/*
 * Copyright (C) 2008-2018 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 "WorldSession.h"
#include "Common.h"
#include "Config.h"
#include "DatabaseEnv.h"
#include "Log.h"
#include "DBCStores.h"
#include "GameObject.h"
#include "GameObjectAI.h"
#include "Item.h"
#include "ObjectAccessor.h"
#include "ObjectMgr.h"
#include "Opcodes.h"
#include "Player.h"
#include "ScriptMgr.h"
#include "Spell.h"
#include "SpellAuraEffects.h"
#include "SpellMgr.h"
#include "Totem.h"
#include "World.h"
#include "WorldPacket.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.SetOpcode(recvPacket.read());
            HandleMovementOpcodes(recvPacket);
        }
    }
}
void WorldSession::HandleUseItemOpcode(WorldPacket& recvPacket)
{
    /// @todo add targets.read() check
    Player* pUser = _player;
    // ignore for remote control state
    if (pUser->m_unitMovedByMe != pUser)
        return;
    uint8 bagIndex, slot, castFlags;
    uint8 castCount;                                        // next cast if exists (single or not)
    ObjectGuid itemGUID;
    uint32 glyphIndex;                                      // something to do with glyphs?
    uint32 spellId;                                         // cast spell id
    recvPacket >> bagIndex >> slot >> castCount >> spellId >> itemGUID >> glyphIndex >> castFlags;
    if (glyphIndex >= MAX_GLYPH_SLOT_INDEX)
    {
        pUser->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, nullptr, nullptr);
        return;
    }
    Item* pItem = pUser->GetUseableItemByPos(bagIndex, slot);
    if (!pItem)
    {
        pUser->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, nullptr, nullptr);
        return;
    }
    if (pItem->GetGUID() != itemGUID)
    {
        pUser->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, nullptr, nullptr);
        return;
    }
    TC_LOG_DEBUG("network", "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, nullptr);
        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, nullptr);
        return;
    }
    InventoryResult msg = pUser->CanUseItem(pItem);
    if (msg != EQUIP_ERR_OK)
    {
        pUser->SendEquipError(msg, pItem, nullptr);
        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_FLAG_IGNORE_DEFAULT_ARENA_RESTRICTIONS) && pUser->InArena())
    {
        pUser->SendEquipError(EQUIP_ERR_NOT_DURING_ARENA_MATCH, pItem, nullptr);
        return;
    }
    // don't allow items banned in arena
    if ((proto->Flags & ITEM_FLAG_NOT_USEABLE_IN_ARENA) && pUser->InArena())
    {
        pUser->SendEquipError(EQUIP_ERR_NOT_DURING_ARENA_MATCH, pItem, nullptr);
        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, nullptr);
                    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);
    // 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);
    }
}
void WorldSession::HandleOpenItemOpcode(WorldPacket& recvPacket)
{
    TC_LOG_DEBUG("network", "WORLD: CMSG_OPEN_ITEM packet, data length = %i", (uint32)recvPacket.size());
    Player* player = GetPlayer();
    // ignore for remote control state
    if (player->m_unitMovedByMe != player)
        return;
    // additional check, client outputs message on its own
    if (!player->IsAlive())
    {
        player->SendEquipError(EQUIP_ERR_YOU_ARE_DEAD, nullptr, nullptr);
        return;
    }
    uint8 bagIndex, slot;
    recvPacket >> bagIndex >> slot;
    TC_LOG_INFO("network", "bagIndex: %u, slot: %u", bagIndex, slot);
    Item* item = player->GetItemByPos(bagIndex, slot);
    if (!item)
    {
        player->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, nullptr, nullptr);
        return;
    }
    ItemTemplate const* proto = item->GetTemplate();
    if (!proto)
    {
        player->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, item, nullptr);
        return;
    }
    // Verify that the bag is an actual bag or wrapped item that can be used "normally"
    if (!(proto->Flags & ITEM_FLAG_HAS_LOOT) && !item->HasFlag(ITEM_FIELD_FLAGS, ITEM_FIELD_FLAG_WRAPPED))
    {
        player->SendEquipError(EQUIP_ERR_CANT_DO_RIGHT_NOW, item, nullptr);
        TC_LOG_ERROR("entities.player.cheat", "Possible hacking attempt: Player %s [guid: %u] tried to open item [guid: %u, entry: %u] which is not openable!",
            player->GetName().c_str(), player->GetGUID().GetCounter(), item->GetGUID().GetCounter(), proto->ItemId);
        return;
    }
    // locked item
    uint32 lockId = proto->LockID;
    if (lockId)
    {
        LockEntry const* lockInfo = sLockStore.LookupEntry(lockId);
        if (!lockInfo)
        {
            player->SendEquipError(EQUIP_ERR_ITEM_LOCKED, item, nullptr);
            TC_LOG_ERROR("network", "WORLD::OpenItem: item [guid = %u] has an unknown lockId: %u!", item->GetGUID().GetCounter(), lockId);
            return;
        }
        // was not unlocked yet
        if (item->IsLocked())
        {
            player->SendEquipError(EQUIP_ERR_ITEM_LOCKED, item, nullptr);
            return;
        }
    }
    if (item->HasFlag(ITEM_FIELD_FLAGS, ITEM_FIELD_FLAG_WRAPPED))// wrapped?
    {
        PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHARACTER_GIFT_BY_ITEM);
        stmt->setUInt32(0, item->GetGUID().GetCounter());
        _queryProcessor.AddQuery(CharacterDatabase.AsyncQuery(stmt)
            .WithPreparedCallback(std::bind(&WorldSession::HandleOpenWrappedItemCallback, this, item->GetPos(), item->GetGUID(), std::placeholders::_1)));
    }
    else
        player->SendLoot(item->GetGUID(), LOOT_CORPSE);
}
void WorldSession::HandleOpenWrappedItemCallback(uint16 pos, ObjectGuid itemGuid, PreparedQueryResult result)
{
    if (!GetPlayer())
        return;
    Item* item = GetPlayer()->GetItemByPos(pos);
    if (!item)
        return;
    if (item->GetGUID() != itemGuid || !item->HasFlag(ITEM_FIELD_FLAGS, ITEM_FIELD_FLAG_WRAPPED)) // during getting result, gift was swapped with another item
        return;
    if (!result)
    {
        TC_LOG_ERROR("network", "Wrapped item %u don't have record in character_gifts table and will deleted", itemGuid.GetCounter());
        GetPlayer()->DestroyItem(item->GetBagSlot(), item->GetSlot(), true);
        return;
    }
    SQLTransaction trans = CharacterDatabase.BeginTransaction();
    Field* fields = result->Fetch();
    uint32 entry = fields[0].GetUInt32();
    uint32 flags = fields[1].GetUInt32();
    item->SetGuidValue(ITEM_FIELD_GIFTCREATOR, ObjectGuid::Empty);
    item->SetEntry(entry);
    item->SetUInt32Value(ITEM_FIELD_FLAGS, flags);
    item->SetUInt32Value(ITEM_FIELD_MAXDURABILITY, item->GetTemplate()->MaxDurability);
    item->SetState(ITEM_CHANGED, GetPlayer());
    GetPlayer()->SaveInventoryAndGoldToDB(trans);
    PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_GIFT);
    stmt->setUInt32(0, itemGuid.GetCounter());
    trans->Append(stmt);
    CharacterDatabase.CommitTransaction(trans);
}
void WorldSession::HandleGameObjectUseOpcode(WorldPacket& recvData)
{
    ObjectGuid guid;
    recvData >> guid;
    TC_LOG_DEBUG("network", "WORLD: Recvd CMSG_GAMEOBJ_USE Message [%s]", guid.ToString().c_str());
    if (GameObject* obj = GetPlayer()->GetGameObjectIfCanInteractWith(guid))
    {
        // ignore for remote control state
        if (GetPlayer()->m_unitMovedByMe != GetPlayer())
            if (!(GetPlayer()->IsOnVehicle(GetPlayer()->m_unitMovedByMe) || GetPlayer()->IsMounted()) && !obj->GetGOInfo()->IsUsableMounted())
                return;
        obj->Use(GetPlayer());
    }
}
void WorldSession::HandleGameobjectReportUse(WorldPacket& recvPacket)
{
    ObjectGuid guid;
    recvPacket >> guid;
    TC_LOG_DEBUG("network", "WORLD: Recvd CMSG_GAMEOBJ_REPORT_USE Message [%s]", guid.ToString().c_str());
    // ignore for remote control state
    if (_player->m_unitMovedByMe != _player)
        return;
    if (GameObject* go = GetPlayer()->GetGameObjectIfCanInteractWith(guid))
    {
        if (go->AI()->OnReportUse(_player))
            return;
        _player->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_USE_GAMEOBJECT, go->GetEntry());
    }
}
void WorldSession::HandleCastSpellOpcode(WorldPacket& recvPacket)
{
    uint32 spellId;
    uint8  castCount, castFlags;
    recvPacket >> castCount >> spellId >> castFlags;
    TC_LOG_DEBUG("network", "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_unitMovedByMe;
    if (mover != _player && mover->GetTypeId() == TYPEID_PLAYER)
    {
        recvPacket.rfinish(); // prevent spam at ignore packet
        return;
    }
    SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spellId);
    if (!spellInfo)
    {
        TC_LOG_ERROR("network", "WORLD: unknown spell id %u", spellId);
        recvPacket.rfinish(); // prevent spam at ignore packet
        return;
    }
    if (spellInfo->IsPassive())
    {
        recvPacket.rfinish(); // prevent spam at ignore packet
        return;
    }
    Unit* caster = mover;
    if (caster->GetTypeId() == TYPEID_UNIT && !caster->ToCreature()->HasSpell(spellId))
    {
        // If the vehicle creature does not have the spell but it allows the passenger to cast own spells
        // change caster to player and let him cast
        if (!_player->IsOnVehicle(caster) || spellInfo->CheckVehicle(_player) != SPELL_CAST_OK)
        {
            recvPacket.rfinish(); // prevent spam at ignore packet
            return;
        }
        caster = _player;
    }
    if (caster->GetTypeId() == TYPEID_PLAYER && !caster->ToPlayer()->HasActiveSpell(spellId))
    {
        // not have spell in spellbook
        recvPacket.rfinish(); // prevent spam at ignore packet
        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, caster);
    HandleClientCastFlags(recvPacket, castFlags, targets);
    // Client is resending autoshot cast opcode when other spell is cast during shoot rotation
    // Skip it to prevent "interrupt" message
    // Also check targets! target may have changed and we need to interrupt current spell
    if (spellInfo->IsAutoRepeatRangedSpell())
    {
        if (Spell* spell = caster->GetCurrentSpell(CURRENT_AUTOREPEAT_SPELL))
        {
            if (spell->m_spellInfo == spellInfo && spell->m_targets.GetUnitTargetGUID() == targets.GetUnitTargetGUID())
            {
                recvPacket.rfinish();
                return;
            }
        }
    }
    // auto-selection buff level base at target level (in spellInfo)
    // TODO: is this even necessary? client already seems to send correct rank for "standard" buffs
    if (spellInfo->IsPositive())
        if (Unit* target = targets.GetUnitTarget())
        {
            SpellInfo const* actualSpellInfo = spellInfo->GetAuraRankForLevel(target->getLevel());
            // if rank not found then function return NULL but in explicit cast case original spell can be cast and later failed with appropriate error message
            if (actualSpellInfo)
                spellInfo = actualSpellInfo;
        }
    Spell* spell = new Spell(caster, spellInfo, TRIGGERED_NONE);
    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->IsNonMeleeSpellCast(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->HasAttribute(SPELL_ATTR0_CANT_CANCEL))
        return;
    // channeled spell case (it currently cast 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, ObjectGuid::Empty, 0, AURA_REMOVE_BY_CANCEL);
    // If spell being removed is a resource tracker, see if player was tracking both (herbs / minerals) and remove the other
    if (sWorld->getBoolConfig(CONFIG_ALLOW_TRACK_BOTH_RESOURCES) && spellInfo->HasAura(SPELL_AURA_TRACK_RESOURCES))
    {
        Unit::AuraEffectList const& auraEffects = _player->GetAuraEffectsByType(SPELL_AURA_TRACK_RESOURCES);
        if (!auraEffects.empty())
        {
            // Build list of spell IDs to cancel. Trying to cancel the aura while iterating
            //  over AuraEffectList caused "incompatible iterator" errors on second pass
            std::list spellIDs;
            for (Unit::AuraEffectList::const_iterator auraEffect = auraEffects.begin(); auraEffect != auraEffects.end(); ++auraEffect)
                spellIDs.push_back((*auraEffect)->GetId());
            // Remove all auras related to resource tracking (only Herbs and Minerals in 3.3.5a)
            for (std::list::iterator it = spellIDs.begin(); it != spellIDs.end(); ++it)
                _player->RemoveOwnedAura(*it, ObjectGuid::Empty, 0, AURA_REMOVE_BY_CANCEL);
        }
    }
}
void WorldSession::HandlePetCancelAuraOpcode(WorldPacket& recvPacket)
{
    ObjectGuid guid;
    uint32 spellId;
    recvPacket >> guid;
    recvPacket >> spellId;
    SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spellId);
    if (!spellInfo)
    {
        TC_LOG_ERROR("network", "WORLD: unknown PET spell id %u", spellId);
        return;
    }
    Creature* pet = ObjectAccessor::GetCreatureOrPetOrVehicle(*_player, guid);
    if (!pet)
    {
        TC_LOG_ERROR("network", "HandlePetCancelAura: Attempt to cancel an aura for non-existant %s by player '%s'", guid.ToString().c_str(), GetPlayer()->GetName().c_str());
        return;
    }
    if (pet != GetPlayer()->GetGuardianPet() && pet != GetPlayer()->GetCharm())
    {
        TC_LOG_ERROR("network", "HandlePetCancelAura: %s is not a pet of player '%s'", guid.ToString().c_str(), GetPlayer()->GetName().c_str());
        return;
    }
    if (!pet->IsAlive())
    {
        pet->SendPetActionFeedback(FEEDBACK_PET_DEAD);
        return;
    }
    pet->RemoveOwnedAura(spellId, ObjectGuid::Empty, 0, AURA_REMOVE_BY_CANCEL);
}
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& recvData)
{
    recvData.read_skip();                          // spellid, not used
    // ignore for remote control state (for player case)
    Unit* mover = _player->m_unitMovedByMe;
    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_unitMovedByMe != _player)
        return;
    uint8 slotId;
    recvPacket >> slotId;
    ++slotId;
    if (slotId >= MAX_TOTEM_SLOT)
        return;
    if (!_player->m_SummonSlot[slotId])
        return;
    Creature* totem = ObjectAccessor::GetCreature(*_player, _player->m_SummonSlot[slotId]);
    if (totem && totem->IsTotem())
        totem->ToTotem()->UnSummon();
}
void WorldSession::HandleSelfResOpcode(WorldPacket & /*recvData*/)
{
    TC_LOG_DEBUG("network", "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 (uint32 spellId = _player->GetUInt32Value(PLAYER_SELF_RES_SPELL))
    {
        _player->CastSpell(_player, spellId);
        _player->SetUInt32Value(PLAYER_SELF_RES_SPELL, 0);
    }
}
void WorldSession::HandleSpellClick(WorldPacket& recvData)
{
    ObjectGuid guid;
    recvData >> 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& recvData)
{
    TC_LOG_DEBUG("network", "WORLD: CMSG_GET_MIRRORIMAGE_DATA");
    ObjectGuid guid;
    recvData >> guid;
    // Get unit for which data is needed by client
    Unit* unit = ObjectAccessor::GetUnit(*_player, guid);
    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, PLAYER_BYTES_OFFSET_SKIN_ID));
        data << uint8(player->GetByteValue(PLAYER_BYTES, PLAYER_BYTES_OFFSET_FACE_ID));
        data << uint8(player->GetByteValue(PLAYER_BYTES, PLAYER_BYTES_OFFSET_HAIR_STYLE_ID));
        data << uint8(player->GetByteValue(PLAYER_BYTES, PLAYER_BYTES_OFFSET_HAIR_COLOR_ID));
        data << uint8(player->GetByteValue(PLAYER_BYTES_2, PLAYER_BYTES_2_OFFSET_FACIAL_STYLE));
        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)
{
    TC_LOG_DEBUG("network", "WORLD: CMSG_UPDATE_PROJECTILE_POSITION");
    ObjectGuid casterGuid;
    uint32 spellId;
    uint8 castCount;
    float x, y, z;    // Position of missile hit
    recvPacket >> casterGuid;
    recvPacket >> spellId;
    recvPacket >> castCount;
    recvPacket >> x;
    recvPacket >> y;
    recvPacket >> z;
    Unit* caster = ObjectAccessor::GetUnit(*_player, casterGuid);
    if (!caster)
        return;
    Spell* spell = caster->FindCurrentSpellBySpellId(spellId);
    if (!spell || !spell->m_targets.HasDst())
        return;
    Position pos = *spell->m_targets.GetDstPos();
    pos.Relocate(x, y, z);
    spell->m_targets.ModDst(pos);
    // we changed dest, recalculate flight time
    spell->RecalculateDelayMomentForDst();
    WorldPacket data(SMSG_SET_PROJECTILE_POSITION, 21);
    data << uint64(casterGuid);
    data << uint8(castCount);
    data << float(x);
    data << float(y);
    data << float(z);
    caster->SendMessageToSet(&data, true);
}