/*
 * Copyright (C) 2008-2013 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 "Map.h"
#include "Battleground.h"
#include "MMapFactory.h"
#include "CellImpl.h"
#include "DynamicTree.h"
#include "GridNotifiers.h"
#include "GridNotifiersImpl.h"
#include "GridStates.h"
#include "Group.h"
#include "InstanceScript.h"
#include "MapInstanced.h"
#include "MapManager.h"
#include "ObjectAccessor.h"
#include "ObjectMgr.h"
#include "Pet.h"
#include "ScriptMgr.h"
#include "Transport.h"
#include "Vehicle.h"
#include "VMapFactory.h"
u_map_magic MapMagic        = { {'M','A','P','S'} };
u_map_magic MapVersionMagic = { {'v','1','.','3'} };
u_map_magic MapAreaMagic    = { {'A','R','E','A'} };
u_map_magic MapHeightMagic  = { {'M','H','G','T'} };
u_map_magic MapLiquidMagic  = { {'M','L','I','Q'} };
#define DEFAULT_GRID_EXPIRY     300
#define MAX_GRID_LOAD_TIME      50
#define MAX_CREATURE_ATTACK_RADIUS  (45.0f * sWorld->getRate(RATE_CREATURE_AGGRO))
GridState* si_GridStates[MAX_GRID_STATE];
Map::~Map()
{
    sScriptMgr->OnDestroyMap(this);
    UnloadAll();
    while (!i_worldObjects.empty())
    {
        WorldObject* obj = *i_worldObjects.begin();
        ASSERT(obj->IsWorldObject());
        //ASSERT(obj->GetTypeId() == TYPEID_CORPSE);
        obj->RemoveFromWorld();
        obj->ResetMap();
    }
    if (!m_scriptSchedule.empty())
        sScriptMgr->DecreaseScheduledScriptCount(m_scriptSchedule.size());
    MMAP::MMapFactory::createOrGetMMapManager()->unloadMapInstance(GetId(), i_InstanceId);
}
bool Map::ExistMap(uint32 mapid, int gx, int gy)
{
    int len = sWorld->GetDataPath().length() + strlen("maps/%03u%02u%02u.map") + 1;
    char* fileName = new char[len];
    snprintf(fileName, len, (char *)(sWorld->GetDataPath() + "maps/%03u%02u%02u.map").c_str(), mapid, gx, gy);
    bool ret = false;
    FILE* pf = fopen(fileName, "rb");
    if (!pf)
        TC_LOG_ERROR(LOG_FILTER_MAPS, "Map file '%s': does not exist!", fileName);
    else
    {
        map_fileheader header;
        if (fread(&header, sizeof(header), 1, pf) == 1)
        {
            if (header.mapMagic.asUInt != MapMagic.asUInt || header.versionMagic.asUInt != MapVersionMagic.asUInt)
                TC_LOG_ERROR(LOG_FILTER_MAPS, "Map file '%s' is from an incompatible map version (%.*s %.*s), %.*s %.*s is expected. Please recreate using the mapextractor.",
                    fileName, 4, header.mapMagic.asChar, 4, header.versionMagic.asChar, 4, MapMagic.asChar, 4, MapVersionMagic.asChar);
            else
                ret = true;
        }
        fclose(pf);
    }
    delete[] fileName;
    return ret;
}
bool Map::ExistVMap(uint32 mapid, int gx, int gy)
{
    if (VMAP::IVMapManager* vmgr = VMAP::VMapFactory::createOrGetVMapManager())
    {
        if (vmgr->isMapLoadingEnabled())
        {
            bool exists = vmgr->existsMap((sWorld->GetDataPath()+ "vmaps").c_str(),  mapid, gx, gy);
            if (!exists)
            {
                std::string name = vmgr->getDirFileName(mapid, gx, gy);
                TC_LOG_ERROR(LOG_FILTER_MAPS, "VMap file '%s' is missing or points to wrong version of vmap file. Redo vmaps with latest version of vmap_assembler.exe.", (sWorld->GetDataPath()+"vmaps/"+name).c_str());
                return false;
            }
        }
    }
    return true;
}
void Map::LoadMMap(int gx, int gy)
{
    bool mmapLoadResult = MMAP::MMapFactory::createOrGetMMapManager()->loadMap((sWorld->GetDataPath() + "mmaps").c_str(), GetId(), gx, gy);
    if (mmapLoadResult)
        TC_LOG_INFO(LOG_FILTER_MAPS, "MMAP loaded name:%s, id:%d, x:%d, y:%d (mmap rep.: x:%d, y:%d)", GetMapName(), GetId(), gx, gy, gx, gy);
    else
        TC_LOG_INFO(LOG_FILTER_MAPS, "Could not load MMAP name:%s, id:%d, x:%d, y:%d (mmap rep.: x:%d, y:%d)", GetMapName(), GetId(), gx, gy, gx, gy);
}
void Map::LoadVMap(int gx, int gy)
{
                                                            // x and y are swapped !!
    int vmapLoadResult = VMAP::VMapFactory::createOrGetVMapManager()->loadMap((sWorld->GetDataPath()+ "vmaps").c_str(),  GetId(), gx, gy);
    switch (vmapLoadResult)
    {
        case VMAP::VMAP_LOAD_RESULT_OK:
            TC_LOG_INFO(LOG_FILTER_MAPS, "VMAP loaded name:%s, id:%d, x:%d, y:%d (vmap rep.: x:%d, y:%d)", GetMapName(), GetId(), gx, gy, gx, gy);
            break;
        case VMAP::VMAP_LOAD_RESULT_ERROR:
            TC_LOG_INFO(LOG_FILTER_MAPS, "Could not load VMAP name:%s, id:%d, x:%d, y:%d (vmap rep.: x:%d, y:%d)", GetMapName(), GetId(), gx, gy, gx, gy);
            break;
        case VMAP::VMAP_LOAD_RESULT_IGNORED:
            TC_LOG_DEBUG(LOG_FILTER_MAPS, "Ignored VMAP name:%s, id:%d, x:%d, y:%d (vmap rep.: x:%d, y:%d)", GetMapName(), GetId(), gx, gy, gx, gy);
            break;
    }
}
void Map::LoadMap(int gx, int gy, bool reload)
{
    if (i_InstanceId != 0)
    {
        if (GridMaps[gx][gy])
            return;
        // load grid map for base map
        if (!m_parentMap->GridMaps[gx][gy])
            m_parentMap->EnsureGridCreated_i(GridCoord(63-gx, 63-gy));
        ((MapInstanced*)(m_parentMap))->AddGridMapReference(GridCoord(gx, gy));
        GridMaps[gx][gy] = m_parentMap->GridMaps[gx][gy];
        return;
    }
    if (GridMaps[gx][gy] && !reload)
        return;
    //map already load, delete it before reloading (Is it necessary? Do we really need the ability the reload maps during runtime?)
    if (GridMaps[gx][gy])
    {
        TC_LOG_INFO(LOG_FILTER_MAPS, "Unloading previously loaded map %u before reloading.", GetId());
        sScriptMgr->OnUnloadGridMap(this, GridMaps[gx][gy], gx, gy);
        delete (GridMaps[gx][gy]);
        GridMaps[gx][gy]=NULL;
    }
    // map file name
    char* tmp = NULL;
    int len = sWorld->GetDataPath().length() + strlen("maps/%03u%02u%02u.map") + 1;
    tmp = new char[len];
    snprintf(tmp, len, (char *)(sWorld->GetDataPath() + "maps/%03u%02u%02u.map").c_str(), GetId(), gx, gy);
    TC_LOG_INFO(LOG_FILTER_MAPS, "Loading map %s", tmp);
    // loading data
    GridMaps[gx][gy] = new GridMap();
    if (!GridMaps[gx][gy]->loadData(tmp))
        TC_LOG_ERROR(LOG_FILTER_MAPS, "Error loading map file: \n %s\n", tmp);
    delete[] tmp;
    sScriptMgr->OnLoadGridMap(this, GridMaps[gx][gy], gx, gy);
}
void Map::LoadMapAndVMap(int gx, int gy)
{
    LoadMap(gx, gy);
   // Only load the data for the base map
    if (i_InstanceId == 0)
    {
        LoadVMap(gx, gy);
        LoadMMap(gx, gy);
    }
}
void Map::InitStateMachine()
{
    si_GridStates[GRID_STATE_INVALID] = new InvalidState;
    si_GridStates[GRID_STATE_ACTIVE] = new ActiveState;
    si_GridStates[GRID_STATE_IDLE] = new IdleState;
    si_GridStates[GRID_STATE_REMOVAL] = new RemovalState;
}
void Map::DeleteStateMachine()
{
    delete si_GridStates[GRID_STATE_INVALID];
    delete si_GridStates[GRID_STATE_ACTIVE];
    delete si_GridStates[GRID_STATE_IDLE];
    delete si_GridStates[GRID_STATE_REMOVAL];
}
Map::Map(uint32 id, time_t expiry, uint32 InstanceId, uint8 SpawnMode, Map* _parent):
_creatureToMoveLock(false), i_mapEntry (sMapStore.LookupEntry(id)), i_spawnMode(SpawnMode), i_InstanceId(InstanceId),
m_unloadTimer(0), m_VisibleDistance(DEFAULT_VISIBILITY_DISTANCE),
m_VisibilityNotifyPeriod(DEFAULT_VISIBILITY_NOTIFY_PERIOD),
m_activeNonPlayersIter(m_activeNonPlayers.end()), i_gridExpiry(expiry),
i_scriptLock(false)
{
    m_parentMap = (_parent ? _parent : this);
    for (unsigned int idx=0; idx < MAX_NUMBER_OF_GRIDS; ++idx)
    {
        for (unsigned int j=0; j < MAX_NUMBER_OF_GRIDS; ++j)
        {
            //z code
            GridMaps[idx][j] =NULL;
            setNGrid(NULL, idx, j);
        }
    }
    //lets initialize visibility distance for map
    Map::InitVisibilityDistance();
    sScriptMgr->OnCreateMap(this);
}
void Map::InitVisibilityDistance()
{
    //init visibility for continents
    m_VisibleDistance = World::GetMaxVisibleDistanceOnContinents();
    m_VisibilityNotifyPeriod = World::GetVisibilityNotifyPeriodOnContinents();
}
// Template specialization of utility methods
template
void Map::AddToGrid(T* obj, Cell const& cell)
{
    NGridType* grid = getNGrid(cell.GridX(), cell.GridY());
    if (obj->IsWorldObject())
        grid->GetGridType(cell.CellX(), cell.CellY()).template AddWorldObject(obj);
    else
        grid->GetGridType(cell.CellX(), cell.CellY()).template AddGridObject(obj);
}
template<>
void Map::AddToGrid(Creature* obj, Cell const& cell)
{
    NGridType* grid = getNGrid(cell.GridX(), cell.GridY());
    if (obj->IsWorldObject())
        grid->GetGridType(cell.CellX(), cell.CellY()).AddWorldObject(obj);
    else
        grid->GetGridType(cell.CellX(), cell.CellY()).AddGridObject(obj);
    obj->SetCurrentCell(cell);
}
void Map::SwitchGridContainers(Creature* obj, bool on)
{
    ASSERT(!obj->IsPermanentWorldObject());
    CellCoord p = Trinity::ComputeCellCoord(obj->GetPositionX(), obj->GetPositionY());
    if (!p.IsCoordValid())
    {
        TC_LOG_ERROR(LOG_FILTER_MAPS, "Map::SwitchGridContainers: Object " UI64FMTD " has invalid coordinates X:%f Y:%f grid cell [%u:%u]", obj->GetGUID(), obj->GetPositionX(), obj->GetPositionY(), p.x_coord, p.y_coord);
        return;
    }
    Cell cell(p);
    if (!IsGridLoaded(GridCoord(cell.data.Part.grid_x, cell.data.Part.grid_y)))
        return;
    TC_LOG_DEBUG(LOG_FILTER_MAPS, "Switch object " UI64FMTD " from grid[%u, %u] %u", obj->GetGUID(), cell.data.Part.grid_x, cell.data.Part.grid_y, on);
    NGridType *ngrid = getNGrid(cell.GridX(), cell.GridY());
    ASSERT(ngrid != NULL);
    GridType &grid = ngrid->GetGridType(cell.CellX(), cell.CellY());
    obj->RemoveFromGrid(); //This step is not really necessary but we want to do ASSERT in remove/add
    if (on)
    {
        grid.AddWorldObject(obj);
        AddWorldObject(obj);
    }
    else
    {
        grid.AddGridObject(obj);
        RemoveWorldObject(obj);
    }
    obj->m_isTempWorldObject = on;
}
template
void Map::DeleteFromWorld(T* obj)
{
    // Note: In case resurrectable corpse and pet its removed from global lists in own destructor
    delete obj;
}
template<>
void Map::DeleteFromWorld(Player* player)
{
    sObjectAccessor->RemoveObject(player);
    sObjectAccessor->RemoveUpdateObject(player); /// @todo I do not know why we need this, it should be removed in ~Object anyway
    delete player;
}
void Map::EnsureGridCreated(const GridCoord &p)
{
    TRINITY_GUARD(ACE_Thread_Mutex, GridLock);
    EnsureGridCreated_i(p);
}
//Create NGrid so the object can be added to it
//But object data is not loaded here
void Map::EnsureGridCreated_i(const GridCoord &p)
{
    if (!getNGrid(p.x_coord, p.y_coord))
    {
        TC_LOG_DEBUG(LOG_FILTER_MAPS, "Creating grid[%u, %u] for map %u instance %u", p.x_coord, p.y_coord, GetId(), i_InstanceId);
        setNGrid(new NGridType(p.x_coord*MAX_NUMBER_OF_GRIDS + p.y_coord, p.x_coord, p.y_coord, i_gridExpiry, sWorld->getBoolConfig(CONFIG_GRID_UNLOAD)),
            p.x_coord, p.y_coord);
        // build a linkage between this map and NGridType
        buildNGridLinkage(getNGrid(p.x_coord, p.y_coord));
        getNGrid(p.x_coord, p.y_coord)->SetGridState(GRID_STATE_IDLE);
        //z coord
        int gx = (MAX_NUMBER_OF_GRIDS - 1) - p.x_coord;
        int gy = (MAX_NUMBER_OF_GRIDS - 1) - p.y_coord;
        if (!GridMaps[gx][gy])
            LoadMapAndVMap(gx, gy);
    }
}
//Load NGrid and make it active
void Map::EnsureGridLoadedForActiveObject(const Cell &cell, WorldObject* object)
{
    EnsureGridLoaded(cell);
    NGridType *grid = getNGrid(cell.GridX(), cell.GridY());
    ASSERT(grid != NULL);
    // refresh grid state & timer
    if (grid->GetGridState() != GRID_STATE_ACTIVE)
    {
        TC_LOG_DEBUG(LOG_FILTER_MAPS, "Active object "UI64FMTD" triggers loading of grid [%u, %u] on map %u", object->GetGUID(), cell.GridX(), cell.GridY(), GetId());
        ResetGridExpiry(*grid, 0.1f);
        grid->SetGridState(GRID_STATE_ACTIVE);
    }
}
//Create NGrid and load the object data in it
bool Map::EnsureGridLoaded(const Cell &cell)
{
    EnsureGridCreated(GridCoord(cell.GridX(), cell.GridY()));
    NGridType *grid = getNGrid(cell.GridX(), cell.GridY());
    ASSERT(grid != NULL);
    if (!isGridObjectDataLoaded(cell.GridX(), cell.GridY()))
    {
        TC_LOG_DEBUG(LOG_FILTER_MAPS, "Loading grid[%u, %u] for map %u instance %u", cell.GridX(), cell.GridY(), GetId(), i_InstanceId);
        setGridObjectDataLoaded(true, cell.GridX(), cell.GridY());
        ObjectGridLoader loader(*grid, this, cell);
        loader.LoadN();
        // Add resurrectable corpses to world object list in grid
        sObjectAccessor->AddCorpsesToGrid(GridCoord(cell.GridX(), cell.GridY()), grid->GetGridType(cell.CellX(), cell.CellY()), this);
        Balance();
        return true;
    }
    return false;
}
void Map::LoadGrid(float x, float y)
{
    EnsureGridLoaded(Cell(x, y));
}
bool Map::AddPlayerToMap(Player* player)
{
    CellCoord cellCoord = Trinity::ComputeCellCoord(player->GetPositionX(), player->GetPositionY());
    if (!cellCoord.IsCoordValid())
    {
        TC_LOG_ERROR(LOG_FILTER_MAPS, "Map::Add: Player (GUID: %u) has invalid coordinates X:%f Y:%f grid cell [%u:%u]", player->GetGUIDLow(), player->GetPositionX(), player->GetPositionY(), cellCoord.x_coord, cellCoord.y_coord);
        return false;
    }
    Cell cell(cellCoord);
    EnsureGridLoadedForActiveObject(cell, player);
    AddToGrid(player, cell);
    // Check if we are adding to correct map
    ASSERT (player->GetMap() == this);
    player->SetMap(this);
    player->AddToWorld();
    SendInitSelf(player);
    SendInitTransports(player);
    player->m_clientGUIDs.clear();
    player->UpdateObjectVisibility(false);
    sScriptMgr->OnPlayerEnterMap(this, player);
    return true;
}
template
void Map::InitializeObject(T* /*obj*/)
{
}
template<>
void Map::InitializeObject(Creature* obj)
{
    obj->_moveState = CREATURE_CELL_MOVE_NONE;
}
template
bool Map::AddToMap(T *obj)
{
    /// @todo Needs clean up. An object should not be added to map twice.
    if (obj->IsInWorld())
    {
        ASSERT(obj->IsInGrid());
        obj->UpdateObjectVisibility(true);
        return true;
    }
    CellCoord cellCoord = Trinity::ComputeCellCoord(obj->GetPositionX(), obj->GetPositionY());
    //It will create many problems (including crashes) if an object is not added to grid after creation
    //The correct way to fix it is to make AddToMap return false and delete the object if it is not added to grid
    //But now AddToMap is used in too many places, I will just see how many ASSERT failures it will cause
    ASSERT(cellCoord.IsCoordValid());
    if (!cellCoord.IsCoordValid())
    {
        TC_LOG_ERROR(LOG_FILTER_MAPS, "Map::Add: Object " UI64FMTD " has invalid coordinates X:%f Y:%f grid cell [%u:%u]", obj->GetGUID(), obj->GetPositionX(), obj->GetPositionY(), cellCoord.x_coord, cellCoord.y_coord);
        return false; //Should delete object
    }
    Cell cell(cellCoord);
    if (obj->isActiveObject())
        EnsureGridLoadedForActiveObject(cell, obj);
    else
        EnsureGridCreated(GridCoord(cell.GridX(), cell.GridY()));
    AddToGrid(obj, cell);
    TC_LOG_DEBUG(LOG_FILTER_MAPS, "Object %u enters grid[%u, %u]", GUID_LOPART(obj->GetGUID()), cell.GridX(), cell.GridY());
    //Must already be set before AddToMap. Usually during obj->Create.
    //obj->SetMap(this);
    obj->AddToWorld();
    InitializeObject(obj);
    if (obj->isActiveObject())
        AddToActive(obj);
    //something, such as vehicle, needs to be update immediately
    //also, trigger needs to cast spell, if not update, cannot see visual
    obj->UpdateObjectVisibility(true);
    return true;
}
bool Map::IsGridLoaded(const GridCoord &p) const
{
    return (getNGrid(p.x_coord, p.y_coord) && isGridObjectDataLoaded(p.x_coord, p.y_coord));
}
void Map::VisitNearbyCellsOf(WorldObject* obj, TypeContainerVisitor &gridVisitor, TypeContainerVisitor &worldVisitor)
{
    // Check for valid position
    if (!obj->IsPositionValid())
        return;
    // Update mobs/objects in ALL visible cells around object!
    CellArea area = Cell::CalculateCellArea(obj->GetPositionX(), obj->GetPositionY(), obj->GetGridActivationRange());
    for (uint32 x = area.low_bound.x_coord; x <= area.high_bound.x_coord; ++x)
    {
        for (uint32 y = area.low_bound.y_coord; y <= area.high_bound.y_coord; ++y)
        {
            // marked cells are those that have been visited
            // don't visit the same cell twice
            uint32 cell_id = (y * TOTAL_NUMBER_OF_CELLS_PER_MAP) + x;
            if (isCellMarked(cell_id))
                continue;
            markCell(cell_id);
            CellCoord pair(x, y);
            Cell cell(pair);
            cell.SetNoCreate();
            Visit(cell, gridVisitor);
            Visit(cell, worldVisitor);
        }
    }
}
void Map::Update(const uint32 t_diff)
{
    _dynamicTree.update(t_diff);
    /// update worldsessions for existing players
    for (m_mapRefIter = m_mapRefManager.begin(); m_mapRefIter != m_mapRefManager.end(); ++m_mapRefIter)
    {
        Player* player = m_mapRefIter->getSource();
        if (player && player->IsInWorld())
        {
            //player->Update(t_diff);
            WorldSession* session = player->GetSession();
            MapSessionFilter updater(session);
            session->Update(t_diff, updater);
        }
    }
    /// update active cells around players and active objects
    resetMarkedCells();
    Trinity::ObjectUpdater updater(t_diff);
    // for creature
    TypeContainerVisitor grid_object_update(updater);
    // for pets
    TypeContainerVisitor world_object_update(updater);
    // the player iterator is stored in the map object
    // to make sure calls to Map::Remove don't invalidate it
    for (m_mapRefIter = m_mapRefManager.begin(); m_mapRefIter != m_mapRefManager.end(); ++m_mapRefIter)
    {
        Player* player = m_mapRefIter->getSource();
        if (!player || !player->IsInWorld())
            continue;
        // update players at tick
        player->Update(t_diff);
        VisitNearbyCellsOf(player, grid_object_update, world_object_update);
    }
    // non-player active objects, increasing iterator in the loop in case of object removal
    for (m_activeNonPlayersIter = m_activeNonPlayers.begin(); m_activeNonPlayersIter != m_activeNonPlayers.end();)
    {
        WorldObject* obj = *m_activeNonPlayersIter;
        ++m_activeNonPlayersIter;
        if (!obj || !obj->IsInWorld())
            continue;
        VisitNearbyCellsOf(obj, grid_object_update, world_object_update);
    }
    ///- Process necessary scripts
    if (!m_scriptSchedule.empty())
    {
        i_scriptLock = true;
        ScriptsProcess();
        i_scriptLock = false;
    }
    MoveAllCreaturesInMoveList();
    if (!m_mapRefManager.isEmpty() || !m_activeNonPlayers.empty())
        ProcessRelocationNotifies(t_diff);
    sScriptMgr->OnMapUpdate(this, t_diff);
}
struct ResetNotifier
{
    templateinline void resetNotify(GridRefManager &m)
    {
        for (typename GridRefManager::iterator iter=m.begin(); iter != m.end(); ++iter)
            iter->getSource()->ResetAllNotifies();
    }
    template void Visit(GridRefManager &) {}
    void Visit(CreatureMapType &m) { resetNotify(m);}
    void Visit(PlayerMapType &m) { resetNotify(m);}
};
void Map::ProcessRelocationNotifies(const uint32 diff)
{
    for (GridRefManager::iterator i = GridRefManager::begin(); i != GridRefManager::end(); ++i)
    {
        NGridType *grid = i->getSource();
        if (grid->GetGridState() != GRID_STATE_ACTIVE)
            continue;
        grid->getGridInfoRef()->getRelocationTimer().TUpdate(diff);
        if (!grid->getGridInfoRef()->getRelocationTimer().TPassed())
            continue;
        uint32 gx = grid->getX(), gy = grid->getY();
        CellCoord cell_min(gx*MAX_NUMBER_OF_CELLS, gy*MAX_NUMBER_OF_CELLS);
        CellCoord cell_max(cell_min.x_coord + MAX_NUMBER_OF_CELLS, cell_min.y_coord+MAX_NUMBER_OF_CELLS);
        for (uint32 x = cell_min.x_coord; x < cell_max.x_coord; ++x)
        {
            for (uint32 y = cell_min.y_coord; y < cell_max.y_coord; ++y)
            {
                uint32 cell_id = (y * TOTAL_NUMBER_OF_CELLS_PER_MAP) + x;
                if (!isCellMarked(cell_id))
                    continue;
                CellCoord pair(x, y);
                Cell cell(pair);
                cell.SetNoCreate();
                Trinity::DelayedUnitRelocation cell_relocation(cell, pair, *this, MAX_VISIBILITY_DISTANCE);
                TypeContainerVisitor grid_object_relocation(cell_relocation);
                TypeContainerVisitor world_object_relocation(cell_relocation);
                Visit(cell, grid_object_relocation);
                Visit(cell, world_object_relocation);
            }
        }
    }
    ResetNotifier reset;
    TypeContainerVisitor  grid_notifier(reset);
    TypeContainerVisitor world_notifier(reset);
    for (GridRefManager::iterator i = GridRefManager::begin(); i != GridRefManager::end(); ++i)
    {
        NGridType *grid = i->getSource();
        if (grid->GetGridState() != GRID_STATE_ACTIVE)
            continue;
        if (!grid->getGridInfoRef()->getRelocationTimer().TPassed())
            continue;
        grid->getGridInfoRef()->getRelocationTimer().TReset(diff, m_VisibilityNotifyPeriod);
        uint32 gx = grid->getX(), gy = grid->getY();
        CellCoord cell_min(gx*MAX_NUMBER_OF_CELLS, gy*MAX_NUMBER_OF_CELLS);
        CellCoord cell_max(cell_min.x_coord + MAX_NUMBER_OF_CELLS, cell_min.y_coord+MAX_NUMBER_OF_CELLS);
        for (uint32 x = cell_min.x_coord; x < cell_max.x_coord; ++x)
        {
            for (uint32 y = cell_min.y_coord; y < cell_max.y_coord; ++y)
            {
                uint32 cell_id = (y * TOTAL_NUMBER_OF_CELLS_PER_MAP) + x;
                if (!isCellMarked(cell_id))
                    continue;
                CellCoord pair(x, y);
                Cell cell(pair);
                cell.SetNoCreate();
                Visit(cell, grid_notifier);
                Visit(cell, world_notifier);
            }
        }
    }
}
void Map::RemovePlayerFromMap(Player* player, bool remove)
{
    sScriptMgr->OnPlayerLeaveMap(this, player);
    player->RemoveFromWorld();
    SendRemoveTransports(player);
    player->UpdateObjectVisibility(true);
    if (player->IsInGrid())
        player->RemoveFromGrid();
    else
        ASSERT(remove); //maybe deleted in logoutplayer when player is not in a map
    if (remove)
        DeleteFromWorld(player);
}
template
void Map::RemoveFromMap(T *obj, bool remove)
{
    obj->RemoveFromWorld();
    if (obj->isActiveObject())
        RemoveFromActive(obj);
    obj->UpdateObjectVisibility(true);
    obj->RemoveFromGrid();
    obj->ResetMap();
    if (remove)
    {
        // if option set then object already saved at this moment
        if (!sWorld->getBoolConfig(CONFIG_SAVE_RESPAWN_TIME_IMMEDIATELY))
            obj->SaveRespawnTime();
        DeleteFromWorld(obj);
    }
}
void Map::PlayerRelocation(Player* player, float x, float y, float z, float orientation)
{
    ASSERT(player);
    Cell old_cell(player->GetPositionX(), player->GetPositionY());
    Cell new_cell(x, y);
    //! If hovering, always increase our server-side Z position
    //! Client automatically projects correct position based on Z coord sent in monster move
    //! and UNIT_FIELD_HOVERHEIGHT sent in object updates
    if (player->HasUnitMovementFlag(MOVEMENTFLAG_HOVER))
        z += player->GetFloatValue(UNIT_FIELD_HOVERHEIGHT);
    player->Relocate(x, y, z, orientation);
    if (player->IsVehicle())
        player->GetVehicleKit()->RelocatePassengers();
    if (old_cell.DiffGrid(new_cell) || old_cell.DiffCell(new_cell))
    {
        TC_LOG_DEBUG(LOG_FILTER_MAPS, "Player %s relocation grid[%u, %u]cell[%u, %u]->grid[%u, %u]cell[%u, %u]", player->GetName().c_str(), old_cell.GridX(), old_cell.GridY(), old_cell.CellX(), old_cell.CellY(), new_cell.GridX(), new_cell.GridY(), new_cell.CellX(), new_cell.CellY());
        player->RemoveFromGrid();
        if (old_cell.DiffGrid(new_cell))
            EnsureGridLoadedForActiveObject(new_cell, player);
        AddToGrid(player, new_cell);
    }
    player->UpdateObjectVisibility(false);
}
void Map::CreatureRelocation(Creature* creature, float x, float y, float z, float ang, bool respawnRelocationOnFail)
{
    ASSERT(CheckGridIntegrity(creature, false));
    Cell old_cell = creature->GetCurrentCell();
    Cell new_cell(x, y);
    if (!respawnRelocationOnFail && !getNGrid(new_cell.GridX(), new_cell.GridY()))
        return;
    //! If hovering, always increase our server-side Z position
    //! Client automatically projects correct position based on Z coord sent in monster move
    //! and UNIT_FIELD_HOVERHEIGHT sent in object updates
    if (creature->HasUnitMovementFlag(MOVEMENTFLAG_HOVER))
        z += creature->GetFloatValue(UNIT_FIELD_HOVERHEIGHT);
    // delay creature move for grid/cell to grid/cell moves
    if (old_cell.DiffCell(new_cell) || old_cell.DiffGrid(new_cell))
    {
        #ifdef TRINITY_DEBUG
            TC_LOG_DEBUG(LOG_FILTER_MAPS, "Creature (GUID: %u Entry: %u) added to moving list from grid[%u, %u]cell[%u, %u] to grid[%u, %u]cell[%u, %u].", creature->GetGUIDLow(), creature->GetEntry(), old_cell.GridX(), old_cell.GridY(), old_cell.CellX(), old_cell.CellY(), new_cell.GridX(), new_cell.GridY(), new_cell.CellX(), new_cell.CellY());
        #endif
        AddCreatureToMoveList(creature, x, y, z, ang);
        // in diffcell/diffgrid case notifiers called at finishing move creature in Map::MoveAllCreaturesInMoveList
    }
    else
    {
        creature->Relocate(x, y, z, ang);
        if (creature->IsVehicle())
            creature->GetVehicleKit()->RelocatePassengers();
        creature->UpdateObjectVisibility(false);
        RemoveCreatureFromMoveList(creature);
    }
    ASSERT(CheckGridIntegrity(creature, true));
}
void Map::AddCreatureToMoveList(Creature* c, float x, float y, float z, float ang)
{
    if (_creatureToMoveLock) //can this happen?
        return;
    if (c->_moveState == CREATURE_CELL_MOVE_NONE)
        _creaturesToMove.push_back(c);
    c->SetNewCellPosition(x, y, z, ang);
}
void Map::RemoveCreatureFromMoveList(Creature* c)
{
    if (_creatureToMoveLock) //can this happen?
        return;
    if (c->_moveState == CREATURE_CELL_MOVE_ACTIVE)
        c->_moveState = CREATURE_CELL_MOVE_INACTIVE;
}
void Map::MoveAllCreaturesInMoveList()
{
    _creatureToMoveLock = true;
    for (std::vector::iterator itr = _creaturesToMove.begin(); itr != _creaturesToMove.end(); ++itr)
    {
        Creature* c = *itr;
        if (c->FindMap() != this) //pet is teleported to another map
            continue;
        if (c->_moveState != CREATURE_CELL_MOVE_ACTIVE)
        {
            c->_moveState = CREATURE_CELL_MOVE_NONE;
            continue;
        }
        c->_moveState = CREATURE_CELL_MOVE_NONE;
        if (!c->IsInWorld())
            continue;
        // do move or do move to respawn or remove creature if previous all fail
        if (CreatureCellRelocation(c, Cell(c->_newPosition.m_positionX, c->_newPosition.m_positionY)))
        {
            // update pos
            c->Relocate(c->_newPosition);
            //CreatureRelocationNotify(c, new_cell, new_cell.cellCoord());
            c->UpdateObjectVisibility(false);
        }
        else
        {
            // if creature can't be move in new cell/grid (not loaded) move it to repawn cell/grid
            // creature coordinates will be updated and notifiers send
            if (!CreatureRespawnRelocation(c, false))
            {
                // ... or unload (if respawn grid also not loaded)
                #ifdef TRINITY_DEBUG
                    TC_LOG_DEBUG(LOG_FILTER_MAPS, "Creature (GUID: %u Entry: %u) cannot be move to unloaded respawn grid.", c->GetGUIDLow(), c->GetEntry());
                #endif
                //AddObjectToRemoveList(Pet*) should only be called in Pet::Remove
                //This may happen when a player just logs in and a pet moves to a nearby unloaded cell
                //To avoid this, we can load nearby cells when player log in
                //But this check is always needed to ensure safety
                /// @todo pets will disappear if this is outside CreatureRespawnRelocation
                //need to check why pet is frequently relocated to an unloaded cell
                if (c->isPet())
                    ((Pet*)c)->Remove(PET_SAVE_NOT_IN_SLOT, true);
                else
                    AddObjectToRemoveList(c);
            }
        }
    }
    _creaturesToMove.clear();
    _creatureToMoveLock = false;
}
bool Map::CreatureCellRelocation(Creature* c, Cell new_cell)
{
    Cell const& old_cell = c->GetCurrentCell();
    if (!old_cell.DiffGrid(new_cell))                       // in same grid
    {
        // if in same cell then none do
        if (old_cell.DiffCell(new_cell))
        {
            #ifdef TRINITY_DEBUG
                TC_LOG_DEBUG(LOG_FILTER_MAPS, "Creature (GUID: %u Entry: %u) moved in grid[%u, %u] from cell[%u, %u] to cell[%u, %u].", c->GetGUIDLow(), c->GetEntry(), old_cell.GridX(), old_cell.GridY(), old_cell.CellX(), old_cell.CellY(), new_cell.CellX(), new_cell.CellY());
            #endif
            c->RemoveFromGrid();
            AddToGrid(c, new_cell);
        }
        else
        {
            #ifdef TRINITY_DEBUG
                TC_LOG_DEBUG(LOG_FILTER_MAPS, "Creature (GUID: %u Entry: %u) moved in same grid[%u, %u]cell[%u, %u].", c->GetGUIDLow(), c->GetEntry(), old_cell.GridX(), old_cell.GridY(), old_cell.CellX(), old_cell.CellY());
            #endif
        }
        return true;
    }
    // in diff. grids but active creature
    if (c->isActiveObject())
    {
        EnsureGridLoadedForActiveObject(new_cell, c);
        #ifdef TRINITY_DEBUG
            TC_LOG_DEBUG(LOG_FILTER_MAPS, "Active creature (GUID: %u Entry: %u) moved from grid[%u, %u]cell[%u, %u] to grid[%u, %u]cell[%u, %u].", c->GetGUIDLow(), c->GetEntry(), old_cell.GridX(), old_cell.GridY(), old_cell.CellX(), old_cell.CellY(), new_cell.GridX(), new_cell.GridY(), new_cell.CellX(), new_cell.CellY());
        #endif
        c->RemoveFromGrid();
        AddToGrid(c, new_cell);
        return true;
    }
    // in diff. loaded grid normal creature
    if (IsGridLoaded(GridCoord(new_cell.GridX(), new_cell.GridY())))
    {
        #ifdef TRINITY_DEBUG
            TC_LOG_DEBUG(LOG_FILTER_MAPS, "Creature (GUID: %u Entry: %u) moved from grid[%u, %u]cell[%u, %u] to grid[%u, %u]cell[%u, %u].", c->GetGUIDLow(), c->GetEntry(), old_cell.GridX(), old_cell.GridY(), old_cell.CellX(), old_cell.CellY(), new_cell.GridX(), new_cell.GridY(), new_cell.CellX(), new_cell.CellY());
        #endif
        c->RemoveFromGrid();
        EnsureGridCreated(GridCoord(new_cell.GridX(), new_cell.GridY()));
        AddToGrid(c, new_cell);
        return true;
    }
    // fail to move: normal creature attempt move to unloaded grid
    #ifdef TRINITY_DEBUG
        TC_LOG_DEBUG(LOG_FILTER_MAPS, "Creature (GUID: %u Entry: %u) attempted to move from grid[%u, %u]cell[%u, %u] to unloaded grid[%u, %u]cell[%u, %u].", c->GetGUIDLow(), c->GetEntry(), old_cell.GridX(), old_cell.GridY(), old_cell.CellX(), old_cell.CellY(), new_cell.GridX(), new_cell.GridY(), new_cell.CellX(), new_cell.CellY());
    #endif
    return false;
}
bool Map::CreatureRespawnRelocation(Creature* c, bool diffGridOnly)
{
    float resp_x, resp_y, resp_z, resp_o;
    c->GetRespawnPosition(resp_x, resp_y, resp_z, &resp_o);
    Cell resp_cell(resp_x, resp_y);
    //creature will be unloaded with grid
    if (diffGridOnly && !c->GetCurrentCell().DiffGrid(resp_cell))
        return true;
    c->CombatStop();
    c->GetMotionMaster()->Clear();
    #ifdef TRINITY_DEBUG
        TC_LOG_DEBUG(LOG_FILTER_MAPS, "Creature (GUID: %u Entry: %u) moved from grid[%u, %u]cell[%u, %u] to respawn grid[%u, %u]cell[%u, %u].", c->GetGUIDLow(), c->GetEntry(), c->GetCurrentCell().GridX(), c->GetCurrentCell().GridY(), c->GetCurrentCell().CellX(), c->GetCurrentCell().CellY(), resp_cell.GridX(), resp_cell.GridY(), resp_cell.CellX(), resp_cell.CellY());
    #endif
    // teleport it to respawn point (like normal respawn if player see)
    if (CreatureCellRelocation(c, resp_cell))
    {
        c->Relocate(resp_x, resp_y, resp_z, resp_o);
        c->GetMotionMaster()->Initialize();                 // prevent possible problems with default move generators
        //CreatureRelocationNotify(c, resp_cell, resp_cell.GetCellCoord());
        c->UpdateObjectVisibility(false);
        return true;
    }
    return false;
}
bool Map::UnloadGrid(NGridType& ngrid, bool unloadAll)
{
    const uint32 x = ngrid.getX();
    const uint32 y = ngrid.getY();
    {
        if (!unloadAll)
        {
            //pets, possessed creatures (must be active), transport passengers
            if (ngrid.GetWorldObjectCountInNGrid())
                return false;
            if (ActiveObjectsNearGrid(ngrid))
                return false;
        }
        TC_LOG_DEBUG(LOG_FILTER_MAPS, "Unloading grid[%u, %u] for map %u", x, y, GetId());
        if (!unloadAll)
        {
            // Finish creature moves, remove and delete all creatures with delayed remove before moving to respawn grids
            // Must know real mob position before move
            MoveAllCreaturesInMoveList();
            // move creatures to respawn grids if this is diff.grid or to remove list
            ObjectGridEvacuator worker;
            TypeContainerVisitor visitor(worker);
            ngrid.VisitAllGrids(visitor);
            // Finish creature moves, remove and delete all creatures with delayed remove before unload
            MoveAllCreaturesInMoveList();
        }
        {
            ObjectGridCleaner worker;
            TypeContainerVisitor visitor(worker);
            ngrid.VisitAllGrids(visitor);
        }
        RemoveAllObjectsInRemoveList();
        {
            ObjectGridUnloader worker;
            TypeContainerVisitor visitor(worker);
            ngrid.VisitAllGrids(visitor);
        }
        ASSERT(i_objectsToRemove.empty());
        delete &ngrid;
        setNGrid(NULL, x, y);
    }
    int gx = (MAX_NUMBER_OF_GRIDS - 1) - x;
    int gy = (MAX_NUMBER_OF_GRIDS - 1) - y;
    // delete grid map, but don't delete if it is from parent map (and thus only reference)
    //+++if (GridMaps[gx][gy]) don't check for GridMaps[gx][gy], we might have to unload vmaps
    {
        if (i_InstanceId == 0)
        {
            if (GridMaps[gx][gy])
            {
                GridMaps[gx][gy]->unloadData();
                delete GridMaps[gx][gy];
            }
            VMAP::VMapFactory::createOrGetVMapManager()->unloadMap(GetId(), gx, gy);
            MMAP::MMapFactory::createOrGetMMapManager()->unloadMap(GetId(), gx, gy);
        }
        else
            ((MapInstanced*)m_parentMap)->RemoveGridMapReference(GridCoord(gx, gy));
        GridMaps[gx][gy] = NULL;
    }
    TC_LOG_DEBUG(LOG_FILTER_MAPS, "Unloading grid[%u, %u] for map %u finished", x, y, GetId());
    return true;
}
void Map::RemoveAllPlayers()
{
    if (HavePlayers())
    {
        for (MapRefManager::iterator itr = m_mapRefManager.begin(); itr != m_mapRefManager.end(); ++itr)
        {
            Player* player = itr->getSource();
            if (!player->IsBeingTeleportedFar())
            {
                // this is happening for bg
                TC_LOG_ERROR(LOG_FILTER_MAPS, "Map::UnloadAll: player %s is still in map %u during unload, this should not happen!", player->GetName().c_str(), GetId());
                player->TeleportTo(player->m_homebindMapId, player->m_homebindX, player->m_homebindY, player->m_homebindZ, player->GetOrientation());
            }
        }
    }
}
void Map::UnloadAll()
{
    // clear all delayed moves, useless anyway do this moves before map unload.
    _creaturesToMove.clear();
    for (GridRefManager::iterator i = GridRefManager::begin(); i != GridRefManager::end();)
    {
        NGridType &grid(*i->getSource());
        ++i;
        UnloadGrid(grid, true);       // deletes the grid and removes it from the GridRefManager
    }
}
// *****************************
// Grid function
// *****************************
GridMap::GridMap()
{
    _flags = 0;
    // Area data
    _gridArea = 0;
    _areaMap = NULL;
    // Height level data
    _gridHeight = INVALID_HEIGHT;
    _gridGetHeight = &GridMap::getHeightFromFlat;
    m_V9 = NULL;
    m_V8 = NULL;
    // Liquid data
    _liquidType    = 0;
    _liquidOffX   = 0;
    _liquidOffY   = 0;
    _liquidWidth  = 0;
    _liquidHeight = 0;
    _liquidLevel = INVALID_HEIGHT;
    _liquidEntry = NULL;
    _liquidFlags = NULL;
    _liquidMap  = NULL;
}
GridMap::~GridMap()
{
    unloadData();
}
bool GridMap::loadData(char* filename)
{
    // Unload old data if exist
    unloadData();
    map_fileheader header;
    // Not return error if file not found
    FILE* in = fopen(filename, "rb");
    if (!in)
        return true;
    if (fread(&header, sizeof(header), 1, in) != 1)
    {
        fclose(in);
        return false;
    }
    if (header.mapMagic.asUInt == MapMagic.asUInt && header.versionMagic.asUInt == MapVersionMagic.asUInt)
    {
        // load up area data
        if (header.areaMapOffset && !loadAreaData(in, header.areaMapOffset, header.areaMapSize))
        {
            TC_LOG_ERROR(LOG_FILTER_MAPS, "Error loading map area data\n");
            fclose(in);
            return false;
        }
        // load up height data
        if (header.heightMapOffset && !loadHeightData(in, header.heightMapOffset, header.heightMapSize))
        {
            TC_LOG_ERROR(LOG_FILTER_MAPS, "Error loading map height data\n");
            fclose(in);
            return false;
        }
        // load up liquid data
        if (header.liquidMapOffset && !loadLiquidData(in, header.liquidMapOffset, header.liquidMapSize))
        {
            TC_LOG_ERROR(LOG_FILTER_MAPS, "Error loading map liquids data\n");
            fclose(in);
            return false;
        }
        fclose(in);
        return true;
    }
    TC_LOG_ERROR(LOG_FILTER_MAPS, "Map file '%s' is from an incompatible map version (%.*s %.*s), %.*s %.*s is expected. Please recreate using the mapextractor.",
        filename, 4, header.mapMagic.asChar, 4, header.versionMagic.asChar, 4, MapMagic.asChar, 4, MapVersionMagic.asChar);
    fclose(in);
    return false;
}
void GridMap::unloadData()
{
    delete[] _areaMap;
    delete[] m_V9;
    delete[] m_V8;
    delete[] _liquidEntry;
    delete[] _liquidFlags;
    delete[] _liquidMap;
    _areaMap = NULL;
    m_V9 = NULL;
    m_V8 = NULL;
    _liquidEntry = NULL;
    _liquidFlags = NULL;
    _liquidMap  = NULL;
    _gridGetHeight = &GridMap::getHeightFromFlat;
}
bool GridMap::loadAreaData(FILE* in, uint32 offset, uint32 /*size*/)
{
    map_areaHeader header;
    fseek(in, offset, SEEK_SET);
    if (fread(&header, sizeof(header), 1, in) != 1 || header.fourcc != MapAreaMagic.asUInt)
        return false;
    _gridArea = header.gridArea;
    if (!(header.flags & MAP_AREA_NO_AREA))
    {
        _areaMap = new uint16 [16*16];
        if (fread(_areaMap, sizeof(uint16), 16*16, in) != 16*16)
            return false;
    }
    return true;
}
bool GridMap::loadHeightData(FILE* in, uint32 offset, uint32 /*size*/)
{
    map_heightHeader header;
    fseek(in, offset, SEEK_SET);
    if (fread(&header, sizeof(header), 1, in) != 1 || header.fourcc != MapHeightMagic.asUInt)
        return false;
    _gridHeight = header.gridHeight;
    if (!(header.flags & MAP_HEIGHT_NO_HEIGHT))
    {
        if ((header.flags & MAP_HEIGHT_AS_INT16))
        {
            m_uint16_V9 = new uint16 [129*129];
            m_uint16_V8 = new uint16 [128*128];
            if (fread(m_uint16_V9, sizeof(uint16), 129*129, in) != 129*129 ||
                fread(m_uint16_V8, sizeof(uint16), 128*128, in) != 128*128)
                return false;
            _gridIntHeightMultiplier = (header.gridMaxHeight - header.gridHeight) / 65535;
            _gridGetHeight = &GridMap::getHeightFromUint16;
        }
        else if ((header.flags & MAP_HEIGHT_AS_INT8))
        {
            m_uint8_V9 = new uint8 [129*129];
            m_uint8_V8 = new uint8 [128*128];
            if (fread(m_uint8_V9, sizeof(uint8), 129*129, in) != 129*129 ||
                fread(m_uint8_V8, sizeof(uint8), 128*128, in) != 128*128)
                return false;
            _gridIntHeightMultiplier = (header.gridMaxHeight - header.gridHeight) / 255;
            _gridGetHeight = &GridMap::getHeightFromUint8;
        }
        else
        {
            m_V9 = new float [129*129];
            m_V8 = new float [128*128];
            if (fread(m_V9, sizeof(float), 129*129, in) != 129*129 ||
                fread(m_V8, sizeof(float), 128*128, in) != 128*128)
                return false;
            _gridGetHeight = &GridMap::getHeightFromFloat;
        }
    }
    else
        _gridGetHeight = &GridMap::getHeightFromFlat;
    return true;
}
bool GridMap::loadLiquidData(FILE* in, uint32 offset, uint32 /*size*/)
{
    map_liquidHeader header;
    fseek(in, offset, SEEK_SET);
    if (fread(&header, sizeof(header), 1, in) != 1 || header.fourcc != MapLiquidMagic.asUInt)
        return false;
    _liquidType   = header.liquidType;
    _liquidOffX  = header.offsetX;
    _liquidOffY  = header.offsetY;
    _liquidWidth = header.width;
    _liquidHeight = header.height;
    _liquidLevel  = header.liquidLevel;
    if (!(header.flags & MAP_LIQUID_NO_TYPE))
    {
        _liquidEntry = new uint16[16*16];
        if (fread(_liquidEntry, sizeof(uint16), 16*16, in) != 16*16)
            return false;
        _liquidFlags = new uint8[16*16];
        if (fread(_liquidFlags, sizeof(uint8), 16*16, in) != 16*16)
            return false;
    }
    if (!(header.flags & MAP_LIQUID_NO_HEIGHT))
    {
        _liquidMap = new float[uint32(_liquidWidth) * uint32(_liquidHeight)];
        if (fread(_liquidMap, sizeof(float), _liquidWidth*_liquidHeight, in) != (uint32(_liquidWidth) * uint32(_liquidHeight)))
            return false;
    }
    return true;
}
uint16 GridMap::getArea(float x, float y) const
{
    if (!_areaMap)
        return _gridArea;
    x = 16 * (32 - x/SIZE_OF_GRIDS);
    y = 16 * (32 - y/SIZE_OF_GRIDS);
    int lx = (int)x & 15;
    int ly = (int)y & 15;
    return _areaMap[lx*16 + ly];
}
float GridMap::getHeightFromFlat(float /*x*/, float /*y*/) const
{
    return _gridHeight;
}
float GridMap::getHeightFromFloat(float x, float y) const
{
    if (!m_V8 || !m_V9)
        return _gridHeight;
    x = MAP_RESOLUTION * (32 - x/SIZE_OF_GRIDS);
    y = MAP_RESOLUTION * (32 - y/SIZE_OF_GRIDS);
    int x_int = (int)x;
    int y_int = (int)y;
    x -= x_int;
    y -= y_int;
    x_int&=(MAP_RESOLUTION - 1);
    y_int&=(MAP_RESOLUTION - 1);
    // Height stored as: h5 - its v8 grid, h1-h4 - its v9 grid
    // +--------------> X
    // | h1-------h2     Coordinates is:
    // | | \  1  / |     h1 0, 0
    // | |  \   /  |     h2 0, 1
    // | | 2  h5 3 |     h3 1, 0
    // | |  /   \  |     h4 1, 1
    // | | /  4  \ |     h5 1/2, 1/2
    // | h3-------h4
    // V Y
    // For find height need
    // 1 - detect triangle
    // 2 - solve linear equation from triangle points
    // Calculate coefficients for solve h = a*x + b*y + c
    float a, b, c;
    // Select triangle:
    if (x+y < 1)
    {
        if (x > y)
        {
            // 1 triangle (h1, h2, h5 points)
            float h1 = m_V9[(x_int)*129 + y_int];
            float h2 = m_V9[(x_int+1)*129 + y_int];
            float h5 = 2 * m_V8[x_int*128 + y_int];
            a = h2-h1;
            b = h5-h1-h2;
            c = h1;
        }
        else
        {
            // 2 triangle (h1, h3, h5 points)
            float h1 = m_V9[x_int*129 + y_int  ];
            float h3 = m_V9[x_int*129 + y_int+1];
            float h5 = 2 * m_V8[x_int*128 + y_int];
            a = h5 - h1 - h3;
            b = h3 - h1;
            c = h1;
        }
    }
    else
    {
        if (x > y)
        {
            // 3 triangle (h2, h4, h5 points)
            float h2 = m_V9[(x_int+1)*129 + y_int  ];
            float h4 = m_V9[(x_int+1)*129 + y_int+1];
            float h5 = 2 * m_V8[x_int*128 + y_int];
            a = h2 + h4 - h5;
            b = h4 - h2;
            c = h5 - h4;
        }
        else
        {
            // 4 triangle (h3, h4, h5 points)
            float h3 = m_V9[(x_int)*129 + y_int+1];
            float h4 = m_V9[(x_int+1)*129 + y_int+1];
            float h5 = 2 * m_V8[x_int*128 + y_int];
            a = h4 - h3;
            b = h3 + h4 - h5;
            c = h5 - h4;
        }
    }
    // Calculate height
    return a * x + b * y + c;
}
float GridMap::getHeightFromUint8(float x, float y) const
{
    if (!m_uint8_V8 || !m_uint8_V9)
        return _gridHeight;
    x = MAP_RESOLUTION * (32 - x/SIZE_OF_GRIDS);
    y = MAP_RESOLUTION * (32 - y/SIZE_OF_GRIDS);
    int x_int = (int)x;
    int y_int = (int)y;
    x -= x_int;
    y -= y_int;
    x_int&=(MAP_RESOLUTION - 1);
    y_int&=(MAP_RESOLUTION - 1);
    int32 a, b, c;
    uint8 *V9_h1_ptr = &m_uint8_V9[x_int*128 + x_int + y_int];
    if (x+y < 1)
    {
        if (x > y)
        {
            // 1 triangle (h1, h2, h5 points)
            int32 h1 = V9_h1_ptr[  0];
            int32 h2 = V9_h1_ptr[129];
            int32 h5 = 2 * m_uint8_V8[x_int*128 + y_int];
            a = h2-h1;
            b = h5-h1-h2;
            c = h1;
        }
        else
        {
            // 2 triangle (h1, h3, h5 points)
            int32 h1 = V9_h1_ptr[0];
            int32 h3 = V9_h1_ptr[1];
            int32 h5 = 2 * m_uint8_V8[x_int*128 + y_int];
            a = h5 - h1 - h3;
            b = h3 - h1;
            c = h1;
        }
    }
    else
    {
        if (x > y)
        {
            // 3 triangle (h2, h4, h5 points)
            int32 h2 = V9_h1_ptr[129];
            int32 h4 = V9_h1_ptr[130];
            int32 h5 = 2 * m_uint8_V8[x_int*128 + y_int];
            a = h2 + h4 - h5;
            b = h4 - h2;
            c = h5 - h4;
        }
        else
        {
            // 4 triangle (h3, h4, h5 points)
            int32 h3 = V9_h1_ptr[  1];
            int32 h4 = V9_h1_ptr[130];
            int32 h5 = 2 * m_uint8_V8[x_int*128 + y_int];
            a = h4 - h3;
            b = h3 + h4 - h5;
            c = h5 - h4;
        }
    }
    // Calculate height
    return (float)((a * x) + (b * y) + c)*_gridIntHeightMultiplier + _gridHeight;
}
float GridMap::getHeightFromUint16(float x, float y) const
{
    if (!m_uint16_V8 || !m_uint16_V9)
        return _gridHeight;
    x = MAP_RESOLUTION * (32 - x/SIZE_OF_GRIDS);
    y = MAP_RESOLUTION * (32 - y/SIZE_OF_GRIDS);
    int x_int = (int)x;
    int y_int = (int)y;
    x -= x_int;
    y -= y_int;
    x_int&=(MAP_RESOLUTION - 1);
    y_int&=(MAP_RESOLUTION - 1);
    int32 a, b, c;
    uint16 *V9_h1_ptr = &m_uint16_V9[x_int*128 + x_int + y_int];
    if (x+y < 1)
    {
        if (x > y)
        {
            // 1 triangle (h1, h2, h5 points)
            int32 h1 = V9_h1_ptr[  0];
            int32 h2 = V9_h1_ptr[129];
            int32 h5 = 2 * m_uint16_V8[x_int*128 + y_int];
            a = h2-h1;
            b = h5-h1-h2;
            c = h1;
        }
        else
        {
            // 2 triangle (h1, h3, h5 points)
            int32 h1 = V9_h1_ptr[0];
            int32 h3 = V9_h1_ptr[1];
            int32 h5 = 2 * m_uint16_V8[x_int*128 + y_int];
            a = h5 - h1 - h3;
            b = h3 - h1;
            c = h1;
        }
    }
    else
    {
        if (x > y)
        {
            // 3 triangle (h2, h4, h5 points)
            int32 h2 = V9_h1_ptr[129];
            int32 h4 = V9_h1_ptr[130];
            int32 h5 = 2 * m_uint16_V8[x_int*128 + y_int];
            a = h2 + h4 - h5;
            b = h4 - h2;
            c = h5 - h4;
        }
        else
        {
            // 4 triangle (h3, h4, h5 points)
            int32 h3 = V9_h1_ptr[  1];
            int32 h4 = V9_h1_ptr[130];
            int32 h5 = 2 * m_uint16_V8[x_int*128 + y_int];
            a = h4 - h3;
            b = h3 + h4 - h5;
            c = h5 - h4;
        }
    }
    // Calculate height
    return (float)((a * x) + (b * y) + c)*_gridIntHeightMultiplier + _gridHeight;
}
float GridMap::getLiquidLevel(float x, float y) const
{
    if (!_liquidMap)
        return _liquidLevel;
    x = MAP_RESOLUTION * (32 - x/SIZE_OF_GRIDS);
    y = MAP_RESOLUTION * (32 - y/SIZE_OF_GRIDS);
    int cx_int = ((int)x & (MAP_RESOLUTION-1)) - _liquidOffY;
    int cy_int = ((int)y & (MAP_RESOLUTION-1)) - _liquidOffX;
    if (cx_int < 0 || cx_int >=_liquidHeight)
        return INVALID_HEIGHT;
    if (cy_int < 0 || cy_int >=_liquidWidth)
        return INVALID_HEIGHT;
    return _liquidMap[cx_int*_liquidWidth + cy_int];
}
// Why does this return LIQUID data?
uint8 GridMap::getTerrainType(float x, float y) const
{
    if (!_liquidFlags)
        return 0;
    x = 16 * (32 - x/SIZE_OF_GRIDS);
    y = 16 * (32 - y/SIZE_OF_GRIDS);
    int lx = (int)x & 15;
    int ly = (int)y & 15;
    return _liquidFlags[lx*16 + ly];
}
// Get water state on map
inline ZLiquidStatus GridMap::getLiquidStatus(float x, float y, float z, uint8 ReqLiquidType, LiquidData* data)
{
    // Check water type (if no water return)
    if (!_liquidType && !_liquidFlags)
        return LIQUID_MAP_NO_WATER;
    // Get cell
    float cx = MAP_RESOLUTION * (32 - x/SIZE_OF_GRIDS);
    float cy = MAP_RESOLUTION * (32 - y/SIZE_OF_GRIDS);
    int x_int = (int)cx & (MAP_RESOLUTION-1);
    int y_int = (int)cy & (MAP_RESOLUTION-1);
    // Check water type in cell
    int idx=(x_int>>3)*16 + (y_int>>3);
    uint8 type = _liquidFlags ? _liquidFlags[idx] : _liquidType;
    uint32 entry = 0;
    if (_liquidEntry)
    {
        if (LiquidTypeEntry const* liquidEntry = sLiquidTypeStore.LookupEntry(_liquidEntry[idx]))
        {
            entry = liquidEntry->Id;
            type &= MAP_LIQUID_TYPE_DARK_WATER;
            uint32 liqTypeIdx = liquidEntry->Type;
            if (entry < 21)
            {
                if (AreaTableEntry const* area = GetAreaEntryByAreaFlagAndMap(getArea(x, y), MAPID_INVALID))
                {
                    uint32 overrideLiquid = area->LiquidTypeOverride[liquidEntry->Type];
                    if (!overrideLiquid && area->zone)
                    {
                        area = GetAreaEntryByAreaID(area->zone);
                        if (area)
                            overrideLiquid = area->LiquidTypeOverride[liquidEntry->Type];
                    }
                    if (LiquidTypeEntry const* liq = sLiquidTypeStore.LookupEntry(overrideLiquid))
                    {
                        entry = overrideLiquid;
                        liqTypeIdx = liq->Type;
                    }
                }
            }
            type |= 1 << liqTypeIdx;
        }
    }
    if (type == 0)
        return LIQUID_MAP_NO_WATER;
    // Check req liquid type mask
    if (ReqLiquidType && !(ReqLiquidType&type))
        return LIQUID_MAP_NO_WATER;
    // Check water level:
    // Check water height map
    int lx_int = x_int - _liquidOffY;
    int ly_int = y_int - _liquidOffX;
    if (lx_int < 0 || lx_int >=_liquidHeight)
        return LIQUID_MAP_NO_WATER;
    if (ly_int < 0 || ly_int >=_liquidWidth)
        return LIQUID_MAP_NO_WATER;
    // Get water level
    float liquid_level = _liquidMap ? _liquidMap[lx_int*_liquidWidth + ly_int] : _liquidLevel;
    // Get ground level (sub 0.2 for fix some errors)
    float ground_level = getHeight(x, y);
    // Check water level and ground level
    if (liquid_level < ground_level || z < ground_level - 2)
        return LIQUID_MAP_NO_WATER;
    // All ok in water -> store data
    if (data)
    {
        data->entry = entry;
        data->type_flags  = type;
        data->level = liquid_level;
        data->depth_level = ground_level;
    }
    // For speed check as int values
    float delta = liquid_level - z;
    if (delta > 2.0f)                   // Under water
        return LIQUID_MAP_UNDER_WATER;
    if (delta > 0.0f)                   // In water
        return LIQUID_MAP_IN_WATER;
    if (delta > -0.1f)                   // Walk on water
        return LIQUID_MAP_WATER_WALK;
                                      // Above water
    return LIQUID_MAP_ABOVE_WATER;
}
inline GridMap* Map::GetGrid(float x, float y)
{
    // half opt method
    int gx=(int)(32-x/SIZE_OF_GRIDS);                       //grid x
    int gy=(int)(32-y/SIZE_OF_GRIDS);                       //grid y
    // ensure GridMap is loaded
    EnsureGridCreated(GridCoord(63-gx, 63-gy));
    return GridMaps[gx][gy];
}
float Map::GetWaterOrGroundLevel(float x, float y, float z, float* ground /*= NULL*/, bool /*swim = false*/) const
{
    if (const_cast