case 3358:
        case 3820:
            NumberOfFields = 40;
            break;
        case 3483:
            NumberOfFields = 27;
            break;
        case 3518:
            NumberOfFields = 39;
            break;
        case 3519:
            NumberOfFields = 38;
            break;
        case 3521:
            NumberOfFields = 37;
            break;
        case 3698:
        case 3702:
        case 3968:
            NumberOfFields = 11;
            break;
        case 3703:
            NumberOfFields = 11;
            break;
        default:
            NumberOfFields = 12;
            break;
    }
    WorldPacket data(SMSG_INIT_WORLD_STATES, (4+4+4+2+(NumberOfFields*8)));
    data << uint32(mapid);                                  // mapid
    data << uint32(zoneid);                                 // zone id
    data << uint32(areaid);                                 // area id, new 2.1.0
    data << uint16(NumberOfFields);                         // count of uint64 blocks
    data << uint32(0x8d8) << uint32(0x0);                   // 1
    data << uint32(0x8d7) << uint32(0x0);                   // 2
    data << uint32(0x8d6) << uint32(0x0);                   // 3
    data << uint32(0x8d5) << uint32(0x0);                   // 4
    data << uint32(0x8d4) << uint32(0x0);                   // 5
    data << uint32(0x8d3) << uint32(0x0);                   // 6
                                                            // 7 1 - Arena season in progress, 0 - end of season
    data << uint32(0xC77) << uint32(sWorld.getConfig(CONFIG_ARENA_SEASON_IN_PROGRESS));
                                                            // 8 Arena season id
    data << uint32(0xF3D) << uint32(sWorld.getConfig(CONFIG_ARENA_SEASON_ID));
    if(mapid == 530)                                        // Outland
    {
        data << uint32(0x9bf) << uint32(0x0);               // 7
        data << uint32(0x9bd) << uint32(0xF);               // 8
        data << uint32(0x9bb) << uint32(0xF);               // 9
    }
    switch(zoneid)
    {
        case 1:
        case 11:
        case 12:
        case 38:
        case 40:
        case 51:
        case 1519:
        case 1537:
        case 2257:
            break;
        case 139: // EPL
            {
                if(pvp && pvp->GetTypeId() == OUTDOOR_PVP_EP)
                    pvp->FillInitialWorldStates(data);
                else
                {
                    data << uint32(0x97a) << uint32(0x0); // 10 2426
                    data << uint32(0x917) << uint32(0x0); // 11 2327
                    data << uint32(0x918) << uint32(0x0); // 12 2328
                    data << uint32(0x97b) << uint32(0x32); // 13 2427
                    data << uint32(0x97c) << uint32(0x32); // 14 2428
                    data << uint32(0x933) << uint32(0x1); // 15 2355
                    data << uint32(0x946) << uint32(0x0); // 16 2374
                    data << uint32(0x947) << uint32(0x0); // 17 2375
                    data << uint32(0x948) << uint32(0x0); // 18 2376
                    data << uint32(0x949) << uint32(0x0); // 19 2377
                    data << uint32(0x94a) << uint32(0x0); // 20 2378
                    data << uint32(0x94b) << uint32(0x0); // 21 2379
                    data << uint32(0x932) << uint32(0x0); // 22 2354
                    data << uint32(0x934) << uint32(0x0); // 23 2356
                    data << uint32(0x935) << uint32(0x0); // 24 2357
                    data << uint32(0x936) << uint32(0x0); // 25 2358
                    data << uint32(0x937) << uint32(0x0); // 26 2359
                    data << uint32(0x938) << uint32(0x0); // 27 2360
                    data << uint32(0x939) << uint32(0x1); // 28 2361
                    data << uint32(0x930) << uint32(0x1); // 29 2352
                    data << uint32(0x93a) << uint32(0x0); // 30 2362
                    data << uint32(0x93b) << uint32(0x0); // 31 2363
                    data << uint32(0x93c) << uint32(0x0); // 32 2364
                    data << uint32(0x93d) << uint32(0x0); // 33 2365
                    data << uint32(0x944) << uint32(0x0); // 34 2372
                    data << uint32(0x945) << uint32(0x0); // 35 2373
                    data << uint32(0x931) << uint32(0x1); // 36 2353
                    data << uint32(0x93e) << uint32(0x0); // 37 2366
                    data << uint32(0x931) << uint32(0x1); // 38 2367 ??  grey horde not in dbc! send for consistency's sake, and to match field count
                    data << uint32(0x940) << uint32(0x0); // 39 2368
                    data << uint32(0x941) << uint32(0x0); // 7 2369
                    data << uint32(0x942) << uint32(0x0); // 8 2370
                    data << uint32(0x943) << uint32(0x0); // 9 2371
                }
            }
            break;
        case 1377: // Silithus
            {
                if (pvp && pvp->GetTypeId() == OUTDOOR_PVP_SI)
                    pvp->FillInitialWorldStates(data);
                else
                {
                    // states are always shown
                    data << uint32(2313) << uint32(0x0); // 7 ally silityst gathered
                    data << uint32(2314) << uint32(0x0); // 8 horde silityst gathered
                    data << uint32(2317) << uint32(0x0); // 9 max silithyst
                }
                // dunno about these... aq opening event maybe?
                data << uint32(2322) << uint32(0x0); // 10 sandworm N
                data << uint32(2323) << uint32(0x0); // 11 sandworm S
                data << uint32(2324) << uint32(0x0); // 12 sandworm SW
                data << uint32(2325) << uint32(0x0); // 13 sandworm E
            }
            break;
        case 2597:                                          // AV
            if (bg && bg->GetTypeID() == BATTLEGROUND_AV)
                bg->FillInitialWorldStates(data);
            else
            {
                data << uint32(0x7ae) << uint32(0x1);           // 7 snowfall n
                data << uint32(0x532) << uint32(0x1);           // 8 frostwolfhut hc
                data << uint32(0x531) << uint32(0x0);           // 9 frostwolfhut ac
                data << uint32(0x52e) << uint32(0x0);           // 10 stormpike firstaid a_a
                data << uint32(0x571) << uint32(0x0);           // 11 east frostwolf tower horde assaulted - unused
                data << uint32(0x570) << uint32(0x0);           // 12 west frostwolf tower horde assaulted - unused
                data << uint32(0x567) << uint32(0x1);           // 13 frostwolfe c
                data << uint32(0x566) << uint32(0x1);           // 14 frostwolfw c
                data << uint32(0x550) << uint32(0x1);           // 15 irondeep (N) ally
                data << uint32(0x544) << uint32(0x0);           // 16 ice grave a_a
                data << uint32(0x536) << uint32(0x0);           // 17 stormpike grave h_c
                data << uint32(0x535) << uint32(0x1);           // 18 stormpike grave a_c
                data << uint32(0x518) << uint32(0x0);           // 19 stoneheart grave a_a
                data << uint32(0x517) << uint32(0x0);           // 20 stoneheart grave h_a
                data << uint32(0x574) << uint32(0x0);           // 21 1396 unk
                data << uint32(0x573) << uint32(0x0);           // 22 iceblood tower horde assaulted - unused
                data << uint32(0x572) << uint32(0x0);           // 23 towerpoint horde assaulted - unused
                data << uint32(0x56f) << uint32(0x0);           // 24 1391 unk
                data << uint32(0x56e) << uint32(0x0);           // 25 iceblood a
                data << uint32(0x56d) << uint32(0x0);           // 26 towerp a
                data << uint32(0x56c) << uint32(0x0);           // 27 frostwolfe a
                data << uint32(0x56b) << uint32(0x0);           // 28 froswolfw a
                data << uint32(0x56a) << uint32(0x1);           // 29 1386 unk
                data << uint32(0x569) << uint32(0x1);           // 30 iceblood c
                data << uint32(0x568) << uint32(0x1);           // 31 towerp c
                data << uint32(0x565) << uint32(0x0);           // 32 stoneh tower a
                data << uint32(0x564) << uint32(0x0);           // 33 icewing tower a
                data << uint32(0x563) << uint32(0x0);           // 34 dunn a
                data << uint32(0x562) << uint32(0x0);           // 35 duns a
                data << uint32(0x561) << uint32(0x0);           // 36 stoneheart bunker alliance assaulted - unused
                data << uint32(0x560) << uint32(0x0);           // 37 icewing bunker alliance assaulted - unused
                data << uint32(0x55f) << uint32(0x0);           // 38 dunbaldar south alliance assaulted - unused
                data << uint32(0x55e) << uint32(0x0);           // 39 dunbaldar north alliance assaulted - unused
                data << uint32(0x55d) << uint32(0x0);           // 40 stone tower d
                data << uint32(0x3c6) << uint32(0x0);           // 41 966 unk
                data << uint32(0x3c4) << uint32(0x0);           // 42 964 unk
                data << uint32(0x3c2) << uint32(0x0);           // 43 962 unk
                data << uint32(0x516) << uint32(0x1);           // 44 stoneheart grave a_c
                data << uint32(0x515) << uint32(0x0);           // 45 stonheart grave h_c
                data << uint32(0x3b6) << uint32(0x0);           // 46 950 unk
                data << uint32(0x55c) << uint32(0x0);           // 47 icewing tower d
                data << uint32(0x55b) << uint32(0x0);           // 48 dunn d
                data << uint32(0x55a) << uint32(0x0);           // 49 duns d
                data << uint32(0x559) << uint32(0x0);           // 50 1369 unk
                data << uint32(0x558) << uint32(0x0);           // 51 iceblood d
                data << uint32(0x557) << uint32(0x0);           // 52 towerp d
                data << uint32(0x556) << uint32(0x0);           // 53 frostwolfe d
                data << uint32(0x555) << uint32(0x0);           // 54 frostwolfw d
                data << uint32(0x554) << uint32(0x1);           // 55 stoneh tower c
                data << uint32(0x553) << uint32(0x1);           // 56 icewing tower c
                data << uint32(0x552) << uint32(0x1);           // 57 dunn c
                data << uint32(0x551) << uint32(0x1);           // 58 duns c
                data << uint32(0x54f) << uint32(0x0);           // 59 irondeep (N) horde
                data << uint32(0x54e) << uint32(0x0);           // 60 irondeep (N) ally
                data << uint32(0x54d) << uint32(0x1);           // 61 mine (S) neutral
                data << uint32(0x54c) << uint32(0x0);           // 62 mine (S) horde
                data << uint32(0x54b) << uint32(0x0);           // 63 mine (S) ally
                data << uint32(0x545) << uint32(0x0);           // 64 iceblood h_a
                data << uint32(0x543) << uint32(0x1);           // 65 iceblod h_c
                data << uint32(0x542) << uint32(0x0);           // 66 iceblood a_c
                data << uint32(0x540) << uint32(0x0);           // 67 snowfall h_a
                data << uint32(0x53f) << uint32(0x0);           // 68 snowfall a_a
                data << uint32(0x53e) << uint32(0x0);           // 69 snowfall h_c
                data << uint32(0x53d) << uint32(0x0);           // 70 snowfall a_c
                data << uint32(0x53c) << uint32(0x0);           // 71 frostwolf g h_a
                data << uint32(0x53b) << uint32(0x0);           // 72 frostwolf g a_a
                data << uint32(0x53a) << uint32(0x1);           // 73 frostwolf g h_c
                data << uint32(0x539) << uint32(0x0);           // 74 frostwolf g a_c
                data << uint32(0x538) << uint32(0x0);           // 75 stormpike grave h_a
                data << uint32(0x537) << uint32(0x0);           // 76 stormpike grave a_a
                data << uint32(0x534) << uint32(0x0);           // 77 frostwolf hut h_a
                data << uint32(0x533) << uint32(0x0);           // 78 frostwolf hut a_a
                data << uint32(0x530) << uint32(0x0);           // 79 stormpike first aid h_a
                data << uint32(0x52f) << uint32(0x0);           // 80 stormpike first aid h_c
                data << uint32(0x52d) << uint32(0x1);           // 81 stormpike first aid a_c
            }
            break;
        case 3277:                                          // WS
            if (bg && bg->GetTypeID() == BATTLEGROUND_WS)
                bg->FillInitialWorldStates(data);
            else
            {
                data << uint32(0x62d) << uint32(0x0);       // 7 1581 alliance flag captures
                data << uint32(0x62e) << uint32(0x0);       // 8 1582 horde flag captures
                data << uint32(0x609) << uint32(0x0);       // 9 1545 unk, set to 1 on alliance flag pickup...
                data << uint32(0x60a) << uint32(0x0);       // 10 1546 unk, set to 1 on horde flag pickup, after drop it's -1
                data << uint32(0x60b) << uint32(0x2);       // 11 1547 unk
                data << uint32(0x641) << uint32(0x3);       // 12 1601 unk (max flag captures?)
                data << uint32(0x922) << uint32(0x1);       // 13 2338 horde (0 - hide, 1 - flag ok, 2 - flag picked up (flashing), 3 - flag picked up (not flashing)
                data << uint32(0x923) << uint32(0x1);       // 14 2339 alliance (0 - hide, 1 - flag ok, 2 - flag picked up (flashing), 3 - flag picked up (not flashing)
            }
            break;
        case 3358:                                          // AB
            if (bg && bg->GetTypeID() == BATTLEGROUND_AB)
                bg->FillInitialWorldStates(data);
            else
            {
                data << uint32(0x6e7) << uint32(0x0);       // 7 1767 stables alliance
                data << uint32(0x6e8) << uint32(0x0);       // 8 1768 stables horde
                data << uint32(0x6e9) << uint32(0x0);       // 9 1769 unk, ST?
                data << uint32(0x6ea) << uint32(0x0);       // 10 1770 stables (show/hide)
                data << uint32(0x6ec) << uint32(0x0);       // 11 1772 farm (0 - horde controlled, 1 - alliance controlled)
                data << uint32(0x6ed) << uint32(0x0);       // 12 1773 farm (show/hide)
                data << uint32(0x6ee) << uint32(0x0);       // 13 1774 farm color
                data << uint32(0x6ef) << uint32(0x0);       // 14 1775 gold mine color, may be FM?
                data << uint32(0x6f0) << uint32(0x0);       // 15 1776 alliance resources
                data << uint32(0x6f1) << uint32(0x0);       // 16 1777 horde resources
                data << uint32(0x6f2) << uint32(0x0);       // 17 1778 horde bases
                data << uint32(0x6f3) << uint32(0x0);       // 18 1779 alliance bases
                data << uint32(0x6f4) << uint32(0x7d0);     // 19 1780 max resources (2000)
                data << uint32(0x6f6) << uint32(0x0);       // 20 1782 blacksmith color
                data << uint32(0x6f7) << uint32(0x0);       // 21 1783 blacksmith (show/hide)
                data << uint32(0x6f8) << uint32(0x0);       // 22 1784 unk, bs?
                data << uint32(0x6f9) << uint32(0x0);       // 23 1785 unk, bs?
                data << uint32(0x6fb) << uint32(0x0);       // 24 1787 gold mine (0 - horde contr, 1 - alliance contr)
                data << uint32(0x6fc) << uint32(0x0);       // 25 1788 gold mine (0 - conflict, 1 - horde)
                data << uint32(0x6fd) << uint32(0x0);       // 26 1789 gold mine (1 - show/0 - hide)
                data << uint32(0x6fe) << uint32(0x0);       // 27 1790 gold mine color
                data << uint32(0x700) << uint32(0x0);       // 28 1792 gold mine color, wtf?, may be LM?
                data << uint32(0x701) << uint32(0x0);       // 29 1793 lumber mill color (0 - conflict, 1 - horde contr)
                data << uint32(0x702) << uint32(0x0);       // 30 1794 lumber mill (show/hide)
                data << uint32(0x703) << uint32(0x0);       // 31 1795 lumber mill color color
                data << uint32(0x732) << uint32(0x1);       // 32 1842 stables (1 - uncontrolled)
                data << uint32(0x733) << uint32(0x1);       // 33 1843 gold mine (1 - uncontrolled)
                data << uint32(0x734) << uint32(0x1);       // 34 1844 lumber mill (1 - uncontrolled)
                data << uint32(0x735) << uint32(0x1);       // 35 1845 farm (1 - uncontrolled)
                data << uint32(0x736) << uint32(0x1);       // 36 1846 blacksmith (1 - uncontrolled)
                data << uint32(0x745) << uint32(0x2);       // 37 1861 unk
                data << uint32(0x7a3) << uint32(0x708);     // 38 1955 warning limit (1800)
            }
            break;
        case 3820:                                          // EY
            if (bg && bg->GetTypeID() == BATTLEGROUND_EY)
                bg->FillInitialWorldStates(data);
            else
            {
                data << uint32(0xac1) << uint32(0x0);       // 7  2753 Horde Bases
                data << uint32(0xac0) << uint32(0x0);       // 8  2752 Alliance Bases
                data << uint32(0xab6) << uint32(0x0);       // 9  2742 Mage Tower - Horde conflict
                data << uint32(0xab5) << uint32(0x0);       // 10 2741 Mage Tower - Alliance conflict
                data << uint32(0xab4) << uint32(0x0);       // 11 2740 Fel Reaver - Horde conflict
                data << uint32(0xab3) << uint32(0x0);       // 12 2739 Fel Reaver - Alliance conflict
                data << uint32(0xab2) << uint32(0x0);       // 13 2738 Draenei - Alliance conflict
                data << uint32(0xab1) << uint32(0x0);       // 14 2737 Draenei - Horde conflict
                data << uint32(0xab0) << uint32(0x0);       // 15 2736 unk // 0 at start
                data << uint32(0xaaf) << uint32(0x0);       // 16 2735 unk // 0 at start
                data << uint32(0xaad) << uint32(0x0);       // 17 2733 Draenei - Horde control
                data << uint32(0xaac) << uint32(0x0);       // 18 2732 Draenei - Alliance control
                data << uint32(0xaab) << uint32(0x1);       // 19 2731 Draenei uncontrolled (1 - yes, 0 - no)
                data << uint32(0xaaa) << uint32(0x0);       // 20 2730 Mage Tower - Alliance control
                data << uint32(0xaa9) << uint32(0x0);       // 21 2729 Mage Tower - Horde control
                data << uint32(0xaa8) << uint32(0x1);       // 22 2728 Mage Tower uncontrolled (1 - yes, 0 - no)
                data << uint32(0xaa7) << uint32(0x0);       // 23 2727 Fel Reaver - Horde control
                data << uint32(0xaa6) << uint32(0x0);       // 24 2726 Fel Reaver - Alliance control
                data << uint32(0xaa5) << uint32(0x1);       // 25 2725 Fel Reaver uncontrolled (1 - yes, 0 - no)
                data << uint32(0xaa4) << uint32(0x0);       // 26 2724 Boold Elf - Horde control
                data << uint32(0xaa3) << uint32(0x0);       // 27 2723 Boold Elf - Alliance control
                data << uint32(0xaa2) << uint32(0x1);       // 28 2722 Boold Elf uncontrolled (1 - yes, 0 - no)
                data << uint32(0xac5) << uint32(0x1);       // 29 2757 Flag (1 - show, 0 - hide) - doesn't work exactly this way!
                data << uint32(0xad2) << uint32(0x1);       // 30 2770 Horde top-stats (1 - show, 0 - hide) // 02 -> horde picked up the flag
                data << uint32(0xad1) << uint32(0x1);       // 31 2769 Alliance top-stats (1 - show, 0 - hide) // 02 -> alliance picked up the flag
                data << uint32(0xabe) << uint32(0x0);       // 32 2750 Horde resources
                data << uint32(0xabd) << uint32(0x0);       // 33 2749 Alliance resources
                data << uint32(0xa05) << uint32(0x8e);      // 34 2565 unk, constant?
                data << uint32(0xaa0) << uint32(0x0);       // 35 2720 Capturing progress-bar (100 -> empty (only grey), 0 -> blue|red (no grey), default 0)
                data << uint32(0xa9f) << uint32(0x0);       // 36 2719 Capturing progress-bar (0 - left, 100 - right)
                data << uint32(0xa9e) << uint32(0x0);       // 37 2718 Capturing progress-bar (1 - show, 0 - hide)
                data << uint32(0xc0d) << uint32(0x17b);     // 38 3085 unk
                // and some more ... unknown
            }
            break;
        // any of these needs change! the client remembers the prev setting!
        // ON EVERY ZONE LEAVE, RESET THE OLD ZONE'S WORLD STATE, BUT AT LEAST THE UI STUFF!
        case 3483:                                          // Hellfire Peninsula
            {
                if(pvp && pvp->GetTypeId() == OUTDOOR_PVP_HP)
                    pvp->FillInitialWorldStates(data);
                else
                {
                    data << uint32(0x9ba) << uint32(0x1);           // 10 // add ally tower main gui icon       // maybe should be sent only on login?
                    data << uint32(0x9b9) << uint32(0x1);           // 11 // add horde tower main gui icon      // maybe should be sent only on login?
                    data << uint32(0x9b5) << uint32(0x0);           // 12 // show neutral broken hill icon      // 2485
                    data << uint32(0x9b4) << uint32(0x1);           // 13 // show icon above broken hill        // 2484
                    data << uint32(0x9b3) << uint32(0x0);           // 14 // show ally broken hill icon         // 2483
                    data << uint32(0x9b2) << uint32(0x0);           // 15 // show neutral overlook icon         // 2482
                    data << uint32(0x9b1) << uint32(0x1);           // 16 // show the overlook arrow            // 2481
                    data << uint32(0x9b0) << uint32(0x0);           // 17 // show ally overlook icon            // 2480
                    data << uint32(0x9ae) << uint32(0x0);           // 18 // horde pvp objectives captured      // 2478
                    data << uint32(0x9ac) << uint32(0x0);           // 19 // ally pvp objectives captured       // 2476
                    data << uint32(2475)  << uint32(100); //: ally / horde slider grey area                              // show only in direct vicinity!
                    data << uint32(2474)  << uint32(50);  //: ally / horde slider percentage, 100 for ally, 0 for horde  // show only in direct vicinity!
                    data << uint32(2473)  << uint32(0);   //: ally / horde slider display                                // show only in direct vicinity!
                    data << uint32(0x9a8) << uint32(0x0);           // 20 // show the neutral stadium icon      // 2472
                    data << uint32(0x9a7) << uint32(0x0);           // 21 // show the ally stadium icon         // 2471
                    data << uint32(0x9a6) << uint32(0x1);           // 22 // show the horde stadium icon        // 2470
                }
            }
            break;
        case 3518:
            {
                if(pvp && pvp->GetTypeId() == OUTDOOR_PVP_NA)
                    pvp->FillInitialWorldStates(data);
                else
                {
                    data << uint32(2503) << uint32(0x0);    // 10
                    data << uint32(2502) << uint32(0x0);    // 11
                    data << uint32(2493) << uint32(0x0);    // 12
                    data << uint32(2491) << uint32(0x0);    // 13
                    data << uint32(2495) << uint32(0x0);    // 14
                    data << uint32(2494) << uint32(0x0);    // 15
                    data << uint32(2497) << uint32(0x0);    // 16
                    data << uint32(2762) << uint32(0x0);    // 17
                    data << uint32(2662) << uint32(0x0);    // 18
                    data << uint32(2663) << uint32(0x0);    // 19
                    data << uint32(2664) << uint32(0x0);    // 20
                    data << uint32(2760) << uint32(0x0);    // 21
                    data << uint32(2670) << uint32(0x0);    // 22
                    data << uint32(2668) << uint32(0x0);    // 23
                    data << uint32(2669) << uint32(0x0);    // 24
                    data << uint32(2761) << uint32(0x0);    // 25
                    data << uint32(2667) << uint32(0x0);    // 26
                    data << uint32(2665) << uint32(0x0);    // 27
                    data << uint32(2666) << uint32(0x0);    // 28
                    data << uint32(2763) << uint32(0x0);    // 29
                    data << uint32(2659) << uint32(0x0);    // 30
                    data << uint32(2660) << uint32(0x0);    // 31
                    data << uint32(2661) << uint32(0x0);    // 32
                    data << uint32(2671) << uint32(0x0);    // 33
                    data << uint32(2676) << uint32(0x0);    // 34
                    data << uint32(2677) << uint32(0x0);    // 35
                    data << uint32(2672) << uint32(0x0);    // 36
                    data << uint32(2673) << uint32(0x0);    // 37
                }
            }
            break;
        case 3519:                                          // Terokkar Forest
            {
                if(pvp && pvp->GetTypeId() == OUTDOOR_PVP_TF)
                    pvp->FillInitialWorldStates(data);
                else
                {
                    data << uint32(0xa41) << uint32(0x0);           // 10 // 2625 capture bar pos
                    data << uint32(0xa40) << uint32(0x14);          // 11 // 2624 capture bar neutral
                    data << uint32(0xa3f) << uint32(0x0);           // 12 // 2623 show capture bar
                    data << uint32(0xa3e) << uint32(0x0);           // 13 // 2622 horde towers controlled
                    data << uint32(0xa3d) << uint32(0x5);           // 14 // 2621 ally towers controlled
                    data << uint32(0xa3c) << uint32(0x0);           // 15 // 2620 show towers controlled
                    data << uint32(0xa88) << uint32(0x0);           // 16 // 2696 SE Neu
                    data << uint32(0xa87) << uint32(0x0);           // 17 // SE Horde
                    data << uint32(0xa86) << uint32(0x0);           // 18 // SE Ally
                    data << uint32(0xa85) << uint32(0x0);           // 19 //S Neu
                    data << uint32(0xa84) << uint32(0x0);           // 20 S Horde
                    data << uint32(0xa83) << uint32(0x0);           // 21 S Ally
                    data << uint32(0xa82) << uint32(0x0);           // 22 NE Neu
                    data << uint32(0xa81) << uint32(0x0);           // 23 NE Horde
                    data << uint32(0xa80) << uint32(0x0);           // 24 NE Ally
                    data << uint32(0xa7e) << uint32(0x0);           // 25 // 2686 N Neu
                    data << uint32(0xa7d) << uint32(0x0);           // 26 N Horde
                    data << uint32(0xa7c) << uint32(0x0);           // 27 N Ally
                    data << uint32(0xa7b) << uint32(0x0);           // 28 NW Ally
                    data << uint32(0xa7a) << uint32(0x0);           // 29 NW Horde
                    data << uint32(0xa79) << uint32(0x0);           // 30 NW Neutral
                    data << uint32(0x9d0) << uint32(0x5);           // 31 // 2512 locked time remaining seconds first digit
                    data << uint32(0x9ce) << uint32(0x0);           // 32 // 2510 locked time remaining seconds second digit
                    data << uint32(0x9cd) << uint32(0x0);           // 33 // 2509 locked time remaining minutes
                    data << uint32(0x9cc) << uint32(0x0);           // 34 // 2508 neutral locked time show
                    data << uint32(0xad0) << uint32(0x0);           // 35 // 2768 horde locked time show
                    data << uint32(0xacf) << uint32(0x1);           // 36 // 2767 ally locked time show
                }
            }
            break;
        case 3521:                                          // Zangarmarsh
            {
                if(pvp && pvp->GetTypeId() == OUTDOOR_PVP_ZM)
                    pvp->FillInitialWorldStates(data);
                else
                {
                    data << uint32(0x9e1) << uint32(0x0);           // 10 //2529
                    data << uint32(0x9e0) << uint32(0x0);           // 11
                    data << uint32(0x9df) << uint32(0x0);           // 12
                    data << uint32(0xa5d) << uint32(0x1);           // 13 //2653
                    data << uint32(0xa5c) << uint32(0x0);           // 14 //2652 east beacon neutral
                    data << uint32(0xa5b) << uint32(0x1);           // 15 horde
                    data << uint32(0xa5a) << uint32(0x0);           // 16 ally
                    data << uint32(0xa59) << uint32(0x1);           // 17 // 2649 Twin spire graveyard horde  12???
                    data << uint32(0xa58) << uint32(0x0);           // 18 ally     14 ???
                    data << uint32(0xa57) << uint32(0x0);           // 19 neutral  7???
                    data << uint32(0xa56) << uint32(0x0);           // 20 // 2646 west beacon neutral
                    data << uint32(0xa55) << uint32(0x1);           // 21 horde
                    data << uint32(0xa54) << uint32(0x0);           // 22 ally
                    data << uint32(0x9e7) << uint32(0x0);           // 23 // 2535
                    data << uint32(0x9e6) << uint32(0x0);           // 24
                    data << uint32(0x9e5) << uint32(0x0);           // 25
                    data << uint32(0xa00) << uint32(0x0);           // 26 // 2560
                    data << uint32(0x9ff) << uint32(0x1);           // 27
                    data << uint32(0x9fe) << uint32(0x0);           // 28
                    data << uint32(0x9fd) << uint32(0x0);           // 29
                    data << uint32(0x9fc) << uint32(0x1);           // 30
                    data << uint32(0x9fb) << uint32(0x0);           // 31
                    data << uint32(0xa62) << uint32(0x0);           // 32 // 2658
                    data << uint32(0xa61) << uint32(0x1);           // 33
                    data << uint32(0xa60) << uint32(0x1);           // 34
                    data << uint32(0xa5f) << uint32(0x0);           // 35
                }
            }
            break;
        case 3698:                                          // Nagrand Arena
            if (bg && bg->GetTypeID() == BATTLEGROUND_NA)
                bg->FillInitialWorldStates(data);
            else
            {
                data << uint32(0xa0f) << uint32(0x0);           // 7
                data << uint32(0xa10) << uint32(0x0);           // 8
                data << uint32(0xa11) << uint32(0x0);           // 9 show
            }
            break;
        case 3702:                                          // Blade's Edge Arena
            if (bg && bg->GetTypeID() == BATTLEGROUND_BE)
                bg->FillInitialWorldStates(data);
            else
            {
                data << uint32(0x9f0) << uint32(0x0);           // 7 gold
                data << uint32(0x9f1) << uint32(0x0);           // 8 green
                data << uint32(0x9f3) << uint32(0x0);           // 9 show
            }
            break;
        case 3968:                                          // Ruins of Lordaeron
            if (bg && bg->GetTypeID() == BATTLEGROUND_RL)
                bg->FillInitialWorldStates(data);
            else
            {
                data << uint32(0xbb8) << uint32(0x0);           // 7 gold
                data << uint32(0xbb9) << uint32(0x0);           // 8 green
                data << uint32(0xbba) << uint32(0x0);           // 9 show
            }
            break;
        case 3703:                                          // Shattrath City
            break;
        case 4406:                                          // Ring of Valor
            if (bg && bg->GetTypeID() == BATTLEGROUND_RV)
                bg->FillInitialWorldStates(data);
            else
            {
                data << uint32(0xe10) << uint32(0x0);           // 7 gold
                data << uint32(0xe11) << uint32(0x0);           // 8 green
                data << uint32(0xe1a) << uint32(0x0);           // 9 show
            }
            break;
        default:
            data << uint32(0x914) << uint32(0x0);           // 7
            data << uint32(0x913) << uint32(0x0);           // 8
            data << uint32(0x912) << uint32(0x0);           // 9
            data << uint32(0x915) << uint32(0x0);           // 10
            break;
    }
    GetSession()->SendPacket(&data);
}
uint32 Player::GetXPRestBonus(uint32 xp)
{
    uint32 rested_bonus = (uint32)GetRestBonus();           // xp for each rested bonus
    if(rested_bonus > xp)                                   // max rested_bonus == xp or (r+x) = 200% xp
        rested_bonus = xp;
    SetRestBonus( GetRestBonus() - rested_bonus);
    sLog.outDetail("Player gain %u xp (+ %u Rested Bonus). Rested points=%f",xp+rested_bonus,rested_bonus,GetRestBonus());
    return rested_bonus;
}
void Player::SetBindPoint(uint64 guid)
{
    WorldPacket data(SMSG_BINDER_CONFIRM, 8);
    data << uint64(guid);
    GetSession()->SendPacket( &data );
}
void Player::SendTalentWipeConfirm(uint64 guid)
{
    WorldPacket data(MSG_TALENT_WIPE_CONFIRM, (8+4));
    data << uint64(guid);
    uint32 cost = sWorld.getConfig(CONFIG_NO_RESET_TALENT_COST) ? 0 : resetTalentsCost();
    data << cost;
    GetSession()->SendPacket( &data );
}
void Player::SendPetSkillWipeConfirm()
{
    Pet* pet = GetPet();
    if (!pet)
        return;
    WorldPacket data(SMSG_PET_UNLEARN_CONFIRM, (8+4));
    data << pet->GetGUID();
    data << uint32(pet->resetTalentsCost());
    GetSession()->SendPacket( &data );
}
/*********************************************************/
/***                    STORAGE SYSTEM                 ***/
/*********************************************************/
void Player::SetVirtualItemSlot(uint8 i, Item *item)
{
    assert(i < 3);
    if (i < 2 && item)
    {
        if (!item->GetEnchantmentId(TEMP_ENCHANTMENT_SLOT))
            return;
        uint32 charges = item->GetEnchantmentCharges(TEMP_ENCHANTMENT_SLOT);
        if (charges == 0)
            return;
        if (charges > 1)
            item->SetEnchantmentCharges(TEMP_ENCHANTMENT_SLOT,charges-1);
        else if (charges <= 1)
        {
            ApplyEnchantment(item,TEMP_ENCHANTMENT_SLOT,false);
            item->ClearEnchantment(TEMP_ENCHANTMENT_SLOT);
        }
    }
}
void Player::SetSheath(SheathState sheathed)
{
    switch (sheathed)
    {
        case SHEATH_STATE_UNARMED:                          // no prepared weapon
            SetVirtualItemSlot(0,NULL);
            SetVirtualItemSlot(1,NULL);
            SetVirtualItemSlot(2,NULL);
            break;
        case SHEATH_STATE_MELEE:                            // prepared melee weapon
        {
            SetVirtualItemSlot(0,GetWeaponForAttack(BASE_ATTACK,true));
            SetVirtualItemSlot(1,GetWeaponForAttack(OFF_ATTACK,true));
            SetVirtualItemSlot(2,NULL);
        };  break;
        case SHEATH_STATE_RANGED:                           // prepared ranged weapon
            SetVirtualItemSlot(0,NULL);
            SetVirtualItemSlot(1,NULL);
            SetVirtualItemSlot(2,GetWeaponForAttack(RANGED_ATTACK,true));
            break;
        default:
            SetVirtualItemSlot(0,NULL);
            SetVirtualItemSlot(1,NULL);
            SetVirtualItemSlot(2,NULL);
            break;
    }
    Unit::SetSheath(sheathed);                              // this must visualize Sheath changing for other players...
}
uint8 Player::FindEquipSlot(ItemPrototype const* proto, uint32 slot, bool swap) const
{
    uint8 pClass = getClass();
    uint8 slots[4];
    slots[0] = NULL_SLOT;
    slots[1] = NULL_SLOT;
    slots[2] = NULL_SLOT;
    slots[3] = NULL_SLOT;
    switch (proto->InventoryType)
    {
        case INVTYPE_HEAD:
            slots[0] = EQUIPMENT_SLOT_HEAD;
            break;
        case INVTYPE_NECK:
            slots[0] = EQUIPMENT_SLOT_NECK;
            break;
        case INVTYPE_SHOULDERS:
            slots[0] = EQUIPMENT_SLOT_SHOULDERS;
            break;
        case INVTYPE_BODY:
            slots[0] = EQUIPMENT_SLOT_BODY;
            break;
        case INVTYPE_CHEST:
            slots[0] = EQUIPMENT_SLOT_CHEST;
            break;
        case INVTYPE_ROBE:
            slots[0] = EQUIPMENT_SLOT_CHEST;
            break;
        case INVTYPE_WAIST:
            slots[0] = EQUIPMENT_SLOT_WAIST;
            break;
        case INVTYPE_LEGS:
            slots[0] = EQUIPMENT_SLOT_LEGS;
            break;
        case INVTYPE_FEET:
            slots[0] = EQUIPMENT_SLOT_FEET;
            break;
        case INVTYPE_WRISTS:
            slots[0] = EQUIPMENT_SLOT_WRISTS;
            break;
        case INVTYPE_HANDS:
            slots[0] = EQUIPMENT_SLOT_HANDS;
            break;
        case INVTYPE_FINGER:
            slots[0] = EQUIPMENT_SLOT_FINGER1;
            slots[1] = EQUIPMENT_SLOT_FINGER2;
            break;
        case INVTYPE_TRINKET:
            slots[0] = EQUIPMENT_SLOT_TRINKET1;
            slots[1] = EQUIPMENT_SLOT_TRINKET2;
            break;
        case INVTYPE_CLOAK:
            slots[0] =  EQUIPMENT_SLOT_BACK;
            break;
        case INVTYPE_WEAPON:
        {
            slots[0] = EQUIPMENT_SLOT_MAINHAND;
            // suggest offhand slot only if know dual wielding
            // (this will be replace mainhand weapon at auto equip instead unwonted "you don't known dual wielding" ...
            if (CanDualWield())
                slots[1] = EQUIPMENT_SLOT_OFFHAND;
            break;
        };
        case INVTYPE_SHIELD:
            slots[0] = EQUIPMENT_SLOT_OFFHAND;
            break;
        case INVTYPE_RANGED:
            slots[0] = EQUIPMENT_SLOT_RANGED;
            break;
        case INVTYPE_2HWEAPON:
            slots[0] = EQUIPMENT_SLOT_MAINHAND;
            if (Item *mhWeapon = GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND))
                if (ItemPrototype const *mhWeaponProto = mhWeapon->GetProto())
                    if (mhWeaponProto->SubClass == ITEM_SUBCLASS_WEAPON_POLEARM || mhWeaponProto->SubClass == ITEM_SUBCLASS_WEAPON_STAFF)
                    {
                        const_cast(this)->AutoUnequipOffhandIfNeed(true);
                        break;
                    }
            if (CanDualWield() && CanTitanGrip() && proto->SubClass != ITEM_SUBCLASS_WEAPON_POLEARM && proto->SubClass != ITEM_SUBCLASS_WEAPON_STAFF)
                slots[1] = EQUIPMENT_SLOT_OFFHAND;
            break;
        case INVTYPE_TABARD:
            slots[0] = EQUIPMENT_SLOT_TABARD;
            break;
        case INVTYPE_WEAPONMAINHAND:
            slots[0] = EQUIPMENT_SLOT_MAINHAND;
            break;
        case INVTYPE_WEAPONOFFHAND:
            slots[0] = EQUIPMENT_SLOT_OFFHAND;
            break;
        case INVTYPE_HOLDABLE:
            slots[0] = EQUIPMENT_SLOT_OFFHAND;
            break;
        case INVTYPE_THROWN:
            slots[0] = EQUIPMENT_SLOT_RANGED;
            break;
        case INVTYPE_RANGEDRIGHT:
            slots[0] = EQUIPMENT_SLOT_RANGED;
            break;
        case INVTYPE_BAG:
            slots[0] = INVENTORY_SLOT_BAG_START + 0;
            slots[1] = INVENTORY_SLOT_BAG_START + 1;
            slots[2] = INVENTORY_SLOT_BAG_START + 2;
            slots[3] = INVENTORY_SLOT_BAG_START + 3;
            break;
        case INVTYPE_RELIC:
        {
            switch(proto->SubClass)
            {
                case ITEM_SUBCLASS_ARMOR_LIBRAM:
                    if (pClass == CLASS_PALADIN)
                        slots[0] = EQUIPMENT_SLOT_RANGED;
                    break;
                case ITEM_SUBCLASS_ARMOR_IDOL:
                    if (pClass == CLASS_DRUID)
                        slots[0] = EQUIPMENT_SLOT_RANGED;
                    break;
                case ITEM_SUBCLASS_ARMOR_TOTEM:
                    if (pClass == CLASS_SHAMAN)
                        slots[0] = EQUIPMENT_SLOT_RANGED;
                    break;
                case ITEM_SUBCLASS_ARMOR_MISC:
                    if (pClass == CLASS_WARLOCK)
                        slots[0] = EQUIPMENT_SLOT_RANGED;
                    break;
                case ITEM_SUBCLASS_ARMOR_SIGIL:
                    if (pClass == CLASS_DEATH_KNIGHT)
                        slots[0] = EQUIPMENT_SLOT_RANGED;
                    break;
            }
            break;
        }
        default:
            return NULL_SLOT;
    }
    if (slot != NULL_SLOT)
    {
        if (swap || !GetItemByPos(INVENTORY_SLOT_BAG_0, slot))
            for (uint8 i = 0; i < 4; ++i)
                if (slots[i] == slot)
                    return slot;
    }
    else
    {
        // search free slot at first
        for (uint8 i = 0; i < 4; ++i)
            if (slots[i] != NULL_SLOT && !GetItemByPos(INVENTORY_SLOT_BAG_0, slots[i]))
                // in case 2hand equipped weapon (without titan grip) offhand slot empty but not free
                if(slots[i] != EQUIPMENT_SLOT_OFFHAND || !IsTwoHandUsed())
                    return slots[i];
        // if not found free and can swap return first appropriate from used
        for (uint8 i = 0; i < 4; ++i)
            if (slots[i] != NULL_SLOT && swap)
                return slots[i];
    }
    // no free position
    return NULL_SLOT;
}
uint8 Player::CanUnequipItems( uint32 item, uint32 count ) const
{
    uint32 tempcount = 0;
    uint8 res = EQUIP_ERR_OK;
    for (uint8 i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_BAG_END; ++i)
        if (Item *pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
            if (pItem->GetEntry() == item)
            {
                uint8 ires = CanUnequipItem(INVENTORY_SLOT_BAG_0 << 8 | i, false);
                if (ires == EQUIP_ERR_OK)
                {
                    tempcount += pItem->GetCount();
                    if (tempcount >= count)
                        return EQUIP_ERR_OK;
                }
                else
                    res = ires;
            }
    for (uint8 i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; ++i)
        if (Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i))
            if (pItem->GetEntry() == item)
            {
                tempcount += pItem->GetCount();
                if (tempcount >= count)
                    return EQUIP_ERR_OK;
            }
    for (uint8 i = KEYRING_SLOT_START; i < CURRENCYTOKEN_SLOT_END; ++i)
        if (Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i))
            if (pItem->GetEntry() == item)
            {
                tempcount += pItem->GetCount();
                if(tempcount >= count)
                    return EQUIP_ERR_OK;
            }
    for (uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
        if (Bag *pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i))
            for (uint32 j = 0; j < pBag->GetBagSize(); ++j)
                if (Item *pItem = GetItemByPos(i, j))
                    if (pItem->GetEntry() == item)
                    {
                        tempcount += pItem->GetCount();
                        if (tempcount >= count)
                            return EQUIP_ERR_OK;
                    }
    // not found req. item count and have unequippable items
    return res;
}
uint32 Player::GetItemCount(uint32 item, bool inBankAlso, Item *skipItem) const
{
    uint32 count = 0;
    for (uint8 i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; ++i)
        if (Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i))
            if (pItem != skipItem &&  pItem->GetEntry() == item)
                count += pItem->GetCount();
    for (uint8 i = KEYRING_SLOT_START; i < CURRENCYTOKEN_SLOT_END; ++i)
        if (Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i))
            if (pItem != skipItem && pItem->GetEntry() == item)
                count += pItem->GetCount();
    for (uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
        if (Bag* pBag = (Bag*)GetItemByPos(INVENTORY_SLOT_BAG_0, i))
            count += pBag->GetItemCount(item,skipItem);
    if(skipItem && skipItem->GetProto()->GemProperties)
        for (uint8 i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; ++i)
            if (Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i))
                if (pItem != skipItem && pItem->GetProto()->Socket[0].Color)
                    count += pItem->GetGemCountWithID(item);
    if (inBankAlso)
    {
        for (uint8 i = BANK_SLOT_ITEM_START; i < BANK_SLOT_ITEM_END; ++i)
            if (Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i))
                if (pItem != skipItem && pItem->GetEntry() == item)
                    count += pItem->GetCount();
        for (uint8 i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; ++i)
            if (Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i))
                count += pBag->GetItemCount(item,skipItem);
        if (skipItem && skipItem->GetProto()->GemProperties)
            for (uint8 i = BANK_SLOT_ITEM_START; i < BANK_SLOT_ITEM_END; ++i)
                if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
                    if (pItem != skipItem && pItem->GetProto()->Socket[0].Color)
                        count += pItem->GetGemCountWithID(item);
    }
    return count;
}
Item* Player::GetItemByGuid( uint64 guid ) const
{
    for (uint8 i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; ++i)
        if (Item *pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
            if (pItem->GetGUID() == guid)
                return pItem;
    for (uint8 i = KEYRING_SLOT_START; i < CURRENCYTOKEN_SLOT_END; ++i)
        if (Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i))
            if (pItem->GetGUID() == guid)
                return pItem;
    for (uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
        if (Bag *pBag = (Bag*)GetItemByPos(INVENTORY_SLOT_BAG_0, i))
            for (uint32 j = 0; j < pBag->GetBagSize(); ++j)
                if (Item* pItem = pBag->GetItemByPos(j))
                    if (pItem->GetGUID() == guid)
                        return pItem;
    for (uint8 i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; ++i)
        if (Bag *pBag = (Bag*)GetItemByPos(INVENTORY_SLOT_BAG_0, i))
            for (uint32 j = 0; j < pBag->GetBagSize(); ++j)
                if (Item* pItem = pBag->GetItemByPos(j))
                    if (pItem->GetGUID() == guid)
                        return pItem;
    return NULL;
}
Item* Player::GetItemByPos(uint16 pos) const
{
    uint8 bag = pos >> 8;
    uint8 slot = pos & 255;
    return GetItemByPos(bag, slot);
}
Item* Player::GetItemByPos( uint8 bag, uint8 slot ) const
{
    if (bag == INVENTORY_SLOT_BAG_0 && (slot < BANK_SLOT_BAG_END || (slot >= KEYRING_SLOT_START && slot < CURRENCYTOKEN_SLOT_END)))
        return m_items[slot];
    else if ((bag >= INVENTORY_SLOT_BAG_START && bag < INVENTORY_SLOT_BAG_END)
        || (bag >= BANK_SLOT_BAG_START && bag < BANK_SLOT_BAG_END))
    {
        if (Bag *pBag = (Bag*)GetItemByPos(INVENTORY_SLOT_BAG_0, bag))
            return pBag->GetItemByPos(slot);
    }
    return NULL;
}
Item* Player::GetWeaponForAttack(WeaponAttackType attackType, bool useable /*= false*/) const
{
    uint16 slot;
    switch (attackType)
    {
        case BASE_ATTACK:   slot = EQUIPMENT_SLOT_MAINHAND; break;
        case OFF_ATTACK:    slot = EQUIPMENT_SLOT_OFFHAND;  break;
        case RANGED_ATTACK: slot = EQUIPMENT_SLOT_RANGED;   break;
        default: return NULL;
    }
    Item* item = GetUseableItemByPos(INVENTORY_SLOT_BAG_0, slot);
    if (!item || item->GetProto()->Class != ITEM_CLASS_WEAPON)
        return NULL;
    if (!useable)
        return item;
    if (item->IsBroken() || IsInFeralForm())
        return NULL;
    return item;
}
Item* Player::GetShield(bool useable) const
{
    Item* item = GetUseableItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND);
    if (!item || item->GetProto()->Class != ITEM_CLASS_ARMOR)
        return NULL;
    if (!useable)
        return item;
    if (item->IsBroken())
        return NULL;
    return item;
}
uint8 Player::GetAttackBySlot(uint8 slot)
{
    switch (slot)
    {
        case EQUIPMENT_SLOT_MAINHAND: return BASE_ATTACK;
        case EQUIPMENT_SLOT_OFFHAND:  return OFF_ATTACK;
        case EQUIPMENT_SLOT_RANGED:   return RANGED_ATTACK;
        default:                      return MAX_ATTACK;
    }
}
bool Player::IsInventoryPos(uint8 bag, uint8 slot)
{
    if (bag == INVENTORY_SLOT_BAG_0 && slot == NULL_SLOT)
        return true;
    if (bag == INVENTORY_SLOT_BAG_0 && slot >= INVENTORY_SLOT_ITEM_START && slot < INVENTORY_SLOT_ITEM_END)
        return true;
    if (bag >= INVENTORY_SLOT_BAG_START && bag < INVENTORY_SLOT_BAG_END)
        return true;
    if (bag == INVENTORY_SLOT_BAG_0 && slot >= KEYRING_SLOT_START && slot < CURRENCYTOKEN_SLOT_END)
        return true;
    return false;
}
bool Player::IsEquipmentPos(uint8 bag, uint8 slot)
{
    if (bag == INVENTORY_SLOT_BAG_0 && slot < EQUIPMENT_SLOT_END)
        return true;
    if (bag == INVENTORY_SLOT_BAG_0 && slot >= INVENTORY_SLOT_BAG_START && slot < INVENTORY_SLOT_BAG_END)
        return true;
    return false;
}
bool Player::IsBankPos(uint8 bag, uint8 slot)
{
    if (bag == INVENTORY_SLOT_BAG_0 && slot >= BANK_SLOT_ITEM_START && slot < BANK_SLOT_ITEM_END)
        return true;
    if (bag == INVENTORY_SLOT_BAG_0 && slot >= BANK_SLOT_BAG_START && slot < BANK_SLOT_BAG_END)
        return true;
    if (bag >= BANK_SLOT_BAG_START && bag < BANK_SLOT_BAG_END)
        return true;
    return false;
}
bool Player::IsBagPos( uint16 pos )
{
    uint8 bag = pos >> 8;
    uint8 slot = pos & 255;
    if (bag == INVENTORY_SLOT_BAG_0 && slot >= INVENTORY_SLOT_BAG_START && slot < INVENTORY_SLOT_BAG_END)
        return true;
    if (bag == INVENTORY_SLOT_BAG_0 && slot >= BANK_SLOT_BAG_START && slot < BANK_SLOT_BAG_END)
        return true;
    return false;
}
bool Player::IsValidPos(uint8 bag, uint8 slot)
{
    // post selected
    if(bag == NULL_BAG)
        return true;
    if (bag == INVENTORY_SLOT_BAG_0)
    {
        // any post selected
        if (slot == NULL_SLOT)
            return true;
        // equipment
        if (slot < EQUIPMENT_SLOT_END)
            return true;
        // bag equip slots
        if (slot >= INVENTORY_SLOT_BAG_START && slot < INVENTORY_SLOT_BAG_END)
            return true;
        // backpack slots
        if (slot >= INVENTORY_SLOT_ITEM_START && slot < INVENTORY_SLOT_ITEM_END)
            return true;
        // keyring slots
        if (slot >= KEYRING_SLOT_START && slot < KEYRING_SLOT_END)
            return true;
        // bank main slots
        if (slot >= BANK_SLOT_ITEM_START && slot < BANK_SLOT_ITEM_END)
            return true;
        // bank bag slots
        if (slot >= BANK_SLOT_BAG_START && slot < BANK_SLOT_BAG_END)
            return true;
        return false;
    }
    // bag content slots
    if (bag >= INVENTORY_SLOT_BAG_START && bag < INVENTORY_SLOT_BAG_END)
    {
        Bag* pBag = (Bag*)GetItemByPos (INVENTORY_SLOT_BAG_0, bag);
        if (!pBag)
            return false;
        // any post selected
        if (slot == NULL_SLOT)
            return true;
        return slot < pBag->GetBagSize();
    }
    // bank bag content slots
    if( bag >= BANK_SLOT_BAG_START && bag < BANK_SLOT_BAG_END )
    {
        Bag* pBag = (Bag*)GetItemByPos (INVENTORY_SLOT_BAG_0, bag);
        if (!pBag)
            return false;
        // any post selected
        if (slot == NULL_SLOT)
            return true;
        return slot < pBag->GetBagSize();
    }
    // where this?
    return false;
}
bool Player::HasItemCount( uint32 item, uint32 count, bool inBankAlso ) const
{
    uint32 tempcount = 0;
    for (uint8 i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; ++i)
    {
        Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
        if (pItem && pItem->GetEntry() == item)
        {
            tempcount += pItem->GetCount();
            if (tempcount >= count)
                return true;
        }
    }
    for (uint8 i = KEYRING_SLOT_START; i < CURRENCYTOKEN_SLOT_END; ++i)
    {
        Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
        if (pItem && pItem->GetEntry() == item)
        {
            tempcount += pItem->GetCount();
            if (tempcount >= count)
                return true;
        }
    }
    for (uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
    {
        if (Bag* pBag = (Bag*)GetItemByPos(INVENTORY_SLOT_BAG_0, i))
        {
            for (uint32 j = 0; j < pBag->GetBagSize(); ++j)
            {
                Item* pItem = GetItemByPos( i, j );
                if (pItem && pItem->GetEntry() == item)
                {
                    tempcount += pItem->GetCount();
                    if (tempcount >= count)
                        return true;
                }
            }
        }
    }
    if (inBankAlso)
    {
        for (uint8 i = BANK_SLOT_ITEM_START; i < BANK_SLOT_ITEM_END; ++i)
        {
            Item *pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i);
            if (pItem && pItem->GetEntry() == item)
            {
                tempcount += pItem->GetCount();
                if (tempcount >= count)
                    return true;
            }
        }
        for (uint8 i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; ++i)
        {
            if(Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i))
            {
                for (uint32 j = 0; j < pBag->GetBagSize(); ++j)
                {
                    Item *pItem = GetItemByPos(i, j);
                    if (pItem && pItem->GetEntry() == item)
                    {
                        tempcount += pItem->GetCount();
                        if (tempcount >= count)
                            return true;
                    }
                }
            }
        }
    }
    return false;
}
bool Player::HasItemOrGemWithIdEquipped(uint32 item, uint32 count, uint8 except_slot) const
{
    uint32 tempcount = 0;
    for (uint8 i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; ++i)
    {
        if (i == except_slot)
            continue;
        Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i);
        if (pItem && pItem->GetEntry() == item)
        {
            tempcount += pItem->GetCount();
            if (tempcount >= count)
                return true;
        }
    }
    ItemPrototype const *pProto = objmgr.GetItemPrototype(item);
    if (pProto && pProto->GemProperties)
    {
        for (uint8 i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; ++i)
        {
            if (i == except_slot)
                continue;
            Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i);
            if (pItem && pItem->GetProto()->Socket[0].Color)
            {
                tempcount += pItem->GetGemCountWithID(item);
                if (tempcount >= count)
                    return true;
            }
        }
    }
    return false;
}
bool Player::HasItemOrGemWithLimitCategoryEquipped( uint32 limitCategory, uint32 count, uint8 except_slot ) const
{
    uint32 tempcount = 0;
    for (uint8 i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; ++i)
    {
        if(i == except_slot)
            continue;
        Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
        if (!pItem)
            continue;
        ItemPrototype const *pProto = pItem->GetProto();
        if (!pProto)
            continue;
        if (pProto->ItemLimitCategory == limitCategory)
        {
            tempcount += pItem->GetCount();
            if( tempcount >= count )
                return true;
        }
        if( pProto->Socket[0].Color)
        {
            tempcount += pItem->GetGemCountWithLimitCategory(limitCategory);
            if( tempcount >= count )
                return true;
        }
    }
    return false;
}
uint8 Player::_CanTakeMoreSimilarItems(uint32 entry, uint32 count, Item* pItem, uint32* no_space_count ) const
{
    ItemPrototype const *pProto = objmgr.GetItemPrototype(entry);
    if( !pProto )
    {
        if(no_space_count)
            *no_space_count = count;
        return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
    }
    // no maximum
    if(pProto->MaxCount <= 0 || pProto->MaxCount == 2147483647)
        return EQUIP_ERR_OK;
    uint32 curcount = GetItemCount(pProto->ItemId,true,pItem);
    if (curcount + count > uint32(pProto->MaxCount))
    {
        if(no_space_count)
            *no_space_count = count +curcount - pProto->MaxCount;
        return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
    }
    return EQUIP_ERR_OK;
}
bool Player::HasItemTotemCategory( uint32 TotemCategory ) const
{
    Item *pItem;
    for (uint8 i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; ++i)
    {
        pItem = GetUseableItemByPos( INVENTORY_SLOT_BAG_0, i );
        if( pItem && IsTotemCategoryCompatiableWith(pItem->GetProto()->TotemCategory,TotemCategory ))
            return true;
    }
    for (uint8 i = KEYRING_SLOT_START; i < CURRENCYTOKEN_SLOT_END; ++i)
    {
        pItem = GetUseableItemByPos( INVENTORY_SLOT_BAG_0, i );
        if( pItem && IsTotemCategoryCompatiableWith(pItem->GetProto()->TotemCategory,TotemCategory ))
            return true;
    }
    for (uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
    {
        if(Bag *pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
        {
            for (uint32 j = 0; j < pBag->GetBagSize(); ++j)
            {
                pItem = GetUseableItemByPos( i, j );
                if( pItem && IsTotemCategoryCompatiableWith(pItem->GetProto()->TotemCategory,TotemCategory ))
                    return true;
            }
        }
    }
    return false;
}
uint8 Player::_CanStoreItem_InSpecificSlot( uint8 bag, uint8 slot, ItemPosCountVec &dest, ItemPrototype const *pProto, uint32& count, bool swap, Item* pSrcItem ) const
{
    Item* pItem2 = GetItemByPos( bag, slot );
    // ignore move item (this slot will be empty at move)
    if (pItem2==pSrcItem)
        pItem2 = NULL;
    uint32 need_space;
    // empty specific slot - check item fit to slot
    if (!pItem2 || swap)
    {
        if (bag == INVENTORY_SLOT_BAG_0)
        {
            // keyring case
            if (slot >= KEYRING_SLOT_START && slot < KEYRING_SLOT_START+GetMaxKeyringSize() && !(pProto->BagFamily & BAG_FAMILY_MASK_KEYS))
                return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
            // currencytoken case
            if (slot >= CURRENCYTOKEN_SLOT_START && slot < CURRENCYTOKEN_SLOT_END && !(pProto->BagFamily & BAG_FAMILY_MASK_CURRENCY_TOKENS))
                return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
            // prevent cheating
            if (slot >= BUYBACK_SLOT_START && slot < BUYBACK_SLOT_END || slot >= PLAYER_SLOT_END)
                return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
        }
        else
        {
            Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, bag );
            if (!pBag)
                return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
            ItemPrototype const* pBagProto = pBag->GetProto();
            if (!pBagProto)
                return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
            if (slot >= pBagProto->ContainerSlots)
                return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
            if (!ItemCanGoIntoBag(pProto,pBagProto))
                return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
        }
        // non empty stack with space
        need_space = pProto->GetMaxStackSize();
    }
    // non empty slot, check item type
    else
    {
        // check item type
        if (pItem2->GetEntry() != pProto->ItemId)
            return EQUIP_ERR_ITEM_CANT_STACK;
        // check free space
        if (pItem2->GetCount() >= pProto->GetMaxStackSize())
            return EQUIP_ERR_ITEM_CANT_STACK;
        // free stack space or infinity
        need_space = pProto->GetMaxStackSize() - pItem2->GetCount();
    }
    if (need_space > count)
        need_space = count;
    ItemPosCount newPosition = ItemPosCount((bag << 8) | slot, need_space);
    if (!newPosition.isContainedIn(dest))
    {
        dest.push_back(newPosition);
        count -= need_space;
    }
    return EQUIP_ERR_OK;
}
uint8 Player::_CanStoreItem_InBag( uint8 bag, ItemPosCountVec &dest, ItemPrototype const *pProto, uint32& count, bool merge, bool non_specialized, Item* pSrcItem, uint8 skip_bag, uint8 skip_slot ) const
{
    // skip specific bag already processed in first called _CanStoreItem_InBag
    if (bag==skip_bag)
        return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
    Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, bag );
    if (!pBag)
        return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
    ItemPrototype const* pBagProto = pBag->GetProto();
    if (!pBagProto)
        return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
    // specialized bag mode or non-specilized
    if (non_specialized != (pBagProto->Class == ITEM_CLASS_CONTAINER && pBagProto->SubClass == ITEM_SUBCLASS_CONTAINER))
        return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
    if (!ItemCanGoIntoBag(pProto,pBagProto))
        return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
    for (uint32 j = 0; j < pBag->GetBagSize(); j++)
    {
        // skip specific slot already processed in first called _CanStoreItem_InSpecificSlot
        if (j==skip_slot)
            continue;
        Item* pItem2 = GetItemByPos( bag, j );
        // ignore move item (this slot will be empty at move)
        if (pItem2==pSrcItem)
            pItem2 = NULL;
        // if merge skip empty, if !merge skip non-empty
        if ((pItem2!=NULL)!=merge)
            continue;
        if (pItem2)
        {
            if (pItem2->GetEntry() == pProto->ItemId && pItem2->GetCount() < pProto->GetMaxStackSize())
            {
                uint32 need_space = pProto->GetMaxStackSize() - pItem2->GetCount();
                if(need_space > count)
                    need_space = count;
                ItemPosCount newPosition = ItemPosCount((bag << 8) | j, need_space);
                if (!newPosition.isContainedIn(dest))
                {
                    dest.push_back(newPosition);
                    count -= need_space;
                    if (count==0)
                        return EQUIP_ERR_OK;
                }
            }
        }
        else
        {
            uint32 need_space = pProto->GetMaxStackSize();
            if (need_space > count)
                need_space = count;
            ItemPosCount newPosition = ItemPosCount((bag << 8) | j, need_space);
            if (!newPosition.isContainedIn(dest))
            {
                dest.push_back(newPosition);
                count -= need_space;
                if (count==0)
                    return EQUIP_ERR_OK;
            }
        }
    }
    return EQUIP_ERR_OK;
}
uint8 Player::_CanStoreItem_InInventorySlots( uint8 slot_begin, uint8 slot_end, ItemPosCountVec &dest, ItemPrototype const *pProto, uint32& count, bool merge, Item* pSrcItem, uint8 skip_bag, uint8 skip_slot ) const
{
    for (uint32 j = slot_begin; j < slot_end; j++)
    {
        // skip specific slot already processed in first called _CanStoreItem_InSpecificSlot
        if (INVENTORY_SLOT_BAG_0==skip_bag && j==skip_slot)
            continue;
        Item* pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, j );
        // ignore move item (this slot will be empty at move)
        if (pItem2==pSrcItem)
            pItem2 = NULL;
        // if merge skip empty, if !merge skip non-empty
        if ((pItem2!=NULL)!=merge)
            continue;
        if (pItem2)
        {
            if (pItem2->GetEntry() == pProto->ItemId && pItem2->GetCount() < pProto->GetMaxStackSize())
            {
                uint32 need_space = pProto->GetMaxStackSize() - pItem2->GetCount();
                if (need_space > count)
                    need_space = count;
                ItemPosCount newPosition = ItemPosCount((INVENTORY_SLOT_BAG_0 << 8) | j, need_space);
                if (!newPosition.isContainedIn(dest))
                {
                    dest.push_back(newPosition);
                    count -= need_space;
                    if (count==0)
                        return EQUIP_ERR_OK;
                }
            }
        }
        else
        {
            uint32 need_space = pProto->GetMaxStackSize();
            if (need_space > count)
                need_space = count;
            ItemPosCount newPosition = ItemPosCount((INVENTORY_SLOT_BAG_0 << 8) | j, need_space);
            if (!newPosition.isContainedIn(dest))
            {
                dest.push_back(newPosition);
                count -= need_space;
                if (count==0)
                    return EQUIP_ERR_OK;
            }
        }
    }
    return EQUIP_ERR_OK;
}
uint8 Player::_CanStoreItem( uint8 bag, uint8 slot, ItemPosCountVec &dest, uint32 entry, uint32 count, Item *pItem, bool swap, uint32* no_space_count ) const
{
    sLog.outDebug( "STORAGE: CanStoreItem bag = %u, slot = %u, item = %u, count = %u", bag, slot, entry, count);
    ItemPrototype const *pProto = objmgr.GetItemPrototype(entry);
    if (!pProto)
    {
        if (no_space_count)
            *no_space_count = count;
        return swap ? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED :EQUIP_ERR_ITEM_NOT_FOUND;
    }
    if (pItem && pItem->IsBindedNotWith(this))
    {
        if (no_space_count)
            *no_space_count = count;
        return EQUIP_ERR_DONT_OWN_THAT_ITEM;
    }
    // check count of items (skip for auto move for same player from bank)
    uint32 no_similar_count = 0;                            // can't store this amount similar items
    uint8 res = _CanTakeMoreSimilarItems(entry,count,pItem,&no_similar_count);
    if (res!=EQUIP_ERR_OK)
    {
        if (count==no_similar_count)
        {
            if (no_space_count)
                *no_space_count = no_similar_count;
            return res;
        }
        count -= no_similar_count;
    }
    // in specific slot
    if (bag != NULL_BAG && slot != NULL_SLOT)
    {
        res = _CanStoreItem_InSpecificSlot(bag,slot,dest,pProto,count,swap,pItem);
        if (res!=EQUIP_ERR_OK)
        {
            if (no_space_count)
                *no_space_count = count + no_similar_count;
            return res;
        }
        if (count==0)
        {
            if (no_similar_count==0)
                return EQUIP_ERR_OK;
            if (no_space_count)
                *no_space_count = count + no_similar_count;
            return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
        }
    }
    // not specific slot or have space for partly store only in specific slot
    // in specific bag
    if (bag != NULL_BAG)
    {
        // search stack in bag for merge to
        if (pProto->Stackable != 1)
        {
            if (bag == INVENTORY_SLOT_BAG_0)               // inventory
            {
                res = _CanStoreItem_InInventorySlots(KEYRING_SLOT_START,CURRENCYTOKEN_SLOT_END,dest,pProto,count,true,pItem,bag,slot);
                if (res!=EQUIP_ERR_OK)
                {
                    if (no_space_count)
                        *no_space_count = count + no_similar_count;
                    return res;
                }
                if (count==0)
                {
                    if (no_similar_count==0)
                        return EQUIP_ERR_OK;
                    if (no_space_count)
                        *no_space_count = count + no_similar_count;
                    return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
                }
                res = _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START,INVENTORY_SLOT_ITEM_END,dest,pProto,count,true,pItem,bag,slot);
                if (res!=EQUIP_ERR_OK)
                {
                    if (no_space_count)
                        *no_space_count = count + no_similar_count;
                    return res;
                }
                if (count==0)
                {
                    if (no_similar_count==0)
                        return EQUIP_ERR_OK;
                    if (no_space_count)
                        *no_space_count = count + no_similar_count;
                    return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
                }
            }
            else                                            // equipped bag
            {
                // we need check 2 time (specialized/non_specialized), use NULL_BAG to prevent skipping bag
                res = _CanStoreItem_InBag(bag,dest,pProto,count,true,false,pItem,NULL_BAG,slot);
                if (res!=EQUIP_ERR_OK)
                    res = _CanStoreItem_InBag(bag,dest,pProto,count,true,true,pItem,NULL_BAG,slot);
                if (res!=EQUIP_ERR_OK)
                {
                    if (no_space_count)
                        *no_space_count = count + no_similar_count;
                    return res;
                }
                if (count==0)
                {
                    if (no_similar_count==0)
                        return EQUIP_ERR_OK;
                    if (no_space_count)
                        *no_space_count = count + no_similar_count;
                    return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
                }
            }
        }
        // search free slot in bag for place to
        if(bag == INVENTORY_SLOT_BAG_0)                     // inventory
        {
            // search free slot - keyring case
            if (pProto->BagFamily & BAG_FAMILY_MASK_KEYS)
            {
                uint32 keyringSize = GetMaxKeyringSize();
                res = _CanStoreItem_InInventorySlots(KEYRING_SLOT_START,KEYRING_SLOT_START+keyringSize,dest,pProto,count,false,pItem,bag,slot);
                if (res!=EQUIP_ERR_OK)
                {
                    if (no_space_count)
                        *no_space_count = count + no_similar_count;
                    return res;
                }
                if (count==0)
                {
                    if (no_similar_count==0)
                        return EQUIP_ERR_OK;
                    if (no_space_count)
                        *no_space_count = count + no_similar_count;
                    return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
                }
                res = _CanStoreItem_InInventorySlots(CURRENCYTOKEN_SLOT_START,CURRENCYTOKEN_SLOT_END,dest,pProto,count,false,pItem,bag,slot);
                if (res!=EQUIP_ERR_OK)
                {
                    if (no_space_count)
                        *no_space_count = count + no_similar_count;
                    return res;
                }
                if (count==0)
                {
                    if (no_similar_count==0)
                        return EQUIP_ERR_OK;
                    if (no_space_count)
                        *no_space_count = count + no_similar_count;
                    return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
                }
            }
            else if (pProto->BagFamily & BAG_FAMILY_MASK_CURRENCY_TOKENS)
            {
                res = _CanStoreItem_InInventorySlots(CURRENCYTOKEN_SLOT_START,CURRENCYTOKEN_SLOT_END,dest,pProto,count,false,pItem,bag,slot);
                if (res!=EQUIP_ERR_OK)
                {
                    if (no_space_count)
                        *no_space_count = count + no_similar_count;
                    return res;
                }
                if (count==0)
                {
                    if (no_similar_count==0)
                        return EQUIP_ERR_OK;
                    if (no_space_count)
                        *no_space_count = count + no_similar_count;
                    return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
                }
            }
            res = _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START,INVENTORY_SLOT_ITEM_END,dest,pProto,count,false,pItem,bag,slot);
            if (res!=EQUIP_ERR_OK)
            {
                if (no_space_count)
                    *no_space_count = count + no_similar_count;
                return res;
            }
            if (count==0)
            {
                if (no_similar_count==0)
                    return EQUIP_ERR_OK;
                if (no_space_count)
                    *no_space_count = count + no_similar_count;
                return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
            }
        }
        else                                                // equipped bag
        {
            res = _CanStoreItem_InBag(bag,dest,pProto,count,false,false,pItem,NULL_BAG,slot);
            if (res!=EQUIP_ERR_OK)
                res = _CanStoreItem_InBag(bag,dest,pProto,count,false,true,pItem,NULL_BAG,slot);
            if (res!=EQUIP_ERR_OK)
            {
                if (no_space_count)
                    *no_space_count = count + no_similar_count;
                return res;
            }
            if (count==0)
            {
                if (no_similar_count==0)
                    return EQUIP_ERR_OK;
                if (no_space_count)
                    *no_space_count = count + no_similar_count;
                return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
            }
        }
    }
    // not specific bag or have space for partly store only in specific bag
    // search stack for merge to
    if (pProto->Stackable != 1)
    {
        res = _CanStoreItem_InInventorySlots(KEYRING_SLOT_START,CURRENCYTOKEN_SLOT_END,dest,pProto,count,true,pItem,bag,slot);
        if (res!=EQUIP_ERR_OK)
        {
            if (no_space_count)
                *no_space_count = count + no_similar_count;
            return res;
        }
        if (count==0)
        {
            if (no_similar_count==0)
                return EQUIP_ERR_OK;
            if (no_space_count)
                *no_space_count = count + no_similar_count;
            return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
        }
        res = _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START,INVENTORY_SLOT_ITEM_END,dest,pProto,count,true,pItem,bag,slot);
        if (res!=EQUIP_ERR_OK)
        {
            if (no_space_count)
                *no_space_count = count + no_similar_count;
            return res;
        }
        if (count==0)
        {
            if (no_similar_count==0)
                return EQUIP_ERR_OK;
            if (no_space_count)
                *no_space_count = count + no_similar_count;
            return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
        }
        if (pProto->BagFamily)
        {
            for (uint32 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
            {
                res = _CanStoreItem_InBag(i,dest,pProto,count,true,false,pItem,bag,slot);
                if (res!=EQUIP_ERR_OK)
                    continue;
                if (count==0)
                {
                    if (no_similar_count==0)
                        return EQUIP_ERR_OK;
                    if (no_space_count)
                        *no_space_count = count + no_similar_count;
                    return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
                }
            }
        }
        for (uint32 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
        {
            res = _CanStoreItem_InBag(i,dest,pProto,count,true,true,pItem,bag,slot);
            if (res!=EQUIP_ERR_OK)
                continue;
            if (count==0)
            {
                if (no_similar_count==0)
                    return EQUIP_ERR_OK;
                if (no_space_count)
                    *no_space_count = count + no_similar_count;
                return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
            }
        }
    }
    // search free slot - special bag case
    if (pProto->BagFamily)
    {
        if (pProto->BagFamily & BAG_FAMILY_MASK_KEYS)
        {
            uint32 keyringSize = GetMaxKeyringSize();
            res = _CanStoreItem_InInventorySlots(KEYRING_SLOT_START,KEYRING_SLOT_START+keyringSize,dest,pProto,count,false,pItem,bag,slot);
            if (res!=EQUIP_ERR_OK)
            {
                if (no_space_count)
                    *no_space_count = count + no_similar_count;
                return res;
            }
            if (count==0)
            {
                if (no_similar_count==0)
                    return EQUIP_ERR_OK;
                if (no_space_count)
                    *no_space_count = count + no_similar_count;
                return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
            }
        }
        else if (pProto->BagFamily & BAG_FAMILY_MASK_CURRENCY_TOKENS)
        {
            res = _CanStoreItem_InInventorySlots(CURRENCYTOKEN_SLOT_START,CURRENCYTOKEN_SLOT_END,dest,pProto,count,false,pItem,bag,slot);
            if (res!=EQUIP_ERR_OK)
            {
                if (no_space_count)
                    *no_space_count = count + no_similar_count;
                return res;
            }
            if (count==0)
            {
                if (no_similar_count==0)
                    return EQUIP_ERR_OK;
                if (no_space_count)
                    *no_space_count = count + no_similar_count;
                return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
            }
        }
        for (uint32 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
        {
            res = _CanStoreItem_InBag(i,dest,pProto,count,false,false,pItem,bag,slot);
            if (res!=EQUIP_ERR_OK)
                continue;
            if (count==0)
            {
                if (no_similar_count==0)
                    return EQUIP_ERR_OK;
                if (no_space_count)
                    *no_space_count = count + no_similar_count;
                return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
            }
        }
    }
    // search free slot
    res = _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START,INVENTORY_SLOT_ITEM_END,dest,pProto,count,false,pItem,bag,slot);
    if (res!=EQUIP_ERR_OK)
    {
        if (no_space_count)
            *no_space_count = count + no_similar_count;
        return res;
    }
    if (count==0)
    {
        if (no_similar_count==0)
            return EQUIP_ERR_OK;
        if (no_space_count)
            *no_space_count = count + no_similar_count;
        return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
    }
    for (uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
    {
        res = _CanStoreItem_InBag(i,dest,pProto,count,false,true,pItem,bag,slot);
        if (res!=EQUIP_ERR_OK)
            continue;
        if (count==0)
        {
            if (no_similar_count==0)
                return EQUIP_ERR_OK;
            if (no_space_count)
                *no_space_count = count + no_similar_count;
            return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
        }
    }
    if (no_space_count)
        *no_space_count = count + no_similar_count;
    return EQUIP_ERR_INVENTORY_FULL;
}
//////////////////////////////////////////////////////////////////////////
uint8 Player::CanStoreItems( Item **pItems,int count) const
{
    Item    *pItem2;
    // fill space table
    int inv_slot_items[INVENTORY_SLOT_ITEM_END-INVENTORY_SLOT_ITEM_START];
    int inv_bags[INVENTORY_SLOT_BAG_END-INVENTORY_SLOT_BAG_START][MAX_BAG_SIZE];
    int inv_keys[KEYRING_SLOT_END-KEYRING_SLOT_START];
    int inv_tokens[CURRENCYTOKEN_SLOT_END-CURRENCYTOKEN_SLOT_START];
    memset(inv_slot_items,0,sizeof(int)*(INVENTORY_SLOT_ITEM_END-INVENTORY_SLOT_ITEM_START));
    memset(inv_bags,0,sizeof(int)*(INVENTORY_SLOT_BAG_END-INVENTORY_SLOT_BAG_START)*MAX_BAG_SIZE);
    memset(inv_keys,0,sizeof(int)*(KEYRING_SLOT_END-KEYRING_SLOT_START));
    memset(inv_tokens,0,sizeof(int)*(CURRENCYTOKEN_SLOT_END-CURRENCYTOKEN_SLOT_START));
    for (uint8 i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++)
    {
        pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
        if (pItem2 && !pItem2->IsInTrade())
        {
            inv_slot_items[i-INVENTORY_SLOT_ITEM_START] = pItem2->GetCount();
        }
    }
    for (uint8 i = KEYRING_SLOT_START; i < KEYRING_SLOT_END; i++)
    {
        pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
        if (pItem2 && !pItem2->IsInTrade())
        {
            inv_keys[i-KEYRING_SLOT_START] = pItem2->GetCount();
        }
    }
    for (uint8 i = CURRENCYTOKEN_SLOT_START; i < CURRENCYTOKEN_SLOT_END; i++)
    {
        pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
        if (pItem2 && !pItem2->IsInTrade())
        {
            inv_tokens[i-CURRENCYTOKEN_SLOT_START] = pItem2->GetCount();
        }
    }
    for (uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
    {
        if(Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
        {
            for (uint32 j = 0; j < pBag->GetBagSize(); j++)
            {
                pItem2 = GetItemByPos( i, j );
                if (pItem2 && !pItem2->IsInTrade())
                {
                    inv_bags[i-INVENTORY_SLOT_BAG_START][j] = pItem2->GetCount();
                }
            }
        }
    }
    // check free space for all items
    for (int k = 0; k < count; ++k)
    {
        Item  *pItem = pItems[k];
        // no item
        if (!pItem)  continue;
        sLog.outDebug( "STORAGE: CanStoreItems %i. item = %u, count = %u", k+1, pItem->GetEntry(), pItem->GetCount());
        ItemPrototype const *pProto = pItem->GetProto();
        // strange item
        if( !pProto )
            return EQUIP_ERR_ITEM_NOT_FOUND;
        // item it 'bind'
        if(pItem->IsBindedNotWith(this))
            return EQUIP_ERR_DONT_OWN_THAT_ITEM;
        Bag *pBag;
        ItemPrototype const *pBagProto;
        // item is 'one item only'
        uint8 res = CanTakeMoreSimilarItems(pItem);
        if(res != EQUIP_ERR_OK)
            return res;
        // search stack for merge to
        if( pProto->Stackable != 1 )
        {
            bool b_found = false;
            for (int t = KEYRING_SLOT_START; t < KEYRING_SLOT_END; ++t)
            {
                pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, t );
                if( pItem2 && pItem2->GetEntry() == pItem->GetEntry() && inv_keys[t-KEYRING_SLOT_START] + pItem->GetCount() <= pProto->GetMaxStackSize())
                {
                    inv_keys[t-KEYRING_SLOT_START] += pItem->GetCount();
                    b_found = true;
                    break;
                }
            }
            if (b_found) continue;
            for (int t = CURRENCYTOKEN_SLOT_START; t < CURRENCYTOKEN_SLOT_END; ++t)
            {
                pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, t );
                if( pItem2 && pItem2->GetEntry() == pItem->GetEntry() && inv_tokens[t-CURRENCYTOKEN_SLOT_START] + pItem->GetCount() <= pProto->GetMaxStackSize())
                {
                    inv_tokens[t-CURRENCYTOKEN_SLOT_START] += pItem->GetCount();
                    b_found = true;
                    break;
                }
            }
            if (b_found) continue;
            for (int t = INVENTORY_SLOT_ITEM_START; t < INVENTORY_SLOT_ITEM_END; ++t)
            {
                pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, t );
                if( pItem2 && pItem2->GetEntry() == pItem->GetEntry() && inv_slot_items[t-INVENTORY_SLOT_ITEM_START] + pItem->GetCount() <= pProto->GetMaxStackSize())
                {
                    inv_slot_items[t-INVENTORY_SLOT_ITEM_START] += pItem->GetCount();
                    b_found = true;
                    break;
                }
            }
            if (b_found) continue;
            for (int t = INVENTORY_SLOT_BAG_START; !b_found && t < INVENTORY_SLOT_BAG_END; ++t)
            {
                pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, t );
                if( pBag && ItemCanGoIntoBag(pItem->GetProto(), pBag->GetProto()))
                {
                    for (uint32 j = 0; j < pBag->GetBagSize(); j++)
                    {
                        pItem2 = GetItemByPos( t, j );
                        if( pItem2 && pItem2->GetEntry() == pItem->GetEntry() && inv_bags[t-INVENTORY_SLOT_BAG_START][j] + pItem->GetCount() <= pProto->GetMaxStackSize())
                        {
                            inv_bags[t-INVENTORY_SLOT_BAG_START][j] += pItem->GetCount();
                            b_found = true;
                            break;
                        }
                    }
                }
            }
            if (b_found) continue;
        }
        // special bag case
        if( pProto->BagFamily )
        {
            bool b_found = false;
            if(pProto->BagFamily & BAG_FAMILY_MASK_KEYS)
            {
                uint32 keyringSize = GetMaxKeyringSize();
                for (uint32 t = KEYRING_SLOT_START; t < KEYRING_SLOT_START+keyringSize; ++t)
                {
                    if( inv_keys[t-KEYRING_SLOT_START] == 0 )
                    {
                        inv_keys[t-KEYRING_SLOT_START] = 1;
                        b_found = true;
                        break;
                    }
                }
            }
            if (b_found) continue;
            if(pProto->BagFamily & BAG_FAMILY_MASK_CURRENCY_TOKENS)
            {
                for (uint32 t = CURRENCYTOKEN_SLOT_START; t < CURRENCYTOKEN_SLOT_END; ++t)
                {
                    if( inv_tokens[t-CURRENCYTOKEN_SLOT_START] == 0 )
                    {
                        inv_tokens[t-CURRENCYTOKEN_SLOT_START] = 1;
                        b_found = true;
                        break;
                    }
                }
            }
            if (b_found) continue;
            for (int t = INVENTORY_SLOT_BAG_START; !b_found && t < INVENTORY_SLOT_BAG_END; ++t)
            {
                pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, t );
                if( pBag )
                {
                    pBagProto = pBag->GetProto();
                    // not plain container check
                    if( pBagProto && (pBagProto->Class != ITEM_CLASS_CONTAINER || pBagProto->SubClass != ITEM_SUBCLASS_CONTAINER) &&
                        ItemCanGoIntoBag(pProto,pBagProto) )
                    {
                        for (uint32 j = 0; j < pBag->GetBagSize(); j++)
                        {
                            if( inv_bags[t-INVENTORY_SLOT_BAG_START][j] == 0 )
                            {
                                inv_bags[t-INVENTORY_SLOT_BAG_START][j] = 1;
                                b_found = true;
                                break;
                            }
                        }
                    }
                }
            }
            if (b_found) continue;
        }
        // search free slot
        bool b_found = false;
        for (int t = INVENTORY_SLOT_ITEM_START; t < INVENTORY_SLOT_ITEM_END; ++t)
        {
            if( inv_slot_items[t-INVENTORY_SLOT_ITEM_START] == 0 )
            {
                inv_slot_items[t-INVENTORY_SLOT_ITEM_START] = 1;
                b_found = true;
                break;
            }
        }
        if (b_found) continue;
        // search free slot in bags
        for (int t = INVENTORY_SLOT_BAG_START; !b_found && t < INVENTORY_SLOT_BAG_END; ++t)
        {
            pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, t );
            if( pBag )
            {
                pBagProto = pBag->GetProto();
                // special bag already checked
                if( pBagProto && (pBagProto->Class != ITEM_CLASS_CONTAINER || pBagProto->SubClass != ITEM_SUBCLASS_CONTAINER))
                    continue;
                for (uint32 j = 0; j < pBag->GetBagSize(); j++)
                {
                    if( inv_bags[t-INVENTORY_SLOT_BAG_START][j] == 0 )
                    {
                        inv_bags[t-INVENTORY_SLOT_BAG_START][j] = 1;
                        b_found = true;
                        break;
                    }
                }
            }
        }
        // no free slot found?
        if (!b_found)
            return EQUIP_ERR_INVENTORY_FULL;
    }
    return EQUIP_ERR_OK;
}
//////////////////////////////////////////////////////////////////////////
uint8 Player::CanEquipNewItem( uint8 slot, uint16 &dest, uint32 item, bool swap ) const
{
    dest = 0;
    Item *pItem = Item::CreateItem( item, 1, this );
    if( pItem )
    {
        uint8 result = CanEquipItem(slot, dest, pItem, swap );
        delete pItem;
        return result;
    }
    return EQUIP_ERR_ITEM_NOT_FOUND;
}
uint8 Player::CanEquipItem( uint8 slot, uint16 &dest, Item *pItem, bool swap, bool not_loading ) const
{
    dest = 0;
    if( pItem )
    {
        sLog.outDebug( "STORAGE: CanEquipItem slot = %u, item = %u, count = %u", slot, pItem->GetEntry(), pItem->GetCount());
        ItemPrototype const *pProto = pItem->GetProto();
        if( pProto )
        {
            if(pItem->IsBindedNotWith(this))
                return EQUIP_ERR_DONT_OWN_THAT_ITEM;
            // check count of items (skip for auto move for same player from bank)
            uint8 res = CanTakeMoreSimilarItems(pItem);
            if(res != EQUIP_ERR_OK)
                return res;
            // check this only in game
            if(not_loading)
            {
                // May be here should be more stronger checks; STUNNED checked
                // ROOT, CONFUSED, DISTRACTED, FLEEING this needs to be checked.
                if (hasUnitState(UNIT_STAT_STUNNED))
                    return EQUIP_ERR_YOU_ARE_STUNNED;
                // do not allow equipping gear except weapons, offhands, projectiles, relics in
                // - combat
                // - in-progress arenas
                if( !pProto->CanChangeEquipStateInCombat() )
                {
                    if( isInCombat() )
                        return EQUIP_ERR_NOT_IN_COMBAT;
                    if(BattleGround* bg = GetBattleGround())
                        if( bg->isArena() && bg->GetStatus() == STATUS_IN_PROGRESS )
                            return EQUIP_ERR_NOT_DURING_ARENA_MATCH;
                }
                if(isInCombat()&& pProto->Class == ITEM_CLASS_WEAPON && m_weaponChangeTimer != 0)
                    return EQUIP_ERR_CANT_DO_RIGHT_NOW;         // maybe exist better err
                if(IsNonMeleeSpellCasted(false))
                    return EQUIP_ERR_CANT_DO_RIGHT_NOW;
            }
            ScalingStatDistributionEntry const *ssd = pProto->ScalingStatDistribution ? sScalingStatDistributionStore.LookupEntry(pProto->ScalingStatDistribution) : 0;
            // check allowed level (extend range to upper values if MaxLevel more or equal max player level, this let GM set high level with 1...max range items)
            if (ssd && ssd->MaxLevel < DEFAULT_MAX_LEVEL && ssd->MaxLevel < getLevel())
                return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED;
            uint8 eslot = FindEquipSlot( pProto, slot, swap );
            if (eslot == NULL_SLOT)
                return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED;
            uint8 msg = CanUseItem(pItem , not_loading);
            if (msg != EQUIP_ERR_OK)
                return msg;
            if (!swap && GetItemByPos(INVENTORY_SLOT_BAG_0, eslot))
                return EQUIP_ERR_NO_EQUIPMENT_SLOT_AVAILABLE;
            // if swap ignore item (equipped also)
            if (uint8 res2 = CanEquipUniqueItem(pItem, swap ? eslot : NULL_SLOT))
                return res2;
            // check unique-equipped special item classes
            if (pProto->Class == ITEM_CLASS_QUIVER)
            {
                for (uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
                {
                    if (Item* pBag = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
                    {
                        if (pBag != pItem)
                        {
                            if (ItemPrototype const* pBagProto = pBag->GetProto())
                            {
                                if (pBagProto->Class==pProto->Class && (!swap || pBag->GetSlot() != eslot))
                                    return (pBagProto->SubClass == ITEM_SUBCLASS_AMMO_POUCH)
                                        ? EQUIP_ERR_CAN_EQUIP_ONLY1_AMMOPOUCH
                                        : EQUIP_ERR_CAN_EQUIP_ONLY1_QUIVER;
                            }
                        }
                    }
                }
            }
            uint32 type = pProto->InventoryType;
            if (eslot == EQUIPMENT_SLOT_OFFHAND)
            {
                if (type == INVTYPE_WEAPON || type == INVTYPE_WEAPONOFFHAND)
                {
                    if (!CanDualWield())
                        return EQUIP_ERR_CANT_DUAL_WIELD;
                }
                else if (type == INVTYPE_2HWEAPON)
                {
                    if (!CanDualWield() || !CanTitanGrip())
                        return EQUIP_ERR_CANT_DUAL_WIELD;
                }
                if (IsTwoHandUsed())
                    return EQUIP_ERR_CANT_EQUIP_WITH_TWOHANDED;
            }
            // equip two-hand weapon case (with possible unequip 2 items)
            if (type == INVTYPE_2HWEAPON)
            {
                if (eslot == EQUIPMENT_SLOT_OFFHAND)
                {
                    if (!CanTitanGrip())
                        return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED;
                }
                else if (eslot != EQUIPMENT_SLOT_MAINHAND)
                    return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED;
                if (!CanTitanGrip())
                {
                    // offhand item must can be stored in inventory for offhand item and it also must be unequipped
                    Item *offItem = GetItemByPos( INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND );
                    ItemPosCountVec off_dest;
                    if (offItem && (!not_loading ||
                        CanUnequipItem(uint16(INVENTORY_SLOT_BAG_0) << 8 | EQUIPMENT_SLOT_OFFHAND,false) !=  EQUIP_ERR_OK ||
                        CanStoreItem( NULL_BAG, NULL_SLOT, off_dest, offItem, false ) !=  EQUIP_ERR_OK ))
                        return swap ? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED : EQUIP_ERR_INVENTORY_FULL;
                }
            }
            dest = ((INVENTORY_SLOT_BAG_0 << 8) | eslot);
            return EQUIP_ERR_OK;
        }
    }
    return !swap ? EQUIP_ERR_ITEM_NOT_FOUND : EQUIP_ERR_ITEMS_CANT_BE_SWAPPED;
}
uint8 Player::CanUnequipItem( uint16 pos, bool swap ) const
{
    // Applied only to equipped items and bank bags
    if(!IsEquipmentPos(pos) && !IsBagPos(pos))
        return EQUIP_ERR_OK;
    Item* pItem = GetItemByPos(pos);
    // Applied only to existed equipped item
    if( !pItem )
        return EQUIP_ERR_OK;
    sLog.outDebug( "STORAGE: CanUnequipItem slot = %u, item = %u, count = %u", pos, pItem->GetEntry(), pItem->GetCount());
    ItemPrototype const *pProto = pItem->GetProto();
    if( !pProto )
        return EQUIP_ERR_ITEM_NOT_FOUND;
    // do not allow unequipping gear except weapons, offhands, projectiles, relics in
    // - combat
    // - in-progress arenas
    if( !pProto->CanChangeEquipStateInCombat() )
    {
        if( isInCombat() )
            return EQUIP_ERR_NOT_IN_COMBAT;
        if(BattleGround* bg = GetBattleGround())
            if( bg->isArena() && bg->GetStatus() == STATUS_IN_PROGRESS )
                return EQUIP_ERR_NOT_DURING_ARENA_MATCH;
    }
    if(!swap && pItem->IsBag() && !((Bag*)pItem)->IsEmpty())
        return EQUIP_ERR_CAN_ONLY_DO_WITH_EMPTY_BAGS;
    return EQUIP_ERR_OK;
}
uint8 Player::CanBankItem( uint8 bag, uint8 slot, ItemPosCountVec &dest, Item *pItem, bool swap, bool not_loading ) const
{
    if (!pItem)
        return swap ? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED : EQUIP_ERR_ITEM_NOT_FOUND;
    uint32 count = pItem->GetCount();
    sLog.outDebug( "STORAGE: CanBankItem bag = %u, slot = %u, item = %u, count = %u", bag, slot, pItem->GetEntry(), pItem->GetCount());
    ItemPrototype const *pProto = pItem->GetProto();
    if (!pProto)
        return swap ? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED : EQUIP_ERR_ITEM_NOT_FOUND;
    if (pItem->IsBindedNotWith(this))
        return EQUIP_ERR_DONT_OWN_THAT_ITEM;
    // check count of items (skip for auto move for same player from bank)
    uint8 res = CanTakeMoreSimilarItems(pItem);
    if (res != EQUIP_ERR_OK)
        return res;
    // in specific slot
    if (bag != NULL_BAG && slot != NULL_SLOT)
    {
        if (slot >= BANK_SLOT_BAG_START && slot < BANK_SLOT_BAG_END)
        {
            if (!pItem->IsBag())
                return EQUIP_ERR_ITEM_DOESNT_GO_TO_SLOT;
            if (slot - BANK_SLOT_BAG_START >= GetBankBagSlotCount())
                return EQUIP_ERR_MUST_PURCHASE_THAT_BAG_SLOT;
            if (uint8 cantuse = CanUseItem( pItem, not_loading ) != EQUIP_ERR_OK)
                return cantuse;
        }
        res = _CanStoreItem_InSpecificSlot(bag,slot,dest,pProto,count,swap,pItem);
        if (res!=EQUIP_ERR_OK)
            return res;
        if (count==0)
            return EQUIP_ERR_OK;
    }
    // not specific slot or have space for partly store only in specific slot
    // in specific bag
    if( bag != NULL_BAG )
    {
        if( pProto->InventoryType == INVTYPE_BAG )
        {
            Bag *pBag = (Bag*)pItem;
            if( pBag && !pBag->IsEmpty() )
                return EQUIP_ERR_NONEMPTY_BAG_OVER_OTHER_BAG;
        }
        // search stack in bag for merge to
        if( pProto->Stackable != 1 )
        {
            if( bag == INVENTORY_SLOT_BAG_0 )
            {
                res = _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START,BANK_SLOT_ITEM_END,dest,pProto,count,true,pItem,bag,slot);
                if(res!=EQUIP_ERR_OK)
                    return res;
                if(count==0)
                    return EQUIP_ERR_OK;
            }
            else
            {
                res = _CanStoreItem_InBag(bag,dest,pProto,count,true,false,pItem,NULL_BAG,slot);
                if(res!=EQUIP_ERR_OK)
                    res = _CanStoreItem_InBag(bag,dest,pProto,count,true,true,pItem,NULL_BAG,slot);
                if(res!=EQUIP_ERR_OK)
                    return res;
                if(count==0)
                    return EQUIP_ERR_OK;
            }
        }
        // search free slot in bag
        if( bag == INVENTORY_SLOT_BAG_0 )
        {
            res = _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START,BANK_SLOT_ITEM_END,dest,pProto,count,false,pItem,bag,slot);
            if(res!=EQUIP_ERR_OK)
                return res;
            if(count==0)
                return EQUIP_ERR_OK;
        }
        else
        {
            res = _CanStoreItem_InBag(bag, dest, pProto, count, false, false, pItem, NULL_BAG, slot);
            if(res != EQUIP_ERR_OK)
                res = _CanStoreItem_InBag(bag, dest, pProto, count, false, true, pItem, NULL_BAG, slot);
            if(res != EQUIP_ERR_OK)
                return res;
            if(count == 0)
                return EQUIP_ERR_OK;
        }
    }
    // not specific bag or have space for partly store only in specific bag
    // search stack for merge to
    if( pProto->Stackable != 1 )
    {
        // in slots
        res = _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START,BANK_SLOT_ITEM_END,dest,pProto,count,true,pItem,bag,slot);
        if(res != EQUIP_ERR_OK)
            return res;
        if(count == 0)
            return EQUIP_ERR_OK;
        // in special bags
        if( pProto->BagFamily )
        {
            for (uint8 i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++)
            {
                res = _CanStoreItem_InBag(i,dest,pProto,count,true,false,pItem,bag,slot);
                if(res!=EQUIP_ERR_OK)
                    continue;
                if(count==0)
                    return EQUIP_ERR_OK;
            }
        }
        for (uint8 i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++)
        {
            res = _CanStoreItem_InBag(i,dest,pProto,count,true,true,pItem,bag,slot);
            if(res!=EQUIP_ERR_OK)
                continue;
            if(count==0)
                return EQUIP_ERR_OK;
        }
    }
    // search free place in special bag
    if( pProto->BagFamily )
    {
        for (uint8 i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++)
        {
            res = _CanStoreItem_InBag(i,dest,pProto,count,false,false,pItem,bag,slot);
            if(res!=EQUIP_ERR_OK)
                continue;
            if(count==0)
                return EQUIP_ERR_OK;
        }
    }
    // search free space
    res = _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START,BANK_SLOT_ITEM_END,dest,pProto,count,false,pItem,bag,slot);
    if(res!=EQUIP_ERR_OK)
        return res;
    if(count==0)
        return EQUIP_ERR_OK;
    for (uint8 i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++)
    {
        res = _CanStoreItem_InBag(i,dest,pProto,count,false,true,pItem,bag,slot);
        if(res!=EQUIP_ERR_OK)
            continue;
        if(count==0)
            return EQUIP_ERR_OK;
    }
    return EQUIP_ERR_BANK_FULL;
}
uint8 Player::CanUseItem( Item *pItem, bool not_loading ) const
{
    if (pItem)
    {
        sLog.outDebug( "STORAGE: CanUseItem item = %u", pItem->GetEntry());
        if (!isAlive() && not_loading)
            return EQUIP_ERR_YOU_ARE_DEAD;
        //if (isStunned())
        //    return EQUIP_ERR_YOU_ARE_STUNNED;
        ItemPrototype const *pProto = pItem->GetProto();
        if (pProto)
        {
            if (pItem->IsBindedNotWith(this))
                return EQUIP_ERR_DONT_OWN_THAT_ITEM;
            if ((pProto->AllowableClass & getClassMask()) == 0 || (pProto->AllowableRace & getRaceMask()) == 0)
                return EQUIP_ERR_YOU_CAN_NEVER_USE_THAT_ITEM;
            if (pItem->GetSkill() != 0)
            {
                if (GetSkillValue( pItem->GetSkill() ) == 0)
                    return EQUIP_ERR_NO_REQUIRED_PROFICIENCY;
            }
            if (pProto->RequiredSkill != 0)
            {
                if (GetSkillValue( pProto->RequiredSkill ) == 0)
                    return EQUIP_ERR_NO_REQUIRED_PROFICIENCY;
                if (GetSkillValue( pProto->RequiredSkill ) < pProto->RequiredSkillRank)
                    return EQUIP_ERR_ERR_CANT_EQUIP_SKILL;
            }
            if (pProto->RequiredSpell != 0 && !HasSpell(pProto->RequiredSpell))
                return EQUIP_ERR_NO_REQUIRED_PROFICIENCY;
            if (pProto->RequiredReputationFaction && uint32(GetReputationRank(pProto->RequiredReputationFaction)) < pProto->RequiredReputationRank)
                return EQUIP_ERR_CANT_EQUIP_REPUTATION;
            if (getLevel() < pProto->RequiredLevel)
                return EQUIP_ERR_CANT_EQUIP_LEVEL_I;
            return EQUIP_ERR_OK;
        }
    }
    return EQUIP_ERR_ITEM_NOT_FOUND;
}
bool Player::CanUseItem( ItemPrototype const *pProto )
{
    // Used by group, function NeedBeforeGreed, to know if a prototype can be used by a player
    if( pProto )
    {
        if( (pProto->AllowableClass & getClassMask()) == 0 || (pProto->AllowableRace & getRaceMask()) == 0 )
            return false;
        if( pProto->RequiredSkill != 0  )
        {
            if( GetSkillValue( pProto->RequiredSkill ) == 0 )
                return false;
            else if( GetSkillValue( pProto->RequiredSkill ) < pProto->RequiredSkillRank )
                return false;
        }
        if( pProto->RequiredSpell != 0 && !HasSpell( pProto->RequiredSpell ) )
            return false;
        if( getLevel() < pProto->RequiredLevel )
            return false;
        return true;
    }
    return false;
}
uint8 Player::CanUseAmmo( uint32 item ) const
{
    sLog.outDebug( "STORAGE: CanUseAmmo item = %u", item);
    if( !isAlive() )
        return EQUIP_ERR_YOU_ARE_DEAD;
    //if( isStunned() )
    //    return EQUIP_ERR_YOU_ARE_STUNNED;
    ItemPrototype const *pProto = objmgr.GetItemPrototype( item );
    if( pProto )
    {
        if( pProto->InventoryType!= INVTYPE_AMMO )
            return EQUIP_ERR_ONLY_AMMO_CAN_GO_HERE;
        if( (pProto->AllowableClass & getClassMask()) == 0 || (pProto->AllowableRace & getRaceMask()) == 0 )
            return EQUIP_ERR_YOU_CAN_NEVER_USE_THAT_ITEM;
        if( pProto->RequiredSkill != 0  )
        {
            if( GetSkillValue( pProto->RequiredSkill ) == 0 )
                return EQUIP_ERR_NO_REQUIRED_PROFICIENCY;
            else if( GetSkillValue( pProto->RequiredSkill ) < pProto->RequiredSkillRank )
                return EQUIP_ERR_ERR_CANT_EQUIP_SKILL;
        }
        if( pProto->RequiredSpell != 0 && !HasSpell( pProto->RequiredSpell ) )
            return EQUIP_ERR_NO_REQUIRED_PROFICIENCY;
        /*if( GetReputationMgr().GetReputation() < pProto->RequiredReputation )
        return EQUIP_ERR_CANT_EQUIP_REPUTATION;
        */
        if( getLevel() < pProto->RequiredLevel )
            return EQUIP_ERR_CANT_EQUIP_LEVEL_I;
        // Requires No Ammo
        if(HasAura(46699))
            return EQUIP_ERR_BAG_FULL6;
        return EQUIP_ERR_OK;
    }
    return EQUIP_ERR_ITEM_NOT_FOUND;
}
void Player::SetAmmo( uint32 item )
{
    if(!item)
        return;
    // already set
    if( GetUInt32Value(PLAYER_AMMO_ID) == item )
        return;
    // check ammo
    if(item)
    {
        uint8 msg = CanUseAmmo( item );
        if( msg != EQUIP_ERR_OK )
        {
            SendEquipError( msg, NULL, NULL );
            return;
        }
    }
    SetUInt32Value(PLAYER_AMMO_ID, item);
    _ApplyAmmoBonuses();
}
void Player::RemoveAmmo()
{
    SetUInt32Value(PLAYER_AMMO_ID, 0);
    m_ammoDPS = 0.0f;
    if(CanModifyStats())
        UpdateDamagePhysical(RANGED_ATTACK);
}
// Return stored item (if stored to stack, it can diff. from pItem). And pItem ca be deleted in this case.
Item* Player::StoreNewItem( ItemPosCountVec const& dest, uint32 item, bool update,int32 randomPropertyId )
{
    uint32 count = 0;
    for (ItemPosCountVec::const_iterator itr = dest.begin(); itr != dest.end(); ++itr)
        count += itr->count;
    Item *pItem = Item::CreateItem( item, count, this );
    if( pItem )
    {
        ItemAddedQuestCheck( item, count );
        if(randomPropertyId)
            pItem->SetItemRandomProperties(randomPropertyId);
        pItem = StoreItem( dest, pItem, update );
    }
    return pItem;
}
Item* Player::StoreItem( ItemPosCountVec const& dest, Item* pItem, bool update )
{
    if( !pItem )
        return NULL;
    Item* lastItem = pItem;
    uint32 entry = pItem->GetEntry();
    for (ItemPosCountVec::const_iterator itr = dest.begin(); itr != dest.end();)
    {
        uint16 pos = itr->pos;
        uint32 count = itr->count;
        ++itr;
        if(itr == dest.end())
        {
            lastItem = _StoreItem(pos,pItem,count,false,update);
            break;
        }
        lastItem = _StoreItem(pos,pItem,count,true,update);
    }
    GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_OWN_ITEM, entry);
    return lastItem;
}
// Return stored item (if stored to stack, it can diff. from pItem). And pItem ca be deleted in this case.
Item* Player::_StoreItem( uint16 pos, Item *pItem, uint32 count, bool clone, bool update )
{
    if( !pItem )
        return NULL;
    uint8 bag = pos >> 8;
    uint8 slot = pos & 255;
    sLog.outDebug( "STORAGE: StoreItem bag = %u, slot = %u, item = %u, count = %u, guid = %u", bag, slot, pItem->GetEntry(), count, pItem->GetGUIDLow());
    Item *pItem2 = GetItemByPos( bag, slot );
    if (!pItem2)
    {
        if (clone)
            pItem = pItem->CloneItem(count, this);
        else
            pItem->SetCount(count);
        if (!pItem)
            return NULL;
        if (pItem->GetProto()->Bonding == BIND_WHEN_PICKED_UP ||
            pItem->GetProto()->Bonding == BIND_QUEST_ITEM ||
            (pItem->GetProto()->Bonding == BIND_WHEN_EQUIPED && IsBagPos(pos)))
            pItem->SetBinding( true );
        if (bag == INVENTORY_SLOT_BAG_0)
        {
            m_items[slot] = pItem;
            SetUInt64Value( PLAYER_FIELD_INV_SLOT_HEAD + (slot * 2), pItem->GetGUID() );
            pItem->SetUInt64Value( ITEM_FIELD_CONTAINED, GetGUID() );
            pItem->SetUInt64Value( ITEM_FIELD_OWNER, GetGUID() );
            pItem->SetSlot( slot );
            pItem->SetContainer( NULL );
            // need update known currency
            if (slot >= CURRENCYTOKEN_SLOT_START && slot < CURRENCYTOKEN_SLOT_END)
                UpdateKnownCurrencies(pItem->GetEntry(), true);
            if (IsInWorld() && update)
            {
                pItem->AddToWorld();
                pItem->SendUpdateToPlayer( this );
            }
            pItem->SetState(ITEM_CHANGED, this);
        }
        else if (Bag *pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, bag ))
        {
            pBag->StoreItem( slot, pItem, update );
            if( IsInWorld() && update )
            {
                pItem->AddToWorld();
                pItem->SendUpdateToPlayer( this );
            }
            pItem->SetState(ITEM_CHANGED, this);
            pBag->SetState(ITEM_CHANGED, this);
        }
        AddEnchantmentDurations(pItem);
        AddItemDurations(pItem);
        return pItem;
    }
    else
    {
        if (pItem2->GetProto()->Bonding == BIND_WHEN_PICKED_UP ||
            pItem2->GetProto()->Bonding == BIND_QUEST_ITEM ||
            (pItem2->GetProto()->Bonding == BIND_WHEN_EQUIPED && IsBagPos(pos)))
            pItem2->SetBinding( true );
        pItem2->SetCount( pItem2->GetCount() + count );
        if (IsInWorld() && update)
            pItem2->SendUpdateToPlayer( this );
        if (!clone)
        {
            // delete item (it not in any slot currently)
            if (IsInWorld() && update)
            {
                pItem->RemoveFromWorld();
                pItem->DestroyForPlayer( this );
            }
            RemoveEnchantmentDurations(pItem);
            RemoveItemDurations(pItem);
            pItem->SetOwnerGUID(GetGUID());                 // prevent error at next SetState in case trade/mail/buy from vendor
            pItem->SetState(ITEM_REMOVED, this);
        }
        // AddItemDurations(pItem2); - pItem2 already have duration listed for player
        AddEnchantmentDurations(pItem2);
        pItem2->SetState(ITEM_CHANGED, this);
        return pItem2;
    }
}
Item* Player::EquipNewItem( uint16 pos, uint32 item, bool update )
{
    if (Item *pItem = Item::CreateItem( item, 1, this ))
    {
        ItemAddedQuestCheck( item, 1 );
        return EquipItem( pos, pItem, update );
    }
    return NULL;
}
Item* Player::EquipItem( uint16 pos, Item *pItem, bool update )
{
    AddEnchantmentDurations(pItem);
    AddItemDurations(pItem);
    uint8 bag = pos >> 8;
    uint8 slot = pos & 255;
    Item *pItem2 = GetItemByPos( bag, slot );
    if( !pItem2 )
    {
        VisualizeItem( slot, pItem);
        if(isAlive())
        {
            ItemPrototype const *pProto = pItem->GetProto();
            // item set bonuses applied only at equip and removed at unequip, and still active for broken items
            if(pProto && pProto->ItemSet)
                AddItemsSetItem(this, pItem);
            _ApplyItemMods(pItem, slot, true);
            if(pProto && isInCombat()&& pProto->Class == ITEM_CLASS_WEAPON && m_weaponChangeTimer == 0)
            {
                uint32 cooldownSpell = SPELL_ID_WEAPON_SWITCH_COOLDOWN_1_5s;
                if (getClass() == CLASS_ROGUE)
                    cooldownSpell = SPELL_ID_WEAPON_SWITCH_COOLDOWN_1_0s;
                SpellEntry const* spellProto = sSpellStore.LookupEntry(cooldownSpell);
                if (!spellProto)
                    sLog.outError("Weapon switch cooldown spell %u couldn't be found in Spell.dbc", cooldownSpell);
                else
                {
                    m_weaponChangeTimer = spellProto->StartRecoveryTime;
                    WorldPacket data(SMSG_SPELL_COOLDOWN, 8+1+4);
                    data << uint64(GetGUID());
                    data << uint8(1);
                    data << uint32(cooldownSpell);
                    data << uint32(0);
                    GetSession()->SendPacket(&data);
                }
            }
        }
        if( IsInWorld() && update )
        {
            pItem->AddToWorld();
            pItem->SendUpdateToPlayer( this );
        }
        ApplyEquipCooldown(pItem);
         // update expertise and armor penetration - passive auras may need it
        if( slot == EQUIPMENT_SLOT_MAINHAND )
            UpdateExpertise(BASE_ATTACK);
        else if( slot == EQUIPMENT_SLOT_OFFHAND )
            UpdateExpertise(OFF_ATTACK);
        switch(slot)
        {
        case EQUIPMENT_SLOT_MAINHAND:
        case EQUIPMENT_SLOT_OFFHAND:
        case EQUIPMENT_SLOT_RANGED:
            RecalculateRating(CR_ARMOR_PENETRATION);
        default:
            break;
        }
    }
    else
    {
        pItem2->SetCount( pItem2->GetCount() + pItem->GetCount() );
        if( IsInWorld() && update )
            pItem2->SendUpdateToPlayer( this );
        // delete item (it not in any slot currently)
        //pItem->DeleteFromDB();
        if( IsInWorld() && update )
        {
            pItem->RemoveFromWorld();
            pItem->DestroyForPlayer( this );
        }
        RemoveEnchantmentDurations(pItem);
        RemoveItemDurations(pItem);
        pItem->SetOwnerGUID(GetGUID());                     // prevent error at next SetState in case trade/mail/buy from vendor
        pItem->SetState(ITEM_REMOVED, this);
        pItem2->SetState(ITEM_CHANGED, this);
        ApplyEquipCooldown(pItem2);
        return pItem2;
    }
    // only for full equip instead adding to stack
    GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_EQUIP_ITEM, pItem->GetEntry());
    return pItem;
}
void Player::QuickEquipItem( uint16 pos, Item *pItem)
{
    if( pItem )
    {
        AddEnchantmentDurations(pItem);
        AddItemDurations(pItem);
        uint8 slot = pos & 255;
        VisualizeItem( slot, pItem);
        if( IsInWorld() )
        {
            pItem->AddToWorld();
            pItem->SendUpdateToPlayer( this );
        }
        GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_EQUIP_ITEM, pItem->GetEntry());
    }
}
void Player::SetVisibleItemSlot(uint8 slot, Item *pItem)
{
    if(pItem)
    {
        SetUInt32Value(PLAYER_VISIBLE_ITEM_1_ENTRYID + (slot * 2), pItem->GetEntry());
        SetUInt16Value(PLAYER_VISIBLE_ITEM_1_ENCHANTMENT + (slot * 2), 0, pItem->GetEnchantmentId(PERM_ENCHANTMENT_SLOT));
        SetUInt16Value(PLAYER_VISIBLE_ITEM_1_ENCHANTMENT + (slot * 2), 1, pItem->GetEnchantmentId(TEMP_ENCHANTMENT_SLOT));
    }
    else
    {
        SetUInt32Value(PLAYER_VISIBLE_ITEM_1_ENTRYID + (slot * 2), 0);
        SetUInt32Value(PLAYER_VISIBLE_ITEM_1_ENCHANTMENT + (slot * 2), 0);
    }
}
void Player::VisualizeItem( uint8 slot, Item *pItem)
{
    if(!pItem)
        return;
    // check also  BIND_WHEN_PICKED_UP and BIND_QUEST_ITEM for .additem or .additemset case by GM (not binded at adding to inventory)
    if( pItem->GetProto()->Bonding == BIND_WHEN_EQUIPED || pItem->GetProto()->Bonding == BIND_WHEN_PICKED_UP || pItem->GetProto()->Bonding == BIND_QUEST_ITEM )
        pItem->SetBinding( true );
    sLog.outDebug( "STORAGE: EquipItem slot = %u, item = %u", slot, pItem->GetEntry());
    m_items[slot] = pItem;
    SetUInt64Value( PLAYER_FIELD_INV_SLOT_HEAD + (slot * 2), pItem->GetGUID() );
    pItem->SetUInt64Value( ITEM_FIELD_CONTAINED, GetGUID() );
    pItem->SetUInt64Value( ITEM_FIELD_OWNER, GetGUID() );
    pItem->SetSlot( slot );
    pItem->SetContainer( NULL );
    if( slot < EQUIPMENT_SLOT_END )
        SetVisibleItemSlot(slot, pItem);
    pItem->SetState(ITEM_CHANGED, this);
}
void Player::RemoveItem(uint8 bag, uint8 slot, bool update)
{
    // note: removeitem does not actually change the item
    // it only takes the item out of storage temporarily
    // note2: if removeitem is to be used for delinking
    // the item must be removed from the player's updatequeue
    Item *pItem = GetItemByPos(bag, slot);
    if (pItem)
    {
        sLog.outDebug( "STORAGE: RemoveItem bag = %u, slot = %u, item = %u", bag, slot, pItem->GetEntry());
        RemoveEnchantmentDurations(pItem);
        RemoveItemDurations(pItem);
        if (bag == INVENTORY_SLOT_BAG_0)
        {
            if (slot < INVENTORY_SLOT_BAG_END)
            {
                ItemPrototype const *pProto = pItem->GetProto();
                // item set bonuses applied only at equip and removed at unequip, and still active for broken items
                if(pProto && pProto->ItemSet)
                    RemoveItemsSetItem(this, pProto);
                _ApplyItemMods(pItem, slot, false);
                // remove item dependent auras and casts (only weapon and armor slots)
                if(slot < EQUIPMENT_SLOT_END)
                {
                    RemoveItemDependentAurasAndCasts(pItem);
                    // remove held enchantments, update expertise
                    if (slot == EQUIPMENT_SLOT_MAINHAND)
                    {
                        if (pItem->GetItemSuffixFactor())
                        {
                            pItem->ClearEnchantment(PROP_ENCHANTMENT_SLOT_3);
                            pItem->ClearEnchantment(PROP_ENCHANTMENT_SLOT_4);
                        }
                        else
                        {
                            pItem->ClearEnchantment(PROP_ENCHANTMENT_SLOT_0);
                            pItem->ClearEnchantment(PROP_ENCHANTMENT_SLOT_1);
                        }
                        UpdateExpertise(BASE_ATTACK);
                    }
                    else if (slot == EQUIPMENT_SLOT_OFFHAND)
                        UpdateExpertise(OFF_ATTACK);
                    // update armor penetration - passive auras may need it
                    switch(slot)
                    {
                        case EQUIPMENT_SLOT_MAINHAND:
                        case EQUIPMENT_SLOT_OFFHAND:
                        case EQUIPMENT_SLOT_RANGED:
                            RecalculateRating(CR_ARMOR_PENETRATION);
                        default:
                            break;
                    }
                }
            }
            // need update known currency
            else if (slot >= CURRENCYTOKEN_SLOT_START && slot < CURRENCYTOKEN_SLOT_END)
                UpdateKnownCurrencies(pItem->GetEntry(), false);
            m_items[slot] = NULL;
            SetUInt64Value(PLAYER_FIELD_INV_SLOT_HEAD + (slot * 2), 0);
            if (slot < EQUIPMENT_SLOT_END)
                SetVisibleItemSlot(slot, NULL);
        }
        else
        {
            if (Bag *pBag = (Bag*)GetItemByPos(INVENTORY_SLOT_BAG_0, bag))
                pBag->RemoveItem(slot, update);
        }
        pItem->SetUInt64Value(ITEM_FIELD_CONTAINED, 0);
        // pItem->SetUInt64Value(ITEM_FIELD_OWNER, 0); not clear owner at remove (it will be set at store). This used in mail and auction code
        pItem->SetSlot(NULL_SLOT);
        if(IsInWorld() && update)
            pItem->SendUpdateToPlayer(this);
    }
}
// Common operation need to remove item from inventory without delete in trade, auction, guild bank, mail....
void Player::MoveItemFromInventory(uint8 bag, uint8 slot, bool update)
{
    if(Item* it = GetItemByPos(bag,slot))
    {
        ItemRemovedQuestCheck(it->GetEntry(), it->GetCount());
        RemoveItem(bag, slot, update);
        it->RemoveFromUpdateQueueOf(this);
        if(it->IsInWorld())
        {
            it->RemoveFromWorld();
            it->DestroyForPlayer(this);
        }
    }
}
// Common operation need to add item from inventory without delete in trade, guild bank, mail....
void Player::MoveItemToInventory(ItemPosCountVec const& dest, Item* pItem, bool update, bool in_characterInventoryDB)
{
    // update quest counters
    ItemAddedQuestCheck(pItem->GetEntry(), pItem->GetCount());
    // store item
    Item* pLastItem = StoreItem(dest, pItem, update);
    // only set if not merged to existed stack (pItem can be deleted already but we can compare pointers any way)
    if(pLastItem == pItem)
    {
        // update owner for last item (this can be original item with wrong owner
        if(pLastItem->GetOwnerGUID() != GetGUID())
            pLastItem->SetOwnerGUID(GetGUID());
        // if this original item then it need create record in inventory
        // in case trade we already have item in other player inventory
        pLastItem->SetState(in_characterInventoryDB ? ITEM_CHANGED : ITEM_NEW, this);
    }
}
void Player::DestroyItem(uint8 bag, uint8 slot, bool update)
{
    Item *pItem = GetItemByPos(bag, slot);
    if(pItem)
    {
        sLog.outDebug( "STORAGE: DestroyItem bag = %u, slot = %u, item = %u", bag, slot, pItem->GetEntry());
        // start from destroy contained items (only equipped bag can have its)
        if (pItem->IsBag() && pItem->IsEquipped())          // this also prevent infinity loop if empty bag stored in bag==slot
        {
            for (uint8 i = 0; i < MAX_BAG_SIZE; ++i)
                DestroyItem(slot, i, update);
        }
        if (pItem->HasFlag(ITEM_FIELD_FLAGS, ITEM_FLAGS_WRAPPED))
            CharacterDatabase.PExecute("DELETE FROM character_gifts WHERE item_guid = '%u'", pItem->GetGUIDLow());
        RemoveEnchantmentDurations(pItem);
        RemoveItemDurations(pItem);
        ItemRemovedQuestCheck( pItem->GetEntry(), pItem->GetCount() );
        if (bag == INVENTORY_SLOT_BAG_0)
        {
            SetUInt64Value(PLAYER_FIELD_INV_SLOT_HEAD + (slot * 2), 0);
            // equipment and equipped bags can have applied bonuses
            if (slot < INVENTORY_SLOT_BAG_END)
            {
                ItemPrototype const *pProto = pItem->GetProto();
                // item set bonuses applied only at equip and removed at unequip, and still active for broken items
                if (pProto && pProto->ItemSet)
                    RemoveItemsSetItem(this, pProto);
                _ApplyItemMods(pItem, slot, false);
            }
            if ( slot < EQUIPMENT_SLOT_END )
            {
                // remove item dependent auras and casts (only weapon and armor slots)
                RemoveItemDependentAurasAndCasts(pItem);
                // update expertise and armor penetration - passive auras may need it
                switch (slot)
                {
                    case EQUIPMENT_SLOT_MAINHAND:
                    case EQUIPMENT_SLOT_OFFHAND:
                    case EQUIPMENT_SLOT_RANGED:
                        RecalculateRating(CR_ARMOR_PENETRATION);
                    default:
                        break;
                }
                if (slot == EQUIPMENT_SLOT_MAINHAND)
                    UpdateExpertise(BASE_ATTACK);
                else if (slot == EQUIPMENT_SLOT_OFFHAND)
                    UpdateExpertise(OFF_ATTACK);
                // equipment visual show
                SetVisibleItemSlot(slot, NULL);
            }
            // need update known currency
            else if (slot >= CURRENCYTOKEN_SLOT_START && slot < CURRENCYTOKEN_SLOT_END)
                UpdateKnownCurrencies(pItem->GetEntry(), false);
            m_items[slot] = NULL;
        }
        else if(Bag *pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, bag ))
            pBag->RemoveItem(slot, update);
        if (IsInWorld() && update)
        {
            pItem->RemoveFromWorld();
            pItem->DestroyForPlayer(this);
        }
        //pItem->SetOwnerGUID(0);
        pItem->SetUInt64Value(ITEM_FIELD_CONTAINED, 0);
        pItem->SetSlot(NULL_SLOT);
        pItem->SetState(ITEM_REMOVED, this);
    }
}
void Player::DestroyItemCount(uint32 item, uint32 count, bool update, bool unequip_check)
{
    sLog.outDebug( "STORAGE: DestroyItemCount item = %u, count = %u", item, count);
    uint32 remcount = 0;
    // in inventory
    for (uint8 i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; ++i)
    {
        if (Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
        {
            if (pItem->GetEntry() == item)
            {
                if (pItem->GetCount() + remcount <= count)
                {
                    // all items in inventory can unequipped
                    remcount += pItem->GetCount();
                    DestroyItem( INVENTORY_SLOT_BAG_0, i, update);
                    if (remcount >= count)
                        return;
                }
                else
                {
                    ItemRemovedQuestCheck(pItem->GetEntry(), count - remcount);
                    pItem->SetCount(pItem->GetCount() - count + remcount);
                    if (IsInWorld() & update)
                        pItem->SendUpdateToPlayer( this );
                    pItem->SetState(ITEM_CHANGED, this);
                    return;
                }
            }
        }
    }
    for (uint8 i = KEYRING_SLOT_START; i < CURRENCYTOKEN_SLOT_END; ++i)
    {
        if (Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
        {
            if (pItem->GetEntry() == item)
            {
                if (pItem->GetCount() + remcount <= count)
                {
                    // all keys can be unequipped
                    remcount += pItem->GetCount();
                    DestroyItem( INVENTORY_SLOT_BAG_0, i, update);
                    if (remcount >= count)
                        return;
                }
                else
                {
                    ItemRemovedQuestCheck( pItem->GetEntry(), count - remcount );
                    pItem->SetCount( pItem->GetCount() - count + remcount );
                    if (IsInWorld() & update)
                        pItem->SendUpdateToPlayer( this );
                    pItem->SetState(ITEM_CHANGED, this);
                    return;
                }
            }
        }
    }
    // in inventory bags
    for (uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
    {
        if(Bag *pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
        {
            for (uint32 j = 0; j < pBag->GetBagSize(); j++)
            {
                if(Item* pItem = pBag->GetItemByPos(j))
                {
                    if (pItem->GetEntry() == item)
                    {
                        // all items in bags can be unequipped
                        if (pItem->GetCount() + remcount <= count)
                        {
                            remcount += pItem->GetCount();
                            DestroyItem( i, j, update );
                            if (remcount >= count)
                                return;
                        }
                        else
                        {
                            ItemRemovedQuestCheck( pItem->GetEntry(), count - remcount );
                            pItem->SetCount( pItem->GetCount() - count + remcount );
                            if (IsInWorld() && update)
                                pItem->SendUpdateToPlayer( this );
                            pItem->SetState(ITEM_CHANGED, this);
                            return;
                        }
                    }
                }
            }
        }
    }
    // in equipment and bag list
    for (uint8 i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_BAG_END; i++)
    {
        if (Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
        {
            if (pItem && pItem->GetEntry() == item)
            {
                if (pItem->GetCount() + remcount <= count)
                {
                    if (!unequip_check || CanUnequipItem(INVENTORY_SLOT_BAG_0 << 8 | i, false) == EQUIP_ERR_OK )
                    {
                        remcount += pItem->GetCount();
                        DestroyItem( INVENTORY_SLOT_BAG_0, i, update);
                        if (remcount >= count)
                            return;
                    }
                }
                else
                {
                    ItemRemovedQuestCheck( pItem->GetEntry(), count - remcount );
                    pItem->SetCount( pItem->GetCount() - count + remcount );
                    if (IsInWorld() & update)
                        pItem->SendUpdateToPlayer( this );
                    pItem->SetState(ITEM_CHANGED, this);
                    return;
                }
            }
        }
    }
}
void Player::DestroyZoneLimitedItem( bool update, uint32 new_zone )
{
    sLog.outDebug( "STORAGE: DestroyZoneLimitedItem in map %u and area %u", GetMapId(), new_zone );
    // in inventory
    for (uint8 i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++)
        if (Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
            if (pItem->IsLimitedToAnotherMapOrZone(GetMapId(), new_zone))
                DestroyItem( INVENTORY_SLOT_BAG_0, i, update);
    for (uint8 i = KEYRING_SLOT_START; i < CURRENCYTOKEN_SLOT_END; ++i)
        if (Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
            if (pItem->IsLimitedToAnotherMapOrZone(GetMapId(), new_zone))
                DestroyItem( INVENTORY_SLOT_BAG_0, i, update);
    // in inventory bags
    for (uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
        if (Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
            for (uint32 j = 0; j < pBag->GetBagSize(); j++)
                if (Item* pItem = pBag->GetItemByPos(j))
                    if (pItem->IsLimitedToAnotherMapOrZone(GetMapId(), new_zone))
                        DestroyItem(i, j, update);
    // in equipment and bag list
    for (uint8 i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_BAG_END; i++)
        if (Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
            if (pItem->IsLimitedToAnotherMapOrZone(GetMapId(), new_zone))
                DestroyItem( INVENTORY_SLOT_BAG_0, i, update);
}
void Player::DestroyConjuredItems( bool update )
{
    // used when entering arena
    // destroys all conjured items
    sLog.outDebug( "STORAGE: DestroyConjuredItems" );
    // in inventory
    for (uint8 i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++)
        if (Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
            if (pItem->IsConjuredConsumable())
                DestroyItem( INVENTORY_SLOT_BAG_0, i, update);
    // in inventory bags
    for (uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
        if (Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
            for (uint32 j = 0; j < pBag->GetBagSize(); j++)
                if (Item* pItem = pBag->GetItemByPos(j))
                    if (pItem->IsConjuredConsumable())
                        DestroyItem( i, j, update);
    // in equipment and bag list
    for (uint8 i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_BAG_END; i++)
        if (Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
            if (pItem->IsConjuredConsumable())
                DestroyItem( INVENTORY_SLOT_BAG_0, i, update);
}
void Player::DestroyItemCount( Item* pItem, uint32 &count, bool update )
{
    if(!pItem)
        return;
    sLog.outDebug( "STORAGE: DestroyItemCount item (GUID: %u, Entry: %u) count = %u", pItem->GetGUIDLow(),pItem->GetEntry(), count);
    if( pItem->GetCount() <= count )
    {
        count -= pItem->GetCount();
        DestroyItem( pItem->GetBagSlot(),pItem->GetSlot(), update);
    }
    else
    {
        ItemRemovedQuestCheck( pItem->GetEntry(), count);
        pItem->SetCount( pItem->GetCount() - count );
        count = 0;
        if( IsInWorld() & update )
            pItem->SendUpdateToPlayer( this );
        pItem->SetState(ITEM_CHANGED, this);
    }
}
void Player::SplitItem( uint16 src, uint16 dst, uint32 count )
{
    uint8 srcbag = src >> 8;
    uint8 srcslot = src & 255;
    uint8 dstbag = dst >> 8;
    uint8 dstslot = dst & 255;
    Item *pSrcItem = GetItemByPos( srcbag, srcslot );
    if( !pSrcItem )
    {
        SendEquipError( EQUIP_ERR_ITEM_NOT_FOUND, pSrcItem, NULL );
        return;
    }
    // not let split all items (can be only at cheating)
    if(pSrcItem->GetCount() == count)
    {
        SendEquipError( EQUIP_ERR_COULDNT_SPLIT_ITEMS, pSrcItem, NULL );
        return;
    }
    // not let split more existed items (can be only at cheating)
    if(pSrcItem->GetCount() < count)
    {
        SendEquipError( EQUIP_ERR_TRIED_TO_SPLIT_MORE_THAN_COUNT, pSrcItem, NULL );
        return;
    }
    if(pSrcItem->m_lootGenerated)                           // prevent split looting item (item
    {
        //best error message found for attempting to split while looting
        SendEquipError( EQUIP_ERR_COULDNT_SPLIT_ITEMS, pSrcItem, NULL );
        return;
    }
    sLog.outDebug( "STORAGE: SplitItem bag = %u, slot = %u, item = %u, count = %u", dstbag, dstslot, pSrcItem->GetEntry(), count);
    Item *pNewItem = pSrcItem->CloneItem( count, this );
    if( !pNewItem )
    {
        SendEquipError( EQUIP_ERR_ITEM_NOT_FOUND, pSrcItem, NULL );
        return;
    }
    if( IsInventoryPos( dst ) )
    {
        // change item amount before check (for unique max count check)
        pSrcItem->SetCount( pSrcItem->GetCount() - count );
        ItemPosCountVec dest;
        uint8 msg = CanStoreItem( dstbag, dstslot, dest, pNewItem, false );
        if( msg != EQUIP_ERR_OK )
        {
            delete pNewItem;
            pSrcItem->SetCount( pSrcItem->GetCount() + count );
            SendEquipError( msg, pSrcItem, NULL );
            return;
        }
        if( IsInWorld() )
            pSrcItem->SendUpdateToPlayer( this );
        pSrcItem->SetState(ITEM_CHANGED, this);
        StoreItem( dest, pNewItem, true);
    }
    else if( IsBankPos ( dst ) )
    {
        // change item amount before check (for unique max count check)
        pSrcItem->SetCount( pSrcItem->GetCount() - count );
        ItemPosCountVec dest;
        uint8 msg = CanBankItem( dstbag, dstslot, dest, pNewItem, false );
        if( msg != EQUIP_ERR_OK )
        {
            delete pNewItem;
            pSrcItem->SetCount( pSrcItem->GetCount() + count );
            SendEquipError( msg, pSrcItem, NULL );
            return;
        }
        if( IsInWorld() )
            pSrcItem->SendUpdateToPlayer( this );
        pSrcItem->SetState(ITEM_CHANGED, this);
        BankItem( dest, pNewItem, true);
    }
    else if( IsEquipmentPos ( dst ) )
    {
        // change item amount before check (for unique max count check), provide space for splitted items
        pSrcItem->SetCount( pSrcItem->GetCount() - count );
        uint16 dest;
        uint8 msg = CanEquipItem( dstslot, dest, pNewItem, false );
        if( msg != EQUIP_ERR_OK )
        {
            delete pNewItem;
            pSrcItem->SetCount( pSrcItem->GetCount() + count );
            SendEquipError( msg, pSrcItem, NULL );
            return;
        }
        if( IsInWorld() )
            pSrcItem->SendUpdateToPlayer( this );
        pSrcItem->SetState(ITEM_CHANGED, this);
        EquipItem( dest, pNewItem, true);
        AutoUnequipOffhandIfNeed();
    }
}
void Player::SwapItem( uint16 src, uint16 dst )
{
    uint8 srcbag = src >> 8;
    uint8 srcslot = src & 255;
    uint8 dstbag = dst >> 8;
    uint8 dstslot = dst & 255;
    Item *pSrcItem = GetItemByPos( srcbag, srcslot );
    Item *pDstItem = GetItemByPos( dstbag, dstslot );
    if( !pSrcItem )
        return;
    sLog.outDebug( "STORAGE: SwapItem bag = %u, slot = %u, item = %u", dstbag, dstslot, pSrcItem->GetEntry());
    if(!isAlive() )
    {
        SendEquipError( EQUIP_ERR_YOU_ARE_DEAD, pSrcItem, pDstItem );
        return;
    }
    // SRC checks
    if(pSrcItem->m_lootGenerated)                           // prevent swap looting item
    {
        //best error message found for attempting to swap while looting
        SendEquipError( EQUIP_ERR_CANT_DO_RIGHT_NOW, pSrcItem, NULL );
        return;
    }
    // check unequip potability for equipped items and bank bags
    if(IsEquipmentPos ( src ) || IsBagPos ( src ))
    {
        // bags can be swapped with empty bag slots, or with empty bag (items move possibility checked later)
        uint8 msg = CanUnequipItem( src, !IsBagPos ( src ) || IsBagPos ( dst ) || (pDstItem && pDstItem->IsBag() && ((Bag*)pDstItem)->IsEmpty()));
        if(msg != EQUIP_ERR_OK)
        {
            SendEquipError( msg, pSrcItem, pDstItem );
            return;
        }
    }
    // prevent put equipped/bank bag in self
    if( IsBagPos ( src ) && srcslot == dstbag)
    {
        SendEquipError( EQUIP_ERR_NONEMPTY_BAG_OVER_OTHER_BAG, pSrcItem, pDstItem );
        return;
    }
    // DST checks
    if (pDstItem)
    {
        if(pDstItem->m_lootGenerated)                       // prevent swap looting item
        {
            //best error message found for attempting to swap while looting
            SendEquipError( EQUIP_ERR_CANT_DO_RIGHT_NOW, pDstItem, NULL );
            return;
        }
        // check unequip potability for equipped items and bank bags
        if(IsEquipmentPos ( dst ) || IsBagPos ( dst ))
        {
            // bags can be swapped with empty bag slots, or with empty bag (items move possibility checked later)
            uint8 msg = CanUnequipItem( dst, !IsBagPos ( dst ) || IsBagPos ( src ) || (pSrcItem->IsBag() && ((Bag*)pSrcItem)->IsEmpty()));
            if(msg != EQUIP_ERR_OK)
            {
                SendEquipError( msg, pSrcItem, pDstItem );
                return;
            }
        }
    }
    // NOW this is or item move (swap with empty), or swap with another item (including bags in bag possitions)
    // or swap empty bag with another empty or not empty bag (with items exchange)
    // Move case
    if( !pDstItem )
    {
        if( IsInventoryPos( dst ) )
        {
            ItemPosCountVec dest;
            uint8 msg = CanStoreItem( dstbag, dstslot, dest, pSrcItem, false );
            if( msg != EQUIP_ERR_OK )
            {
                SendEquipError( msg, pSrcItem, NULL );
                return;
            }
            RemoveItem(srcbag, srcslot, true);
            StoreItem( dest, pSrcItem, true);
        }
        else if( IsBankPos ( dst ) )
        {
            ItemPosCountVec dest;
            uint8 msg = CanBankItem( dstbag, dstslot, dest, pSrcItem, false);
            if( msg != EQUIP_ERR_OK )
            {
                SendEquipError( msg, pSrcItem, NULL );
                return;
            }
            RemoveItem(srcbag, srcslot, true);
            BankItem( dest, pSrcItem, true);
        }
        else if( IsEquipmentPos ( dst ) )
        {
            uint16 dest;
            uint8 msg = CanEquipItem( dstslot, dest, pSrcItem, false );
            if( msg != EQUIP_ERR_OK )
            {
                SendEquipError( msg, pSrcItem, NULL );
                return;
            }
            RemoveItem(srcbag, srcslot, true);
            EquipItem(dest, pSrcItem, true);
            AutoUnequipOffhandIfNeed();
        }
        return;
    }
    // attempt merge to / fill target item
    if(!pSrcItem->IsBag() && !pDstItem->IsBag())
    {
        uint8 msg;
        ItemPosCountVec sDest;
        uint16 eDest;
        if( IsInventoryPos( dst ) )
            msg = CanStoreItem( dstbag, dstslot, sDest, pSrcItem, false );
        else if( IsBankPos ( dst ) )
            msg = CanBankItem( dstbag, dstslot, sDest, pSrcItem, false );
        else if( IsEquipmentPos ( dst ) )
            msg = CanEquipItem( dstslot, eDest, pSrcItem, false );
        else
            return;
        // can be merge/fill
        if(msg == EQUIP_ERR_OK)
        {
            if( pSrcItem->GetCount() + pDstItem->GetCount() <= pSrcItem->GetProto()->GetMaxStackSize())
            {
                RemoveItem(srcbag, srcslot, true);
                if( IsInventoryPos( dst ) )
                    StoreItem( sDest, pSrcItem, true);
                else if( IsBankPos ( dst ) )
                    BankItem( sDest, pSrcItem, true);
                else if( IsEquipmentPos ( dst ) )
                {
                    EquipItem( eDest, pSrcItem, true);
                    AutoUnequipOffhandIfNeed();
                }
            }
            else
            {
                pSrcItem->SetCount( pSrcItem->GetCount() + pDstItem->GetCount() - pSrcItem->GetProto()->GetMaxStackSize());
                pDstItem->SetCount( pSrcItem->GetProto()->GetMaxStackSize());
                pSrcItem->SetState(ITEM_CHANGED, this);
                pDstItem->SetState(ITEM_CHANGED, this);
                if( IsInWorld() )
                {
                    pSrcItem->SendUpdateToPlayer( this );
                    pDstItem->SendUpdateToPlayer( this );
                }
            }
            return;
        }
    }
    // impossible merge/fill, do real swap
    uint8 msg;
    // check src->dest move possibility
    ItemPosCountVec sDest;
    uint16 eDest = 0;
    if( IsInventoryPos( dst ) )
        msg = CanStoreItem( dstbag, dstslot, sDest, pSrcItem, true );
    else if( IsBankPos( dst ) )
        msg = CanBankItem( dstbag, dstslot, sDest, pSrcItem, true );
    else if( IsEquipmentPos( dst ) )
    {
        msg = CanEquipItem( dstslot, eDest, pSrcItem, true );
        if( msg == EQUIP_ERR_OK )
            msg = CanUnequipItem( eDest, true );
    }
    if( msg != EQUIP_ERR_OK )
    {
        SendEquipError( msg, pSrcItem, pDstItem );
        return;
    }
    // check dest->src move possibility
    ItemPosCountVec sDest2;
    uint16 eDest2 = 0;
    if( IsInventoryPos( src ) )
        msg = CanStoreItem( srcbag, srcslot, sDest2, pDstItem, true );
    else if( IsBankPos( src ) )
        msg = CanBankItem( srcbag, srcslot, sDest2, pDstItem, true );
    else if( IsEquipmentPos( src ) )
    {
        msg = CanEquipItem( srcslot, eDest2, pDstItem, true);
        if( msg == EQUIP_ERR_OK )
            msg = CanUnequipItem( eDest2, true);
    }
    if( msg != EQUIP_ERR_OK )
    {
        SendEquipError( msg, pDstItem, pSrcItem );
        return;
    }
    // Check bag swap with item exchange (one from empty in not bag possition (equipped (not possible in fact) or store)
    if(pSrcItem->IsBag() && pDstItem->IsBag())
    {
        Bag* emptyBag = NULL;
        Bag* fullBag = NULL;
        if(((Bag*)pSrcItem)->IsEmpty() && !IsBagPos(src))
        {
            emptyBag = (Bag*)pSrcItem;
            fullBag  = (Bag*)pDstItem;
        }
        else if(((Bag*)pDstItem)->IsEmpty() && !IsBagPos(dst))
        {
            emptyBag = (Bag*)pDstItem;
            fullBag  = (Bag*)pSrcItem;
        }
        // bag swap (with items exchange) case
        if(emptyBag && fullBag)
        {
            ItemPrototype const* emotyProto = emptyBag->GetProto();
            uint32 count = 0;
            for (uint32 i=0; i < fullBag->GetBagSize(); ++i)
            {
                Item *bagItem = fullBag->GetItemByPos(i);
                if (!bagItem)
                    continue;
                ItemPrototype const* bagItemProto = bagItem->GetProto();
                if (!bagItemProto || !ItemCanGoIntoBag(bagItemProto, emotyProto))
                {
                    // one from items not go to empty target bag
                    SendEquipError( EQUIP_ERR_NONEMPTY_BAG_OVER_OTHER_BAG, pSrcItem, pDstItem );
                    return;
                }
                ++count;
            }
            if (count > emptyBag->GetBagSize())
            {
                // too small targeted bag
                SendEquipError( EQUIP_ERR_ITEMS_CANT_BE_SWAPPED, pSrcItem, pDstItem );
                return;
            }
            // Items swap
            count = 0;                                      // will pos in new bag
            for (uint32 i = 0; i< fullBag->GetBagSize(); ++i)
            {
                Item *bagItem = fullBag->GetItemByPos(i);
                if (!bagItem)
                    continue;
                fullBag->RemoveItem(i, true);
                emptyBag->StoreItem(count, bagItem, true);
                bagItem->SetState(ITEM_CHANGED, this);
                ++count;
            }
        }
    }
    // now do moves, remove...
    RemoveItem(dstbag, dstslot, false);
    RemoveItem(srcbag, srcslot, false);
    // add to dest
    if (IsInventoryPos(dst))
        StoreItem(sDest, pSrcItem, true);
    else if (IsBankPos(dst))
        BankItem(sDest, pSrcItem, true);
    else if (IsEquipmentPos(dst))
        EquipItem(eDest, pSrcItem, true);
    // add to src
    if (IsInventoryPos(src))
        StoreItem(sDest2, pDstItem, true);
    else if (IsBankPos(src))
        BankItem(sDest2, pDstItem, true);
    else if (IsEquipmentPos(src))
        EquipItem(eDest2, pDstItem, true);
    AutoUnequipOffhandIfNeed();
}
void Player::AddItemToBuyBackSlot( Item *pItem )
{
    if (pItem)
    {
        uint32 slot = m_currentBuybackSlot;
        // if current back slot non-empty search oldest or free
        if (m_items[slot])
        {
            uint32 oldest_time = GetUInt32Value( PLAYER_FIELD_BUYBACK_TIMESTAMP_1 );
            uint32 oldest_slot = BUYBACK_SLOT_START;
            for (uint32 i = BUYBACK_SLOT_START+1; i < BUYBACK_SLOT_END; ++i )
            {
                // found empty
                if (!m_items[i])
                {
                    slot = i;
                    break;
                }
                uint32 i_time = GetUInt32Value( PLAYER_FIELD_BUYBACK_TIMESTAMP_1 + i - BUYBACK_SLOT_START);
                if (oldest_time > i_time)
                {
                    oldest_time = i_time;
                    oldest_slot = i;
                }
            }
            // find oldest
            slot = oldest_slot;
        }
        RemoveItemFromBuyBackSlot( slot, true );
        sLog.outDebug( "STORAGE: AddItemToBuyBackSlot item = %u, slot = %u", pItem->GetEntry(), slot);
        m_items[slot] = pItem;
        time_t base = time(NULL);
        uint32 etime = uint32(base - m_logintime + (30 * 3600));
        uint32 eslot = slot - BUYBACK_SLOT_START;
        SetUInt64Value( PLAYER_FIELD_VENDORBUYBACK_SLOT_1 + (eslot * 2), pItem->GetGUID() );
        if (ItemPrototype const *pProto = pItem->GetProto())
            SetUInt32Value( PLAYER_FIELD_BUYBACK_PRICE_1 + eslot, pProto->SellPrice * pItem->GetCount() );
        else
            SetUInt32Value( PLAYER_FIELD_BUYBACK_PRICE_1 + eslot, 0 );
        SetUInt32Value( PLAYER_FIELD_BUYBACK_TIMESTAMP_1 + eslot, (uint32)etime );
        // move to next (for non filled list is move most optimized choice)
        if (m_currentBuybackSlot < BUYBACK_SLOT_END - 1)
            ++m_currentBuybackSlot;
    }
}
Item* Player::GetItemFromBuyBackSlot( uint32 slot )
{
    sLog.outDebug( "STORAGE: GetItemFromBuyBackSlot slot = %u", slot);
    if (slot >= BUYBACK_SLOT_START && slot < BUYBACK_SLOT_END)
        return m_items[slot];
    return NULL;
}
void Player::RemoveItemFromBuyBackSlot( uint32 slot, bool del )
{
    sLog.outDebug( "STORAGE: RemoveItemFromBuyBackSlot slot = %u", slot);
    if (slot >= BUYBACK_SLOT_START && slot < BUYBACK_SLOT_END)
    {
        Item *pItem = m_items[slot];
        if (pItem)
        {
            pItem->RemoveFromWorld();
            if(del)
                pItem->SetState(ITEM_REMOVED, this);
        }
        m_items[slot] = NULL;
        uint32 eslot = slot - BUYBACK_SLOT_START;
        SetUInt64Value(PLAYER_FIELD_VENDORBUYBACK_SLOT_1 + (eslot * 2), 0);
        SetUInt32Value(PLAYER_FIELD_BUYBACK_PRICE_1 + eslot, 0);
        SetUInt32Value(PLAYER_FIELD_BUYBACK_TIMESTAMP_1 + eslot, 0);
        // if current backslot is filled set to now free slot
        if(m_items[m_currentBuybackSlot])
            m_currentBuybackSlot = slot;
    }
}
void Player::SendEquipError( uint8 msg, Item* pItem, Item *pItem2 )
{
    sLog.outDebug( "WORLD: Sent SMSG_INVENTORY_CHANGE_FAILURE (%u)", msg);
    WorldPacket data(SMSG_INVENTORY_CHANGE_FAILURE, (msg == EQUIP_ERR_CANT_EQUIP_LEVEL_I ? 22 : 18));
    data << uint8(msg);
    if (msg != EQUIP_ERR_OK)
    {
        data << uint64(pItem ? pItem->GetGUID() : 0);
        data << uint64(pItem2 ? pItem2->GetGUID() : 0);
        data << uint8(0);                                   // not 0 there...
        if (msg == EQUIP_ERR_CANT_EQUIP_LEVEL_I)
        {
            uint8 level = 0;
            if (pItem)
                if (ItemPrototype const* proto =  pItem->GetProto())
                    level = proto->RequiredLevel;
            data << uint32(level);                          // new 2.4.0
        }
    }
    GetSession()->SendPacket(&data);
}
void Player::SendBuyError( uint8 msg, Creature* pCreature, uint32 item, uint32 param )
{
    sLog.outDebug( "WORLD: Sent SMSG_BUY_FAILED" );
    WorldPacket data( SMSG_BUY_FAILED, (8+4+4+1) );
    data << uint64(pCreature ? pCreature->GetGUID() : 0);
    data << uint32(item);
    if (param > 0)
        data << uint32(param);
    data << uint8(msg);
    GetSession()->SendPacket(&data);
}
void Player::SendSellError( uint8 msg, Creature* pCreature, uint64 guid, uint32 param )
{
    sLog.outDebug( "WORLD: Sent SMSG_SELL_ITEM" );
    WorldPacket data( SMSG_SELL_ITEM,(8+8+(param?4:0)+1));  // last check 2.0.10
    data << uint64(pCreature ? pCreature->GetGUID() : 0);
    data << uint64(guid);
    if (param > 0)
        data << uint32(param);
    data << uint8(msg);
    GetSession()->SendPacket(&data);
}
void Player::ClearTrade()
{
    tradeGold = 0;
    acceptTrade = false;
    for (uint8 i = 0; i < TRADE_SLOT_COUNT; i++)
        tradeItems[i] = NULL_SLOT;
}
void Player::TradeCancel(bool sendback)
{
    if (pTrader)
    {
        // send yellow "Trade canceled" message to both traders
        WorldSession* ws;
        ws = GetSession();
        if (sendback)
            ws->SendCancelTrade();
        ws = pTrader->GetSession();
        if (!ws->PlayerLogout())
            ws->SendCancelTrade();
        // cleanup
        ClearTrade();
        pTrader->ClearTrade();
        // prevent loss of reference
        pTrader->pTrader = NULL;
        pTrader = NULL;
    }
}
void Player::UpdateItemDuration(uint32 time, bool realtimeonly)
{
    if (m_itemDuration.empty())
        return;
    sLog.outDebug("Player::UpdateItemDuration(%u,%u)", time, realtimeonly);
    for (ItemDurationList::const_iterator itr = m_itemDuration.begin(); itr != m_itemDuration.end();)
    {
        Item* item = *itr;
        ++itr;                                              // current element can be erased in UpdateDuration
        if ((realtimeonly && item->GetProto()->Duration < 0) || !realtimeonly)
            item->UpdateDuration(this,time);
    }
}
void Player::UpdateEnchantTime(uint32 time)
{
    for (EnchantDurationList::iterator itr = m_enchantDuration.begin(),next; itr != m_enchantDuration.end(); itr=next)
    {
        assert(itr->item);
        next = itr;
        if (!itr->item->GetEnchantmentId(itr->slot))
        {
            next = m_enchantDuration.erase(itr);
        }
        else if (itr->leftduration <= time)
        {
            ApplyEnchantment(itr->item, itr->slot, false, false);
            itr->item->ClearEnchantment(itr->slot);
            next = m_enchantDuration.erase(itr);
        }
        else if (itr->leftduration > time)
        {
            itr->leftduration -= time;
            ++next;
        }
    }
}
void Player::AddEnchantmentDurations(Item *item)
{
    for (int x = 0; x < MAX_ENCHANTMENT_SLOT; ++x)
    {
        if (!item->GetEnchantmentId(EnchantmentSlot(x)))
            continue;
        uint32 duration = item->GetEnchantmentDuration(EnchantmentSlot(x));
        if (duration > 0)
            AddEnchantmentDuration(item, EnchantmentSlot(x), duration);
    }
}
void Player::RemoveEnchantmentDurations(Item *item)
{
    for (EnchantDurationList::iterator itr = m_enchantDuration.begin(); itr != m_enchantDuration.end();)
    {
        if (itr->item == item)
        {
            // save duration in item
            item->SetEnchantmentDuration(EnchantmentSlot(itr->slot), itr->leftduration);
            itr = m_enchantDuration.erase(itr);
        }
        else
            ++itr;
    }
}
void Player::RemoveArenaEnchantments(EnchantmentSlot slot)
{
    // remove enchantments from equipped items first to clean up the m_enchantDuration list
    for (EnchantDurationList::iterator itr = m_enchantDuration.begin(), next; itr != m_enchantDuration.end(); itr = next)
    {
        next = itr;
        if (itr->slot == slot)
        {
            if (itr->item && itr->item->GetEnchantmentId(slot))
            {
                // Poisons and DK runes are enchants which are allowed on arenas
                if (spellmgr.IsArenaAllowedEnchancment(itr->item->GetEnchantmentId(slot)))
                {
                    ++next;
                    continue;
                }
                // remove from stats
                ApplyEnchantment(itr->item, slot, false, false);
                // remove visual
                itr->item->ClearEnchantment(slot);
            }
            // remove from update list
            next = m_enchantDuration.erase(itr);
        }
        else
            ++next;
    }
    // remove enchants from inventory items
    // NOTE: no need to remove these from stats, since these aren't equipped
    // in inventory
    for (uint8 i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; ++i)
        if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
            if (pItem->GetEnchantmentId(slot))
                pItem->ClearEnchantment(slot);
    // in inventory bags
    for (uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
        if (Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
            for (uint32 j = 0; j < pBag->GetBagSize(); j++)
                if (Item* pItem = pBag->GetItemByPos(j))
                    if (pItem->GetEnchantmentId(slot))
                        pItem->ClearEnchantment(slot);
}
// duration == 0 will remove item enchant
void Player::AddEnchantmentDuration(Item *item,EnchantmentSlot slot,uint32 duration)
{
    if (!item)
        return;
    if (slot >= MAX_ENCHANTMENT_SLOT)
        return;
    for (EnchantDurationList::iterator itr = m_enchantDuration.begin(); itr != m_enchantDuration.end(); ++itr)
    {
        if (itr->item == item && itr->slot == slot)
        {
            itr->item->SetEnchantmentDuration(itr->slot, itr->leftduration);
            m_enchantDuration.erase(itr);
            break;
        }
    }
    if (item && duration > 0 )
    {
        GetSession()->SendItemEnchantTimeUpdate(GetGUID(), item->GetGUID(), slot, uint32(duration/1000));
        m_enchantDuration.push_back(EnchantDuration(item, slot, duration));
    }
}
void Player::ApplyEnchantment(Item *item,bool apply)
{
    for (uint32 slot = 0; slot < MAX_ENCHANTMENT_SLOT; ++slot)
        ApplyEnchantment(item, EnchantmentSlot(slot), apply);
}
void Player::ApplyEnchantment(Item *item, EnchantmentSlot slot, bool apply, bool apply_dur, bool ignore_condition)
{
    if (!item)
        return;
    if (!item->IsEquipped())
        return;
    if (slot >= MAX_ENCHANTMENT_SLOT)
        return;
    uint32 enchant_id = item->GetEnchantmentId(slot);
    if (!enchant_id)
        return;
    SpellItemEnchantmentEntry const *pEnchant = sSpellItemEnchantmentStore.LookupEntry(enchant_id);
    if (!pEnchant)
        return;
    if (!ignore_condition && pEnchant->EnchantmentCondition && !((Player*)this)->EnchantmentFitsRequirements(pEnchant->EnchantmentCondition, -1))
        return;
    if (!item->IsBroken())
    {
        for (int s = 0; s < 3; ++s)
        {
            uint32 enchant_display_type = pEnchant->type[s];
            uint32 enchant_amount = pEnchant->amount[s];
            uint32 enchant_spell_id = pEnchant->spellid[s];
            switch(enchant_display_type)
            {
                case ITEM_ENCHANTMENT_TYPE_NONE:
                    break;
                case ITEM_ENCHANTMENT_TYPE_COMBAT_SPELL:
                    // processed in Player::CastItemCombatSpell
                    break;
                case ITEM_ENCHANTMENT_TYPE_DAMAGE:
                    if (item->GetSlot() == EQUIPMENT_SLOT_MAINHAND)
                        HandleStatModifier(UNIT_MOD_DAMAGE_MAINHAND, TOTAL_VALUE, float(enchant_amount), apply);
                    else if (item->GetSlot() == EQUIPMENT_SLOT_OFFHAND)
                        HandleStatModifier(UNIT_MOD_DAMAGE_OFFHAND, TOTAL_VALUE, float(enchant_amount), apply);
                    else if (item->GetSlot() == EQUIPMENT_SLOT_RANGED)
                        HandleStatModifier(UNIT_MOD_DAMAGE_RANGED, TOTAL_VALUE, float(enchant_amount), apply);
                    break;
                case ITEM_ENCHANTMENT_TYPE_EQUIP_SPELL:
                    if (enchant_spell_id)
                    {
                        if (apply)
                        {
                            int32 basepoints = 0;
                            // Random Property Exist - try found basepoints for spell (basepoints depends from item suffix factor)
                            if (item->GetItemRandomPropertyId())
                            {
                                ItemRandomSuffixEntry const *item_rand = sItemRandomSuffixStore.LookupEntry(abs(item->GetItemRandomPropertyId()));
                                if (item_rand)
                                {
                                    // Search enchant_amount
                                    for (int k = 0; k < 3; ++k)
                                    {
                                        if(item_rand->enchant_id[k] == enchant_id)
                                        {
                                            basepoints = int32((item_rand->prefix[k] * item->GetItemSuffixFactor()) / 10000 );
                                            break;
                                        }
                                    }
                                }
                            }
                            // Cast custom spell vs all equal basepoints getted from enchant_amount
                            if (basepoints)
                                CastCustomSpell(this, enchant_spell_id, &basepoints, &basepoints, &basepoints, true, item);
                            else
                                CastSpell(this, enchant_spell_id, true, item);
                        }
                        else
                            RemoveAurasDueToItemSpell(item, enchant_spell_id);
                    }
                    break;
                case ITEM_ENCHANTMENT_TYPE_RESISTANCE:
                    if (!enchant_amount)
                    {
                        ItemRandomSuffixEntry const *item_rand = sItemRandomSuffixStore.LookupEntry(abs(item->GetItemRandomPropertyId()));
                        if(item_rand)
                        {
                            for (int k = 0; k < 3; ++k)
                            {
                                if(item_rand->enchant_id[k] == enchant_id)
                                {
                                    enchant_amount = uint32((item_rand->prefix[k] * item->GetItemSuffixFactor()) / 10000 );
                                    break;
                                }
                            }
                        }
                    }
                    HandleStatModifier(UnitMods(UNIT_MOD_RESISTANCE_START + enchant_spell_id), TOTAL_VALUE, float(enchant_amount), apply);
                    break;
                case ITEM_ENCHANTMENT_TYPE_STAT:
                {
                    if (!enchant_amount)
                    {
                        ItemRandomSuffixEntry const *item_rand_suffix = sItemRandomSuffixStore.LookupEntry(abs(item->GetItemRandomPropertyId()));
                        if(item_rand_suffix)
                        {
                            for (int k = 0; k < 3; ++k)
                            {
                                if(item_rand_suffix->enchant_id[k] == enchant_id)
                                {
                                    enchant_amount = uint32((item_rand_suffix->prefix[k] * item->GetItemSuffixFactor()) / 10000 );
                                    break;
                                }
                            }
                        }
                    }
                    sLog.outDebug("Adding %u to stat nb %u",enchant_amount,enchant_spell_id);
                    switch (enchant_spell_id)
                    {
                        case ITEM_MOD_MANA:
                            sLog.outDebug("+ %u MANA",enchant_amount);
                            HandleStatModifier(UNIT_MOD_MANA, BASE_VALUE, float(enchant_amount), apply);
                            break;
                        case ITEM_MOD_HEALTH:
                            sLog.outDebug("+ %u HEALTH",enchant_amount);
                            HandleStatModifier(UNIT_MOD_HEALTH, BASE_VALUE, float(enchant_amount), apply);
                            break;
                        case ITEM_MOD_AGILITY:
                            sLog.outDebug("+ %u AGILITY",enchant_amount);
                            HandleStatModifier(UNIT_MOD_STAT_AGILITY, TOTAL_VALUE, float(enchant_amount), apply);
                            ApplyStatBuffMod(STAT_AGILITY, enchant_amount, apply);
                            break;
                        case ITEM_MOD_STRENGTH:
                            sLog.outDebug("+ %u STRENGTH",enchant_amount);
                            HandleStatModifier(UNIT_MOD_STAT_STRENGTH, TOTAL_VALUE, float(enchant_amount), apply);
                            ApplyStatBuffMod(STAT_STRENGTH, enchant_amount, apply);
                            break;
                        case ITEM_MOD_INTELLECT:
                            sLog.outDebug("+ %u INTELLECT",enchant_amount);
                            HandleStatModifier(UNIT_MOD_STAT_INTELLECT, TOTAL_VALUE, float(enchant_amount), apply);
                            ApplyStatBuffMod(STAT_INTELLECT, enchant_amount, apply);
                            break;
                        case ITEM_MOD_SPIRIT:
                            sLog.outDebug("+ %u SPIRIT",enchant_amount);
                            HandleStatModifier(UNIT_MOD_STAT_SPIRIT, TOTAL_VALUE, float(enchant_amount), apply);
                            ApplyStatBuffMod(STAT_SPIRIT, enchant_amount, apply);
                            break;
                        case ITEM_MOD_STAMINA:
                            sLog.outDebug("+ %u STAMINA",enchant_amount);
                            HandleStatModifier(UNIT_MOD_STAT_STAMINA, TOTAL_VALUE, float(enchant_amount), apply);
                            ApplyStatBuffMod(STAT_STAMINA, enchant_amount, apply);
                            break;
                        case ITEM_MOD_DEFENSE_SKILL_RATING:
                            ((Player*)this)->ApplyRatingMod(CR_DEFENSE_SKILL, enchant_amount, apply);
                            sLog.outDebug("+ %u DEFENCE", enchant_amount);
                            break;
                        case  ITEM_MOD_DODGE_RATING:
                            ((Player*)this)->ApplyRatingMod(CR_DODGE, enchant_amount, apply);
                            sLog.outDebug("+ %u DODGE", enchant_amount);
                            break;
                        case ITEM_MOD_PARRY_RATING:
                            ((Player*)this)->ApplyRatingMod(CR_PARRY, enchant_amount, apply);
                            sLog.outDebug("+ %u PARRY", enchant_amount);
                            break;
                        case ITEM_MOD_BLOCK_RATING:
                            ((Player*)this)->ApplyRatingMod(CR_BLOCK, enchant_amount, apply);
                            sLog.outDebug("+ %u SHIELD_BLOCK", enchant_amount);
                            break;
                        case ITEM_MOD_HIT_MELEE_RATING:
                            ((Player*)this)->ApplyRatingMod(CR_HIT_MELEE, enchant_amount, apply);
                            sLog.outDebug("+ %u MELEE_HIT", enchant_amount);
                            break;
                        case ITEM_MOD_HIT_RANGED_RATING:
                            ((Player*)this)->ApplyRatingMod(CR_HIT_RANGED, enchant_amount, apply);
                            sLog.outDebug("+ %u RANGED_HIT", enchant_amount);
                            break;
                        case ITEM_MOD_HIT_SPELL_RATING:
                            ((Player*)this)->ApplyRatingMod(CR_HIT_SPELL, enchant_amount, apply);
                            sLog.outDebug("+ %u SPELL_HIT", enchant_amount);
                            break;
                        case ITEM_MOD_CRIT_MELEE_RATING:
                            ((Player*)this)->ApplyRatingMod(CR_CRIT_MELEE, enchant_amount, apply);
                            sLog.outDebug("+ %u MELEE_CRIT", enchant_amount);
                            break;
                        case ITEM_MOD_CRIT_RANGED_RATING:
                            ((Player*)this)->ApplyRatingMod(CR_CRIT_RANGED, enchant_amount, apply);
                            sLog.outDebug("+ %u RANGED_CRIT", enchant_amount);
                            break;
                        case ITEM_MOD_CRIT_SPELL_RATING:
                            ((Player*)this)->ApplyRatingMod(CR_CRIT_SPELL, enchant_amount, apply);
                            sLog.outDebug("+ %u SPELL_CRIT", enchant_amount);
                            break;
//                        Values from ITEM_STAT_MELEE_HA_RATING to ITEM_MOD_HASTE_RANGED_RATING are never used
//                        in Enchantments
//                        case ITEM_MOD_HIT_TAKEN_MELEE_RATING:
//                            ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_MELEE, enchant_amount, apply);
//                            break;
//                        case ITEM_MOD_HIT_TAKEN_RANGED_RATING:
//                            ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_RANGED, enchant_amount, apply);
//                            break;
//                        case ITEM_MOD_HIT_TAKEN_SPELL_RATING:
//                            ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_SPELL, enchant_amount, apply);
//                            break;
//                        case ITEM_MOD_CRIT_TAKEN_MELEE_RATING:
//                            ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_MELEE, enchant_amount, apply);
//                            break;
//                        case ITEM_MOD_CRIT_TAKEN_RANGED_RATING:
//                            ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_RANGED, enchant_amount, apply);
//                            break;
//                        case ITEM_MOD_CRIT_TAKEN_SPELL_RATING:
//                            ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_SPELL, enchant_amount, apply);
//                            break;
//                        case ITEM_MOD_HASTE_MELEE_RATING:
//                            ((Player*)this)->ApplyRatingMod(CR_HASTE_MELEE, enchant_amount, apply);
//                            break;
//                        case ITEM_MOD_HASTE_RANGED_RATING:
//                            ((Player*)this)->ApplyRatingMod(CR_HASTE_RANGED, enchant_amount, apply);
//                            break;
                        case ITEM_MOD_HASTE_SPELL_RATING:
                            ((Player*)this)->ApplyRatingMod(CR_HASTE_SPELL, enchant_amount, apply);
                            break;
                        case ITEM_MOD_HIT_RATING:
                            ((Player*)this)->ApplyRatingMod(CR_HIT_MELEE, enchant_amount, apply);
                            ((Player*)this)->ApplyRatingMod(CR_HIT_RANGED, enchant_amount, apply);
                            ((Player*)this)->ApplyRatingMod(CR_HIT_SPELL, enchant_amount, apply);
                            sLog.outDebug("+ %u HIT", enchant_amount);
                            break;
                        case ITEM_MOD_CRIT_RATING:
                            ((Player*)this)->ApplyRatingMod(CR_CRIT_MELEE, enchant_amount, apply);
                            ((Player*)this)->ApplyRatingMod(CR_CRIT_RANGED, enchant_amount, apply);
                            ((Player*)this)->ApplyRatingMod(CR_CRIT_SPELL, enchant_amount, apply);
                            sLog.outDebug("+ %u CRITICAL", enchant_amount);
                            break;
//                        Values ITEM_MOD_HIT_TAKEN_RATING and ITEM_MOD_CRIT_TAKEN_RATING are never used in Enchantment
//                        case ITEM_MOD_HIT_TAKEN_RATING:
//                            ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_MELEE, enchant_amount, apply);
//                            ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_RANGED, enchant_amount, apply);
//                            ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_SPELL, enchant_amount, apply);
//                            break;
//                        case ITEM_MOD_CRIT_TAKEN_RATING:
//                            ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_MELEE, enchant_amount, apply);
//                            ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_RANGED, enchant_amount, apply);
//                            ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_SPELL, enchant_amount, apply);
//                            break;
                        case ITEM_MOD_RESILIENCE_RATING:
                            ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_MELEE, enchant_amount, apply);
                            ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_RANGED, enchant_amount, apply);
                            ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_SPELL, enchant_amount, apply);
                            sLog.outDebug("+ %u RESILIENCE", enchant_amount);
                            break;
                        case ITEM_MOD_HASTE_RATING:
                            ((Player*)this)->ApplyRatingMod(CR_HASTE_MELEE, enchant_amount, apply);
                            ((Player*)this)->ApplyRatingMod(CR_HASTE_RANGED, enchant_amount, apply);
                            ((Player*)this)->ApplyRatingMod(CR_HASTE_SPELL, enchant_amount, apply);
                            sLog.outDebug("+ %u HASTE", enchant_amount);
                            break;
                        case ITEM_MOD_EXPERTISE_RATING:
                            ((Player*)this)->ApplyRatingMod(CR_EXPERTISE, enchant_amount, apply);
                            sLog.outDebug("+ %u EXPERTISE", enchant_amount);
                            break;
                        case ITEM_MOD_ATTACK_POWER:
                            HandleStatModifier(UNIT_MOD_ATTACK_POWER, TOTAL_VALUE, float(enchant_amount), apply);
                            HandleStatModifier(UNIT_MOD_ATTACK_POWER_RANGED, TOTAL_VALUE, float(enchant_amount), apply);
                            sLog.outDebug("+ %u ATTACK_POWER", enchant_amount);
                            break;
                        case ITEM_MOD_RANGED_ATTACK_POWER:
                            HandleStatModifier(UNIT_MOD_ATTACK_POWER_RANGED, TOTAL_VALUE, float(enchant_amount), apply);
                            sLog.outDebug("+ %u RANGED_ATTACK_POWER", enchant_amount);
                            break;
                        case ITEM_MOD_FERAL_ATTACK_POWER:
                            ((Player*)this)->ApplyFeralAPBonus(enchant_amount, apply);
                            sLog.outDebug("+ %u FERAL_ATTACK_POWER", enchant_amount);
                            break;
                        case ITEM_MOD_MANA_REGENERATION:
                            ((Player*)this)->ApplyManaRegenBonus(enchant_amount, apply);
                            sLog.outDebug("+ %u MANA_REGENERATION", enchant_amount);
                            break;
                        case ITEM_MOD_ARMOR_PENETRATION_RATING:
                            ((Player*)this)->ApplyRatingMod(CR_ARMOR_PENETRATION, enchant_amount, apply);
                            sLog.outDebug("+ %u ARMOR PENETRATION", enchant_amount);
                            break;
                        case ITEM_MOD_SPELL_POWER:
                            ((Player*)this)->ApplySpellPowerBonus(enchant_amount, apply);
                            sLog.outDebug("+ %u SPELL_POWER", enchant_amount);
                            break;
                        case ITEM_MOD_SPELL_HEALING_DONE:   // deprecated
                        case ITEM_MOD_SPELL_DAMAGE_DONE:    // deprecated
                        default:
                            break;
                    }
                    break;
                }
                case ITEM_ENCHANTMENT_TYPE_TOTEM:           // Shaman Rockbiter Weapon
                {
                    if(getClass() == CLASS_SHAMAN)
                    {
                        float addValue = 0.0f;
                        if(item->GetSlot() == EQUIPMENT_SLOT_MAINHAND)
                        {
                            addValue = float(enchant_amount * item->GetProto()->Delay / 1000.0f);
                            HandleStatModifier(UNIT_MOD_DAMAGE_MAINHAND, TOTAL_VALUE, addValue, apply);
                        }
                        else if(item->GetSlot() == EQUIPMENT_SLOT_OFFHAND )
                        {
                            addValue = float(enchant_amount * item->GetProto()->Delay / 1000.0f);
                            HandleStatModifier(UNIT_MOD_DAMAGE_OFFHAND, TOTAL_VALUE, addValue, apply);
                        }
                    }
                    break;
                }
                case ITEM_ENCHANTMENT_TYPE_USE_SPELL:
                    // processed in Player::CastItemUseSpell
                    break;
                case ITEM_ENCHANTMENT_TYPE_PRISMATIC_SOCKET:
                    // nothing do..
                    break;
                default:
                    sLog.outError("Unknown item enchantment (id = %d) display type: %d", enchant_id, enchant_display_type);
                    break;
            }                                               /*switch(enchant_display_type)*/
        }                                                   /*for*/
    }
    // visualize enchantment at player and equipped items
    if(slot == PERM_ENCHANTMENT_SLOT)
        SetUInt16Value(PLAYER_VISIBLE_ITEM_1_ENCHANTMENT + (item->GetSlot() * 2), 0, apply ? item->GetEnchantmentId(slot) : 0);
    if(slot == TEMP_ENCHANTMENT_SLOT)
        SetUInt16Value(PLAYER_VISIBLE_ITEM_1_ENCHANTMENT + (item->GetSlot() * 2), 1, apply ? item->GetEnchantmentId(slot) : 0);
    if(apply_dur)
    {
        if(apply)
        {
            // set duration
            uint32 duration = item->GetEnchantmentDuration(slot);
            if(duration > 0)
                AddEnchantmentDuration(item, slot, duration);
        }
        else
        {
            // duration == 0 will remove EnchantDuration
            AddEnchantmentDuration(item, slot, 0);
        }
    }
}
void Player::SendEnchantmentDurations()
{
    for (EnchantDurationList::const_iterator itr = m_enchantDuration.begin(); itr != m_enchantDuration.end(); ++itr)
    {
        GetSession()->SendItemEnchantTimeUpdate(GetGUID(), itr->item->GetGUID(), itr->slot, uint32(itr->leftduration) / 1000);
    }
}
void Player::SendItemDurations()
{
    for (ItemDurationList::const_iterator itr = m_itemDuration.begin(); itr != m_itemDuration.end(); ++itr)
    {
        (*itr)->SendTimeUpdate(this);
    }
}
void Player::SendNewItem(Item *item, uint32 count, bool received, bool created, bool broadcast)
{
    if(!item)                                               // prevent crash
        return;
                                                            // last check 2.0.10
    WorldPacket data( SMSG_ITEM_PUSH_RESULT, (8+4+4+4+1+4+4+4+4+4) );
    data << uint64(GetGUID());                              // player GUID
    data << uint32(received);                               // 0=looted, 1=from npc
    data << uint32(created);                                // 0=received, 1=created
    data << uint32(1);                                      // always 0x01 (probably meant to be count of listed items)
    data << uint8(item->GetBagSlot());                      // bagslot
                                                            // item slot, but when added to stack: 0xFFFFFFFF
    data << uint32((item->GetCount() == count) ? item->GetSlot() : -1);
    data << uint32(item->GetEntry());                       // item id
    data << uint32(item->GetItemSuffixFactor());            // SuffixFactor
    data << uint32(item->GetItemRandomPropertyId());        // random item property id
    data << uint32(count);                                  // count of items
    data << uint32(GetItemCount(item->GetEntry()));         // count of items in inventory
    if (broadcast && GetGroup())
        GetGroup()->BroadcastPacket(&data, true);
    else
        GetSession()->SendPacket(&data);
}
/*********************************************************/
/***                    QUEST SYSTEM                   ***/
/*********************************************************/
void Player::PrepareQuestMenu( uint64 guid )
{
    Object *pObject;
    QuestRelations* pObjectQR;
    QuestRelations* pObjectQIR;
    // pets also can have quests
    Creature *pCreature = ObjectAccessor::GetCreatureOrPetOrVehicle(*this, guid);
    if( pCreature )
    {
        pObject = (Object*)pCreature;
        pObjectQR  = &objmgr.mCreatureQuestRelations;
        pObjectQIR = &objmgr.mCreatureQuestInvolvedRelations;
    }
    else
    {
        //we should obtain map pointer from GetMap() in 99% of cases. Special case
        //only for quests which cast teleport spells on player
        Map * _map = IsInWorld() ? GetMap() : MapManager::Instance().FindMap(GetMapId(), GetInstanceId());
        ASSERT(_map);
        GameObject *pGameObject = _map->GetGameObject(guid);
        if( pGameObject )
        {
            pObject = (Object*)pGameObject;
            pObjectQR  = &objmgr.mGOQuestRelations;
            pObjectQIR = &objmgr.mGOQuestInvolvedRelations;
        }
        else
            return;
    }
    QuestMenu &qm = PlayerTalkClass->GetQuestMenu();
    qm.ClearMenu();
    for (QuestRelations::const_iterator i = pObjectQIR->lower_bound(pObject->GetEntry()); i != pObjectQIR->upper_bound(pObject->GetEntry()); ++i)
    {
        uint32 quest_id = i->second;
        QuestStatus status = GetQuestStatus( quest_id );
        if ( status == QUEST_STATUS_COMPLETE && !GetQuestRewardStatus( quest_id ) )
            qm.AddMenuItem(quest_id, DIALOG_STATUS_UNK2);
        else if ( status == QUEST_STATUS_INCOMPLETE )
            qm.AddMenuItem(quest_id, DIALOG_STATUS_UNK2);
        //else if (status == QUEST_STATUS_AVAILABLE )
        //    qm.AddMenuItem(quest_id, DIALOG_STATUS_CHAT);
    }
    for (QuestRelations::const_iterator i = pObjectQR->lower_bound(pObject->GetEntry()); i != pObjectQR->upper_bound(pObject->GetEntry()); ++i)
    {
        uint32 quest_id = i->second;
        Quest const* pQuest = objmgr.GetQuestTemplate(quest_id);
        if(!pQuest) continue;
        QuestStatus status = GetQuestStatus( quest_id );
        if (pQuest->IsAutoComplete() && CanTakeQuest(pQuest, false))
            qm.AddMenuItem(quest_id, DIALOG_STATUS_UNK2);
        else if ( status == QUEST_STATUS_NONE && CanTakeQuest( pQuest, false ) )
            qm.AddMenuItem(quest_id, DIALOG_STATUS_CHAT);
    }
}
void Player::SendPreparedQuest(uint64 guid)
{
    QuestMenu& questMenu = PlayerTalkClass->GetQuestMenu();
    if (questMenu.Empty())
        return;
    QuestMenuItem const& qmi0 = questMenu.GetItem(0);
    uint32 status = qmi0.m_qIcon;
    // single element case
    if (questMenu.MenuItemCount() == 1)
    {
        // Auto open -- maybe also should verify there is no greeting
        uint32 quest_id = qmi0.m_qId;
        Quest const* pQuest = objmgr.GetQuestTemplate(quest_id);
        if (pQuest)
        {
            if (status == DIALOG_STATUS_UNK2 && !GetQuestRewardStatus(quest_id))
                PlayerTalkClass->SendQuestGiverRequestItems(pQuest, guid, CanRewardQuest(pQuest, false), true);
            else if (status == DIALOG_STATUS_UNK2)
                PlayerTalkClass->SendQuestGiverRequestItems(pQuest, guid, CanRewardQuest(pQuest, false), true);
            // Send completable on repeatable and autoCompletable quest if player don't have quest
            // TODO: verify if check for !pQuest->IsDaily() is really correct (possibly not)
            else if (pQuest->IsAutoComplete() && pQuest->IsRepeatable() && !pQuest->IsDaily())
                PlayerTalkClass->SendQuestGiverRequestItems(pQuest, guid, CanCompleteRepeatableQuest(pQuest), true);
            else
                PlayerTalkClass->SendQuestGiverQuestDetails(pQuest, guid, true);
        }
    }
    // multiply entries
    else
    {
        QEmote qe;
        qe._Delay = 0;
        qe._Emote = 0;
        std::string title = "";
        // need pet case for some quests
        Creature *pCreature = ObjectAccessor::GetCreatureOrPetOrVehicle(*this,guid);
        if (pCreature)
        {
            uint32 textid = pCreature->GetNpcTextId();
            GossipText const* gossiptext = objmgr.GetGossipText(textid);
            if (!gossiptext)
            {
                qe._Delay = 0;                              //TEXTEMOTE_MESSAGE;              //zyg: player emote
                qe._Emote = 0;                              //TEXTEMOTE_HELLO;                //zyg: NPC emote
                title = "";
            }
            else
            {
                qe = gossiptext->Options[0].Emotes[0];
                if(!gossiptext->Options[0].Text_0.empty())
                {
                    title = gossiptext->Options[0].Text_0;
                    int loc_idx = GetSession()->GetSessionDbLocaleIndex();
                    if (loc_idx >= 0)
                    {
                        NpcTextLocale const *nl = objmgr.GetNpcTextLocale(textid);
                        if (nl)
                        {
                            if (nl->Text_0[0].size() > loc_idx && !nl->Text_0[0][loc_idx].empty())
                                title = nl->Text_0[0][loc_idx];
                        }
                    }
                }
                else
                {
                    title = gossiptext->Options[0].Text_1;
                    int loc_idx = GetSession()->GetSessionDbLocaleIndex();
                    if (loc_idx >= 0)
                    {
                        NpcTextLocale const *nl = objmgr.GetNpcTextLocale(textid);
                        if (nl)
                        {
                            if (nl->Text_1[0].size() > loc_idx && !nl->Text_1[0][loc_idx].empty())
                                title = nl->Text_1[0][loc_idx];
                        }
                    }
                }
            }
        }
        PlayerTalkClass->SendQuestGiverQuestList(qe, title, guid);
    }
}
bool Player::IsActiveQuest( uint32 quest_id ) const
{
    QuestStatusMap::const_iterator itr = mQuestStatus.find(quest_id);
    return itr != mQuestStatus.end() && itr->second.m_status != QUEST_STATUS_NONE;
}
Quest const * Player::GetNextQuest( uint64 guid, Quest const *pQuest )
{
    Object *pObject;
    QuestRelations* pObjectQR;
    QuestRelations* pObjectQIR;
    Creature *pCreature = ObjectAccessor::GetCreatureOrPetOrVehicle(*this,guid);
    if( pCreature )
    {
        pObject = (Object*)pCreature;
        pObjectQR  = &objmgr.mCreatureQuestRelations;
        pObjectQIR = &objmgr.mCreatureQuestInvolvedRelations;
    }
    else
    {
        //we should obtain map pointer from GetMap() in 99% of cases. Special case
        //only for quests which cast teleport spells on player
        Map * _map = IsInWorld() ? GetMap() : MapManager::Instance().FindMap(GetMapId(), GetInstanceId());
        ASSERT(_map);
        GameObject *pGameObject = _map->GetGameObject(guid);
        if( pGameObject )
        {
            pObject = (Object*)pGameObject;
            pObjectQR  = &objmgr.mGOQuestRelations;
            pObjectQIR = &objmgr.mGOQuestInvolvedRelations;
        }
        else
            return NULL;
    }
    uint32 nextQuestID = pQuest->GetNextQuestInChain();
    for (QuestRelations::const_iterator itr = pObjectQR->lower_bound(pObject->GetEntry()); itr != pObjectQR->upper_bound(pObject->GetEntry()); ++itr)
    {
        if (itr->second == nextQuestID)
            return objmgr.GetQuestTemplate(nextQuestID);
    }
    return NULL;
}
bool Player::CanSeeStartQuest( Quest const *pQuest )
{
    if( SatisfyQuestRace( pQuest, false ) && SatisfyQuestSkillOrClass( pQuest, false ) &&
        SatisfyQuestExclusiveGroup( pQuest, false ) && SatisfyQuestReputation( pQuest, false ) &&
        SatisfyQuestPreviousQuest( pQuest, false ) && SatisfyQuestNextChain( pQuest, false ) &&
        SatisfyQuestPrevChain( pQuest, false ) && SatisfyQuestDay( pQuest, false ) )
    {
        return getLevel() + sWorld.getConfig(CONFIG_QUEST_HIGH_LEVEL_HIDE_DIFF) >= pQuest->GetMinLevel();
    }
    return false;
}
bool Player::CanTakeQuest( Quest const *pQuest, bool msg )
{
    return SatisfyQuestStatus( pQuest, msg ) && SatisfyQuestExclusiveGroup( pQuest, msg )
        && SatisfyQuestRace( pQuest, msg ) && SatisfyQuestLevel( pQuest, msg )
        && SatisfyQuestSkillOrClass( pQuest, msg ) && SatisfyQuestReputation( pQuest, msg )
        && SatisfyQuestPreviousQuest( pQuest, msg ) && SatisfyQuestTimed( pQuest, msg )
        && SatisfyQuestNextChain( pQuest, msg ) && SatisfyQuestPrevChain( pQuest, msg )
        && SatisfyQuestDay( pQuest, msg );
}
bool Player::CanAddQuest( Quest const *pQuest, bool msg )
{
    if( !SatisfyQuestLog( msg ) )
        return false;
    uint32 srcitem = pQuest->GetSrcItemId();
    if( srcitem > 0 )
    {
        uint32 count = pQuest->GetSrcItemCount();
        ItemPosCountVec dest;
        uint8 msg2 = CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, srcitem, count );
        // player already have max number (in most case 1) source item, no additional item needed and quest can be added.
        if( msg2 == EQUIP_ERR_CANT_CARRY_MORE_OF_THIS )
            return true;
        else if( msg2 != EQUIP_ERR_OK )
        {
            SendEquipError( msg2, NULL, NULL );
            return false;
        }
    }
    return true;
}
bool Player::CanCompleteQuest( uint32 quest_id )
{
    if( quest_id )
    {
        QuestStatusData& q_status = mQuestStatus[quest_id];
        if( q_status.m_status == QUEST_STATUS_COMPLETE )
            return false;                                   // not allow re-complete quest
        Quest const* qInfo = objmgr.GetQuestTemplate(quest_id);
        if(!qInfo)
            return false;
        // auto complete quest
        if (qInfo->IsAutoComplete() && CanTakeQuest(qInfo, false))
            return true;
        if ( q_status.m_status == QUEST_STATUS_INCOMPLETE )
        {
            if ( qInfo->HasFlag( QUEST_TRINITY_FLAGS_DELIVER ) )
            {
                for (uint8 i = 0; i < QUEST_OBJECTIVES_COUNT; i++)
                {
                    if( qInfo->ReqItemCount[i]!= 0 && q_status.m_itemcount[i] < qInfo->ReqItemCount[i] )
                        return false;
                }
            }
            if ( qInfo->HasFlag(QUEST_TRINITY_FLAGS_KILL_OR_CAST | QUEST_TRINITY_FLAGS_SPEAKTO) )
            {
                for (uint8 i = 0; i < QUEST_OBJECTIVES_COUNT; i++)
                {
                    if( qInfo->ReqCreatureOrGOId[i] == 0 )
                        continue;
                    if( qInfo->ReqCreatureOrGOCount[i] != 0 && q_status.m_creatureOrGOcount[i] < qInfo->ReqCreatureOrGOCount[i] )
                        return false;
                }
            }
            if ( qInfo->HasFlag( QUEST_TRINITY_FLAGS_EXPLORATION_OR_EVENT ) && !q_status.m_explored )
                return false;
            if ( qInfo->HasFlag( QUEST_TRINITY_FLAGS_TIMED ) && q_status.m_timer == 0 )
                return false;
            if ( qInfo->GetRewOrReqMoney() < 0 )
            {
                if ( GetMoney() < uint32(-qInfo->GetRewOrReqMoney()) )
                    return false;
            }
            uint32 repFacId = qInfo->GetRepObjectiveFaction();
            if ( repFacId && GetReputationMgr().GetReputation(repFacId) < qInfo->GetRepObjectiveValue() )
                return false;
            return true;
        }
    }
    return false;
}
bool Player::CanCompleteRepeatableQuest( Quest const *pQuest )
{
    // Solve problem that player don't have the quest and try complete it.
    // if repeatable she must be able to complete event if player don't have it.
    // Seem that all repeatable quest are DELIVER Flag so, no need to add more.
    if( !CanTakeQuest(pQuest, false) )
        return false;
    if (pQuest->HasFlag( QUEST_TRINITY_FLAGS_DELIVER) )
        for (uint8 i = 0; i < QUEST_OBJECTIVES_COUNT; i++)
            if( pQuest->ReqItemId[i] && pQuest->ReqItemCount[i] && !HasItemCount(pQuest->ReqItemId[i],pQuest->ReqItemCount[i]) )
                return false;
    if( !CanRewardQuest(pQuest, false) )
        return false;
    return true;
}
bool Player::CanRewardQuest( Quest const *pQuest, bool msg )
{
    // not auto complete quest and not completed quest (only cheating case, then ignore without message)
    if(!pQuest->IsAutoComplete() && GetQuestStatus(pQuest->GetQuestId()) != QUEST_STATUS_COMPLETE)
        return false;
    // daily quest can't be rewarded (25 daily quest already completed)
    if(!SatisfyQuestDay(pQuest,true))
        return false;
    // rewarded and not repeatable quest (only cheating case, then ignore without message)
    if(GetQuestRewardStatus(pQuest->GetQuestId()))
        return false;
    // prevent receive reward with quest items in bank
    if ( pQuest->HasFlag( QUEST_TRINITY_FLAGS_DELIVER ) )
    {
        for (uint8 i = 0; i < QUEST_OBJECTIVES_COUNT; i++)
        {
            if( pQuest->ReqItemCount[i]!= 0 &&
                GetItemCount(pQuest->ReqItemId[i]) < pQuest->ReqItemCount[i] )
            {
                if(msg)
                    SendEquipError( EQUIP_ERR_ITEM_NOT_FOUND, NULL, NULL );
                return false;
            }
        }
    }
    // prevent receive reward with low money and GetRewOrReqMoney() < 0
    if(pQuest->GetRewOrReqMoney() < 0 && GetMoney() < uint32(-pQuest->GetRewOrReqMoney()) )
        return false;
    return true;
}
bool Player::CanRewardQuest( Quest const *pQuest, uint32 reward, bool msg )
{
    // prevent receive reward with quest items in bank or for not completed quest
    if(!CanRewardQuest(pQuest,msg))
        return false;
    if ( pQuest->GetRewChoiceItemsCount() > 0 )
    {
        if( pQuest->RewChoiceItemId[reward] )
        {
            ItemPosCountVec dest;
            uint8 res = CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, pQuest->RewChoiceItemId[reward], pQuest->RewChoiceItemCount[reward] );
            if( res != EQUIP_ERR_OK )
            {
                SendEquipError( res, NULL, NULL );
                return false;
            }
        }
    }
    if ( pQuest->GetRewItemsCount() > 0 )
    {
        for (uint32 i = 0; i < pQuest->GetRewItemsCount(); ++i)
        {
            if( pQuest->RewItemId[i] )
            {
                ItemPosCountVec dest;
                uint8 res = CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, pQuest->RewItemId[i], pQuest->RewItemCount[i] );
                if( res != EQUIP_ERR_OK )
                {
                    SendEquipError( res, NULL, NULL );
                    return false;
                }
            }
        }
    }
    return true;
}
void Player::AddQuest( Quest const *pQuest, Object *questGiver )
{
    uint16 log_slot = FindQuestSlot( 0 );
    assert(log_slot < MAX_QUEST_LOG_SIZE);
    uint32 quest_id = pQuest->GetQuestId();
    // if not exist then created with set uState==NEW and rewarded=false
    QuestStatusData& questStatusData = mQuestStatus[quest_id];
    // check for repeatable quests status reset
    questStatusData.m_status = QUEST_STATUS_INCOMPLETE;
    questStatusData.m_explored = false;
    if ( pQuest->HasFlag( QUEST_TRINITY_FLAGS_DELIVER ) )
    {
        for (uint8 i = 0; i < QUEST_OBJECTIVES_COUNT; ++i)
            questStatusData.m_itemcount[i] = 0;
    }
    if ( pQuest->HasFlag(QUEST_TRINITY_FLAGS_KILL_OR_CAST | QUEST_TRINITY_FLAGS_SPEAKTO) )
    {
        for (uint8 i = 0; i < QUEST_OBJECTIVES_COUNT; ++i)
            questStatusData.m_creatureOrGOcount[i] = 0;
    }
    GiveQuestSourceItem( pQuest );
    AdjustQuestReqItemCount( pQuest, questStatusData );
    if( pQuest->GetRepObjectiveFaction() )
        if(FactionEntry const* factionEntry = sFactionStore.LookupEntry(pQuest->GetRepObjectiveFaction()))
            GetReputationMgr().SetVisible(factionEntry);
    uint32 qtime = 0;
    if( pQuest->HasFlag( QUEST_TRINITY_FLAGS_TIMED ) )
    {
        uint32 limittime = pQuest->GetLimitTime();
        // shared timed quest
        if(questGiver && questGiver->GetTypeId() == TYPEID_PLAYER)
            limittime = ((Player*)questGiver)->getQuestStatusMap()[quest_id].m_timer / IN_MILISECONDS;
        AddTimedQuest( quest_id );
        questStatusData.m_timer = limittime * IN_MILISECONDS;
        qtime = static_cast(time(NULL)) + limittime;
    }
    else
        questStatusData.m_timer = 0;
    SetQuestSlot(log_slot, quest_id, qtime);
    if (questStatusData.uState != QUEST_NEW)
        questStatusData.uState = QUEST_CHANGED;
    //starting initial quest script
    if(questGiver && pQuest->GetQuestStartScript()!=0)
        GetMap()->ScriptsStart(sQuestStartScripts, pQuest->GetQuestStartScript(), questGiver, this);
    // Some spells applied at quest activation
    SpellAreaForQuestMapBounds saBounds = spellmgr.GetSpellAreaForQuestMapBounds(quest_id,true);
    if(saBounds.first != saBounds.second)
    {
        uint32 zone, area;
        GetZoneAndAreaId(zone,area);
        for (SpellAreaForAreaMap::const_iterator itr = saBounds.first; itr != saBounds.second; ++itr)
            if(itr->second->autocast && itr->second->IsFitToRequirements(this,zone,area))
                if( !HasAura(itr->second->spellId) )
                    CastSpell(this,itr->second->spellId,true);
    }
    UpdateForQuestWorldObjects();
}
void Player::CompleteQuest( uint32 quest_id )
{
    if( quest_id )
    {
        SetQuestStatus( quest_id, QUEST_STATUS_COMPLETE );
        uint16 log_slot = FindQuestSlot( quest_id );
        if( log_slot < MAX_QUEST_LOG_SIZE)
            SetQuestSlotState(log_slot,QUEST_STATE_COMPLETE);
        if(Quest const* qInfo = objmgr.GetQuestTemplate(quest_id))
        {
            if( qInfo->HasFlag(QUEST_FLAGS_AUTO_REWARDED) )
                RewardQuest(qInfo,0,this,false);
            else
                SendQuestComplete( quest_id );
        }
    }
}
void Player::IncompleteQuest( uint32 quest_id )
{
    if( quest_id )
    {
        SetQuestStatus( quest_id, QUEST_STATUS_INCOMPLETE );
        uint16 log_slot = FindQuestSlot( quest_id );
        if( log_slot < MAX_QUEST_LOG_SIZE)
            RemoveQuestSlotState(log_slot,QUEST_STATE_COMPLETE);
    }
}
void Player::RewardQuest( Quest const *pQuest, uint32 reward, Object* questGiver, bool announce )
{
    //this THING should be here to protect code from quest, which cast on player far teleport as a reward
    //should work fine, cause far teleport will be executed in Player::Update()
    SetCanDelayTeleport(true);
    uint32 quest_id = pQuest->GetQuestId();
    for (uint8 i = 0; i < QUEST_OBJECTIVES_COUNT; ++i)
        if (pQuest->ReqItemId[i])
            DestroyItemCount( pQuest->ReqItemId[i], pQuest->ReqItemCount[i], true);
    TakeQuestSourceItem(quest_id, true); // take quest src item from player on completing quest
    for (uint8 i = 0; i < QUEST_SOURCE_ITEM_IDS_COUNT; ++i)
    {
        if (pQuest->ReqSourceId[i])
        {
            uint32 count = pQuest->ReqSourceCount[i];
            DestroyItemCount(pQuest->ReqSourceId[i], count ? count : 9999, true);
        }
    }
    RemoveTimedQuest(quest_id);
    if (pQuest->GetRewChoiceItemsCount() > 0)
    {
        if (uint32 itemId = pQuest->RewChoiceItemId[reward])
        {
            ItemPosCountVec dest;
            if (CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, itemId, pQuest->RewChoiceItemCount[reward] ) == EQUIP_ERR_OK)
            {
                Item* item = StoreNewItem( dest, itemId, true, Item::GenerateItemRandomPropertyId(itemId));
                SendNewItem(item, pQuest->RewChoiceItemCount[reward], true, false);
            }
        }
    }
    if (pQuest->GetRewItemsCount() > 0)
    {
        for (uint32 i = 0; i < pQuest->GetRewItemsCount(); ++i)
        {
            if (uint32 itemId = pQuest->RewItemId[i])
            {
                ItemPosCountVec dest;
                if (CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, itemId, pQuest->RewItemCount[i] ) == EQUIP_ERR_OK)
                {
                    Item* item = StoreNewItem( dest, itemId, true, Item::GenerateItemRandomPropertyId(itemId));
                    SendNewItem(item, pQuest->RewItemCount[i], true, false);
                }
            }
        }
    }
    RewardReputation(pQuest);
    uint16 log_slot = FindQuestSlot(quest_id);
    if (log_slot < MAX_QUEST_LOG_SIZE)
        SetQuestSlot(log_slot, 0);
    QuestStatusData& q_status = mQuestStatus[quest_id];
    // Not give XP in case already completed once repeatable quest
    uint32 XP = q_status.m_rewarded ? 0 : uint32(pQuest->XPValue( this )*sWorld.getRate(RATE_XP_QUEST));
    // handle SPELL_AURA_MOD_XP_QUEST_PCT auras
    Unit::AuraEffectList const& ModXPPctAuras = GetAurasByType(SPELL_AURA_MOD_XP_QUEST_PCT);
    for (Unit::AuraEffectList::const_iterator i = ModXPPctAuras.begin(); i != ModXPPctAuras.end(); ++i)
        XP = uint32(XP*(1.0f + (*i)->GetAmount() / 100.0f));
    if (getLevel() < sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL))
        GiveXP(XP, NULL);
    else
    {
        uint32 money = uint32(pQuest->GetRewMoneyMaxLevel() * sWorld.getRate(RATE_DROP_MONEY));
        ModifyMoney(money);
        GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_MONEY_FROM_QUEST_REWARD, money);
    }
    // Give player extra money if GetRewOrReqMoney > 0 and get ReqMoney if negative
    if (pQuest->GetRewOrReqMoney())
    {
        ModifyMoney(pQuest->GetRewOrReqMoney());
        if (pQuest->GetRewOrReqMoney() > 0)
            GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_MONEY_FROM_QUEST_REWARD, pQuest->GetRewOrReqMoney());
    }
    // honor reward
    if (pQuest->GetRewHonorableKills())
        RewardHonor(NULL, 0, MaNGOS::Honor::hk_honor_at_level(getLevel(), pQuest->GetRewHonorableKills()));
    // title reward
    if (pQuest->GetCharTitleId())
    {
        if (CharTitlesEntry const* titleEntry = sCharTitlesStore.LookupEntry(pQuest->GetCharTitleId()))
            SetTitle(titleEntry);
    }
    if (pQuest->GetBonusTalents())
    {
        m_questRewardTalentCount+=pQuest->GetBonusTalents();
        InitTalentForLevel();
    }
    // Send reward mail
    if (pQuest->GetRewMailTemplateId())
    {
        MailMessageType mailType;
        uint32 senderGuidOrEntry;
        switch(questGiver->GetTypeId())
        {
            case TYPEID_UNIT:
                mailType = MAIL_CREATURE;
                senderGuidOrEntry = questGiver->GetEntry();
                break;
            case TYPEID_GAMEOBJECT:
                mailType = MAIL_GAMEOBJECT;
                senderGuidOrEntry = questGiver->GetEntry();
                break;
            case TYPEID_ITEM:
                mailType = MAIL_ITEM;
                senderGuidOrEntry = questGiver->GetEntry();
                break;
            case TYPEID_PLAYER:
                mailType = MAIL_NORMAL;
                senderGuidOrEntry = questGiver->GetGUIDLow();
                break;
            default:
                mailType = MAIL_NORMAL;
                senderGuidOrEntry = GetGUIDLow();
                break;
        }
        Loot questMailLoot;
        questMailLoot.FillLoot(pQuest->GetQuestId(), LootTemplates_QuestMail, this,true);
        // fill mail
        MailItemsInfo mi;                                   // item list preparing
        uint32 max_slot = questMailLoot.GetMaxSlotInLootFor(this);
        for (uint32 i = 0; mi.size() < MAX_MAIL_ITEMS && i < max_slot; ++i)
        {
            if (LootItem* lootitem = questMailLoot.LootItemInSlot(i,this))
            {
                if (Item* item = Item::CreateItem(lootitem->itemid,lootitem->count,this))
                {
                    item->SaveToDB();                       // save for prevent lost at next mail load, if send fail then item will deleted
                    mi.AddItem(item->GetGUIDLow(), item->GetEntry(), item);
                }
            }
        }
        WorldSession::SendMailTo(this, mailType, MAIL_STATIONERY_NORMAL, senderGuidOrEntry, GetGUIDLow(), "", 0, &mi, 0, 0, MAIL_CHECK_MASK_NONE,pQuest->GetRewMailDelaySecs(),pQuest->GetRewMailTemplateId());
    }
    if (pQuest->IsDaily())
    {
        SetDailyQuestStatus(quest_id);
        GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_DAILY_QUEST, 1);
    }
    if (!pQuest->IsRepeatable())
        SetQuestStatus(quest_id, QUEST_STATUS_COMPLETE);
    else
        SetQuestStatus(quest_id, QUEST_STATUS_NONE);
    q_status.m_rewarded = true;
    if (q_status.uState != QUEST_NEW)
        q_status.uState = QUEST_CHANGED;
    if (announce)
        SendQuestReward( pQuest, XP, questGiver );
    // cast spells after mark quest complete (some spells have quest completed state reqyurements in spell_area data)
    if (pQuest->GetRewSpellCast() > 0)
        CastSpell( this, pQuest->GetRewSpellCast(), true);
    else if ( pQuest->GetRewSpell() > 0)
        CastSpell( this, pQuest->GetRewSpell(), true);
    if (pQuest->GetZoneOrSort() > 0)
        GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUESTS_IN_ZONE, pQuest->GetZoneOrSort());
    GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUEST_COUNT);
    GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUEST, pQuest->GetQuestId());
    uint32 zone = 0;
    uint32 area = 0;
    // remove auras from spells with quest reward state limitations
    SpellAreaForQuestMapBounds saEndBounds = spellmgr.GetSpellAreaForQuestEndMapBounds(quest_id);
    if(saEndBounds.first != saEndBounds.second)
    {
        GetZoneAndAreaId(zone,area);
        for (SpellAreaForAreaMap::const_iterator itr = saEndBounds.first; itr != saEndBounds.second; ++itr)
            if(!itr->second->IsFitToRequirements(this,zone,area))
                RemoveAurasDueToSpell(itr->second->spellId);
    }
    // Some spells applied at quest reward
    SpellAreaForQuestMapBounds saBounds = spellmgr.GetSpellAreaForQuestMapBounds(quest_id,false);
    if(saBounds.first != saBounds.second)
    {
        if(!zone || !area)
            GetZoneAndAreaId(zone,area);
        for (SpellAreaForAreaMap::const_iterator itr = saBounds.first; itr != saBounds.second; ++itr)
            if(itr->second->autocast && itr->second->IsFitToRequirements(this,zone,area))
                if( !HasAura(itr->second->spellId) )
                    CastSpell(this,itr->second->spellId,true);
    }
    //lets remove flag for delayed teleports
    SetCanDelayTeleport(false);
}
void Player::FailQuest(uint32 questId)
{
    if (Quest const* pQuest = objmgr.GetQuestTemplate(questId))
    {
        SetQuestStatus(questId, QUEST_STATUS_FAILED);
        uint16 log_slot = FindQuestSlot(questId);
        if (log_slot < MAX_QUEST_LOG_SIZE)
        {
            SetQuestSlotTimer(log_slot, 1);
            SetQuestSlotState(log_slot, QUEST_STATE_FAIL);
        }
        if (pQuest->HasFlag(QUEST_TRINITY_FLAGS_TIMED))
        {
            QuestStatusData& q_status = mQuestStatus[questId];
            RemoveTimedQuest(questId);
            q_status.m_timer = 0;
            SendQuestTimerFailed(questId);
        }
        else
            SendQuestFailed(questId);
        // Destroy quest items on quest failure.
        for (uint8 i = 0; i < QUEST_OBJECTIVES_COUNT; ++i)
            if (pQuest->ReqItemId[i] > 0 && pQuest->ReqItemCount[i] > 0)
                // Destroy items recieved on starting the quest.
                DestroyItemCount(pQuest->ReqItemId[i], pQuest->ReqItemCount[i], true, true);
        for (uint8 i = 0; i < QUEST_SOURCE_ITEM_IDS_COUNT; ++i)
            if (pQuest->ReqSourceId[i] > 0 && pQuest->ReqSourceCount[i] > 0)
                // Destroy items recieved during the quest.
                DestroyItemCount(pQuest->ReqSourceId[i], pQuest->ReqSourceCount[i], true, true);
    }
}
bool Player::SatisfyQuestSkillOrClass(Quest const* qInfo, bool msg)
{
    int32 zoneOrSort   = qInfo->GetZoneOrSort();
    int32 skillOrClass = qInfo->GetSkillOrClass();
    // skip zone zoneOrSort and 0 case skillOrClass
    if (zoneOrSort >= 0 && skillOrClass == 0)
        return true;
    int32 questSort = -zoneOrSort;
    uint8 reqSortClass = ClassByQuestSort(questSort);
    // check class sort cases in zoneOrSort
    if( reqSortClass != 0 && getClass() != reqSortClass)
    {
        if (msg)
            SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
        return false;
    }
    // check class
    if (skillOrClass < 0)
    {
        uint8 reqClass = -int32(skillOrClass);
        if (getClass() != reqClass)
        {
            if (msg)
                SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
            return false;
        }
    }
    // check skill
    else if(skillOrClass > 0)
    {
        uint32 reqSkill = skillOrClass;
        if(GetSkillValue(reqSkill) < qInfo->GetRequiredSkillValue())
        {
            if (msg)
                SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
            return false;
        }
    }
    return true;
}
bool Player::SatisfyQuestLevel(Quest const* qInfo, bool msg)
{
    if (getLevel() < qInfo->GetMinLevel())
    {
        if(msg)
            SendCanTakeQuestResponse(INVALIDREASON_DONT_HAVE_REQ);
        return false;
    }
    return true;
}
bool Player::SatisfyQuestLog(bool msg)
{
    // exist free slot
    if (FindQuestSlot(0) < MAX_QUEST_LOG_SIZE)
        return true;
    if (msg)
    {
        WorldPacket data(SMSG_QUESTLOG_FULL, 0);
        GetSession()->SendPacket(&data);
        sLog.outDebug("WORLD: Sent QUEST_LOG_FULL_MESSAGE");
    }
    return false;
}
bool Player::SatisfyQuestPreviousQuest(Quest const* qInfo, bool msg)
{
    // No previous quest (might be first quest in a series)
    if (qInfo->prevQuests.empty())
        return true;
    for (Quest::PrevQuests::const_iterator iter = qInfo->prevQuests.begin(); iter != qInfo->prevQuests.end(); ++iter)
    {
        uint32 prevId = abs(*iter);
        QuestStatusMap::iterator i_prevstatus = mQuestStatus.find( prevId );
        Quest const* qPrevInfo = objmgr.GetQuestTemplate(prevId);
        if (qPrevInfo && i_prevstatus != mQuestStatus.end())
        {
            // If any of the positive previous quests completed, return true
            if (*iter > 0 && i_prevstatus->second.m_rewarded)
            {
                // skip one-from-all exclusive group
                if (qPrevInfo->GetExclusiveGroup() >= 0)
                    return true;
                // each-from-all exclusive group ( < 0)
                // can be start if only all quests in prev quest exclusive group completed and rewarded
                ObjectMgr::ExclusiveQuestGroups::iterator iter2 = objmgr.mExclusiveQuestGroups.lower_bound(qPrevInfo->GetExclusiveGroup());
                ObjectMgr::ExclusiveQuestGroups::iterator end  = objmgr.mExclusiveQuestGroups.upper_bound(qPrevInfo->GetExclusiveGroup());
                assert(iter2 != end);                         // always must be found if qPrevInfo->ExclusiveGroup != 0
                for (; iter2 != end; ++iter2)
                {
                    uint32 exclude_Id = iter2->second;
                    // skip checked quest id, only state of other quests in group is interesting
                    if (exclude_Id == prevId)
                        continue;
                    QuestStatusMap::iterator i_exstatus = mQuestStatus.find(exclude_Id);
                    // alternative quest from group also must be completed and rewarded(reported)
                    if (i_exstatus == mQuestStatus.end() || !i_exstatus->second.m_rewarded)
                    {
                        if (msg)
                            SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
                        return false;
                    }
                }
                return true;
            }
            // If any of the negative previous quests active, return true
            if (*iter < 0 && (i_prevstatus->second.m_status == QUEST_STATUS_INCOMPLETE
                || (i_prevstatus->second.m_status == QUEST_STATUS_COMPLETE && !GetQuestRewardStatus(prevId))))
            {
                // skip one-from-all exclusive group
                if (qPrevInfo->GetExclusiveGroup() >= 0)
                    return true;
                // each-from-all exclusive group ( < 0)
                // can be start if only all quests in prev quest exclusive group active
                ObjectMgr::ExclusiveQuestGroups::iterator iter2 = objmgr.mExclusiveQuestGroups.lower_bound(qPrevInfo->GetExclusiveGroup());
                ObjectMgr::ExclusiveQuestGroups::iterator end  = objmgr.mExclusiveQuestGroups.upper_bound(qPrevInfo->GetExclusiveGroup());
                assert(iter2 != end);                         // always must be found if qPrevInfo->ExclusiveGroup != 0
                for (; iter2 != end; ++iter2)
                {
                    uint32 exclude_Id = iter2->second;
                    // skip checked quest id, only state of other quests in group is interesting
                    if (exclude_Id == prevId)
                        continue;
                    QuestStatusMap::iterator i_exstatus = mQuestStatus.find( exclude_Id );
                    // alternative quest from group also must be active
                    if (i_exstatus == mQuestStatus.end() ||
                        i_exstatus->second.m_status != QUEST_STATUS_INCOMPLETE &&
                        (i_prevstatus->second.m_status != QUEST_STATUS_COMPLETE || GetQuestRewardStatus(prevId)))
                    {
                        if (msg)
                            SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
                        return false;
                    }
                }
                return true;
            }
        }
    }
    // Has only positive prev. quests in non-rewarded state
    // and negative prev. quests in non-active state
    if (msg)
        SendCanTakeQuestResponse(INVALIDREASON_DONT_HAVE_REQ);
    return false;
}
bool Player::SatisfyQuestRace(Quest const* qInfo, bool msg)
{
    uint32 reqraces = qInfo->GetRequiredRaces();
    if (reqraces == 0)
        return true;
    if ((reqraces & getRaceMask()) == 0)
    {
        if (msg)
            SendCanTakeQuestResponse( INVALIDREASON_QUEST_FAILED_WRONG_RACE );
        return false;
    }
    return true;
}
bool Player::SatisfyQuestReputation(Quest const* qInfo, bool msg)
{
    uint32 fIdMin = qInfo->GetRequiredMinRepFaction();      //Min required rep
    if (fIdMin && GetReputationMgr().GetReputation(fIdMin) < qInfo->GetRequiredMinRepValue())
    {
        if (msg)
            SendCanTakeQuestResponse(INVALIDREASON_DONT_HAVE_REQ);
        return false;
    }
    uint32 fIdMax = qInfo->GetRequiredMaxRepFaction();      //Max required rep
    if (fIdMax && GetReputationMgr().GetReputation(fIdMax) >= qInfo->GetRequiredMaxRepValue())
    {
        if (msg)
            SendCanTakeQuestResponse(INVALIDREASON_DONT_HAVE_REQ);
        return false;
    }
    return true;
}
bool Player::SatisfyQuestStatus( Quest const* qInfo, bool msg )
{
    QuestStatusMap::iterator itr = mQuestStatus.find( qInfo->GetQuestId() );
    if  ( itr != mQuestStatus.end() && itr->second.m_status != QUEST_STATUS_NONE )
    {
        if( msg )
            SendCanTakeQuestResponse( INVALIDREASON_QUEST_ALREADY_ON );
        return false;
    }
    return true;
}
bool Player::SatisfyQuestTimed(Quest const* qInfo, bool msg)
{
    if (!m_timedquests.empty() && qInfo->HasFlag(QUEST_TRINITY_FLAGS_TIMED))
    {
        if (msg)
            SendCanTakeQuestResponse(INVALIDREASON_QUEST_ONLY_ONE_TIMED);
        return false;
    }
    return true;
}
bool Player::SatisfyQuestExclusiveGroup( Quest const* qInfo, bool msg )
{
    // non positive exclusive group, if > 0 then can be start if any other quest in exclusive group already started/completed
    if(qInfo->GetExclusiveGroup() <= 0)
        return true;
    ObjectMgr::ExclusiveQuestGroups::iterator iter = objmgr.mExclusiveQuestGroups.lower_bound(qInfo->GetExclusiveGroup());
    ObjectMgr::ExclusiveQuestGroups::iterator end  = objmgr.mExclusiveQuestGroups.upper_bound(qInfo->GetExclusiveGroup());
    assert(iter!=end);                                      // always must be found if qInfo->ExclusiveGroup != 0
    for (; iter != end; ++iter)
    {
        uint32 exclude_Id = iter->second;
        // skip checked quest id, only state of other quests in group is interesting
        if(exclude_Id == qInfo->GetQuestId())
            continue;
        // not allow have daily quest if daily quest from exclusive group already recently completed
        Quest const* Nquest = objmgr.GetQuestTemplate(exclude_Id);
        if( !SatisfyQuestDay(Nquest, false) )
        {
            if( msg )
                SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
            return false;
        }
        QuestStatusMap::iterator i_exstatus = mQuestStatus.find( exclude_Id );
        // alternative quest already started or completed
        if( i_exstatus != mQuestStatus.end()
            && (i_exstatus->second.m_status == QUEST_STATUS_COMPLETE || i_exstatus->second.m_status == QUEST_STATUS_INCOMPLETE) )
        {
            if( msg )
                SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
            return false;
        }
    }
    return true;
}
bool Player::SatisfyQuestNextChain( Quest const* qInfo, bool msg )
{
    if(!qInfo->GetNextQuestInChain())
        return true;
    // next quest in chain already started or completed
    QuestStatusMap::iterator itr = mQuestStatus.find( qInfo->GetNextQuestInChain() );
    if( itr != mQuestStatus.end()
        && (itr->second.m_status == QUEST_STATUS_COMPLETE || itr->second.m_status == QUEST_STATUS_INCOMPLETE) )
    {
        if( msg )
            SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
        return false;
    }
    // check for all quests further up the chain
    // only necessary if there are quest chains with more than one quest that can be skipped
    //return SatisfyQuestNextChain( qInfo->GetNextQuestInChain(), msg );
    return true;
}
bool Player::SatisfyQuestPrevChain( Quest const* qInfo, bool msg )
{
    // No previous quest in chain
    if( qInfo->prevChainQuests.empty())
        return true;
    for (Quest::PrevChainQuests::const_iterator iter = qInfo->prevChainQuests.begin(); iter != qInfo->prevChainQuests.end(); ++iter )
    {
        uint32 prevId = *iter;
        QuestStatusMap::iterator i_prevstatus = mQuestStatus.find( prevId );
        if( i_prevstatus != mQuestStatus.end() )
        {
            // If any of the previous quests in chain active, return false
            if( i_prevstatus->second.m_status == QUEST_STATUS_INCOMPLETE
                || (i_prevstatus->second.m_status == QUEST_STATUS_COMPLETE && !GetQuestRewardStatus(prevId)))
            {
                if( msg )
                    SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
                return false;
            }
        }
        // check for all quests further down the chain
        // only necessary if there are quest chains with more than one quest that can be skipped
        //if( !SatisfyQuestPrevChain( prevId, msg ) )
        //    return false;
    }
    // No previous quest in chain active
    return true;
}
bool Player::SatisfyQuestDay( Quest const* qInfo, bool msg )
{
    if(!qInfo->IsDaily())
        return true;
    bool have_slot = false;
    for (uint32 quest_daily_idx = 0; quest_daily_idx < PLAYER_MAX_DAILY_QUESTS; ++quest_daily_idx)
    {
        uint32 id = GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx);
        if(qInfo->GetQuestId()==id)
            return false;
        if(!id)
            have_slot = true;
    }
    if(!have_slot)
    {
        if( msg )
            SendCanTakeQuestResponse( INVALIDREASON_DAILY_QUESTS_REMAINING );
        return false;
    }
    return true;
}
bool Player::GiveQuestSourceItem( Quest const *pQuest )
{
    uint32 srcitem = pQuest->GetSrcItemId();
    if( srcitem > 0 )
    {
        uint32 count = pQuest->GetSrcItemCount();
        if( count <= 0 )
            count = 1;
        ItemPosCountVec dest;
        uint8 msg = CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, srcitem, count );
        if( msg == EQUIP_ERR_OK )
        {
            Item * item = StoreNewItem(dest, srcitem, true);
            SendNewItem(item, count, true, false);
            return true;
        }
        // player already have max amount required item, just report success
        else if( msg == EQUIP_ERR_CANT_CARRY_MORE_OF_THIS )
            return true;
        else
            SendEquipError( msg, NULL, NULL );
        return false;
    }
    return true;
}
bool Player::TakeQuestSourceItem(uint32 quest_id, bool msg)
{
    Quest const* qInfo = objmgr.GetQuestTemplate(quest_id);
    if (qInfo)
    {
        uint32 srcitem = qInfo->GetSrcItemId();
        if (srcitem > 0)
        {
            uint32 count = qInfo->GetSrcItemCount();
            if (count <= 0)
                count = 1;
            // exist one case when destroy source quest item not possible:
            // non un-equippable item (equipped non-empty bag, for example)
            uint8 res = CanUnequipItems(srcitem,count);
            if (res != EQUIP_ERR_OK)
            {
                if (msg)
                    SendEquipError(res, NULL, NULL);
                return false;
            }
            DestroyItemCount(srcitem, count, true, true);
        }
    }
    return true;
}
bool Player::GetQuestRewardStatus(uint32 quest_id) const
{
    Quest const* qInfo = objmgr.GetQuestTemplate(quest_id);
    if (qInfo)
    {
        // for repeatable quests: rewarded field is set after first reward only to prevent getting XP more than once
        QuestStatusMap::const_iterator itr = mQuestStatus.find(quest_id);
        if(itr != mQuestStatus.end() && itr->second.m_status != QUEST_STATUS_NONE
            && !qInfo->IsRepeatable())
            return itr->second.m_rewarded;
        return false;
    }
    return false;
}
QuestStatus Player::GetQuestStatus(uint32 quest_id) const
{
    if (quest_id)
    {
        QuestStatusMap::const_iterator itr = mQuestStatus.find(quest_id);
        if (itr != mQuestStatus.end())
            return itr->second.m_status;
    }
    return QUEST_STATUS_NONE;
}
bool Player::CanShareQuest(uint32 quest_id) const
{
    Quest const* qInfo = objmgr.GetQuestTemplate(quest_id);
    if (qInfo && qInfo->HasFlag(QUEST_FLAGS_SHARABLE))
    {
        QuestStatusMap::const_iterator itr = mQuestStatus.find( quest_id );
        if (itr != mQuestStatus.end())
            return itr->second.m_status == QUEST_STATUS_NONE || itr->second.m_status == QUEST_STATUS_INCOMPLETE;
    }
    return false;
}
void Player::SetQuestStatus(uint32 quest_id, QuestStatus status)
{
    if (Quest const* qInfo = objmgr.GetQuestTemplate(quest_id))
    {
        QuestStatusData& q_status = mQuestStatus[quest_id];
        q_status.m_status = status;
        if (q_status.uState != QUEST_NEW)
            q_status.uState = QUEST_CHANGED;
    }
    UpdateForQuestWorldObjects();
}
// not used in Trinity, but used in scripting code
uint32 Player::GetReqKillOrCastCurrentCount(uint32 quest_id, int32 entry)
{
    Quest const* qInfo = objmgr.GetQuestTemplate(quest_id);
    if (!qInfo)
        return 0;
    for (uint8 j = 0; j < QUEST_OBJECTIVES_COUNT; ++j)
        if ( qInfo->ReqCreatureOrGOId[j] == entry )
            return mQuestStatus[quest_id].m_creatureOrGOcount[j];
    return 0;
}
void Player::AdjustQuestReqItemCount(Quest const* pQuest, QuestStatusData& questStatusData)
{
    if (pQuest->HasFlag( QUEST_TRINITY_FLAGS_DELIVER))
    {
        for (uint8 i = 0; i < QUEST_OBJECTIVES_COUNT; ++i)
        {
            uint32 reqitemcount = pQuest->ReqItemCount[i];
            if (reqitemcount != 0)
            {
                uint32 curitemcount = GetItemCount(pQuest->ReqItemId[i],true);
                questStatusData.m_itemcount[i] = std::min(curitemcount, reqitemcount);
                if (questStatusData.uState != QUEST_NEW)
                    questStatusData.uState = QUEST_CHANGED;
            }
        }
    }
}
uint16 Player::FindQuestSlot( uint32 quest_id ) const
{
    for (uint16 i = 0; i < MAX_QUEST_LOG_SIZE; ++i)
        if (GetQuestSlotQuestId(i) == quest_id)
            return i;
    return MAX_QUEST_LOG_SIZE;
}
void Player::AreaExploredOrEventHappens(uint32 questId)
{
    if (questId)
    {
        uint16 log_slot = FindQuestSlot(questId);
        if (log_slot < MAX_QUEST_LOG_SIZE)
        {
            QuestStatusData& q_status = mQuestStatus[questId];
            if (!q_status.m_explored)
            {
                q_status.m_explored = true;
                if (q_status.uState != QUEST_NEW)
                    q_status.uState = QUEST_CHANGED;
            }
        }
        if (CanCompleteQuest(questId))
            CompleteQuest(questId);
    }
}
//not used in Trinityd, function for external script library
void Player::GroupEventHappens( uint32 questId, WorldObject const* pEventObject )
{
    if (Group *pGroup = GetGroup())
    {
        for (GroupReference *itr = pGroup->GetFirstMember(); itr != NULL; itr = itr->next())
        {
            Player *pGroupGuy = itr->getSource();
            // for any leave or dead (with not released body) group member at appropriate distance
            if (pGroupGuy && pGroupGuy->IsAtGroupRewardDistance(pEventObject) && !pGroupGuy->GetCorpse())
                pGroupGuy->AreaExploredOrEventHappens(questId);
        }
    }
    else
        AreaExploredOrEventHappens(questId);
}
void Player::ItemAddedQuestCheck( uint32 entry, uint32 count)
{
    for (uint8 i = 0; i < MAX_QUEST_LOG_SIZE; ++i)
    {
        uint32 questid = GetQuestSlotQuestId(i);
        if (questid == 0)
            continue;
        QuestStatusData& q_status = mQuestStatus[questid];
        if (q_status.m_status != QUEST_STATUS_INCOMPLETE)
            continue;
        Quest const* qInfo = objmgr.GetQuestTemplate(questid);
        if( !qInfo || !qInfo->HasFlag(QUEST_TRINITY_FLAGS_DELIVER))
            continue;
        for (uint8 j = 0; j < QUEST_OBJECTIVES_COUNT; ++j)
        {
            uint32 reqitem = qInfo->ReqItemId[j];
            if (reqitem == entry)
            {
                uint32 reqitemcount = qInfo->ReqItemCount[j];
                uint32 curitemcount = q_status.m_itemcount[j];
                if (curitemcount < reqitemcount)
                {
                    uint32 additemcount = curitemcount + count <= reqitemcount ? count : reqitemcount - curitemcount;
                    q_status.m_itemcount[j] += additemcount;
                    if (q_status.uState != QUEST_NEW) q_status.uState = QUEST_CHANGED;
                    SendQuestUpdateAddItem(qInfo, j, additemcount);
                }
                if ( CanCompleteQuest( questid))
                    CompleteQuest( questid );
                return;
            }
        }
    }
    UpdateForQuestWorldObjects();
}
void Player::ItemRemovedQuestCheck( uint32 entry, uint32 count)
{
    for (uint8 i = 0; i < MAX_QUEST_LOG_SIZE; ++i)
    {
        uint32 questid = GetQuestSlotQuestId(i);
        if(!questid)
            continue;
        Quest const* qInfo = objmgr.GetQuestTemplate(questid);
        if (!qInfo)
            continue;
        if( !qInfo->HasFlag(QUEST_TRINITY_FLAGS_DELIVER))
            continue;
        for (uint8 j = 0; j < QUEST_OBJECTIVES_COUNT; ++j)
        {
            uint32 reqitem = qInfo->ReqItemId[j];
            if (reqitem == entry)
            {
                QuestStatusData& q_status = mQuestStatus[questid];
                uint32 reqitemcount = qInfo->ReqItemCount[j];
                uint32 curitemcount;
                if (q_status.m_status != QUEST_STATUS_COMPLETE)
                    curitemcount = q_status.m_itemcount[j];
                else
                    curitemcount = GetItemCount(entry,true);
                if (curitemcount < reqitemcount + count)
                {
                    uint32 remitemcount = curitemcount <= reqitemcount ? count : count + reqitemcount - curitemcount;
                    q_status.m_itemcount[j] = curitemcount - remitemcount;
                    if (q_status.uState != QUEST_NEW)
                        q_status.uState = QUEST_CHANGED;
                    IncompleteQuest(questid);
                }
                return;
            }
        }
    }
    UpdateForQuestWorldObjects();
}
void Player::KilledMonster(CreatureInfo const* cInfo, uint64 guid)
{
    if (cInfo->Entry)
        KilledMonsterCredit(cInfo->Entry,guid);
    for (uint8 i = 0; i < MAX_KILL_CREDIT; ++i)
        if (cInfo->KillCredit[i])
            KilledMonsterCredit(cInfo->KillCredit[i],guid);
}
void Player::KilledMonsterCredit(uint32 entry, uint64 guid)
{
    uint32 addkillcount = 1;
    uint32 real_entry = entry;
    if (guid)
    {
        Creature *killed = GetMap()->GetCreature(guid);
        if (killed && killed->GetEntry())
            real_entry = killed->GetEntry();
    }
    GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_KILL_CREATURE, real_entry, addkillcount);
    for (uint8 i = 0; i < MAX_QUEST_LOG_SIZE; ++i)
    {
        uint32 questid = GetQuestSlotQuestId(i);
        if (!questid)
            continue;
        Quest const* qInfo = objmgr.GetQuestTemplate(questid);
        if (!qInfo)
            continue;
        // just if !ingroup || !noraidgroup || raidgroup
        QuestStatusData& q_status = mQuestStatus[questid];
        if(q_status.m_status == QUEST_STATUS_INCOMPLETE && (!GetGroup() || !GetGroup()->isRaidGroup() || qInfo->GetType() == QUEST_TYPE_RAID))
        {
            if (qInfo->HasFlag( QUEST_TRINITY_FLAGS_KILL_OR_CAST))
            {
                for (uint8 j = 0; j < QUEST_OBJECTIVES_COUNT; ++j)
                {
                    // skip GO activate objective or none
                    if (qInfo->ReqCreatureOrGOId[j] <= 0)
                        continue;
                    // skip Cast at creature objective
                    if (qInfo->ReqSpell[j] != 0)
                        continue;
                    uint32 reqkill = qInfo->ReqCreatureOrGOId[j];
                    if (reqkill == entry)
                    {
                        uint32 reqkillcount = qInfo->ReqCreatureOrGOCount[j];
                        uint32 curkillcount = q_status.m_creatureOrGOcount[j];
                        if (curkillcount < reqkillcount)
                        {
                            q_status.m_creatureOrGOcount[j] = curkillcount + addkillcount;
                            if (q_status.uState != QUEST_NEW)
                                q_status.uState = QUEST_CHANGED;
                            SendQuestUpdateAddCreatureOrGo( qInfo, guid, j, curkillcount, addkillcount);
                        }
                        if (CanCompleteQuest(questid))
                            CompleteQuest(questid);
                        // same objective target can be in many active quests, but not in 2 objectives for single quest (code optimization).
                        continue;
                    }
                }
            }
        }
    }
}
void Player::CastedCreatureOrGO(uint32 entry, uint64 guid, uint32 spell_id)
{
    bool isCreature = IS_CRE_OR_VEH_GUID(guid);
    uint32 addCastCount = 1;
    for (uint8 i = 0; i < MAX_QUEST_LOG_SIZE; ++i)
    {
        uint32 questid = GetQuestSlotQuestId(i);
        if(!questid)
            continue;
        Quest const* qInfo = objmgr.GetQuestTemplate(questid);
        if (!qInfo)
            continue;
        QuestStatusData& q_status = mQuestStatus[questid];
        if (q_status.m_status == QUEST_STATUS_INCOMPLETE)
        {
            if (qInfo->HasFlag( QUEST_TRINITY_FLAGS_KILL_OR_CAST))
            {
                for (uint8 j = 0; j < QUEST_OBJECTIVES_COUNT; ++j)
                {
                    // skip kill creature objective (0) or wrong spell casts
                    if (qInfo->ReqSpell[j] != spell_id)
                        continue;
                    uint32 reqTarget = 0;
                    if (isCreature)
                    {
                        // creature activate objectives
                        if (qInfo->ReqCreatureOrGOId[j] > 0)
                            // checked at quest_template loading
                            reqTarget = qInfo->ReqCreatureOrGOId[j];
                    }
                    else
                    {
                        // GO activate objective
                        if (qInfo->ReqCreatureOrGOId[j] < 0)
                            // checked at quest_template loading
                            reqTarget = - qInfo->ReqCreatureOrGOId[j];
                    }
                    // other not this creature/GO related objectives
                    if(reqTarget != entry)
                        continue;
                    uint32 reqCastCount = qInfo->ReqCreatureOrGOCount[j];
                    uint32 curCastCount = q_status.m_creatureOrGOcount[j];
                    if (curCastCount < reqCastCount)
                    {
                        q_status.m_creatureOrGOcount[j] = curCastCount + addCastCount;
                        if (q_status.uState != QUEST_NEW)
                            q_status.uState = QUEST_CHANGED;
                        SendQuestUpdateAddCreatureOrGo(qInfo, guid, j, curCastCount, addCastCount);
                    }
                    if (CanCompleteQuest(questid))
                        CompleteQuest(questid);
                    // same objective target can be in many active quests, but not in 2 objectives for single quest (code optimization).
                    break;
                }
            }
        }
    }
}
void Player::TalkedToCreature(uint32 entry, uint64 guid)
{
    uint32 addTalkCount = 1;
    for (uint8 i = 0; i < MAX_QUEST_LOG_SIZE; ++i)
    {
        uint32 questid = GetQuestSlotQuestId(i);
        if (!questid)
            continue;
        Quest const* qInfo = objmgr.GetQuestTemplate(questid);
        if (!qInfo)
            continue;
        QuestStatusData& q_status = mQuestStatus[questid];
        if (q_status.m_status == QUEST_STATUS_INCOMPLETE)
        {
            if (qInfo->HasFlag(QUEST_TRINITY_FLAGS_KILL_OR_CAST | QUEST_TRINITY_FLAGS_SPEAKTO))
            {
                for (uint8 j = 0; j < QUEST_OBJECTIVES_COUNT; ++j)
                {
                                                            // skip spell casts and Gameobject objectives
                    if (qInfo->ReqSpell[j] > 0 || qInfo->ReqCreatureOrGOId[j] < 0)
                        continue;
                    uint32 reqTarget = 0;
                    if (qInfo->ReqCreatureOrGOId[j] > 0)    // creature activate objectives
                                                            // checked at quest_template loading
                        reqTarget = qInfo->ReqCreatureOrGOId[j];
                    else
                        continue;
                    if (reqTarget == entry)
                    {
                        uint32 reqTalkCount = qInfo->ReqCreatureOrGOCount[j];
                        uint32 curTalkCount = q_status.m_creatureOrGOcount[j];
                        if (curTalkCount < reqTalkCount)
                        {
                            q_status.m_creatureOrGOcount[j] = curTalkCount + addTalkCount;
                            if (q_status.uState != QUEST_NEW)
                                q_status.uState = QUEST_CHANGED;
                            SendQuestUpdateAddCreatureOrGo(qInfo, guid, j, curTalkCount, addTalkCount);
                        }
                        if (CanCompleteQuest(questid))
                            CompleteQuest(questid);
                        // same objective target can be in many active quests, but not in 2 objectives for single quest (code optimization).
                        continue;
                    }
                }
            }
        }
    }
}
void Player::MoneyChanged( uint32 count )
{
    for (uint8 i = 0; i < MAX_QUEST_LOG_SIZE; ++i)
    {
        uint32 questid = GetQuestSlotQuestId(i);
        if (!questid)
            continue;
        Quest const* qInfo = objmgr.GetQuestTemplate(questid);
        if (qInfo && qInfo->GetRewOrReqMoney() < 0)
        {
            QuestStatusData& q_status = mQuestStatus[questid];
            if (q_status.m_status == QUEST_STATUS_INCOMPLETE)
            {
                if (int32(count) >= -qInfo->GetRewOrReqMoney())
                {
                    if (CanCompleteQuest(questid))
                        CompleteQuest(questid);
                }
            }
            else if (q_status.m_status == QUEST_STATUS_COMPLETE)
            {
                if (int32(count) < -qInfo->GetRewOrReqMoney())
                    IncompleteQuest(questid);
            }
        }
    }
}
void Player::ReputationChanged(FactionEntry const* factionEntry)
{
    for (uint8 i = 0; i < MAX_QUEST_LOG_SIZE; ++i)
    {
        if(uint32 questid = GetQuestSlotQuestId(i))
        {
            if (Quest const* qInfo = objmgr.GetQuestTemplate(questid))
            {
                if (qInfo->GetRepObjectiveFaction() == factionEntry->ID)
                {
                    QuestStatusData& q_status = mQuestStatus[questid];
                    if (q_status.m_status == QUEST_STATUS_INCOMPLETE)
                    {
                        if (GetReputationMgr().GetReputation(factionEntry) >= qInfo->GetRepObjectiveValue())
                            if (CanCompleteQuest(questid))
                                CompleteQuest(questid);
                    }
                    else if(q_status.m_status == QUEST_STATUS_COMPLETE)
                    {
                        if (GetReputationMgr().GetReputation(factionEntry) < qInfo->GetRepObjectiveValue())
                            IncompleteQuest(questid);
                    }
                }
            }
        }
    }
}
bool Player::HasQuestForItem(uint32 itemid) const
{
    for (uint8 i = 0; i < MAX_QUEST_LOG_SIZE; ++i)
    {
        uint32 questid = GetQuestSlotQuestId(i);
        if (questid == 0)
            continue;
        QuestStatusMap::const_iterator qs_itr = mQuestStatus.find(questid);
        if(qs_itr == mQuestStatus.end())
            continue;
        QuestStatusData const& q_status = qs_itr->second;
        if (q_status.m_status == QUEST_STATUS_INCOMPLETE)
        {
            Quest const* qinfo = objmgr.GetQuestTemplate(questid);
            if (!qinfo)
                continue;
            // hide quest if player is in raid-group and quest is no raid quest
            if (GetGroup() && GetGroup()->isRaidGroup() && qinfo->GetType() != QUEST_TYPE_RAID)
                if (!InBattleGround()) //there are two ways.. we can make every bg-quest a raidquest, or add this code here.. i don't know if this can be exploited by other quests, but i think all other quests depend on a specific area.. but keep this in mind, if something strange happens later
                    continue;
            // There should be no mixed ReqItem/ReqSource drop
            // This part for ReqItem drop
            for (uint8 j = 0; j < QUEST_OBJECTIVES_COUNT; ++j)
            {
                if (itemid == qinfo->ReqItemId[j] && q_status.m_itemcount[j] < qinfo->ReqItemCount[j])
                    return true;
            }
            // This part - for ReqSource
            for (uint8 j = 0; j < QUEST_SOURCE_ITEM_IDS_COUNT; ++j)
            {
                // examined item is a source item
                if (qinfo->ReqSourceId[j] == itemid)
                {
                    ItemPrototype const *pProto = objmgr.GetItemPrototype(itemid);
                    // 'unique' item
                    if (pProto->MaxCount && GetItemCount(itemid,true) < pProto->MaxCount)
                        return true;
                    // allows custom amount drop when not 0
                    if (qinfo->ReqSourceCount[j])
                    {
                        if (GetItemCount(itemid,true) < qinfo->ReqSourceCount[j])
                            return true;
                    } else if (GetItemCount(itemid,true) < pProto->Stackable)
                        return true;
                }
            }
        }
    }
    return false;
}
void Player::SendQuestComplete(uint32 quest_id)
{
    if(quest_id)
    {
        WorldPacket data(SMSG_QUESTUPDATE_COMPLETE, 4);
        data << uint32(quest_id);
        GetSession()->SendPacket(&data);
        sLog.outDebug("WORLD: Sent SMSG_QUESTUPDATE_COMPLETE quest = %u", quest_id);
    }
}
void Player::SendQuestReward( Quest const *pQuest, uint32 XP, Object * questGiver )
{
    uint32 questid = pQuest->GetQuestId();
    sLog.outDebug( "WORLD: Sent SMSG_QUESTGIVER_QUEST_COMPLETE quest = %u", questid );
    gameeventmgr.HandleQuestComplete(questid);
    WorldPacket data( SMSG_QUESTGIVER_QUEST_COMPLETE, (4+4+4+4+4) );
    data << uint32(questid);
    if ( getLevel() < sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL) )
    {
        data << uint32(XP);
        data << uint32(pQuest->GetRewOrReqMoney());
    }
    else
    {
        data << uint32(0);
        data << uint32(pQuest->GetRewOrReqMoney() + int32(pQuest->GetRewMoneyMaxLevel() * sWorld.getRate(RATE_DROP_MONEY)));
    }
    data << uint32(10*Trinity::Honor::hk_honor_at_level(getLevel(), pQuest->GetRewHonorableKills()));
    data << uint32(pQuest->GetBonusTalents());              // bonus talents
    GetSession()->SendPacket( &data );
    if (pQuest->GetQuestCompleteScript() != 0)
        GetMap()->ScriptsStart(sQuestEndScripts, pQuest->GetQuestCompleteScript(), questGiver, this);
}
void Player::SendQuestFailed( uint32 quest_id )
{
    if( quest_id )
    {
        WorldPacket data( SMSG_QUESTGIVER_QUEST_FAILED, 4+4 );
        data << quest_id;
        data << uint32(0);                                  // failed reason (4 for inventory is full)
        GetSession()->SendPacket( &data );
        sLog.outDebug("WORLD: Sent SMSG_QUESTGIVER_QUEST_FAILED");
    }
}
void Player::SendQuestTimerFailed( uint32 quest_id )
{
    if( quest_id )
    {
        WorldPacket data( SMSG_QUESTUPDATE_FAILEDTIMER, 4 );
        data << quest_id;
        GetSession()->SendPacket( &data );
        sLog.outDebug("WORLD: Sent SMSG_QUESTUPDATE_FAILEDTIMER");
    }
}
void Player::SendCanTakeQuestResponse( uint32 msg )
{
    WorldPacket data( SMSG_QUESTGIVER_QUEST_INVALID, 4 );
    data << uint32(msg);
    GetSession()->SendPacket( &data );
    sLog.outDebug("WORLD: Sent SMSG_QUESTGIVER_QUEST_INVALID");
}
void Player::SendPushToPartyResponse( Player *pPlayer, uint32 msg )
{
    if( pPlayer )
    {
        WorldPacket data( MSG_QUEST_PUSH_RESULT, (8+1) );
        data << uint64(pPlayer->GetGUID());
        data << uint8(msg);                                 // valid values: 0-8
        GetSession()->SendPacket( &data );
        sLog.outDebug("WORLD: Sent MSG_QUEST_PUSH_RESULT");
    }
}
void Player::SendQuestUpdateAddItem( Quest const* pQuest, uint32 item_idx, uint32 count )
{
    WorldPacket data( SMSG_QUESTUPDATE_ADD_ITEM, 0 );
    sLog.outDebug( "WORLD: Sent SMSG_QUESTUPDATE_ADD_ITEM" );
    //data << pQuest->ReqItemId[item_idx];
    //data << count;
    GetSession()->SendPacket( &data );
}
void Player::SendQuestUpdateAddCreatureOrGo( Quest const* pQuest, uint64 guid, uint32 creatureOrGO_idx, uint32 old_count, uint32 add_count )
{
    assert(old_count + add_count < 256 && "mob/GO count store in 8 bits 2^8 = 256 (0..256)");
    int32 entry = pQuest->ReqCreatureOrGOId[ creatureOrGO_idx ];
    if (entry < 0)
        // client expected gameobject template id in form (id|0x80000000)
        entry = (-entry) | 0x80000000;
    WorldPacket data( SMSG_QUESTUPDATE_ADD_KILL, (4*4+8) );
    sLog.outDebug( "WORLD: Sent SMSG_QUESTUPDATE_ADD_KILL" );
    data << uint32(pQuest->GetQuestId());
    data << uint32(entry);
    data << uint32(old_count + add_count);
    data << uint32(pQuest->ReqCreatureOrGOCount[ creatureOrGO_idx ]);
    data << uint64(guid);
    GetSession()->SendPacket(&data);
    uint16 log_slot = FindQuestSlot( pQuest->GetQuestId() );
    if( log_slot < MAX_QUEST_LOG_SIZE)
        SetQuestSlotCounter(log_slot,creatureOrGO_idx,GetQuestSlotCounter(log_slot,creatureOrGO_idx)+add_count);
}
/*********************************************************/
/***                   LOAD SYSTEM                     ***/
/*********************************************************/
bool Player::MinimalLoadFromDB( QueryResult *result, uint32 guid )
{
    bool delete_result = true;
    if (!result)
    {
        //                                        0     1     2     3           4           5           6    7          8          9         10    11
        result = CharacterDatabase.PQuery("SELECT guid, data, name, position_x, position_y, position_z, map, totaltime, leveltime, at_login, zone, level FROM characters WHERE guid = '%u'",guid);
        if (!result)
            return false;
    }
    else
        delete_result = false;
    Field *fields = result->Fetch();
    if (!LoadValues( fields[1].GetString()))
    {
        sLog.outError("Player #%d have broken data in `data` field. Can't be loaded for character list.",GUID_LOPART(guid));
        if (delete_result)
            delete result;
        return false;
    }
    // overwrite possible wrong/corrupted guid
    SetUInt64Value(OBJECT_FIELD_GUID, MAKE_NEW_GUID(guid, 0, HIGHGUID_PLAYER));
    m_name = fields[2].GetCppString();
    Relocate(fields[3].GetFloat(),fields[4].GetFloat(),fields[5].GetFloat());
    Map *map = MapManager::Instance().CreateMap(fields[6].GetUInt32(), this, 0);
    SetMap(map);
    // randomize first save time in range [CONFIG_INTERVAL_SAVE] around [CONFIG_INTERVAL_SAVE]
    // this must help in case next save after mass player load after server startup
    m_nextSave = urand(m_nextSave/2,m_nextSave*3/2);
    // the instance id is not needed at character enum
    m_Played_time[PLAYED_TIME_TOTAL] = fields[7].GetUInt32();
    m_Played_time[PLAYED_TIME_LEVEL] = fields[8].GetUInt32();
    m_atLoginFlags = fields[9].GetUInt32();
    // I don't see these used anywhere ..
    /*_LoadGroup();
    _LoadBoundInstances();*/
    if (delete_result)
        delete result;
    for (uint8 i = 0; i < PLAYER_SLOTS_COUNT; i++)
        m_items[i] = NULL;
    if (HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_GHOST))
        m_deathState = DEAD;
    return true;
}
void Player::_LoadDeclinedNames(QueryResult* result)
{
    if(!result)
        return;
    if(m_declinedname)
        delete m_declinedname;
    m_declinedname = new DeclinedName;
    Field *fields = result->Fetch();
    for (uint8 i = 0; i < MAX_DECLINED_NAME_CASES; ++i)
        m_declinedname->name[i] = fields[i].GetCppString();
    delete result;
}
void Player::_LoadArenaTeamInfo(QueryResult *result)
{
    // arenateamid, played_week, played_season, personal_rating
    memset((void*)&m_uint32Values[PLAYER_FIELD_ARENA_TEAM_INFO_1_1], 0, sizeof(uint32)*18);
    if (!result)
        return;
    do
    {
        Field *fields = result->Fetch();
        uint32 arenateamid     = fields[0].GetUInt32();
        uint32 played_week     = fields[1].GetUInt32();
        uint32 played_season   = fields[2].GetUInt32();
        uint32 personal_rating = fields[3].GetUInt32();
        ArenaTeam* aTeam = objmgr.GetArenaTeamById(arenateamid);
        if(!aTeam)
        {
            sLog.outError("Player::_LoadArenaTeamInfo: couldn't load arenateam %u, week %u, season %u, rating %u", arenateamid, played_week, played_season, personal_rating);
            continue;
        }
        uint8  arenaSlot = aTeam->GetSlot();
        m_uint32Values[PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + arenaSlot * 6]     = arenateamid;      // TeamID
        m_uint32Values[PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + arenaSlot * 6 + 1] = ((aTeam->GetCaptain() == GetGUID()) ? (uint32)0 : (uint32)1); // Captain 0, member 1
        m_uint32Values[PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + arenaSlot * 6 + 2] = played_week;      // Played Week
        m_uint32Values[PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + arenaSlot * 6 + 3] = played_season;    // Played Season
        m_uint32Values[PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + arenaSlot * 6 + 4] = 0;                // Unk
        m_uint32Values[PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + arenaSlot * 6 + 5] = personal_rating;  // Personal Rating
    }while (result->NextRow());
    delete result;
}
void Player::_LoadEquipmentSets(QueryResult *result)
{
    // SetPQuery(PLAYER_LOGIN_QUERY_LOADEQUIPMENTSETS,   "SELECT setguid, setindex, name, iconname, item0, item1, item2, item3, item4, item5, item6, item7, item8, item9, item10, item11, item12, item13, item14, item15, item16, item17, item18 FROM character_equipmentsets WHERE guid = '%u' ORDER BY setindex", GUID_LOPART(m_guid));
    if (!result)
        return;
    uint32 count = 0;
    do
    {
        Field *fields = result->Fetch();
        EquipmentSet eqSet;
        eqSet.Guid      = fields[0].GetUInt64();
        uint32 index    = fields[1].GetUInt32();
        eqSet.Name      = fields[2].GetCppString();
        eqSet.IconName  = fields[3].GetCppString();
        eqSet.state     = EQUIPMENT_SET_UNCHANGED;
        for (uint32 i = 0; i < EQUIPMENT_SLOT_END; ++i)
            eqSet.Items[i] = fields[4+i].GetUInt32();
        m_EquipmentSets[index] = eqSet;
        ++count;
        if(count >= MAX_EQUIPMENT_SET_INDEX)                // client limit
            break;
    } while (result->NextRow());
    delete result;
}
void Player::_LoadBGData(QueryResult* result)
{
    if (!result)
        return;
    // Expecting only one row
    Field *fields = result->Fetch();
    /* bgInstanceID, bgTeam, x, y, z, o, map, taxi[0], taxi[1], mountSpell */
    m_bgData.bgInstanceID = fields[0].GetUInt32();
    m_bgData.bgTeam       = fields[1].GetUInt32();
    m_bgData.joinPos      = WorldLocation(fields[6].GetUInt32(),    // Map
                                          fields[2].GetFloat(),     // X
                                          fields[3].GetFloat(),     // Y
                                          fields[4].GetFloat(),     // Z
                                          fields[5].GetFloat());    // Orientation
    m_bgData.taxiPath[0]  = fields[7].GetUInt32();
    m_bgData.taxiPath[1]  = fields[8].GetUInt32();
    m_bgData.mountSpell   = fields[9].GetUInt32();
    delete result;
}
bool Player::LoadPositionFromDB(uint32& mapid, float& x,float& y,float& z,float& o, bool& in_flight, uint64 guid)
{
    QueryResult *result = CharacterDatabase.PQuery("SELECT position_x,position_y,position_z,orientation,map,taxi_path FROM characters WHERE guid = '%u'",GUID_LOPART(guid));
    if(!result)
        return false;
    Field *fields = result->Fetch();
    x = fields[0].GetFloat();
    y = fields[1].GetFloat();
    z = fields[2].GetFloat();
    o = fields[3].GetFloat();
    mapid = fields[4].GetUInt32();
    in_flight = !fields[5].GetCppString().empty();
    delete result;
    return true;
}
bool Player::LoadValuesArrayFromDB(Tokens& data, uint64 guid)
{
    QueryResult *result = CharacterDatabase.PQuery("SELECT data FROM characters WHERE guid='%u'",GUID_LOPART(guid));
    if( !result )
        return false;
    Field *fields = result->Fetch();
    data = StrSplit(fields[0].GetCppString(), " ");
    delete result;
    return true;
}
uint32 Player::GetUInt32ValueFromArray(Tokens const& data, uint16 index)
{
    if(index >= data.size())
        return 0;
    return (uint32)atoi(data[index].c_str());
}
float Player::GetFloatValueFromArray(Tokens const& data, uint16 index)
{
    float result;
    uint32 temp = Player::GetUInt32ValueFromArray(data,index);
    memcpy(&result, &temp, sizeof(result));
    return result;
}
uint32 Player::GetUInt32ValueFromDB(uint16 index, uint64 guid)
{
    // todo: cleanup in this, move to a separate function.
    if(    index == PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + 0 * 6 + 5
        || index == PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + 1 * 6 + 5
        || index == PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + 2 * 6 + 5
        || index == PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + (0 * 6)
        || index == PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + (1 * 6)
        || index == PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + (2 * 6)
        || index == UNIT_FIELD_LEVEL)
    {
        CachePlayerInfoMap::iterator _iter = objmgr.m_mPlayerInfoMap.find(GUID_LOPART(guid));
        if(_iter != objmgr.m_mPlayerInfoMap.end())
        {
            switch(index)
            {
            case (PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + 0 * 6 + 5):
                return _iter->second->unArenaInfoSlot0;
            case (PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + 1 * 6 + 5):
                return _iter->second->unArenaInfoSlot1;
            case (PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + 2 * 6 + 5):
                return _iter->second->unArenaInfoSlot2;
            case (PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + (0 * 6)):
                return _iter->second->unArenaInfoId0;
            case (PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + (1 * 6)):
                return _iter->second->unArenaInfoId1;
            case (PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + (2 * 6)):
                return _iter->second->unArenaInfoId2;
            case (UNIT_FIELD_LEVEL):
                return _iter->second->unLevel;
            }
        }
    }
    Tokens data;
    if(!LoadValuesArrayFromDB(data,guid))
        return 0;
    return GetUInt32ValueFromArray(data,index);
}
float Player::GetFloatValueFromDB(uint16 index, uint64 guid)
{
    float result;
    uint32 temp = Player::GetUInt32ValueFromDB(index, guid);
    memcpy(&result, &temp, sizeof(result));
    return result;
}
bool Player::LoadFromDB( uint32 guid, SqlQueryHolder *holder )
{
    ////                                                     0     1        2     3     4     5      6       7      8   9      10           11            12           13          14          15          16   17           18        19         20         21         22          23           24                 25                 26                 27       28       29       30       31         32           33            34        35    36      37                 38         39                  40                    41           42         43
    //QueryResult *result = CharacterDatabase.PQuery("SELECT guid, account, data, name, race, class, gender, level, xp, money, playerBytes, playerBytes2, playerFlags, position_x, position_y, position_z, map, orientation, taximask, cinematic, totaltime, leveltime, rest_bonus, logout_time, is_logout_resting, resettalents_cost, resettalents_time, trans_x, trans_y, trans_z, trans_o, transguid, extra_flags, stable_slots, at_login, zone, online, death_expire_time, taxi_path, dungeon_difficulty, arena_pending_points, instance_id, speccount, activespec FROM characters WHERE guid = '%u'", guid);
    QueryResult *result = holder->GetResult(PLAYER_LOGIN_QUERY_LOADFROM);
    if(!result)
    {
        sLog.outError("Player (GUID: %u) not found in table `characters`, can't load. ",guid);
        return false;
    }
    Field *fields = result->Fetch();
    uint32 dbAccountId = fields[1].GetUInt32();
    // check if the character's account in the db and the logged in account match.
    // player should be able to load/delete character only with correct account!
    if( dbAccountId != GetSession()->GetAccountId() )
    {
        sLog.outError("Player (GUID: %u) loading from wrong account (is: %u, should be: %u)",guid,GetSession()->GetAccountId(),dbAccountId);
        delete result;
        return false;
    }
    Object::_Create( guid, 0, HIGHGUID_PLAYER );
    m_name = fields[3].GetCppString();
    // check name limitations
    if (ObjectMgr::CheckPlayerName(m_name) != CHAR_NAME_SUCCESS ||
        (GetSession()->GetSecurity() == SEC_PLAYER && objmgr.IsReservedName(m_name)))
    {
        delete result;
        CharacterDatabase.PExecute("UPDATE characters SET at_login = at_login | '%u' WHERE guid ='%u'", uint32(AT_LOGIN_RENAME),guid);
        return false;
    }
    if(!LoadValues( fields[2].GetString()))
    {
        sLog.outError("Player #%d have broken data in `data` field. Can't be loaded.", GUID_LOPART(guid));
        delete result;
        return false;
    }
    // overwrite possible wrong/corrupted guid
    SetUInt64Value(OBJECT_FIELD_GUID, MAKE_NEW_GUID(guid, 0, HIGHGUID_PLAYER));
    // overwrite some data fields
    uint32 bytes0 = GetUInt32Value(UNIT_FIELD_BYTES_0) & 0xFF000000;
    bytes0 |= fields[4].GetUInt8();                         // race
    bytes0 |= fields[5].GetUInt8() << 8;                    // class
    bytes0 |= fields[6].GetUInt8() << 16;                   // gender
    SetUInt32Value(UNIT_FIELD_BYTES_0, bytes0);
    SetUInt32Value(UNIT_FIELD_LEVEL, fields[7].GetUInt8());
    SetUInt32Value(PLAYER_XP, fields[8].GetUInt32());
    SetUInt32Value(PLAYER_FIELD_COINAGE, fields[9].GetUInt32());
    SetUInt32Value(PLAYER_BYTES, fields[10].GetUInt32());
    SetUInt32Value(PLAYER_BYTES_2, fields[11].GetUInt32());
    SetUInt32Value(PLAYER_BYTES_3, (GetUInt32Value(PLAYER_BYTES_3) & ~1) | fields[6].GetUInt8());
    SetUInt32Value(PLAYER_FLAGS, fields[12].GetUInt32());
    InitDisplayIds();
    // cleanup inventory related item value fields (its will be filled correctly in _LoadInventory)
    for (uint8 slot = EQUIPMENT_SLOT_START; slot < EQUIPMENT_SLOT_END; ++slot)
    {
        SetUInt64Value( PLAYER_FIELD_INV_SLOT_HEAD + (slot * 2), 0 );
        SetVisibleItemSlot(slot, NULL);
        if (m_items[slot])
        {
            delete m_items[slot];
            m_items[slot] = NULL;
        }
    }
    // update money limits
    if(GetMoney() > MAX_MONEY_AMOUNT)
        SetMoney(MAX_MONEY_AMOUNT);
    sLog.outDebug("Load Basic value of player %s is: ", m_name.c_str());
    outDebugValues();
    //Need to call it to initialize m_team (m_team can be calculated from race)
    //Other way is to saves m_team into characters table.
    setFactionForRace(getRace());
    // load home bind and check in same time class/race pair, it used later for restore broken positions
    if(!_LoadHomeBind(holder->GetResult(PLAYER_LOGIN_QUERY_LOADHOMEBIND)))
    {
        delete result;
        return false;
    }
    InitPrimaryProfessions();                               // to max set before any spell loaded
    // init saved position, and fix it later if problematic
    uint32 transGUID = fields[31].GetUInt32();
    Relocate(fields[13].GetFloat(),fields[14].GetFloat(),fields[15].GetFloat(),fields[17].GetFloat());
    uint32 mapId = fields[16].GetUInt32();
    uint32 instanceId = fields[41].GetFloat();
    SetDifficulty(fields[39].GetUInt32());                  // may be changed in _LoadGroup
    std::string taxi_nodes = fields[38].GetCppString();
#define RelocateToHomebind(){ mapId = m_homebindMapId; instanceId = 0; Relocate(m_homebindX, m_homebindY, m_homebindZ); }
    _LoadGroup(holder->GetResult(PLAYER_LOGIN_QUERY_LOADGROUP));
    _LoadArenaTeamInfo(holder->GetResult(PLAYER_LOGIN_QUERY_LOADARENAINFO));
    uint32 arena_currency = GetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY) + fields[40].GetUInt32();
    if (arena_currency > sWorld.getConfig(CONFIG_MAX_ARENA_POINTS))
        arena_currency = sWorld.getConfig(CONFIG_MAX_ARENA_POINTS);
    SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY, arena_currency);
    // check arena teams integrity
    for (uint32 arena_slot = 0; arena_slot < MAX_ARENA_SLOT; ++arena_slot)
    {
        uint32 arena_team_id = GetArenaTeamId(arena_slot);
        if(!arena_team_id)
            continue;
        if(ArenaTeam * at = objmgr.GetArenaTeamById(arena_team_id))
            if(at->HaveMember(GetGUID()))
                continue;
        // arena team not exist or not member, cleanup fields
        for (int j = 0; j < 6; ++j)
            SetUInt32Value(PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + arena_slot * 6 + j, 0);
    }
    _LoadBoundInstances(holder->GetResult(PLAYER_LOGIN_QUERY_LOADBOUNDINSTANCES));
    _LoadBGData(holder->GetResult(PLAYER_LOGIN_QUERY_LOADBGDATA));
    MapEntry const * mapEntry = sMapStore.LookupEntry(mapId);
    if(!mapEntry || !IsPositionValid())
    {
        sLog.outError("Player (guidlow %d) have invalid coordinates (MapId: %u X: %f Y: %f Z: %f O: %f). Teleport to default race/class locations.",guid,mapId,GetPositionX(),GetPositionY(),GetPositionZ(),GetOrientation());
        RelocateToHomebind();
    }
    // Player was saved in Arena or Bg
    else if (mapEntry && mapEntry->IsBattleGroundOrArena())
    {
        BattleGround *currentBg = NULL;
        if(m_bgData.bgInstanceID)                                                //saved in BattleGround
            currentBg = sBattleGroundMgr.GetBattleGround(m_bgData.bgInstanceID, BATTLEGROUND_TYPE_NONE);
        if(currentBg && currentBg->IsPlayerInBattleGround(GetGUID()))
        {
            BattleGroundQueueTypeId bgQueueTypeId = sBattleGroundMgr.BGQueueTypeId(currentBg->GetTypeID(), currentBg->GetArenaType());
            AddBattleGroundQueueId(bgQueueTypeId);
            m_bgData.bgTypeID = currentBg->GetTypeID();
            //join player to battleground group
            currentBg->EventPlayerLoggedIn(this, GetGUID());
            currentBg->AddOrSetPlayerToCorrectBgGroup(this, GetGUID(), m_bgData.bgTeam);
            SetInviteForBattleGroundQueueType(bgQueueTypeId,currentBg->GetInstanceID());
        }
        // Bg was not found - go to Entry Point
        else
        {
            // Do not look for instance if bg not found
            const WorldLocation& _loc = GetBattleGroundEntryPoint();
            mapId = _loc.GetMapId(); instanceId = 0;
            if(mapId == MAPID_INVALID) // Battleground Entry Point not found (???)
            {
                sLog.outError("Player (guidlow %d) was in BG in database, but BG was not found, and entry point was invalid! Teleport to default race/class locations.",guid);
                RelocateToHomebind();
            }
            else
                Relocate(&_loc);
            // We are not in BG anymore
            m_bgData.bgInstanceID = 0;
        }
    }
    // currently we do not support transport in bg
    else if (transGUID)
    {
        // There are no transports on instances
        instanceId = 0;
        m_movementInfo.t_x = fields[27].GetFloat();
        m_movementInfo.t_y = fields[28].GetFloat();
        m_movementInfo.t_z = fields[29].GetFloat();
        m_movementInfo.t_o = fields[30].GetFloat();
        if( !MaNGOS::IsValidMapCoord(
            GetPositionX()+m_movementInfo.t_x,GetPositionY()+m_movementInfo.t_y,
            GetPositionZ()+m_movementInfo.t_z,GetOrientation()+m_movementInfo.t_o) ||
            // transport size limited
            m_movementInfo.t_x > 50 || m_movementInfo.t_y > 50 || m_movementInfo.t_z > 50 )
        {
            sLog.outError("Player (guidlow %d) have invalid transport coordinates (X: %f Y: %f Z: %f O: %f). Teleport to default race/class locations.",
                guid,GetPositionX()+m_movementInfo.t_x,GetPositionY()+m_movementInfo.t_y,
                GetPositionZ()+m_movementInfo.t_z,GetOrientation()+m_movementInfo.t_o);
            RelocateToHomebind();
        }
        else
        {
            for (MapManager::TransportSet::iterator iter = MapManager::Instance().m_Transports.begin(); iter != MapManager::Instance().m_Transports.end(); ++iter)
            {
                if( (*iter)->GetGUIDLow() == transGUID)
                {
                    m_transport = *iter;
                    m_transport->AddPassenger(this);
                    mapId = (m_transport->GetMapId());
                    break;
                }
            }
            if(!m_transport)
            {
                sLog.outError("Player (guidlow %d) have problems with transport guid (%u). Teleport to default race/class locations.",
                    guid,transGUID);
                RelocateToHomebind();
            }
        }
    }
    // currently we do not support taxi in instance
    else if (!taxi_nodes.empty())
    {
        instanceId = 0;
        // Not finish taxi flight path
        if(m_bgData.HasTaxiPath())
        {
            for (int i = 0; i < 2; ++i)
                m_taxi.AddTaxiDestination(m_bgData.taxiPath[i]);
        }
        else if(!m_taxi.LoadTaxiDestinationsFromString(taxi_nodes,GetTeam()))
        {
            // problems with taxi path loading
            TaxiNodesEntry const* nodeEntry = NULL;
            if(uint32 node_id = m_taxi.GetTaxiSource())
                nodeEntry = sTaxiNodesStore.LookupEntry(node_id);
            if(!nodeEntry)                                      // don't know taxi start node, to homebind
            {
                sLog.outError("Character %u have wrong data in taxi destination list, teleport to homebind.",GetGUIDLow());
                RelocateToHomebind();
            }
            else                                                // have start node, to it
            {
                sLog.outError("Character %u have too short taxi destination list, teleport to original node.",GetGUIDLow());
                mapId = nodeEntry->map_id;
                Relocate(nodeEntry->x, nodeEntry->y, nodeEntry->z,0.0f);
            }
            m_taxi.ClearTaxiDestinations();
        }
        if(uint32 node_id = m_taxi.GetTaxiSource())
        {
            // save source node as recall coord to prevent recall and fall from sky
            TaxiNodesEntry const* nodeEntry = sTaxiNodesStore.LookupEntry(node_id);
            assert(nodeEntry);                                  // checked in m_taxi.LoadTaxiDestinationsFromString
            mapId = nodeEntry->map_id;
            Relocate(nodeEntry->x, nodeEntry->y, nodeEntry->z,0.0f);
            // flight will started later
        }
    }
    // Map could be changed before
    mapEntry = sMapStore.LookupEntry(mapId);
    // client without expansion support
    if(mapEntry && GetSession()->Expansion() < mapEntry->Expansion())
    {
        sLog.outDebug("Player %s using client without required expansion tried login at non accessible map %u", GetName(), mapId);
        RelocateToHomebind();
    }
    // fix crash (because of if(Map *map = _FindMap(instanceId)) in MapInstanced::CreateInstance)
    if(instanceId)
        if(InstanceSave * save = GetInstanceSave(mapId))
            if(save->GetInstanceId() != instanceId)
                instanceId = 0;
    // NOW player must have valid map
    // load the player's map here if it's not already loaded
    Map *map = MapManager::Instance().CreateMap(mapId, this, instanceId);
    if (!map)
    {
        instanceId = 0;
        AreaTrigger const* at = objmgr.GetGoBackTrigger(mapId);
        if(at)
        {
            sLog.outError("Player (guidlow %d) is teleported to gobacktrigger (Map: %u X: %f Y: %f Z: %f O: %f).",guid,mapId,GetPositionX(),GetPositionY(),GetPositionZ(),GetOrientation());
            Relocate(at->target_X, at->target_Y, at->target_Z, GetOrientation());
            mapId = at->target_mapId;
        }
        else
        {
            sLog.outError("Player (guidlow %d) is teleported to home (Map: %u X: %f Y: %f Z: %f O: %f).",guid,mapId,GetPositionX(),GetPositionY(),GetPositionZ(),GetOrientation());
            RelocateToHomebind();
        }
        map = MapManager::Instance().CreateMap(mapId, this, 0);
        if(!map)
        {
            PlayerInfo const *info = objmgr.GetPlayerInfo(getRace(), getClass());
            mapId = info->mapId;
            Relocate(info->positionX,info->positionY,info->positionZ,0.0f);
            sLog.outError("ERROR: Player (guidlow %d) have invalid coordinates (X: %f Y: %f Z: %f O: %f). Teleport to default race/class locations.",guid,GetPositionX(),GetPositionY(),GetPositionZ(),GetOrientation());
            map = MapManager::Instance().CreateMap(mapId, this, 0);
            if (!map)
            {
                sLog.outError("ERROR: Player (guidlow %d) has invalid default map coordinates (X: %f Y: %f Z: %f O: %f). or instance couldn't be created",guid,GetPositionX(),GetPositionY(),GetPositionZ(),GetOrientation());
                delete result;
                return false;
            }
        }
    }
    // if the player is in an instance and it has been reset in the meantime teleport him to the entrance
    if(instanceId && !sInstanceSaveManager.GetInstanceSave(instanceId))
    {
        AreaTrigger const* at = objmgr.GetMapEntranceTrigger(mapId);
        if(at)
            Relocate(at->target_X, at->target_Y, at->target_Z, at->target_Orientation);
        else
        {
            sLog.outError("Player %s(GUID: %u) logged in to a reset instance (map: %u) and there is no area-trigger leading to this map. Thus he can't be ported back to the entrance. This _might_ be an exploit attempt.", GetName(), GetGUIDLow(), mapId);
            RelocateToHomebind();
        }
    }
    SetMap(map);
    // randomize first save time in range [CONFIG_INTERVAL_SAVE] around [CONFIG_INTERVAL_SAVE]
    // this must help in case next save after mass player load after server startup
    m_nextSave = urand(m_nextSave/2,m_nextSave*3/2);
    SaveRecallPosition();
    time_t now = time(NULL);
    time_t logoutTime = time_t(fields[23].GetUInt64());
    // since last logout (in seconds)
    uint32 time_diff = uint32(now - logoutTime); //uint64 is excessive for a time_diff in seconds.. uint32 allows for 136~ year difference.
    // set value, including drunk invisibility detection
    // calculate sobering. after 15 minutes logged out, the player will be sober again
    float soberFactor;
    if (time_diff > 15*MINUTE)
        soberFactor = 0;
    else
        soberFactor = 1-time_diff/(15.0f*MINUTE);
    uint16 newDrunkenValue = uint16(soberFactor*(GetUInt32Value(PLAYER_BYTES_3) & 0xFFFE));
    SetDrunkValue(newDrunkenValue);
    m_rest_bonus = fields[22].GetFloat();
    //speed collect rest bonus in offline, in logout, far from tavern, city (section/in hour)
    float bubble0 = 0.031;
    //speed collect rest bonus in offline, in logout, in tavern, city (section/in hour)
    float bubble1 = 0.125;
    if (time_diff > 0)
    {
        float bubble = fields[24].GetUInt32() > 0
            ? bubble1*sWorld.getRate(RATE_REST_OFFLINE_IN_TAVERN_OR_CITY)
            : bubble0*sWorld.getRate(RATE_REST_OFFLINE_IN_WILDERNESS);
        SetRestBonus(GetRestBonus()+ time_diff*((float)GetUInt32Value(PLAYER_NEXT_LEVEL_XP)/72000)*bubble);
    }
    m_cinematic = fields[19].GetUInt32();
    m_Played_time[PLAYED_TIME_TOTAL]= fields[20].GetUInt32();
    m_Played_time[PLAYED_TIME_LEVEL]= fields[21].GetUInt32();
    m_resetTalentsCost = fields[25].GetUInt32();
    m_resetTalentsTime = time_t(fields[26].GetUInt64());
    // reserve some flags
    uint32 old_safe_flags = GetUInt32Value(PLAYER_FLAGS) & ( PLAYER_FLAGS_HIDE_CLOAK | PLAYER_FLAGS_HIDE_HELM );
    if (HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_GM))
        SetUInt32Value(PLAYER_FLAGS, 0 | old_safe_flags);
    m_taxi.LoadTaxiMask(fields[18].GetString());            // must be before InitTaxiNodesForLevel
    uint32 extraflags = fields[32].GetUInt32();
    m_stableSlots = fields[33].GetUInt32();
    if (m_stableSlots > MAX_PET_STABLES)
    {
        sLog.outError("Player can have not more %u stable slots, but have in DB %u",MAX_PET_STABLES,uint32(m_stableSlots));
        m_stableSlots = MAX_PET_STABLES;
    }
    m_atLoginFlags = fields[34].GetUInt32();
    // Honor system
    // Update Honor kills data
    m_lastHonorUpdateTime = logoutTime;
    UpdateHonorFields();
    m_deathExpireTime = (time_t)fields[37].GetUInt64();
    if (m_deathExpireTime > now+MAX_DEATH_COUNT*DEATH_EXPIRE_STEP)
        m_deathExpireTime = now+MAX_DEATH_COUNT*DEATH_EXPIRE_STEP-1;
    // clear channel spell data (if saved at channel spell casting)
    SetUInt64Value(UNIT_FIELD_CHANNEL_OBJECT, 0);
    SetUInt32Value(UNIT_CHANNEL_SPELL,0);
    // clear charm/summon related fields
    SetUInt64Value(UNIT_FIELD_SUMMONEDBY, 0);
    SetUInt64Value(UNIT_FIELD_CHARMEDBY, 0);
    SetUInt64Value(UNIT_FIELD_CHARM, 0);
    SetUInt64Value(UNIT_FIELD_SUMMON, 0);
    SetUInt64Value(PLAYER_FARSIGHT, 0);
    SetCreatorGUID(0);
    RemoveFlag(UNIT_FIELD_FLAGS_2, UNIT_FLAG2_FORCE_MOVE);
    // reset some aura modifiers before aura apply
    SetUInt32Value(PLAYER_TRACK_CREATURES, 0 );
    SetUInt32Value(PLAYER_TRACK_RESOURCES, 0 );
    _LoadSkills();
    // make sure the unit is considered out of combat for proper loading
    ClearInCombat();
    // make sure the unit is considered not in duel for proper loading
    SetUInt64Value(PLAYER_DUEL_ARBITER, 0);
    SetUInt32Value(PLAYER_DUEL_TEAM, 0);
    // remember loaded power/health values to restore after stats initialization and modifier applying
    uint32 savedHealth = GetHealth();
    uint32 savedPower[MAX_POWERS];
    for (uint8 i = 0; i < MAX_POWERS; ++i)
        savedPower[i] = GetPower(Powers(i));
    // reset stats before loading any modifiers
    InitStatsForLevel();
    InitTaxiNodesForLevel();
    InitGlyphsForLevel();
    InitRunes();
    // apply original stats mods before spell loading or item equipment that call before equip _RemoveStatsMods()
    //mails are loaded only when needed ;-) - when player in game click on mailbox.
    //_LoadMail();
    m_specsCount = fields[42].GetUInt8();
    m_activeSpec = fields[43].GetUInt8();
    delete result;
    // sanity check
    if (m_specsCount > MAX_TALENT_SPECS || m_activeSpec > MAX_TALENT_SPEC ||
        m_specsCount < MIN_TALENT_SPECS || m_activeSpec < MIN_TALENT_SPEC)
    {
        m_activeSpec = 0;
        sLog.outError("Player %s(GUID: %u) has SpecCount = %u and ActiveSpec = %u.", GetName(), GetGUIDLow(), m_specsCount, m_activeSpec);
    }
    _LoadTalents(holder->GetResult(PLAYER_LOGIN_QUERY_LOADTALENTS));
    _LoadSpells(holder->GetResult(PLAYER_LOGIN_QUERY_LOADSPELLS));
    _LoadGlyphs(holder->GetResult(PLAYER_LOGIN_QUERY_LOADGLYPHS));
    _LoadAuras(holder->GetResult(PLAYER_LOGIN_QUERY_LOADAURAS), time_diff);
    _LoadGlyphAuras();
    // add ghost flag (must be after aura load: PLAYER_FLAGS_GHOST set in aura)
    if (HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_GHOST))
        m_deathState = DEAD;
    // after spell load, learn rewarded spell if need also
    _LoadQuestStatus(holder->GetResult(PLAYER_LOGIN_QUERY_LOADQUESTSTATUS));
    _LoadDailyQuestStatus(holder->GetResult(PLAYER_LOGIN_QUERY_LOADDAILYQUESTSTATUS));
    // after spell and quest load
    InitTalentForLevel();
    learnDefaultSpells();
    // must be before inventory (some items required reputation check)
    m_reputationMgr.LoadFromDB(holder->GetResult(PLAYER_LOGIN_QUERY_LOADREPUTATION));
    _LoadInventory(holder->GetResult(PLAYER_LOGIN_QUERY_LOADINVENTORY), time_diff);
    // update items with duration and realtime
    UpdateItemDuration(time_diff, true);
    _LoadActions(holder->GetResult(PLAYER_LOGIN_QUERY_LOADACTIONS), true);
    // unread mails and next delivery time, actual mails not loaded
    _LoadMailInit(holder->GetResult(PLAYER_LOGIN_QUERY_LOADMAILCOUNT), holder->GetResult(PLAYER_LOGIN_QUERY_LOADMAILDATE));
    m_social = sSocialMgr.LoadFromDB(holder->GetResult(PLAYER_LOGIN_QUERY_LOADSOCIALLIST), GetGUIDLow());
    // check PLAYER_CHOSEN_TITLE compatibility with PLAYER__FIELD_KNOWN_TITLES
    // note: PLAYER__FIELD_KNOWN_TITLES updated at quest status loaded
    if (uint32 curTitle = GetUInt32Value(PLAYER_CHOSEN_TITLE))
        if(!HasTitle(curTitle))
            SetUInt32Value(PLAYER_CHOSEN_TITLE, 0);
    // has to be called after last Relocate() in Player::LoadFromDB
    SetFallInformation(0, GetPositionZ());
    _LoadSpellCooldowns(holder->GetResult(PLAYER_LOGIN_QUERY_LOADSPELLCOOLDOWNS));
    // Spell code allow apply any auras to dead character in load time in aura/spell/item loading
    // Do now before stats re-calculation cleanup for ghost state unexpected auras
    if (!isAlive())
        RemoveAllAurasOnDeath();
    //apply all stat bonuses from items and auras
    SetCanModifyStats(true);
    UpdateAllStats();
    // restore remembered power/health values (but not more max values)
    SetHealth(savedHealth > GetMaxHealth() ? GetMaxHealth() : savedHealth);
    for (uint8 i = 0; i < MAX_POWERS; ++i)
        SetPower(Powers(i),savedPower[i] > GetMaxPower(Powers(i)) ? GetMaxPower(Powers(i)) : savedPower[i]);
    sLog.outDebug("The value of player %s after load item and aura is: ", m_name.c_str());
    outDebugValues();
    // GM state
    if (GetSession()->GetSecurity() > SEC_PLAYER)
    {
        switch (sWorld.getConfig(CONFIG_GM_LOGIN_STATE))
        {
            default:
            case 0:                      break;             // disable
            case 1: SetGameMaster(true); break;             // enable
            case 2:                                         // save state
                if(extraflags & PLAYER_EXTRA_GM_ON)
                    SetGameMaster(true);
                break;
        }
        switch (sWorld.getConfig(CONFIG_GM_VISIBLE_STATE))
        {
            default:
            case 0: SetGMVisible(false); break;             // invisible
            case 1:                      break;             // visible
            case 2:                                         // save state
                if(extraflags & PLAYER_EXTRA_GM_INVISIBLE)
                    SetGMVisible(false);
                break;
        }
        /*switch(sWorld.getConfig(CONFIG_GM_ACCEPT_TICKETS))
        {
            default:
            case 0:                        break;           // disable
            case 1: SetAcceptTicket(true); break;           // enable
            case 2:                                         // save state
            if(extraflags & PLAYER_EXTRA_GM_ACCEPT_TICKETS)
                SetAcceptTicket(true);
            break;
        }*/
        switch (sWorld.getConfig(CONFIG_GM_CHAT))
        {
            default:
            case 0:                  break;                 // disable
            case 1: SetGMChat(true); break;                 // enable
            case 2:                                         // save state
                if(extraflags & PLAYER_EXTRA_GM_CHAT)
                    SetGMChat(true);
                break;
        }
        switch (sWorld.getConfig(CONFIG_GM_WISPERING_TO))
        {
            default:
            case 0:                          break;         // disable
            case 1: SetAcceptWhispers(true); break;         // enable
            case 2:                                         // save state
                if(extraflags & PLAYER_EXTRA_ACCEPT_WHISPERS)
                    SetAcceptWhispers(true);
                break;
        }
    }
    _LoadDeclinedNames(holder->GetResult(PLAYER_LOGIN_QUERY_LOADDECLINEDNAMES));
    m_achievementMgr.LoadFromDB(holder->GetResult(PLAYER_LOGIN_QUERY_LOADACHIEVEMENTS), holder->GetResult(PLAYER_LOGIN_QUERY_LOADCRITERIAPROGRESS));
    m_achievementMgr.CheckAllAchievementCriteria();
    _LoadEquipmentSets(holder->GetResult(PLAYER_LOGIN_QUERY_LOADEQUIPMENTSETS));
    return true;
}
bool Player::isAllowedToLoot(Creature* creature)
{
    if (creature->isDead() && !creature->IsDamageEnoughForLootingAndReward())
       return false;
    if (Player* recipient = creature->GetLootRecipient())
    {
        if (recipient == this)
            return true;
        if (Group* otherGroup = recipient->GetGroup())
        {
            Group* thisGroup = GetGroup();
            if (!thisGroup)
                return false;
            return thisGroup == otherGroup;
        }
        return false;
    }
    else
        // prevent other players from looting if the recipient got disconnected
        return !creature->hasLootRecipient();
}
void Player::_LoadActions(QueryResult *result, bool startup)
{
    if (result)
    {
        do
        {
            Field *fields = result->Fetch();
            uint8 button = fields[0].GetUInt8();
            uint32 action = fields[1].GetUInt32();
            uint8 type = fields[2].GetUInt8();
            if(ActionButton* ab = addActionButton(button, action, type))
            {
                ab->uState = ACTIONBUTTON_UNCHANGED;
                if(!startup) // Switching specs
                    ab->canRemoveByClient = false;
            }
            else
            {
                sLog.outError( "  ...at loading, and will deleted in DB also");
                // Will deleted in DB at next save (it can create data until save but marked as deleted)
                m_actionButtons[button].uState = ACTIONBUTTON_DELETED;
            }
        }
        while (result->NextRow());
        delete result;
    }
}
void Player::_LoadAuras(QueryResult *result, uint32 timediff)
{
    sLog.outDebug("Loading auras for player %u",GetGUIDLow());
    //QueryResult *result = CharacterDatabase.PQuery("SELECT caster_guid,spell,effect_mask,stackcount,amount0,amount1,amount2,maxduration,remaintime,remaincharges FROM character_aura WHERE guid = '%u'",GetGUIDLow());
    if (result)
    {
        do
        {
            int32 damage[3];
            Field *fields = result->Fetch();
            uint64 caster_guid = fields[0].GetUInt64();
            uint32 spellid = fields[1].GetUInt32();
            uint8 effmask = fields[2].GetUInt8();
            uint8 stackcount = fields[3].GetUInt8();
            damage[0] = fields[4].GetInt32();
            damage[1] = fields[5].GetInt32();
            damage[2] = fields[6].GetInt32();
            int32 maxduration = fields[7].GetInt32();
            int32 remaintime = fields[8].GetInt32();
            uint8 remaincharges = fields[9].GetUInt8();
            SpellEntry const* spellproto = sSpellStore.LookupEntry(spellid);
            if (!spellproto)
            {
                sLog.outError("Unknown aura (spellid %u), ignore.",spellid);
                continue;
            }
            // negative effects should continue counting down after logout
            if (remaintime != -1 && !IsPositiveSpell(spellid))
            {
                if (remaintime/IN_MILISECONDS <= int32(timediff))
                    continue;
                remaintime -= timediff*IN_MILISECONDS;
            }
            // prevent wrong values of remaincharges
            if (spellproto->procCharges)
            {
                if(remaincharges <= 0 || remaincharges > spellproto->procCharges)
                    remaincharges = spellproto->procCharges;
            }
            else
                remaincharges = 0;
            Aura* aura = new Aura(spellproto, effmask, this, this, this);
            aura->SetLoadedState(caster_guid,maxduration,remaintime,remaincharges, stackcount, &damage[0]);
            if (!aura->CanBeSaved())
            {
                delete aura;
                continue;
            }
            AddAura(aura);
            sLog.outDetail("Added aura spellid %u, effectmask %u", spellproto->Id, effmask);
        }
        while (result->NextRow());
        delete result;
    }
    if(getClass() == CLASS_WARRIOR && !HasAuraType(SPELL_AURA_MOD_SHAPESHIFT))
        CastSpell(this,SPELL_ID_PASSIVE_BATTLE_STANCE,true);
}
void Player::_LoadGlyphAuras()
{
    for (uint8 i = 0; i < MAX_GLYPH_SLOT_INDEX; ++i)
    {
        if (uint32 glyph = GetGlyph(i))
        {
            if (GlyphPropertiesEntry const *gp = sGlyphPropertiesStore.LookupEntry(glyph))
            {
                if (GlyphSlotEntry const *gs = sGlyphSlotStore.LookupEntry(GetGlyphSlot(i)))
                {
                    if (gp->TypeFlags == gs->TypeFlags)
                    {
                        CastSpell(this, gp->SpellId, true);
                        continue;
                    }
                    else
                        sLog.outError("Player %s has glyph with typeflags %u in slot with typeflags %u, removing.", m_name.c_str(), gp->TypeFlags, gs->TypeFlags);
                }
                else
                    sLog.outError("Player %s has not existing glyph slot entry %u on index %u", m_name.c_str(), GetGlyphSlot(i), i);
            }
            else
                sLog.outError("Player %s has not existing glyph entry %u on index %u", m_name.c_str(), glyph, i);
            // On any error remove glyph
            SetGlyph(i, 0);
        }
    }
}
void Player::LoadCorpse()
{
    if (isAlive())
        ObjectAccessor::Instance().ConvertCorpseForPlayer(GetGUID());
    else
    {
        if (Corpse *corpse = GetCorpse())
            ApplyModFlag(PLAYER_FIELD_BYTES, PLAYER_FIELD_BYTE_RELEASE_TIMER, corpse && !sMapStore.LookupEntry(corpse->GetMapId())->Instanceable() );
        else
            //Prevent Dead Player login without corpse
            ResurrectPlayer(0.5f);
    }
}
void Player::_LoadInventory(QueryResult *result, uint32 timediff)
{
    //QueryResult *result = CharacterDatabase.PQuery("SELECT data,bag,slot,item,item_template FROM character_inventory JOIN item_instance ON character_inventory.item = item_instance.guid WHERE character_inventory.guid = '%u' ORDER BY bag,slot", GetGUIDLow());
    std::map bagMap;                          // fast guid lookup for bags
    //NOTE: the "order by `bag`" is important because it makes sure
    //the bagMap is filled before items in the bags are loaded
    //NOTE2: the "order by `slot`" is needed because mainhand weapons are (wrongly?)
    //expected to be equipped before offhand items (TODO: fixme)
    uint32 zone = GetZoneId();
    if (result)
    {
        std::list-  problematicItems;
        // prevent items from being added to the queue when stored
        m_itemUpdateQueueBlocked = true;
        do
        {
            Field *fields = result->Fetch();
            uint32 bag_guid  = fields[1].GetUInt32();
            uint8  slot      = fields[2].GetUInt8();
            uint32 item_guid = fields[3].GetUInt32();
            uint32 item_id   = fields[4].GetUInt32();
            ItemPrototype const * proto = objmgr.GetItemPrototype(item_id);
            if (!proto)
            {
                CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid);
                CharacterDatabase.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item_guid);
                sLog.outError( "Player::_LoadInventory: Player %s has an unknown item (id: #%u) in inventory, deleted.", GetName(),item_id );
                continue;
            }
            Item *item = NewItemOrBag(proto);
            if (!item->LoadFromDB(item_guid, GetGUID(), result))
            {
                sLog.outError( "Player::_LoadInventory: Player %s has broken item (id: #%u) in inventory, deleted.", GetName(),item_id );
                CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid);
                item->FSetState(ITEM_REMOVED);
                item->SaveToDB();                           // it also deletes item object !
                continue;
            }
            // not allow have in alive state item limited to another map/zone
            if (isAlive() && item->IsLimitedToAnotherMapOrZone(GetMapId(),zone))
            {
                CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid);
                item->FSetState(ITEM_REMOVED);
                item->SaveToDB();                           // it also deletes item object !
                continue;
            }
            // "Conjured items disappear if you are logged out for more than 15 minutes"
            if (timediff > 15*MINUTE && item->HasFlag(ITEM_FIELD_FLAGS, ITEM_FLAGS_CONJURED))
            {
                CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid);
                item->FSetState(ITEM_REMOVED);
                item->SaveToDB();                           // it also deletes item object !
                continue;
            }
            bool success = true;
            if (!bag_guid)
            {
                // the item is not in a bag
                item->SetContainer(NULL);
                item->SetSlot(slot);
                if (IsInventoryPos(INVENTORY_SLOT_BAG_0, slot))
                {
                    ItemPosCountVec dest;
                    if (CanStoreItem(INVENTORY_SLOT_BAG_0, slot, dest, item, false) == EQUIP_ERR_OK)
                        item = StoreItem(dest, item, true);
                    else
                        success = false;
                }
                else if (IsEquipmentPos(INVENTORY_SLOT_BAG_0, slot))
                {
                    uint16 dest;
                    if (CanEquipItem(slot, dest, item, false, false) == EQUIP_ERR_OK)
                        QuickEquipItem(dest, item);
                    else
                        success = false;
                }
                else if (IsBankPos(INVENTORY_SLOT_BAG_0, slot))
                {
                    ItemPosCountVec dest;
                    if (CanBankItem(INVENTORY_SLOT_BAG_0, slot, dest, item, false, false) == EQUIP_ERR_OK)
                        item = BankItem(dest, item, true);
                    else
                        success = false;
                }
                if (success)
                {
                    // store bags that may contain items in them
                    if (item->IsBag() && IsBagPos(item->GetPos()))
                        bagMap[item_guid] = (Bag*)item;
                }
            }
            else
            {
                item->SetSlot(NULL_SLOT);
                // the item is in a bag, find the bag
                std::map::iterator itr = bagMap.find(bag_guid);
                if (itr != bagMap.end())
                {
                    ItemPosCountVec dest;
                    uint8 result = CanStoreItem(itr->second->GetSlot(), slot, dest, item);
                    if (result == EQUIP_ERR_OK)
                        itr->second->StoreItem(slot, item, true);
                    else
                    {
                        sLog.outError("Player::_LoadInventory: Player %s has item (GUID: %u Entry: %u) can't be loaded to inventory (Bag GUID: %u Slot: %u) by reason %u.", GetName(),item_guid, item_id, bag_guid, slot, result);
                        success = false;
                    }
                }
                else
                    success = false;
            }
            // item's state may have changed after stored
            if (success)
                item->SetState(ITEM_UNCHANGED, this);
            else
            {
                sLog.outError("Player::_LoadInventory: Player %s has item (GUID: %u Entry: %u) can't be loaded to inventory (Bag GUID: %u Slot: %u) by some reason, will send by mail.", GetName(),item_guid, item_id, bag_guid, slot);
                CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid);
                problematicItems.push_back(item);
            }
        } while (result->NextRow());
        delete result;
        m_itemUpdateQueueBlocked = false;
        // send by mail problematic items
        while (!problematicItems.empty())
        {
            // fill mail
            MailItemsInfo mi;                               // item list preparing
            for (uint8 i = 0; !problematicItems.empty() && i < MAX_MAIL_ITEMS; ++i)
            {
                Item* item = problematicItems.front();
                problematicItems.pop_front();
                mi.AddItem(item->GetGUIDLow(), item->GetEntry(), item);
            }
            std::string subject = GetSession()->GetTrinityString(LANG_NOT_EQUIPPED_ITEM);
            WorldSession::SendMailTo(this, MAIL_NORMAL, MAIL_STATIONERY_GM, GetGUIDLow(), GetGUIDLow(), subject, 0, &mi, 0, 0, MAIL_CHECK_MASK_NONE);
        }
    }
    //if(isAlive())
    _ApplyAllItemMods();
}
// load mailed item which should receive current player
void Player::_LoadMailedItems(Mail *mail)
{
    // data needs to be at first place for Item::LoadFromDB
    QueryResult* result = CharacterDatabase.PQuery("SELECT data, item_guid, item_template FROM mail_items JOIN item_instance ON item_guid = guid WHERE mail_id='%u'", mail->messageID);
    if (!result)
        return;
    do
    {
        Field *fields = result->Fetch();
        uint32 item_guid_low = fields[1].GetUInt32();
        uint32 item_template = fields[2].GetUInt32();
        mail->AddItem(item_guid_low, item_template);
        ItemPrototype const *proto = objmgr.GetItemPrototype(item_template);
        if (!proto)
        {
            sLog.outError( "Player %u has unknown item_template (ProtoType) in mailed items(GUID: %u template: %u) in mail (%u), deleted.", GetGUIDLow(), item_guid_low, item_template,mail->messageID);
            CharacterDatabase.PExecute("DELETE FROM mail_items WHERE item_guid = '%u'", item_guid_low);
            CharacterDatabase.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item_guid_low);
            continue;
        }
        Item *item = NewItemOrBag(proto);
        if (!item->LoadFromDB(item_guid_low, 0, result))
        {
            sLog.outError( "Player::_LoadMailedItems - Item in mail (%u) doesn't exist !!!! - item guid: %u, deleted from mail", mail->messageID, item_guid_low);
            CharacterDatabase.PExecute("DELETE FROM mail_items WHERE item_guid = '%u'", item_guid_low);
            item->FSetState(ITEM_REMOVED);
            item->SaveToDB();                               // it also deletes item object !
            continue;
        }
        AddMItem(item);
    } while (result->NextRow());
    delete result;
}
void Player::_LoadMailInit(QueryResult *resultUnread, QueryResult *resultDelivery)
{
    //set a count of unread mails
    //QueryResult *resultMails = CharacterDatabase.PQuery("SELECT COUNT(id) FROM mail WHERE receiver = '%u' AND (checked & 1)=0 AND deliver_time <= '" UI64FMTD "'", GUID_LOPART(playerGuid),(uint64)cTime);
    if (resultUnread)
    {
        Field *fieldMail = resultUnread->Fetch();
        unReadMails = fieldMail[0].GetUInt8();
        delete resultUnread;
    }
    // store nearest delivery time (it > 0 and if it < current then at next player update SendNewMaill will be called)
    //resultMails = CharacterDatabase.PQuery("SELECT MIN(deliver_time) FROM mail WHERE receiver = '%u' AND (checked & 1)=0", GUID_LOPART(playerGuid));
    if (resultDelivery)
    {
        Field *fieldMail = resultDelivery->Fetch();
        m_nextMailDelivereTime = (time_t)fieldMail[0].GetUInt64();
        delete resultDelivery;
    }
}
void Player::_LoadMail()
{
    m_mail.clear();
    //mails are in right order                             0  1           2      3        4       5          6         7           8            9     10  11      12         13
    QueryResult *result = CharacterDatabase.PQuery("SELECT id,messageType,sender,receiver,subject,itemTextId,has_items,expire_time,deliver_time,money,cod,checked,stationery,mailTemplateId FROM mail WHERE receiver = '%u' ORDER BY id DESC",GetGUIDLow());
    if (result)
    {
        do
        {
            Field *fields = result->Fetch();
            Mail *m = new Mail;
            m->messageID = fields[0].GetUInt32();
            m->messageType = fields[1].GetUInt8();
            m->sender = fields[2].GetUInt32();
            m->receiver = fields[3].GetUInt32();
            m->subject = fields[4].GetCppString();
            m->itemTextId = fields[5].GetUInt32();
            bool has_items = fields[6].GetBool();
            m->expire_time = (time_t)fields[7].GetUInt64();
            m->deliver_time = (time_t)fields[8].GetUInt64();
            m->money = fields[9].GetUInt32();
            m->COD = fields[10].GetUInt32();
            m->checked = fields[11].GetUInt32();
            m->stationery = fields[12].GetUInt8();
            m->mailTemplateId = fields[13].GetInt16();
            if (m->mailTemplateId && !sMailTemplateStore.LookupEntry(m->mailTemplateId))
            {
                sLog.outError( "Player::_LoadMail - Mail (%u) have not existed MailTemplateId (%u), remove at load", m->messageID, m->mailTemplateId);
                m->mailTemplateId = 0;
            }
            m->state = MAIL_STATE_UNCHANGED;
            if (has_items)
                _LoadMailedItems(m);
            m_mail.push_back(m);
        } while (result->NextRow());
        delete result;
    }
    m_mailsLoaded = true;
}
void Player::LoadPet()
{
    //fixme: the pet should still be loaded if the player is not in world
    // just not added to the map
    if (IsInWorld())
    {
        Pet *pet = new Pet(this);
        if (!pet->LoadPetFromDB(this,0,0,true))
            delete pet;
    }
}
void Player::_LoadQuestStatus(QueryResult *result)
{
    mQuestStatus.clear();
    uint16 slot = 0;
    ////                                                     0      1       2         3         4      5          6          7          8          9           10          11          12
    //QueryResult *result = CharacterDatabase.PQuery("SELECT quest, status, rewarded, explored, timer, mobcount1, mobcount2, mobcount3, mobcount4, itemcount1, itemcount2, itemcount3, itemcount4 FROM character_queststatus WHERE guid = '%u'", GetGUIDLow());
    if (result)
    {
        do
        {
            Field *fields = result->Fetch();
            uint32 quest_id = fields[0].GetUInt32();
                                                            // used to be new, no delete?
            Quest const* pQuest = objmgr.GetQuestTemplate(quest_id);
            if (pQuest)
            {
                // find or create
                QuestStatusData& questStatusData = mQuestStatus[quest_id];
                uint32 qstatus = fields[1].GetUInt32();
                if (qstatus < MAX_QUEST_STATUS)
                    questStatusData.m_status = QuestStatus(qstatus);
                else
                {
                    questStatusData.m_status = QUEST_STATUS_NONE;
                    sLog.outError("Player %s have invalid quest %d status (%d), replaced by QUEST_STATUS_NONE(0).",GetName(),quest_id,qstatus);
                }
                questStatusData.m_rewarded = ( fields[2].GetUInt8() > 0 );
                questStatusData.m_explored = ( fields[3].GetUInt8() > 0 );
                time_t quest_time = time_t(fields[4].GetUInt64());
                if (pQuest->HasFlag(QUEST_TRINITY_FLAGS_TIMED) && !GetQuestRewardStatus(quest_id) &&  questStatusData.m_status != QUEST_STATUS_NONE)
                {
                    AddTimedQuest(quest_id);
                    if (quest_time <= sWorld.GetGameTime())
                        questStatusData.m_timer = 1;
                    else
                        questStatusData.m_timer = (quest_time - sWorld.GetGameTime()) * IN_MILISECONDS;
                }
                else
                    quest_time = 0;
                questStatusData.m_creatureOrGOcount[0] = fields[5].GetUInt32();
                questStatusData.m_creatureOrGOcount[1] = fields[6].GetUInt32();
                questStatusData.m_creatureOrGOcount[2] = fields[7].GetUInt32();
                questStatusData.m_creatureOrGOcount[3] = fields[8].GetUInt32();
                questStatusData.m_itemcount[0] = fields[9].GetUInt32();
                questStatusData.m_itemcount[1] = fields[10].GetUInt32();
                questStatusData.m_itemcount[2] = fields[11].GetUInt32();
                questStatusData.m_itemcount[3] = fields[12].GetUInt32();
                questStatusData.uState = QUEST_UNCHANGED;
                // add to quest log
                if (slot < MAX_QUEST_LOG_SIZE &&
                    ((questStatusData.m_status == QUEST_STATUS_INCOMPLETE ||
                    questStatusData.m_status == QUEST_STATUS_COMPLETE ||
                    questStatusData.m_status == QUEST_STATUS_FAILED) &&
                    (!questStatusData.m_rewarded || pQuest->IsRepeatable())))
                {
                    SetQuestSlot(slot, quest_id, quest_time);
                    if (questStatusData.m_status == QUEST_STATUS_COMPLETE)
                        SetQuestSlotState(slot, QUEST_STATE_COMPLETE);
                    if (questStatusData.m_status == QUEST_STATUS_FAILED)
                        SetQuestSlotState(slot, QUEST_STATE_FAIL);
                    for (uint8 idx = 0; idx < QUEST_OBJECTIVES_COUNT; ++idx)
                        if (questStatusData.m_creatureOrGOcount[idx])
                            SetQuestSlotCounter(slot, idx, questStatusData.m_creatureOrGOcount[idx]);
                    ++slot;
                }
                if (questStatusData.m_rewarded)
                {
                    // learn rewarded spell if unknown
                    learnQuestRewardedSpells(pQuest);
                    // set rewarded title if any
                    if (pQuest->GetCharTitleId())
                    {
                        if (CharTitlesEntry const* titleEntry = sCharTitlesStore.LookupEntry(pQuest->GetCharTitleId()))
                            SetTitle(titleEntry);
                    }
                    if(pQuest->GetBonusTalents())
                        m_questRewardTalentCount += pQuest->GetBonusTalents();
                }
                sLog.outDebug("Quest status is {%u} for quest {%u} for player (GUID: %u)", questStatusData.m_status, quest_id, GetGUIDLow());
            }
        }
        while (result->NextRow());
        delete result;
    }
    // clear quest log tail
    for (uint16 i = slot; i < MAX_QUEST_LOG_SIZE; ++i)
        SetQuestSlot(i, 0);
}
void Player::_LoadDailyQuestStatus(QueryResult *result)
{
    for (uint32 quest_daily_idx = 0; quest_daily_idx < PLAYER_MAX_DAILY_QUESTS; ++quest_daily_idx)
        SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx,0);
    //QueryResult *result = CharacterDatabase.PQuery("SELECT quest,time FROM character_queststatus_daily WHERE guid = '%u'", GetGUIDLow());
    if (result)
    {
        uint32 quest_daily_idx = 0;
        do
        {
            if (quest_daily_idx >= PLAYER_MAX_DAILY_QUESTS)  // max amount with exist data in query
            {
                sLog.outError("Player (GUID: %u) have more 25 daily quest records in `charcter_queststatus_daily`",GetGUIDLow());
                break;
            }
            Field *fields = result->Fetch();
            uint32 quest_id = fields[0].GetUInt32();
            // save _any_ from daily quest times (it must be after last reset anyway)
            m_lastDailyQuestTime = (time_t)fields[1].GetUInt64();
            Quest const* pQuest = objmgr.GetQuestTemplate(quest_id);
            if (!pQuest)
                continue;
            SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx,quest_id);
            ++quest_daily_idx;
            sLog.outDebug("Daily quest {%u} cooldown for player (GUID: %u)", quest_id, GetGUIDLow());
        }
        while (result->NextRow());
        delete result;
    }
    m_DailyQuestChanged = false;
}
void Player::_LoadSpells(QueryResult *result)
{
    //QueryResult *result = CharacterDatabase.PQuery("SELECT spell,active,disabled FROM character_spell WHERE guid = '%u'",GetGUIDLow());
    if (result)
    {
        do
        {
            Field *fields = result->Fetch();
            addSpell(fields[0].GetUInt32(), fields[1].GetBool(), false, false, fields[2].GetBool());
        }
        while (result->NextRow());
        delete result;
    }
}
void Player::_LoadGroup(QueryResult *result)
{
    //QueryResult *result = CharacterDatabase.PQuery("SELECT leaderGuid FROM group_member WHERE memberGuid='%u'", GetGUIDLow());
    if (result)
    {
        uint64 leaderGuid = MAKE_NEW_GUID((*result)[0].GetUInt32(), 0, HIGHGUID_PLAYER);
        delete result;
        if (Group* group = objmgr.GetGroupByLeader(leaderGuid))
        {
            uint8 subgroup = group->GetMemberGroup(GetGUID());
            SetGroup(group, subgroup);
            if (getLevel() >= LEVELREQUIREMENT_HEROIC)
                // the group leader may change the instance difficulty while the player is offline
                SetDifficulty(group->GetDifficulty());
        }
    }
}
void Player::_LoadBoundInstances(QueryResult *result)
{
    for (uint8 i = 0; i < TOTAL_DIFFICULTIES; ++i)
        m_boundInstances[i].clear();
    Group *group = GetGroup();
    //QueryResult *result = CharacterDatabase.PQuery("SELECT id, permanent, map, difficulty, resettime FROM character_instance LEFT JOIN instance ON instance = id WHERE guid = '%u'", GUID_LOPART(m_guid));
    if (result)
    {
        do
        {
            Field *fields = result->Fetch();
            bool perm = fields[1].GetBool();
            uint32 mapId = fields[2].GetUInt32();
            uint32 instanceId = fields[0].GetUInt32();
            uint8 difficulty = fields[3].GetUInt8();
            time_t resetTime = (time_t)fields[4].GetUInt64();
            // the resettime for normal instances is only saved when the InstanceSave is unloaded
            // so the value read from the DB may be wrong here but only if the InstanceSave is loaded
            // and in that case it is not used
            MapEntry const* mapEntry = sMapStore.LookupEntry(mapId);
            if (!mapEntry || !mapEntry->IsDungeon())
            {
                sLog.outError("_LoadBoundInstances: player %s(%d) has bind to not existed or not dungeon map %d", GetName(), GetGUIDLow(), mapId);
                CharacterDatabase.PExecute("DELETE FROM character_instance WHERE guid = '%d' AND instance = '%d'", GetGUIDLow(), instanceId);
                continue;
            }
            if (!perm && group)
            {
                sLog.outError("_LoadBoundInstances: player %s(%d) is in group %d but has a non-permanent character bind to map %d,%d,%d", GetName(), GetGUIDLow(), GUID_LOPART(group->GetLeaderGUID()), mapId, instanceId, difficulty);
                CharacterDatabase.PExecute("DELETE FROM character_instance WHERE guid = '%d' AND instance = '%d'", GetGUIDLow(), instanceId);
                continue;
            }
            // since non permanent binds are always solo bind, they can always be reset
            if (InstanceSave *save = sInstanceSaveManager.AddInstanceSave(mapId, instanceId, difficulty, resetTime, !perm, true))
               BindToInstance(save, perm, true);
        } while (result->NextRow());
        delete result;
    }
}
InstancePlayerBind* Player::GetBoundInstance(uint32 mapid, uint8 difficulty)
{
    // some instances only have one difficulty
    const MapEntry* entry = sMapStore.LookupEntry(mapid);
    if (!entry || !entry->SupportsHeroicMode()) difficulty = DIFFICULTY_NORMAL;
    BoundInstancesMap::iterator itr = m_boundInstances[difficulty].find(mapid);
    if (itr != m_boundInstances[difficulty].end())
        return &itr->second;
    else
        return NULL;
}
InstanceSave * Player::GetInstanceSave(uint32 mapid)
{
    InstancePlayerBind *pBind = GetBoundInstance(mapid, GetDifficulty());
    InstanceSave *pSave = pBind ? pBind->save : NULL;
    if (!pBind || !pBind->perm)
        if(Group *group = GetGroup())
            if(InstanceGroupBind *groupBind = group->GetBoundInstance(mapid, GetDifficulty()))
                pSave = groupBind->save;
    return pSave;
}
void Player::UnbindInstance(uint32 mapid, uint8 difficulty, bool unload)
{
    BoundInstancesMap::iterator itr = m_boundInstances[difficulty].find(mapid);
    UnbindInstance(itr, difficulty, unload);
}
void Player::UnbindInstance(BoundInstancesMap::iterator &itr, uint8 difficulty, bool unload)
{
    if (itr != m_boundInstances[difficulty].end())
    {
        if(!unload) CharacterDatabase.PExecute("DELETE FROM character_instance WHERE guid = '%u' AND instance = '%u'", GetGUIDLow(), itr->second.save->GetInstanceId());
        itr->second.save->RemovePlayer(this);               // save can become invalid
        m_boundInstances[difficulty].erase(itr++);
    }
}
InstancePlayerBind* Player::BindToInstance(InstanceSave *save, bool permanent, bool load)
{
    if(save)
    {
        InstancePlayerBind& bind = m_boundInstances[save->GetDifficulty()][save->GetMapId()];
        if (bind.save)
        {
            // update the save when the group kills a boss
            if (permanent != bind.perm || save != bind.save)
                if (!load)
                    CharacterDatabase.PExecute("UPDATE character_instance SET instance = '%u', permanent = '%u' WHERE guid = '%u' AND instance = '%u'", save->GetInstanceId(), permanent, GetGUIDLow(), bind.save->GetInstanceId());
        }
        else
            if (!load)
                CharacterDatabase.PExecute("INSERT INTO character_instance (guid, instance, permanent) VALUES ('%u', '%u', '%u')", GetGUIDLow(), save->GetInstanceId(), permanent);
        if (bind.save != save)
        {
            if(bind.save)
                bind.save->RemovePlayer(this);
            save->AddPlayer(this);
        }
        if (permanent)
            save->SetCanReset(false);
        bind.save = save;
        bind.perm = permanent;
        if (!load)
            sLog.outDebug("Player::BindToInstance: %s(%d) is now bound to map %d, instance %d, difficulty %d", GetName(), GetGUIDLow(), save->GetMapId(), save->GetInstanceId(), save->GetDifficulty());
        return &bind;
    }
    else
        return NULL;
}
void Player::SendRaidInfo()
{
    uint32 counter = 0;
    WorldPacket data(SMSG_RAID_INSTANCE_INFO, 4);
    size_t p_counter = data.wpos();
    data << uint32(counter);                                // placeholder
    time_t now = time(NULL);
    for (uint8 i = 0; i < TOTAL_DIFFICULTIES; ++i)
    {
        for (BoundInstancesMap::iterator itr = m_boundInstances[i].begin(); itr != m_boundInstances[i].end(); ++itr)
        {
            if(itr->second.perm)
            {
                InstanceSave *save = itr->second.save;
                data << uint32(save->GetMapId());           // map id
                data << uint32(save->GetDifficulty());      // difficulty
                data << uint64(save->GetInstanceId());      // instance id
                data << uint32(save->GetResetTime() - now); // reset time
                data << uint32(0);                          // is extended
                ++counter;
            }
        }
    }
    data.put(p_counter, counter);
    GetSession()->SendPacket(&data);
}
/*
- called on every successful teleportation to a map
*/
void Player::SendSavedInstances()
{
    bool hasBeenSaved = false;
    WorldPacket data;
    for (uint8 i = 0; i < TOTAL_DIFFICULTIES; ++i)
    {
        for (BoundInstancesMap::iterator itr = m_boundInstances[i].begin(); itr != m_boundInstances[i].end(); ++itr)
        {
            if (itr->second.perm)                               // only permanent binds are sent
            {
                hasBeenSaved = true;
                break;
            }
        }
    }
    //Send opcode 811. true or false means, whether you have current raid/heroic instances
    data.Initialize(SMSG_UPDATE_INSTANCE_OWNERSHIP);
    data << uint32(hasBeenSaved);
    GetSession()->SendPacket(&data);
    if (!hasBeenSaved)
        return;
    for (uint8 i = 0; i < TOTAL_DIFFICULTIES; ++i)
    {
        for (BoundInstancesMap::iterator itr = m_boundInstances[i].begin(); itr != m_boundInstances[i].end(); ++itr)
        {
            if (itr->second.perm)
            {
                data.Initialize(SMSG_UPDATE_LAST_INSTANCE);
                data << uint32(itr->second.save->GetMapId());
                GetSession()->SendPacket(&data);
            }
        }
    }
}
/// convert the player's binds to the group
void Player::ConvertInstancesToGroup(Player *player, Group *group, uint64 player_guid)
{
    bool has_binds = false;
    bool has_solo = false;
    if(player)
    {
        player_guid = player->GetGUID();
        if (!group)
            group = player->GetGroup();
    }
    assert(player_guid);
    // copy all binds to the group, when changing leader it's assumed the character
    // will not have any solo binds
    if (player)
    {
        for (uint8 i = 0; i < TOTAL_DIFFICULTIES; ++i)
        {
            for (BoundInstancesMap::iterator itr = player->m_boundInstances[i].begin(); itr != player->m_boundInstances[i].end();)
            {
                has_binds = true;
                if (group)
                    group->BindToInstance(itr->second.save, itr->second.perm, true);
                // permanent binds are not removed
                if (!itr->second.perm)
                {
                    player->UnbindInstance(itr, i, true);   // increments itr
                    has_solo = true;
                }
                else
                    ++itr;
            }
        }
    }
    // if the player's not online we don't know what binds it has
    if(!player || !group || has_binds)
        CharacterDatabase.PExecute("INSERT INTO group_instance SELECT guid, instance, permanent FROM character_instance WHERE guid = '%u'", GUID_LOPART(player_guid));
    // the following should not get executed when changing leaders
    if(!player || has_solo)
        CharacterDatabase.PExecute("DELETE FROM character_instance WHERE guid = '%d' AND permanent = 0", GUID_LOPART(player_guid));
}
bool Player::Satisfy(AccessRequirement const *ar, uint32 target_map, bool report)
{
    if (!isGameMaster() && ar)
    {
        uint8 LevelMin = 0;
        uint8 LevelMax = 0;
        if (!sWorld.getConfig(CONFIG_INSTANCE_IGNORE_LEVEL))
        {
            if (ar->levelMin && getLevel() < ar->levelMin)
                LevelMin = ar->levelMin;
            if (ar->heroicLevelMin && GetDifficulty() == DIFFICULTY_HEROIC && getLevel() < ar->heroicLevelMin)
                LevelMin = ar->heroicLevelMin;
            if (ar->levelMax && getLevel() > ar->levelMax)
                LevelMax = ar->levelMax;
        }
        uint32 missingItem = 0;
        if (ar->item)
        {
            if (!HasItemCount(ar->item, 1) &&
                (!ar->item2 || !HasItemCount(ar->item2, 1)))
                missingItem = ar->item;
        }
        else if(ar->item2 && !HasItemCount(ar->item2, 1))
            missingItem = ar->item2;
        uint32 missingKey = 0;
        uint32 missingHeroicQuest = 0;
        if (GetDifficulty() == DIFFICULTY_HEROIC)
        {
            if (ar->heroicKey)
            {
                if (!HasItemCount(ar->heroicKey, 1) &&
                    (!ar->heroicKey2 || !HasItemCount(ar->heroicKey2, 1)))
                    missingKey = ar->heroicKey;
            }
            else if (ar->heroicKey2 && !HasItemCount(ar->heroicKey2, 1))
                missingKey = ar->heroicKey2;
            if (ar->heroicQuest && !GetQuestRewardStatus(ar->heroicQuest))
                missingHeroicQuest = ar->heroicQuest;
        }
        uint32 missingQuest = 0;
        if(ar->quest && !GetQuestRewardStatus(ar->quest))
            missingQuest = ar->quest;
        if (LevelMin || LevelMax || missingItem || missingKey || missingQuest || missingHeroicQuest)
        {
            if (report)
            {
                if (missingItem)
                    GetSession()->SendAreaTriggerMessage(GetSession()->GetTrinityString(LANG_LEVEL_MINREQUIRED_AND_ITEM), LevelMin, objmgr.GetItemPrototype(missingItem)->Name1);
                else if (missingKey)
                    SendTransferAborted(target_map, TRANSFER_ABORT_DIFFICULTY);
                else if (missingHeroicQuest)
                    GetSession()->SendAreaTriggerMessage(ar->heroicQuestFailedText.c_str());
                else if (missingQuest)
                    GetSession()->SendAreaTriggerMessage(ar->questFailedText.c_str());
                else if (LevelMin)
                    GetSession()->SendAreaTriggerMessage(GetSession()->GetTrinityString(LANG_LEVEL_MINREQUIRED), LevelMin);
            }
            return false;
        }
    }
    return true;
}
bool Player::_LoadHomeBind(QueryResult *result)
{
    PlayerInfo const *info = objmgr.GetPlayerInfo(getRace(), getClass());
    if (!info)
    {
        sLog.outError("Player have incorrect race/class pair. Can't be loaded.");
        return false;
    }
    bool ok = false;
    //QueryResult *result = CharacterDatabase.PQuery("SELECT map,zone,position_x,position_y,position_z FROM character_homebind WHERE guid = '%u'", GUID_LOPART(playerGuid));
    if (result)
    {
        Field *fields = result->Fetch();
        m_homebindMapId = fields[0].GetUInt32();
        m_homebindZoneId = fields[1].GetUInt16();
        m_homebindX = fields[2].GetFloat();
        m_homebindY = fields[3].GetFloat();
        m_homebindZ = fields[4].GetFloat();
        delete result;
        MapEntry const* bindMapEntry = sMapStore.LookupEntry(m_homebindMapId);
        // accept saved data only for valid position (and non instanceable), and accessable
        if( MapManager::IsValidMapCoord(m_homebindMapId,m_homebindX,m_homebindY,m_homebindZ) &&
            !bindMapEntry->Instanceable() && GetSession()->Expansion() >= bindMapEntry->Expansion())
            ok = true;
        else
            CharacterDatabase.PExecute("DELETE FROM character_homebind WHERE guid = '%u'", GetGUIDLow());
    }
    if (!ok)
    {
        m_homebindMapId = info->mapId;
        m_homebindZoneId = info->zoneId;
        m_homebindX = info->positionX;
        m_homebindY = info->positionY;
        m_homebindZ = info->positionZ;
        CharacterDatabase.PExecute("INSERT INTO character_homebind (guid,map,zone,position_x,position_y,position_z) VALUES ('%u', '%u', '%u', '%f', '%f', '%f')", GetGUIDLow(), m_homebindMapId, (uint32)m_homebindZoneId, m_homebindX, m_homebindY, m_homebindZ);
    }
    DEBUG_LOG("Setting player home position: mapid is: %u, zoneid is %u, X is %f, Y is %f, Z is %f",
        m_homebindMapId, m_homebindZoneId, m_homebindX, m_homebindY, m_homebindZ);
    return true;
}
/*********************************************************/
/***                   SAVE SYSTEM                     ***/
/*********************************************************/
void Player::SaveToDB()
{
    // delay auto save at any saves (manual, in code, or autosave)
    m_nextSave = sWorld.getConfig(CONFIG_INTERVAL_SAVE);
    //lets allow only players in world to be saved
    if (IsBeingTeleportedFar())
    {
        ScheduleDelayedOperation(DELAYED_SAVE_PLAYER);
        return;
    }
    // first save/honor gain after midnight will also update the player's honor fields
    UpdateHonorFields();
    sLog.outDebug("The value of player %s at save: ", m_name.c_str());
    outDebugValues();
    CharacterDatabase.BeginTransaction();
    CharacterDatabase.PExecute("DELETE FROM characters WHERE guid = '%u'",GetGUIDLow());
    std::string sql_name = m_name;
    CharacterDatabase.escape_string(sql_name);
    std::ostringstream ss;
    ss << "INSERT INTO characters (guid,account,name,race,class,gender,level,xp,money,playerBytes,playerBytes2,playerFlags,"
        "map, instance_id, dungeon_difficulty, position_x, position_y, position_z, orientation, data, "
        "taximask, online, cinematic, "
        "totaltime, leveltime, rest_bonus, logout_time, is_logout_resting, resettalents_cost, resettalents_time, "
        "trans_x, trans_y, trans_z, trans_o, transguid, extra_flags, stable_slots, at_login, zone, "
        "death_expire_time, taxi_path, arena_pending_points, latency, speccount, activespec) VALUES ("
        << GetGUIDLow() << ", "
        << GetSession()->GetAccountId() << ", '"
        << sql_name << "', "
        << uint32(getRace()) << ", "
        << uint32(getClass()) << ", "
        << uint32(getGender()) << ", "
        << uint32(getLevel()) << ", "
        << GetUInt32Value(PLAYER_XP) << ", "
        << GetMoney() << ", "
        << GetUInt32Value(PLAYER_BYTES) << ", "
        << GetUInt32Value(PLAYER_BYTES_2) << ", "
        << GetUInt32Value(PLAYER_FLAGS) << ", ";
    if (!IsBeingTeleported())
    {
        ss << GetMapId() << ", "
        << (uint32)GetInstanceId() << ", "
        << (uint32)GetDifficulty() << ", "
        << finiteAlways(GetPositionX()) << ", "
        << finiteAlways(GetPositionY()) << ", "
        << finiteAlways(GetPositionZ()) << ", "
        << finiteAlways(GetOrientation()) << ", '";
    }
    else
    {
        ss << GetTeleportDest().GetMapId() << ", "
        << (uint32)0 << ", "
        << (uint32)GetDifficulty() << ", "
        << finiteAlways(GetTeleportDest().GetPositionX()) << ", "
        << finiteAlways(GetTeleportDest().GetPositionY()) << ", "
        << finiteAlways(GetTeleportDest().GetPositionZ()) << ", "
        << finiteAlways(GetTeleportDest().GetOrientation()) << ", '";
    }
    uint16 i;
    for (i = 0; i < m_valuesCount; ++i)
        ss << GetUInt32Value(i) << " ";
    ss << "', ";
    ss << m_taxi << ", ";                                   // string with TaxiMaskSize numbers
    ss << (IsInWorld() ? 1 : 0) << ", ";
    ss << m_cinematic << ", ";
    ss << m_Played_time[PLAYED_TIME_TOTAL] << ", ";
    ss << m_Played_time[PLAYED_TIME_LEVEL] << ", ";
    ss << finiteAlways(m_rest_bonus) << ", ";
    ss << (uint64)time(NULL) << ", ";
    ss << (HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING) ? 1 : 0) << ", ";
                                                            //save, far from tavern/city
                                                            //save, but in tavern/city
    ss << m_resetTalentsCost << ", ";
    ss << (uint64)m_resetTalentsTime << ", ";
    ss << finiteAlways(m_movementInfo.t_x) << ", ";
    ss << finiteAlways(m_movementInfo.t_y) << ", ";
    ss << finiteAlways(m_movementInfo.t_z) << ", ";
    ss << finiteAlways(m_movementInfo.t_o) << ", ";
    if (m_transport)
        ss << m_transport->GetGUIDLow();
    else
        ss << "0";
    ss << ", ";
    ss << m_ExtraFlags << ", ";
    ss << uint32(m_stableSlots) << ", ";                    // to prevent save uint8 as char
    ss << uint32(m_atLoginFlags) << ", ";
    ss << GetZoneId() << ", ";
    ss << (uint64)m_deathExpireTime << ", '";
    ss << m_taxi.SaveTaxiDestinationsToString() << "', ";
    ss << "'0', ";                                          // arena_pending_points
    ss << GetSession()->GetLatency();
    ss << ", ";
    ss << uint32(m_specsCount);
    ss << ", ";
    ss << uint32(m_activeSpec);
    ss << ")";
    CharacterDatabase.Execute( ss.str().c_str() );
    if (m_mailsUpdated)                                     //save mails only when needed
        _SaveMail();
    _SaveBGData();
    _SaveInventory();
    _SaveQuestStatus();
    _SaveDailyQuestStatus();
    _SaveTalents();
    _SaveSpells();
    _SaveSpellCooldowns();
    _SaveActions();
    _SaveAuras();
    m_achievementMgr.SaveToDB();
    m_reputationMgr.SaveToDB();
    _SaveEquipmentSets();
    GetSession()->SaveTutorialsData();                      // changed only while character in game
    _SaveGlyphs();
    CharacterDatabase.CommitTransaction();
    // save pet (hunter pet level and experience and all type pets health/mana).
    if (Pet* pet = GetPet())
        pet->SavePetToDB(PET_SAVE_AS_CURRENT);
}
// fast save function for item/money cheating preventing - save only inventory and money state
void Player::SaveInventoryAndGoldToDB()
{
    _SaveInventory();
    SaveGoldToDB();
}
void Player::SaveGoldToDB()
{
    CharacterDatabase.PExecute("UPDATE characters SET money = '%u' WHERE guid = '%u'", GetMoney(), GetGUIDLow());
}
void Player::_SaveActions()
{
    for (ActionButtonList::iterator itr = m_actionButtons.begin(); itr != m_actionButtons.end();)
    {
        switch (itr->second.uState)
        {
            case ACTIONBUTTON_NEW:
                CharacterDatabase.PExecute("INSERT INTO character_action (guid,spec,button,action,type) VALUES ('%u', '%u', '%u', '%u', '%u')",
                    GetGUIDLow(), (uint32)m_activeSpec, (uint32)itr->first, (uint32)itr->second.GetAction(), (uint32)itr->second.GetType() );
                itr->second.uState = ACTIONBUTTON_UNCHANGED;
                ++itr;
                break;
            case ACTIONBUTTON_CHANGED:
                CharacterDatabase.PExecute("UPDATE character_action SET action = '%u', type = '%u' WHERE guid = '%u' AND button = '%u' AND spec = '%u'",
                    (uint32)itr->second.GetAction(), (uint32)itr->second.GetType(), GetGUIDLow(), (uint32)itr->first, (uint32)m_activeSpec);
                itr->second.uState = ACTIONBUTTON_UNCHANGED;
                ++itr;
                break;
            case ACTIONBUTTON_DELETED:
                CharacterDatabase.PExecute("DELETE FROM character_action WHERE guid = '%u' and button = '%u' and spec = '%u'", GetGUIDLow(), (uint32)itr->first, (uint32)m_activeSpec );
                m_actionButtons.erase(itr++);
                break;
            default:
                ++itr;
                break;
        }
    }
}
void Player::_SaveAuras()
{
    CharacterDatabase.PExecute("DELETE FROM character_aura WHERE guid = '%u'",GetGUIDLow());
    AuraMap const& auras = GetAuras();
    for (AuraMap::const_iterator itr = auras.begin(); itr !=auras.end() ; ++itr)
    {
        if (!itr->second->CanBeSaved())
            continue;
        int32 amounts[MAX_SPELL_EFFECTS];
        for (uint8 i = 0; i < MAX_SPELL_EFFECTS; ++i)
        {
            if (AuraEffect * partAura = itr->second->GetPartAura(i))
                amounts[i] = partAura->GetAmount();
            else
                amounts[i] = 0;
        }
        CharacterDatabase.PExecute("INSERT INTO character_aura (guid,caster_guid,spell,effect_mask,stackcount,amount0,amount1,amount2,maxduration,remaintime,remaincharges) "
            "VALUES ('%u', '" UI64FMTD "', '%u', '%u', '%u', '%d', '%d', '%d', '%d', '%d', '%u')",
            GetGUIDLow(), itr->second->GetCasterGUID(), itr->second->GetId(), itr->second->GetEffectMask(),
            itr->second->GetStackAmount(), amounts[0], amounts[1], amounts[2],
            itr->second->GetAuraMaxDuration(),itr->second->GetAuraDuration(),itr->second->GetAuraCharges());
    }
}
void Player::_SaveInventory()
{
    // force items in buyback slots to new state
    // and remove those that aren't already
    for (uint8 i = BUYBACK_SLOT_START; i < BUYBACK_SLOT_END; ++i)
    {
        Item *item = m_items[i];
        if (!item || item->GetState() == ITEM_NEW)
            continue;
        CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item->GetGUIDLow());
        CharacterDatabase.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item->GetGUIDLow());
        m_items[i]->FSetState(ITEM_NEW);
    }
    // update enchantment durations
    for (EnchantDurationList::iterator itr = m_enchantDuration.begin(); itr != m_enchantDuration.end(); ++itr)
        itr->item->SetEnchantmentDuration(itr->slot,itr->leftduration);
    // if no changes
    if (m_itemUpdateQueue.empty())
        return;
    // do not save if the update queue is corrupt
    bool error = false;
    for (size_t i = 0; i < m_itemUpdateQueue.size(); ++i)
    {
        Item *item = m_itemUpdateQueue[i];
        if(!item || item->GetState() == ITEM_REMOVED) continue;
        Item *test = GetItemByPos( item->GetBagSlot(), item->GetSlot());
        if (test == NULL)
        {
            sLog.outCrash("Player(GUID: %u Name: %s)::_SaveInventory - the bag(%d) and slot(%d) values for the item with guid %d (state %d) are incorrect, the player doesn't have an item at that position!", GetGUIDLow(), GetName(), item->GetBagSlot(), item->GetSlot(), item->GetGUIDLow(), (int32)item->GetState());
            //error = true;
            //now some items in bags cannot be saved but after cleansup they appear again
        }
        else if (test != item)
        {
            sLog.outError("Player(GUID: %u Name: %s)::_SaveInventory - the bag(%d) and slot(%d) values for the item with guid %d are incorrect, the item with guid %d is there instead!", GetGUIDLow(), GetName(), item->GetBagSlot(), item->GetSlot(), item->GetGUIDLow(), test->GetGUIDLow());
            error = true;
        }
    }
    if (error)
    {
        sLog.outError("Player::_SaveInventory - one or more errors occurred save aborted!");
        ChatHandler(this).SendSysMessage(LANG_ITEM_SAVE_FAILED);
        return;
    }
    for (size_t i = 0; i < m_itemUpdateQueue.size(); i++)
    {
        Item *item = m_itemUpdateQueue[i];
        if(!item) continue;
        Bag *container = item->GetContainer();
        uint32 bag_guid = container ? container->GetGUIDLow() : 0;
        switch(item->GetState())
        {
            case ITEM_NEW:
                CharacterDatabase.PExecute("INSERT INTO character_inventory (guid,bag,slot,item,item_template) VALUES ('%u', '%u', '%u', '%u', '%u')", GetGUIDLow(), bag_guid, item->GetSlot(), item->GetGUIDLow(), item->GetEntry());
                break;
            case ITEM_CHANGED:
                CharacterDatabase.PExecute("UPDATE character_inventory SET guid='%u', bag='%u', slot='%u', item_template='%u' WHERE item='%u'", GetGUIDLow(), bag_guid, item->GetSlot(), item->GetEntry(), item->GetGUIDLow());
                break;
            case ITEM_REMOVED:
                CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item->GetGUIDLow());
                break;
            case ITEM_UNCHANGED:
                break;
        }
        item->SaveToDB();                                   // item have unchanged inventory record and can be save standalone
    }
    m_itemUpdateQueue.clear();
}
void Player::_SaveMail()
{
    if (!m_mailsLoaded)
        return;
    for (PlayerMails::iterator itr = m_mail.begin(); itr != m_mail.end(); ++itr)
    {
        Mail *m = (*itr);
        if (m->state == MAIL_STATE_CHANGED)
        {
            CharacterDatabase.PExecute("UPDATE mail SET itemTextId = '%u',has_items = '%u',expire_time = '" UI64FMTD "', deliver_time = '" UI64FMTD "',money = '%u',cod = '%u',checked = '%u' WHERE id = '%u'",
                m->itemTextId, m->HasItems() ? 1 : 0, (uint64)m->expire_time, (uint64)m->deliver_time, m->money, m->COD, m->checked, m->messageID);
            if(m->removedItems.size())
            {
                for (std::vector::iterator itr2 = m->removedItems.begin(); itr2 != m->removedItems.end(); ++itr2)
                    CharacterDatabase.PExecute("DELETE FROM mail_items WHERE item_guid = '%u'", *itr2);
                m->removedItems.clear();
            }
            m->state = MAIL_STATE_UNCHANGED;
        }
        else if (m->state == MAIL_STATE_DELETED)
        {
            if (m->HasItems())
                for (std::vector::iterator itr2 = m->items.begin(); itr2 != m->items.end(); ++itr2)
                    CharacterDatabase.PExecute("DELETE FROM item_instance WHERE guid = '%u'", itr2->item_guid);
            if (m->itemTextId)
                CharacterDatabase.PExecute("DELETE FROM item_text WHERE id = '%u'", m->itemTextId);
            CharacterDatabase.PExecute("DELETE FROM mail WHERE id = '%u'", m->messageID);
            CharacterDatabase.PExecute("DELETE FROM mail_items WHERE mail_id = '%u'", m->messageID);
        }
    }
    //deallocate deleted mails...
    for (PlayerMails::iterator itr = m_mail.begin(); itr != m_mail.end();)
    {
        if ((*itr)->state == MAIL_STATE_DELETED)
        {
            Mail* m = *itr;
            m_mail.erase(itr);
            delete m;
            itr = m_mail.begin();
        }
        else
            ++itr;
    }
    m_mailsUpdated = false;
}
void Player::_SaveQuestStatus()
{
    // we don't need transactions here.
    for (QuestStatusMap::iterator i = mQuestStatus.begin( ); i != mQuestStatus.end( ); ++i )
    {
        switch (i->second.uState)
        {
            case QUEST_NEW :
                CharacterDatabase.PExecute("INSERT INTO character_queststatus (guid,quest,status,rewarded,explored,timer,mobcount1,mobcount2,mobcount3,mobcount4,itemcount1,itemcount2,itemcount3,itemcount4) "
                    "VALUES ('%u', '%u', '%u', '%u', '%u', '" UI64FMTD "', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u')",
                    GetGUIDLow(), i->first, i->second.m_status, i->second.m_rewarded, i->second.m_explored, uint64(i->second.m_timer / IN_MILISECONDS+ sWorld.GetGameTime()), i->second.m_creatureOrGOcount[0], i->second.m_creatureOrGOcount[1], i->second.m_creatureOrGOcount[2], i->second.m_creatureOrGOcount[3], i->second.m_itemcount[0], i->second.m_itemcount[1], i->second.m_itemcount[2], i->second.m_itemcount[3]);
                break;
            case QUEST_CHANGED :
                CharacterDatabase.PExecute("UPDATE character_queststatus SET status = '%u',rewarded = '%u',explored = '%u',timer = '" UI64FMTD "',mobcount1 = '%u',mobcount2 = '%u',mobcount3 = '%u',mobcount4 = '%u',itemcount1 = '%u',itemcount2 = '%u',itemcount3 = '%u',itemcount4 = '%u'  WHERE guid = '%u' AND quest = '%u' ",
                    i->second.m_status, i->second.m_rewarded, i->second.m_explored, uint64(i->second.m_timer / IN_MILISECONDS + sWorld.GetGameTime()), i->second.m_creatureOrGOcount[0], i->second.m_creatureOrGOcount[1], i->second.m_creatureOrGOcount[2], i->second.m_creatureOrGOcount[3], i->second.m_itemcount[0], i->second.m_itemcount[1], i->second.m_itemcount[2], i->second.m_itemcount[3], GetGUIDLow(), i->first );
                break;
            case QUEST_UNCHANGED:
                break;
        };
        i->second.uState = QUEST_UNCHANGED;
    }
}
void Player::_SaveDailyQuestStatus()
{
    if(!m_DailyQuestChanged)
        return;
    m_DailyQuestChanged = false;
    // save last daily quest time for all quests: we need only mostly reset time for reset check anyway
    // we don't need transactions here.
    CharacterDatabase.PExecute("DELETE FROM character_queststatus_daily WHERE guid = '%u'",GetGUIDLow());
    for (uint32 quest_daily_idx = 0; quest_daily_idx < PLAYER_MAX_DAILY_QUESTS; ++quest_daily_idx)
        if(GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx))
            CharacterDatabase.PExecute("INSERT INTO character_queststatus_daily (guid,quest,time) VALUES ('%u', '%u','" UI64FMTD "')",
                GetGUIDLow(), GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx),uint64(m_lastDailyQuestTime));
}
void Player::_SaveSpells()
{
    for (PlayerSpellMap::iterator itr = m_spells.begin(), next = m_spells.begin(); itr != m_spells.end();)
    {
        if (itr->second->state == PLAYERSPELL_REMOVED || itr->second->state == PLAYERSPELL_CHANGED)
            CharacterDatabase.PExecute("DELETE FROM character_spell WHERE guid = '%u' and spell = '%u'", GetGUIDLow(), itr->first);
        // add only changed/new not dependent spells
        if (!itr->second->dependent && (itr->second->state == PLAYERSPELL_NEW || itr->second->state == PLAYERSPELL_CHANGED))
            CharacterDatabase.PExecute("INSERT INTO character_spell (guid,spell,active,disabled) VALUES ('%u', '%u', '%u', '%u')", GetGUIDLow(), itr->first, itr->second->active ? 1 : 0,itr->second->disabled ? 1 : 0);
        if (itr->second->state == PLAYERSPELL_REMOVED)
        {
            delete itr->second;
            m_spells.erase(itr++);
        }
        else
        {
            itr->second->state = PLAYERSPELL_UNCHANGED;
            ++itr;
        }
    }
}
void Player::outDebugValues() const
{
    if(!sLog.IsOutDebug())                                  // optimize disabled debug output
        return;
    sLog.outDebug("HP is: \t\t\t%u\t\tMP is: \t\t\t%u",GetMaxHealth(), GetMaxPower(POWER_MANA));
    sLog.outDebug("AGILITY is: \t\t%f\t\tSTRENGTH is: \t\t%f",GetStat(STAT_AGILITY), GetStat(STAT_STRENGTH));
    sLog.outDebug("INTELLECT is: \t\t%f\t\tSPIRIT is: \t\t%f",GetStat(STAT_INTELLECT), GetStat(STAT_SPIRIT));
    sLog.outDebug("STAMINA is: \t\t%f",GetStat(STAT_STAMINA));
    sLog.outDebug("Armor is: \t\t%u\t\tBlock is: \t\t%f",GetArmor(), GetFloatValue(PLAYER_BLOCK_PERCENTAGE));
    sLog.outDebug("HolyRes is: \t\t%u\t\tFireRes is: \t\t%u",GetResistance(SPELL_SCHOOL_HOLY), GetResistance(SPELL_SCHOOL_FIRE));
    sLog.outDebug("NatureRes is: \t\t%u\t\tFrostRes is: \t\t%u",GetResistance(SPELL_SCHOOL_NATURE), GetResistance(SPELL_SCHOOL_FROST));
    sLog.outDebug("ShadowRes is: \t\t%u\t\tArcaneRes is: \t\t%u",GetResistance(SPELL_SCHOOL_SHADOW), GetResistance(SPELL_SCHOOL_ARCANE));
    sLog.outDebug("MIN_DAMAGE is: \t\t%f\tMAX_DAMAGE is: \t\t%f",GetFloatValue(UNIT_FIELD_MINDAMAGE), GetFloatValue(UNIT_FIELD_MAXDAMAGE));
    sLog.outDebug("MIN_OFFHAND_DAMAGE is: \t%f\tMAX_OFFHAND_DAMAGE is: \t%f",GetFloatValue(UNIT_FIELD_MINOFFHANDDAMAGE), GetFloatValue(UNIT_FIELD_MAXOFFHANDDAMAGE));
    sLog.outDebug("MIN_RANGED_DAMAGE is: \t%f\tMAX_RANGED_DAMAGE is: \t%f",GetFloatValue(UNIT_FIELD_MINRANGEDDAMAGE), GetFloatValue(UNIT_FIELD_MAXRANGEDDAMAGE));
    sLog.outDebug("ATTACK_TIME is: \t%u\t\tRANGE_ATTACK_TIME is: \t%u",GetAttackTime(BASE_ATTACK), GetAttackTime(RANGED_ATTACK));
}
/*********************************************************/
/***               FLOOD FILTER SYSTEM                 ***/
/*********************************************************/
void Player::UpdateSpeakTime()
{
    // ignore chat spam protection for GMs in any mode
    if(GetSession()->GetSecurity() > SEC_PLAYER)
        return;
    time_t current = time (NULL);
    if(m_speakTime > current)
    {
        uint32 max_count = sWorld.getConfig(CONFIG_CHATFLOOD_MESSAGE_COUNT);
        if(!max_count)
            return;
        ++m_speakCount;
        if(m_speakCount >= max_count)
        {
            // prevent overwrite mute time, if message send just before mutes set, for example.
            time_t new_mute = current + sWorld.getConfig(CONFIG_CHATFLOOD_MUTE_TIME);
            if(GetSession()->m_muteTime < new_mute)
                GetSession()->m_muteTime = new_mute;
            m_speakCount = 0;
        }
    }
    else
        m_speakCount = 0;
    m_speakTime = current + sWorld.getConfig(CONFIG_CHATFLOOD_MESSAGE_DELAY);
}
bool Player::CanSpeak() const
{
    return  GetSession()->m_muteTime <= time (NULL);
}
/*********************************************************/
/***              LOW LEVEL FUNCTIONS:Notifiers        ***/
/*********************************************************/
void Player::SendAttackSwingNotInRange()
{
    WorldPacket data(SMSG_ATTACKSWING_NOTINRANGE, 0);
    GetSession()->SendPacket( &data );
}
void Player::SavePositionInDB(uint32 mapid, float x,float y,float z,float o,uint32 zone,uint64 guid)
{
    std::ostringstream ss;
    ss << "UPDATE characters SET position_x='"<= tokens.size())
        return;
    tokens[index] = buf;
}
void Player::SetUInt32ValueInDB(uint16 index, uint32 value, uint64 guid)
{
    Tokens tokens;
    if(!LoadValuesArrayFromDB(tokens,guid))
        return;
    if(index >= tokens.size())
        return;
    char buf[11];
    snprintf(buf,11,"%u",value);
    tokens[index] = buf;
    SaveValuesArrayInDB(tokens,guid);
}
void Player::SetFloatValueInDB(uint16 index, float value, uint64 guid)
{
    uint32 temp;
    memcpy(&temp, &value, sizeof(value));
    Player::SetUInt32ValueInDB(index, temp, guid);
}
void Player::Customize(uint64 guid, uint8 gender, uint8 skin, uint8 face, uint8 hairStyle, uint8 hairColor, uint8 facialHair)
{
    //                                                     0
    QueryResult* result = CharacterDatabase.PQuery("SELECT playerBytes2 FROM characters WHERE guid = '%u'", GUID_LOPART(guid));
    if(!result)
        return;
    Field* fields = result->Fetch();
    uint32 player_bytes2 = fields[0].GetUInt32();
    player_bytes2 &= ~0xFF;
    player_bytes2 |= facialHair;
    CharacterDatabase.PExecute("UPDATE characters SET gender = '%u', playerBytes = '%u', playerBytes2 = '%u' WHERE guid = '%u'", gender, skin | (face << 8) | (hairStyle << 16) | (hairColor << 24), player_bytes2, GUID_LOPART(guid));
    delete result;
}
void Player::SendAttackSwingDeadTarget()
{
    WorldPacket data(SMSG_ATTACKSWING_DEADTARGET, 0);
    GetSession()->SendPacket( &data );
}
void Player::SendAttackSwingCantAttack()
{
    WorldPacket data(SMSG_ATTACKSWING_CANT_ATTACK, 0);
    GetSession()->SendPacket( &data );
}
void Player::SendAttackSwingCancelAttack()
{
    WorldPacket data(SMSG_CANCEL_COMBAT, 0);
    GetSession()->SendPacket( &data );
}
void Player::SendAttackSwingBadFacingAttack()
{
    WorldPacket data(SMSG_ATTACKSWING_BADFACING, 0);
    GetSession()->SendPacket( &data );
}
void Player::SendAutoRepeatCancel(Unit *target)
{
    WorldPacket data(SMSG_CANCEL_AUTO_REPEAT, target->GetPackGUID().size());
    data.append(target->GetPackGUID());                     // may be it's target guid
    GetSession()->SendPacket( &data );
}
void Player::SendExplorationExperience(uint32 Area, uint32 Experience)
{
    WorldPacket data( SMSG_EXPLORATION_EXPERIENCE, 8 );
    data << Area;
    data << Experience;
    GetSession()->SendPacket(&data);
}
void Player::SendDungeonDifficulty(bool IsInGroup)
{
    uint8 val = 0x00000001;
    WorldPacket data(MSG_SET_DUNGEON_DIFFICULTY, 12);
    data << (uint32)GetDifficulty();
    data << uint32(val);
    data << uint32(IsInGroup);
    GetSession()->SendPacket(&data);
}
void Player::SendResetFailedNotify(uint32 mapid)
{
    WorldPacket data(SMSG_RESET_FAILED_NOTIFY, 4);
    data << uint32(mapid);
    GetSession()->SendPacket(&data);
}
/// Reset all solo instances and optionally send a message on success for each
void Player::ResetInstances(uint8 method)
{
    // method can be INSTANCE_RESET_ALL, INSTANCE_RESET_CHANGE_DIFFICULTY, INSTANCE_RESET_GROUP_JOIN
    // we assume that when the difficulty changes, all instances that can be reset will be
    uint8 dif = GetDifficulty();
    for (BoundInstancesMap::iterator itr = m_boundInstances[dif].begin(); itr != m_boundInstances[dif].end();)
    {
        InstanceSave *p = itr->second.save;
        const MapEntry *entry = sMapStore.LookupEntry(itr->first);
        if(!entry || !p->CanReset())
        {
            ++itr;
            continue;
        }
        if(method == INSTANCE_RESET_ALL)
        {
            // the "reset all instances" method can only reset normal maps
            if(dif == DIFFICULTY_HEROIC || entry->map_type == MAP_RAID)
            {
                ++itr;
                continue;
            }
        }
        // if the map is loaded, reset it
        Map *map = MapManager::Instance().FindMap(p->GetMapId(), p->GetInstanceId());
        if(map && map->IsDungeon())
            if(!((InstanceMap*)map)->Reset(method))
            {
                ++itr;
                continue;
            }
        // since this is a solo instance there should not be any players inside
        if(method == INSTANCE_RESET_ALL || method == INSTANCE_RESET_CHANGE_DIFFICULTY)
            SendResetInstanceSuccess(p->GetMapId());
        p->DeleteFromDB();
        m_boundInstances[dif].erase(itr++);
        // the following should remove the instance save from the manager and delete it as well
        p->RemovePlayer(this);
    }
}
void Player::SendResetInstanceSuccess(uint32 MapId)
{
    WorldPacket data(SMSG_INSTANCE_RESET, 4);
    data << MapId;
    GetSession()->SendPacket(&data);
}
void Player::SendResetInstanceFailed(uint32 reason, uint32 MapId)
{
    // TODO: find what other fail reasons there are besides players in the instance
    WorldPacket data(SMSG_INSTANCE_RESET_FAILED, 4);
    data << reason;
    data << MapId;
    GetSession()->SendPacket(&data);
}
/*********************************************************/
/***              Update timers                        ***/
/*********************************************************/
///checks the 15 afk reports per 5 minutes limit
void Player::UpdateAfkReport(time_t currTime)
{
    if(m_bgData.bgAfkReportedTimer <= currTime)
    {
        m_bgData.bgAfkReportedCount = 0;
        m_bgData.bgAfkReportedTimer = currTime+5*MINUTE;
    }
}
void Player::UpdateContestedPvP(uint32 diff)
{
    if(!m_contestedPvPTimer||isInCombat())
        return;
    if(m_contestedPvPTimer <= diff)
    {
        ResetContestedPvP();
    }
    else
        m_contestedPvPTimer -= diff;
}
void Player::UpdatePvPFlag(time_t currTime)
{
    if(!IsPvP())
        return;
    if(pvpInfo.endTimer == 0 || currTime < (pvpInfo.endTimer + 300))
        return;
    UpdatePvP(false);
}
void Player::UpdateDuelFlag(time_t currTime)
{
    if(!duel || duel->startTimer == 0 ||currTime < duel->startTimer + 3)
        return;
    SetUInt32Value(PLAYER_DUEL_TEAM, 1);
    duel->opponent->SetUInt32Value(PLAYER_DUEL_TEAM, 2);
    duel->startTimer = 0;
    duel->startTime  = currTime;
    duel->opponent->duel->startTimer = 0;
    duel->opponent->duel->startTime  = currTime;
}
Pet* Player::GetPet() const
{
    if(uint64 pet_guid = GetPetGUID())
    {
        if(!IS_PET_GUID(pet_guid))
            return NULL;
        if(Pet* pet = ObjectAccessor::GetPet(pet_guid))
            return pet;
        //there may be a guardian in slot
        //sLog.outError("Player::GetPet: Pet %u not exist.",GUID_LOPART(pet_guid));
        //const_cast(this)->SetPetGUID(0);
    }
    return NULL;
}
void Player::RemovePet(Pet* pet, PetSaveMode mode, bool returnreagent)
{
    if(!pet)
        pet = GetPet();
    if(pet)
    {
        sLog.outDebug("RemovePet %u, %u, %u", pet->GetEntry(), mode, returnreagent);
        if(pet->m_removed)
            return;
    }
    if(returnreagent && (pet || m_temporaryUnsummonedPetNumber) && !InBattleGround())
    {
        //returning of reagents only for players, so best done here
        uint32 spellId = pet ? pet->GetUInt32Value(UNIT_CREATED_BY_SPELL) : m_oldpetspell;
        SpellEntry const *spellInfo = sSpellStore.LookupEntry(spellId);
        if(spellInfo)
        {
            for (uint32 i = 0; i < 7; ++i)
            {
                if(spellInfo->Reagent[i] > 0)
                {
                    ItemPosCountVec dest;                   //for succubus, voidwalker, felhunter and felguard credit soulshard when despawn reason other than death (out of range, logout)
                    uint8 msg = CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, spellInfo->Reagent[i], spellInfo->ReagentCount[i] );
                    if( msg == EQUIP_ERR_OK )
                    {
                        Item* item = StoreNewItem( dest, spellInfo->Reagent[i], true);
                        if(IsInWorld())
                            SendNewItem(item,spellInfo->ReagentCount[i],true,false);
                    }
                }
            }
        }
        m_temporaryUnsummonedPetNumber = 0;
    }
    if(!pet || pet->GetOwnerGUID()!=GetGUID())
        return;
    pet->CombatStop();
    if(returnreagent)
    {
        switch(pet->GetEntry())
        {
            //warlock pets except imp are removed(?) when logging out
            case 1860:
            case 1863:
            case 417:
            case 17252:
                mode = PET_SAVE_NOT_IN_SLOT;
                break;
        }
    }
    // only if current pet in slot
    pet->SavePetToDB(mode);
    SetMinion(pet, false);
    pet->AddObjectToRemoveList();
    pet->m_removed = true;
    if(pet->isControlled())
    {
        WorldPacket data(SMSG_PET_SPELLS, 8);
        data << uint64(0);
        GetSession()->SendPacket(&data);
        if(GetGroup())
            SetGroupUpdateFlag(GROUP_UPDATE_PET);
    }
}
void Player::StopCastingCharm()
{
    Unit* charm = GetCharm();
    if(!charm)
        return;
    if(charm->GetTypeId() == TYPEID_UNIT)
    {
        if(((Creature*)charm)->HasUnitTypeMask(UNIT_MASK_PUPPET))
            ((Puppet*)charm)->UnSummon();
        else if(charm->IsVehicle())
            ExitVehicle();
    }
    if(GetCharmGUID())
        charm->RemoveCharmAuras();
    if(GetCharmGUID())
    {
        sLog.outCrash("Player %s (GUID: " UI64FMTD " is not able to uncharm unit (GUID: " UI64FMTD " Entry: %u, Type: %u)", GetName(), GetGUID(), GetCharmGUID(), charm->GetEntry(), charm->GetTypeId());
        if(charm->GetCharmerGUID())
        {
            sLog.outCrash("Charmed unit has charmer guid " UI64FMTD, charm->GetCharmerGUID());
            assert(false);
        }
        else
            SetCharm(charm, false);
    }
}
void Player::BuildPlayerChat(WorldPacket *data, uint8 msgtype, const std::string& text, uint32 language) const
{
    *data << (uint8)msgtype;
    *data << (uint32)language;
    *data << (uint64)GetGUID();
    *data << (uint32)language;                               //language 2.1.0 ?
    *data << (uint64)GetGUID();
    *data << (uint32)(text.length()+1);
    *data << text;
    *data << (uint8)chatTag();
}
void Player::Say(const std::string& text, const uint32 language)
{
    WorldPacket data(SMSG_MESSAGECHAT, 200);
    BuildPlayerChat(&data, CHAT_MSG_SAY, text, language);
    SendMessageToSetInRange(&data,sWorld.getConfig(CONFIG_LISTEN_RANGE_SAY),true);
    if(sWorld.getConfig(CONFIG_CHATLOG_PUBLIC))
        sLog.outChat("[SAY] Player %s says (language %u): %s",
            GetName(), language, text.c_str());
}
void Player::Yell(const std::string& text, const uint32 language)
{
    WorldPacket data(SMSG_MESSAGECHAT, 200);
    BuildPlayerChat(&data, CHAT_MSG_YELL, text, language);
    SendMessageToSetInRange(&data,sWorld.getConfig(CONFIG_LISTEN_RANGE_YELL),true);
    if(sWorld.getConfig(CONFIG_CHATLOG_PUBLIC))
        sLog.outChat("[YELL] Player %s yells (language %u): %s",
            GetName(), language, text.c_str());
}
void Player::TextEmote(const std::string& text)
{
    WorldPacket data(SMSG_MESSAGECHAT, 200);
    BuildPlayerChat(&data, CHAT_MSG_EMOTE, text, LANG_UNIVERSAL);
    SendMessageToSetInRange(&data,sWorld.getConfig(CONFIG_LISTEN_RANGE_TEXTEMOTE),true, !sWorld.getConfig(CONFIG_ALLOW_TWO_SIDE_INTERACTION_CHAT));
    if(sWorld.getConfig(CONFIG_CHATLOG_PUBLIC))
        sLog.outChat("[TEXTEMOTE] Player %s emotes: %s",
            GetName(), text.c_str());
}
void Player::Whisper(const std::string& text, uint32 language,uint64 receiver)
{
    if (language != LANG_ADDON)                             // if not addon data
        language = LANG_UNIVERSAL;                          // whispers should always be readable
    Player *rPlayer = objmgr.GetPlayer(receiver);
    if(sWorld.getConfig(CONFIG_CHATLOG_WHISPER))
        sLog.outChat("[WHISPER] Player %s tells %s: %s",
            GetName(), rPlayer->GetName(), text.c_str());
    // when player you are whispering to is dnd, he cannot receive your message, unless you are in gm mode
    if(!rPlayer->isDND() || isGameMaster())
    {
        WorldPacket data(SMSG_MESSAGECHAT, 200);
        BuildPlayerChat(&data, CHAT_MSG_WHISPER, text, language);
        rPlayer->GetSession()->SendPacket(&data);
        data.Initialize(SMSG_MESSAGECHAT, 200);
        rPlayer->BuildPlayerChat(&data, CHAT_MSG_REPLY, text, language);
        GetSession()->SendPacket(&data);
    }
    else
    {
        // announce to player that player he is whispering to is dnd and cannot receive his message
        ChatHandler(this).PSendSysMessage(LANG_PLAYER_DND, rPlayer->GetName(), rPlayer->dndMsg.c_str());
    }
    if(!isAcceptWhispers() && !isGameMaster() && !rPlayer->isGameMaster())
    {
        SetAcceptWhispers(true);
        ChatHandler(this).SendSysMessage(LANG_COMMAND_WHISPERON);
    }
    // announce to player that player he is whispering to is afk
    if(rPlayer->isAFK())
        ChatHandler(this).PSendSysMessage(LANG_PLAYER_AFK, rPlayer->GetName(), rPlayer->afkMsg.c_str());
    // if player whisper someone, auto turn of dnd to be able to receive an answer
    if(isDND() && !rPlayer->isGameMaster())
        ToggleDND();
}
void Player::PetSpellInitialize()
{
    Pet* pet = GetPet();
    if(!pet)
        return;
    sLog.outDebug("Pet Spells Groups");
    CharmInfo *charmInfo = pet->GetCharmInfo();
    WorldPacket data(SMSG_PET_SPELLS, 8+2+4+4+4*MAX_UNIT_ACTION_BAR_INDEX+1+1);
    data << uint64(pet->GetGUID());
    data << uint16(pet->GetCreatureInfo()->family);         // creature family (required for pet talents)
    data << uint32(0);
    data << uint8(pet->GetReactState()) << uint8(charmInfo->GetCommandState()) << uint16(0);
    // action bar loop
    charmInfo->BuildActionBar(&data);
    size_t spellsCountPos = data.wpos();
    // spells count
    uint8 addlist = 0;
    data << uint8(addlist);                                 // placeholder
    if (pet->IsPermanentPetFor(this))
    {
        // spells loop
        for (PetSpellMap::iterator itr = pet->m_spells.begin(); itr != pet->m_spells.end(); ++itr)
        {
            if(itr->second.state == PETSPELL_REMOVED)
                continue;
            data << uint32(MAKE_UNIT_ACTION_BUTTON(itr->first,itr->second.active));
            ++addlist;
        }
    }
    data.put(spellsCountPos, addlist);
    uint8 cooldownsCount = pet->m_CreatureSpellCooldowns.size() + pet->m_CreatureCategoryCooldowns.size();
    data << uint8(cooldownsCount);
    time_t curTime = time(NULL);
    for (CreatureSpellCooldowns::const_iterator itr = pet->m_CreatureSpellCooldowns.begin(); itr != pet->m_CreatureSpellCooldowns.end(); ++itr)
    {
        time_t cooldown = (itr->second > curTime) ? (itr->second - curTime) * IN_MILISECONDS : 0;
        data << uint32(itr->first);                         // spellid
        data << uint16(0);                                  // spell category?
        data << uint32(cooldown);                           // cooldown
        data << uint32(0);                                  // category cooldown
    }
    for (CreatureSpellCooldowns::const_iterator itr = pet->m_CreatureCategoryCooldowns.begin(); itr != pet->m_CreatureCategoryCooldowns.end(); ++itr)
    {
        time_t cooldown = (itr->second > curTime) ? (itr->second - curTime) * IN_MILISECONDS : 0;
        data << uint32(itr->first);                         // spellid
        data << uint16(0);                                  // spell category?
        data << uint32(0);                                  // cooldown
        data << uint32(cooldown);                           // category cooldown
    }
    data.hexlike();
    GetSession()->SendPacket(&data);
}
void Player::PossessSpellInitialize()
{
    Unit* charm = GetCharm();
    if(!charm)
        return;
    CharmInfo *charmInfo = charm->GetCharmInfo();
    if(!charmInfo)
    {
        sLog.outError("Player::PossessSpellInitialize(): charm ("UI64FMTD") has no charminfo!", charm->GetGUID());
        return;
    }
    WorldPacket data(SMSG_PET_SPELLS, 8+2+4+4+4*MAX_UNIT_ACTION_BAR_INDEX+1+1);
    data << uint64(charm->GetGUID());
    data << uint16(0);
    data << uint32(0);
    data << uint32(0);
    charmInfo->BuildActionBar(&data);
    data << uint8(0);                                       // spells count
    data << uint8(0);                                       // cooldowns count
    GetSession()->SendPacket(&data);
}
void Player::VehicleSpellInitialize()
{
    Creature* veh = GetVehicleCreatureBase();
    if(!veh)
        return;
    WorldPacket data(SMSG_PET_SPELLS, 8+2+4+4+4*10+1+1);
    data << uint64(veh->GetGUID());
    data << uint16(0);
    data << uint32(0);
    data << uint32(0x00000101);
    for (uint32 i = 0; i < CREATURE_MAX_SPELLS; ++i)
    {
        uint32 spellId = ((Creature*)veh)->m_spells[i];
        if(!spellId)
            continue;
        SpellEntry const *spellInfo = sSpellStore.LookupEntry(spellId);
        if(!spellInfo)
            continue;
        if(IsPassiveSpell(spellId))
        {
            veh->CastSpell(veh, spellId, true);
            data << uint16(0) << uint8(0) << uint8(i+8);
        }
        else
            data << uint16(spellId) << uint8(0) << uint8(i+8);
    }
    for (uint32 i = CREATURE_MAX_SPELLS; i < MAX_SPELL_CONTROL_BAR; ++i)
        data << uint16(0) << uint8(0) << uint8(i+8);
    data << uint8(0);
    data << uint8(0);
    GetSession()->SendPacket(&data);
}
void Player::CharmSpellInitialize()
{
    Unit* charm = GetFirstControlled();
    if(!charm)
        return;
    CharmInfo *charmInfo = charm->GetCharmInfo();
    if(!charmInfo)
    {
        sLog.outError("Player::CharmSpellInitialize(): the player's charm ("UI64FMTD") has no charminfo!", charm->GetGUID());
        return;
    }
    uint8 addlist = 0;
    if(charm->GetTypeId() != TYPEID_PLAYER)
    {
        CreatureInfo const *cinfo = ((Creature*)charm)->GetCreatureInfo();
        //if(cinfo && cinfo->type == CREATURE_TYPE_DEMON && getClass() == CLASS_WARLOCK)
        {
            for (uint32 i = 0; i < MAX_SPELL_CHARM; ++i)
            {
                if(charmInfo->GetCharmSpell(i)->GetAction())
                    ++addlist;
            }
        }
    }
    WorldPacket data(SMSG_PET_SPELLS, 8+2+4+4+4*MAX_UNIT_ACTION_BAR_INDEX+1+4*addlist+1);
    data << uint64(charm->GetGUID());
    data << uint16(0);
    data << uint32(0);
    if(charm->GetTypeId() != TYPEID_PLAYER)
        data << uint8(((Creature*)charm)->GetReactState()) << uint8(charmInfo->GetCommandState()) << uint16(0);
    else
        data << uint8(0) << uint8(0) << uint16(0);
    charmInfo->BuildActionBar(&data);
    data << uint8(addlist);
    if(addlist)
    {
        for (uint32 i = 0; i < MAX_SPELL_CHARM; ++i)
        {
            CharmSpellEntry *cspell = charmInfo->GetCharmSpell(i);
            if(cspell->GetAction())
                data << uint32(cspell->packedData);
        }
    }
    data << uint8(0);                                       // cooldowns count
    GetSession()->SendPacket(&data);
}
void Player::SendRemoveControlBar()
{
    WorldPacket data(SMSG_PET_SPELLS, 8);
    data << uint64(0);
    GetSession()->SendPacket(&data);
}
bool Player::IsAffectedBySpellmod(SpellEntry const *spellInfo, SpellModifier *mod, Spell * spell)
{
     if (!mod || !spellInfo)
         return false;
    // Mod out of charges
    if (spell && mod->charges == -1 && spell->m_appliedMods.find(mod->ownerAura) == spell->m_appliedMods.end())
        return false;
    return spellmgr.IsAffectedByMod(spellInfo, mod);
}
void Player::AddSpellMod(SpellModifier* mod, bool apply)
{
    uint16 Opcode = (mod->type == SPELLMOD_FLAT) ? SMSG_SET_FLAT_SPELL_MODIFIER : SMSG_SET_PCT_SPELL_MODIFIER;
    int i = 0;
    flag96 _mask = 0;
    for (int eff = 0; eff < 96; ++eff)
    {
        if (eff != 0 && eff%32 == 0)
            _mask[i++] = 0;
        _mask[i] = uint32(1) << (eff-(32*i));
        if (mod->mask & _mask)
        {
            int32 val = 0;
            for (SpellModList::iterator itr = m_spellMods[mod->op].begin(); itr != m_spellMods[mod->op].end(); ++itr)
            {
                if ((*itr)->type == mod->type && (*itr)->mask & _mask)
                    val += (*itr)->value;
            }
            val += apply ? mod->value : -(mod->value);
            WorldPacket data(Opcode, (1+1+4));
            data << uint8(eff);
            data << uint8(mod->op);
            data << int32(val);
            SendDirectMessage(&data);
        }
    }
    if (apply)
        m_spellMods[mod->op].push_back(mod);
    else
    {
        m_spellMods[mod->op].remove(mod);
        delete mod;
    }
}
// Restore spellmods in case of failed cast
void Player::RestoreSpellMods(Spell * spell)
{
    if (!spell || spell->m_appliedMods.empty())
        return;
    for (uint8 i=0; iownerAura || !mod->ownerAura->GetAuraCharges())
                continue;
            // check if mod affected this spell
            Spell::UsedSpellMods::iterator iterMod = spell->m_appliedMods.find(mod->ownerAura);
            if (iterMod == spell->m_appliedMods.end())
                continue;
            // remove from list
            spell->m_appliedMods.erase(iterMod);
            // add mod charges back to mod
            if (mod->charges == -1)
                mod->charges = 1;
            else
                mod->charges++;
            // Do not set more spellmods than avalible
            if (mod->ownerAura->GetAuraCharges() < mod->charges)
                mod->charges = mod->ownerAura->GetAuraCharges();
            // Skip this check for now - aura charges may change due to various reason
            // TODO: trac these changes correctly
            //assert (mod->ownerAura->GetAuraCharges() <= mod->charges);
        }
    }
}
void Player::RemoveSpellMods(Spell * spell)
{
    if (!spell)
        return;
    std::set  checkedSpells;
    AuraEffectList const & auraList = GetAurasByType(SPELL_AURA_ABILITY_IGNORE_AURASTATE);
    for (AuraEffectList::const_iterator itr = auraList.begin(); itr != auraList.end();)
    {
        AuraEffect * aur = *itr;
        ++itr;
        if (!aur->GetParentAura()->GetAuraCharges())
            continue;
        SpellEntry const * spellInfo = aur->GetSpellProto();
        if (spellInfo->SpellFamilyName != spell->m_spellInfo->SpellFamilyName ||
            checkedSpells.find(aur->GetParentAura()) != checkedSpells.end())
            continue;
        if (spell->m_spellInfo->SpellFamilyFlags & spellInfo->EffectSpellClassMask[aur->GetEffIndex()]
        // this is for fingers of frost, look at spell::finish part, a charge will be taken by the triggering spell
            && aur->GetParentAura()->GetAuraDuration() != aur->GetParentAura()->GetAuraMaxDuration())
        {
            checkedSpells.insert(aur->GetParentAura());
            spell->m_appliedMods.erase(aur->GetParentAura());
            if (aur->GetParentAura()->DropAuraCharge())
                itr = auraList.begin();
        }
    }
    if (spell->m_appliedMods.empty())
        return;
    for (uint8 i=0; iownerAura || !mod->ownerAura->GetAuraCharges())
                continue;
            // check if mod affected this spell
            Spell::UsedSpellMods::iterator iterMod = spell->m_appliedMods.find(mod->ownerAura);
            if (iterMod == spell->m_appliedMods.end())
                continue;
            // remove from list
            spell->m_appliedMods.erase(iterMod);
            if (mod->ownerAura->DropAuraCharge())
                itr = m_spellMods[i].begin();
        }
    }
}
void Player::DropModCharge(SpellModifier * mod, Spell * spell)
{
    if (spell && mod->ownerAura && mod->charges > 0 )
    {
        --mod->charges;
        if (mod->charges == 0)
        {
            mod->charges = -1;
        }
        spell->m_appliedMods.insert(mod->ownerAura);
    }
}
void Player::SetSpellModTakingSpell(Spell * spell, bool apply)
{
    if (!spell || (m_spellModTakingSpell && m_spellModTakingSpell != spell))
        return;
    if (apply && spell->getState() == SPELL_STATE_FINISHED)
        return;
    m_spellModTakingSpell = apply ? spell : NULL;
}
// send Proficiency
void Player::SendProficiency(uint8 pr1, uint32 pr2)
{
    WorldPacket data(SMSG_SET_PROFICIENCY, 8);
    data << pr1 << pr2;
    GetSession()->SendPacket (&data);
}
void Player::RemovePetitionsAndSigns(uint64 guid, uint32 type)
{
    QueryResult *result = NULL;
    if(type==10)
        result = CharacterDatabase.PQuery("SELECT ownerguid,petitionguid FROM petition_sign WHERE playerguid = '%u'", GUID_LOPART(guid));
    else
        result = CharacterDatabase.PQuery("SELECT ownerguid,petitionguid FROM petition_sign WHERE playerguid = '%u' AND type = '%u'", GUID_LOPART(guid), type);
    if(result)
    {
        do                                                  // this part effectively does nothing, since the deletion / modification only takes place _after_ the PetitionQuery. Though I don't know if the result remains intact if I execute the delete query beforehand.
        {                                                   // and SendPetitionQueryOpcode reads data from the DB
            Field *fields = result->Fetch();
            uint64 ownerguid   = MAKE_NEW_GUID(fields[0].GetUInt32(), 0, HIGHGUID_PLAYER);
            uint64 petitionguid = MAKE_NEW_GUID(fields[1].GetUInt32(), 0, HIGHGUID_ITEM);
            // send update if charter owner in game
            Player* owner = objmgr.GetPlayer(ownerguid);
            if(owner)
                owner->GetSession()->SendPetitionQueryOpcode(petitionguid);
        } while ( result->NextRow() );
        delete result;
        if(type==10)
            CharacterDatabase.PExecute("DELETE FROM petition_sign WHERE playerguid = '%u'", GUID_LOPART(guid));
        else
            CharacterDatabase.PExecute("DELETE FROM petition_sign WHERE playerguid = '%u' AND type = '%u'", GUID_LOPART(guid), type);
    }
    CharacterDatabase.BeginTransaction();
    if(type == 10)
    {
        CharacterDatabase.PExecute("DELETE FROM petition WHERE ownerguid = '%u'", GUID_LOPART(guid));
        CharacterDatabase.PExecute("DELETE FROM petition_sign WHERE ownerguid = '%u'", GUID_LOPART(guid));
    }
    else
    {
        CharacterDatabase.PExecute("DELETE FROM petition WHERE ownerguid = '%u' AND type = '%u'", GUID_LOPART(guid), type);
        CharacterDatabase.PExecute("DELETE FROM petition_sign WHERE ownerguid = '%u' AND type = '%u'", GUID_LOPART(guid), type);
    }
    CharacterDatabase.CommitTransaction();
}
void Player::LeaveAllArenaTeams(uint64 guid)
{
    QueryResult *result = CharacterDatabase.PQuery("SELECT arena_team_member.arenateamid FROM arena_team_member JOIN arena_team ON arena_team_member.arenateamid = arena_team.arenateamid WHERE guid='%u'", GUID_LOPART(guid));
    if(!result)
        return;
    do
    {
        Field *fields = result->Fetch();
        uint32 at_id = fields[0].GetUInt32();
        if(at_id != 0)
        {
            ArenaTeam * at = objmgr.GetArenaTeamById(at_id);
            if(at)
                at->DelMember(guid);
        }
    } while (result->NextRow());
    delete result;
}
void Player::SetRestBonus (float rest_bonus_new)
{
    // Prevent resting on max level
    if(getLevel() >= sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL))
        rest_bonus_new = 0;
    if(rest_bonus_new < 0)
        rest_bonus_new = 0;
    float rest_bonus_max = (float)GetUInt32Value(PLAYER_NEXT_LEVEL_XP)*1.5/2;
    if(rest_bonus_new > rest_bonus_max)
        m_rest_bonus = rest_bonus_max;
    else
        m_rest_bonus = rest_bonus_new;
    // update data for client
    if(m_rest_bonus>10)
        SetByteValue(PLAYER_BYTES_2, 3, 0x01);              // Set Reststate = Rested
    else if(m_rest_bonus<=1)
        SetByteValue(PLAYER_BYTES_2, 3, 0x02);              // Set Reststate = Normal
    //RestTickUpdate
    SetUInt32Value(PLAYER_REST_STATE_EXPERIENCE, uint32(m_rest_bonus));
}
void Player::HandleStealthedUnitsDetection()
{
    std::list stealthedUnits;
    Trinity::AnyStealthedCheck u_check;
    Trinity::UnitListSearcher searcher(this, stealthedUnits, u_check);
    VisitNearbyObject(GetMap()->GetVisibilityDistance(), searcher);
    for (std::list::const_iterator i = stealthedUnits.begin(); i != stealthedUnits.end(); ++i)
    {
        if((*i)==this)
            continue;
        bool hasAtClient = HaveAtClient((*i));
        bool hasDetected = canSeeOrDetect(*i, true);
        if (hasDetected)
        {
            if(!hasAtClient)
            {
                (*i)->SendUpdateToPlayer(this);
                m_clientGUIDs.insert((*i)->GetGUID());
                #ifdef MANGOS_DEBUG
                if((sLog.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES)==0)
                    sLog.outDebug("Object %u (Type: %u) is detected in stealth by player %u. Distance = %f",(*i)->GetGUIDLow(),(*i)->GetTypeId(),GetGUIDLow(),GetDistance(*i));
                #endif
                // target aura duration for caster show only if target exist at caster client
                // send data at target visibility change (adding to client)
                SendInitialVisiblePackets(*i);
            }
        }
        else
        {
            if(hasAtClient)
            {
                (*i)->DestroyForPlayer(this);
                m_clientGUIDs.erase((*i)->GetGUID());
            }
        }
    }
}
bool Player::ActivateTaxiPathTo(std::vector const& nodes, Creature* npc /*= NULL*/, uint32 spellid /*= 0*/)
{
    if(nodes.size() < 2)
        return false;
    // not let cheating with start flight in time of logout process || while in combat || has type state: stunned || has type state: root
    if(GetSession()->isLogingOut() || isInCombat() || hasUnitState(UNIT_STAT_STUNNED) || hasUnitState(UNIT_STAT_ROOT))
    {
        WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4);
        data << uint32(ERR_TAXIPLAYERBUSY);
        GetSession()->SendPacket(&data);
        return false;
    }
    if(HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_DISABLE_MOVE))
        return false;
    // taximaster case
    if(npc)
    {
        // not let cheating with start flight mounted
        if(IsMounted())
        {
            WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4);
            data << uint32(ERR_TAXIPLAYERALREADYMOUNTED);
            GetSession()->SendPacket(&data);
            return false;
        }
        if( m_ShapeShiftFormSpellId && m_form != FORM_BATTLESTANCE && m_form != FORM_BERSERKERSTANCE && m_form != FORM_DEFENSIVESTANCE && m_form != FORM_SHADOW )
        {
            WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4);
            data << uint32(ERR_TAXIPLAYERSHAPESHIFTED);
            GetSession()->SendPacket(&data);
            return false;
        }
        // not let cheating with start flight in time of logout process || if casting not finished || while in combat || if not use Spell's with EffectSendTaxi
        if(IsNonMeleeSpellCasted(false))
        {
            WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4);
            data << uint32(ERR_TAXIPLAYERBUSY);
            GetSession()->SendPacket(&data);
            return false;
        }
    }
    // cast case or scripted call case
    else
    {
        RemoveAurasByType(SPELL_AURA_MOUNTED);
        if( m_ShapeShiftFormSpellId && m_form != FORM_BATTLESTANCE && m_form != FORM_BERSERKERSTANCE && m_form != FORM_DEFENSIVESTANCE && m_form != FORM_SHADOW )
            RemoveAurasDueToSpell(m_ShapeShiftFormSpellId);
        if (Spell* spell = GetCurrentSpell(CURRENT_GENERIC_SPELL))
            if (spell->m_spellInfo->Id != spellid)
                InterruptSpell(CURRENT_GENERIC_SPELL,false);
        InterruptSpell(CURRENT_AUTOREPEAT_SPELL,false);
        if (Spell* spell = GetCurrentSpell(CURRENT_CHANNELED_SPELL))
            if (spell->m_spellInfo->Id != spellid)
                InterruptSpell(CURRENT_CHANNELED_SPELL,true);
    }
    uint32 sourcenode = nodes[0];
    // starting node too far away (cheat?)
    TaxiNodesEntry const* node = sTaxiNodesStore.LookupEntry(sourcenode);
    if (!node)
    {
        WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4);
        data << uint32(ERR_TAXINOSUCHPATH);
        GetSession()->SendPacket(&data);
        return false;
    }
    // check node starting pos data set case if provided
    if (node->x != 0.0f || node->y != 0.0f || node->z != 0.0f)
    {
        if (node->map_id != GetMapId() ||
            (node->x - GetPositionX())*(node->x - GetPositionX())+
            (node->y - GetPositionY())*(node->y - GetPositionY())+
            (node->z - GetPositionZ())*(node->z - GetPositionZ()) >
            (2*INTERACTION_DISTANCE)*(2*INTERACTION_DISTANCE)*(2*INTERACTION_DISTANCE))
        {
            WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4);
            data << uint32(ERR_TAXITOOFARAWAY);
            GetSession()->SendPacket(&data);
            return false;
        }
    }
    // node must have pos if taxi master case (npc != NULL)
    else if (npc)
    {
        WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4);
        data << uint32(ERR_TAXIUNSPECIFIEDSERVERERROR);
        GetSession()->SendPacket(&data);
        return false;
    }
    // Prepare to flight start now
    // stop combat at start taxi flight if any
    CombatStop();
    StopCastingCharm();
    StopCastingBindSight();
    ExitVehicle();
    // stop trade (client cancel trade at taxi map open but cheating tools can be used for reopen it)
    TradeCancel(true);
    // clean not finished taxi path if any
    m_taxi.ClearTaxiDestinations();
    // 0 element current node
    m_taxi.AddTaxiDestination(sourcenode);
    // fill destinations path tail
    uint32 sourcepath = 0;
    uint32 totalcost = 0;
    uint32 prevnode = sourcenode;
    uint32 lastnode = 0;
    for (uint32 i = 1; i < nodes.size(); ++i)
    {
        uint32 path, cost;
        lastnode = nodes[i];
        objmgr.GetTaxiPath(prevnode, lastnode, path, cost);
        if(!path)
        {
            m_taxi.ClearTaxiDestinations();
            return false;
        }
        totalcost += cost;
        if(prevnode == sourcenode)
            sourcepath = path;
        m_taxi.AddTaxiDestination(lastnode);
        prevnode = lastnode;
    }
    // get mount model (in case non taximaster (npc==NULL) allow more wide lookup)
    //
    // Hack-Fix for Alliance not being able to use Acherus taxi. There is
    // only one mount ID for both sides. Probably not good to use 315 in case DBC nodes
    // change but I couldn't find a suitable alternative. OK to use class because only DK
    // can use this taxi.
    uint32 mount_display_id = objmgr.GetTaxiMountDisplayId(sourcenode, GetTeam(), npc == NULL || (sourcenode == 315 && getClass() == CLASS_DEATH_KNIGHT));
    // in spell case allow 0 model
    if ((mount_display_id == 0 && spellid == 0) || sourcepath == 0)
    {
        WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4);
        data << uint32(ERR_TAXIUNSPECIFIEDSERVERERROR);
        GetSession()->SendPacket(&data);
        m_taxi.ClearTaxiDestinations();
        return false;
    }
    uint32 money = GetMoney();
    if (npc)
        totalcost = (uint32)ceil(totalcost*GetReputationPriceDiscount(npc));
    if(money < totalcost)
    {
        WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4);
        data << uint32(ERR_TAXINOTENOUGHMONEY);
        GetSession()->SendPacket(&data);
        m_taxi.ClearTaxiDestinations();
        return false;
    }
    //Checks and preparations done, DO FLIGHT
    ModifyMoney(-(int32)totalcost);
    GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GOLD_SPENT_FOR_TRAVELLING, totalcost);
    GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_FLIGHT_PATHS_TAKEN, 1);
    // prevent stealth flight
    //RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_TALK);
    if (sWorld.getConfig(CONFIG_INSTANT_TAXI))
    {
        TaxiNodesEntry const* lastnode = sTaxiNodesStore.LookupEntry(nodes[nodes.size()-1]);
        m_taxi.ClearTaxiDestinations();
        TeleportTo(lastnode->map_id, lastnode->x, lastnode->y, lastnode->z, GetOrientation());
        return false;
    }
    else
    {
        WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4);
        data << uint32(ERR_TAXIOK);
        GetSession()->SendPacket(&data);
        sLog.outDebug("WORLD: Sent SMSG_ACTIVATETAXIREPLY");
        GetSession()->SendDoFlight(mount_display_id, sourcepath);
    }
    return true;
}
bool Player::ActivateTaxiPathTo( uint32 taxi_path_id, uint32 spellid /*= 0*/ )
{
    TaxiPathEntry const* entry = sTaxiPathStore.LookupEntry(taxi_path_id);
    if(!entry)
        return false;
    std::vector nodes;
    nodes.resize(2);
    nodes[0] = entry->from;
    nodes[1] = entry->to;
    return ActivateTaxiPathTo(nodes,NULL,spellid);
}
void Player::CleanupAfterTaxiFlight()
{
    m_taxi.ClearTaxiDestinations();        // not destinations, clear source node
    Unmount();
    RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_DISABLE_MOVE | UNIT_FLAG_TAXI_FLIGHT);
    getHostilRefManager().setOnlineOfflineState(true);
}
void Player::ContinueTaxiFlight()
{
    uint32 sourceNode = m_taxi.GetTaxiSource();
    if (!sourceNode)
        return;
    sLog.outDebug( "WORLD: Restart character %u taxi flight", GetGUIDLow() );
    uint32 mountDisplayId = objmgr.GetTaxiMountDisplayId(sourceNode, GetTeam(),true);
    uint32 path = m_taxi.GetCurrentTaxiPath();
    // search appropriate start path node
    uint32 startNode = 0;
    TaxiPathNodeList const& nodeList = sTaxiPathNodesByPath[path];
    float distPrev = MAP_SIZE*MAP_SIZE;
    float distNext =
        (nodeList[0].x-GetPositionX())*(nodeList[0].x-GetPositionX())+
        (nodeList[0].y-GetPositionY())*(nodeList[0].y-GetPositionY())+
        (nodeList[0].z-GetPositionZ())*(nodeList[0].z-GetPositionZ());
    for (uint32 i = 1; i < nodeList.size(); ++i)
    {
        TaxiPathNode const& node = nodeList[i];
        TaxiPathNode const& prevNode = nodeList[i-1];
        // skip nodes at another map
        if(node.mapid != GetMapId())
            continue;
        distPrev = distNext;
        distNext =
            (node.x-GetPositionX())*(node.x-GetPositionX())+
            (node.y-GetPositionY())*(node.y-GetPositionY())+
            (node.z-GetPositionZ())*(node.z-GetPositionZ());
        float distNodes =
            (node.x-prevNode.x)*(node.x-prevNode.x)+
            (node.y-prevNode.y)*(node.y-prevNode.y)+
            (node.z-prevNode.z)*(node.z-prevNode.z);
        if(distNext + distPrev < distNodes)
        {
            startNode = i;
            break;
        }
    }
    GetSession()->SendDoFlight(mountDisplayId, path, startNode);
}
void Player::ProhibitSpellScholl(SpellSchoolMask idSchoolMask, uint32 unTimeMs )
{
                                                            // last check 2.0.10
    WorldPacket data(SMSG_SPELL_COOLDOWN, 8+1+m_spells.size()*8);
    data << GetGUID();
    data << uint8(0x0);                                     // flags (0x1, 0x2)
    time_t curTime = time(NULL);
    for (PlayerSpellMap::const_iterator itr = m_spells.begin(); itr != m_spells.end(); ++itr)
    {
        if (itr->second->state == PLAYERSPELL_REMOVED)
            continue;
        uint32 unSpellId = itr->first;
        SpellEntry const *spellInfo = sSpellStore.LookupEntry(unSpellId);
        if (!spellInfo)
        {
            ASSERT(spellInfo);
            continue;
        }
        // Not send cooldown for this spells
        if (spellInfo->Attributes & SPELL_ATTR_DISABLED_WHILE_ACTIVE)
            continue;
        if(spellInfo->PreventionType != SPELL_PREVENTION_TYPE_SILENCE)
            continue;
        if((idSchoolMask & GetSpellSchoolMask(spellInfo)) && GetSpellCooldownDelay(unSpellId) < unTimeMs )
        {
            data << uint32(unSpellId);
            data << uint32(unTimeMs);                       // in m.secs
            AddSpellCooldown(unSpellId, 0, curTime + unTimeMs/IN_MILISECONDS);
        }
    }
    GetSession()->SendPacket(&data);
}
void Player::InitDataForForm(bool reapplyMods)
{
    SpellShapeshiftEntry const* ssEntry = sSpellShapeshiftStore.LookupEntry(m_form);
    if(ssEntry && ssEntry->attackSpeed)
    {
        SetAttackTime(BASE_ATTACK,ssEntry->attackSpeed);
        SetAttackTime(OFF_ATTACK,ssEntry->attackSpeed);
        SetAttackTime(RANGED_ATTACK, BASE_ATTACK_TIME);
    }
    else
        SetRegularAttackTime();
    switch(m_form)
    {
        case FORM_GHOUL:
        case FORM_CAT:
        {
            if(getPowerType()!=POWER_ENERGY)
                setPowerType(POWER_ENERGY);
            break;
        }
        case FORM_BEAR:
        case FORM_DIREBEAR:
        {
            if(getPowerType()!=POWER_RAGE)
                setPowerType(POWER_RAGE);
            break;
        }
        default:                                            // 0, for example
        {
            ChrClassesEntry const* cEntry = sChrClassesStore.LookupEntry(getClass());
            if(cEntry && cEntry->powerType < MAX_POWERS && uint32(getPowerType()) != cEntry->powerType)
                setPowerType(Powers(cEntry->powerType));
            break;
        }
    }
    // update auras at form change, ignore this at mods reapply (.reset stats/etc) when form not change.
    if (!reapplyMods)
        UpdateEquipSpellsAtFormChange();
    UpdateAttackPowerAndDamage();
    UpdateAttackPowerAndDamage(true);
}
void Player::InitDisplayIds()
{
    PlayerInfo const *info = objmgr.GetPlayerInfo(getRace(), getClass());
    if(!info)
    {
        sLog.outError("Player %u has incorrect race/class pair. Can't init display ids.", GetGUIDLow());
        return;
    }
    uint8 gender = getGender();
    switch(gender)
    {
        case GENDER_FEMALE:
            SetDisplayId(info->displayId_f );
            SetNativeDisplayId(info->displayId_f );
            break;
        case GENDER_MALE:
            SetDisplayId(info->displayId_m );
            SetNativeDisplayId(info->displayId_m );
            break;
        default:
            sLog.outError("Invalid gender %u for player",gender);
            return;
    }
}
// Return true is the bought item has a max count to force refresh of window by caller
bool Player::BuyItemFromVendor(uint64 vendorguid, uint32 item, uint8 count, uint8 bag, uint8 slot)
{
    // cheating attempt
    if (count < 1) count = 1;
    // cheating attempt
    if(slot > MAX_BAG_SIZE && slot !=NULL_SLOT)
        return false;
    if (!isAlive())
        return false;
    ItemPrototype const *pProto = objmgr.GetItemPrototype( item );
    if (!pProto)
    {
        SendBuyError( BUY_ERR_CANT_FIND_ITEM, NULL, item, 0);
        return false;
    }
    Creature *pCreature = GetNPCIfCanInteractWith(vendorguid,UNIT_NPC_FLAG_VENDOR);
    if (!pCreature)
    {
        sLog.outDebug( "WORLD: BuyItemFromVendor - Unit (GUID: %u) not found or you can't interact with him.", uint32(GUID_LOPART(vendorguid)) );
        SendBuyError( BUY_ERR_DISTANCE_TOO_FAR, NULL, item, 0);
        return false;
    }
    VendorItemData const* vItems = pCreature->GetVendorItems();
    if(!vItems || vItems->Empty())
    {
        SendBuyError( BUY_ERR_CANT_FIND_ITEM, pCreature, item, 0);
        return false;
    }
    size_t vendor_slot = vItems->FindItemSlot(item);
    if (vendor_slot >= vItems->GetItemCount())
    {
        SendBuyError( BUY_ERR_CANT_FIND_ITEM, pCreature, item, 0);
        return false;
    }
    VendorItem const* crItem = vItems->m_items[vendor_slot];
    // check current item amount if it limited
    if (crItem->maxcount != 0)
    {
        if (pCreature->GetVendorItemCurrentCount(crItem) < pProto->BuyCount * count )
        {
            SendBuyError( BUY_ERR_ITEM_ALREADY_SOLD, pCreature, item, 0);
            return false;
        }
    }
    if (pProto->RequiredReputationFaction && (uint32(GetReputationRank(pProto->RequiredReputationFaction)) < pProto->RequiredReputationRank))
    {
        SendBuyError( BUY_ERR_REPUTATION_REQUIRE, pCreature, item, 0);
        return false;
    }
    else if (!pProto->RequiredReputationFaction && pProto->RequiredReputationRank > 0)
    {
        if (uint32(GetReputationRank(pCreature->getFaction())) < pProto->RequiredReputationRank)
        {
            SendBuyError( BUY_ERR_REPUTATION_REQUIRE, pCreature, item, 0);
            return false;
        }
    }
    if (crItem->ExtendedCost)
    {
        ItemExtendedCostEntry const* iece = sItemExtendedCostStore.LookupEntry(crItem->ExtendedCost);
        if (!iece)
        {
            sLog.outError("Item %u have wrong ExtendedCost field value %u", pProto->ItemId, crItem->ExtendedCost);
            return false;
        }
        // honor points price
        if (GetHonorPoints() < (iece->reqhonorpoints * count))
        {
            SendEquipError(EQUIP_ERR_NOT_ENOUGH_HONOR_POINTS, NULL, NULL);
            return false;
        }
        // arena points price
        if (GetArenaPoints() < (iece->reqarenapoints * count))
        {
            SendEquipError(EQUIP_ERR_NOT_ENOUGH_ARENA_POINTS, NULL, NULL);
            return false;
        }
        // item base price
        for (uint8 i = 0; i < 5; ++i)
        {
            if(iece->reqitem[i] && !HasItemCount(iece->reqitem[i], (iece->reqitemcount[i] * count)))
            {
                SendEquipError(EQUIP_ERR_VENDOR_MISSING_TURNINS, NULL, NULL);
                return false;
            }
        }
        // check for personal arena rating requirement
        if( GetMaxPersonalArenaRatingRequirement() < iece->reqpersonalarenarating )
        {
            // probably not the proper equip err
            SendEquipError(EQUIP_ERR_CANT_EQUIP_RANK,NULL,NULL);
            return false;
        }
    }
    uint32 price  = pProto->BuyPrice * count;
    // reputation discount
    price = uint32(floor(price * GetReputationPriceDiscount(pCreature)));
    if (GetMoney() < price)
    {
        SendBuyError( BUY_ERR_NOT_ENOUGHT_MONEY, pCreature, item, 0);
        return false;
    }
    if ((bag == NULL_BAG && slot == NULL_SLOT) || IsInventoryPos(bag, slot))
    {
        ItemPosCountVec dest;
        uint8 msg = CanStoreNewItem( bag, slot, dest, item, pProto->BuyCount * count );
        if (msg != EQUIP_ERR_OK)
        {
            SendEquipError( msg, NULL, NULL );
            return false;
        }
        ModifyMoney( -(int32)price );
        if (crItem->ExtendedCost)                            // case for new honor system
        {
            ItemExtendedCostEntry const* iece = sItemExtendedCostStore.LookupEntry(crItem->ExtendedCost);
            if (iece->reqhonorpoints)
                ModifyHonorPoints( - int32(iece->reqhonorpoints * count));
            if (iece->reqarenapoints)
                ModifyArenaPoints( - int32(iece->reqarenapoints * count));
            for (uint8 i = 0; i < 5; ++i)
            {
                if (iece->reqitem[i])
                    DestroyItemCount(iece->reqitem[i], (iece->reqitemcount[i] * count), true);
            }
        }
        if (Item *it = StoreNewItem( dest, item, true ))
        {
            uint32 new_count = pCreature->UpdateVendorItemCurrentCount(crItem,pProto->BuyCount * count);
            WorldPacket data(SMSG_BUY_ITEM, (8+4+4+4));
            data << pCreature->GetGUID();
            data << (uint32)(vendor_slot+1);                // numbered from 1 at client
            data << (uint32)(crItem->maxcount > 0 ? new_count : 0xFFFFFFFF);
            data << (uint32)count;
            GetSession()->SendPacket(&data);
            SendNewItem(it, pProto->BuyCount*count, true, false, false);
        }
    }
    else if (IsEquipmentPos(bag, slot))
    {
        if (pProto->BuyCount * count != 1)
        {
            SendEquipError( EQUIP_ERR_ITEM_CANT_BE_EQUIPPED, NULL, NULL );
            return false;
        }
        uint16 dest;
        uint8 msg = CanEquipNewItem( slot, dest, item, false );
        if (msg != EQUIP_ERR_OK)
        {
            SendEquipError( msg, NULL, NULL );
            return false;
        }
        ModifyMoney( -(int32)price );
        if (crItem->ExtendedCost)                            // case for new honor system
        {
            ItemExtendedCostEntry const* iece = sItemExtendedCostStore.LookupEntry(crItem->ExtendedCost);
            if (iece->reqhonorpoints)
                ModifyHonorPoints( - int32(iece->reqhonorpoints));
            if (iece->reqarenapoints)
                ModifyArenaPoints( - int32(iece->reqarenapoints));
            for (uint8 i = 0; i < 5; ++i)
            {
                if(iece->reqitem[i])
                    DestroyItemCount(iece->reqitem[i], iece->reqitemcount[i], true);
            }
        }
        if (Item *it = EquipNewItem( dest, item, true ))
        {
            uint32 new_count = pCreature->UpdateVendorItemCurrentCount(crItem,pProto->BuyCount * count);
            WorldPacket data(SMSG_BUY_ITEM, (8+4+4+4));
            data << pCreature->GetGUID();
            data << (uint32)(vendor_slot+1);                // numbered from 1 at client
            data << (uint32)(crItem->maxcount > 0 ? new_count : 0xFFFFFFFF);
            data << (uint32)count;
            GetSession()->SendPacket(&data);
            SendNewItem(it, pProto->BuyCount*count, true, false, false);
            AutoUnequipOffhandIfNeed();
        }
    }
    else
    {
        SendEquipError( EQUIP_ERR_ITEM_DOESNT_GO_TO_SLOT, NULL, NULL );
        return false;
    }
    return crItem->maxcount != 0;
}
uint32 Player::GetMaxPersonalArenaRatingRequirement()
{
    // returns the maximal personal arena rating that can be used to purchase items requiring this condition
    // the personal rating of the arena team must match the required limit as well
    // so return max[in arenateams](min(personalrating[teamtype], teamrating[teamtype]))
    uint32 max_personal_rating = 0;
    for (uint8 i = 0; i < MAX_ARENA_SLOT; ++i)
    {
        if(ArenaTeam * at = objmgr.GetArenaTeamById(GetArenaTeamId(i)))
        {
            uint32 p_rating = GetUInt32Value(PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + (i * 6) + 5);
            uint32 t_rating = at->GetRating();
            p_rating = p_ratingSendPacket(&data);
        }
        // instance is valid, reset homebind timer
        m_HomebindTimer = 0;
    }
    else if (m_HomebindTimer > 0)
    {
        if (time >= m_HomebindTimer)
        {
            // teleport to nearest graveyard
            RepopAtGraveyard();
        }
        else
            m_HomebindTimer -= time;
    }
    else
    {
        // instance is invalid, start homebind timer
        m_HomebindTimer = 60000;
        // send message to player
        WorldPacket data(SMSG_RAID_GROUP_ONLY, 4+4);
        data << m_HomebindTimer;
        data << uint32(1);
        GetSession()->SendPacket(&data);
        sLog.outDebug("PLAYER: Player '%s' (GUID: %u) will be teleported to homebind in 60 seconds", GetName(),GetGUIDLow());
    }
}
void Player::UpdatePvPState(bool onlyFFA)
{
    // TODO: should we always synchronize UNIT_FIELD_BYTES_2, 1 of controller and controlled?
    if(!pvpInfo.inNoPvPArea && !isGameMaster()
        && (pvpInfo.inFFAPvPArea || sWorld.IsFFAPvPRealm()))
    {
        if(!HasByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP))
        {
            SetByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP);
            for (ControlList::iterator itr = m_Controlled.begin(); itr != m_Controlled.end(); ++itr)
                (*itr)->SetByteValue(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP);
        }
    }
    else if(HasByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP))
    {
        RemoveByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP);
        for (ControlList::iterator itr = m_Controlled.begin(); itr != m_Controlled.end(); ++itr)
            (*itr)->RemoveByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP);
    }
    if(onlyFFA)
        return;
    if(pvpInfo.inHostileArea)                               // in hostile area
    {
        if(!IsPvP() || pvpInfo.endTimer != 0)
            UpdatePvP(true, true);
    }
    else                                                    // in friendly area
    {
        if(IsPvP() && !HasFlag(PLAYER_FLAGS,PLAYER_FLAGS_IN_PVP) && pvpInfo.endTimer == 0)
            pvpInfo.endTimer = time(0);                     // start toggle-off
    }
}
void Player::UpdatePvP(bool state, bool override)
{
    if(!state || override)
    {
        SetPvP(state);
        pvpInfo.endTimer = 0;
    }
    else
    {
        if(pvpInfo.endTimer != 0)
            pvpInfo.endTimer = time(NULL);
        else
            SetPvP(state);
    }
}
void Player::AddSpellAndCategoryCooldowns(SpellEntry const* spellInfo, uint32 itemId, Spell* spell, bool infinityCooldown)
{
    // init cooldown values
    uint32 cat   = 0;
    int32 rec    = -1;
    int32 catrec = -1;
    // some special item spells without correct cooldown in SpellInfo
    // cooldown information stored in item prototype
    // This used in same way in WorldSession::HandleItemQuerySingleOpcode data sending to client.
    if(itemId)
    {
        if(ItemPrototype const* proto = ObjectMgr::GetItemPrototype(itemId))
        {
            for (uint8 idx = 0; idx < 5; ++idx)
            {
                if(proto->Spells[idx].SpellId == spellInfo->Id)
                {
                    cat    = proto->Spells[idx].SpellCategory;
                    rec    = proto->Spells[idx].SpellCooldown;
                    catrec = proto->Spells[idx].SpellCategoryCooldown;
                    break;
                }
            }
        }
    }
    // if no cooldown found above then base at DBC data
    if(rec < 0 && catrec < 0)
    {
        cat = spellInfo->Category;
        rec = spellInfo->RecoveryTime;
        catrec = spellInfo->CategoryRecoveryTime;
    }
    time_t curTime = time(NULL);
    time_t catrecTime;
    time_t recTime;
    // overwrite time for selected category
    if(infinityCooldown)
    {
        // use +MONTH as infinity mark for spell cooldown (will checked as MONTH/2 at save ans skipped)
        // but not allow ignore until reset or re-login
        catrecTime = catrec > 0 ? curTime+infinityCooldownDelay : 0;
        recTime    = rec    > 0 ? curTime+infinityCooldownDelay : catrecTime;
    }
    else
    {
        // shoot spells used equipped item cooldown values already assigned in GetAttackTime(RANGED_ATTACK)
        // prevent 0 cooldowns set by another way
        if (rec <= 0 && catrec <= 0 && (cat == 76 || IsAutoRepeatRangedSpell(spellInfo) && spellInfo->Id != SPELL_ID_AUTOSHOT))
            rec = GetAttackTime(RANGED_ATTACK);
        // Now we have cooldown data (if found any), time to apply mods
        if(rec > 0)
            ApplySpellMod(spellInfo->Id, SPELLMOD_COOLDOWN, rec, spell);
        if(catrec > 0)
            ApplySpellMod(spellInfo->Id, SPELLMOD_COOLDOWN, catrec, spell);
        // replace negative cooldowns by 0
        if (rec < 0) rec = 0;
        if (catrec < 0) catrec = 0;
        // no cooldown after applying spell mods
        if( rec == 0 && catrec == 0)
            return;
        catrecTime = catrec ? curTime+catrec/IN_MILISECONDS : 0;
        recTime    = rec ? curTime+rec/IN_MILISECONDS : catrecTime;
    }
    // self spell cooldown
    if(recTime > 0)
        AddSpellCooldown(spellInfo->Id, itemId, recTime);
    // category spells
    if (cat && catrec > 0)
    {
        SpellCategoryStore::const_iterator i_scstore = sSpellCategoryStore.find(cat);
        if(i_scstore != sSpellCategoryStore.end())
        {
            for (SpellCategorySet::const_iterator i_scset = i_scstore->second.begin(); i_scset != i_scstore->second.end(); ++i_scset)
            {
                if(*i_scset == spellInfo->Id)                    // skip main spell, already handled above
                    continue;
                AddSpellCooldown(*i_scset, itemId, catrecTime);
            }
        }
    }
}
void Player::AddSpellCooldown(uint32 spellid, uint32 itemid, time_t end_time)
{
    SpellCooldown sc;
    sc.end = end_time;
    sc.itemid = itemid;
    m_spellCooldowns[spellid] = sc;
}
void Player::SendCooldownEvent(SpellEntry const *spellInfo, uint32 itemId, Spell* spell)
{
    // start cooldowns at server side, if any
    AddSpellAndCategoryCooldowns(spellInfo,itemId,spell);
    // Send activate cooldown timer (possible 0) at client side
    WorldPacket data(SMSG_COOLDOWN_EVENT, (4+8));
    data << spellInfo->Id;
    data << GetGUID();
    SendDirectMessage(&data);
}
void Player::UpdatePotionCooldown(Spell* spell)
{
    // no potion used i combat or still in combat
    if(!m_lastPotionId || isInCombat())
        return;
    // Call not from spell cast, send cooldown event for item spells if no in combat
    if(!spell)
    {
        // spell/item pair let set proper cooldown (except not existed charged spell cooldown spellmods for potions)
        if(ItemPrototype const* proto = ObjectMgr::GetItemPrototype(m_lastPotionId))
            for (uint8 idx = 0; idx < 5; ++idx)
                if(proto->Spells[idx].SpellId && proto->Spells[idx].SpellTrigger == ITEM_SPELLTRIGGER_ON_USE)
                    if(SpellEntry const* spellInfo = sSpellStore.LookupEntry(proto->Spells[idx].SpellId))
                        SendCooldownEvent(spellInfo,m_lastPotionId);
    }
    // from spell cases (m_lastPotionId set in Spell::SendSpellCooldown)
    else
        SendCooldownEvent(spell->m_spellInfo,m_lastPotionId,spell);
    m_lastPotionId = 0;
}
                                                           //slot to be excluded while counting
bool Player::EnchantmentFitsRequirements(uint32 enchantmentcondition, int8 slot)
{
    if(!enchantmentcondition)
        return true;
    SpellItemEnchantmentConditionEntry const *Condition = sSpellItemEnchantmentConditionStore.LookupEntry(enchantmentcondition);
    if(!Condition)
        return true;
    uint8 curcount[4] = {0, 0, 0, 0};
    //counting current equipped gem colors
    for (uint8 i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; ++i)
    {
        if(i == slot)
            continue;
        Item *pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
        if(pItem2 && pItem2->GetProto()->Socket[0].Color)
        {
            for (uint32 enchant_slot = SOCK_ENCHANTMENT_SLOT; enchant_slot < SOCK_ENCHANTMENT_SLOT+3; ++enchant_slot)
            {
                uint32 enchant_id = pItem2->GetEnchantmentId(EnchantmentSlot(enchant_slot));
                if(!enchant_id)
                    continue;
                SpellItemEnchantmentEntry const* enchantEntry = sSpellItemEnchantmentStore.LookupEntry(enchant_id);
                if(!enchantEntry)
                    continue;
                uint32 gemid = enchantEntry->GemID;
                if(!gemid)
                    continue;
                ItemPrototype const* gemProto = sItemStorage.LookupEntry(gemid);
                if(!gemProto)
                    continue;
                GemPropertiesEntry const* gemProperty = sGemPropertiesStore.LookupEntry(gemProto->GemProperties);
                if(!gemProperty)
                    continue;
                uint8 GemColor = gemProperty->color;
                for (uint8 b = 0, tmpcolormask = 1; b < 4; b++, tmpcolormask <<= 1)
                {
                    if(tmpcolormask & GemColor)
                        ++curcount[b];
                }
            }
        }
    }
    bool activate = true;
    for (uint8 i = 0; i < 5; i++)
    {
        if(!Condition->Color[i])
            continue;
        uint32 _cur_gem = curcount[Condition->Color[i] - 1];
        // if have  use them as count, else use  from Condition
        uint32 _cmp_gem = Condition->CompareColor[i] ? curcount[Condition->CompareColor[i] - 1]: Condition->Value[i];
        switch(Condition->Comparator[i])
        {
            case 2:                                         // requires less  than ( || ) gems
                activate &= (_cur_gem < _cmp_gem) ? true : false;
                break;
            case 3:                                         // requires more  than ( || ) gems
                activate &= (_cur_gem > _cmp_gem) ? true : false;
                break;
            case 5:                                         // requires at least  than ( || ) gems
                activate &= (_cur_gem >= _cmp_gem) ? true : false;
                break;
        }
    }
    sLog.outDebug("Checking Condition %u, there are %u Meta Gems, %u Red Gems, %u Yellow Gems and %u Blue Gems, Activate:%s", enchantmentcondition, curcount[0], curcount[1], curcount[2], curcount[3], activate ? "yes" : "no");
    return activate;
}
void Player::CorrectMetaGemEnchants(uint8 exceptslot, bool apply)
{
                                                            //cycle all equipped items
    for (uint32 slot = EQUIPMENT_SLOT_START; slot < EQUIPMENT_SLOT_END; ++slot)
    {
        //enchants for the slot being socketed are handled by Player::ApplyItemMods
        if(slot == exceptslot)
            continue;
        Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, slot );
        if(!pItem || !pItem->GetProto()->Socket[0].Color)
            continue;
        for (uint32 enchant_slot = SOCK_ENCHANTMENT_SLOT; enchant_slot < SOCK_ENCHANTMENT_SLOT+3; ++enchant_slot)
        {
            uint32 enchant_id = pItem->GetEnchantmentId(EnchantmentSlot(enchant_slot));
            if(!enchant_id)
                continue;
            SpellItemEnchantmentEntry const* enchantEntry = sSpellItemEnchantmentStore.LookupEntry(enchant_id);
            if(!enchantEntry)
                continue;
            uint32 condition = enchantEntry->EnchantmentCondition;
            if(condition)
            {
                                                            //was enchant active with/without item?
                bool wasactive = EnchantmentFitsRequirements(condition, apply ? exceptslot : -1);
                                                            //should it now be?
                if(wasactive ^ EnchantmentFitsRequirements(condition, apply ? -1 : exceptslot))
                {
                    // ignore item gem conditions
                                                            //if state changed, (dis)apply enchant
                    ApplyEnchantment(pItem,EnchantmentSlot(enchant_slot),!wasactive,true,true);
                }
            }
        }
    }
}
                                                            //if false -> then toggled off if was on| if true -> toggled on if was off AND meets requirements
void Player::ToggleMetaGemsActive(uint8 exceptslot, bool apply)
{
    //cycle all equipped items
    for (int slot = EQUIPMENT_SLOT_START; slot < EQUIPMENT_SLOT_END; ++slot)
    {
        //enchants for the slot being socketed are handled by WorldSession::HandleSocketOpcode(WorldPacket& recv_data)
        if(slot == exceptslot)
            continue;
        Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, slot );
        if(!pItem || !pItem->GetProto()->Socket[0].Color)   //if item has no sockets or no item is equipped go to next item
            continue;
        //cycle all (gem)enchants
        for (uint32 enchant_slot = SOCK_ENCHANTMENT_SLOT; enchant_slot < SOCK_ENCHANTMENT_SLOT+3; ++enchant_slot)
        {
            uint32 enchant_id = pItem->GetEnchantmentId(EnchantmentSlot(enchant_slot));
            if(!enchant_id)                                 //if no enchant go to next enchant(slot)
                continue;
            SpellItemEnchantmentEntry const* enchantEntry = sSpellItemEnchantmentStore.LookupEntry(enchant_id);
            if(!enchantEntry)
                continue;
            //only metagems to be (de)activated, so only enchants with condition
            uint32 condition = enchantEntry->EnchantmentCondition;
            if(condition)
                ApplyEnchantment(pItem,EnchantmentSlot(enchant_slot), apply);
        }
    }
}
void Player::SetBattleGroundEntryPoint()
{
    // Taxi path store
    if (!m_taxi.empty())
    {
        m_bgData.mountSpell  = 0;
        m_bgData.taxiPath[0] = m_taxi.GetTaxiSource();
        m_bgData.taxiPath[1] = m_taxi.GetTaxiDestination();
        // On taxi we don't need check for dungeon
        m_bgData.joinPos = WorldLocation(GetMapId(), GetPositionX(), GetPositionY(), GetPositionZ(), GetOrientation());
        return;
    }
    else
    {
        m_bgData.ClearTaxiPath();
        // Mount spell id storing
        if (IsMounted())
        {
            AuraEffectList const& auras = GetAurasByType(SPELL_AURA_MOUNTED);
            if (!auras.empty())
                m_bgData.mountSpell = (*auras.begin())->GetId();
        }
        else
            m_bgData.mountSpell = 0;
        // If map is dungeon find linked graveyard
        if(GetMap()->IsDungeon())
        {
            if (const WorldSafeLocsEntry* entry = objmgr.GetClosestGraveYard(GetPositionX(), GetPositionY(), GetPositionZ(), GetMapId(), GetTeam()))
            {
                m_bgData.joinPos = WorldLocation(entry->map_id, entry->x, entry->y, entry->z, 0.0f);
                return;
            }
            else
                sLog.outError("SetBattleGroundEntryPoint: Dungeon map %u has no linked graveyard, setting home location as entry point.", GetMapId());
        }
        // If new entry point is not BG or arena set it
        else if (!GetMap()->IsBattleGroundOrArena())
        {
            m_bgData.joinPos = WorldLocation(GetMapId(), GetPositionX(), GetPositionY(), GetPositionZ(), GetOrientation());
            return;
        }
    }
    // In error cases use homebind position
    m_bgData.joinPos = WorldLocation(m_homebindMapId, m_homebindX, m_homebindY, m_homebindZ, 0.0f);
}
void Player::LeaveBattleground(bool teleportToEntryPoint)
{
    if(BattleGround *bg = GetBattleGround())
    {
        bg->RemovePlayerAtLeave(GetGUID(), teleportToEntryPoint, true);
        // call after remove to be sure that player resurrected for correct cast
        if( bg->isBattleGround() && !isGameMaster() && sWorld.getConfig(CONFIG_BATTLEGROUND_CAST_DESERTER) )
        {
            if( bg->GetStatus() == STATUS_IN_PROGRESS || bg->GetStatus() == STATUS_WAIT_JOIN )
            {
                //lets check if player was teleported from BG and schedule delayed Deserter spell cast
                if(IsBeingTeleportedFar())
                {
                    ScheduleDelayedOperation(DELAYED_SPELL_CAST_DESERTER);
                    return;
                }
                CastSpell(this, SPELL_ID_DESERTER, true);               // Deserter
            }
        }
    }
}
bool Player::CanJoinToBattleground() const
{
    // check Deserter debuff
    if(HasAura(SPELL_ID_DESERTER))
        return false;
    return true;
}
bool Player::CanReportAfkDueToLimit()
{
    // a player can complain about 15 people per 5 minutes
    if(m_bgData.bgAfkReportedCount++ >= 15)
        return false;
    return true;
}
///This player has been blamed to be inactive in a battleground
void Player::ReportedAfkBy(Player* reporter)
{
    BattleGround *bg = GetBattleGround();
    if(!bg || bg != reporter->GetBattleGround() || GetTeam() != reporter->GetTeam())
        return;
    // check if player has 'Idle' or 'Inactive' debuff
    if(m_bgData.bgAfkReporter.find(reporter->GetGUIDLow())==m_bgData.bgAfkReporter.end() && !HasAura(43680) && !HasAura(43681) && reporter->CanReportAfkDueToLimit())
    {
        m_bgData.bgAfkReporter.insert(reporter->GetGUIDLow());
        // 3 players have to complain to apply debuff
        if(m_bgData.bgAfkReporter.size() >= 3)
        {
            // cast 'Idle' spell
            CastSpell(this, 43680, true);
            m_bgData.bgAfkReporter.clear();
        }
    }
}
WorldLocation Player::GetStartPosition() const
{
    PlayerInfo const *info = objmgr.GetPlayerInfo(getRace(), getClass());
    uint32 mapId = info->mapId;
    if(getClass() == CLASS_DEATH_KNIGHT && HasSpell(SPELL_ID_DEATH_GATE))
        mapId = 0;
    return WorldLocation(mapId, info->positionX, info->positionY, info->positionZ, 0);
}
bool Player::canSeeOrDetect(Unit const* u, bool detect, bool inVisibleList, bool is3dDistance) const
{
    // Always can see self
    if (m_mover == u || this == u)
        return true;
    // phased visibility (both must phased in same way)
    if(!InSamePhase(u))
        return false;
    // player visible for other player if not logout and at same transport
    // including case when player is out of world
    bool at_same_transport =
        GetTransport() && u->GetTypeId() == TYPEID_PLAYER
        && !GetSession()->PlayerLogout() && !((Player*)u)->GetSession()->PlayerLogout()
        && !GetSession()->PlayerLoading() && !((Player*)u)->GetSession()->PlayerLoading()
        && GetTransport() == ((Player*)u)->GetTransport();
    // not in world
    if(!at_same_transport && (!IsInWorld() || !u->IsInWorld()))
        return false;
    // forbidden to seen (at GM respawn command)
    //if(u->GetVisibility() == VISIBILITY_RESPAWN)
    //    return false;
    Map& _map = *u->GetMap();
    // Grid dead/alive checks
    // non visible at grid for any stealth state
    if(!u->IsVisibleInGridForPlayer(this))
        return false;
    // always seen by owner
    if(uint64 guid = u->GetCharmerOrOwnerGUID())
        if(GetGUID() == guid)
            return true;
    if(uint64 guid = GetUInt64Value(PLAYER_FARSIGHT))
        if(u->GetGUID() == guid)
            return true;
    // different visible distance checks
    if(isInFlight())                                           // what see player in flight
    {
        if (!m_seer->IsWithinDistInMap(u, _map.GetVisibilityDistance() + (inVisibleList ? World::GetVisibleObjectGreyDistance() : 0.0f), is3dDistance))
            return false;
    }
    else if(!u->isAlive())                                     // distance for show body
    {
        if (!m_seer->IsWithinDistInMap(u, _map.GetVisibilityDistance() + (inVisibleList ? World::GetVisibleObjectGreyDistance() : 0.0f), is3dDistance))
            return false;
    }
    else if(u->GetTypeId() == TYPEID_PLAYER)                     // distance for show player
    {
        // Players far than max visible distance for player or not in our map are not visible too
        if (!at_same_transport && !m_seer->IsWithinDistInMap(u, _map.GetVisibilityDistance() + (inVisibleList ? World::GetVisibleUnitGreyDistance() : 0.0f), is3dDistance))
            return false;
    }
    else if(u->GetCharmerOrOwnerGUID())                        // distance for show pet/charmed
    {
        // Pet/charmed far than max visible distance for player or not in our map are not visible too
        if (!m_seer->IsWithinDistInMap(u, _map.GetVisibilityDistance() + (inVisibleList ? World::GetVisibleUnitGreyDistance() : 0.0f), is3dDistance))
            return false;
    }
    else                                                    // distance for show creature
    {
        // Units farther than max visible distance for creature or not in our map are not visible too
        if (!m_seer->IsWithinDistInMap(u
            , u->isActiveObject() ? (MAX_VISIBILITY_DISTANCE - (inVisibleList ? 0.0f : World::GetVisibleUnitGreyDistance()))
            : (_map.GetVisibilityDistance() + (inVisibleList ? World::GetVisibleUnitGreyDistance() : 0.0f))
            , is3dDistance))
            return false;
    }
    if(u->GetVisibility() == VISIBILITY_OFF)
    {
        // GMs see any players, not higher GMs and all units
        if(isGameMaster())
        {
            if(u->GetTypeId() == TYPEID_PLAYER)
                return ((Player *)u)->GetSession()->GetSecurity() <= GetSession()->GetSecurity();
            else
                return true;
        }
        return false;
    }
    // GM's can see everyone with invisibilitymask with less or equal security level
    if(m_mover->m_invisibilityMask || u->m_invisibilityMask)
    {
        if(isGameMaster())
        {
            if(u->GetTypeId() == TYPEID_PLAYER)
                return ((Player*)u)->GetSession()->GetSecurity() <= GetSession()->GetSecurity();
            else
                return true;
        }
        // player see other player with stealth/invisibility only if he in same group or raid or same team (raid/team case dependent from conf setting)
        if(!m_mover->canDetectInvisibilityOf(u))
            if(!(u->GetTypeId() == TYPEID_PLAYER && !IsHostileTo(u) && IsGroupVisibleFor(((Player*)u))))
                return false;
    }
    // GM invisibility checks early, invisibility if any detectable, so if not stealth then visible
    if(u->GetVisibility() == VISIBILITY_GROUP_STEALTH && !isGameMaster())
    {
        // if player is dead then he can't detect anyone in any cases
        //do not know what is the use of this detect
        // stealth and detected and visible for some seconds
        if(!isAlive())
            detect = false;
        if(m_DetectInvTimer < 300 || !HaveAtClient(u))
            if(!(u->GetTypeId() == TYPEID_PLAYER && !IsHostileTo(u) && IsGroupVisibleFor(((Player*)u))))
                if(!detect || !m_mover->canDetectStealthOf(u, GetDistance(u)))
                    return false;
    }
    // If use this server will be too laggy
    // Now check is target visible with LoS
    //return u->IsWithinLOS(GetPositionX(),GetPositionY(),GetPositionZ());
    return true;
}
bool Player::IsVisibleInGridForPlayer( Player const * pl ) const
{
    // gamemaster in GM mode see all, including ghosts
    if(pl->isGameMaster() && GetSession()->GetSecurity() <= pl->GetSession()->GetSecurity())
        return true;
    // It seems in battleground everyone sees everyone, except the enemy-faction ghosts
    if (InBattleGround())
    {
        if (!(isAlive() || m_deathTimer > 0) && !IsFriendlyTo(pl))
            return false;
        return true;
    }
    // Live player see live player or dead player with not realized corpse
    if (pl->isAlive() || pl->m_deathTimer > 0)
        return isAlive() || m_deathTimer > 0;
    // Ghost see other friendly ghosts, that's for sure
    if(!(isAlive() || m_deathTimer > 0) && IsFriendlyTo(pl))
        return true;
    // Dead player see live players near own corpse
    if(isAlive())
    {
        Corpse *corpse = pl->GetCorpse();
        if(corpse)
        {
            // 20 - aggro distance for same level, 25 - max additional distance if player level less that creature level
            if(corpse->IsWithinDistInMap(this,(20+25)*sWorld.getRate(RATE_CREATURE_AGGRO)))
                return true;
        }
    }
    // and not see any other
    return false;
}
bool Player::IsVisibleGloballyFor( Player* u ) const
{
    if(!u)
        return false;
    // Always can see self
    if (u==this)
        return true;
    // Visible units, always are visible for all players
    if (GetVisibility() == VISIBILITY_ON)
        return true;
    // GMs are visible for higher gms (or players are visible for gms)
    if (u->GetSession()->GetSecurity() > SEC_PLAYER)
        return GetSession()->GetSecurity() <= u->GetSession()->GetSecurity();
    // non faction visibility non-breakable for non-GMs
    if (GetVisibility() == VISIBILITY_OFF)
        return false;
    // non-gm stealth/invisibility not hide from global player lists
    return true;
}
template
inline void UpdateVisibilityOf_helper(std::set& s64, T* target)
{
    s64.insert(target->GetGUID());
}
template<>
inline void UpdateVisibilityOf_helper(std::set& s64, GameObject* target)
{
    if(!target->IsTransport())
        s64.insert(target->GetGUID());
}
void Player::UpdateVisibilityOf(WorldObject* target)
{
    if(HaveAtClient(target))
    {
        if(!target->isVisibleForInState(this, true))
        {
            target->DestroyForPlayer(this);
            m_clientGUIDs.erase(target->GetGUID());
            #ifdef TRINITY_DEBUG
            if((sLog.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES)==0)
                sLog.outDebug("Object %u (Type: %u) out of range for player %u. Distance = %f",target->GetGUIDLow(),target->GetTypeId(),GetGUIDLow(),GetDistance(target));
            #endif
        }
    }
    else
    {
        if(target->isVisibleForInState(this,false))
        {
            //if(target->isType(TYPEMASK_UNIT) && ((Unit*)target)->m_Vehicle)
            //    UpdateVisibilityOf(((Unit*)target)->m_Vehicle);
            target->SendUpdateToPlayer(this);
            UpdateVisibilityOf_helper(m_clientGUIDs, target);
            #ifdef TRINITY_DEBUG
            if((sLog.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES)==0)
                sLog.outDebug("Object %u (Type: %u) is visible now for player %u. Distance = %f",target->GetGUIDLow(),target->GetTypeId(),GetGUIDLow(),GetDistance(target));
            #endif
            // target aura duration for caster show only if target exist at caster client
            // send data at target visibility change (adding to client)
            if(target->isType(TYPEMASK_UNIT))
                SendInitialVisiblePackets((Unit*)target);
        }
    }
}
void Player::SendInitialVisiblePackets(Unit* target)
{
    SendAurasForTarget(target);
    if(target->isAlive())
    {
        if(target->GetMotionMaster()->GetCurrentMovementGeneratorType() != IDLE_MOTION_TYPE)
            target->SendMonsterMoveWithSpeedToCurrentDestination(this);
        if(target->hasUnitState(UNIT_STAT_MELEE_ATTACKING) && target->getVictim())
            target->SendMeleeAttackStart(target->getVictim());
    }
}
template
void Player::UpdateVisibilityOf(T* target, UpdateData& data, std::set& visibleNow)
{
    if(HaveAtClient(target))
    {
        if(!target->isVisibleForInState(this,true))
        {
            target->BuildOutOfRangeUpdateBlock(&data);
            m_clientGUIDs.erase(target->GetGUID());
            #ifdef TRINITY_DEBUG
            if((sLog.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES)==0)
                sLog.outDebug("Object %u (Type: %u, Entry: %u) is out of range for player %u. Distance = %f",target->GetGUIDLow(),target->GetTypeId(),target->GetEntry(),GetGUIDLow(),GetDistance(target));
            #endif
        }
    }
    else //if(visibleNow.size() < 30 || target->GetTypeId() == TYPEID_UNIT && ((Creature*)target)->IsVehicle())
    {
        if(target->isVisibleForInState(this,false))
        {
            //if(target->isType(TYPEMASK_UNIT) && ((Unit*)target)->m_Vehicle)
            //    UpdateVisibilityOf(((Unit*)target)->m_Vehicle, data, visibleNow);
            visibleNow.insert(target);
            target->BuildCreateUpdateBlockForPlayer(&data, this);
            UpdateVisibilityOf_helper(m_clientGUIDs,target);
            #ifdef TRINITY_DEBUG
            if((sLog.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES)==0)
                sLog.outDebug("Object %u (Type: %u, Entry: %u) is visible now for player %u. Distance = %f",target->GetGUIDLow(),target->GetTypeId(),target->GetEntry(),GetGUIDLow(),GetDistance(target));
            #endif
        }
    }
}
template void Player::UpdateVisibilityOf(Player*        target, UpdateData& data, std::set& visibleNow);
template void Player::UpdateVisibilityOf(Creature*      target, UpdateData& data, std::set& visibleNow);
template void Player::UpdateVisibilityOf(Corpse*        target, UpdateData& data, std::set& visibleNow);
template void Player::UpdateVisibilityOf(GameObject*    target, UpdateData& data, std::set& visibleNow);
template void Player::UpdateVisibilityOf(DynamicObject* target, UpdateData& data, std::set& visibleNow);
void Player::InitPrimaryProfessions()
{
    SetFreePrimaryProfessions(sWorld.getConfig(CONFIG_MAX_PRIMARY_TRADE_SKILL));
}
Unit * Player::GetSelectedUnit() const
{
    if(m_curSelection)
        return ObjectAccessor::GetUnit(*this, m_curSelection);
    return NULL;
}
Player * Player::GetSelectedPlayer() const
{
    if(m_curSelection)
        return ObjectAccessor::GetPlayer(*this, m_curSelection);
    return NULL;
}
void Player::SendComboPoints()
{
    Unit *combotarget = ObjectAccessor::GetUnit(*this, m_comboTarget);
    if (combotarget)
    {
        WorldPacket data;
        if(m_mover != this)
        {
            data.Initialize(SMSG_PET_UPDATE_COMBO_POINTS, m_mover->GetPackGUID().size()+combotarget->GetPackGUID().size()+1);
            data.append(m_mover->GetPackGUID());
        }
        else
            data.Initialize(SMSG_UPDATE_COMBO_POINTS, combotarget->GetPackGUID().size()+1);
        data.append(combotarget->GetPackGUID());
        data << uint8(m_comboPoints);
        GetSession()->SendPacket(&data);
    }
}
void Player::AddComboPoints(Unit* target, int8 count, Spell * spell)
{
    if (!count)
        return;
    int8 * comboPoints = spell ? &spell->m_comboPointGain : &m_comboPoints;
    // without combo points lost (duration checked in aura)
    RemoveAurasByType(SPELL_AURA_RETAIN_COMBO_POINTS);
    if (target->GetGUID() == m_comboTarget)
        *comboPoints += count;
    else
    {
        if (m_comboTarget)
            if (Unit* target2 = ObjectAccessor::GetUnit(*this, m_comboTarget))
                target2->RemoveComboPointHolder(GetGUIDLow());
        // Spells will always add value to m_comboPoints eventualy, so it must be cleared first
        if (spell)
            m_comboPoints = 0;
        m_comboTarget = target->GetGUID();
        *comboPoints = count;
        target->AddComboPointHolder(GetGUIDLow());
    }
    if (*comboPoints > 5)
        *comboPoints = 5;
    else if (*comboPoints < 0)
        *comboPoints = 0;
    if (!spell)
        SendComboPoints();
}
void Player::GainSpellComboPoints(int8 count)
{
    if(!count)
        return;
    m_comboPoints += count;
    if (m_comboPoints > 5) m_comboPoints = 5;
    else if (m_comboPoints < 0) m_comboPoints = 0;
    SendComboPoints();
}
void Player::ClearComboPoints()
{
    if(!m_comboTarget)
        return;
    // without combopoints lost (duration checked in aura)
    RemoveAurasByType(SPELL_AURA_RETAIN_COMBO_POINTS);
    m_comboPoints = 0;
    SendComboPoints();
    if(Unit* target = ObjectAccessor::GetUnit(*this,m_comboTarget))
        target->RemoveComboPointHolder(GetGUIDLow());
    m_comboTarget = 0;
}
void Player::SetGroup(Group *group, int8 subgroup)
{
    if(group == NULL)
        m_group.unlink();
    else
    {
        // never use SetGroup without a subgroup unless you specify NULL for group
        assert(subgroup >= 0);
        m_group.link(group, this);
        m_group.setSubGroup((uint8)subgroup);
    }
}
void Player::SendInitialPacketsBeforeAddToMap()
{
    WorldPacket data(SMSG_SET_REST_START_OBSOLETE, 4);
    data << uint32(0);                                      // unknown, may be rest state time or experience
    GetSession()->SendPacket(&data);
    GetSocial()->SendSocialList();
    // Homebind
    data.Initialize(SMSG_BINDPOINTUPDATE, 5*4);
    data << m_homebindX << m_homebindY << m_homebindZ;
    data << (uint32) m_homebindMapId;
    data << (uint32) m_homebindZoneId;
    GetSession()->SendPacket(&data);
    // SMSG_SET_PROFICIENCY
    // SMSG_UPDATE_AURA_DURATION
    SendTalentsInfoData(false);
    SendInitialSpells();
    data.Initialize(SMSG_SEND_UNLEARN_SPELLS, 4);
    data << uint32(0);                                      // count, for(count) uint32;
    GetSession()->SendPacket(&data);
    SendInitialActionButtons();
    m_reputationMgr.SendInitialReputations();
    m_achievementMgr.SendAllAchievementData();
    SendEquipmentSetList();
    data.Initialize(SMSG_LOGIN_SETTIMESPEED, 4 + 4 + 4);
    data << uint32(secsToTimeBitFields(sWorld.GetGameTime()));
    data << (float)0.01666667f;                             // game speed
    data << uint32(0);                                      // added in 3.1.2
    GetSession()->SendPacket( &data );
}
void Player::SendInitialPacketsAfterAddToMap()
{
    // update zone
    uint32 newzone, newarea;
    GetZoneAndAreaId(newzone,newarea);
    UpdateZone(newzone,newarea);                            // also call SendInitWorldStates();
    WorldPacket data(SMSG_TIME_SYNC_REQ, 4);                // new 2.0.x, enable movement
    data << uint32(0x00000000);                             // on blizz it increments periodically
    GetSession()->SendPacket(&data);
    CastSpell(this, SPELL_ID_LOGINEFFECT, true);                             // LOGINEFFECT
    // set some aura effects that send packet to player client after add player to map
    // SendMessageToSet not send it to player not it map, only for aura that not changed anything at re-apply
    // same auras state lost at far teleport, send it one more time in this case also
    static const AuraType auratypes[] =
    {
        SPELL_AURA_MOD_FEAR,     SPELL_AURA_TRANSFORM,                 SPELL_AURA_WATER_WALK,
        SPELL_AURA_FEATHER_FALL, SPELL_AURA_HOVER,                     SPELL_AURA_SAFE_FALL,
        SPELL_AURA_FLY,          SPELL_AURA_MOD_INCREASE_MOUNTED_FLIGHT_SPEED, SPELL_AURA_NONE
    };
    for (AuraType const* itr = &auratypes[0]; itr && itr[0] != SPELL_AURA_NONE; ++itr)
    {
        Unit::AuraEffectList const& auraList = GetAurasByType(*itr);
        if(!auraList.empty())
            auraList.front()->ApplyModifier(true,true);
    }
    if(HasAuraType(SPELL_AURA_MOD_STUN))
        SetMovement(MOVE_ROOT);
    // manual send package (have code in ApplyModifier(true,true); that don't must be re-applied.
    if(HasAuraType(SPELL_AURA_MOD_ROOT))
    {
        WorldPacket data2(SMSG_FORCE_MOVE_ROOT, 10);
        data2.append(GetPackGUID());
        data2 << (uint32)2;
        SendMessageToSet(&data2,true);
    }
    SendAurasForTarget(this);
    SendEnchantmentDurations();                             // must be after add to map
    SendItemDurations();                                    // must be after add to map
}
void Player::SendUpdateToOutOfRangeGroupMembers()
{
    if (m_groupUpdateMask == GROUP_UPDATE_FLAG_NONE)
        return;
    if(Group* group = GetGroup())
        group->UpdatePlayerOutOfRange(this);
    m_groupUpdateMask = GROUP_UPDATE_FLAG_NONE;
    m_auraRaidUpdateMask = 0;
    if(Pet *pet = GetPet())
        pet->ResetAuraUpdateMaskForRaid();
}
void Player::SendTransferAborted(uint32 mapid, uint8 reason, uint8 arg)
{
    WorldPacket data(SMSG_TRANSFER_ABORTED, 4+2);
    data << uint32(mapid);
    data << uint8(reason);                                 // transfer abort reason
    switch(reason)
    {
        case TRANSFER_ABORT_INSUF_EXPAN_LVL:
        case TRANSFER_ABORT_DIFFICULTY:
        case TRANSFER_ABORT_UNIQUE_MESSAGE:
        case TRANSFER_ABORT_ZONE_IN_COMBAT:
        case TRANSFER_ABORT_MAX_PLAYERS:
            data << uint8(arg);
            break;
    }
    GetSession()->SendPacket(&data);
}
void Player::SendInstanceResetWarning( uint32 mapid, uint32 difficulty, uint32 time )
{
    // type of warning, based on the time remaining until reset
    uint32 type;
    if(time > 3600)
        type = RAID_INSTANCE_WELCOME;
    else if(time > 900 && time <= 3600)
        type = RAID_INSTANCE_WARNING_HOURS;
    else if(time > 300 && time <= 900)
        type = RAID_INSTANCE_WARNING_MIN;
    else
        type = RAID_INSTANCE_WARNING_MIN_SOON;
    WorldPacket data(SMSG_RAID_INSTANCE_MESSAGE, 4+4+4+4);
    data << uint32(type);
    data << uint32(mapid);
    data << uint32(difficulty);                             // difficulty
    data << uint32(time);
    if(type == RAID_INSTANCE_WELCOME)
    {
        data << uint8(0);                                   // is your (1)
        data << uint8(0);                                   // is extended (1), ignored if prev field is 0
    }
    GetSession()->SendPacket(&data);
}
void Player::ApplyEquipCooldown( Item * pItem )
{
    for (uint8 i = 0; i < MAX_ITEM_PROTO_SPELLS; ++i)
    {
        _Spell const& spellData = pItem->GetProto()->Spells[i];
        // no spell
        if( !spellData.SpellId )
            continue;
        // wrong triggering type (note: ITEM_SPELLTRIGGER_ON_NO_DELAY_USE not have cooldown)
        if( spellData.SpellTrigger != ITEM_SPELLTRIGGER_ON_USE )
            continue;
        AddSpellCooldown(spellData.SpellId, pItem->GetEntry(), time(NULL) + 30);
        WorldPacket data(SMSG_ITEM_COOLDOWN, 12);
        data << pItem->GetGUID();
        data << uint32(spellData.SpellId);
        GetSession()->SendPacket(&data);
    }
}
void Player::resetSpells(bool myClassOnly)
{
    // not need after this call
    if(HasAtLoginFlag(AT_LOGIN_RESET_SPELLS))
        RemoveAtLoginFlag(AT_LOGIN_RESET_SPELLS,true);
    // make full copy of map (spells removed and marked as deleted at another spell remove
    // and we can't use original map for safe iterative with visit each spell at loop end
    PlayerSpellMap smap = GetSpellMap();
    uint32 family;
    if(myClassOnly)
    {
        ChrClassesEntry const* clsEntry = sChrClassesStore.LookupEntry(getClass());
        if(!clsEntry)
            return;
        family = clsEntry->spellfamily;
    }
    for (PlayerSpellMap::const_iterator iter = smap.begin(); iter != smap.end(); ++iter)
    {
        if(myClassOnly)
        {
            SpellEntry const *spellInfo = sSpellStore.LookupEntry(iter->first);
            if(!spellInfo)
                continue;
            // skip server-side/triggered spells
            if(spellInfo->spellLevel == 0)
                continue;
            // skip wrong class/race skills
            if(!IsSpellFitByClassAndRace(spellInfo->Id))
                continue;
            // skip other spell families
            if(spellInfo->SpellFamilyName != family)
                continue;
            // skip spells with first rank learned as talent (and all talents then also)
            uint32 first_rank = spellmgr.GetFirstSpellInChain(spellInfo->Id);
            if(GetTalentSpellCost(first_rank) > 0)
                continue;
            // skip broken spells
            if(!SpellMgr::IsSpellValid(spellInfo,this,false))
                continue;
        }
        removeSpell(iter->first,false,false);               // only iter->first can be accessed, object by iter->second can be deleted already
    }
    learnDefaultSpells();
    learnQuestRewardedSpells();
}
void Player::learnDefaultSpells()
{
    // learn default race/class spells
    PlayerInfo const *info = objmgr.GetPlayerInfo(getRace(),getClass());
    for (PlayerCreateInfoSpells::const_iterator itr = info->spell.begin(); itr!=info->spell.end(); ++itr)
    {
        uint32 tspell = *itr;
        sLog.outDebug("PLAYER (Class: %u Race: %u): Adding initial spell, id = %u",uint32(getClass()),uint32(getRace()), tspell);
        if(!IsInWorld())                                    // will send in INITIAL_SPELLS in list anyway at map add
            addSpell(tspell,true,true,true,false);
        else                                                // but send in normal spell in game learn case
            learnSpell(tspell,true);
    }
}
void Player::learnQuestRewardedSpells(Quest const* quest)
{
    uint32 spell_id = quest->GetRewSpellCast();
    // skip quests without rewarded spell
    if( !spell_id )
        return;
    SpellEntry const *spellInfo = sSpellStore.LookupEntry(spell_id);
    if(!spellInfo)
        return;
    // check learned spells state
    bool found = false;
    for (uint8 i = 0; i < 3; ++i)
    {
        if(spellInfo->Effect[i] == SPELL_EFFECT_LEARN_SPELL && !HasSpell(spellInfo->EffectTriggerSpell[i]))
        {
            found = true;
            break;
        }
    }
    // skip quests with not teaching spell or already known spell
    if(!found)
        return;
    // prevent learn non first rank unknown profession and second specialization for same profession)
    uint32 learned_0 = spellInfo->EffectTriggerSpell[0];
    if( spellmgr.GetSpellRank(learned_0) > 1 && !HasSpell(learned_0) )
    {
        // not have first rank learned (unlearned prof?)
        uint32 first_spell = spellmgr.GetFirstSpellInChain(learned_0);
        if( !HasSpell(first_spell) )
            return;
        SpellEntry const *learnedInfo = sSpellStore.LookupEntry(learned_0);
        if(!learnedInfo)
            return;
        uint32 profSpell = spellmgr.GetSpellRequired(learned_0);
        // specialization
        if(learnedInfo->Effect[0]==SPELL_EFFECT_TRADE_SKILL && learnedInfo->Effect[1]==0 && profSpell)
        {
            // search other specialization for same prof
            for (PlayerSpellMap::const_iterator itr = m_spells.begin(); itr != m_spells.end(); ++itr)
            {
                if(itr->second->state == PLAYERSPELL_REMOVED || itr->first==learned_0)
                    continue;
                SpellEntry const *itrInfo = sSpellStore.LookupEntry(itr->first);
                if(!itrInfo)
                    return;
                // compare only specializations
                if(itrInfo->Effect[0]!=SPELL_EFFECT_TRADE_SKILL || itrInfo->Effect[1]!=0)
                    continue;
                // compare same chain spells
                if (spellmgr.GetSpellRequired(itr->first) == profSpell)
                    return;
            }
        }
    }
    CastSpell( this, spell_id, true);
}
void Player::learnQuestRewardedSpells()
{
    // learn spells received from quest completing
    for (QuestStatusMap::const_iterator itr = mQuestStatus.begin(); itr != mQuestStatus.end(); ++itr)
    {
        // skip no rewarded quests
        if(!itr->second.m_rewarded)
            continue;
        Quest const* quest = objmgr.GetQuestTemplate(itr->first);
        if( !quest )
            continue;
        learnQuestRewardedSpells(quest);
    }
}
void Player::learnSkillRewardedSpells(uint32 skill_id, uint32 skill_value )
{
    uint32 raceMask  = getRaceMask();
    uint32 classMask = getClassMask();
    for (uint32 j=0; jskillId!=skill_id || pAbility->learnOnGetSkill != ABILITY_LEARNED_ON_GET_PROFESSION_SKILL)
            continue;
        // Check race if set
        if (pAbility->racemask && !(pAbility->racemask & raceMask))
            continue;
        // Check class if set
        if (pAbility->classmask && !(pAbility->classmask & classMask))
            continue;
        if (sSpellStore.LookupEntry(pAbility->spellId))
        {
            // need unlearn spell
            if (skill_value < pAbility->req_skill_value)
                removeSpell(pAbility->spellId);
            // need learn
            else if (!IsInWorld())
                addSpell(pAbility->spellId,true,true,true,false);
            else
                learnSpell(pAbility->spellId,true);
        }
    }
}
void Player::SendAurasForTarget(Unit *target)
{
    if(!target || target->GetVisibleAuras()->empty())                  // speedup things
        return;
    WorldPacket data(SMSG_AURA_UPDATE_ALL);
    data.append(target->GetPackGUID());
    Unit::VisibleAuraMap const *visibleAuras = target->GetVisibleAuras();
    for (Unit::VisibleAuraMap::const_iterator itr = visibleAuras->begin(); itr != visibleAuras->end(); ++itr)
    {
        Aura * aura=itr->second;
        data << uint8(aura->GetAuraSlot());
        data << uint32(aura->GetId());
        // flags
        data << aura->m_auraFlags;
        // level
        data << aura->m_auraLevel;
        // charges
        data << uint8(aura->GetStackAmount()>1 ? aura->GetStackAmount() : aura->GetAuraCharges());
        if(!(aura->m_auraFlags & AFLAG_CASTER))
        {
            if (Unit * caster = aura->GetCaster())
                data.append(caster->GetPackGUID());
            else
                data << uint8(0);
        }
        if(aura->m_auraFlags & AFLAG_DURATION)          // include aura duration
        {
            data << uint32(aura->GetAuraMaxDuration());
            data << uint32(aura->GetAuraDuration());
        }
    }
    GetSession()->SendPacket(&data);
}
void Player::SetDailyQuestStatus( uint32 quest_id )
{
    for (uint32 quest_daily_idx = 0; quest_daily_idx < PLAYER_MAX_DAILY_QUESTS; ++quest_daily_idx)
    {
        if(!GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx))
        {
            SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx,quest_id);
            m_lastDailyQuestTime = time(NULL);              // last daily quest time
            m_DailyQuestChanged = true;
            break;
        }
    }
}
void Player::ResetDailyQuestStatus()
{
    for (uint32 quest_daily_idx = 0; quest_daily_idx < PLAYER_MAX_DAILY_QUESTS; ++quest_daily_idx)
        SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx,0);
    // DB data deleted in caller
    m_DailyQuestChanged = false;
    m_lastDailyQuestTime = 0;
}
BattleGround* Player::GetBattleGround() const
{
    if(GetBattleGroundId()==0)
        return NULL;
    return sBattleGroundMgr.GetBattleGround(GetBattleGroundId(), m_bgData.bgTypeID);
}
bool Player::InArena() const
{
    BattleGround *bg = GetBattleGround();
    if(!bg || !bg->isArena())
        return false;
    return true;
}
bool Player::GetBGAccessByLevel(BattleGroundTypeId bgTypeId) const
{
    // get a template bg instead of running one
    BattleGround *bg = sBattleGroundMgr.GetBattleGroundTemplate(bgTypeId);
    if(!bg)
        return false;
    if(getLevel() < bg->GetMinLevel() || getLevel() > bg->GetMaxLevel())
        return false;
    return true;
}
BGQueueIdBasedOnLevel Player::GetBattleGroundQueueIdFromLevel(BattleGroundTypeId bgTypeId) const
{
    //returned to hardcoded version of this function, because there is no way to code it dynamic
    uint8 level = getLevel();
    if (bgTypeId == BATTLEGROUND_AV)
        level--;
    uint32 queue_id = (level / 10) - 1; // for ranges 0 - 19, 20 - 29, 30 - 39, 40 - 49, 50 - 59, 60 - 69, 70 -79, 80
    if (queue_id >= MAX_BATTLEGROUND_QUEUES)
    {
        sLog.outError("BattleGround: too high queue_id %u this shouldn't happen", queue_id);
        return QUEUE_ID_MAX_LEVEL_80;
    }
    return BGQueueIdBasedOnLevel(queue_id);
}
float Player::GetReputationPriceDiscount( Creature const* pCreature ) const
{
    FactionTemplateEntry const* vendor_faction = pCreature->getFactionTemplateEntry();
    if (!vendor_faction || !vendor_faction->faction)
        return 1.0f;
    ReputationRank rank = GetReputationRank(vendor_faction->faction);
    if (rank <= REP_NEUTRAL)
        return 1.0f;
    return 1.0f - 0.05f* (rank - REP_NEUTRAL);
}
bool Player::IsSpellFitByClassAndRace( uint32 spell_id ) const
{
    uint32 racemask  = getRaceMask();
    uint32 classmask = getClassMask();
    SkillLineAbilityMapBounds bounds = spellmgr.GetSkillLineAbilityMapBounds(spell_id);
    if (bounds.first==bounds.second)
        return true;
    for (SkillLineAbilityMap::const_iterator _spell_idx = bounds.first; _spell_idx != bounds.second; ++_spell_idx)
    {
        // skip wrong race skills
        if (_spell_idx->second->racemask && (_spell_idx->second->racemask & racemask) == 0)
            continue;
        // skip wrong class skills
        if (_spell_idx->second->classmask && (_spell_idx->second->classmask & classmask) == 0)
            continue;
        return true;
    }
    return false;
}
bool Player::HasQuestForGO(int32 GOId) const
{
    for (uint8 i = 0; i < MAX_QUEST_LOG_SIZE; ++i)
    {
        uint32 questid = GetQuestSlotQuestId(i);
        if (questid == 0)
            continue;
        QuestStatusMap::const_iterator qs_itr = mQuestStatus.find(questid);
        if (qs_itr == mQuestStatus.end())
            continue;
        QuestStatusData const& qs = qs_itr->second;
        if (qs.m_status == QUEST_STATUS_INCOMPLETE)
        {
            Quest const* qinfo = objmgr.GetQuestTemplate(questid);
            if (!qinfo)
                continue;
            if (GetGroup() && GetGroup()->isRaidGroup() && qinfo->GetType() != QUEST_TYPE_RAID)
                continue;
            for (uint8 j = 0; j < QUEST_OBJECTIVES_COUNT; ++j)
            {
                if (qinfo->ReqCreatureOrGOId[j] >= 0)       //skip non GO case
                    continue;
                if ((-1)*GOId == qinfo->ReqCreatureOrGOId[j] && qs.m_creatureOrGOcount[j] < qinfo->ReqCreatureOrGOCount[j])
                    return true;
            }
        }
    }
    return false;
}
void Player::UpdateForQuestWorldObjects()
{
    if (m_clientGUIDs.empty())
        return;
    UpdateData udata;
    WorldPacket packet;
    for (ClientGUIDs::iterator itr=m_clientGUIDs.begin(); itr!=m_clientGUIDs.end(); ++itr)
    {
        if (IS_GAMEOBJECT_GUID(*itr))
        {
            if (GameObject *obj = HashMapHolder::Find(*itr))
                obj->BuildValuesUpdateBlockForPlayer(&udata,this);
        }
        else if (IS_CRE_OR_VEH_GUID(*itr))
        {
            Creature *obj = ObjectAccessor::GetCreatureOrPetOrVehicle(*this, *itr);
            if (!obj)
                continue;
            // check if this unit requires quest specific flags
            if(!obj->HasFlag(UNIT_NPC_FLAGS,UNIT_NPC_FLAG_SPELLCLICK))
                continue;
            SpellClickInfoMapBounds clickPair = objmgr.GetSpellClickInfoMapBounds(obj->GetEntry());
            for (SpellClickInfoMap::const_iterator _itr = clickPair.first; _itr != clickPair.second; ++_itr)
                if(_itr->second.questStart || _itr->second.questEnd)
                {
                    obj->BuildCreateUpdateBlockForPlayer(&udata,this);
                    break;
                }
        }
    }
    udata.BuildPacket(&packet);
    GetSession()->SendPacket(&packet);
}
void Player::SummonIfPossible(bool agree)
{
    if (!agree)
    {
        m_summon_expire = 0;
        return;
    }
    // expire and auto declined
    if (m_summon_expire < time(NULL))
        return;
    // stop taxi flight at summon
    if (isInFlight())
    {
        GetMotionMaster()->MovementExpired();
        CleanupAfterTaxiFlight();
    }
    // drop flag at summon
    // this code can be reached only when GM is summoning player who carries flag, because player should be immune to summoning spells when he carries flag
    if (BattleGround *bg = GetBattleGround())
        bg->EventPlayerDroppedFlag(this);
    m_summon_expire = 0;
    GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_ACCEPTED_SUMMONINGS, 1);
    TeleportTo(m_summon_mapid, m_summon_x, m_summon_y, m_summon_z,GetOrientation());
}
void Player::RemoveItemDurations(Item *item)
{
    for (ItemDurationList::iterator itr = m_itemDuration.begin(); itr != m_itemDuration.end(); ++itr)
    {
        if(*itr == item)
        {
            m_itemDuration.erase(itr);
            break;
        }
    }
}
void Player::AddItemDurations(Item *item)
{
    if (item->GetUInt32Value(ITEM_FIELD_DURATION))
    {
        m_itemDuration.push_back(item);
        item->SendTimeUpdate(this);
    }
}
void Player::AutoUnequipOffhandIfNeed(bool force /*= false*/)
{
    Item *offItem = GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND);
    if (!offItem)
        return;
    // need unequip offhand for 2h-weapon without TitanGrip (in any from hands)
    if (!force && (CanTitanGrip() || (offItem->GetProto()->InventoryType != INVTYPE_2HWEAPON && !IsTwoHandUsed())))
        return;
    ItemPosCountVec off_dest;
    uint8 off_msg = CanStoreItem(NULL_BAG, NULL_SLOT, off_dest, offItem, false);
    if (off_msg == EQUIP_ERR_OK)
    {
        RemoveItem(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND, true);
        StoreItem(off_dest, offItem, true);
    }
    else
    {
        MailItemsInfo mi;
        mi.AddItem(offItem->GetGUIDLow(), offItem->GetEntry(), offItem);
        MoveItemFromInventory(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND, true);
        CharacterDatabase.BeginTransaction();
        offItem->DeleteFromInventoryDB();                   // deletes item from character's inventory
        offItem->SaveToDB();                                // recursive and not have transaction guard into self, item not in inventory and can be save standalone
        CharacterDatabase.CommitTransaction();
        std::string subject = GetSession()->GetMangosString(LANG_NOT_EQUIPPED_ITEM);
        WorldSession::SendMailTo(this, MAIL_NORMAL, MAIL_STATIONERY_GM, GetGUIDLow(), GetGUIDLow(), subject, 0, &mi, 0, 0, MAIL_CHECK_MASK_NONE);
    }
}
OutdoorPvP * Player::GetOutdoorPvP() const
{
    return sOutdoorPvPMgr.GetOutdoorPvPToZoneId(GetZoneId());
}
bool Player::HasItemFitToSpellReqirements(SpellEntry const* spellInfo, Item const* ignoreItem)
{
    if (spellInfo->EquippedItemClass < 0)
        return true;
    // scan other equipped items for same requirements (mostly 2 daggers/etc)
    // for optimize check 2 used cases only
    switch (spellInfo->EquippedItemClass)
    {
        case ITEM_CLASS_WEAPON:
        {
            for (uint8 i= EQUIPMENT_SLOT_MAINHAND; i < EQUIPMENT_SLOT_TABARD; ++i)
                if(Item *item = GetUseableItemByPos( INVENTORY_SLOT_BAG_0, i ))
                    if(item != ignoreItem && item->IsFitToSpellRequirements(spellInfo))
                        return true;
            break;
        }
        case ITEM_CLASS_ARMOR:
        {
            // tabard not have dependent spells
            for (uint8 i= EQUIPMENT_SLOT_START; i< EQUIPMENT_SLOT_MAINHAND; ++i)
                if(Item *item = GetUseableItemByPos( INVENTORY_SLOT_BAG_0, i ))
                    if(item != ignoreItem && item->IsFitToSpellRequirements(spellInfo))
                        return true;
            // shields can be equipped to offhand slot
            if(Item *item = GetUseableItemByPos( INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND))
                if(item != ignoreItem && item->IsFitToSpellRequirements(spellInfo))
                    return true;
            // ranged slot can have some armor subclasses
            if(Item *item = GetUseableItemByPos( INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_RANGED))
                if(item != ignoreItem && item->IsFitToSpellRequirements(spellInfo))
                    return true;
            break;
        }
        default:
            sLog.outError("HasItemFitToSpellReqirements: Not handled spell requirement for item class %u",spellInfo->EquippedItemClass);
            break;
    }
    return false;
}
bool Player::CanNoReagentCast(SpellEntry const* spellInfo) const
{
    // don't take reagents for spells with SPELL_ATTR_EX5_NO_REAGENT_WHILE_PREP
    if (spellInfo->AttributesEx5 & SPELL_ATTR_EX5_NO_REAGENT_WHILE_PREP &&
        HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PREPARATION))
        return true;
    // Check no reagent use mask
    flag96 noReagentMask;
    noReagentMask[0] = GetUInt32Value(PLAYER_NO_REAGENT_COST_1);
    noReagentMask[1] = GetUInt32Value(PLAYER_NO_REAGENT_COST_1+1);
    noReagentMask[2] = GetUInt32Value(PLAYER_NO_REAGENT_COST_1+2);
    if (spellInfo->SpellFamilyFlags  & noReagentMask)
        return true;
    return false;
}
void Player::RemoveItemDependentAurasAndCasts( Item * pItem )
{
    AuraMap& auras = GetAuras();
    for (AuraMap::iterator itr = auras.begin(); itr != auras.end();)
    {
        Aura* aura = itr->second;
        // skip passive (passive item dependent spells work in another way) and not self applied auras
        SpellEntry const* spellInfo = aura->GetSpellProto();
        if(aura->IsPassive() ||  aura->GetCasterGUID()!=GetGUID())
        {
            ++itr;
            continue;
        }
        // skip if not item dependent or have alternative item
        if(HasItemFitToSpellReqirements(spellInfo,pItem))
        {
            ++itr;
            continue;
        }
        // no alt item, remove aura, restart check
        RemoveAura(itr);
    }
    // currently casted spells can be dependent from item
    for (uint32 i = 0; i < CURRENT_MAX_SPELL; ++i)
        if (Spell* spell = GetCurrentSpell(CurrentSpellTypes(i)))
            if (spell->getState()!=SPELL_STATE_DELAYED && !HasItemFitToSpellReqirements(spell->m_spellInfo,pItem) )
                InterruptSpell(CurrentSpellTypes(i));
}
uint32 Player::GetResurrectionSpellId()
{
    // search priceless resurrection possibilities
    uint32 prio = 0;
    uint32 spell_id = 0;
    AuraEffectList const& dummyAuras = GetAurasByType(SPELL_AURA_DUMMY);
    for (AuraEffectList::const_iterator itr = dummyAuras.begin(); itr != dummyAuras.end(); ++itr)
    {
        // Soulstone Resurrection                           // prio: 3 (max, non death persistent)
        if (prio < 2 && (*itr)->GetSpellProto()->SpellVisual[0] == 99 && (*itr)->GetSpellProto()->SpellIconID == 92 )
        {
            switch ((*itr)->GetId())
            {
                case 20707: spell_id =  3026; break;        // rank 1
                case 20762: spell_id = 20758; break;        // rank 2
                case 20763: spell_id = 20759; break;        // rank 3
                case 20764: spell_id = 20760; break;        // rank 4
                case 20765: spell_id = 20761; break;        // rank 5
                case 27239: spell_id = 27240; break;        // rank 6
                case 47883: spell_id = 47882; break;        // rank 7
                default:
                    sLog.outError("Unhandled spell %u: S.Resurrection",(*itr)->GetId());
                    continue;
            }
            prio = 3;
        }
        // Twisting Nether                                  // prio: 2 (max)
        else if ((*itr)->GetId()==23701 && roll_chance_i(10))
        {
            prio = 2;
            spell_id = 23700;
        }
    }
    // Reincarnation (passive spell)  // prio: 1                  // Glyph of Renewed Life
    if (prio < 1 && HasSpell(20608) && !HasSpellCooldown(21169) && (HasAura(58059) || HasItemCount(17030,1)))
        spell_id = 21169;
    return spell_id;
}
// Used in triggers for check "Only to targets that grant experience or honor" req
bool Player::isHonorOrXPTarget(Unit* pVictim)
{
    uint8 v_level = pVictim->getLevel();
    uint8 k_grey  = Trinity::XP::GetGrayLevel(getLevel());
    // Victim level less gray level
    if(v_level <= k_grey)
        return false;
    if(pVictim->GetTypeId() == TYPEID_UNIT)
    {
        if (((Creature*)pVictim)->isTotem() ||
            ((Creature*)pVictim)->isPet() ||
            ((Creature*)pVictim)->GetCreatureInfo()->flags_extra & CREATURE_FLAG_EXTRA_NO_XP_AT_KILL)
                return false;
    }
    return true;
}
bool Player::RewardPlayerAndGroupAtKill(Unit* pVictim)
{
    bool PvP = pVictim->isCharmedOwnedByPlayerOrPlayer();
    // prepare data for near group iteration (PvP and !PvP cases)
    uint32 xp = 0;
    bool honored_kill = false;
    if(Group *pGroup = GetGroup())
    {
        uint32 count = 0;
        uint32 sum_level = 0;
        Player* member_with_max_level = NULL;
        Player* not_gray_member_with_max_level = NULL;
        pGroup->GetDataForXPAtKill(pVictim,count,sum_level,member_with_max_level,not_gray_member_with_max_level);
        if(member_with_max_level)
        {
            // PvP kills doesn't yield experience
            // also no XP gained if there is no member below gray level
            xp = (PvP || !not_gray_member_with_max_level || GetVehicle()) ? 0 : Trinity::XP::Gain(not_gray_member_with_max_level, pVictim);
            /// skip in check PvP case (for speed, not used)
            bool is_raid = PvP ? false : sMapStore.LookupEntry(GetMapId())->IsRaid() && pGroup->isRaidGroup();
            bool is_dungeon = PvP ? false : sMapStore.LookupEntry(GetMapId())->IsDungeon();
            float group_rate = Trinity::XP::xp_in_group_rate(count,is_raid);
            for (GroupReference *itr = pGroup->GetFirstMember(); itr != NULL; itr = itr->next())
            {
                Player* pGroupGuy = itr->getSource();
                if(!pGroupGuy)
                    continue;
                if(!pGroupGuy->IsAtGroupRewardDistance(pVictim))
                    continue;                               // member (alive or dead) or his corpse at req. distance
                // honor can be in PvP and !PvP (racial leader) cases (for alive)
                if(pGroupGuy->isAlive() && pGroupGuy->RewardHonor(pVictim,count, -1, true) && pGroupGuy==this)
                    honored_kill = true;
                // xp and reputation only in !PvP case
                if(!PvP)
                {
                    float rate = group_rate * float(pGroupGuy->getLevel()) / sum_level;
                    // if is in dungeon then all receive full reputation at kill
                    // rewarded any alive/dead/near_corpse group member
                    pGroupGuy->RewardReputation(pVictim,is_dungeon ? 1.0f : rate);
                    // XP updated only for alive group member
                    if(pGroupGuy->isAlive() && not_gray_member_with_max_level &&
                       pGroupGuy->getLevel() <= not_gray_member_with_max_level->getLevel())
                    {
                        uint32 itr_xp = (member_with_max_level == not_gray_member_with_max_level) ? uint32(xp*rate) : uint32((xp*rate/2)+1);
                        // handle SPELL_AURA_MOD_XP_PCT auras
                        Unit::AuraEffectList const& ModXPPctAuras = GetAurasByType(SPELL_AURA_MOD_XP_PCT);
                        for (Unit::AuraEffectList::const_iterator i = ModXPPctAuras.begin(); i != ModXPPctAuras.end(); ++i)
                            itr_xp = uint32(itr_xp*(1.0f + (*i)->GetAmount() / 100.0f));
                        pGroupGuy->GiveXP(itr_xp, pVictim);
                        if(Pet* pet = pGroupGuy->GetPet())
                            pet->GivePetXP(itr_xp/2);
                    }
                    // quest objectives updated only for alive group member or dead but with not released body
                    if(pGroupGuy->isAlive()|| !pGroupGuy->GetCorpse())
                    {
                        // normal creature (not pet/etc) can be only in !PvP case
                        if(pVictim->GetTypeId() == TYPEID_UNIT)
                            pGroupGuy->KilledMonster(((Creature*)pVictim)->GetCreatureInfo(), pVictim->GetGUID());
                    }
                }
            }
        }
    }
    else                                                    // if (!pGroup)
    {
        xp = (PvP || GetVehicle()) ? 0 : Trinity::XP::Gain(this, pVictim);
        // honor can be in PvP and !PvP (racial leader) cases
        if(RewardHonor(pVictim,1, -1, true))
            honored_kill = true;
        // xp and reputation only in !PvP case
        if(!PvP)
        {
            RewardReputation(pVictim,1);
            // handle SPELL_AURA_MOD_XP_PCT auras
            Unit::AuraEffectList const& ModXPPctAuras = GetAurasByType(SPELL_AURA_MOD_XP_PCT);
            for (Unit::AuraEffectList::const_iterator i = ModXPPctAuras.begin(); i != ModXPPctAuras.end(); ++i)
                xp = uint32(xp*(1.0f + (*i)->GetAmount() / 100.0f));
            GiveXP(xp, pVictim);
            if(Pet* pet = GetPet())
                pet->GivePetXP(xp);
            // normal creature (not pet/etc) can be only in !PvP case
            if(pVictim->GetTypeId() == TYPEID_UNIT)
                KilledMonster(((Creature*)pVictim)->GetCreatureInfo(), pVictim->GetGUID());
        }
    }
    return xp || honored_kill;
}
void Player::RewardPlayerAndGroupAtEvent(uint32 creature_id, WorldObject* pRewardSource)
{
    if (!pRewardSource)
        return;
    uint64 creature_guid = (pRewardSource->GetTypeId() == TYPEID_UNIT) ? pRewardSource->GetGUID() : uint64(0);
    // prepare data for near group iteration
    if(Group *pGroup = GetGroup())
    {
        for (GroupReference *itr = pGroup->GetFirstMember(); itr != NULL; itr = itr->next())
        {
            Player* pGroupGuy = itr->getSource();
            if(!pGroupGuy)
                continue;
            if(!pGroupGuy->IsAtGroupRewardDistance(pRewardSource))
                continue;                               // member (alive or dead) or his corpse at req. distance
            // quest objectives updated only for alive group member or dead but with not released body
            if(pGroupGuy->isAlive()|| !pGroupGuy->GetCorpse())
                pGroupGuy->KilledMonsterCredit(creature_id, creature_guid);
        }
    }
    else                                                    // if (!pGroup)
        KilledMonsterCredit(creature_id, creature_guid);
}
bool Player::IsAtGroupRewardDistance(WorldObject const* pRewardSource) const
{
    if (!pRewardSource)
        return false;
    const WorldObject* player = GetCorpse();
    if(!player || isAlive())
        player = this;
    if(player->GetMapId() != pRewardSource->GetMapId() || player->GetInstanceId() != pRewardSource->GetInstanceId())
        return false;
    return pRewardSource->GetDistance(player) <= sWorld.getConfig(CONFIG_GROUP_XP_DISTANCE);
}
uint32 Player::GetBaseWeaponSkillValue (WeaponAttackType attType) const
{
    Item* item = GetWeaponForAttack(attType,true);
    // unarmed only with base attack
    if(attType != BASE_ATTACK && !item)
        return 0;
    // weapon skill or (unarmed for base attack and for fist weapons)
    uint32  skill = (item && item->GetSkill() != SKILL_FIST_WEAPONS) ? item->GetSkill() : uint32(SKILL_UNARMED);
    return GetBaseSkillValue(skill);
}
void Player::ResurectUsingRequestData()
{
    /// Teleport before resurrecting by player, otherwise the player might get attacked from creatures near his corpse
    if(IS_PLAYER_GUID(m_resurrectGUID))
        TeleportTo(m_resurrectMap, m_resurrectX, m_resurrectY, m_resurrectZ, GetOrientation());
    //we cannot resurrect player when we triggered far teleport
    //player will be resurrected upon teleportation
    if(IsBeingTeleportedFar())
    {
        ScheduleDelayedOperation(DELAYED_RESURRECT_PLAYER);
        return;
    }
    ResurrectPlayer(0.0f,false);
    if(GetMaxHealth() > m_resurrectHealth)
        SetHealth( m_resurrectHealth );
    else
        SetHealth( GetMaxHealth() );
    if(GetMaxPower(POWER_MANA) > m_resurrectMana)
        SetPower(POWER_MANA, m_resurrectMana );
    else
        SetPower(POWER_MANA, GetMaxPower(POWER_MANA) );
    SetPower(POWER_RAGE, 0 );
    SetPower(POWER_ENERGY, GetMaxPower(POWER_ENERGY) );
    SpawnCorpseBones();
}
void Player::SetClientControl(Unit* target, uint8 allowMove)
{
    WorldPacket data(SMSG_CLIENT_CONTROL_UPDATE, target->GetPackGUID().size()+1);
    data.append(target->GetPackGUID());
    data << uint8(allowMove);
    GetSession()->SendPacket(&data);
    if(target == this)
        SetMover(this);
}
void Player::UpdateZoneDependentAuras( uint32 newZone )
{
    // Some spells applied at enter into zone (with subzones), aura removed in UpdateAreaDependentAuras that called always at zone->area update
    SpellAreaForAreaMapBounds saBounds = spellmgr.GetSpellAreaForAreaMapBounds(newZone);
    for (SpellAreaForAreaMap::const_iterator itr = saBounds.first; itr != saBounds.second; ++itr)
        if(itr->second->autocast && itr->second->IsFitToRequirements(this,newZone,0))
            if( !HasAura(itr->second->spellId) )
                CastSpell(this,itr->second->spellId,true);
}
void Player::UpdateAreaDependentAuras( uint32 newArea )
{
    // remove auras from spells with area limitations
    for (AuraMap::iterator iter = m_Auras.begin(); iter != m_Auras.end();)
    {
        // use m_zoneUpdateId for speed: UpdateArea called from UpdateZone or instead UpdateZone in both cases m_zoneUpdateId up-to-date
        if(spellmgr.GetSpellAllowedInLocationError(iter->second->GetSpellProto(),GetMapId(),m_zoneUpdateId,newArea,this) != SPELL_CAST_OK)
            RemoveAura(iter);
        else
            ++iter;
    }
    // some auras applied at subzone enter
    SpellAreaForAreaMapBounds saBounds = spellmgr.GetSpellAreaForAreaMapBounds(newArea);
    for (SpellAreaForAreaMap::const_iterator itr = saBounds.first; itr != saBounds.second; ++itr)
        if(itr->second->autocast && itr->second->IsFitToRequirements(this,m_zoneUpdateId,newArea))
            if( !HasAura(itr->second->spellId) )
                CastSpell(this,itr->second->spellId,true);
    if(newArea == 4273 && GetVehicle() && GetPositionX() > 400) // Ulduar
    {
        switch(GetVehicleBase()->GetEntry())
        {
            case 33062:
            case 33109:
            case 33060:
                GetVehicle()->Dismiss();
                break;
        }
    }
}
uint32 Player::GetCorpseReclaimDelay(bool pvp) const
{
    if(pvp)
    {
        if(!sWorld.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVP))
            return copseReclaimDelay[0];
    }
    else if(!sWorld.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVE) )
        return 0;
    time_t now = time(NULL);
    // 0..2 full period
    // should be ceil(x)-1 but not floor(x)
    uint32 count = (now < m_deathExpireTime - 1) ? (m_deathExpireTime - 1 - now)/DEATH_EXPIRE_STEP : 0;
    return copseReclaimDelay[count];
}
void Player::UpdateCorpseReclaimDelay()
{
    bool pvp = m_ExtraFlags & PLAYER_EXTRA_PVP_DEATH;
    if ((pvp && !sWorld.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVP)) ||
        (!pvp && !sWorld.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVE) ))
        return;
    time_t now = time(NULL);
    if(now < m_deathExpireTime)
    {
        // full and partly periods 1..3
        uint32 count = (m_deathExpireTime - now)/DEATH_EXPIRE_STEP +1;
        if(count < MAX_DEATH_COUNT)
            m_deathExpireTime = now+(count+1)*DEATH_EXPIRE_STEP;
        else
            m_deathExpireTime = now+MAX_DEATH_COUNT*DEATH_EXPIRE_STEP;
    }
    else
        m_deathExpireTime = now+DEATH_EXPIRE_STEP;
}
void Player::SendCorpseReclaimDelay(bool load)
{
    Corpse* corpse = GetCorpse();
    if(load && !corpse)
        return;
    bool pvp;
    if(corpse)
        pvp = (corpse->GetType() == CORPSE_RESURRECTABLE_PVP);
    else
        pvp = (m_ExtraFlags & PLAYER_EXTRA_PVP_DEATH);
    uint32 delay;
    if(load)
    {
        if(corpse->GetGhostTime() > m_deathExpireTime)
            return;
        uint32 count;
        if( pvp && sWorld.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVP) ||
           !pvp && sWorld.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVE) )
        {
            count = (m_deathExpireTime-corpse->GetGhostTime())/DEATH_EXPIRE_STEP;
            if(count>=MAX_DEATH_COUNT)
                count = MAX_DEATH_COUNT-1;
        }
        else
            count=0;
        time_t expected_time = corpse->GetGhostTime()+copseReclaimDelay[count];
        time_t now = time(NULL);
        if(now >= expected_time)
            return;
        delay = expected_time-now;
    }
    else
        delay = GetCorpseReclaimDelay(pvp);
    if(!delay) return;
    //! corpse reclaim delay 30 * 1000ms or longer at often deaths
    WorldPacket data(SMSG_CORPSE_RECLAIM_DELAY, 4);
    data << uint32(delay*IN_MILISECONDS);
    GetSession()->SendPacket( &data );
}
Player* Player::GetNextRandomRaidMember(float radius)
{
    Group *pGroup = GetGroup();
    if(!pGroup)
        return NULL;
    std::vector nearMembers;
    nearMembers.reserve(pGroup->GetMembersCount());
    for (GroupReference *itr = pGroup->GetFirstMember(); itr != NULL; itr = itr->next())
    {
        Player* Target = itr->getSource();
        // IsHostileTo check duel and controlled by enemy
        if( Target && Target != this && IsWithinDistInMap(Target, radius) &&
            !Target->HasInvisibilityAura() && !IsHostileTo(Target) )
            nearMembers.push_back(Target);
    }
    if (nearMembers.empty())
        return NULL;
    uint32 randTarget = urand(0,nearMembers.size()-1);
    return nearMembers[randTarget];
}
PartyResult Player::CanUninviteFromGroup() const
{
    const Group* grp = GetGroup();
    if(!grp)
        return PARTY_RESULT_YOU_NOT_IN_GROUP;
    if(!grp->IsLeader(GetGUID()) && !grp->IsAssistant(GetGUID()))
        return PARTY_RESULT_YOU_NOT_LEADER;
    if(InBattleGround())
        return PARTY_RESULT_INVITE_RESTRICTED;
    return PARTY_RESULT_OK;
}
void Player::SetBattleGroundRaid(Group* group, int8 subgroup)
{
    //we must move references from m_group to m_originalGroup
    SetOriginalGroup(GetGroup(), GetSubGroup());
    m_group.unlink();
    m_group.link(group, this);
    m_group.setSubGroup((uint8)subgroup);
}
void Player::RemoveFromBattleGroundRaid()
{
    //remove existing reference
    m_group.unlink();
    if( Group* group = GetOriginalGroup() )
    {
        m_group.link(group, this);
        m_group.setSubGroup(GetOriginalSubGroup());
    }
    SetOriginalGroup(NULL);
}
void Player::SetOriginalGroup(Group *group, int8 subgroup)
{
    if( group == NULL )
        m_originalGroup.unlink();
    else
    {
        // never use SetOriginalGroup without a subgroup unless you specify NULL for group
        assert(subgroup >= 0);
        m_originalGroup.link(group, this);
        m_originalGroup.setSubGroup((uint8)subgroup);
    }
}
void Player::UpdateUnderwaterState( Map* m, float x, float y, float z )
{
    LiquidData liquid_status;
    ZLiquidStatus res = m->getLiquidStatus(x, y, z, MAP_ALL_LIQUIDS, &liquid_status);
    if (!res)
    {
        m_MirrorTimerFlags &= ~(UNDERWATER_INWATER|UNDERWATER_INLAVA|UNDERWATER_INSLIME|UNDERWARER_INDARKWATER);
        // Small hack for enable breath in WMO
        if (IsInWater())
            m_MirrorTimerFlags|=UNDERWATER_INWATER;
        return;
    }
    // All liquids type - check under water position
    if (liquid_status.type&(MAP_LIQUID_TYPE_WATER|MAP_LIQUID_TYPE_OCEAN|MAP_LIQUID_TYPE_MAGMA|MAP_LIQUID_TYPE_SLIME))
    {
        if ( res & LIQUID_MAP_UNDER_WATER)
            m_MirrorTimerFlags |= UNDERWATER_INWATER;
        else
            m_MirrorTimerFlags &= ~UNDERWATER_INWATER;
    }
    // Allow travel in dark water on taxi or transport
    if ((liquid_status.type & MAP_LIQUID_TYPE_DARK_WATER) && !isInFlight() && !GetTransport())
        m_MirrorTimerFlags |= UNDERWARER_INDARKWATER;
    else
        m_MirrorTimerFlags &= ~UNDERWARER_INDARKWATER;
    // in lava check, anywhere in lava level
    if (liquid_status.type&MAP_LIQUID_TYPE_MAGMA)
    {
        if (res & (LIQUID_MAP_UNDER_WATER|LIQUID_MAP_IN_WATER|LIQUID_MAP_WATER_WALK))
            m_MirrorTimerFlags |= UNDERWATER_INLAVA;
        else
            m_MirrorTimerFlags &= ~UNDERWATER_INLAVA;
    }
    // in slime check, anywhere in slime level
    if (liquid_status.type&MAP_LIQUID_TYPE_SLIME)
    {
        if (res & (LIQUID_MAP_UNDER_WATER|LIQUID_MAP_IN_WATER|LIQUID_MAP_WATER_WALK))
            m_MirrorTimerFlags |= UNDERWATER_INSLIME;
        else
            m_MirrorTimerFlags &= ~UNDERWATER_INSLIME;
    }
}
void Player::SetCanParry( bool value )
{
    if(m_canParry==value)
        return;
    m_canParry = value;
    UpdateParryPercentage();
}
void Player::SetCanBlock( bool value )
{
    if(m_canBlock==value)
        return;
    m_canBlock = value;
    UpdateBlockPercentage();
}
bool ItemPosCount::isContainedIn(ItemPosCountVec const& vec) const
{
    for (ItemPosCountVec::const_iterator itr = vec.begin(); itr != vec.end(); ++itr)
        if(itr->pos == pos)
            return true;
    return false;
}
//***********************************
//-------------TRINITY---------------
//***********************************
void Player::StopCastingBindSight()
{
    if(WorldObject* target = GetViewpoint())
    {
        if(target->isType(TYPEMASK_UNIT))
        {
            ((Unit*)target)->RemoveAura(SPELL_AURA_BIND_SIGHT, GetGUID());
            ((Unit*)target)->RemoveAura(SPELL_AURA_MOD_POSSESS, GetGUID());
            ((Unit*)target)->RemoveAura(SPELL_AURA_MOD_POSSESS_PET, GetGUID());
        }
    }
}
void Player::SetViewpoint(WorldObject* target, bool apply)
{
    if(apply)
    {
        sLog.outDebug("Player::CreateViewpoint: Player %s create seer %u (TypeId: %u).", GetName(), target->GetEntry(), target->GetTypeId());
        if(!AddUInt64Value(PLAYER_FARSIGHT, target->GetGUID()))
        {
            sLog.outCrash("Player::CreateViewpoint: Player %s cannot add new viewpoint!", GetName());
            return;
        }
        // farsight dynobj or puppet may be very far away
        UpdateVisibilityOf(target);
        if(target->isType(TYPEMASK_UNIT) && !GetVehicle())
            ((Unit*)target)->AddPlayerToVision(this);
    }
    else
    {
        sLog.outDebug("Player::CreateViewpoint: Player %s remove seer", GetName());
        if(!RemoveUInt64Value(PLAYER_FARSIGHT, target->GetGUID()))
        {
            sLog.outCrash("Player::CreateViewpoint: Player %s cannot remove current viewpoint!", GetName());
            return;
        }
        if(target->isType(TYPEMASK_UNIT) && !GetVehicle())
            ((Unit*)target)->RemovePlayerFromVision(this);
        //must immediately set seer back otherwise may crash
        m_seer = this;
        //WorldPacket data(SMSG_CLEAR_FAR_SIGHT_IMMEDIATE, 0);
        //GetSession()->SendPacket(&data);
    }
}
WorldObject* Player::GetViewpoint() const
{
    if(uint64 guid = GetUInt64Value(PLAYER_FARSIGHT))
        return (WorldObject*)ObjectAccessor::GetObjectByTypeMask(*this, guid, TYPEMASK_SEER);
    return NULL;
}
bool Player::CanUseBattleGroundObject()
{
    // TODO : some spells gives player ForceReaction to one faction (ReputationMgr::ApplyForceReaction)
    // maybe gameobject code should handle that ForceReaction usage
    // BUG: sometimes when player clicks on flag in AB - client won't send gameobject_use, only gameobject_report_use packet
    return ( //InBattleGround() &&                          // in battleground - not need, check in other cases
             //!IsMounted() && - not correct, player is dismounted when he clicks on flag
             //player cannot use object when he is invulnerable (immune)
             !isTotalImmune() &&                            // not totally immune
             //i'm not sure if these two are correct, because invisible players should get visible when they click on flag
             !HasStealthAura() &&                           // not stealthed
             !HasInvisibilityAura() &&                      // not invisible
             !HasAura(SPELL_RECENTLY_DROPPED_FLAG) &&    // can't pickup
             isAlive()                                      // live player
           );
}
bool Player::CanCaptureTowerPoint()
{
    return ( !HasStealthAura() &&                           // not stealthed
             !HasInvisibilityAura() &&                      // not invisible
             isAlive()                                      // live player
           );
}
uint32 Player::GetBarberShopCost(uint8 newhairstyle, uint8 newhaircolor, uint8 newfacialhair)
{
    uint8 level = getLevel();
    if(level > GT_MAX_LEVEL)
        level = GT_MAX_LEVEL;                               // max level in this dbc
    uint8 hairstyle = GetByteValue(PLAYER_BYTES, 2);
    uint8 haircolor = GetByteValue(PLAYER_BYTES, 3);
    uint8 facialhair = GetByteValue(PLAYER_BYTES_2, 0);
    if((hairstyle == newhairstyle) && (haircolor == newhaircolor) && (facialhair == newfacialhair))
        return 0;
    GtBarberShopCostBaseEntry const *bsc = sGtBarberShopCostBaseStore.LookupEntry(level - 1);
    if(!bsc)                                                // shouldn't happen
        return 0xFFFFFFFF;
    float cost = 0;
    if(hairstyle != newhairstyle)
        cost += bsc->cost;                                  // full price
    if((haircolor != newhaircolor) && (hairstyle == newhairstyle))
        cost += bsc->cost * 0.5f;                           // +1/2 of price
    if(facialhair != newfacialhair)
        cost += bsc->cost * 0.75f;                          // +3/4 of price
    return uint32(cost);
}
void Player::InitGlyphsForLevel()
{
    for (uint32 i = 0; i < sGlyphSlotStore.GetNumRows(); ++i)
        if(GlyphSlotEntry const * gs = sGlyphSlotStore.LookupEntry(i))
            if(gs->Order)
                SetGlyphSlot(gs->Order - 1, gs->Id);
    uint8 level = getLevel();
    uint32 value = 0;
    // 0x3F = 0x01 | 0x02 | 0x04 | 0x08 | 0x10 | 0x20 for 80 level
    if(level >= 15)
        value |= (0x01 | 0x02);
    if(level >= 30)
        value |= 0x08;
    if(level >= 50)
        value |= 0x04;
    if(level >= 70)
        value |= 0x10;
    if(level >= 80)
        value |= 0x20;
    SetUInt32Value(PLAYER_GLYPHS_ENABLED, value);
}
bool Player::isTotalImmune()
{
    AuraEffectList const& immune = GetAurasByType(SPELL_AURA_SCHOOL_IMMUNITY);
    uint32 immuneMask = 0;
    for (AuraEffectList::const_iterator itr = immune.begin(); itr != immune.end(); ++itr)
    {
        immuneMask |= (*itr)->GetMiscValue();
        if( immuneMask & SPELL_SCHOOL_MASK_ALL )            // total immunity
            return true;
    }
    return false;
}
bool Player::HasTitle(uint32 bitIndex)
{
    if (bitIndex > MAX_TITLE_INDEX)
        return false;
    uint32 fieldIndexOffset = bitIndex / 32;
    uint32 flag = 1 << (bitIndex % 32);
    return HasFlag(PLAYER__FIELD_KNOWN_TITLES + fieldIndexOffset, flag);
}
void Player::SetTitle(CharTitlesEntry const* title, bool lost)
{
    uint32 fieldIndexOffset = title->bit_index / 32;
    uint32 flag = 1 << (title->bit_index % 32);
    if(lost)
    {
        if(!HasFlag(PLAYER__FIELD_KNOWN_TITLES + fieldIndexOffset, flag))
            return;
        RemoveFlag(PLAYER__FIELD_KNOWN_TITLES + fieldIndexOffset, flag);
    }
    else
    {
        if(HasFlag(PLAYER__FIELD_KNOWN_TITLES + fieldIndexOffset, flag))
            return;
        SetFlag(PLAYER__FIELD_KNOWN_TITLES + fieldIndexOffset, flag);
    }
    WorldPacket data(SMSG_TITLE_EARNED, 4 + 4);
    data << uint32(title->bit_index);
    data << uint32(lost ? 0 : 1);                           // 1 - earned, 0 - lost
    GetSession()->SendPacket(&data);
}
/*-----------------------TRINITY--------------------------*/
bool Player::isTotalImmunity()
{
    AuraEffectList const& immune = GetAurasByType(SPELL_AURA_SCHOOL_IMMUNITY);
    for (AuraEffectList::const_iterator itr = immune.begin(); itr != immune.end(); ++itr)
    {
        if (((*itr)->GetMiscValue() & SPELL_SCHOOL_MASK_ALL) !=0)   // total immunity
        {
            return true;
        }
        if (((*itr)->GetMiscValue() & SPELL_SCHOOL_MASK_NORMAL) !=0)   // physical damage immunity
        {
            for (AuraEffectList::const_iterator i = immune.begin(); i != immune.end(); ++i)
            {
                if (((*i)->GetMiscValue() & SPELL_SCHOOL_MASK_MAGIC) !=0)   // magic immunity
                {
                    return true;
                }
            }
        }
    }
    return false;
}
void Player::UpdateCharmedAI()
{
    //This should only called in Player::Update
    Creature *charmer = (Creature*)GetCharmer();
    //kill self if charm aura has infinite duration
    if(charmer->IsInEvadeMode())
    {
        AuraEffectList const& auras = GetAurasByType(SPELL_AURA_MOD_CHARM);
        for (AuraEffectList::const_iterator iter = auras.begin(); iter != auras.end(); ++iter)
            if((*iter)->GetCasterGUID() == charmer->GetGUID() && (*iter)->GetParentAura()->IsPermanent())
            {
                charmer->DealDamage(this, GetHealth(), NULL, DIRECT_DAMAGE, SPELL_SCHOOL_MASK_NORMAL, NULL, false);
                return;
            }
    }
    if(!charmer->isInCombat())
        GetMotionMaster()->MoveFollow(charmer, PET_FOLLOW_DIST, PET_FOLLOW_ANGLE);
    Unit *target = getVictim();
    if(!target || !charmer->canAttack(target))
    {
        target = charmer->SelectNearestTarget();
        if(!target)
            return;
        GetMotionMaster()->MoveChase(target);
        Attack(target, true);
    }
}
void Player::ConvertRune(uint8 index, RuneType newType)
{
    SetCurrentRune(index, newType);
    WorldPacket data(SMSG_CONVERT_RUNE, 2);
    data << uint8(index);
    data << uint8(newType);
    GetSession()->SendPacket(&data);
}
void Player::ResyncRunes(uint8 count)
{
    WorldPacket data(SMSG_RESYNC_RUNES, count * 2);
    for (uint32 i = 0; i < count; ++i)
    {
        data << uint8(GetCurrentRune(i));                   // rune type
        data << uint8(255 - (GetRuneCooldown(i) * 51));     // passed cooldown time (0-255)
    }
    GetSession()->SendPacket(&data);
}
void Player::AddRunePower(uint8 index)
{
    WorldPacket data(SMSG_ADD_RUNE_POWER, 4);
    data << uint32(1 << index);                             // mask (0x00-0x3F probably)
    GetSession()->SendPacket(&data);
}
static RuneType runeSlotTypes[MAX_RUNES] = {
    /*0*/ RUNE_BLOOD,
    /*1*/ RUNE_BLOOD,
    /*2*/ RUNE_UNHOLY,
    /*3*/ RUNE_UNHOLY,
    /*4*/ RUNE_FROST,
    /*5*/ RUNE_FROST
};
void Player::InitRunes()
{
    if(getClass() != CLASS_DEATH_KNIGHT)
        return;
    m_runes = new Runes;
    m_runes->runeState = 0;
    m_runes->lastUsedRune = RUNE_BLOOD;
    for (uint32 i = 0; i < MAX_RUNES; ++i)
    {
        SetBaseRune(i, runeSlotTypes[i]);                              // init base types
        SetCurrentRune(i, runeSlotTypes[i]);                           // init current types
        SetRuneCooldown(i, 0);                                         // reset cooldowns
        m_runes->SetRuneState(i);
    }
    for (uint32 i = 0; i < NUM_RUNE_TYPES; ++i)
        SetFloatValue(PLAYER_RUNE_REGEN_1 + i, 0.1f);
}
bool Player::IsBaseRuneSlotsOnCooldown(RuneType runeType) const
{
    for (uint32 i = 0; i < MAX_RUNES; ++i)
        if (GetBaseRune(i) == runeType && GetRuneCooldown(i) == 0)
            return false;
    return true;
}
void Player::AutoStoreLoot(uint8 bag, uint8 slot, uint32 loot_id, LootStore const& store, bool broadcast)
{
    Loot loot;
    loot.FillLoot (loot_id,store,this,true);
    uint32 max_slot = loot.GetMaxSlotInLootFor(this);
    for (uint32 i = 0; i < max_slot; ++i)
    {
        LootItem* lootItem = loot.LootItemInSlot(i,this);
        ItemPosCountVec dest;
        uint8 msg = CanStoreNewItem (bag,slot,dest,lootItem->itemid,lootItem->count);
        if(msg != EQUIP_ERR_OK && slot != NULL_SLOT)
            msg = CanStoreNewItem( bag, NULL_SLOT,dest,lootItem->itemid,lootItem->count);
        if( msg != EQUIP_ERR_OK && bag != NULL_BAG)
            msg = CanStoreNewItem( NULL_BAG, NULL_SLOT,dest,lootItem->itemid,lootItem->count);
        if(msg != EQUIP_ERR_OK)
        {
            SendEquipError( msg, NULL, NULL );
            continue;
        }
        Item* pItem = StoreNewItem (dest,lootItem->itemid,true,lootItem->randomPropertyId);
        SendNewItem(pItem, lootItem->count, false, false, broadcast);
    }
}
uint32 Player::CalculateTalentsPoints() const
{
    uint32 base_talent = getLevel() < 10 ? 0 : getLevel()-9;
    if(getClass() != CLASS_DEATH_KNIGHT || GetMapId() != 609)
        return uint32(base_talent * sWorld.getRate(RATE_TALENT));
    uint32 talentPointsForLevel = getLevel() < 56 ? 0 : getLevel() - 55;
    talentPointsForLevel += m_questRewardTalentCount;
    if(talentPointsForLevel > base_talent)
        talentPointsForLevel = base_talent;
    return uint32(talentPointsForLevel * sWorld.getRate(RATE_TALENT));
}
bool Player::IsKnowHowFlyIn(uint32 mapid, uint32 zone) const
{
    // continent checked in SpellMgr::GetSpellAllowedInLocationError at cast and area update
    uint32 v_map = GetVirtualMapForMapAndZone(mapid, zone);
    return v_map != 571 || HasSpell(54197); // Cold Weather Flying
}
void Player::learnSpellHighRank(uint32 spellid)
{
    learnSpell(spellid,false);
    if(uint32 next = spellmgr.GetNextSpellInChain(spellid))
        learnSpellHighRank(next);
}
void Player::_LoadSkills()
{
    // Note: skill data itself loaded from `data` field. This is only cleanup part of load
    // reset skill modifiers and set correct unlearn flags
    for (uint32 i = 0; i < PLAYER_MAX_SKILLS; i++)
    {
        SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i),0);
        // set correct unlearn bit
        uint32 id = GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF;
        if(!id) continue;
        SkillLineEntry const *pSkill = sSkillLineStore.LookupEntry(id);
        if(!pSkill) continue;
        // enable unlearn button for primary professions only
        if (pSkill->categoryId == SKILL_CATEGORY_PROFESSION)
            SetUInt32Value(PLAYER_SKILL_INDEX(i), MAKE_PAIR32(id,1));
        else
            SetUInt32Value(PLAYER_SKILL_INDEX(i), MAKE_PAIR32(id,0));
        // set fixed skill ranges
        switch(GetSkillRangeType(pSkill,false))
        {
            case SKILL_RANGE_LANGUAGE:                      // 300..300
                SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i),MAKE_SKILL_VALUE(300,300));
                break;
            case SKILL_RANGE_MONO:                          // 1..1, grey monolite bar
                SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i),MAKE_SKILL_VALUE(1,1));
                break;
            default:
                break;
        }
        uint32 vskill = SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i)));
        learnSkillRewardedSpells(id, vskill);
    }
    // special settings
    if (getClass() == CLASS_DEATH_KNIGHT)
    {
        uint8 base_level = std::min(getLevel(),uint8(sWorld.getConfig(CONFIG_START_HEROIC_PLAYER_LEVEL)));
        if (base_level < 1)
            base_level = 1;
        uint8 base_skill = (base_level-1)*5;                // 270 at starting level 55
        if (base_skill < 1)
            base_skill = 1;                                 // skill mast be known and then > 0 in any case
        if (GetPureSkillValue(SKILL_FIRST_AID) < base_skill)
            SetSkill(SKILL_FIRST_AID,base_skill, base_skill);
        if (GetPureSkillValue(SKILL_AXES) < base_skill)
            SetSkill(SKILL_AXES, base_skill,base_skill);
        if (GetPureSkillValue(SKILL_DEFENSE) < base_skill)
            SetSkill(SKILL_DEFENSE, base_skill,base_skill);
        if (GetPureSkillValue(SKILL_POLEARMS) < base_skill)
            SetSkill(SKILL_POLEARMS, base_skill,base_skill);
        if (GetPureSkillValue(SKILL_SWORDS) < base_skill)
            SetSkill(SKILL_SWORDS, base_skill,base_skill);
        if (GetPureSkillValue(SKILL_2H_AXES) < base_skill)
            SetSkill(SKILL_2H_AXES, base_skill,base_skill);
        if (GetPureSkillValue(SKILL_2H_SWORDS) < base_skill)
            SetSkill(SKILL_2H_SWORDS, base_skill,base_skill);
        if (GetPureSkillValue(SKILL_UNARMED) < base_skill)
            SetSkill(SKILL_UNARMED, base_skill,base_skill);
    }
}
uint32 Player::GetPhaseMaskForSpawn() const
{
    uint32 phase = PHASEMASK_NORMAL;
    if (!isGameMaster())
        phase = GetPhaseMask();
    else
    {
        AuraEffectList const& phases = GetAurasByType(SPELL_AURA_PHASE);
        if (!phases.empty())
            phase = phases.front()->GetMiscValue();
    }
    // some aura phases include 1 normal map in addition to phase itself
    if (uint32 n_phase = phase & ~PHASEMASK_NORMAL)
        return n_phase;
    return PHASEMASK_NORMAL;
}
uint8 Player::CanEquipUniqueItem(Item* pItem, uint8 eslot, uint32 limit_count) const
{
    ItemPrototype const* pProto = pItem->GetProto();
    // proto based limitations
    if (uint8 res = CanEquipUniqueItem(pProto,eslot,limit_count))
        return res;
    // check unique-equipped on gems
    for (uint32 enchant_slot = SOCK_ENCHANTMENT_SLOT; enchant_slot < SOCK_ENCHANTMENT_SLOT+3; ++enchant_slot)
    {
        uint32 enchant_id = pItem->GetEnchantmentId(EnchantmentSlot(enchant_slot));
        if (!enchant_id)
            continue;
        SpellItemEnchantmentEntry const* enchantEntry = sSpellItemEnchantmentStore.LookupEntry(enchant_id);
        if (!enchantEntry)
            continue;
        ItemPrototype const* pGem = objmgr.GetItemPrototype(enchantEntry->GemID);
        if (!pGem)
            continue;
        // include for check equip another gems with same limit category for not equipped item (and then not counted)
        uint32 gem_limit_count = !pItem->IsEquipped() && pGem->ItemLimitCategory
            ? pItem->GetGemCountWithLimitCategory(pGem->ItemLimitCategory) : 1;
        if (uint8 res = CanEquipUniqueItem(pGem, eslot,gem_limit_count))
            return res;
    }
    return EQUIP_ERR_OK;
}
uint8 Player::CanEquipUniqueItem( ItemPrototype const* itemProto, uint8 except_slot, uint32 limit_count) const
{
    // check unique-equipped on item
    if (itemProto->Flags & ITEM_FLAGS_UNIQUE_EQUIPPED)
    {
        // there is an equip limit on this item
        if (HasItemOrGemWithIdEquipped(itemProto->ItemId,1,except_slot))
            return EQUIP_ERR_ITEM_UNIQUE_EQUIPABLE;
    }
    // check unique-equipped limit
    if (itemProto->ItemLimitCategory)
    {
        ItemLimitCategoryEntry const* limitEntry = sItemLimitCategoryStore.LookupEntry(itemProto->ItemLimitCategory);
        if (!limitEntry)
            return EQUIP_ERR_ITEM_UNIQUE_EQUIPABLE;
        if (limit_count > limitEntry->maxCount)
            return EQUIP_ERR_ITEM_UNIQUE_EQUIPABLE;         // attempt add too many limit category items (gems)
        // there is an equip limit on this item
        if (HasItemOrGemWithLimitCategoryEquipped(itemProto->ItemLimitCategory,limitEntry->maxCount-limit_count+1,except_slot))
            return EQUIP_ERR_ITEM_UNIQUE_EQUIPABLE;
    }
    return EQUIP_ERR_OK;
}
void Player::HandleFall(MovementInfo const& movementInfo)
{
    // calculate total z distance of the fall
    float z_diff = m_lastFallZ - movementInfo.z;
    //sLog.outDebug("zDiff = %f", z_diff);
    //Players with low fall distance, Feather Fall or physical immunity (charges used) are ignored
    // 14.57 can be calculated by resolving damageperc formula below to 0
    if (z_diff >= 14.57f && !isDead() && !isGameMaster() &&
        !HasAuraType(SPELL_AURA_HOVER) && !HasAuraType(SPELL_AURA_FEATHER_FALL) &&
        !HasAuraType(SPELL_AURA_FLY) && !IsImmunedToDamage(SPELL_SCHOOL_MASK_NORMAL) )
    {
        //Safe fall, fall height reduction
        int32 safe_fall = GetTotalAuraModifier(SPELL_AURA_SAFE_FALL);
        float damageperc = 0.018f*(z_diff-safe_fall)-0.2426f;
        if (damageperc > 0)
        {
            uint32 damage = (uint32)(damageperc * GetMaxHealth()*sWorld.getRate(RATE_DAMAGE_FALL));
            float height = movementInfo.z;
            UpdateGroundPositionZ(movementInfo.x,movementInfo.y,height);
            if (damage > 0)
            {
                //Prevent fall damage from being more than the player maximum health
                if (damage > GetMaxHealth())
                    damage = GetMaxHealth();
                // Gust of Wind
                if (HasAura(43621))
                    damage = GetMaxHealth()/2;
                uint32 original_health = GetHealth();
                uint32 final_damage = EnvironmentalDamage(DAMAGE_FALL, damage);
                // recheck alive, might have died of EnvironmentalDamage, avoid cases when player die in fact like Spirit of Redemption case
                if (isAlive() && final_damage < original_health)
                    GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_FALL_WITHOUT_DYING, uint32(z_diff*100));
            }
            //Z given by moveinfo, LastZ, FallTime, WaterZ, MapZ, Damage, Safefall reduction
            DEBUG_LOG("FALLDAMAGE z=%f sz=%f pZ=%f FallTime=%d mZ=%f damage=%d SF=%d" , movementInfo.z, height, GetPositionZ(), movementInfo.fallTime, height, damage, safe_fall);
        }
    }
    RemoveAura(44795); // No fly zone - Parachute
}
void Player::UpdateAchievementCriteria( AchievementCriteriaTypes type, uint32 miscvalue1/*=0*/, uint32 miscvalue2/*=0*/, Unit *unit/*=NULL*/, uint32 time/*=0*/ )
{
    GetAchievementMgr().UpdateAchievementCriteria(type, miscvalue1, miscvalue2, unit, time);
}
void Player::CompletedAchievement(AchievementEntry const* entry)
{
    GetAchievementMgr().CompletedAchievement(entry);
}
void Player::LearnTalent(uint32 talentId, uint32 talentRank)
{
    uint32 CurTalentPoints = GetFreeTalentPoints();
    if(CurTalentPoints == 0)
        return;
    if (talentRank >= MAX_TALENT_RANK)
        return;
    TalentEntry const *talentInfo = sTalentStore.LookupEntry( talentId );
    if(!talentInfo)
        return;
    TalentTabEntry const *talentTabInfo = sTalentTabStore.LookupEntry( talentInfo->TalentTab );
    if(!talentTabInfo)
        return;
    // prevent learn talent for different class (cheating)
    if( (getClassMask() & talentTabInfo->ClassMask) == 0 )
        return;
    // find current max talent rank (0~5)
    uint8 curtalent_maxrank = 0; // 0 = not learned any rank
    for (int8 rank = MAX_TALENT_RANK-1; rank >= 0; --rank)
    {
        if(talentInfo->RankID[rank] && HasSpell(talentInfo->RankID[rank]))
        {
            curtalent_maxrank = (rank + 1);
            break;
        }
    }
    // we already have same or higher talent rank learned
    if(curtalent_maxrank >= (talentRank + 1))
        return;
    // check if we have enough talent points
    if(CurTalentPoints < (talentRank - curtalent_maxrank + 1))
        return;
    // Check if it requires another talent
    if (talentInfo->DependsOn > 0)
    {
        if(TalentEntry const *depTalentInfo = sTalentStore.LookupEntry(talentInfo->DependsOn))
        {
            bool hasEnoughRank = false;
            for (uint8 rank = talentInfo->DependsOnRank; rank < MAX_TALENT_RANK; rank++)
            {
                if (depTalentInfo->RankID[rank] != 0)
                    if (HasSpell(depTalentInfo->RankID[rank]))
                        hasEnoughRank = true;
            }
            if (!hasEnoughRank)
                return;
        }
    }
    // Find out how many points we have in this field
    uint32 spentPoints = 0;
    uint32 tTab = talentInfo->TalentTab;
    if (talentInfo->Row > 0)
    {
        uint32 numRows = sTalentStore.GetNumRows();
        for (uint32 i = 0; i < numRows; i++)          // Loop through all talents.
        {
            // Someday, someone needs to revamp
            const TalentEntry *tmpTalent = sTalentStore.LookupEntry(i);
            if (tmpTalent)                                  // the way talents are tracked
            {
                if (tmpTalent->TalentTab == tTab)
                {
                    for (uint8 rank = 0; rank < MAX_TALENT_RANK; rank++)
                    {
                        if (tmpTalent->RankID[rank] != 0)
                        {
                            if (HasSpell(tmpTalent->RankID[rank]))
                            {
                                spentPoints += (rank + 1);
                            }
                        }
                    }
                }
            }
        }
    }
    // not have required min points spent in talent tree
    if(spentPoints < (talentInfo->Row * MAX_TALENT_RANK))
        return;
    // spell not set in talent.dbc
    uint32 spellid = talentInfo->RankID[talentRank];
    if( spellid == 0 )
    {
        sLog.outError("Talent.dbc have for talent: %u Rank: %u spell id = 0", talentId, talentRank);
        return;
    }
    // already known
    if(HasSpell(spellid))
        return;
    // learn! (other talent ranks will unlearned at learning)
    learnSpell(spellid, false);
    AddTalent(spellid, m_activeSpec, true);
    sLog.outDetail("TalentID: %u Rank: %u Spell: %u Spec: %u\n", talentId, talentRank, spellid, m_activeSpec);
    // update free talent points
    SetFreeTalentPoints(CurTalentPoints - (talentRank - curtalent_maxrank + 1));
}
void Player::LearnPetTalent(uint64 petGuid, uint32 talentId, uint32 talentRank)
{
    Pet *pet = GetPet();
    if(!pet)
        return;
    if(petGuid != pet->GetGUID())
        return;
    uint32 CurTalentPoints = pet->GetFreeTalentPoints();
    if(CurTalentPoints == 0)
        return;
    if (talentRank >= MAX_PET_TALENT_RANK)
        return;
    TalentEntry const *talentInfo = sTalentStore.LookupEntry(talentId);
    if(!talentInfo)
        return;
    TalentTabEntry const *talentTabInfo = sTalentTabStore.LookupEntry(talentInfo->TalentTab);
    if(!talentTabInfo)
        return;
    CreatureInfo const *ci = pet->GetCreatureInfo();
    if(!ci)
        return;
    CreatureFamilyEntry const *pet_family = sCreatureFamilyStore.LookupEntry(ci->family);
    if(!pet_family)
        return;
    if(pet_family->petTalentType < 0)                       // not hunter pet
        return;
    // prevent learn talent for different family (cheating)
    if(!((1 << pet_family->petTalentType) & talentTabInfo->petTalentMask))
        return;
    // find current max talent rank (0~5)
    uint8 curtalent_maxrank = 0; // 0 = not learned any rank
    for (int8 rank = MAX_TALENT_RANK-1; rank >= 0; --rank)
    {
        if(talentInfo->RankID[rank] && pet->HasSpell(talentInfo->RankID[rank]))
        {
            curtalent_maxrank = (rank + 1);
            break;
        }
    }
    // we already have same or higher talent rank learned
    if(curtalent_maxrank >= (talentRank + 1))
        return;
    // check if we have enough talent points
    if(CurTalentPoints < (talentRank - curtalent_maxrank + 1))
        return;
    // Check if it requires another talent
    if (talentInfo->DependsOn > 0)
    {
        if(TalentEntry const *depTalentInfo = sTalentStore.LookupEntry(talentInfo->DependsOn))
        {
            bool hasEnoughRank = false;
            for (uint8 rank = talentInfo->DependsOnRank; rank < MAX_TALENT_RANK; rank++)
            {
                if (depTalentInfo->RankID[rank] != 0)
                    if (pet->HasSpell(depTalentInfo->RankID[rank]))
                        hasEnoughRank = true;
            }
            if (!hasEnoughRank)
                return;
        }
    }
    // Find out how many points we have in this field
    uint32 spentPoints = 0;
    uint32 tTab = talentInfo->TalentTab;
    if (talentInfo->Row > 0)
    {
        uint32 numRows = sTalentStore.GetNumRows();
        for (uint32 i = 0; i < numRows; ++i)          // Loop through all talents.
        {
            // Someday, someone needs to revamp
            const TalentEntry *tmpTalent = sTalentStore.LookupEntry(i);
            if (tmpTalent)                                  // the way talents are tracked
            {
                if (tmpTalent->TalentTab == tTab)
                {
                    for (uint8 rank = 0; rank < MAX_TALENT_RANK; rank++)
                    {
                        if (tmpTalent->RankID[rank] != 0)
                        {
                            if (pet->HasSpell(tmpTalent->RankID[rank]))
                            {
                                spentPoints += (rank + 1);
                            }
                        }
                    }
                }
            }
        }
    }
    // not have required min points spent in talent tree
    if(spentPoints < (talentInfo->Row * MAX_PET_TALENT_RANK))
        return;
    // spell not set in talent.dbc
    uint32 spellid = talentInfo->RankID[talentRank];
    if( spellid == 0 )
    {
        sLog.outError("Talent.dbc have for talent: %u Rank: %u spell id = 0", talentId, talentRank);
        return;
    }
    // already known
    if(pet->HasSpell(spellid))
        return;
    // learn! (other talent ranks will unlearned at learning)
    pet->learnSpell(spellid);
    sLog.outDetail("PetTalentID: %u Rank: %u Spell: %u\n", talentId, talentRank, spellid);
    // update free talent points
    pet->SetFreeTalentPoints(CurTalentPoints - (talentRank - curtalent_maxrank + 1));
}
void Player::UpdateKnownCurrencies(uint32 itemId, bool apply)
{
    if(CurrencyTypesEntry const* ctEntry = sCurrencyTypesStore.LookupEntry(itemId))
    {
        if(apply)
            SetFlag64(PLAYER_FIELD_KNOWN_CURRENCIES,(1LL << (ctEntry->BitIndex-1)));
        else
            RemoveFlag64(PLAYER_FIELD_KNOWN_CURRENCIES,(1LL << (ctEntry->BitIndex-1)));
    }
}
void Player::UpdateFallInformationIfNeed( MovementInfo const& minfo,uint16 opcode )
{
    if (m_lastFallTime >= minfo.fallTime || m_lastFallZ <=minfo.z || opcode == MSG_MOVE_FALL_LAND)
        SetFallInformation(minfo.fallTime, minfo.z);
}
void Player::UnsummonPetTemporaryIfAny()
{
    Pet* pet = GetPet();
    if(!pet)
        return;
    if(!m_temporaryUnsummonedPetNumber && pet->isControlled() && !pet->isTemporarySummoned() )
    {
        m_temporaryUnsummonedPetNumber = pet->GetCharmInfo()->GetPetNumber();
        m_oldpetspell = pet->GetUInt32Value(UNIT_CREATED_BY_SPELL);
    }
    RemovePet(pet, PET_SAVE_AS_CURRENT);
}
void Player::ResummonPetTemporaryUnSummonedIfAny()
{
    if(!m_temporaryUnsummonedPetNumber)
        return;
    // not resummon in not appropriate state
    if(IsPetNeedBeTemporaryUnsummoned())
        return;
    if(GetPetGUID())
        return;
    Pet* NewPet = new Pet(this);
    if(!NewPet->LoadPetFromDB(this, 0, m_temporaryUnsummonedPetNumber, true))
        delete NewPet;
    m_temporaryUnsummonedPetNumber = 0;
}
bool Player::canSeeSpellClickOn(Creature const *c) const
{
    if(!c->HasFlag(UNIT_NPC_FLAGS,UNIT_NPC_FLAG_SPELLCLICK))
        return false;
    SpellClickInfoMapBounds clickPair = objmgr.GetSpellClickInfoMapBounds(c->GetEntry());
    if(clickPair.first == clickPair.second)
        return true;
    for (SpellClickInfoMap::const_iterator itr = clickPair.first; itr != clickPair.second; ++itr)
        if(itr->second.IsFitToRequirements(this, c))
            return true;
    return false;
}
void Player::BuildPlayerTalentsInfoData(WorldPacket *data)
{
    *data << uint32(GetFreeTalentPoints());                 // unspentTalentPoints
    *data << uint8(m_specsCount);                           // talent group count (0, 1 or 2)
    *data << uint8(m_activeSpec);                           // talent group index (0 or 1)
    if(m_specsCount)
    {
        // loop through all specs (only 1 for now)
        for (uint32 specIdx = 0; specIdx < m_specsCount; ++specIdx)
        {
            uint8 talentIdCount = 0;
            size_t pos = data->wpos();
            *data << uint8(talentIdCount);                  // [PH], talentIdCount
            // find class talent tabs (all players have 3 talent tabs)
            uint32 const* talentTabIds = GetTalentTabPages(getClass());
            for (uint8 i = 0; i < 3; ++i)
            {
                uint32 talentTabId = talentTabIds[i];
                for (uint32 talentId = 0; talentId < sTalentStore.GetNumRows(); ++talentId)
                {
                    TalentEntry const* talentInfo = sTalentStore.LookupEntry(talentId);
                    if(!talentInfo)
                        continue;
                    // skip another tab talents
                    if(talentInfo->TalentTab != talentTabId)
                        continue;
                    // find max talent rank (0~4)
                    int8 curtalent_maxrank = -1;
                    for (int8 rank = MAX_TALENT_RANK-1; rank >= 0; --rank)
                    {
                        if(talentInfo->RankID[rank] && HasTalent(talentInfo->RankID[rank], specIdx))
                        {
                            curtalent_maxrank = rank;
                            break;
                        }
                    }
                    // not learned talent
                    if(curtalent_maxrank < 0)
                        continue;
                    *data << uint32(talentInfo->TalentID);  // Talent.dbc
                    *data << uint8(curtalent_maxrank);      // talentMaxRank (0-4)
                    ++talentIdCount;
                }
            }
            data->put(pos, talentIdCount);           // put real count
            *data << uint8(MAX_GLYPH_SLOT_INDEX);           // glyphs count
            for (uint8 i = 0; i < MAX_GLYPH_SLOT_INDEX; ++i)
                *data << uint16(m_Glyphs[specIdx][i]);               // GlyphProperties.dbc
        }
    }
}
void Player::BuildPetTalentsInfoData(WorldPacket *data)
{
    uint32 unspentTalentPoints = 0;
    size_t pointsPos = data->wpos();
    *data << uint32(unspentTalentPoints);                   // [PH], unspentTalentPoints
    uint8 talentIdCount = 0;
    size_t countPos = data->wpos();
    *data << uint8(talentIdCount);                          // [PH], talentIdCount
    Pet *pet = GetPet();
    if(!pet)
        return;
    unspentTalentPoints = pet->GetFreeTalentPoints();
    data->put(pointsPos, unspentTalentPoints);      // put real points
    CreatureInfo const *ci = pet->GetCreatureInfo();
    if(!ci)
        return;
    CreatureFamilyEntry const *pet_family = sCreatureFamilyStore.LookupEntry(ci->family);
    if(!pet_family || pet_family->petTalentType < 0)
        return;
    for (uint32 talentTabId = 1; talentTabId < sTalentTabStore.GetNumRows(); ++talentTabId)
    {
        TalentTabEntry const *talentTabInfo = sTalentTabStore.LookupEntry( talentTabId );
        if(!talentTabInfo)
            continue;
        if(!((1 << pet_family->petTalentType) & talentTabInfo->petTalentMask))
            continue;
        for (uint32 talentId = 0; talentId < sTalentStore.GetNumRows(); ++talentId)
        {
            TalentEntry const* talentInfo = sTalentStore.LookupEntry(talentId);
            if(!talentInfo)
                continue;
            // skip another tab talents
            if(talentInfo->TalentTab != talentTabId)
                continue;
            // find max talent rank (0~4)
            int8 curtalent_maxrank = -1;
            for (int8 rank = MAX_TALENT_RANK-1; rank >= 0; --rank)
            {
                if(talentInfo->RankID[rank] && pet->HasSpell(talentInfo->RankID[rank]))
                {
                    curtalent_maxrank = rank;
                    break;
                }
            }
            // not learned talent
            if(curtalent_maxrank < 0)
                continue;
            *data << uint32(talentInfo->TalentID);          // Talent.dbc
            *data << uint8(curtalent_maxrank);              // talentMaxRank (0-4)
            ++talentIdCount;
        }
        data->put(countPos, talentIdCount);          // put real count
        break;
    }
}
void Player::SendTalentsInfoData(bool pet)
{
    WorldPacket data(SMSG_TALENTS_INFO, 50);
    data << uint8(pet ? 1 : 0);
    if(pet)
        BuildPetTalentsInfoData(&data);
    else
        BuildPlayerTalentsInfoData(&data);
    GetSession()->SendPacket(&data);
}
void Player::BuildEnchantmentsInfoData(WorldPacket *data)
{
    uint32 slotUsedMask = 0;
    size_t slotUsedMaskPos = data->wpos();
    *data << uint32(slotUsedMask);                          // slotUsedMask < 0x80000
    for (uint32 i = 0; i < EQUIPMENT_SLOT_END; ++i)
    {
        Item *item = GetItemByPos(INVENTORY_SLOT_BAG_0, i);
        if(!item)
            continue;
        slotUsedMask |= (1 << i);
        *data << uint32(item->GetEntry());                  // item entry
        uint16 enchantmentMask = 0;
        size_t enchantmentMaskPos = data->wpos();
        *data << uint16(enchantmentMask);                   // enchantmentMask < 0x1000
        for (uint32 j = 0; j < MAX_ENCHANTMENT_SLOT; ++j)
        {
            uint32 enchId = item->GetEnchantmentId(EnchantmentSlot(j));
            if(!enchId)
                continue;
            enchantmentMask |= (1 << j);
            *data << uint16(enchId);                        // enchantmentId?
        }
        data->put(enchantmentMaskPos, enchantmentMask);
        *data << uint16(0);                                 // unknown
        data->appendPackGUID(item->GetUInt64Value(ITEM_FIELD_CREATOR)); // item creator
        *data << uint32(0);                                 // seed?
    }
    data->put(slotUsedMaskPos, slotUsedMask);
}
void Player::SendEquipmentSetList()
{
    uint32 count = 0;
    WorldPacket data(SMSG_EQUIPMENT_SET_LIST, 4);
    size_t count_pos = data.wpos();
    data << uint32(count);                                  // count placeholder
    for (EquipmentSets::iterator itr = m_EquipmentSets.begin(); itr != m_EquipmentSets.end(); ++itr)
    {
        if(itr->second.state==EQUIPMENT_SET_DELETED)
            continue;
        data.appendPackGUID(itr->second.Guid);
        data << uint32(itr->first);
        data << itr->second.Name;
        data << itr->second.IconName;
        for (uint32 i = 0; i < EQUIPMENT_SLOT_END; ++i)
            data.appendPackGUID(MAKE_NEW_GUID(itr->second.Items[i], 0, HIGHGUID_ITEM));
        ++count;                                            // client have limit but it checked at loading and set
    }
    data.put(count_pos, count);
    GetSession()->SendPacket(&data);
}
void Player::SetEquipmentSet(uint32 index, EquipmentSet eqset)
{
    if(eqset.Guid != 0)
    {
        bool found = false;
        for (EquipmentSets::iterator itr = m_EquipmentSets.begin(); itr != m_EquipmentSets.end(); ++itr)
        {
            if((itr->second.Guid == eqset.Guid) && (itr->first == index))
            {
                found = true;
                break;
            }
        }
        if(!found)                                          // something wrong...
        {
            sLog.outError("Player %s tried to save equipment set "UI64FMTD" (index %u), but that equipment set not found!", GetName(), eqset.Guid, index);
            return;
        }
    }
    EquipmentSet& eqslot = m_EquipmentSets[index];
    EquipmentSetUpdateState old_state = eqslot.state;
    eqslot = eqset;
    if(eqset.Guid == 0)
    {
        eqslot.Guid = objmgr.GenerateEquipmentSetGuid();
        WorldPacket data(SMSG_EQUIPMENT_SET_SAVED, 4 + 1);
        data << uint32(index);
        data.appendPackGUID(eqslot.Guid);
        GetSession()->SendPacket(&data);
    }
    eqslot.state = old_state == EQUIPMENT_SET_NEW ? EQUIPMENT_SET_NEW : EQUIPMENT_SET_CHANGED;
}
void Player::_SaveEquipmentSets()
{
    for (EquipmentSets::iterator itr = m_EquipmentSets.begin(); itr != m_EquipmentSets.end();)
    {
        uint32 index = itr->first;
        EquipmentSet& eqset = itr->second;
        switch(eqset.state)
        {
            case EQUIPMENT_SET_UNCHANGED:
                ++itr;
                break;                                      // nothing do
            case EQUIPMENT_SET_CHANGED:
                CharacterDatabase.PExecute("UPDATE character_equipmentsets SET name='%s', iconname='%s', item0='%u', item1='%u', item2='%u', item3='%u', item4='%u', item5='%u', item6='%u', item7='%u', item8='%u', item9='%u', item10='%u', item11='%u', item12='%u', item13='%u', item14='%u', item15='%u', item16='%u', item17='%u', item18='%u' WHERE guid='%u' AND setguid='"UI64FMTD"' AND setindex='%u'",
                    eqset.Name.c_str(), eqset.IconName.c_str(), eqset.Items[0], eqset.Items[1], eqset.Items[2], eqset.Items[3], eqset.Items[4], eqset.Items[5], eqset.Items[6], eqset.Items[7],
                    eqset.Items[8], eqset.Items[9], eqset.Items[10], eqset.Items[11], eqset.Items[12], eqset.Items[13], eqset.Items[14], eqset.Items[15], eqset.Items[16], eqset.Items[17], eqset.Items[18], GetGUIDLow(), eqset.Guid, index);
                eqset.state = EQUIPMENT_SET_UNCHANGED;
                ++itr;
                break;
            case EQUIPMENT_SET_NEW:
                CharacterDatabase.PExecute("INSERT INTO character_equipmentsets VALUES ('%u', '"UI64FMTD"', '%u', '%s', '%s', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u')",
                    GetGUIDLow(), eqset.Guid, index, eqset.Name.c_str(), eqset.IconName.c_str(), eqset.Items[0], eqset.Items[1], eqset.Items[2], eqset.Items[3], eqset.Items[4], eqset.Items[5], eqset.Items[6], eqset.Items[7],
                    eqset.Items[8], eqset.Items[9], eqset.Items[10], eqset.Items[11], eqset.Items[12], eqset.Items[13], eqset.Items[14], eqset.Items[15], eqset.Items[16], eqset.Items[17], eqset.Items[18]);
                eqset.state = EQUIPMENT_SET_UNCHANGED;
                ++itr;
                break;
            case EQUIPMENT_SET_DELETED:
                CharacterDatabase.PExecute("DELETE FROM character_equipmentsets WHERE setguid="UI64FMTD, eqset.Guid);
                m_EquipmentSets.erase(itr++);
                break;
        }
    }
}
void Player::_SaveBGData()
{
    CharacterDatabase.PExecute("DELETE FROM character_battleground_data WHERE guid='%u'", GetGUIDLow());
    if (m_bgData.bgInstanceID)
    {
        /* guid, bgInstanceID, bgTeam, x, y, z, o, map, taxi[0], taxi[1], mountSpell */
        CharacterDatabase.PExecute("INSERT INTO character_battleground_data VALUES ('%u', '%u', '%u', '%f', '%f', '%f', '%f', '%u', '%u', '%u', '%u')",
            GetGUIDLow(), m_bgData.bgInstanceID, m_bgData.bgTeam, m_bgData.joinPos.GetPositionX(), m_bgData.joinPos.GetPositionY(), m_bgData.joinPos.GetPositionZ(),
            m_bgData.joinPos.GetOrientation(), m_bgData.joinPos.GetMapId(), m_bgData.taxiPath[0], m_bgData.taxiPath[1], m_bgData.mountSpell);
    }
}
void Player::DeleteEquipmentSet(uint64 setGuid)
{
    for (EquipmentSets::iterator itr = m_EquipmentSets.begin(); itr != m_EquipmentSets.end(); ++itr)
    {
        if(itr->second.Guid == setGuid)
        {
            if(itr->second.state == EQUIPMENT_SET_NEW)
                m_EquipmentSets.erase(itr);
            else
                itr->second.state = EQUIPMENT_SET_DELETED;
            break;
        }
    }
}
void Player::RemoveAtLoginFlag( AtLoginFlags f, bool in_db_also /*= false*/ )
{
    m_atLoginFlags &= ~f;
    if(in_db_also)
        CharacterDatabase.PExecute("UPDATE characters set at_login = at_login & ~ %u WHERE guid ='%u'", uint32(f), GetGUIDLow());
}
void Player::SendClearCooldown( uint32 spell_id, Unit* target )
{
    WorldPacket data(SMSG_CLEAR_COOLDOWN, 4+8);
    data << uint32(spell_id);
    data << uint64(target->GetGUID());
    SendDirectMessage(&data);
}
void Player::ResetMap()
{
    // this may be called during Map::Update
    // after decrement+unlink, ++m_mapRefIter will continue correctly
    // when the first element of the list is being removed
    // nocheck_prev will return the padding element of the RefManager
    // instead of NULL in the case of prev
    GetMap()->UpdateIteratorBack(this);
    Unit::ResetMap();
    GetMapRef().unlink();
}
void Player::SetMap(Map * map)
{
    Unit::SetMap(map);
    m_mapRef.link(map, this);
}
void Player::_LoadGlyphs(QueryResult *result)
{
    // SetPQuery(PLAYER_LOGIN_QUERY_LOADGLYPHS, "SELECT spec, glyph1, glyph2, glyph3, glyph4, glyph5, glyph6 from character_glyphs WHERE guid = '%u'", GUID_LOPART(m_guid));
    if (!result)
        return;
    do
    {
        Field *fields = result->Fetch();
        uint8 spec = fields[0].GetUInt8();
        if (spec >= m_specsCount)
            continue;
        m_Glyphs[spec][0] = fields[1].GetUInt32();
        m_Glyphs[spec][1] = fields[2].GetUInt32();
        m_Glyphs[spec][2] = fields[3].GetUInt32();
        m_Glyphs[spec][3] = fields[4].GetUInt32();
        m_Glyphs[spec][4] = fields[5].GetUInt32();
        m_Glyphs[spec][5] = fields[6].GetUInt32();
    } while (result->NextRow());
    delete result;
}
void Player::_SaveGlyphs()
{
    CharacterDatabase.PExecute("DELETE FROM character_glyphs WHERE guid='%u'",GetGUIDLow());
    for (uint8 spec = 0; spec < m_specsCount; ++spec)
    {
        CharacterDatabase.PExecute("INSERT INTO character_glyphs VALUES('%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u')",
            GetGUIDLow(), spec, m_Glyphs[spec][0], m_Glyphs[spec][1], m_Glyphs[spec][2], m_Glyphs[spec][3], m_Glyphs[spec][4], m_Glyphs[spec][5]);
    }
}
void Player::_LoadTalents(QueryResult *result)
{
    // SetPQuery(PLAYER_LOGIN_QUERY_LOADTALENTS, "SELECT spell, spec FROM character_talent WHERE guid = '%u'", GUID_LOPART(m_guid));
    if (result)
    {
        do
        {
            Field *fields = result->Fetch();
            AddTalent(fields[0].GetUInt32(), fields[1].GetUInt32(), false);
        }
        while( result->NextRow() );
        delete result;
    }
}
void Player::_SaveTalents()
{
    for (uint8 i = 0; i < MAX_TALENT_SPECS; ++i)
    {
        for (PlayerTalentMap::iterator itr = m_talents[i]->begin(); itr != m_talents[i]->end();)
        {
            if (itr->second->state == PLAYERSPELL_REMOVED || itr->second->state == PLAYERSPELL_CHANGED)
                CharacterDatabase.PExecute("DELETE FROM character_talent WHERE guid = '%u' and spell = '%u' and spec = '%u'", GetGUIDLow(), itr->first, itr->second->spec);
            if (itr->second->state == PLAYERSPELL_NEW || itr->second->state == PLAYERSPELL_CHANGED)
                CharacterDatabase.PExecute("INSERT INTO character_talent (guid,spell,spec) VALUES ('%u', '%u', '%u')", GetGUIDLow(), itr->first, itr->second->spec);
            if (itr->second->state == PLAYERSPELL_REMOVED)
            {
                delete itr->second;
                m_talents[i]->erase(itr++);
            }
            else
            {
                itr->second->state = PLAYERSPELL_UNCHANGED;
                ++itr;
            }
        }
    }
}
void Player::UpdateSpecCount(uint8 count)
{
    if (GetSpecsCount() == count)
        return;
    if (count == MIN_TALENT_SPECS)
    {
        _SaveActions(); // make sure the button list is cleaned up
        // active spec becomes only spec?
        CharacterDatabase.PExecute("DELETE FROM character_action WHERE spec<>'%u' AND guid='%u'",m_activeSpec, GetGUIDLow());
        m_activeSpec = 0;
    }
    else if (count == MAX_TALENT_SPECS)
    {
        _SaveActions(); // make sure the button list is cleaned up
        for (ActionButtonList::iterator itr = m_actionButtons.begin(); itr != m_actionButtons.end(); ++itr)
            CharacterDatabase.PExecute("INSERT INTO character_action (guid,button,action,type,spec) VALUES ('%u', '%u', '%u', '%u', '%u')",
                GetGUIDLow(), uint32(itr->first), uint32(itr->second.GetAction()), uint32(itr->second.GetType()), 1);
    }
    else
        return;
    SetSpecsCount(count);
    SendTalentsInfoData(false);
}
void Player::ActivateSpec(uint8 spec)
{
    if (GetActiveSpec() == spec)
        return;
    if (GetSpecsCount() != MAX_TALENT_SPECS)
        return;
    if (GetMap()->IsBattleGround() && !HasAura(44521)) // In BattleGround with no Preparation buff
        return;
    _SaveActions();
    if (IsNonMeleeSpellCasted(false))
        InterruptNonMeleeSpells(false);
    // "Hunter pets should have their talents refunded when a hunter switches talent specs, even if they are dismissed at the time."
    if (getClass() == CLASS_HUNTER)
        Pet::resetTalentsForAllPetsOf(this, GetPet());
    UnsummonPetTemporaryIfAny();
    ClearComboPointHolders();
    ClearAllReactives();
    UnsummonAllTotems();
    RemoveAllControlled();
    /*RemoveAllAurasOnDeath();
    if (GetPet())
        GetPet()->RemoveAllAurasOnDeath();*/
    //RemoveAllAuras(this->GetGUID(), NULL, false, true); // removes too many auras
    //ExitVehicle(); // should be impossible to switch specs from inside a vehicle..
    for (uint32 i = 0; i < sTalentStore.GetNumRows(); ++i)
    {
        TalentEntry const *talentInfo = sTalentStore.LookupEntry(i);
        if (!talentInfo)
            continue;
        TalentTabEntry const *talentTabInfo = sTalentTabStore.LookupEntry(talentInfo->TalentTab);
        if (!talentTabInfo)
            continue;
        // unlearn only talents for character class
        // some spell learned by one class as normal spells or know at creation but another class learn it as talent,
        // to prevent unexpected lost normal learned spell skip another class talents
        if ((getClassMask() & talentTabInfo->ClassMask) == 0)
            continue;
        for (int8 rank = MAX_TALENT_RANK-1; rank >= 0; --rank)
        {
            // skip non-existant talent ranks
            if (talentInfo->RankID[rank] == 0)
                continue;
            removeSpell(talentInfo->RankID[rank], true); // removes the talent, and all dependant, learned, and chained spells..
            if (const SpellEntry *_spellEntry = sSpellStore.LookupEntry(talentInfo->RankID[rank]))
                for (uint8 i = 0; i < MAX_SPELL_EFFECTS; ++i)                  // search through the SpellEntry for valid trigger spells
                    if (_spellEntry->EffectTriggerSpell[i] > 0 && _spellEntry->Effect[i] == SPELL_EFFECT_LEARN_SPELL)
                        removeSpell(_spellEntry->EffectTriggerSpell[i], true); // and remove any spells that the talent teaches
            // if this talent rank can be found in the PlayerTalentMap, mark the talent as removed so it gets deleted
            //PlayerTalentMap::iterator plrTalent = m_talents[m_activeSpec]->find(talentInfo->RankID[rank]);
            //if (plrTalent != m_talents[m_activeSpec]->end())
            //    plrTalent->second->state = PLAYERSPELL_REMOVED;
        }
    }
    // set glyphs
    for (uint8 slot = 0; slot < MAX_GLYPH_SLOT_INDEX; ++slot)
        // remove secondary glyph
        if (uint32 oldglyph = m_Glyphs[m_activeSpec][slot])
            if (GlyphPropertiesEntry const *old_gp = sGlyphPropertiesStore.LookupEntry(oldglyph))
                RemoveAurasDueToSpell(old_gp->SpellId);
    SetActiveSpec(spec);
    uint32 spentTalents = 0;
    for (uint32 talentId = 0; talentId < sTalentStore.GetNumRows(); ++talentId)
    {
        TalentEntry const *talentInfo = sTalentStore.LookupEntry(talentId);
        if (!talentInfo)
            continue;
        TalentTabEntry const *talentTabInfo = sTalentTabStore.LookupEntry(talentInfo->TalentTab);
        if (!talentTabInfo)
            continue;
        // learn only talents for character class
        if ((getClassMask() & talentTabInfo->ClassMask) == 0)
            continue;
        // learn highest talent rank that exists in newly activated spec
        for (int8 rank = MAX_TALENT_RANK-1; rank >= 0; --rank)
        {
            // skip non-existant talent ranks
            if (talentInfo->RankID[rank] == 0)
                continue;
            // if the talent can be found in the newly activated PlayerTalentMap
            if (HasTalent(talentInfo->RankID[rank], m_activeSpec))
            {
                learnSpell(talentInfo->RankID[rank], false); // add the talent to the PlayerSpellMap
                spentTalents += (rank + 1);                  // increment the spentTalents count
            }
        }
    }
    // set glyphs
    for (uint8 slot = 0; slot < MAX_GLYPH_SLOT_INDEX; ++slot)
    {
        uint32 glyph = m_Glyphs[m_activeSpec][slot];
        // apply primary glyph
        if (glyph)
            if (GlyphPropertiesEntry const *gp = sGlyphPropertiesStore.LookupEntry(glyph))
                CastSpell(this, gp->SpellId, true);
        SetGlyph(slot, glyph);
    }
    m_usedTalentCount = spentTalents;
    InitTalentForLevel();
    _SaveSpells();
    m_actionButtons.clear();
    if (QueryResult *result = CharacterDatabase.PQuery("SELECT button,action,type FROM character_action WHERE guid = '%u' AND spec = '%u' ORDER BY button", GetGUIDLow(), m_activeSpec))
        _LoadActions(result, false);
    ResummonPetTemporaryUnSummonedIfAny();
    SendActionButtons(1);
    Powers pw = getPowerType();
    if (pw != POWER_MANA)
        SetPower(POWER_MANA, 0); // Mana must be 0 even if it isn't the active power type.
    SetPower(pw, 0);
}
void Player::SetReputation(uint32 factionentry, uint32 value)
{
    GetReputationMgr().SetReputation(sFactionStore.LookupEntry(factionentry),value);
}
uint32 Player::GetReputation(uint32 factionentry)
{
    return GetReputationMgr().GetReputation(sFactionStore.LookupEntry(factionentry));
}
std::string Player::GetGuildName()
{
    return objmgr.GetGuildById(GetGuildId())->GetName();
}