/*
 * Copyright (C) 2008-2012 TrinityCore 
 * Copyright (C) 2005-2009 MaNGOS 
 *
 * 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, see .
 */
#include "Common.h"
#include "DBCStores.h"
#include "WorldPacket.h"
#include "WorldSession.h"
#include "ObjectMgr.h"
#include "SpellMgr.h"
#include "Log.h"
#include "Opcodes.h"
#include "Spell.h"
#include "Totem.h"
#include "TemporarySummon.h"
#include "SpellAuras.h"
#include "CreatureAI.h"
#include "ScriptMgr.h"
#include "GameObjectAI.h"
#include "SpellAuraEffects.h"
void WorldSession::HandleClientCastFlags(WorldPacket& recvPacket, uint8 castFlags, SpellCastTargets& targets)
{
    // some spell cast packet including more data (for projectiles?)
    if (castFlags & 0x02)
    {
        // not sure about these two
        float elevation, speed;
        recvPacket >> elevation;
        recvPacket >> speed;
        targets.SetElevation(elevation);
        targets.SetSpeed(speed);
        uint8 hasMovementData;
        recvPacket >> hasMovementData;
        if (hasMovementData)
        {
            recvPacket.rfinish();
            // movement packet for caster of the spell
            /*recvPacket.read_skip(); // MSG_MOVE_STOP - hardcoded in client
            uint64 guid;
            recvPacket.readPackGUID(guid);
            MovementInfo movementInfo;
            movementInfo.guid = guid;
            ReadMovementInfo(recvPacket, &movementInfo);*/
        }
    }
}
void WorldSession::HandleUseItemOpcode(WorldPacket& recvPacket)
{
    // TODO: add targets.read() check
    Player* pUser = _player;
    // ignore for remote control state
    if (pUser->m_mover != pUser)
        return;
    uint8 bagIndex, slot, castFlags;
    uint8 castCount;                                       // next cast if exists (single or not)
    uint64 itemGUID;
    uint32 glyphIndex;                                      // something to do with glyphs?
    uint32 spellId;                                         // casted spell id
    recvPacket >> bagIndex >> slot >> castCount >> spellId >> itemGUID >> glyphIndex >> castFlags;
    if (glyphIndex >= MAX_GLYPH_SLOT_INDEX)
    {
        pUser->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, NULL, NULL);
        return;
    }
    Item* pItem = pUser->GetUseableItemByPos(bagIndex, slot);
    if (!pItem)
    {
        pUser->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, NULL, NULL);
        return;
    }
    if (pItem->GetGUID() != itemGUID)
    {
        pUser->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, NULL, NULL);
        return;
    }
    sLog->outDetail("WORLD: CMSG_USE_ITEM packet, bagIndex: %u, slot: %u, castCount: %u, spellId: %u, Item: %u, glyphIndex: %u, data length = %i", bagIndex, slot, castCount, spellId, pItem->GetEntry(), glyphIndex, (uint32)recvPacket.size());
    ItemTemplate const* proto = pItem->GetTemplate();
    if (!proto)
    {
        pUser->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, pItem, NULL);
        return;
    }
    // some item classes can be used only in equipped state
    if (proto->InventoryType != INVTYPE_NON_EQUIP && !pItem->IsEquipped())
    {
        pUser->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, pItem, NULL);
        return;
    }
    InventoryResult msg = pUser->CanUseItem(pItem);
    if (msg != EQUIP_ERR_OK)
    {
        pUser->SendEquipError(msg, pItem, NULL);
        return;
    }
    // only allow conjured consumable, bandage, poisons (all should have the 2^21 item flag set in DB)
    if (proto->Class == ITEM_CLASS_CONSUMABLE && !(proto->Flags & ITEM_PROTO_FLAG_USEABLE_IN_ARENA) && pUser->InArena())
    {
        pUser->SendEquipError(EQUIP_ERR_NOT_DURING_ARENA_MATCH, pItem, NULL);
        return;
    }
    // don't allow items banned in arena
    if (proto->Flags & ITEM_PROTO_FLAG_NOT_USEABLE_IN_ARENA && pUser->InArena())
    {
        pUser->SendEquipError(EQUIP_ERR_NOT_DURING_ARENA_MATCH, pItem, NULL);
        return;
    }
    if (pUser->isInCombat())
    {
        for (int i = 0; i < MAX_ITEM_PROTO_SPELLS; ++i)
        {
            if (SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(proto->Spells[i].SpellId))
            {
                if (!spellInfo->CanBeUsedInCombat())
                {
                    pUser->SendEquipError(EQUIP_ERR_NOT_IN_COMBAT, pItem, NULL);
                    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->GetTemplate()->Bonding == BIND_WHEN_USE || pItem->GetTemplate()->Bonding == BIND_WHEN_PICKED_UP || pItem->GetTemplate()->Bonding == BIND_QUEST_ITEM)
    {
        if (!pItem->IsSoulBound())
        {
            pItem->SetState(ITEM_CHANGED, pUser);
            pItem->SetBinding(true);
        }
    }
    SpellCastTargets targets;
    targets.Read(recvPacket, pUser);
    HandleClientCastFlags(recvPacket, castFlags, targets);
    if (!pItem->IsTargetValidForItemUse(targets.GetUnitTarget()))
    {
        // free gray item after use fail
        pUser->SendEquipError(EQUIP_ERR_NONE, pItem, NULL);
        // send spell error
        if (SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spellId))
        {
            // for implicit area/coord target spells
            if (!targets.GetUnitTarget())
                Spell::SendCastResult(_player, spellInfo, castCount, SPELL_FAILED_NO_VALID_TARGETS);
            // for explicit target spells
            else
                Spell::SendCastResult(_player, spellInfo, castCount, SPELL_FAILED_BAD_TARGETS);
        }
        return;
    }
    // Note: If script stop casting it must send appropriate data to client to prevent stuck item in gray state.
    if (!sScriptMgr->OnItemUse(pUser, pItem, targets))
    {
        // no script or script not process request by self
        pUser->CastItemUseSpell(pItem, targets, castCount, glyphIndex);
    }
}
#define OPEN_CHEST 11437
#define OPEN_SAFE 11535
#define OPEN_CAGE 11792
#define OPEN_BOOTY_CHEST 5107
#define OPEN_STRONGBOX 8517
void WorldSession::HandleOpenItemOpcode(WorldPacket& recvPacket)
{
    sLog->outDetail("WORLD: CMSG_OPEN_ITEM packet, data length = %i", (uint32)recvPacket.size());
    Player* pUser = _player;
    // ignore for remote control state
    if (pUser->m_mover != pUser)
        return;
    uint8 bagIndex, slot;
    recvPacket >> bagIndex >> slot;
    sLog->outDetail("bagIndex: %u, slot: %u", bagIndex, slot);
    Item* item = pUser->GetItemByPos(bagIndex, slot);
    if (!item)
    {
        pUser->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, NULL, NULL);
        return;
    }
    ItemTemplate const* proto = item->GetTemplate();
    if (!proto)
    {
        pUser->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, item, NULL);
        return;
    }
    // Verify that the bag is an actual bag or wrapped item that can be used "normally"
    if (!(proto->Flags & ITEM_PROTO_FLAG_OPENABLE) && !item->HasFlag(ITEM_FIELD_FLAGS, ITEM_FLAG_WRAPPED))
    {
        pUser->SendEquipError(EQUIP_ERR_CANT_DO_RIGHT_NOW, item, NULL);
        sLog->outError("Possible hacking attempt: Player %s [guid: %u] tried to open item [guid: %u, entry: %u] which is not openable!",
                pUser->GetName(), pUser->GetGUIDLow(), item->GetGUIDLow(), proto->ItemId);
        return;
    }
    // locked item
    uint32 lockId = proto->LockID;
    if (lockId)
    {
        LockEntry const* lockInfo = sLockStore.LookupEntry(lockId);
        if (!lockInfo)
        {
            pUser->SendEquipError(EQUIP_ERR_ITEM_LOCKED, item, NULL);
            sLog->outError("WORLD::OpenItem: item [guid = %u] has an unknown lockId: %u!", item->GetGUIDLow(), lockId);
            return;
        }
        // was not unlocked yet
        if (item->IsLocked())
        {
            pUser->SendEquipError(EQUIP_ERR_ITEM_LOCKED, item, NULL);
            return;
        }
    }
    if (item->HasFlag(ITEM_FIELD_FLAGS, ITEM_FLAG_WRAPPED))// wrapped?
    {
        QueryResult result = CharacterDatabase.PQuery("SELECT entry, flags FROM character_gifts WHERE item_guid = '%u'", item->GetGUIDLow());
        if (result)
        {
            Field* fields = result->Fetch();
            uint32 entry = fields[0].GetUInt32();
            uint32 flags = fields[1].GetUInt32();
            item->SetUInt64Value(ITEM_FIELD_GIFTCREATOR, 0);
            item->SetEntry(entry);
            item->SetUInt32Value(ITEM_FIELD_FLAGS, flags);
            item->SetState(ITEM_CHANGED, pUser);
        }
        else
        {
            sLog->outError("Wrapped item %u don't have record in character_gifts table and will deleted", item->GetGUIDLow());
            pUser->DestroyItem(item->GetBagSlot(), item->GetSlot(), true);
            return;
        }
        PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_GIFT);
        stmt->setUInt32(0, item->GetGUIDLow());
        CharacterDatabase.Execute(stmt);
    }
    else
        pUser->SendLoot(item->GetGUID(), LOOT_CORPSE);
}
void WorldSession::HandleGameObjectUseOpcode(WorldPacket & recv_data)
{
    uint64 guid;
    recv_data >> guid;
    sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: Recvd CMSG_GAMEOBJ_USE Message [guid=%u]", GUID_LOPART(guid));
    // ignore for remote control state
    if (_player->m_mover != _player)
        return;
    if (GameObject* obj = GetPlayer()->GetMap()->GetGameObject(guid))
        obj->Use(_player);
}
void WorldSession::HandleGameobjectReportUse(WorldPacket& recvPacket)
{
    uint64 guid;
    recvPacket >> guid;
    sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: Recvd CMSG_GAMEOBJ_REPORT_USE Message [in game guid: %u]", GUID_LOPART(guid));
    // ignore for remote control state
    if (_player->m_mover != _player)
        return;
    GameObject* go = GetPlayer()->GetMap()->GetGameObject(guid);
    if (!go)
        return;
    if (!go->IsWithinDistInMap(_player, INTERACTION_DISTANCE))
        return;
    go->AI()->GossipHello(_player);
    _player->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_USE_GAMEOBJECT, go->GetEntry());
}
void WorldSession::HandleCastSpellOpcode(WorldPacket& recvPacket)
{
    uint32 spellId;
    uint8  castCount, castFlags;
    recvPacket >> castCount >> spellId >> castFlags;
    sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: got cast spell packet, castCount: %u, spellId: %u, castFlags: %u, data length = %u", castCount, spellId, castFlags, (uint32)recvPacket.size());
    // ignore for remote control state (for player case)
    Unit* mover = _player->m_mover;
    if (mover != _player && mover->GetTypeId() == TYPEID_PLAYER)
    {
        recvPacket.rfinish(); // prevent spam at ignore packet
        return;
    }
    SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spellId);
    if (!spellInfo)
    {
        sLog->outError("WORLD: unknown spell id %u", spellId);
        recvPacket.rfinish(); // prevent spam at ignore packet
        return;
    }
    if (mover->GetTypeId() == TYPEID_PLAYER)
    {
        // not have spell in spellbook or spell passive and not casted by client
        if (!mover->ToPlayer()->HasActiveSpell (spellId) || spellInfo->IsPassive())
        {
            //cheater? kick? ban?
            recvPacket.rfinish(); // prevent spam at ignore packet
            return;
        }
    }
    else
    {
        // not have spell in spellbook or spell passive and not casted by client
        if ((mover->GetTypeId() == TYPEID_UNIT && !mover->ToCreature()->HasSpell(spellId)) || spellInfo->IsPassive())
        {
            //cheater? kick? ban?
            recvPacket.rfinish(); // prevent spam at ignore packet
            return;
        }
    }
    // Client is resending autoshot cast opcode when other spell is casted during shoot rotation
    // Skip it to prevent "interrupt" message
    if (spellInfo->IsAutoRepeatRangedSpell() && _player->GetCurrentSpell(CURRENT_AUTOREPEAT_SPELL)
        && _player->GetCurrentSpell(CURRENT_AUTOREPEAT_SPELL)->m_spellInfo == spellInfo)
    {
        recvPacket.rfinish();
        return;
    }
    // can't use our own spells when we're in possession of another unit,
    if (_player->isPossessing())
    {
        recvPacket.rfinish(); // prevent spam at ignore packet
        return;
    }
    // client provided targets
    SpellCastTargets targets;
    targets.Read(recvPacket, mover);
    HandleClientCastFlags(recvPacket, castFlags, targets);
    // auto-selection buff level base at target level (in spellInfo)
    if (targets.GetUnitTarget())
    {
        SpellInfo const* actualSpellInfo = spellInfo->GetAuraRankForLevel(targets.GetUnitTarget()->getLevel());
        // if rank not found then function return NULL but in explicit cast case original spell can be casted and later failed with appropriate error message
        if (actualSpellInfo)
            spellInfo = actualSpellInfo;
    }
    Spell* spell = new Spell(mover, spellInfo, TRIGGERED_NONE, 0, false);
    spell->m_cast_count = castCount;                       // set count of casts
    spell->prepare(&targets);
}
void WorldSession::HandleCancelCastOpcode(WorldPacket& recvPacket)
{
    uint32 spellId;
    recvPacket.read_skip();                          // counter, increments with every CANCEL packet, don't use for now
    recvPacket >> spellId;
    if (_player->IsNonMeleeSpellCasted(false))
        _player->InterruptNonMeleeSpells(false, spellId, false);
}
void WorldSession::HandleCancelAuraOpcode(WorldPacket& recvPacket)
{
    uint32 spellId;
    recvPacket >> spellId;
    SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spellId);
    if (!spellInfo)
        return;
    // not allow remove spells with attr SPELL_ATTR0_CANT_CANCEL
    if (spellInfo->Attributes & SPELL_ATTR0_CANT_CANCEL)
        return;
    // channeled spell case (it currently casted then)
    if (spellInfo->IsChanneled())
    {
        if (Spell* curSpell = _player->GetCurrentSpell(CURRENT_CHANNELED_SPELL))
            if (curSpell->m_spellInfo->Id == spellId)
                _player->InterruptSpell(CURRENT_CHANNELED_SPELL);
        return;
    }
    // non channeled case:
    // don't allow remove non positive spells
    // don't allow cancelling passive auras (some of them are visible)
    if (!spellInfo->IsPositive() || spellInfo->IsPassive())
        return;
    // maybe should only remove one buff when there are multiple?
    _player->RemoveOwnedAura(spellId, 0, 0, AURA_REMOVE_BY_CANCEL);
}
void WorldSession::HandlePetCancelAuraOpcode(WorldPacket& recvPacket)
{
    uint64 guid;
    uint32 spellId;
    recvPacket >> guid;
    recvPacket >> spellId;
    SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spellId);
    if (!spellInfo)
    {
        sLog->outError("WORLD: unknown PET spell id %u", spellId);
        return;
    }
    Creature* pet=ObjectAccessor::GetCreatureOrPetOrVehicle(*_player, guid);
    if (!pet)
    {
        sLog->outError("HandlePetCancelAura: Attempt to cancel an aura for non-existant pet %u by player '%s'", uint32(GUID_LOPART(guid)), GetPlayer()->GetName());
        return;
    }
    if (pet != GetPlayer()->GetGuardianPet() && pet != GetPlayer()->GetCharm())
    {
        sLog->outError("HandlePetCancelAura: Pet %u is not a pet of player '%s'", uint32(GUID_LOPART(guid)), GetPlayer()->GetName());
        return;
    }
    if (!pet->isAlive())
    {
        pet->SendPetActionFeedback(FEEDBACK_PET_DEAD);
        return;
    }
    pet->RemoveOwnedAura(spellId, 0, 0, AURA_REMOVE_BY_CANCEL);
    pet->AddCreatureSpellCooldown(spellId);
}
void WorldSession::HandleCancelGrowthAuraOpcode(WorldPacket& /*recvPacket*/)
{
}
void WorldSession::HandleCancelAutoRepeatSpellOpcode(WorldPacket& /*recvPacket*/)
{
    // may be better send SMSG_CANCEL_AUTO_REPEAT?
    // cancel and prepare for deleting
    _player->InterruptSpell(CURRENT_AUTOREPEAT_SPELL);
}
void WorldSession::HandleCancelChanneling(WorldPacket & recv_data)
{
    recv_data.read_skip();                          // spellid, not used
    // ignore for remote control state (for player case)
    Unit* mover = _player->m_mover;
    if (mover != _player && mover->GetTypeId() == TYPEID_PLAYER)
        return;
    mover->InterruptSpell(CURRENT_CHANNELED_SPELL);
}
void WorldSession::HandleTotemDestroyed(WorldPacket& recvPacket)
{
    // ignore for remote control state
    if (_player->m_mover != _player)
        return;
    uint8 slotId;
    recvPacket >> slotId;
    ++slotId;
    if (slotId >= MAX_TOTEM_SLOT)
        return;
    if (!_player->m_SummonSlot[slotId])
        return;
    Creature* totem = GetPlayer()->GetMap()->GetCreature(_player->m_SummonSlot[slotId]);
    // Don't unsummon sentry totem
    if (totem && totem->isTotem() && totem->GetEntry() != SENTRY_TOTEM_ENTRY)
        totem->ToTotem()->UnSummon();
}
void WorldSession::HandleSelfResOpcode(WorldPacket & /*recv_data*/)
{
    sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: CMSG_SELF_RES");                  // empty opcode
    if (_player->HasAuraType(SPELL_AURA_PREVENT_RESURRECTION))
        return; // silent return, client should display error by itself and not send this opcode
    if (_player->GetUInt32Value(PLAYER_SELF_RES_SPELL))
    {
        SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(_player->GetUInt32Value(PLAYER_SELF_RES_SPELL));
        if (spellInfo)
            _player->CastSpell(_player, spellInfo, false, 0);
        _player->SetUInt32Value(PLAYER_SELF_RES_SPELL, 0);
    }
}
void WorldSession::HandleSpellClick(WorldPacket& recv_data)
{
    uint64 guid;
    recv_data >> guid;
    // this will get something not in world. crash
    Creature* unit = ObjectAccessor::GetCreatureOrPetOrVehicle(*_player, guid);
    if (!unit)
        return;
    // TODO: Unit::SetCharmedBy: 28782 is not in world but 0 is trying to charm it! -> crash
    if (!unit->IsInWorld())
        return;
    unit->HandleSpellClick(_player);
}
void WorldSession::HandleMirrorImageDataRequest(WorldPacket & recv_data)
{
    sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: CMSG_GET_MIRRORIMAGE_DATA");
    uint64 guid;
    recv_data >> guid;
    // Get unit for which data is needed by client
    Unit* unit = ObjectAccessor::GetObjectInWorld(guid, (Unit*)NULL);
    if (!unit)
        return;
    if (!unit->HasAuraType(SPELL_AURA_CLONE_CASTER))
        return;
    // Get creator of the unit (SPELL_AURA_CLONE_CASTER does not stack)
    Unit* creator = unit->GetAuraEffectsByType(SPELL_AURA_CLONE_CASTER).front()->GetCaster();
    if (!creator)
        return;
    WorldPacket data(SMSG_MIRRORIMAGE_DATA, 68);
    data << uint64(guid);
    data << uint32(creator->GetDisplayId());
    data << uint8(creator->getRace());
    data << uint8(creator->getGender());
    data << uint8(creator->getClass());
    if (creator->GetTypeId() == TYPEID_PLAYER)
    {
        Player* player = creator->ToPlayer();
        data << uint8(player->GetByteValue(PLAYER_BYTES, 0));   // skin
        data << uint8(player->GetByteValue(PLAYER_BYTES, 1));   // face
        data << uint8(player->GetByteValue(PLAYER_BYTES, 2));   // hair
        data << uint8(player->GetByteValue(PLAYER_BYTES, 3));   // haircolor
        data << uint8(player->GetByteValue(PLAYER_BYTES_2, 0)); // facialhair
        data << uint32(player->GetGuildId());                   // unk
        static EquipmentSlots const itemSlots[] =
        {
            EQUIPMENT_SLOT_HEAD,
            EQUIPMENT_SLOT_SHOULDERS,
            EQUIPMENT_SLOT_BODY,
            EQUIPMENT_SLOT_CHEST,
            EQUIPMENT_SLOT_WAIST,
            EQUIPMENT_SLOT_LEGS,
            EQUIPMENT_SLOT_FEET,
            EQUIPMENT_SLOT_WRISTS,
            EQUIPMENT_SLOT_HANDS,
            EQUIPMENT_SLOT_BACK,
            EQUIPMENT_SLOT_TABARD,
            EQUIPMENT_SLOT_END
        };
        // Display items in visible slots
        for (EquipmentSlots const* itr = &itemSlots[0]; *itr != EQUIPMENT_SLOT_END; ++itr)
        {
            if (*itr == EQUIPMENT_SLOT_HEAD && player->HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_HIDE_HELM))
                data << uint32(0);
            else if (*itr == EQUIPMENT_SLOT_BACK && player->HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_HIDE_CLOAK))
                data << uint32(0);
            else if (Item const* item = player->GetItemByPos(INVENTORY_SLOT_BAG_0, *itr))
                data << uint32(item->GetTemplate()->DisplayInfoID);
            else
                data << uint32(0);
        }
    }
    else
    {
        // Skip player data for creatures
        data << uint8(0);
        data << uint32(0);
        data << uint32(0);
        data << uint32(0);
        data << uint32(0);
        data << uint32(0);
        data << uint32(0);
        data << uint32(0);
        data << uint32(0);
        data << uint32(0);
        data << uint32(0);
        data << uint32(0);
        data << uint32(0);
        data << uint32(0);
    }
    SendPacket(&data);
}
void WorldSession::HandleUpdateProjectilePosition(WorldPacket& recvPacket)
{
    sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: CMSG_UPDATE_PROJECTILE_POSITION");
    uint64 casterGuid;
    uint32 spellId;
    uint8 castCount;
    float x, y, z;    // Position of missile hit
    recvPacket.readPackGUID(casterGuid);
    recvPacket >> spellId;
    recvPacket >> castCount;
    recvPacket >> x;
    recvPacket >> y;
    recvPacket >> z;
    WorldPacket data(SMSG_SET_PROJECTILE_POSITION, 21);
    data << uint64(casterGuid);
    data << uint8(castCount);
    data << float(x);
    data << float(y);
    data << float(z);
    SendPacket(&data);
}