/*
 * Copyright (C) 2008-2016 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 .
 */
#ifndef TRINITY_MAP_H
#define TRINITY_MAP_H
#include "Define.h"
#include "DBCStructure.h"
#include "GridDefines.h"
#include "Cell.h"
#include "Timer.h"
#include "SharedDefines.h"
#include "GridRefManager.h"
#include "MapRefManager.h"
#include "DynamicTree.h"
#include "GameObjectModel.h"
#include "ObjectGuid.h"
#include 
#include 
#include 
class Unit;
class WorldPacket;
class InstanceScript;
class Group;
class InstanceSave;
class Object;
class WorldObject;
class TempSummon;
class Player;
class CreatureGroup;
struct ScriptInfo;
struct ScriptAction;
struct Position;
class Battleground;
class MapInstanced;
class BattlegroundMap;
class InstanceMap;
class Transport;
namespace Trinity { struct ObjectUpdater; }
struct ScriptAction
{
    ObjectGuid sourceGUID;
    ObjectGuid targetGUID;
    ObjectGuid ownerGUID;                                   ///> owner of source if source is item
    ScriptInfo const* script;                               ///> pointer to static script data
};
/// Represents a map magic value of 4 bytes (used in versions)
union u_map_magic
{
    char asChar[4]; ///> Non-null terminated string
    uint32 asUInt;  ///> uint32 representation
};
// ******************************************
// Map file format defines
// ******************************************
struct map_fileheader
{
    u_map_magic mapMagic;
    u_map_magic versionMagic;
    u_map_magic buildMagic;
    uint32 areaMapOffset;
    uint32 areaMapSize;
    uint32 heightMapOffset;
    uint32 heightMapSize;
    uint32 liquidMapOffset;
    uint32 liquidMapSize;
    uint32 holesOffset;
    uint32 holesSize;
};
#define MAP_AREA_NO_AREA      0x0001
struct map_areaHeader
{
    uint32 fourcc;
    uint16 flags;
    uint16 gridArea;
};
#define MAP_HEIGHT_NO_HEIGHT  0x0001
#define MAP_HEIGHT_AS_INT16   0x0002
#define MAP_HEIGHT_AS_INT8    0x0004
struct map_heightHeader
{
    uint32 fourcc;
    uint32 flags;
    float  gridHeight;
    float  gridMaxHeight;
};
#define MAP_LIQUID_NO_TYPE    0x0001
#define MAP_LIQUID_NO_HEIGHT  0x0002
struct map_liquidHeader
{
    uint32 fourcc;
    uint16 flags;
    uint16 liquidType;
    uint8  offsetX;
    uint8  offsetY;
    uint8  width;
    uint8  height;
    float  liquidLevel;
};
enum ZLiquidStatus
{
    LIQUID_MAP_NO_WATER     = 0x00000000,
    LIQUID_MAP_ABOVE_WATER  = 0x00000001,
    LIQUID_MAP_WATER_WALK   = 0x00000002,
    LIQUID_MAP_IN_WATER     = 0x00000004,
    LIQUID_MAP_UNDER_WATER  = 0x00000008
};
#define MAP_LIQUID_TYPE_NO_WATER    0x00
#define MAP_LIQUID_TYPE_WATER       0x01
#define MAP_LIQUID_TYPE_OCEAN       0x02
#define MAP_LIQUID_TYPE_MAGMA       0x04
#define MAP_LIQUID_TYPE_SLIME       0x08
#define MAP_ALL_LIQUIDS   (MAP_LIQUID_TYPE_WATER | MAP_LIQUID_TYPE_OCEAN | MAP_LIQUID_TYPE_MAGMA | MAP_LIQUID_TYPE_SLIME)
#define MAP_LIQUID_TYPE_DARK_WATER  0x10
#define MAP_LIQUID_TYPE_WMO_WATER   0x20
struct LiquidData
{
    uint32 type_flags;
    uint32 entry;
    float  level;
    float  depth_level;
};
class GridMap
{
    uint32  _flags;
    union{
        float* m_V9;
        uint16* m_uint16_V9;
        uint8* m_uint8_V9;
    };
    union{
        float* m_V8;
        uint16* m_uint16_V8;
        uint8* m_uint8_V8;
    };
    // Height level data
    float _gridHeight;
    float _gridIntHeightMultiplier;
    // Area data
    uint16* _areaMap;
    // Liquid data
    float _liquidLevel;
    uint16* _liquidEntry;
    uint8* _liquidFlags;
    float* _liquidMap;
    uint16 _gridArea;
    uint16 _liquidType;
    uint8 _liquidOffX;
    uint8 _liquidOffY;
    uint8 _liquidWidth;
    uint8 _liquidHeight;
    bool loadAreaData(FILE* in, uint32 offset, uint32 size);
    bool loadHeightData(FILE* in, uint32 offset, uint32 size);
    bool loadLiquidData(FILE* in, uint32 offset, uint32 size);
    // Get height functions and pointers
    typedef float (GridMap::*GetHeightPtr) (float x, float y) const;
    GetHeightPtr _gridGetHeight;
    float getHeightFromFloat(float x, float y) const;
    float getHeightFromUint16(float x, float y) const;
    float getHeightFromUint8(float x, float y) const;
    float getHeightFromFlat(float x, float y) const;
public:
    GridMap();
    ~GridMap();
    bool loadData(const char* filename);
    void unloadData();
    uint16 getArea(float x, float y) const;
    inline float getHeight(float x, float y) const {return (this->*_gridGetHeight)(x, y);}
    float getLiquidLevel(float x, float y) const;
    uint8 getTerrainType(float x, float y) const;
    ZLiquidStatus getLiquidStatus(float x, float y, float z, uint8 ReqLiquidType, LiquidData* data = 0);
};
#pragma pack(push, 1)
struct InstanceTemplate
{
    uint32 Parent;
    uint32 ScriptId;
    bool AllowMount;
};
enum LevelRequirementVsMode
{
    LEVELREQUIREMENT_HEROIC = 70
};
struct ZoneDynamicInfo
{
    ZoneDynamicInfo() : MusicId(0), WeatherId(0), WeatherGrade(0.0f),
        OverrideLightId(0), LightFadeInTime(0) { }
    uint32 MusicId;
    uint32 WeatherId;
    float WeatherGrade;
    uint32 OverrideLightId;
    uint32 LightFadeInTime;
};
#pragma pack(pop)
#define MAX_HEIGHT            100000.0f                     // can be use for find ground height at surface
#define INVALID_HEIGHT       -100000.0f                     // for check, must be equal to VMAP_INVALID_HEIGHT, real value for unknown height is VMAP_INVALID_HEIGHT_VALUE
#define MAX_FALL_DISTANCE     250000.0f                     // "unlimited fall" to find VMap ground if it is available, just larger than MAX_HEIGHT - INVALID_HEIGHT
#define DEFAULT_HEIGHT_SEARCH     50.0f                     // default search distance to find height at nearby locations
#define MIN_UNLOAD_DELAY      1                             // immediate unload
typedef std::map        CreatureGroupHolderType;
typedef std::unordered_map ZoneDynamicInfoMap;
class Map : public GridRefManager
{
    friend class MapReference;
    public:
        Map(uint32 id, time_t, uint32 InstanceId, uint8 SpawnMode, Map* _parent = NULL);
        virtual ~Map();
        MapEntry const* GetEntry() const { return i_mapEntry; }
        // currently unused for normal maps
        bool CanUnload(uint32 diff)
        {
            if (!m_unloadTimer)
                return false;
            if (m_unloadTimer <= diff)
                return true;
            m_unloadTimer -= diff;
            return false;
        }
        virtual bool AddPlayerToMap(Player*);
        virtual void RemovePlayerFromMap(Player*, bool);
        template bool AddToMap(T *);
        template void RemoveFromMap(T *, bool);
        void VisitNearbyCellsOf(WorldObject* obj, TypeContainerVisitor &gridVisitor, TypeContainerVisitor &worldVisitor);
        virtual void Update(const uint32);
        float GetVisibilityRange() const { return m_VisibleDistance; }
        //function for setting up visibility distance for maps on per-type/per-Id basis
        virtual void InitVisibilityDistance();
        void PlayerRelocation(Player*, float x, float y, float z, float orientation);
        void CreatureRelocation(Creature* creature, float x, float y, float z, float ang, bool respawnRelocationOnFail = true);
        void GameObjectRelocation(GameObject* go, float x, float y, float z, float orientation, bool respawnRelocationOnFail = true);
        void DynamicObjectRelocation(DynamicObject* go, float x, float y, float z, float orientation);
        template void Visit(const Cell& cell, TypeContainerVisitor &visitor);
        bool IsRemovalGrid(float x, float y) const
        {
            GridCoord p = Trinity::ComputeGridCoord(x, y);
            return !getNGrid(p.x_coord, p.y_coord) || getNGrid(p.x_coord, p.y_coord)->GetGridState() == GRID_STATE_REMOVAL;
        }
        bool IsGridLoaded(float x, float y) const
        {
            return IsGridLoaded(Trinity::ComputeGridCoord(x, y));
        }
        bool GetUnloadLock(const GridCoord &p) const { return getNGrid(p.x_coord, p.y_coord)->getUnloadLock(); }
        void SetUnloadLock(const GridCoord &p, bool on) { getNGrid(p.x_coord, p.y_coord)->setUnloadExplicitLock(on); }
        void LoadGrid(float x, float y);
        bool UnloadGrid(NGridType& ngrid, bool pForce);
        virtual void UnloadAll();
        void ResetGridExpiry(NGridType &grid, float factor = 1) const
        {
            grid.ResetTimeTracker(time_t(float(i_gridExpiry)*factor));
        }
        time_t GetGridExpiry(void) const { return i_gridExpiry; }
        uint32 GetId(void) const { return i_mapEntry->MapID; }
        static bool ExistMap(uint32 mapid, int gx, int gy);
        static bool ExistVMap(uint32 mapid, int gx, int gy);
        static void InitStateMachine();
        static void DeleteStateMachine();
        Map const* GetParent() const { return m_parentMap; }
        // some calls like isInWater should not use vmaps due to processor power
        // can return INVALID_HEIGHT if under z+2 z coord not found height
        float GetHeight(float x, float y, float z, bool checkVMap = true, float maxSearchDist = DEFAULT_HEIGHT_SEARCH) const;
        ZLiquidStatus getLiquidStatus(float x, float y, float z, uint8 ReqLiquidType, LiquidData* data = nullptr) const;
        uint16 GetAreaFlag(float x, float y, float z, bool *isOutdoors=nullptr) const;
        bool GetAreaInfo(float x, float y, float z, uint32 &mogpflags, int32 &adtId, int32 &rootId, int32 &groupId) const;
        bool IsOutdoors(float x, float y, float z) const;
        uint8 GetTerrainType(float x, float y) const;
        float GetWaterLevel(float x, float y) const;
        bool IsInWater(float x, float y, float z, LiquidData* data = nullptr) const;
        bool IsUnderWater(float x, float y, float z) const;
        static uint32 GetAreaIdByAreaFlag(uint16 areaflag, uint32 map_id);
        static uint32 GetZoneIdByAreaFlag(uint16 areaflag, uint32 map_id);
        static void GetZoneAndAreaIdByAreaFlag(uint32& zoneid, uint32& areaid, uint16 areaflag, uint32 map_id);
        uint32 GetAreaId(float x, float y, float z) const
        {
            return GetAreaIdByAreaFlag(GetAreaFlag(x, y, z), GetId());
        }
        uint32 GetZoneId(float x, float y, float z) const
        {
            return GetZoneIdByAreaFlag(GetAreaFlag(x, y, z), GetId());
        }
        void GetZoneAndAreaId(uint32& zoneid, uint32& areaid, float x, float y, float z) const
        {
            GetZoneAndAreaIdByAreaFlag(zoneid, areaid, GetAreaFlag(x, y, z), GetId());
        }
        void MoveAllCreaturesInMoveList();
        void MoveAllGameObjectsInMoveList();
        void MoveAllDynamicObjectsInMoveList();
        void RemoveAllObjectsInRemoveList();
        virtual void RemoveAllPlayers();
        // used only in MoveAllCreaturesInMoveList and ObjectGridUnloader
        bool CreatureRespawnRelocation(Creature* c, bool diffGridOnly);
        bool GameObjectRespawnRelocation(GameObject* go, bool diffGridOnly);
        // assert print helper
        bool CheckGridIntegrity(Creature* c, bool moved) const;
        uint32 GetInstanceId() const { return i_InstanceId; }
        uint8 GetSpawnMode() const { return (i_spawnMode); }
        enum EnterState
        {
            CAN_ENTER = 0,
            CANNOT_ENTER_ALREADY_IN_MAP = 1, // Player is already in the map
            CANNOT_ENTER_NO_ENTRY, // No map entry was found for the target map ID
            CANNOT_ENTER_UNINSTANCED_DUNGEON, // No instance template was found for dungeon map
            CANNOT_ENTER_DIFFICULTY_UNAVAILABLE, // Requested instance difficulty is not available for target map
            CANNOT_ENTER_NOT_IN_RAID, // Target instance is a raid instance and the player is not in a raid group
            CANNOT_ENTER_CORPSE_IN_DIFFERENT_INSTANCE, // Player is dead and their corpse is not in target instance
            CANNOT_ENTER_INSTANCE_BIND_MISMATCH, // Player's permanent instance save is not compatible with their group's current instance bind
            CANNOT_ENTER_TOO_MANY_INSTANCES, // Player has entered too many instances recently
            CANNOT_ENTER_MAX_PLAYERS, // Target map already has the maximum number of players allowed
            CANNOT_ENTER_ZONE_IN_COMBAT, // A boss encounter is currently in progress on the target map
            CANNOT_ENTER_UNSPECIFIED_REASON
        };
        virtual EnterState CannotEnter(Player* /*player*/) { return CAN_ENTER; }
        const char* GetMapName() const;
        // have meaning only for instanced map (that have set real difficulty)
        Difficulty GetDifficulty() const { return Difficulty(GetSpawnMode()); }
        bool IsRegularDifficulty() const { return GetDifficulty() == REGULAR_DIFFICULTY; }
        MapDifficulty const* GetMapDifficulty() const;
        bool Instanceable() const { return i_mapEntry && i_mapEntry->Instanceable(); }
        bool IsDungeon() const { return i_mapEntry && i_mapEntry->IsDungeon(); }
        bool IsNonRaidDungeon() const { return i_mapEntry && i_mapEntry->IsNonRaidDungeon(); }
        bool IsRaid() const { return i_mapEntry && i_mapEntry->IsRaid(); }
        bool IsRaidOrHeroicDungeon() const { return IsRaid() || i_spawnMode > DUNGEON_DIFFICULTY_NORMAL; }
        bool IsHeroic() const { return IsRaid() ? i_spawnMode >= RAID_DIFFICULTY_10MAN_HEROIC : i_spawnMode >= DUNGEON_DIFFICULTY_HEROIC; }
        bool Is25ManRaid() const { return IsRaid() && i_spawnMode & RAID_DIFFICULTY_MASK_25MAN; }   // since 25man difficulties are 1 and 3, we can check them like that
        bool IsBattleground() const { return i_mapEntry && i_mapEntry->IsBattleground(); }
        bool IsBattleArena() const { return i_mapEntry && i_mapEntry->IsBattleArena(); }
        bool IsBattlegroundOrArena() const { return i_mapEntry && i_mapEntry->IsBattlegroundOrArena(); }
        bool GetEntrancePos(int32 &mapid, float &x, float &y)
        {
            if (!i_mapEntry)
                return false;
            return i_mapEntry->GetEntrancePos(mapid, x, y);
        }
        void AddObjectToRemoveList(WorldObject* obj);
        void AddObjectToSwitchList(WorldObject* obj, bool on);
        virtual void DelayedUpdate(const uint32 diff);
        void UpdateObjectVisibility(WorldObject* obj, Cell cell, CellCoord cellpair);
        void UpdateObjectsVisibilityFor(Player* player, Cell cell, CellCoord cellpair);
        void resetMarkedCells() { marked_cells.reset(); }
        bool isCellMarked(uint32 pCellId) { return marked_cells.test(pCellId); }
        void markCell(uint32 pCellId) { marked_cells.set(pCellId); }
        bool HavePlayers() const { return !m_mapRefManager.isEmpty(); }
        uint32 GetPlayersCountExceptGMs() const;
        bool ActiveObjectsNearGrid(NGridType const& ngrid) const;
        void AddWorldObject(WorldObject* obj) { i_worldObjects.insert(obj); }
        void RemoveWorldObject(WorldObject* obj) { i_worldObjects.erase(obj); }
        void SendToPlayers(WorldPacket* data) const;
        typedef MapRefManager PlayerList;
        PlayerList const& GetPlayers() const { return m_mapRefManager; }
        //per-map script storage
        void ScriptsStart(std::map > const& scripts, uint32 id, Object* source, Object* target);
        void ScriptCommandStart(ScriptInfo const& script, uint32 delay, Object* source, Object* target);
        // must called with AddToWorld
        template
        void AddToActive(T* obj);
        // must called with RemoveFromWorld
        template
        void RemoveFromActive(T* obj);
        template void SwitchGridContainers(T* obj, bool on);
        template void VisitAll(const float &x, const float &y, float radius, NOTIFIER ¬ifier);
        template void VisitFirstFound(const float &x, const float &y, float radius, NOTIFIER ¬ifier);
        template void VisitWorld(const float &x, const float &y, float radius, NOTIFIER ¬ifier);
        template void VisitGrid(const float &x, const float &y, float radius, NOTIFIER ¬ifier);
        CreatureGroupHolderType CreatureGroupHolder;
        void UpdateIteratorBack(Player* player);
        TempSummon* SummonCreature(uint32 entry, Position const& pos, SummonPropertiesEntry const* properties = NULL, uint32 duration = 0, Unit* summoner = NULL, uint32 spellId = 0, uint32 vehId = 0);
        void SummonCreatureGroup(uint8 group, std::list* list = NULL);
        Corpse* GetCorpse(ObjectGuid const& guid);
        Creature* GetCreature(ObjectGuid const& guid);
        GameObject* GetGameObject(ObjectGuid const& guid);
        Transport* GetTransport(ObjectGuid const& guid);
        DynamicObject* GetDynamicObject(ObjectGuid const& guid);
        Pet* GetPet(ObjectGuid const& guid);
        MapStoredObjectTypesContainer& GetObjectsStore() { return _objectsStore; }
        typedef std::unordered_multimap CreatureBySpawnIdContainer;
        CreatureBySpawnIdContainer& GetCreatureBySpawnIdStore() { return _creatureBySpawnIdStore; }
        typedef std::unordered_multimap GameObjectBySpawnIdContainer;
        GameObjectBySpawnIdContainer& GetGameObjectBySpawnIdStore() { return _gameobjectBySpawnIdStore; }
        std::unordered_set const* GetCorpsesInCell(uint32 cellId) const
        {
            auto itr = _corpsesByCell.find(cellId);
            if (itr != _corpsesByCell.end())
                return &itr->second;
            return nullptr;
        }
        Corpse* GetCorpseByPlayer(ObjectGuid const& ownerGuid) const
        {
            auto itr = _corpsesByPlayer.find(ownerGuid);
            if (itr != _corpsesByPlayer.end())
                return itr->second;
            return nullptr;
        }
        MapInstanced* ToMapInstanced() { if (Instanceable()) return reinterpret_cast(this); return NULL; }
        MapInstanced const* ToMapInstanced() const { if (Instanceable()) return reinterpret_cast(this); return NULL; }
        InstanceMap* ToInstanceMap() { if (IsDungeon()) return reinterpret_cast(this); else return NULL;  }
        InstanceMap const* ToInstanceMap() const { if (IsDungeon()) return reinterpret_cast(this); return NULL; }
        BattlegroundMap* ToBattlegroundMap() { if (IsBattlegroundOrArena()) return reinterpret_cast(this); else return NULL;  }
        BattlegroundMap const* ToBattlegroundMap() const { if (IsBattlegroundOrArena()) return reinterpret_cast(this); return NULL; }
        float GetWaterOrGroundLevel(float x, float y, float z, float* ground = NULL, bool swim = false) const;
        float GetHeight(uint32 phasemask, float x, float y, float z, bool vmap = true, float maxSearchDist = DEFAULT_HEIGHT_SEARCH) const;
        bool isInLineOfSight(float x1, float y1, float z1, float x2, float y2, float z2, uint32 phasemask) const;
        void Balance() { _dynamicTree.balance(); }
        void RemoveGameObjectModel(const GameObjectModel& model) { _dynamicTree.remove(model); }
        void InsertGameObjectModel(const GameObjectModel& model) { _dynamicTree.insert(model); }
        bool ContainsGameObjectModel(const GameObjectModel& model) const { return _dynamicTree.contains(model);}
        bool getObjectHitPos(uint32 phasemask, float x1, float y1, float z1, float x2, float y2, float z2, float& rx, float &ry, float& rz, float modifyDist);
        /*
            RESPAWN TIMES
        */
        time_t GetLinkedRespawnTime(ObjectGuid guid) const;
        time_t GetCreatureRespawnTime(ObjectGuid::LowType dbGuid) const
        {
            std::unordered_map::const_iterator itr = _creatureRespawnTimes.find(dbGuid);
            if (itr != _creatureRespawnTimes.end())
                return itr->second;
            return time_t(0);
        }
        time_t GetGORespawnTime(ObjectGuid::LowType dbGuid) const
        {
            std::unordered_map::const_iterator itr = _goRespawnTimes.find(dbGuid);
            if (itr != _goRespawnTimes.end())
                return itr->second;
            return time_t(0);
        }
        void SaveCreatureRespawnTime(ObjectGuid::LowType dbGuid, time_t respawnTime);
        void RemoveCreatureRespawnTime(ObjectGuid::LowType dbGuid);
        void SaveGORespawnTime(ObjectGuid::LowType dbGuid, time_t respawnTime);
        void RemoveGORespawnTime(ObjectGuid::LowType dbGuid);
        void LoadRespawnTimes();
        void DeleteRespawnTimes();
        void LoadCorpseData();
        void DeleteCorpseData();
        void AddCorpse(Corpse* corpse);
        void RemoveCorpse(Corpse* corpse);
        Corpse* ConvertCorpseToBones(ObjectGuid const& ownerGuid, bool insignia = false);
        void RemoveOldCorpses();
        static void DeleteRespawnTimesInDB(uint16 mapId, uint32 instanceId);
        void SendInitTransports(Player* player);
        void SendRemoveTransports(Player* player);
        void SendZoneDynamicInfo(Player* player);
        void SetZoneMusic(uint32 zoneId, uint32 musicId);
        void SetZoneWeather(uint32 zoneId, uint32 weatherId, float weatherGrade);
        void SetZoneOverrideLight(uint32 zoneId, uint32 lightId, uint32 fadeInTime);
        void UpdateAreaDependentAuras();
        template
        inline ObjectGuid::LowType GenerateLowGuid()
        {
            static_assert(ObjectGuidTraits::MapSpecific, "Only map specific guid can be generated in Map context");
            return GetGuidSequenceGenerator().Generate();
        }
        template
        inline ObjectGuid::LowType GetMaxLowGuid()
        {
            static_assert(ObjectGuidTraits::MapSpecific, "Only map specific guid can be retrieved in Map context");
            return GetGuidSequenceGenerator().GetNextAfterMaxUsed();
        }
        void AddUpdateObject(Object* obj)
        {
            _updateObjects.insert(obj);
        }
        void RemoveUpdateObject(Object* obj)
        {
            _updateObjects.erase(obj);
        }
    private:
        void LoadMapAndVMap(int gx, int gy);
        void LoadVMap(int gx, int gy);
        void LoadMap(int gx, int gy, bool reload = false);
        void LoadMMap(int gx, int gy);
        GridMap* GetGrid(float x, float y);
        void SetTimer(uint32 t) { i_gridExpiry = t < MIN_GRID_DELAY ? MIN_GRID_DELAY : t; }
        void SendInitSelf(Player* player);
        bool CreatureCellRelocation(Creature* creature, Cell new_cell);
        bool GameObjectCellRelocation(GameObject* go, Cell new_cell);
        bool DynamicObjectCellRelocation(DynamicObject* go, Cell new_cell);
        template void InitializeObject(T* obj);
        void AddCreatureToMoveList(Creature* c, float x, float y, float z, float ang);
        void RemoveCreatureFromMoveList(Creature* c);
        void AddGameObjectToMoveList(GameObject* go, float x, float y, float z, float ang);
        void RemoveGameObjectFromMoveList(GameObject* go);
        void AddDynamicObjectToMoveList(DynamicObject* go, float x, float y, float z, float ang);
        void RemoveDynamicObjectFromMoveList(DynamicObject* go);
        bool _creatureToMoveLock;
        std::vector _creaturesToMove;
        bool _gameObjectsToMoveLock;
        std::vector _gameObjectsToMove;
        bool _dynamicObjectsToMoveLock;
        std::vector _dynamicObjectsToMove;
        bool IsGridLoaded(const GridCoord &) const;
        void EnsureGridCreated(const GridCoord &);
        void EnsureGridCreated_i(const GridCoord &);
        bool EnsureGridLoaded(Cell const&);
        void EnsureGridLoadedForActiveObject(Cell const&, WorldObject* object);
        void buildNGridLinkage(NGridType* pNGridType) { pNGridType->link(this); }
        NGridType* getNGrid(uint32 x, uint32 y) const
        {
            ASSERT(x < MAX_NUMBER_OF_GRIDS && y < MAX_NUMBER_OF_GRIDS);
            return i_grids[x][y];
        }
        bool isGridObjectDataLoaded(uint32 x, uint32 y) const { return getNGrid(x, y)->isGridObjectDataLoaded(); }
        void setGridObjectDataLoaded(bool pLoaded, uint32 x, uint32 y) { getNGrid(x, y)->setGridObjectDataLoaded(pLoaded); }
        void setNGrid(NGridType* grid, uint32 x, uint32 y);
        void ScriptsProcess();
        void UpdateActiveCells(const float &x, const float &y, const uint32 t_diff);
        void SendObjectUpdates();
    protected:
        void SetUnloadReferenceLock(const GridCoord &p, bool on) { getNGrid(p.x_coord, p.y_coord)->setUnloadReferenceLock(on); }
        std::mutex _mapLock;
        std::mutex _gridLock;
        MapEntry const* i_mapEntry;
        uint8 i_spawnMode;
        uint32 i_InstanceId;
        uint32 m_unloadTimer;
        float m_VisibleDistance;
        DynamicMapTree _dynamicTree;
        MapRefManager m_mapRefManager;
        MapRefManager::iterator m_mapRefIter;
        int32 m_VisibilityNotifyPeriod;
        typedef std::set ActiveNonPlayers;
        ActiveNonPlayers m_activeNonPlayers;
        ActiveNonPlayers::iterator m_activeNonPlayersIter;
        // Objects that must update even in inactive grids without activating them
        typedef std::set TransportsContainer;
        TransportsContainer _transports;
        TransportsContainer::iterator _transportsUpdateIter;
    private:
        Player* _GetScriptPlayerSourceOrTarget(Object* source, Object* target, const ScriptInfo* scriptInfo) const;
        Creature* _GetScriptCreatureSourceOrTarget(Object* source, Object* target, const ScriptInfo* scriptInfo, bool bReverse = false) const;
        Unit* _GetScriptUnit(Object* obj, bool isSource, const ScriptInfo* scriptInfo) const;
        Player* _GetScriptPlayer(Object* obj, bool isSource, const ScriptInfo* scriptInfo) const;
        Creature* _GetScriptCreature(Object* obj, bool isSource, const ScriptInfo* scriptInfo) const;
        WorldObject* _GetScriptWorldObject(Object* obj, bool isSource, const ScriptInfo* scriptInfo) const;
        void _ScriptProcessDoor(Object* source, Object* target, const ScriptInfo* scriptInfo) const;
        GameObject* _FindGameObject(WorldObject* pWorldObject, ObjectGuid::LowType guid) const;
        time_t i_gridExpiry;
        //used for fast base_map (e.g. MapInstanced class object) search for
        //InstanceMaps and BattlegroundMaps...
        Map* m_parentMap;
        NGridType* i_grids[MAX_NUMBER_OF_GRIDS][MAX_NUMBER_OF_GRIDS];
        GridMap* GridMaps[MAX_NUMBER_OF_GRIDS][MAX_NUMBER_OF_GRIDS];
        std::bitset marked_cells;
        //these functions used to process player/mob aggro reactions and
        //visibility calculations. Highly optimized for massive calculations
        void ProcessRelocationNotifies(const uint32 diff);
        bool i_scriptLock;
        std::set i_objectsToRemove;
        std::map i_objectsToSwitch;
        std::set i_worldObjects;
        typedef std::multimap ScriptScheduleMap;
        ScriptScheduleMap m_scriptSchedule;
        // Type specific code for add/remove to/from grid
        template
        void AddToGrid(T* object, Cell const& cell);
        template
        void DeleteFromWorld(T*);
        void AddToActiveHelper(WorldObject* obj)
        {
            m_activeNonPlayers.insert(obj);
        }
        void RemoveFromActiveHelper(WorldObject* obj)
        {
            // Map::Update for active object in proccess
            if (m_activeNonPlayersIter != m_activeNonPlayers.end())
            {
                ActiveNonPlayers::iterator itr = m_activeNonPlayers.find(obj);
                if (itr == m_activeNonPlayers.end())
                    return;
                if (itr == m_activeNonPlayersIter)
                    ++m_activeNonPlayersIter;
                m_activeNonPlayers.erase(itr);
            }
            else
                m_activeNonPlayers.erase(obj);
        }
        std::unordered_map _creatureRespawnTimes;
        std::unordered_map _goRespawnTimes;
        ZoneDynamicInfoMap _zoneDynamicInfo;
        uint32 _defaultLight;
        template
        inline ObjectGuidGeneratorBase& GetGuidSequenceGenerator()
        {
            auto itr = _guidGenerators.find(high);
            if (itr == _guidGenerators.end())
                itr = _guidGenerators.insert(std::make_pair(high, std::unique_ptr>(new ObjectGuidGenerator()))).first;
            return *itr->second;
        }
        std::map> _guidGenerators;
        MapStoredObjectTypesContainer _objectsStore;
        CreatureBySpawnIdContainer _creatureBySpawnIdStore;
        GameObjectBySpawnIdContainer _gameobjectBySpawnIdStore;
        std::unordered_map> _corpsesByCell;
        std::unordered_map _corpsesByPlayer;
        std::unordered_set _corpseBones;
        std::unordered_set