/*
 * Copyright (C) 
 * Copyright (C) 
 *
 * 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 <http://www.gnu.org/licenses/>.
 */

#include "Common.h"
#include "SharedDefines.h"
#include "WorldPacket.h"
#include "Opcodes.h"
#include "Log.h"
#include "World.h"
#include "Object.h"
#include "Creature.h"
#include "Player.h"
#include "Vehicle.h"
#include "ObjectMgr.h"
#include "UpdateData.h"
#include "UpdateMask.h"
#include "Util.h"
#include "MapManager.h"
#include "ObjectAccessor.h"
#include "Log.h"
#include "Transport.h"
#include "TargetedMovementGenerator.h"
#include "WaypointMovementGenerator.h"
#include "VMapFactory.h"
#include "CellImpl.h"
#include "GridNotifiers.h"
#include "GridNotifiersImpl.h"
#include "SpellAuraEffects.h"
#include "Battlefield.h"
#include "BattlefieldMgr.h"
#include "UpdateFieldFlags.h"
#include "TemporarySummon.h"
#include "Totem.h"
#include "OutdoorPvPMgr.h"
#include "MovementPacketBuilder.h"
#include "DynamicTree.h"
#include "Group.h"
#include "Chat.h"
#include "DynamicVisibility.h"

uint32 GuidHigh2TypeId(uint32 guid_hi)
{
    switch (guid_hi)
    {
        case HIGHGUID_ITEM:         return TYPEID_ITEM;
        //case HIGHGUID_CONTAINER:    return TYPEID_CONTAINER; HIGHGUID_CONTAINER == HIGHGUID_ITEM currently
        case HIGHGUID_UNIT:         return TYPEID_UNIT;
        case HIGHGUID_PET:          return TYPEID_UNIT;
        case HIGHGUID_PLAYER:       return TYPEID_PLAYER;
        case HIGHGUID_GAMEOBJECT:   return TYPEID_GAMEOBJECT;
        case HIGHGUID_DYNAMICOBJECT:return TYPEID_DYNAMICOBJECT;
        case HIGHGUID_CORPSE:       return TYPEID_CORPSE;
        case HIGHGUID_MO_TRANSPORT: return TYPEID_GAMEOBJECT;
        case HIGHGUID_VEHICLE:      return TYPEID_UNIT;
    }
    return NUM_CLIENT_OBJECT_TYPES;                         // unknown
}

Object::Object() : m_PackGUID(sizeof(uint64)+1)
{
    m_objectTypeId      = TYPEID_OBJECT;
    m_objectType        = TYPEMASK_OBJECT;

    m_uint32Values      = NULL;
    m_valuesCount       = 0;
    _fieldNotifyFlags   = UF_FLAG_DYNAMIC;

    m_inWorld           = false;
    m_objectUpdated     = false;

    m_PackGUID.appendPackGUID(0);
}

WorldObject::~WorldObject()
{
    // this may happen because there are many !create/delete
    if (IsWorldObject() && m_currMap)
    {
        if (GetTypeId() == TYPEID_CORPSE)
        {
            sLog->outCrash("Object::~Object Corpse guid=" UI64FMTD ", type=%d, entry=%u deleted but still in map!!", GetGUID(), ((Corpse*)this)->GetType(), GetEntry());
            ASSERT(false);
        }
        ResetMap();
    }
}

Object::~Object()
{
    if (IsInWorld())
    {
        sLog->outCrash("Object::~Object - guid=" UI64FMTD ", typeid=%d, entry=%u deleted but still in world!!", GetGUID(), GetTypeId(), GetEntry());
        if (isType(TYPEMASK_ITEM))
            sLog->outCrash("Item slot %u", ((Item*)this)->GetSlot());
        ASSERT(false);
        RemoveFromWorld();
    }

    if (m_objectUpdated)
    {
        sLog->outCrash("Object::~Object - guid=" UI64FMTD ", typeid=%d, entry=%u deleted but still in update list!!", GetGUID(), GetTypeId(), GetEntry());
        ASSERT(false);
        sObjectAccessor->RemoveUpdateObject(this);
    }

    delete [] m_uint32Values;
    m_uint32Values = 0;
}

void Object::_InitValues()
{ 
    m_uint32Values = new uint32[m_valuesCount];
    memset(m_uint32Values, 0, m_valuesCount*sizeof(uint32));

    _changesMask.SetCount(m_valuesCount);

    m_objectUpdated = false;
}

void Object::_Create(uint32 guidlow, uint32 entry, HighGuid guidhigh)
{ 
    if (!m_uint32Values) _InitValues();

    uint64 guid = MAKE_NEW_GUID(guidlow, entry, guidhigh);
    SetUInt64Value(OBJECT_FIELD_GUID, guid);
    SetUInt32Value(OBJECT_FIELD_TYPE, m_objectType);
    m_PackGUID.wpos(0);
    m_PackGUID.appendPackGUID(GetGUID());
}

std::string Object::_ConcatFields(uint16 startIndex, uint16 size) const
{ 
    std::ostringstream ss;
    for (uint16 index = 0; index < size; ++index)
        ss << GetUInt32Value(index + startIndex) << ' ';
    return ss.str();
}

void Object::AddToWorld()
{ 
    if (m_inWorld)
        return;

    ASSERT(m_uint32Values);

    m_inWorld = true;

    // synchronize values mirror with values array (changes will send in updatecreate opcode any way
    ClearUpdateMask(true);
}

void Object::RemoveFromWorld()
{ 
    if (!m_inWorld)
        return;

    m_inWorld = false;

    // if we remove from world then sending changes not required
    ClearUpdateMask(true);
}

void Object::BuildMovementUpdateBlock(UpdateData* data, uint32 flags) const
{ 
    ByteBuffer buf(500);

    buf << uint8(UPDATETYPE_MOVEMENT);
    buf.append(GetPackGUID());

    BuildMovementUpdate(&buf, flags);

    data->AddUpdateBlock(buf);
}

void Object::BuildCreateUpdateBlockForPlayer(UpdateData* data, Player* target) const
{ 
    if (!target)
        return;

    uint8  updatetype = UPDATETYPE_CREATE_OBJECT;
    uint16 flags      = m_updateFlag;

    /** lower flag1 **/
    if (target == this)                                      // building packet for yourself
        flags |= UPDATEFLAG_SELF;

    if (flags & UPDATEFLAG_STATIONARY_POSITION)
    {
        // UPDATETYPE_CREATE_OBJECT2 dynamic objects, corpses...
        if (isType(TYPEMASK_DYNAMICOBJECT) || isType(TYPEMASK_CORPSE) || isType(TYPEMASK_PLAYER))
            updatetype = UPDATETYPE_CREATE_OBJECT2;

        // UPDATETYPE_CREATE_OBJECT2 for pets...
        if (target->GetPetGUID() == GetGUID())
            updatetype = UPDATETYPE_CREATE_OBJECT2;

        // UPDATETYPE_CREATE_OBJECT2 for some gameobject types...
        if (isType(TYPEMASK_GAMEOBJECT))
        {
            switch (((GameObject*)this)->GetGoType())
            {
                case GAMEOBJECT_TYPE_TRAP:
                case GAMEOBJECT_TYPE_DUEL_ARBITER:
                case GAMEOBJECT_TYPE_FLAGSTAND:
                case GAMEOBJECT_TYPE_FLAGDROP:
                    updatetype = UPDATETYPE_CREATE_OBJECT2;
                    break;
                default:
                    break;
            }
        }

        if (isType(TYPEMASK_UNIT))
        {
            if (((Unit*)this)->GetVictim())
                flags |= UPDATEFLAG_HAS_TARGET;
        }
    }

    //sLog->outDebug("BuildCreateUpdate: update-type: %u, object-type: %u got flags: %X, flags2: %X", updatetype, m_objectTypeId, flags, flags2);

    ByteBuffer buf(500);
    buf << (uint8)updatetype;
    buf.append(GetPackGUID());
    buf << (uint8)m_objectTypeId;

    BuildMovementUpdate(&buf, flags);
    BuildValuesUpdate(updatetype, &buf, target);
    data->AddUpdateBlock(buf);
}

void Object::SendUpdateToPlayer(Player* player)
{ 
    // send create update to player
    UpdateData upd;
    WorldPacket packet;

    BuildCreateUpdateBlockForPlayer(&upd, player);
    upd.BuildPacket(&packet);
    player->GetSession()->SendPacket(&packet);
}

void Object::BuildValuesUpdateBlockForPlayer(UpdateData* data, Player* target) const
{ 
    ByteBuffer buf(500);

    buf << (uint8) UPDATETYPE_VALUES;
    buf.append(GetPackGUID());

    BuildValuesUpdate(UPDATETYPE_VALUES, &buf, target);

    data->AddUpdateBlock(buf);
}

void Object::BuildOutOfRangeUpdateBlock(UpdateData* data) const
{ 
    data->AddOutOfRangeGUID(GetGUID());
}

void Object::DestroyForPlayer(Player* target, bool onDeath) const
{ 
    ASSERT(target);

    if (isType(TYPEMASK_UNIT) || isType(TYPEMASK_PLAYER))
    {
        if (Battleground* bg = target->GetBattleground())
        {
            if (bg->isArena())
            {
                WorldPacket data(SMSG_ARENA_UNIT_DESTROYED, 8);
                data << uint64(GetGUID());
                target->GetSession()->SendPacket(&data);
            }
        }
    }

    WorldPacket data(SMSG_DESTROY_OBJECT, 8 + 1);
    data << uint64(GetGUID());
    //! If the following bool is true, the client will call "void CGUnit_C::OnDeath()" for this object.
    //! OnDeath() does for eg trigger death animation and interrupts certain spells/missiles/auras/sounds...
    data << uint8(onDeath ? 1 : 0);
    target->GetSession()->SendPacket(&data);
}

void Object::BuildMovementUpdate(ByteBuffer* data, uint16 flags) const
{ 
    Unit const* unit = NULL;
    WorldObject const* object = NULL;

    if (isType(TYPEMASK_UNIT))
        unit = ToUnit();
    else
        object = ((WorldObject*)this);

    *data << uint16(flags);                                  // update flags

    // 0x20
    if (flags & UPDATEFLAG_LIVING)
    {
        unit->BuildMovementPacket(data);

        *data << unit->GetSpeed(MOVE_WALK)
              << unit->GetSpeed(MOVE_RUN)
              << unit->GetSpeed(MOVE_RUN_BACK)
              << unit->GetSpeed(MOVE_SWIM)
              << unit->GetSpeed(MOVE_SWIM_BACK)
              << unit->GetSpeed(MOVE_FLIGHT)
              << unit->GetSpeed(MOVE_FLIGHT_BACK)
              << unit->GetSpeed(MOVE_TURN_RATE)
              << unit->GetSpeed(MOVE_PITCH_RATE);

        // 0x08000000
        if (unit->m_movementInfo.GetMovementFlags() & MOVEMENTFLAG_SPLINE_ENABLED)
        {
            if (unit->movespline->_Spline().getPoints(true).empty() || (!unit->movespline->_Spline().getPoints(true).empty() && &unit->movespline->_Spline().getPoints(true)[0] == NULL))
                const_cast<Unit*>(unit)->DisableSpline();
            else
                Movement::PacketBuilder::WriteCreate(*unit->movespline, *data);
        }
    }
    else
    {
        if (flags & UPDATEFLAG_POSITION)
        {
            Transport* transport = object->GetTransport();

            if (transport)
                data->append(transport->GetPackGUID());
            else
                *data << uint8(0);

            *data << object->GetPositionX();
            *data << object->GetPositionY();
            *data << object->GetPositionZ() + (unit ? unit->GetHoverHeight() : 0.0f);

            if (transport)
            {
                *data << object->GetTransOffsetX();
                *data << object->GetTransOffsetY();
                *data << object->GetTransOffsetZ();
            }
            else
            {
                *data << object->GetPositionX();
                *data << object->GetPositionY();
                *data << object->GetPositionZ() + (unit ? unit->GetHoverHeight() : 0.0f);
            }

            *data << object->GetOrientation();

            if (GetTypeId() == TYPEID_CORPSE)
                *data << float(object->GetOrientation());
            else
                *data << float(0);
        }
        else
        {
            // 0x40
            if (flags & UPDATEFLAG_STATIONARY_POSITION)
            {
                *data << object->GetStationaryX();
                *data << object->GetStationaryY();
                *data << object->GetStationaryZ() + (unit ? unit->GetHoverHeight() : 0.0f);
                *data << object->GetStationaryO();
            }
        }
    }

    // 0x8
    if (flags & UPDATEFLAG_UNKNOWN)
    {
        *data << uint32(0);
    }

    // 0x10
    if (flags & UPDATEFLAG_LOWGUID)
    {
        switch (GetTypeId())
        {
            case TYPEID_OBJECT:
            case TYPEID_ITEM:
            case TYPEID_CONTAINER:
            case TYPEID_GAMEOBJECT:
            case TYPEID_DYNAMICOBJECT:
            case TYPEID_CORPSE:
                *data << uint32(GetGUIDLow());              // GetGUIDLow()
                break;
            //! Unit, Player and default here are sending wrong values.
            /// @todo Research the proper formula
            case TYPEID_UNIT:
                *data << uint32(0x0000000B);                // unk
                break;
            case TYPEID_PLAYER:
                if (flags & UPDATEFLAG_SELF)
                    *data << uint32(0x0000002F);            // unk
                else
                    *data << uint32(0x00000008);            // unk
                break;
            default:
                *data << uint32(0x00000000);                // unk
                break;
        }
    }

    // 0x4
    if (flags & UPDATEFLAG_HAS_TARGET)
    {
        if (Unit* victim = unit->GetVictim())
            data->append(victim->GetPackGUID());
        else
            *data << uint8(0);
    }

    // 0x2
    if (flags & UPDATEFLAG_TRANSPORT)
    {
        GameObject const* go = ToGameObject();
        if (go && go->ToTransport())
            *data << uint32(go->ToTransport()->GetPathProgress());
        else
            *data << uint32(0);
    }

    // 0x80
    if (flags & UPDATEFLAG_VEHICLE)
    {
        /// @todo Allow players to aquire this updateflag.
        *data << uint32(unit->GetVehicleKit()->GetVehicleInfo()->m_ID);
        if (unit->HasUnitMovementFlag(MOVEMENTFLAG_ONTRANSPORT))
            *data << float(unit->GetTransOffsetO());
        else
            *data << float(unit->GetOrientation());
    }

    // 0x200
    if (flags & UPDATEFLAG_ROTATION)
        *data << int64(ToGameObject()->GetPackedWorldRotation());
}

void Object::BuildValuesUpdate(uint8 updateType, ByteBuffer* data, Player* target) const
{ 
    if (!target)
        return;

    ByteBuffer fieldBuffer;
    UpdateMask updateMask;
    updateMask.SetCount(m_valuesCount);

    uint32* flags = NULL;
    uint32 visibleFlag = GetUpdateFieldData(target, flags);

    for (uint16 index = 0; index < m_valuesCount; ++index)
    {
        if (_fieldNotifyFlags & flags[index] ||
            ((updateType == UPDATETYPE_VALUES ? _changesMask.GetBit(index) : m_uint32Values[index]) && (flags[index] & visibleFlag)))
        {
            updateMask.SetBit(index);
            fieldBuffer << m_uint32Values[index];
        }
    }

    *data << uint8(updateMask.GetBlockCount());
    updateMask.AppendToPacket(data);
    data->append(fieldBuffer);
}

void Object::ClearUpdateMask(bool remove)
{ 
    _changesMask.Clear();

    if (m_objectUpdated)
    {
        if (remove)
            sObjectAccessor->RemoveUpdateObject(this);
        m_objectUpdated = false;
    }
}

void Object::BuildFieldsUpdate(Player* player, UpdateDataMapType& data_map) const
{ 
    UpdateDataMapType::iterator iter = data_map.find(player);

    if (iter == data_map.end())
    {
        std::pair<UpdateDataMapType::iterator, bool> p = data_map.insert(UpdateDataMapType::value_type(player, UpdateData()));
        ASSERT(p.second);
        iter = p.first;
    }

    BuildValuesUpdateBlockForPlayer(&iter->second, iter->first);
}

uint32 Object::GetUpdateFieldData(Player const* target, uint32*& flags) const
{ 
    uint32 visibleFlag = UF_FLAG_PUBLIC;

    if (target == this)
        visibleFlag |= UF_FLAG_PRIVATE;

    switch (GetTypeId())
    {
        case TYPEID_ITEM:
        case TYPEID_CONTAINER:
            flags = ItemUpdateFieldFlags;
            if (((Item*)this)->GetOwnerGUID() == target->GetGUID())
                visibleFlag |= UF_FLAG_OWNER | UF_FLAG_ITEM_OWNER;
            break;
        case TYPEID_UNIT:
        case TYPEID_PLAYER:
        {
            Player* plr = ToUnit()->GetCharmerOrOwnerPlayerOrPlayerItself();
            flags = UnitUpdateFieldFlags;
            if (ToUnit()->GetOwnerGUID() == target->GetGUID())
                visibleFlag |= UF_FLAG_OWNER;

            if (HasFlag(UNIT_DYNAMIC_FLAGS, UNIT_DYNFLAG_SPECIALINFO))
                if (ToUnit()->HasAuraTypeWithCaster(SPELL_AURA_EMPATHY, target->GetGUID()))
                    visibleFlag |= UF_FLAG_SPECIAL_INFO;

            if (plr && plr->IsInSameRaidWith(target))
                visibleFlag |= UF_FLAG_PARTY_MEMBER;
            break;
        }
        case TYPEID_GAMEOBJECT:
            flags = GameObjectUpdateFieldFlags;
            if (ToGameObject()->GetOwnerGUID() == target->GetGUID())
                visibleFlag |= UF_FLAG_OWNER;
            break;
        case TYPEID_DYNAMICOBJECT:
            flags = DynamicObjectUpdateFieldFlags;
            if (((DynamicObject*)this)->GetCasterGUID() == target->GetGUID())
                visibleFlag |= UF_FLAG_OWNER;
            break;
        case TYPEID_CORPSE:
            flags = CorpseUpdateFieldFlags;
            if (ToCorpse()->GetOwnerGUID() == target->GetGUID())
                visibleFlag |= UF_FLAG_OWNER;
            break;
        case TYPEID_OBJECT:
            break;
    }

    return visibleFlag;
}

void Object::_LoadIntoDataField(std::string const& data, uint32 startOffset, uint32 count)
{ 
    if (data.empty())
        return;

    Tokenizer tokens(data, ' ', count);

    if (tokens.size() != count)
        return;

    for (uint32 index = 0; index < count; ++index)
    {
        m_uint32Values[startOffset + index] = atol(tokens[index]);
        _changesMask.SetBit(startOffset + index);
    }
}

void Object::SetInt32Value(uint16 index, int32 value)
{ 
    ASSERT(index < m_valuesCount || PrintIndexError(index, true));

    if (m_int32Values[index] != value)
    {
        m_int32Values[index] = value;
        _changesMask.SetBit(index);

        if (m_inWorld && !m_objectUpdated)
        {
            sObjectAccessor->AddUpdateObject(this);
            m_objectUpdated = true;
        }
    }
}

void Object::SetUInt32Value(uint16 index, uint32 value)
{ 
    ASSERT(index < m_valuesCount || PrintIndexError(index, true));

    if (m_uint32Values[index] != value)
    {
        m_uint32Values[index] = value;
        _changesMask.SetBit(index);

        if (m_inWorld && !m_objectUpdated)
        {
            sObjectAccessor->AddUpdateObject(this);
            m_objectUpdated = true;
        }
    }
}

void Object::UpdateUInt32Value(uint16 index, uint32 value)
{ 
    ASSERT(index < m_valuesCount || PrintIndexError(index, true));

    m_uint32Values[index] = value;
    _changesMask.SetBit(index);
}

void Object::SetUInt64Value(uint16 index, uint64 value)
{ 
    ASSERT(index + 1 < m_valuesCount || PrintIndexError(index, true));
    if (*((uint64*)&(m_uint32Values[index])) != value)
    {
        m_uint32Values[index] = PAIR64_LOPART(value);
        m_uint32Values[index + 1] = PAIR64_HIPART(value);
        _changesMask.SetBit(index);
        _changesMask.SetBit(index + 1);

        if (m_inWorld && !m_objectUpdated)
        {
            sObjectAccessor->AddUpdateObject(this);
            m_objectUpdated = true;
        }
    }
}

bool Object::AddUInt64Value(uint16 index, uint64 value)
{ 
    ASSERT(index + 1 < m_valuesCount || PrintIndexError(index, true));
    if (value && !*((uint64*)&(m_uint32Values[index])))
    {
        m_uint32Values[index] = PAIR64_LOPART(value);
        m_uint32Values[index + 1] = PAIR64_HIPART(value);
        _changesMask.SetBit(index);
        _changesMask.SetBit(index + 1);

        if (m_inWorld && !m_objectUpdated)
        {
            sObjectAccessor->AddUpdateObject(this);
            m_objectUpdated = true;
        }

        return true;
    }

    return false;
}

bool Object::RemoveUInt64Value(uint16 index, uint64 value)
{ 
    ASSERT(index + 1 < m_valuesCount || PrintIndexError(index, true));
    if (value && *((uint64*)&(m_uint32Values[index])) == value)
    {
        m_uint32Values[index] = 0;
        m_uint32Values[index + 1] = 0;
        _changesMask.SetBit(index);
        _changesMask.SetBit(index + 1);

        if (m_inWorld && !m_objectUpdated)
        {
            sObjectAccessor->AddUpdateObject(this);
            m_objectUpdated = true;
        }

        return true;
    }

    return false;
}

void Object::SetFloatValue(uint16 index, float value)
{ 
    ASSERT(index < m_valuesCount || PrintIndexError(index, true));

    if (m_floatValues[index] != value)
    {
        m_floatValues[index] = value;
        _changesMask.SetBit(index);

        if (m_inWorld && !m_objectUpdated)
        {
            sObjectAccessor->AddUpdateObject(this);
            m_objectUpdated = true;
        }
    }
}

void Object::SetByteValue(uint16 index, uint8 offset, uint8 value)
{ 
    ASSERT(index < m_valuesCount || PrintIndexError(index, true));

    if (offset > 3)
    {
        sLog->outError("Object::SetByteValue: wrong offset %u", offset);
        return;
    }

    if (uint8(m_uint32Values[index] >> (offset * 8)) != value)
    {
        m_uint32Values[index] &= ~uint32(uint32(0xFF) << (offset * 8));
        m_uint32Values[index] |= uint32(uint32(value) << (offset * 8));
        _changesMask.SetBit(index);

        if (m_inWorld && !m_objectUpdated)
        {
            sObjectAccessor->AddUpdateObject(this);
            m_objectUpdated = true;
        }
    }
}

void Object::SetUInt16Value(uint16 index, uint8 offset, uint16 value)
{ 
    ASSERT(index < m_valuesCount || PrintIndexError(index, true));

    if (offset > 1)
    {
        sLog->outError("Object::SetUInt16Value: wrong offset %u", offset);
        return;
    }

    if (uint16(m_uint32Values[index] >> (offset * 16)) != value)
    {
        m_uint32Values[index] &= ~uint32(uint32(0xFFFF) << (offset * 16));
        m_uint32Values[index] |= uint32(uint32(value) << (offset * 16));
        _changesMask.SetBit(index);

        if (m_inWorld && !m_objectUpdated)
        {
            sObjectAccessor->AddUpdateObject(this);
            m_objectUpdated = true;
        }
    }
}

void Object::SetStatFloatValue(uint16 index, float value)
{ 
    if (value < 0)
        value = 0.0f;

    SetFloatValue(index, value);
}

void Object::SetStatInt32Value(uint16 index, int32 value)
{ 
    if (value < 0)
        value = 0;

    SetUInt32Value(index, uint32(value));
}

void Object::ApplyModUInt32Value(uint16 index, int32 val, bool apply)
{ 
    int32 cur = GetUInt32Value(index);
    cur += (apply ? val : -val);
    if (cur < 0)
        cur = 0;
    SetUInt32Value(index, cur);
}

void Object::ApplyModInt32Value(uint16 index, int32 val, bool apply)
{ 
    int32 cur = GetInt32Value(index);
    cur += (apply ? val : -val);
    SetInt32Value(index, cur);
}

void Object::ApplyModSignedFloatValue(uint16 index, float  val, bool apply)
{ 
    float cur = GetFloatValue(index);
    cur += (apply ? val : -val);
    SetFloatValue(index, cur);
}

void Object::ApplyModPositiveFloatValue(uint16 index, float  val, bool apply)
{ 
    float cur = GetFloatValue(index);
    cur += (apply ? val : -val);
    if (cur < 0)
        cur = 0;
    SetFloatValue(index, cur);
}

void Object::SetFlag(uint16 index, uint32 newFlag)
{ 
    ASSERT(index < m_valuesCount || PrintIndexError(index, true));
    uint32 oldval = m_uint32Values[index];
    uint32 newval = oldval | newFlag;

    if (oldval != newval)
    {
        m_uint32Values[index] = newval;
        _changesMask.SetBit(index);

        if (m_inWorld && !m_objectUpdated)
        {
            sObjectAccessor->AddUpdateObject(this);
            m_objectUpdated = true;
        }
    }
}

void Object::RemoveFlag(uint16 index, uint32 oldFlag)
{ 
    ASSERT(index < m_valuesCount || PrintIndexError(index, true));
    ASSERT(m_uint32Values);

    uint32 oldval = m_uint32Values[index];
    uint32 newval = oldval & ~oldFlag;

    if (oldval != newval)
    {
        m_uint32Values[index] = newval;
        _changesMask.SetBit(index);

        if (m_inWorld && !m_objectUpdated)
        {
            sObjectAccessor->AddUpdateObject(this);
            m_objectUpdated = true;
        }
    }
}

void Object::SetByteFlag(uint16 index, uint8 offset, uint8 newFlag)
{ 
    ASSERT(index < m_valuesCount || PrintIndexError(index, true));

    if (offset > 3)
    {
        sLog->outError("Object::SetByteFlag: wrong offset %u", offset);
        return;
    }

    if (!(uint8(m_uint32Values[index] >> (offset * 8)) & newFlag))
    {
        m_uint32Values[index] |= uint32(uint32(newFlag) << (offset * 8));
        _changesMask.SetBit(index);

        if (m_inWorld && !m_objectUpdated)
        {
            sObjectAccessor->AddUpdateObject(this);
            m_objectUpdated = true;
        }
    }
}

void Object::RemoveByteFlag(uint16 index, uint8 offset, uint8 oldFlag)
{ 
    ASSERT(index < m_valuesCount || PrintIndexError(index, true));

    if (offset > 3)
    {
        sLog->outError("Object::RemoveByteFlag: wrong offset %u", offset);
        return;
    }

    if (uint8(m_uint32Values[index] >> (offset * 8)) & oldFlag)
    {
        m_uint32Values[index] &= ~uint32(uint32(oldFlag) << (offset * 8));
        _changesMask.SetBit(index);

        if (m_inWorld && !m_objectUpdated)
        {
            sObjectAccessor->AddUpdateObject(this);
            m_objectUpdated = true;
        }
    }
}

bool Object::PrintIndexError(uint32 index, bool set) const
{ 
    sLog->outString("Attempt %s non-existed value field: %u (count: %u) for object typeid: %u type mask: %u", (set ? "set value to" : "get value from"), index, m_valuesCount, GetTypeId(), m_objectType);

    // ASSERT must fail after function call
    return false;
}

bool Position::HasInLine(WorldObject const* target, float width) const
{
    if (!HasInArc(M_PI, target))
        return false;
    width += target->GetObjectSize();
    float angle = GetRelativeAngle(target);
    return fabs(sin(angle)) * GetExactDist2d(target->GetPositionX(), target->GetPositionY()) < width;
}

std::string Position::ToString() const
{
    std::stringstream sstr;
    sstr << "X: " << m_positionX << " Y: " << m_positionY << " Z: " << m_positionZ << " O: " << m_orientation;
    return sstr.str();
}

ByteBuffer& operator>>(ByteBuffer& buf, Position::PositionXYZOStreamer const& streamer)
{
    float x, y, z, o;
    buf >> x >> y >> z >> o;
    streamer.m_pos->Relocate(x, y, z, o);
    return buf;
}
ByteBuffer& operator<<(ByteBuffer& buf, Position::PositionXYZStreamer const& streamer)
{
    float x, y, z;
    streamer.m_pos->GetPosition(x, y, z);
    buf << x << y << z;
    return buf;
}

ByteBuffer& operator>>(ByteBuffer& buf, Position::PositionXYZStreamer const& streamer)
{
    float x, y, z;
    buf >> x >> y >> z;
    streamer.m_pos->Relocate(x, y, z);
    return buf;
}

ByteBuffer& operator<<(ByteBuffer& buf, Position::PositionXYZOStreamer const& streamer)
{
    float x, y, z, o;
    streamer.m_pos->GetPosition(x, y, z, o);
    buf << x << y << z << o;
    return buf;
}

void MovementInfo::OutDebug()
{
    sLog->outString("MOVEMENT INFO");
    sLog->outString("guid " UI64FMTD, guid);
    sLog->outString("flags %u", flags);
    sLog->outString("flags2 %u", flags2);
    sLog->outString("time %u current time " UI64FMTD "", flags2, uint64(::time(NULL)));
    sLog->outString("position: `%s`", pos.ToString().c_str());
    if (flags & MOVEMENTFLAG_ONTRANSPORT)
    {
        sLog->outString("TRANSPORT:");
        sLog->outString("guid: " UI64FMTD, transport.guid);
        sLog->outString("position: `%s`", transport.pos.ToString().c_str());
        sLog->outString("seat: %i", transport.seat);
        sLog->outString("time: %u", transport.time);
        if (flags2 & MOVEMENTFLAG2_INTERPOLATED_MOVEMENT)
            sLog->outString("time2: %u", transport.time2);
    }

    if ((flags & (MOVEMENTFLAG_SWIMMING | MOVEMENTFLAG_FLYING)) || (flags2 & MOVEMENTFLAG2_ALWAYS_ALLOW_PITCHING))
        sLog->outString("pitch: %f", pitch);

    sLog->outString("fallTime: %u", fallTime);
    if (flags & MOVEMENTFLAG_FALLING)
        sLog->outString("j_zspeed: %f j_sinAngle: %f j_cosAngle: %f j_xyspeed: %f", jump.zspeed, jump.sinAngle, jump.cosAngle, jump.xyspeed);

    if (flags & MOVEMENTFLAG_SPLINE_ELEVATION)
        sLog->outString("splineElevation: %f", splineElevation);
}

WorldObject::WorldObject(bool isWorldObject) : WorldLocation(), LastUsedScriptID(0),
m_name(""), m_isActive(false), m_isWorldObject(isWorldObject), m_zoneScript(NULL),
m_transport(NULL), m_currMap(NULL), m_InstanceId(0),
m_phaseMask(PHASEMASK_NORMAL), m_notifyflags(0), m_executed_notifies(0)
{
    m_serverSideVisibility.SetValue(SERVERSIDE_VISIBILITY_GHOST, GHOST_VISIBILITY_ALIVE | GHOST_VISIBILITY_GHOST);
    m_serverSideVisibilityDetect.SetValue(SERVERSIDE_VISIBILITY_GHOST, GHOST_VISIBILITY_ALIVE);
}

void WorldObject::SetWorldObject(bool on)
{ 
    if (!IsInWorld())
        return;

    GetMap()->AddObjectToSwitchList(this, on);
}

bool WorldObject::IsWorldObject() const
{ 
    if (m_isWorldObject)
        return true;

    if (ToCreature() && ToCreature()->m_isTempWorldObject)
        return true;

    return false;
}

void WorldObject::setActive(bool on)
{ 
    if (m_isActive == on)
        return;

    if (GetTypeId() == TYPEID_PLAYER)
        return;

    m_isActive = on;

    if (!IsInWorld())
        return;

    Map* map = FindMap();
    if (!map)
        return;

    if (on)
    {
        if (GetTypeId() == TYPEID_UNIT)
            map->AddToActive(this->ToCreature());
        else if (GetTypeId() == TYPEID_DYNAMICOBJECT)
            map->AddToActive((DynamicObject*)this);
        else if (GetTypeId() == TYPEID_GAMEOBJECT)
            map->AddToActive((GameObject*)this);
    }
    else
    {
        if (GetTypeId() == TYPEID_UNIT)
            map->RemoveFromActive(this->ToCreature());
        else if (GetTypeId() == TYPEID_DYNAMICOBJECT)
            map->RemoveFromActive((DynamicObject*)this);
        else if (GetTypeId() == TYPEID_GAMEOBJECT)
            map->RemoveFromActive((GameObject*)this);
    }
}

void WorldObject::CleanupsBeforeDelete(bool /*finalCleanup*/)
{ 
    if (IsInWorld())
        RemoveFromWorld();
}

void WorldObject::_Create(uint32 guidlow, HighGuid guidhigh, uint32 phaseMask)
{ 
    Object::_Create(guidlow, 0, guidhigh);
    m_phaseMask = phaseMask;
}

uint32 WorldObject::GetZoneId(bool /*forceRecalc*/) const
{
    return GetBaseMap()->GetZoneId(m_positionX, m_positionY, m_positionZ);
}

uint32 WorldObject::GetAreaId(bool /*forceRecalc*/) const
{
    return GetBaseMap()->GetAreaId(m_positionX, m_positionY, m_positionZ);
}

void WorldObject::GetZoneAndAreaId(uint32& zoneid, uint32& areaid, bool /*forceRecalc*/) const
{
    GetBaseMap()->GetZoneAndAreaId(zoneid, areaid, m_positionX, m_positionY, m_positionZ);
}

InstanceScript* WorldObject::GetInstanceScript()
{ 
    Map* map = GetMap();
    return map->IsDungeon() ? map->ToInstanceMap()->GetInstanceScript() : NULL;
}

float WorldObject::GetDistanceZ(const WorldObject* obj) const
{ 
    float dz = fabs(GetPositionZ() - obj->GetPositionZ());
    float sizefactor = GetObjectSize() + obj->GetObjectSize();
    float dist = dz - sizefactor;
    return (dist > 0 ? dist : 0);
}

bool WorldObject::_IsWithinDist(WorldObject const* obj, float dist2compare, bool is3D) const
{ 
    float sizefactor = GetObjectSize() + obj->GetObjectSize();
    float maxdist = dist2compare + sizefactor;

    if (m_transport && obj->GetTransport() &&  obj->GetTransport()->GetGUIDLow() == m_transport->GetGUIDLow())
    {
        float dtx = m_movementInfo.transport.pos.m_positionX - obj->m_movementInfo.transport.pos.m_positionX;
        float dty = m_movementInfo.transport.pos.m_positionY - obj->m_movementInfo.transport.pos.m_positionY;
        float disttsq = dtx * dtx + dty * dty;
        if (is3D)
        {
            float dtz = m_movementInfo.transport.pos.m_positionZ - obj->m_movementInfo.transport.pos.m_positionZ;
            disttsq += dtz * dtz;
        }
        return disttsq < (maxdist * maxdist);
    }

    float dx = GetPositionX() - obj->GetPositionX();
    float dy = GetPositionY() - obj->GetPositionY();
    float distsq = dx*dx + dy*dy;
    if (is3D)
    {
        float dz = GetPositionZ() - obj->GetPositionZ();
        distsq += dz*dz;
    }

    return distsq < maxdist * maxdist;
}

bool WorldObject::IsWithinLOSInMap(const WorldObject* obj) const
{
    if (!IsInMap(obj))
        return false;

    float ox, oy, oz;
    obj->GetPosition(ox, oy, oz);
    return IsWithinLOS(ox, oy, oz);
}

bool WorldObject::IsWithinLOS(float ox, float oy, float oz) const
{ 
    /*float x, y, z;
    GetPosition(x, y, z);
    VMAP::IVMapManager* vMapManager = VMAP::VMapFactory::createOrGetVMapManager();
    return vMapManager->isInLineOfSight(GetMapId(), x, y, z+2.0f, ox, oy, oz+2.0f);*/
    if (IsInWorld())
        return GetMap()->isInLineOfSight(GetPositionX(), GetPositionY(), GetPositionZ()+2.f, ox, oy, oz+2.f, GetPhaseMask());

    return true;
}

bool WorldObject::GetDistanceOrder(WorldObject const* obj1, WorldObject const* obj2, bool is3D /* = true */) const
{ 
    float dx1 = GetPositionX() - obj1->GetPositionX();
    float dy1 = GetPositionY() - obj1->GetPositionY();
    float distsq1 = dx1*dx1 + dy1*dy1;
    if (is3D)
    {
        float dz1 = GetPositionZ() - obj1->GetPositionZ();
        distsq1 += dz1*dz1;
    }

    float dx2 = GetPositionX() - obj2->GetPositionX();
    float dy2 = GetPositionY() - obj2->GetPositionY();
    float distsq2 = dx2*dx2 + dy2*dy2;
    if (is3D)
    {
        float dz2 = GetPositionZ() - obj2->GetPositionZ();
        distsq2 += dz2*dz2;
    }

    return distsq1 < distsq2;
}

bool WorldObject::IsInRange(WorldObject const* obj, float minRange, float maxRange, bool is3D /* = true */) const
{ 
    float dx = GetPositionX() - obj->GetPositionX();
    float dy = GetPositionY() - obj->GetPositionY();
    float distsq = dx*dx + dy*dy;
    if (is3D)
    {
        float dz = GetPositionZ() - obj->GetPositionZ();
        distsq += dz*dz;
    }

    float sizefactor = GetObjectSize() + obj->GetObjectSize();

    // check only for real range
    if (minRange > 0.0f)
    {
        float mindist = minRange + sizefactor;
        if (distsq < mindist * mindist)
            return false;
    }

    float maxdist = maxRange + sizefactor;
    return distsq < maxdist * maxdist;
}

bool WorldObject::IsInRange2d(float x, float y, float minRange, float maxRange) const
{ 
    float dx = GetPositionX() - x;
    float dy = GetPositionY() - y;
    float distsq = dx*dx + dy*dy;

    float sizefactor = GetObjectSize();

    // check only for real range
    if (minRange > 0.0f)
    {
        float mindist = minRange + sizefactor;
        if (distsq < mindist * mindist)
            return false;
    }

    float maxdist = maxRange + sizefactor;
    return distsq < maxdist * maxdist;
}

bool WorldObject::IsInRange3d(float x, float y, float z, float minRange, float maxRange) const
{ 
    float dx = GetPositionX() - x;
    float dy = GetPositionY() - y;
    float dz = GetPositionZ() - z;
    float distsq = dx*dx + dy*dy + dz*dz;

    float sizefactor = GetObjectSize();

    // check only for real range
    if (minRange > 0.0f)
    {
        float mindist = minRange + sizefactor;
        if (distsq < mindist * mindist)
            return false;
    }

    float maxdist = maxRange + sizefactor;
    return distsq < maxdist * maxdist;
}

void Position::RelocateOffset(const Position & offset)
{
    m_positionX = GetPositionX() + (offset.GetPositionX() * cos(GetOrientation()) + offset.GetPositionY() * sin(GetOrientation() + M_PI));
    m_positionY = GetPositionY() + (offset.GetPositionY() * cos(GetOrientation()) + offset.GetPositionX() * sin(GetOrientation()));
    m_positionZ = GetPositionZ() + offset.GetPositionZ();
    m_orientation = GetOrientation() + offset.GetOrientation();
}

void Position::GetPositionOffsetTo(const Position & endPos, Position & retOffset) const
{
    float dx = endPos.GetPositionX() - GetPositionX();
    float dy = endPos.GetPositionY() - GetPositionY();

    retOffset.m_positionX = dx * cos(GetOrientation()) + dy * sin(GetOrientation());
    retOffset.m_positionY = dy * cos(GetOrientation()) - dx * sin(GetOrientation());
    retOffset.m_positionZ = endPos.GetPositionZ() - GetPositionZ();
    retOffset.m_orientation = endPos.GetOrientation() - GetOrientation();
}

float Position::GetAngle(const Position* obj) const
{
    if (!obj)
        return 0;

    return GetAngle(obj->GetPositionX(), obj->GetPositionY());
}

// Return angle in range 0..2*pi
float Position::GetAngle(const float x, const float y) const
{
    float dx = x - GetPositionX();
    float dy = y - GetPositionY();

    float ang = atan2(dy, dx);
    ang = (ang >= 0) ? ang : 2 * M_PI + ang;
    return ang;
}

void Position::GetSinCos(const float x, const float y, float &vsin, float &vcos) const
{
    float dx = GetPositionX() - x;
    float dy = GetPositionY() - y;

    if (fabs(dx) < 0.001f && fabs(dy) < 0.001f)
    {
        float angle = (float)rand_norm()*static_cast<float>(2*M_PI);
        vcos = cos(angle);
        vsin = sin(angle);
    }
    else
    {
        float dist = sqrt((dx*dx) + (dy*dy));
        vcos = dx / dist;
        vsin = dy / dist;
    }
}

bool Position::IsWithinBox(const Position& center, float xradius, float yradius, float zradius) const
{
    // rotate the WorldObject position instead of rotating the whole cube, that way we can make a simplified
    // is-in-cube check and we have to calculate only one point instead of 4

    // 2PI = 360*, keep in mind that ingame orientation is counter-clockwise
    double rotation = 2 * M_PI - center.GetOrientation();
    double sinVal = std::sin(rotation);
    double cosVal = std::cos(rotation);

    float BoxDistX = GetPositionX() - center.GetPositionX();
    float BoxDistY = GetPositionY() - center.GetPositionY();

    float rotX = float(center.GetPositionX() + BoxDistX * cosVal - BoxDistY*sinVal);
    float rotY = float(center.GetPositionY() + BoxDistY * cosVal + BoxDistX*sinVal);

    // box edges are parallel to coordiante axis, so we can treat every dimension independently :D
    float dz = GetPositionZ() - center.GetPositionZ();
    float dx = rotX - center.GetPositionX();
    float dy = rotY - center.GetPositionY();
    if ((std::fabs(dx) > xradius) ||
        (std::fabs(dy) > yradius) ||
        (std::fabs(dz) > zradius))
        return false;

    return true;
}

bool Position::HasInArc(float arc, const Position* obj, float targetRadius) const
{
    // always have self in arc
    if (obj == this)
        return true;

    // move arc to range 0.. 2*pi
    arc = Position::NormalizeOrientation(arc);

    float angle = GetAngle(obj);
    angle -= m_orientation;

    // move angle to range -pi ... +pi
    angle = Position::NormalizeOrientation(angle);
    if (angle > M_PI)
        angle -= 2.0f*M_PI;

    float lborder = -1 * (arc/2.0f);                        // in range -pi..0
    float rborder = (arc/2.0f);                             // in range 0..pi

    // pussywizard: take into consideration target size 
    if (targetRadius > 0.0f) 
    { 
        float distSq = GetExactDist2dSq(obj); 
        // pussywizard: at least a part of target's model is in every direction 
        if (distSq < targetRadius*targetRadius) 
            return true; 
        float angularRadius = 2.0f * atan(targetRadius / (2.0f * sqrt(distSq))); 
        lborder -= angularRadius; 
        rborder += angularRadius; 
    }

    return ((angle >= lborder) && (angle <= rborder));
}

bool WorldObject::IsInBetween(const WorldObject* obj1, const WorldObject* obj2, float size) const
{ 
    if (!obj1 || !obj2)
        return false;

    if (!size)
        size = GetObjectSize() / 2;

    float pdist = obj1->GetExactDist2dSq(obj2) + size / 2.0f;
    if (GetExactDist2dSq(obj1) >= pdist || GetExactDist2dSq(obj2) >= pdist)
        return false;

    if (G3D::fuzzyEq(obj1->GetPositionX(), obj2->GetPositionX()))
        return GetPositionX() >= obj1->GetPositionX()-size && GetPositionX() <= obj1->GetPositionX()+size;

    float A = (obj2->GetPositionY()-obj1->GetPositionY())/(obj2->GetPositionX()-obj1->GetPositionX());
    float B = -1;
    float C = obj1->GetPositionY() - A*obj1->GetPositionX();
    float dist = fabs(A*GetPositionX()+B*GetPositionY()+C)/sqrt(A*A+B*B);
    return dist <= size;
}

bool WorldObject::isInFront(WorldObject const* target,  float arc) const
{ 
    return HasInArc(arc, target);
}

bool WorldObject::isInBack(WorldObject const* target, float arc) const
{ 
    return !HasInArc(2 * M_PI - arc, target);
}

void WorldObject::GetRandomPoint(const Position &pos, float distance, float &rand_x, float &rand_y, float &rand_z) const
{ 
    if (!distance)
    {
        pos.GetPosition(rand_x, rand_y, rand_z);
        return;
    }

    // angle to face `obj` to `this`
    float angle = (float)rand_norm()*static_cast<float>(2*M_PI);
    float new_dist = (float)rand_norm()*static_cast<float>(distance);

    rand_x = pos.m_positionX + new_dist * cos(angle);
    rand_y = pos.m_positionY + new_dist * sin(angle);
    rand_z = pos.m_positionZ;

    Trinity::NormalizeMapCoord(rand_x);
    Trinity::NormalizeMapCoord(rand_y);
    UpdateGroundPositionZ(rand_x, rand_y, rand_z);            // update to LOS height if available
}

void WorldObject::UpdateGroundPositionZ(float x, float y, float &z) const
{ 
    float new_z = GetMap()->GetHeight(GetPhaseMask(), x, y, z /*+ 2.0f*/, true); // pussywizard: +2.0f is added in all inner functions
    if (new_z > INVALID_HEIGHT)
        z = new_z + 0.05f;                                   // just to be sure that we are not a few pixel under the surface
}

void WorldObject::UpdateAllowedPositionZ(float x, float y, float &z) const
{ 
    // TODO: Allow transports to be part of dynamic vmap tree
    //if (GetTransport())
    //    return;

    switch (GetTypeId())
    {
        case TYPEID_UNIT:
        {
            // non fly unit don't must be in air
            // non swim unit must be at ground (mostly speedup, because it don't must be in water and water level check less fast
            if (!ToCreature()->CanFly())
            {
                bool canSwim = ToCreature()->CanSwim();
                float ground_z = z;
                float max_z = canSwim
                    ? GetMap()->GetWaterOrGroundLevel(x, y, z, &ground_z, !ToUnit()->HasAuraType(SPELL_AURA_WATER_WALK))
                    : ((ground_z = GetMap()->GetHeight(GetPhaseMask(), x, y, z, true)));
                if (max_z > INVALID_HEIGHT)
                {
                    if (z > max_z)
                        z = max_z;
                    else if (z < ground_z)
                        z = ground_z;
                }
            }
            else
            {
                float ground_z = GetMap()->GetHeight(GetPhaseMask(), x, y, z, true);
                if (z < ground_z)
                    z = ground_z;
            }
            break;
        }
        case TYPEID_PLAYER:
        {
            // for server controlled moves playr work same as creature (but it can always swim)
            if (!ToPlayer()->CanFly())
            {
                float ground_z = z;
                float max_z = GetMap()->GetWaterOrGroundLevel(x, y, z, &ground_z, !ToUnit()->HasAuraType(SPELL_AURA_WATER_WALK));
                if (max_z > INVALID_HEIGHT)
                {
                    if (z > max_z)
                        z = max_z;
                    else if (z < ground_z)
                        z = ground_z;
                }
            }
            else
            {
                float ground_z = GetMap()->GetHeight(GetPhaseMask(), x, y, z, true);
                if (z < ground_z)
                    z = ground_z;
            }
            break;
        }
        default:
        {
            float ground_z = GetMap()->GetHeight(GetPhaseMask(), x, y, z, true);
            if (ground_z > INVALID_HEIGHT)
                z = ground_z;
            break;
        }
    }
}

bool Position::IsPositionValid() const
{
    return Trinity::IsValidMapCoord(m_positionX, m_positionY, m_positionZ, m_orientation);
}

float WorldObject::GetGridActivationRange() const
{ 
    if (ToPlayer())
        return IsInWintergrasp() ? VISIBILITY_DIST_WINTERGRASP : GetMap()->GetVisibilityRange();
    else if (ToCreature())
        return ToCreature()->m_SightDistance;
    else if (GetTypeId() == TYPEID_GAMEOBJECT && ToGameObject()->IsTransport())
        return GetMap()->GetVisibilityRange();
    else
        return 0.0f;
}

float WorldObject::GetVisibilityRange() const
{ 
    if (isActiveObject() && !ToPlayer())
        return MAX_VISIBILITY_DISTANCE;
    else if (GetTypeId() == TYPEID_GAMEOBJECT)
        return IsInWintergrasp() ? VISIBILITY_DIST_WINTERGRASP+VISIBILITY_INC_FOR_GOBJECTS : GetMap()->GetVisibilityRange()+VISIBILITY_INC_FOR_GOBJECTS;
    else
        return IsInWintergrasp() ? VISIBILITY_DIST_WINTERGRASP : GetMap()->GetVisibilityRange();
}

float WorldObject::GetSightRange(const WorldObject* target) const
{ 
    if (ToUnit())
    {
        if (ToPlayer())
        {
            if (target)
            {
                if (target->isActiveObject() && !target->ToPlayer())
                    return MAX_VISIBILITY_DISTANCE;
                else if (target->GetTypeId() == TYPEID_GAMEOBJECT)
                    return IsInWintergrasp() && target->IsInWintergrasp() ? VISIBILITY_DIST_WINTERGRASP+VISIBILITY_INC_FOR_GOBJECTS : GetMap()->GetVisibilityRange()+VISIBILITY_INC_FOR_GOBJECTS;

                return IsInWintergrasp() && target->IsInWintergrasp() ? VISIBILITY_DIST_WINTERGRASP : GetMap()->GetVisibilityRange();
            }
            return IsInWintergrasp() ? VISIBILITY_DIST_WINTERGRASP : GetMap()->GetVisibilityRange();
        }
        else if (ToCreature())
            return ToCreature()->m_SightDistance;
        else
            return SIGHT_RANGE_UNIT;
    }

    return 0.0f;
}

bool WorldObject::CanSeeOrDetect(WorldObject const* obj, bool ignoreStealth, bool distanceCheck) const
{ 
    if (this == obj)
        return true;

    if (obj->IsNeverVisible() || CanNeverSee(obj))
        return false;

    if (obj->IsAlwaysVisibleFor(this) || CanAlwaysSee(obj))
        return true;

    // Creature scripts
    if (Creature const* cObj = obj->ToCreature())
        if (cObj->IsAIEnabled && this->ToPlayer() && !cObj->AI()->CanBeSeen(this->ToPlayer()))
            return false;

    // pussywizard: arena spectator
    if (obj->GetTypeId() == TYPEID_PLAYER)
        if (((const Player*)obj)->IsSpectator() && ((const Player*)obj)->FindMap()->IsBattleArena())
            return false;

    bool corpseVisibility = false;
    if (distanceCheck)
    {
        bool corpseCheck = false;
        WorldObject const* viewpoint = this;
        if (Player const* thisPlayer = ToPlayer())
        {
            if (thisPlayer->isDead() && thisPlayer->GetHealth() > 0 && // Cheap way to check for ghost state
                !(obj->m_serverSideVisibility.GetValue(SERVERSIDE_VISIBILITY_GHOST) & m_serverSideVisibility.GetValue(SERVERSIDE_VISIBILITY_GHOST) & GHOST_VISIBILITY_GHOST))
            {
                if (Corpse* corpse = thisPlayer->GetCorpse())
                {
                    corpseCheck = true;
                    if (corpse->IsWithinDist(thisPlayer, GetSightRange(obj), false))
                        if (corpse->IsWithinDist(obj, GetSightRange(obj), false))
                            corpseVisibility = true;
                }
            }

            // our additional checks
            if (Unit const* target = obj->ToUnit())
            {
                // xinef: don't allow to detect vehicle accessory if you can't see vehicle base!
                if (Unit const* vehicle = target->GetVehicleBase())
                    if (!thisPlayer->HaveAtClient(vehicle))
                        return false;

                // pussywizard: during arena preparation, don't allow to detect pets if can't see its owner (spoils enemy arena frames)
                if (target->IsPet() && target->GetOwnerGUID() && target->FindMap()->IsBattleArena() && GetGUID() != target->GetOwnerGUID())
                    if (BattlegroundMap* bgmap = target->FindMap()->ToBattlegroundMap())
                        if (Battleground* bg = bgmap->GetBG())
                            if (bg->GetStatus() < STATUS_IN_PROGRESS && !thisPlayer->HaveAtClient(target->GetOwnerGUID()))
                                return false;
            }

            if (thisPlayer->GetViewpoint())
                viewpoint = thisPlayer->GetViewpoint();
        }

        // Xinef: check reversely obj vs viewpoint, object could be a gameObject which overrides _IsWithinDist function to include gameobject size
        if (!corpseCheck && !viewpoint->IsWithinDist(obj, GetSightRange(obj), true))
            return false;
    }

    // GM visibility off or hidden NPC
    if (!obj->m_serverSideVisibility.GetValue(SERVERSIDE_VISIBILITY_GM))
    {
        // Stop checking other things for GMs
        if (m_serverSideVisibilityDetect.GetValue(SERVERSIDE_VISIBILITY_GM))
            return true;
    }
    else
        return m_serverSideVisibilityDetect.GetValue(SERVERSIDE_VISIBILITY_GM) >= obj->m_serverSideVisibility.GetValue(SERVERSIDE_VISIBILITY_GM);

    // Ghost players, Spirit Healers, and some other NPCs
    if (!corpseVisibility && !(obj->m_serverSideVisibility.GetValue(SERVERSIDE_VISIBILITY_GHOST) & m_serverSideVisibilityDetect.GetValue(SERVERSIDE_VISIBILITY_GHOST)))
    {
        // Alive players can see dead players in some cases, but other objects can't do that
        if (Player const* thisPlayer = ToPlayer())
        {
            if (Player const* objPlayer = obj->ToPlayer())
            {
                if (thisPlayer->GetTeamId() != objPlayer->GetTeamId() || !thisPlayer->IsGroupVisibleFor(objPlayer))
                    return false;
            }
            else
                return false;
        }
        else
            return false;
    }

    if (obj->IsInvisibleDueToDespawn())
        return false;

     // pussywizard: arena spectator
    if (this->GetTypeId() == TYPEID_PLAYER)
        if (((const Player*)this)->IsSpectator() && ((const Player*)this)->FindMap()->IsBattleArena() && (obj->m_invisibility.GetFlags() || obj->m_stealth.GetFlags()))
            return false;

    if (!CanDetect(obj, ignoreStealth, !distanceCheck))
        return false;

    return true;
}

bool WorldObject::CanNeverSee(WorldObject const* obj) const
{
    if (GetTypeId() == TYPEID_UNIT && obj->GetTypeId() == TYPEID_UNIT)
        return GetMap() != obj->GetMap() || (!InSamePhase(obj) && ToUnit()->GetVehicleBase() != obj && this != obj->ToUnit()->GetVehicleBase());
    return GetMap() != obj->GetMap() || !InSamePhase(obj);
}

bool WorldObject::CanDetect(WorldObject const* obj, bool ignoreStealth, bool checkClient) const
{ 
    const WorldObject* seer = this;

    // Pets don't have detection, they use the detection of their masters
    if (const Unit* thisUnit = ToUnit())
        if (Unit* controller = thisUnit->GetCharmerOrOwner())
            seer = controller;

    if (obj->IsAlwaysDetectableFor(seer) || GetEntry() == WORLD_TRIGGER) // xinef: World Trigger can detect all objects, used for wild gameobjects without owner!
        return true;

    if (!ignoreStealth)
    {
        if (!seer->CanDetectInvisibilityOf(obj)) // xinef: added ignoreStealth, allow AoE spells to hit invisible targets!
            return false;

        if (!seer->CanDetectStealthOf(obj))
        {
            // xinef: ignore units players have at client, this cant be cheated!
            if (checkClient)
            {
                if (GetTypeId() != TYPEID_PLAYER || !ToPlayer()->HaveAtClient(obj))
                    return false;
            }
            else
                return false;
        }
    }

    return true;
}

bool WorldObject::CanDetectInvisibilityOf(WorldObject const* obj) const
{ 
    uint32 mask = obj->m_invisibility.GetFlags() & m_invisibilityDetect.GetFlags();
    // xinef: include invisible flags of caster in the mask, 2 invisible objects should be able to detect eachother
    mask |= obj->m_invisibility.GetFlags() & m_invisibility.GetFlags();

    // Check for not detected types
    if (mask != obj->m_invisibility.GetFlags())
        return false;

    // It isn't possible in invisibility to detect something that can't detect the invisible object
    // (it's at least true for spell: 66)
    // It seems like that only Units are affected by this check (couldn't see arena doors with preparation invisibility)
    if (obj->ToUnit())
    {
        uint32 objMask = m_invisibility.GetFlags() & obj->m_invisibilityDetect.GetFlags();
        // xinef: include invisible flags of caster in the mask, 2 invisible objects should be able to detect eachother
        objMask |= m_invisibility.GetFlags() & obj->m_invisibility.GetFlags();
        if (objMask != m_invisibility.GetFlags())
            return false;
    }

    for (uint32 i = 0; i < TOTAL_INVISIBILITY_TYPES; ++i)
    {
        if (!(mask & (1 << i)))
            continue;

        // xinef: visible for the same invisibility type:
        if (m_invisibility.GetValue(InvisibilityType(i)) && obj->m_invisibility.GetValue(InvisibilityType(i)))
            continue;

        int32 objInvisibilityValue = obj->m_invisibility.GetValue(InvisibilityType(i));
        int32 ownInvisibilityDetectValue = m_invisibilityDetect.GetValue(InvisibilityType(i));

        // Too low value to detect
        if (ownInvisibilityDetectValue < objInvisibilityValue)
            return false;
    }

    return true;
}

bool WorldObject::CanDetectStealthOf(WorldObject const* obj) const
{ 
    // Combat reach is the minimal distance (both in front and behind),
    //   and it is also used in the range calculation.
    // One stealth point increases the visibility range by 0.3 yard.

    if (!obj->m_stealth.GetFlags())
        return true;

    // dead players shouldnt be able to detect stealth on arenas
    if (isType(TYPEMASK_PLAYER))
        if (!ToPlayer()->IsAlive())
            return false;

    float distance = GetExactDist(obj);
    float combatReach = 0.0f;

    if (isType(TYPEMASK_UNIT))
        combatReach = ((Unit*)this)->GetCombatReach();

    if (distance < combatReach)
        return true;

    if (!HasInArc(M_PI, obj))
        return false;

    for (uint32 i = 0; i < TOTAL_STEALTH_TYPES; ++i)
    {
        if (!(obj->m_stealth.GetFlags() & (1 << i)))
            continue;

        if (isType(TYPEMASK_UNIT))
            if (((Unit*)this)->HasAuraTypeWithMiscvalue(SPELL_AURA_DETECT_STEALTH, i))
                return true;

        // Starting points
        int32 detectionValue = 30;

        // Level difference: 5 point / level, starting from level 1.
        // There may be spells for this and the starting points too, but
        // not in the DBCs of the client.
        detectionValue += int32(getLevelForTarget(obj) - 1) * 5;

        // Apply modifiers
        detectionValue += m_stealthDetect.GetValue(StealthType(i));
        if (obj->isType(TYPEMASK_GAMEOBJECT))
        {
            detectionValue += 30; // pussywizard: increase detection range for gameobjects (ie. traps)
            if (Unit* owner = ((GameObject*)obj)->GetOwner())
                detectionValue -= int32(owner->getLevelForTarget(this) - 1) * 5;
        }

        detectionValue -= obj->m_stealth.GetValue(StealthType(i));

        // Calculate max distance
        float visibilityRange = float(detectionValue) * 0.3f + combatReach;

        if (visibilityRange > MAX_PLAYER_STEALTH_DETECT_RANGE)
            visibilityRange = MAX_PLAYER_STEALTH_DETECT_RANGE;

        if (distance > visibilityRange)
            return false;
    }

    return true;
}

void WorldObject::SendPlaySound(uint32 Sound, bool OnlySelf)
{ 
    WorldPacket data(SMSG_PLAY_SOUND, 4);
    data << Sound;
    if (OnlySelf && GetTypeId() == TYPEID_PLAYER)
        this->ToPlayer()->GetSession()->SendPacket(&data);
    else
        SendMessageToSet(&data, true); // ToSelf ignored in this case
}

void Object::ForceValuesUpdateAtIndex(uint32 i)
{ 
    _changesMask.SetBit(i);
    if (m_inWorld && !m_objectUpdated)
    {
        sObjectAccessor->AddUpdateObject(this);
        m_objectUpdated = true;
    }
}

namespace Trinity
{
        class MonsterChatBuilder
    {
        public:
            MonsterChatBuilder(WorldObject const* obj, ChatMsg msgtype, int32 textId, uint32 language, WorldObject const* target)
                : i_object(obj), i_msgtype(msgtype), i_textId(textId), i_language(Language(language)), i_target(target) { }
            void operator()(WorldPacket& data, LocaleConstant loc_idx)
            {
                char const* text = sObjectMgr->GetTrinityString(i_textId, loc_idx);
                ChatHandler::BuildChatPacket(data, i_msgtype, i_language, i_object, i_target, text, 0, "", loc_idx);
            }

        private:
            WorldObject const* i_object;
            ChatMsg i_msgtype;
            int32 i_textId;
            Language i_language;
            WorldObject const* i_target;
    };

    class MonsterCustomChatBuilder
    {
        public:
            MonsterCustomChatBuilder(WorldObject const* obj, ChatMsg msgtype, const char* text, uint32 language, WorldObject const* target)
                : i_object(obj), i_msgtype(msgtype), i_text(text), i_language(Language(language)), i_target(target)
            {}
            void operator()(WorldPacket& data, LocaleConstant loc_idx)
            {
                ChatHandler::BuildChatPacket(data, i_msgtype, i_language, i_object, i_target, i_text, 0, "", loc_idx);
            }

        private:
            WorldObject const* i_object;
            ChatMsg i_msgtype;
            const char* i_text;
            Language i_language;
            WorldObject const* i_target;
    };
}                                                           // namespace Trinity

void WorldObject::MonsterSay(const char* text, uint32 language, WorldObject const* target)
{ 
    CellCoord p = Trinity::ComputeCellCoord(GetPositionX(), GetPositionY());

    Cell cell(p);
    cell.SetNoCreate();

    Trinity::MonsterCustomChatBuilder say_build(this, CHAT_MSG_MONSTER_SAY, text, language, target);
    Trinity::LocalizedPacketDo<Trinity::MonsterCustomChatBuilder> say_do(say_build);
    Trinity::PlayerDistWorker<Trinity::LocalizedPacketDo<Trinity::MonsterCustomChatBuilder> > say_worker(this, sWorld->getFloatConfig(CONFIG_LISTEN_RANGE_SAY), say_do);
    TypeContainerVisitor<Trinity::PlayerDistWorker<Trinity::LocalizedPacketDo<Trinity::MonsterCustomChatBuilder> >, WorldTypeMapContainer > message(say_worker);
    cell.Visit(p, message, *GetMap(), *this, sWorld->getFloatConfig(CONFIG_LISTEN_RANGE_SAY));
}

void WorldObject::MonsterSay(int32 textId, uint32 language, WorldObject const* target)
{ 
    CellCoord p = Trinity::ComputeCellCoord(GetPositionX(), GetPositionY());

    Cell cell(p);
    cell.SetNoCreate();

    Trinity::MonsterChatBuilder say_build(this, CHAT_MSG_MONSTER_SAY, textId, language, target);
    Trinity::LocalizedPacketDo<Trinity::MonsterChatBuilder> say_do(say_build);
    Trinity::PlayerDistWorker<Trinity::LocalizedPacketDo<Trinity::MonsterChatBuilder> > say_worker(this, sWorld->getFloatConfig(CONFIG_LISTEN_RANGE_SAY), say_do);
    TypeContainerVisitor<Trinity::PlayerDistWorker<Trinity::LocalizedPacketDo<Trinity::MonsterChatBuilder> >, WorldTypeMapContainer > message(say_worker);
    cell.Visit(p, message, *GetMap(), *this, sWorld->getFloatConfig(CONFIG_LISTEN_RANGE_SAY));
}

void WorldObject::MonsterYell(const char* text, uint32 language, WorldObject const* target)
{ 
    CellCoord p = Trinity::ComputeCellCoord(GetPositionX(), GetPositionY());

    Cell cell(p);
    cell.SetNoCreate();

    Trinity::MonsterCustomChatBuilder say_build(this, CHAT_MSG_MONSTER_YELL, text, language, target);
    Trinity::LocalizedPacketDo<Trinity::MonsterCustomChatBuilder> say_do(say_build);
    Trinity::PlayerDistWorker<Trinity::LocalizedPacketDo<Trinity::MonsterCustomChatBuilder> > say_worker(this, sWorld->getFloatConfig(CONFIG_LISTEN_RANGE_YELL), say_do);
    TypeContainerVisitor<Trinity::PlayerDistWorker<Trinity::LocalizedPacketDo<Trinity::MonsterCustomChatBuilder> >, WorldTypeMapContainer > message(say_worker);
    cell.Visit(p, message, *GetMap(), *this, sWorld->getFloatConfig(CONFIG_LISTEN_RANGE_YELL));
}

void WorldObject::MonsterYell(int32 textId, uint32 language, WorldObject const* target)
{ 
    CellCoord p = Trinity::ComputeCellCoord(GetPositionX(), GetPositionY());

    Cell cell(p);
    cell.SetNoCreate();

    Trinity::MonsterChatBuilder say_build(this, CHAT_MSG_MONSTER_YELL, textId, language, target);
    Trinity::LocalizedPacketDo<Trinity::MonsterChatBuilder> say_do(say_build);
    Trinity::PlayerDistWorker<Trinity::LocalizedPacketDo<Trinity::MonsterChatBuilder> > say_worker(this, sWorld->getFloatConfig(CONFIG_LISTEN_RANGE_YELL), say_do);
    TypeContainerVisitor<Trinity::PlayerDistWorker<Trinity::LocalizedPacketDo<Trinity::MonsterChatBuilder> >, WorldTypeMapContainer > message(say_worker);
    cell.Visit(p, message, *GetMap(), *this, sWorld->getFloatConfig(CONFIG_LISTEN_RANGE_YELL));
}

void WorldObject::MonsterTextEmote(const char* text, WorldObject const* target, bool IsBossEmote)
{ 
    WorldPacket data;
    ChatHandler::BuildChatPacket(data, IsBossEmote ? CHAT_MSG_RAID_BOSS_EMOTE : CHAT_MSG_MONSTER_EMOTE, LANG_UNIVERSAL,
                                 this, target, text);
    SendMessageToSetInRange(&data, (IsBossEmote ? 200.0f : sWorld->getFloatConfig(CONFIG_LISTEN_RANGE_TEXTEMOTE)), true);
}

void WorldObject::MonsterTextEmote(int32 textId, WorldObject const* target, bool IsBossEmote)
{ 
    CellCoord p = Trinity::ComputeCellCoord(GetPositionX(), GetPositionY());

    Cell cell(p);
    cell.SetNoCreate();

    Trinity::MonsterChatBuilder say_build(this, IsBossEmote ? CHAT_MSG_RAID_BOSS_EMOTE : CHAT_MSG_MONSTER_EMOTE, textId, LANG_UNIVERSAL, target);
    Trinity::LocalizedPacketDo<Trinity::MonsterChatBuilder> say_do(say_build);
    Trinity::PlayerDistWorker<Trinity::LocalizedPacketDo<Trinity::MonsterChatBuilder> > say_worker(this, (IsBossEmote ? 200.0f : sWorld->getFloatConfig(CONFIG_LISTEN_RANGE_TEXTEMOTE)), say_do);
    TypeContainerVisitor<Trinity::PlayerDistWorker<Trinity::LocalizedPacketDo<Trinity::MonsterChatBuilder> >, WorldTypeMapContainer > message(say_worker);
    cell.Visit(p, message, *GetMap(), *this, (IsBossEmote ? 200.0f : sWorld->getFloatConfig(CONFIG_LISTEN_RANGE_TEXTEMOTE)));
}

void WorldObject::MonsterWhisper(const char* text, Player const* target, bool IsBossWhisper)
{ 
    if (!target)
        return;

    LocaleConstant loc_idx = target->GetSession()->GetSessionDbLocaleIndex();
    WorldPacket data;
    ChatHandler::BuildChatPacket(data, IsBossWhisper ? CHAT_MSG_RAID_BOSS_WHISPER : CHAT_MSG_MONSTER_WHISPER, LANG_UNIVERSAL, this, target, text, 0, "", loc_idx);
    target->GetSession()->SendPacket(&data);
}

void WorldObject::MonsterWhisper(int32 textId, Player const* target, bool IsBossWhisper)
{ 
    if (!target)
        return;

    LocaleConstant loc_idx = target->GetSession()->GetSessionDbLocaleIndex();
    char const* text = sObjectMgr->GetTrinityString(textId, loc_idx);
    WorldPacket data;
    ChatHandler::BuildChatPacket(data, IsBossWhisper ? CHAT_MSG_RAID_BOSS_WHISPER : CHAT_MSG_MONSTER_WHISPER, LANG_UNIVERSAL, this, target, text, 0, "", loc_idx);

    target->GetSession()->SendPacket(&data);
}

void Unit::BuildHeartBeatMsg(WorldPacket* data) const
{ 
    data->Initialize(MSG_MOVE_HEARTBEAT, 32);
    data->append(GetPackGUID());
    BuildMovementPacket(data);
}

// pussywizard!
void WorldObject::SendMessageToSetInRange(WorldPacket* data, float dist, bool /*self*/, bool includeMargin, Player const* skipped_rcvr)
{ 
    dist += GetObjectSize();
    if (includeMargin)
        dist += VISIBILITY_COMPENSATION; // pussywizard: to ensure everyone receives all important packets
    Trinity::MessageDistDeliverer notifier(this, data, dist, false, skipped_rcvr);
    VisitNearbyWorldObject(dist, notifier);
}

void WorldObject::SendObjectDeSpawnAnim(uint64 guid)
{ 
    WorldPacket data(SMSG_GAMEOBJECT_DESPAWN_ANIM, 8);
    data << uint64(guid);
    SendMessageToSet(&data, true);
}

void WorldObject::SetMap(Map* map)
{ 
    ASSERT(map);
    ASSERT(!IsInWorld() || GetTypeId() == TYPEID_CORPSE);
    if (m_currMap == map) // command add npc: first create, than loadfromdb
        return;
    if (m_currMap)
    {
        sLog->outCrash("WorldObject::SetMap: obj %u new map %u %u, old map %u %u", (uint32)GetTypeId(), map->GetId(), map->GetInstanceId(), m_currMap->GetId(), m_currMap->GetInstanceId());
        ASSERT(false);
    }
    m_currMap = map;
    m_mapId = map->GetId();
    m_InstanceId = map->GetInstanceId();
    if (IsWorldObject())
        m_currMap->AddWorldObject(this);
}

void WorldObject::ResetMap()
{ 
    ASSERT(m_currMap);
    ASSERT(!IsInWorld());
    if (IsWorldObject())
        m_currMap->RemoveWorldObject(this);
    m_currMap = NULL;
    //maybe not for corpse
    //m_mapId = 0;
    //m_InstanceId = 0;
}

Map const* WorldObject::GetBaseMap() const
{ 
    ASSERT(m_currMap);
    return m_currMap->GetParent();
}

void WorldObject::AddObjectToRemoveList()
{ 
    ASSERT(m_uint32Values);

    Map* map = FindMap();
    if (!map)
    {
        sLog->outError("Object (TypeId: %u Entry: %u GUID: %u) at attempt add to move list not have valid map (Id: %u).", GetTypeId(), GetEntry(), GetGUIDLow(), GetMapId());
        return;
    }

    map->AddObjectToRemoveList(this);
}

TempSummon* Map::SummonCreature(uint32 entry, Position const& pos, SummonPropertiesEntry const* properties /*= NULL*/, uint32 duration /*= 0*/, Unit* summoner /*= NULL*/, uint32 spellId /*= 0*/, uint32 vehId /*= 0*/)
{ 
    uint32 mask = UNIT_MASK_SUMMON;
    if (properties)
    {
        switch (properties->Category)
        {
            case SUMMON_CATEGORY_PET:
                mask = UNIT_MASK_GUARDIAN;
                break;
            case SUMMON_CATEGORY_PUPPET:
                mask = UNIT_MASK_PUPPET;
                break;
            case SUMMON_CATEGORY_VEHICLE:
                mask = UNIT_MASK_MINION;
                break;
            case SUMMON_CATEGORY_WILD:
            case SUMMON_CATEGORY_ALLY:
            case SUMMON_CATEGORY_UNK:
            {
                switch (properties->Type)
                {
                case SUMMON_TYPE_MINION:
                case SUMMON_TYPE_GUARDIAN:
                case SUMMON_TYPE_GUARDIAN2:
                    mask = UNIT_MASK_GUARDIAN;
                    break;
                case SUMMON_TYPE_TOTEM:
                case SUMMON_TYPE_LIGHTWELL:
                    mask = UNIT_MASK_TOTEM;
                    break;
                case SUMMON_TYPE_VEHICLE:
                case SUMMON_TYPE_VEHICLE2:
                    mask = UNIT_MASK_SUMMON;
                    break;
                case SUMMON_TYPE_MINIPET:
                case SUMMON_TYPE_JEEVES:
                    mask = UNIT_MASK_MINION;
                    break;
                default:
                    if (properties->Flags & 512) // Mirror Image, Summon Gargoyle
                        mask = UNIT_MASK_GUARDIAN;
                    break;
                }
                break;
            }
            default:
                return NULL;
        }
    }

    uint32 phase = PHASEMASK_NORMAL;
    if (summoner)
        phase = summoner->GetPhaseMask();

    TempSummon* summon = NULL;
    switch (mask)
    {
        case UNIT_MASK_SUMMON:
            summon = new TempSummon(properties, summoner ? summoner->GetGUID() : 0, false);
            break;
        case UNIT_MASK_GUARDIAN:
            summon = new Guardian(properties, summoner ? summoner->GetGUID() : 0, false);
            break;
        case UNIT_MASK_PUPPET:
            summon = new Puppet(properties, summoner ? summoner->GetGUID() : 0);
            break;
        case UNIT_MASK_TOTEM:
            summon = new Totem(properties, summoner ? summoner->GetGUID() : 0);
            break;
        case UNIT_MASK_MINION:
            summon = new Minion(properties, summoner ? summoner->GetGUID() : 0, false);
            break;
        default:
            return NULL;
    }

    EnsureGridLoaded(Cell(pos.GetPositionX(), pos.GetPositionY()));
    if (!summon->Create(sObjectMgr->GenerateLowGuid(HIGHGUID_UNIT), this, phase, entry, vehId, pos.GetPositionX(), pos.GetPositionY(), pos.GetPositionZ(), pos.GetOrientation()))
    {
        delete summon;
        return NULL;
    }

    summon->SetUInt32Value(UNIT_CREATED_BY_SPELL, spellId);

    summon->SetHomePosition(pos);

    summon->InitStats(duration);
    AddToMap(summon->ToCreature(), (IS_PLAYER_GUID(summon->GetOwnerGUID()) || summoner && summoner->GetTransport()));
    summon->InitSummon();

    //ObjectAccessor::UpdateObjectVisibility(summon);

    return summon;
}

/**
* Summons group of creatures.
*
* @param group Id of group to summon.
* @param list  List to store pointers to summoned creatures.
*/

void Map::SummonCreatureGroup(uint8 group, std::list<TempSummon*>* list /*= NULL*/)
{ 
    std::vector<TempSummonData> const* data = sObjectMgr->GetSummonGroup(GetId(), SUMMONER_TYPE_MAP, group);
    if (!data)
        return;

    for (std::vector<TempSummonData>::const_iterator itr = data->begin(); itr != data->end(); ++itr)
        if (TempSummon* summon = SummonCreature(itr->entry, itr->pos, NULL, itr->time))
            if (list)
                list->push_back(summon);
}

GameObject* Map::SummonGameObject(uint32 entry, float x, float y, float z, float ang, float rotation0, float rotation1, float rotation2, float rotation3, uint32 respawnTime, bool checkTransport)
{ 
    GameObjectTemplate const* goinfo = sObjectMgr->GetGameObjectTemplate(entry);
    if (!goinfo)
    {
        sLog->outErrorDb("Gameobject template %u not found in database!", entry);
        return NULL;
    }

    GameObject* go = sObjectMgr->IsGameObjectStaticTransport(entry) ? new StaticTransport() : new GameObject();
    if (!go->Create(sObjectMgr->GenerateLowGuid(HIGHGUID_GAMEOBJECT), entry, this, PHASEMASK_NORMAL, x, y, z, ang, G3D::Quat(rotation0, rotation1, rotation2, rotation3), 100, GO_STATE_READY))
    {
        delete go;
        return NULL;
    }

    // Xinef: if gameobject is temporary, set custom spellid
    if (respawnTime)
        go->SetSpellId(1);

    go->SetRespawnTime(respawnTime);
    go->SetSpawnedByDefault(false);
    AddToMap(go, checkTransport);
    return go;
}

void WorldObject::SetZoneScript()
{ 
    if (Map* map = FindMap())
    {
        if (map->IsDungeon())
            m_zoneScript = (ZoneScript*)map->ToInstanceMap()->GetInstanceScript();
        else if (!map->IsBattlegroundOrArena())
        {
            uint32 zoneId = GetZoneId(true);
            if (Battlefield* bf = sBattlefieldMgr->GetBattlefieldToZoneId(zoneId))
                m_zoneScript = bf;
            else
                m_zoneScript = sOutdoorPvPMgr->GetZoneScript(zoneId);
        }
    }
}

TempSummon* WorldObject::SummonCreature(uint32 entry, const Position &pos, TempSummonType spwtype, uint32 duration, uint32 vehId, SummonPropertiesEntry const *properties) const
{ 
    if (Map* map = FindMap())
    {
        if (TempSummon* summon = map->SummonCreature(entry, pos, properties, duration, isType(TYPEMASK_UNIT) ? (Unit*)this : NULL))
        {
            summon->SetTempSummonType(spwtype);
            return summon;
        }
    }

    return NULL;
}

GameObject* WorldObject::SummonGameObject(uint32 entry, float x, float y, float z, float ang, float rotation0, float rotation1, float rotation2, float rotation3, uint32 respawnTime, bool checkTransport)
{ 
    if (!IsInWorld())
        return NULL;

    GameObjectTemplate const* goinfo = sObjectMgr->GetGameObjectTemplate(entry);
    if (!goinfo)
    {
        sLog->outErrorDb("Gameobject template %u not found in database!", entry);
        return NULL;
    }

    Map* map = GetMap();
    GameObject* go = sObjectMgr->IsGameObjectStaticTransport(entry) ? new StaticTransport() : new GameObject();
    if (!go->Create(sObjectMgr->GenerateLowGuid(HIGHGUID_GAMEOBJECT), entry, map, GetPhaseMask(), x, y, z, ang, G3D::Quat(rotation0, rotation1, rotation2, rotation3), 100, GO_STATE_READY))
    {
        delete go;
        return NULL;
    }

    go->SetRespawnTime(respawnTime);

    // Xinef: if gameobject is temporary, set custom spellid
    if (respawnTime)
        go->SetSpellId(1);

    if (GetTypeId() == TYPEID_PLAYER || GetTypeId() == TYPEID_UNIT) //not sure how to handle this
        ToUnit()->AddGameObject(go);
    else
        go->SetSpawnedByDefault(false);

    map->AddToMap(go, checkTransport);
    return go;
}

Creature* WorldObject::SummonTrigger(float x, float y, float z, float ang, uint32 duration, bool setLevel, CreatureAI* (*GetAI)(Creature*))
{ 
    TempSummonType summonType = (duration == 0) ? TEMPSUMMON_DEAD_DESPAWN : TEMPSUMMON_TIMED_DESPAWN;
    Creature* summon = SummonCreature(WORLD_TRIGGER, x, y, z, ang, summonType, duration);
    if (!summon)
        return NULL;

    //summon->SetName(GetName());
    if (setLevel && (GetTypeId() == TYPEID_PLAYER || GetTypeId() == TYPEID_UNIT))
    {
        summon->setFaction(((Unit*)this)->getFaction());
        summon->SetLevel(((Unit*)this)->getLevel());
    }

    // Xinef: correctly set phase mask in case of gameobjects
    summon->SetPhaseMask(GetPhaseMask(), false);

    if (GetAI)
        summon->AIM_Initialize(GetAI(summon));
    return summon;
}

/**
* Summons group of creatures. Should be called only by instances of Creature and GameObject classes.
*
* @param group Id of group to summon.
* @param list  List to store pointers to summoned creatures.
*/
void WorldObject::SummonCreatureGroup(uint8 group, std::list<TempSummon*>* list /*= NULL*/)
{ 
    ASSERT((GetTypeId() == TYPEID_GAMEOBJECT || GetTypeId() == TYPEID_UNIT) && "Only GOs and creatures can summon npc groups!");

    std::vector<TempSummonData> const* data = sObjectMgr->GetSummonGroup(GetEntry(), GetTypeId() == TYPEID_GAMEOBJECT ? SUMMONER_TYPE_GAMEOBJECT : SUMMONER_TYPE_CREATURE, group);
    if (!data)
        return;

    for (std::vector<TempSummonData>::const_iterator itr = data->begin(); itr != data->end(); ++itr)
        if (TempSummon* summon = SummonCreature(itr->entry, itr->pos, itr->type, itr->time))
            if (list)
                list->push_back(summon);
}

Creature* WorldObject::FindNearestCreature(uint32 entry, float range, bool alive) const
{ 
    Creature* creature = NULL;
    Trinity::NearestCreatureEntryWithLiveStateInObjectRangeCheck checker(*this, entry, alive, range);
    Trinity::CreatureLastSearcher<Trinity::NearestCreatureEntryWithLiveStateInObjectRangeCheck> searcher(this, creature, checker);
    VisitNearbyObject(range, searcher);
    return creature;
}

GameObject* WorldObject::FindNearestGameObject(uint32 entry, float range) const
{ 
    GameObject* go = NULL;
    Trinity::NearestGameObjectEntryInObjectRangeCheck checker(*this, entry, range);
    Trinity::GameObjectLastSearcher<Trinity::NearestGameObjectEntryInObjectRangeCheck> searcher(this, go, checker);
    VisitNearbyGridObject(range, searcher);
    return go;
}

GameObject* WorldObject::FindNearestGameObjectOfType(GameobjectTypes type, float range) const
{ 
    GameObject* go = NULL;
    Trinity::NearestGameObjectTypeInObjectRangeCheck checker(*this, type, range);
    Trinity::GameObjectLastSearcher<Trinity::NearestGameObjectTypeInObjectRangeCheck> searcher(this, go, checker);
    VisitNearbyGridObject(range, searcher);
    return go;
}

Player* WorldObject::SelectNearestPlayer(float distance) const
{ 
    Player* target = NULL;

    Trinity::NearestPlayerInObjectRangeCheck checker(this, distance);
    Trinity::PlayerLastSearcher<Trinity::NearestPlayerInObjectRangeCheck> searcher(this, target, checker);
    VisitNearbyObject(distance, searcher);

    return target;
}

void WorldObject::GetGameObjectListWithEntryInGrid(std::list<GameObject*>& gameobjectList, uint32 entry, float maxSearchRange) const
{ 
    CellCoord pair(Trinity::ComputeCellCoord(this->GetPositionX(), this->GetPositionY()));
    Cell cell(pair);
    cell.SetNoCreate();

    Trinity::AllGameObjectsWithEntryInRange check(this, entry, maxSearchRange);
    Trinity::GameObjectListSearcher<Trinity::AllGameObjectsWithEntryInRange> searcher(this, gameobjectList, check);
    TypeContainerVisitor<Trinity::GameObjectListSearcher<Trinity::AllGameObjectsWithEntryInRange>, GridTypeMapContainer> visitor(searcher);

    cell.Visit(pair, visitor, *(this->GetMap()), *this, maxSearchRange);
}

void WorldObject::GetCreatureListWithEntryInGrid(std::list<Creature*>& creatureList, uint32 entry, float maxSearchRange) const
{ 
    CellCoord pair(Trinity::ComputeCellCoord(this->GetPositionX(), this->GetPositionY()));
    Cell cell(pair);
    cell.SetNoCreate();

    Trinity::AllCreaturesOfEntryInRange check(this, entry, maxSearchRange);
    Trinity::CreatureListSearcher<Trinity::AllCreaturesOfEntryInRange> searcher(this, creatureList, check);
    TypeContainerVisitor<Trinity::CreatureListSearcher<Trinity::AllCreaturesOfEntryInRange>, GridTypeMapContainer> visitor(searcher);

    cell.Visit(pair, visitor, *(this->GetMap()), *this, maxSearchRange);
}

/*
namespace Trinity
{
    class NearUsedPosDo
    {
        public:
            NearUsedPosDo(WorldObject const& obj, WorldObject const* searcher, float angle, ObjectPosSelector& selector)
                : i_object(obj), i_searcher(searcher), i_angle(angle), i_selector(selector) {}

            void operator()(Corpse*) const {}
            void operator()(DynamicObject*) const {}

            void operator()(Creature* c) const
            {
                // skip self or target
                if (c == i_searcher || c == &i_object)
                    return;

                float x, y, z;

                if (!c->IsAlive() || c->HasUnitState(UNIT_STATE_ROOT | UNIT_STATE_STUNNED | UNIT_STATE_DISTRACTED) ||
                    !c->GetMotionMaster()->GetDestination(x, y, z))
                {
                    x = c->GetPositionX();
                    y = c->GetPositionY();
                }

                add(c, x, y);
            }

            template<class T>
                void operator()(T* u) const
            {
                // skip self or target
                if (u == i_searcher || u == &i_object)
                    return;

                float x, y;

                x = u->GetPositionX();
                y = u->GetPositionY();

                add(u, x, y);
            }

            // we must add used pos that can fill places around center
            void add(WorldObject* u, float x, float y) const
            {
                // u is too nearest/far away to i_object
                if (!i_object.IsInRange2d(x, y, i_selector.m_dist - i_selector.m_size, i_selector.m_dist + i_selector.m_size))
                    return;

                float angle = i_object.GetAngle(u)-i_angle;

                // move angle to range -pi ... +pi
                while (angle > M_PI)
                    angle -= 2.0f * M_PI;
                while (angle < -M_PI)
                    angle += 2.0f * M_PI;

                // dist include size of u
                float dist2d = i_object.GetDistance2d(x, y);
                i_selector.AddUsedPos(u->GetObjectSize(), angle, dist2d + i_object.GetObjectSize());
            }
        private:
            WorldObject const& i_object;
            WorldObject const* i_searcher;
            float              i_angle;
            ObjectPosSelector& i_selector;
    };
}                                                           // namespace Trinity
*/

//===================================================================================================

void WorldObject::GetNearPoint2D(float &x, float &y, float distance2d, float absAngle) const
{ 
    x = GetPositionX() + (GetObjectSize() + distance2d) * cos(absAngle);
    y = GetPositionY() + (GetObjectSize() + distance2d) * sin(absAngle);

    Trinity::NormalizeMapCoord(x);
    Trinity::NormalizeMapCoord(y);
}

void WorldObject::GetNearPoint(WorldObject const* searcher, float &x, float &y, float &z, float searcher_size, float distance2d, float absAngle) const
{ 
    GetNearPoint2D(x, y, distance2d+searcher_size, absAngle);
    z = GetPositionZ();
    if (searcher)
        searcher->UpdateAllowedPositionZ(x, y, z);
    else
        UpdateAllowedPositionZ(x, y, z);

    /*
    // if detection disabled, return first point
    if (!sWorld->getIntConfig(CONFIG_DETECT_POS_COLLISION))
    {
        UpdateGroundPositionZ(x, y, z);                       // update to LOS height if available
        return;
    }

    // or remember first point
    float first_x = x;
    float first_y = y;
    bool first_los_conflict = false;                        // first point LOS problems

    // prepare selector for work
    ObjectPosSelector selector(GetPositionX(), GetPositionY(), GetObjectSize(), distance2d+searcher_size);

    // adding used positions around object
    {
        CellCoord p(Trinity::ComputeCellCoord(GetPositionX(), GetPositionY()));
        Cell cell(p);
        cell.SetNoCreate();

        Trinity::NearUsedPosDo u_do(*this, searcher, absAngle, selector);
        Trinity::WorldObjectWorker<Trinity::NearUsedPosDo> worker(this, u_do);

        TypeContainerVisitor<Trinity::WorldObjectWorker<Trinity::NearUsedPosDo>, GridTypeMapContainer  > grid_obj_worker(worker);
        TypeContainerVisitor<Trinity::WorldObjectWorker<Trinity::NearUsedPosDo>, WorldTypeMapContainer > world_obj_worker(worker);

        CellLock<GridReadGuard> cell_lock(cell, p);
        cell_lock->Visit(cell_lock, grid_obj_worker,  *GetMap(), *this, distance2d);
        cell_lock->Visit(cell_lock, world_obj_worker, *GetMap(), *this, distance2d);
    }

    // maybe can just place in primary position
    if (selector.CheckOriginal())
    {
        UpdateGroundPositionZ(x, y, z);                       // update to LOS height if available

        if (IsWithinLOS(x, y, z))
            return;

        first_los_conflict = true;                          // first point have LOS problems
    }

    float angle;                                            // candidate of angle for free pos

    // special case when one from list empty and then empty side preferred
    if (selector.FirstAngle(angle))
    {
        GetNearPoint2D(x, y, distance2d, absAngle+angle);
        z = GetPositionZ();
        UpdateGroundPositionZ(x, y, z);                       // update to LOS height if available

        if (IsWithinLOS(x, y, z))
            return;
    }

    // set first used pos in lists
    selector.InitializeAngle();

    // select in positions after current nodes (selection one by one)
    while (selector.NextAngle(angle))                        // angle for free pos
    {
        GetNearPoint2D(x, y, distance2d, absAngle+angle);
        z = GetPositionZ();
        UpdateGroundPositionZ(x, y, z);                       // update to LOS height if available

        if (IsWithinLOS(x, y, z))
            return;
    }

    // BAD NEWS: not free pos (or used or have LOS problems)
    // Attempt find _used_ pos without LOS problem

    if (!first_los_conflict)
    {
        x = first_x;
        y = first_y;

        UpdateGroundPositionZ(x, y, z);                       // update to LOS height if available
        return;
    }

    // special case when one from list empty and then empty side preferred
    if (selector.IsNonBalanced())
    {
        if (!selector.FirstAngle(angle))                     // _used_ pos
        {
            GetNearPoint2D(x, y, distance2d, absAngle+angle);
            z = GetPositionZ();
            UpdateGroundPositionZ(x, y, z);                   // update to LOS height if available

            if (IsWithinLOS(x, y, z))
                return;
        }
    }

    // set first used pos in lists
    selector.InitializeAngle();

    // select in positions after current nodes (selection one by one)
    while (selector.NextUsedAngle(angle))                    // angle for used pos but maybe without LOS problem
    {
        GetNearPoint2D(x, y, distance2d, absAngle+angle);
        z = GetPositionZ();
        UpdateGroundPositionZ(x, y, z);                       // update to LOS height if available

        if (IsWithinLOS(x, y, z))
            return;
    }

    // BAD BAD NEWS: all found pos (free and used) have LOS problem :(
    x = first_x;
    y = first_y;

    UpdateGroundPositionZ(x, y, z);                           // update to LOS height if available
    */
}

bool WorldObject::GetClosePoint(float &x, float &y, float &z, float size, float distance2d, float angle, const WorldObject* forWho, bool force) const
{ 
    // angle calculated from current orientation
    GetNearPoint(forWho, x, y, z, size, distance2d, GetOrientation() + angle);

    if (fabs(this->GetPositionZ()-z) > 3.0f || !IsWithinLOS(x, y, z))
    {
        x = this->GetPositionX();
        y = this->GetPositionY();
        z = this->GetPositionZ();
        if (forWho)
            if (const Unit* u = forWho->ToUnit())
                u->UpdateAllowedPositionZ(x, y, z);
    }
    float maxDist = GetObjectSize() + size + distance2d + 1.0f;
    if (GetExactDistSq(x, y, z) >= maxDist*maxDist)
    {
        if (force)
        {
            x = this->GetPositionX();
            y = this->GetPositionY();
            z = this->GetPositionZ();
            return true;
        }
        return false;
    }
    return true;
}

void WorldObject::GetContactPoint(const WorldObject* obj, float &x, float &y, float &z, float distance2d) const
{ 
    // angle to face `obj` to `this` using distance includes size of `obj`
    GetNearPoint(obj, x, y, z, obj->GetObjectSize(), distance2d, GetAngle(obj));

    if (fabs(this->GetPositionZ()-z) > 3.0f || !IsWithinLOS(x, y, z))
    {
        x = this->GetPositionX();
        y = this->GetPositionY();
        z = this->GetPositionZ();
        obj->UpdateAllowedPositionZ(x, y, z);
    }
}


void WorldObject::GetChargeContactPoint(const WorldObject* obj, float &x, float &y, float &z, float distance2d) const
{ 
    // angle to face `obj` to `this` using distance includes size of `obj`
    GetNearPoint(obj, x, y, z, obj->GetObjectSize(), distance2d, GetAngle(obj));

    if (fabs(this->GetPositionZ()-z) > 3.0f || !IsWithinLOS(x, y, z))
    {
        x = this->GetPositionX();
        y = this->GetPositionY();
        z = this->GetPositionZ();
        obj->UpdateGroundPositionZ(x, y, z);
    }
}

void WorldObject::MovePosition(Position &pos, float dist, float angle)
{ 
    angle += m_orientation;
    float destx, desty, destz, ground, floor;
    destx = pos.m_positionX + dist * cos(angle);
    desty = pos.m_positionY + dist * sin(angle);

    // Prevent invalid coordinates here, position is unchanged
    if (!Trinity::IsValidMapCoord(destx, desty))
    {
        sLog->outCrash("WorldObject::MovePosition invalid coordinates X: %f and Y: %f were passed!", destx, desty);
        return;
    }

    ground = GetMap()->GetHeight(GetPhaseMask(), destx, desty, MAX_HEIGHT, true);
    floor = GetMap()->GetHeight(GetPhaseMask(), destx, desty, pos.m_positionZ, true);
    destz = fabs(ground - pos.m_positionZ) <= fabs(floor - pos.m_positionZ) ? ground : floor;

    float step = dist/10.0f;

    for (uint8 j = 0; j < 10; ++j)
    {
        // do not allow too big z changes
        if (fabs(pos.m_positionZ - destz) > 6.0f)
        {
            destx -= step * cos(angle);
            desty -= step * sin(angle);
            ground = GetMap()->GetHeight(GetPhaseMask(), destx, desty, MAX_HEIGHT, true);
            floor = GetMap()->GetHeight(GetPhaseMask(), destx, desty, pos.m_positionZ, true);
            destz = fabs(ground - pos.m_positionZ) <= fabs(floor - pos.m_positionZ) ? ground : floor;
        }
        // we have correct destz now
        else
            break;
    }

    pos.Relocate(destx, desty, destz);

    Trinity::NormalizeMapCoord(pos.m_positionX);
    Trinity::NormalizeMapCoord(pos.m_positionY);
    UpdateGroundPositionZ(pos.m_positionX, pos.m_positionY, pos.m_positionZ);
    pos.m_orientation = m_orientation;
}

void WorldObject::MovePositionToFirstCollision(Position &pos, float dist, float angle)
{ 
    angle += m_orientation;
    float destx, desty, destz;
    destx = pos.m_positionX + dist * cos(angle);
    desty = pos.m_positionY + dist * sin(angle);
    destz = pos.m_positionZ;
    if (isType(TYPEMASK_UNIT|TYPEMASK_PLAYER) && !ToUnit()->IsInWater())
        destz += 2.0f;

    // Prevent invalid coordinates here, position is unchanged
    if (!Trinity::IsValidMapCoord(destx, desty))
    {
        sLog->outCrash("WorldObject::MovePositionToFirstCollision invalid coordinates X: %f and Y: %f were passed!", destx, desty);
        return;
    }

    // Xinef: ugly hack for dalaran arena
    float selfAddition = 1.5f;
    float allowedDiff = 6.0f;
    float newDist = dist;
    if (GetMapId() == 617)
    {
        allowedDiff = 3.5f;
        selfAddition = 1.0f;
        destz = pos.m_positionZ + 1.0f;
    }
    else
        UpdateAllowedPositionZ(destx, desty, destz);

    bool col = VMAP::VMapFactory::createOrGetVMapManager()->getObjectHitPos(GetMapId(), pos.m_positionX, pos.m_positionY, pos.m_positionZ+selfAddition, destx, desty, destz+0.5f, destx, desty, destz, -0.5f);

    // collision occured
    if (col)
    {
        // move back a bit
        if (pos.GetExactDist2d(destx, desty) > CONTACT_DISTANCE)
        {
            destx -= CONTACT_DISTANCE * cos(angle);
            desty -= CONTACT_DISTANCE * sin(angle);
        }

        newDist = sqrt((pos.m_positionX - destx)*(pos.m_positionX - destx) + (pos.m_positionY - desty)*(pos.m_positionY - desty));
    }

    // check dynamic collision
    col = GetMap()->getObjectHitPos(GetPhaseMask(), pos.m_positionX, pos.m_positionY, pos.m_positionZ+selfAddition, destx, desty, destz+0.5f, destx, desty, destz, -0.5f);

    // Collided with a gameobject
    if (col)
    {
        // move back a bit
        if (pos.GetExactDist2d(destx, desty) > CONTACT_DISTANCE)
        {
            destx -= CONTACT_DISTANCE * cos(angle);
            desty -= CONTACT_DISTANCE * sin(angle);
        }
        newDist = sqrt((pos.m_positionX - destx)*(pos.m_positionX - destx) + (pos.m_positionY - desty)*(pos.m_positionY - desty));
    }

    float step = newDist / 10.0f;

    for (uint8 j = 0; j < 10; ++j)
    {
        // do not allow too big z changes
        if (fabs(pos.m_positionZ - destz) > allowedDiff)
        {
            destx -= step * cos(angle);
            desty -= step * sin(angle);
            UpdateAllowedPositionZ(destx, desty, destz);
        }
        // we have correct destz now
        else
            break;
    }

    Trinity::NormalizeMapCoord(destx);
    Trinity::NormalizeMapCoord(desty);
    UpdateAllowedPositionZ(destx, desty, destz);

    float ground = GetMap()->GetHeight(GetPhaseMask(), destx, desty, MAX_HEIGHT, true);
    float floor = GetMap()->GetHeight(GetPhaseMask(), destx, desty, destz, true);
    ground = fabs(ground - destz) <= fabs(floor - pos.m_positionZ) ? ground : floor;
    if (destz < ground)
        destz = ground;

    // Xinef: check if last z updates did not move z too far away
    //newDist = pos.GetExactDist(destx, desty, destz);
    //float ratio = newDist / dist;
    //if (ratio > 1.3f)
    //{
    //  ratio = (1 / ratio) + (0.3f / ratio);
    //  destx = pos.GetPositionX() + (fabs(destx - pos.GetPositionX()) * cos(angle) * ratio);
    //  desty = pos.GetPositionY() + (fabs(desty - pos.GetPositionY()) * sin(angle) * ratio);
    //  destz = pos.GetPositionZ() + (fabs(destz - pos.GetPositionZ()) * ratio * (destz < pos.GetPositionZ() ? -1.0f : 1.0f));
    //}

    pos.Relocate(destx, desty, destz);
    pos.m_orientation = m_orientation;
}

void WorldObject::MovePositionToFirstCollisionForTotem(Position &pos, float dist, float angle, bool forGameObject)
{ 
    angle += m_orientation;
    float destx, desty, destz, ground, floor;
    pos.m_positionZ += 2.0f;
    destx = pos.m_positionX + dist * cos(angle);
    desty = pos.m_positionY + dist * sin(angle);
    destz = pos.GetPositionZ();

    // Prevent invalid coordinates here, position is unchanged
    if (!Trinity::IsValidMapCoord(destx, desty))
    {
        sLog->outCrash("WorldObject::MovePositionToFirstCollision invalid coordinates X: %f and Y: %f were passed!", destx, desty);
        return;
    }

    bool col = VMAP::VMapFactory::createOrGetVMapManager()->getObjectHitPos(GetMapId(), pos.m_positionX, pos.m_positionY, pos.m_positionZ, destx, desty, destz, destx, desty, destz, -0.5f);

    // collision occured
    if (col)
    {
        // move back a bit
        if (pos.GetExactDist2d(destx, desty) > CONTACT_DISTANCE)
        {
            destx -= CONTACT_DISTANCE * cos(angle);
            desty -= CONTACT_DISTANCE * sin(angle);
        }

        dist = sqrt((pos.m_positionX - destx)*(pos.m_positionX - destx) + (pos.m_positionY - desty)*(pos.m_positionY - desty));
    }

    // check dynamic collision
    col = GetMap()->getObjectHitPos(GetPhaseMask(), pos.m_positionX, pos.m_positionY, pos.m_positionZ+0.5f, destx, desty, destz+0.5f, destx, desty, destz, -0.5f);

    // Collided with a gameobject
    if (col)
    {
        // move back a bit
        if (pos.GetExactDist2d(destx, desty) > CONTACT_DISTANCE)
        {
            destx -= CONTACT_DISTANCE * cos(angle);
            desty -= CONTACT_DISTANCE * sin(angle);
        }
        dist = sqrt((pos.m_positionX - destx)*(pos.m_positionX - destx) + (pos.m_positionY - desty)*(pos.m_positionY - desty));
    }

    float prevdx = destx, prevdy = desty, prevdz = destz;
    bool anyvalid = false;

    ground = GetMap()->GetHeight(GetPhaseMask(), destx, desty, MAX_HEIGHT, true);
    floor = GetMap()->GetHeight(GetPhaseMask(), destx, desty, pos.m_positionZ, true);
    destz = fabs(ground - pos.m_positionZ) <= fabs(floor - pos.m_positionZ) ? ground : floor;

    // xinef: if we have gameobject, store last valid ground position
    // xinef: I assume you wanted to spawn totem in air and allow it to fall down if no valid position was found
    if (forGameObject)
        prevdz = destz;

    float step = dist/10.0f;
    for (uint8 j = 0; j < 10; ++j)
    {
        // do not allow too big z changes
        if (fabs(pos.m_positionZ - destz) > 4.0f)
        {
            destx -= step * cos(angle);
            desty -= step * sin(angle);
            ground = GetMap()->GetHeight(GetPhaseMask(), destx, desty, MAX_HEIGHT, true);
            floor = GetMap()->GetHeight(GetPhaseMask(), destx, desty, pos.m_positionZ, true);
            destz = fabs(ground - pos.m_positionZ) <= fabs(floor - pos.m_positionZ) ? ground : floor;
            if (j == 9 && fabs(pos.m_positionZ - destz) <= 4.0f)
                anyvalid = true;
        }
        // we have correct destz now
        else
        {
            anyvalid = true;
            break;
        }
    }
    if (!anyvalid)
    {
        destx = prevdx;
        desty = prevdy;
        destz = prevdz;
    }

    Trinity::NormalizeMapCoord(destx);
    Trinity::NormalizeMapCoord(desty);

    pos.Relocate(destx, desty, destz);
    pos.m_orientation = m_orientation;
}

void WorldObject::SetPhaseMask(uint32 newPhaseMask, bool update)
{ 
    m_phaseMask = newPhaseMask;

    if (update && IsInWorld())
        UpdateObjectVisibility();
}

void WorldObject::PlayDistanceSound(uint32 sound_id, Player* target /*= NULL*/)
{ 
    WorldPacket data(SMSG_PLAY_OBJECT_SOUND, 4+8);
    data << uint32(sound_id);
    data << uint64(GetGUID());
    if (target)
        target->SendDirectMessage(&data);
    else
        SendMessageToSet(&data, true);
}

void WorldObject::PlayDirectSound(uint32 sound_id, Player* target /*= NULL*/)
{ 
    WorldPacket data(SMSG_PLAY_SOUND, 4);
    data << uint32(sound_id);
    if (target)
        target->SendDirectMessage(&data);
    else
        SendMessageToSet(&data, true);
}

void WorldObject::DestroyForNearbyPlayers()
{ 
    if (!IsInWorld())
        return;

    std::list<Player*> targets;
    Trinity::AnyPlayerInObjectRangeCheck check(this, GetVisibilityRange()+VISIBILITY_COMPENSATION, false);
    Trinity::PlayerListSearcherWithSharedVision<Trinity::AnyPlayerInObjectRangeCheck> searcher(this, targets, check);
    VisitNearbyWorldObject(GetVisibilityRange()+VISIBILITY_COMPENSATION, searcher);
    for (std::list<Player*>::const_iterator iter = targets.begin(); iter != targets.end(); ++iter)
    {
        Player* player = (*iter);

        if (player == this)
            continue;

        if (!player->HaveAtClient(this))
            continue;

        if (isType(TYPEMASK_UNIT) && ((Unit*)this)->GetCharmerGUID() == player->GetGUID()) // TODO: this is for puppet
            continue;

        DestroyForPlayer(player);
        player->m_clientGUIDs.erase(GetGUID());
    }
}

void WorldObject::UpdateObjectVisibility(bool /*forced*/, bool /*fromUpdate*/)
{ 
    //updates object's visibility for nearby players
    Trinity::VisibleChangesNotifier notifier(*this);
    VisitNearbyWorldObject(GetVisibilityRange()+VISIBILITY_COMPENSATION, notifier);
}

void WorldObject::AddToNotify(uint16 f)
{ 
    if (!(m_notifyflags & f))
        if (Unit* u = ToUnit())
        {
            if (f & NOTIFY_VISIBILITY_CHANGED)
            {
                uint32 EVENT_VISIBILITY_DELAY = u->FindMap() ? DynamicVisibilityMgr::GetVisibilityNotifyDelay(u->FindMap()->GetEntry()->map_type) : 1000;

                uint32 diff = getMSTimeDiff(u->m_last_notify_mstime, World::GetGameTimeMS());
                if (diff >= EVENT_VISIBILITY_DELAY/2)
                    EVENT_VISIBILITY_DELAY /= 2;
                else
                    EVENT_VISIBILITY_DELAY -= diff;
                u->m_delayed_unit_relocation_timer = EVENT_VISIBILITY_DELAY;
                u->m_last_notify_mstime = World::GetGameTimeMS()+EVENT_VISIBILITY_DELAY-1;
            }
            else if (f & NOTIFY_AI_RELOCATION)
            {
                u->m_delayed_unit_ai_notify_timer = u->FindMap() ? DynamicVisibilityMgr::GetAINotifyDelay(u->FindMap()->GetEntry()->map_type) : 500;
            }

            m_notifyflags |= f;
        }
}

struct WorldObjectChangeAccumulator
{
    UpdateDataMapType& i_updateDatas;
    UpdatePlayerSet& i_playerSet;
    WorldObject& i_object;
    WorldObjectChangeAccumulator(WorldObject &obj, UpdateDataMapType &d, UpdatePlayerSet &p) : i_updateDatas(d), i_playerSet(p), i_object(obj)
    {
        i_playerSet.clear();
    }
    void Visit(PlayerMapType &m)
    {
        Player* source = NULL;
        for (PlayerMapType::iterator iter = m.begin(); iter != m.end(); ++iter)
        {
            source = iter->GetSource();

            BuildPacket(source);

            if (source->HasSharedVision())
            {
                SharedVisionList::const_iterator it = source->GetSharedVisionList().begin();
                for (; it != source->GetSharedVisionList().end(); ++it)
                    BuildPacket(*it);
            }
        }
    }

    void Visit(CreatureMapType &m)
    {
        Creature* source = NULL;
        for (CreatureMapType::iterator iter = m.begin(); iter != m.end(); ++iter)
        {
            source = iter->GetSource();
            if (source->HasSharedVision())
            {
                SharedVisionList::const_iterator it = source->GetSharedVisionList().begin();
                for (; it != source->GetSharedVisionList().end(); ++it)
                    BuildPacket(*it);
            }
        }
    }

    void Visit(DynamicObjectMapType &m)
    {
        DynamicObject* source = NULL;
        for (DynamicObjectMapType::iterator iter = m.begin(); iter != m.end(); ++iter)
        {
            source = iter->GetSource();
            uint64 guid = source->GetCasterGUID();

            if (IS_PLAYER_GUID(guid))
            {
                //Caster may be NULL if DynObj is in removelist
                if (Player* caster = ObjectAccessor::FindPlayer(guid))
                    if (caster->GetUInt64Value(PLAYER_FARSIGHT) == source->GetGUID())
                        BuildPacket(caster);
            }
        }
    }

    void BuildPacket(Player* player)
    {
        // Only send update once to a player
        if (i_playerSet.find(player->GetGUIDLow()) == i_playerSet.end() && player->HaveAtClient(&i_object))
        {
            i_object.BuildFieldsUpdate(player, i_updateDatas);
            i_playerSet.insert(player->GetGUIDLow());
        }
    }

    template<class SKIP> void Visit(GridRefManager<SKIP> &) {}
};

void WorldObject::BuildUpdate(UpdateDataMapType& data_map, UpdatePlayerSet& player_set)
{ 
    CellCoord p = Trinity::ComputeCellCoord(GetPositionX(), GetPositionY());
    Cell cell(p);
    cell.SetNoCreate();
    WorldObjectChangeAccumulator notifier(*this, data_map, player_set);
    TypeContainerVisitor<WorldObjectChangeAccumulator, WorldTypeMapContainer > player_notifier(notifier);
    Map& map = *GetMap();
    //we must build packets for all visible players
    cell.Visit(p, player_notifier, map, *this, GetVisibilityRange()+VISIBILITY_COMPENSATION);

    ClearUpdateMask(false);
}

void WorldObject::GetCreaturesWithEntryInRange(std::list<Creature*> &creatureList, float radius, uint32 entry)
{ 
    CellCoord pair(Trinity::ComputeCellCoord(this->GetPositionX(), this->GetPositionY()));
    Cell cell(pair);
    cell.SetNoCreate();

    Trinity::AllCreaturesOfEntryInRange check(this, entry, radius);
    Trinity::CreatureListSearcher<Trinity::AllCreaturesOfEntryInRange> searcher(this, creatureList, check);

    TypeContainerVisitor<Trinity::CreatureListSearcher<Trinity::AllCreaturesOfEntryInRange>, WorldTypeMapContainer> world_visitor(searcher);
    cell.Visit(pair, world_visitor, *(this->GetMap()), *this, radius);

    TypeContainerVisitor<Trinity::CreatureListSearcher<Trinity::AllCreaturesOfEntryInRange>, GridTypeMapContainer> grid_visitor(searcher);
    cell.Visit(pair, grid_visitor, *(this->GetMap()), *this, radius);
}

uint64 WorldObject::GetTransGUID() const
{ 
    if (GetTransport())
        return GetTransport()->GetGUID();
    return 0;
}
