/*
 * 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 "Player.h"
#include "AccountMgr.h"
#include "AchievementMgr.h"
#include "ArenaTeam.h"
#include "ArenaTeamMgr.h"
#include "Battlefield.h"
#include "BattlefieldMgr.h"
#include "BattlefieldWG.h"
#include "Battleground.h"
#include "BattlegroundAV.h"
#include "BattlegroundMgr.h"
#include "CellImpl.h"
#include "Channel.h"
#include "ChannelMgr.h"
#include "CharacterDatabaseCleaner.h"
#include "Chat.h"
#include "Common.h"
#include "ConditionMgr.h"
#include "CreatureAI.h"
#include "DatabaseEnv.h"
#include "DisableMgr.h"
#include "Formulas.h"
#include "GameEventMgr.h"
#include "GossipDef.h"
#include "GridNotifiers.h"
#include "GridNotifiersImpl.h"
#include "Group.h"
#include "GroupMgr.h"
#include "Guild.h"
#include "GuildMgr.h"
#include "InstanceSaveMgr.h"
#include "InstanceScript.h"
#include "Language.h"
#include "LFGMgr.h"
#include "Log.h"
#include "LootItemStorage.h"
#include "MapInstanced.h"
#include "MapManager.h"
#include "ObjectAccessor.h"
#include "ObjectMgr.h"
#include "Opcodes.h"
#include "OutdoorPvP.h"
#include "OutdoorPvPMgr.h"
#include "Pet.h"
#include "PetitionMgr.h"
#include "QuestDef.h"
#include "ReputationMgr.h"
#include "SkillDiscovery.h"
#include "SocialMgr.h"
#include "Spell.h"
#include "SpellAuraEffects.h"
#include "SpellAuras.h"
#include "SpellMgr.h"
#include "Transport.h"
#include "UpdateData.h"
#include "UpdateFieldFlags.h"
#include "UpdateMask.h"
#include "Util.h"
#include "Vehicle.h"
#include "Weather.h"
#include "WeatherMgr.h"
#include "World.h"
#include "WorldPacket.h"
#include "WorldSession.h"
#include "ArenaSpectator.h"
#include "GameObjectAI.h"
#include "PoolMgr.h"
#include "SavingSystem.h"

#define ZONE_UPDATE_INTERVAL (2*IN_MILLISECONDS)

#define PLAYER_SKILL_INDEX(x)       (PLAYER_SKILL_INFO_1_1 + ((x)*3))
#define PLAYER_SKILL_VALUE_INDEX(x) (PLAYER_SKILL_INDEX(x)+1)
#define PLAYER_SKILL_BONUS_INDEX(x) (PLAYER_SKILL_INDEX(x)+2)

#define SKILL_VALUE(x)         PAIR32_LOPART(x)
#define SKILL_MAX(x)           PAIR32_HIPART(x)
#define MAKE_SKILL_VALUE(v, m) MAKE_PAIR32(v, m)

#define SKILL_TEMP_BONUS(x)    int16(PAIR32_LOPART(x))
#define SKILL_PERM_BONUS(x)    int16(PAIR32_HIPART(x))
#define MAKE_SKILL_BONUS(t, p) MAKE_PAIR32(t, p)

enum CharacterFlags
{
    CHARACTER_FLAG_NONE                 = 0x00000000,
    CHARACTER_FLAG_UNK1                 = 0x00000001,
    CHARACTER_FLAG_UNK2                 = 0x00000002,
    CHARACTER_LOCKED_FOR_TRANSFER       = 0x00000004,
    CHARACTER_FLAG_UNK4                 = 0x00000008,
    CHARACTER_FLAG_UNK5                 = 0x00000010,
    CHARACTER_FLAG_UNK6                 = 0x00000020,
    CHARACTER_FLAG_UNK7                 = 0x00000040,
    CHARACTER_FLAG_UNK8                 = 0x00000080,
    CHARACTER_FLAG_UNK9                 = 0x00000100,
    CHARACTER_FLAG_UNK10                = 0x00000200,
    CHARACTER_FLAG_HIDE_HELM            = 0x00000400,
    CHARACTER_FLAG_HIDE_CLOAK           = 0x00000800,
    CHARACTER_FLAG_UNK13                = 0x00001000,
    CHARACTER_FLAG_GHOST                = 0x00002000,
    CHARACTER_FLAG_RENAME               = 0x00004000,
    CHARACTER_FLAG_UNK16                = 0x00008000,
    CHARACTER_FLAG_UNK17                = 0x00010000,
    CHARACTER_FLAG_UNK18                = 0x00020000,
    CHARACTER_FLAG_UNK19                = 0x00040000,
    CHARACTER_FLAG_UNK20                = 0x00080000,
    CHARACTER_FLAG_UNK21                = 0x00100000,
    CHARACTER_FLAG_UNK22                = 0x00200000,
    CHARACTER_FLAG_UNK23                = 0x00400000,
    CHARACTER_FLAG_UNK24                = 0x00800000,
    CHARACTER_FLAG_LOCKED_BY_BILLING    = 0x01000000,
    CHARACTER_FLAG_DECLINED             = 0x02000000,
    CHARACTER_FLAG_UNK27                = 0x04000000,
    CHARACTER_FLAG_UNK28                = 0x08000000,
    CHARACTER_FLAG_UNK29                = 0x10000000,
    CHARACTER_FLAG_UNK30                = 0x20000000,
    CHARACTER_FLAG_UNK31                = 0x40000000,
    CHARACTER_FLAG_UNK32                = 0x80000000
};

enum CharacterCustomizeFlags
{
    CHAR_CUSTOMIZE_FLAG_NONE            = 0x00000000,
    CHAR_CUSTOMIZE_FLAG_CUSTOMIZE       = 0x00000001,       // name, gender, etc...
    CHAR_CUSTOMIZE_FLAG_FACTION         = 0x00010000,       // name, gender, faction, etc...
    CHAR_CUSTOMIZE_FLAG_RACE            = 0x00100000        // name, gender, race, etc...
};

// corpse reclaim times
#define DEATH_EXPIRE_STEP (5*MINUTE)
#define MAX_DEATH_COUNT 3

static uint32 copseReclaimDelay[MAX_DEATH_COUNT] = { 30, 60, 120 };

// == PlayerTaxi ================================================

PlayerTaxi::PlayerTaxi() : _taxiSegment(0)
{
    memset(m_taximask, 0, sizeof(m_taximask));
}

void PlayerTaxi::InitTaxiNodesForLevel(uint32 race, uint32 chrClass, uint8 level)
{
    // class specific initial known nodes
    switch (chrClass)
    {
        case CLASS_DEATH_KNIGHT:
        {
            for (uint8 i = 0; i < TaxiMaskSize; ++i)
                m_taximask[i] |= sOldContinentsNodesMask[i];
            break;
        }
    }

    // race specific initial known nodes: capital and taxi hub masks
    switch (race)
    {
        case RACE_HUMAN:    SetTaximaskNode(2);  break;     // Human
        case RACE_ORC:      SetTaximaskNode(23); break;     // Orc
        case RACE_DWARF:    SetTaximaskNode(6);  break;     // Dwarf
        case RACE_NIGHTELF: SetTaximaskNode(26);
                            SetTaximaskNode(27); break;     // Night Elf
        case RACE_UNDEAD_PLAYER: SetTaximaskNode(11); break;// Undead
        case RACE_TAUREN:   SetTaximaskNode(22); break;     // Tauren
        case RACE_GNOME:    SetTaximaskNode(6);  break;     // Gnome
        case RACE_TROLL:    SetTaximaskNode(23); break;     // Troll
        case RACE_BLOODELF: SetTaximaskNode(82); break;     // Blood Elf
        case RACE_DRAENEI:  SetTaximaskNode(94); break;     // Draenei
    }

    // new continent starting masks (It will be accessible only at new map)
    switch (Player::TeamIdForRace(race))
    {
        case TEAM_ALLIANCE: SetTaximaskNode(100); break;
        case TEAM_HORDE:    SetTaximaskNode(99);  break;
    }
    // level dependent taxi hubs
    if (level >= 68)
        SetTaximaskNode(213);                               //Shattered Sun Staging Area
}

void PlayerTaxi::LoadTaxiMask(std::string const& data)
{
    Tokenizer tokens(data, ' ');

    uint8 index;
    Tokenizer::const_iterator iter;
    for (iter = tokens.begin(), index = 0;
        (index < TaxiMaskSize) && (iter != tokens.end()); ++iter, ++index)
    {
        // load and set bits only for existed taxi nodes
        m_taximask[index] = sTaxiNodesMask[index] & uint32(atol(*iter));
    }
}

void PlayerTaxi::AppendTaximaskTo(ByteBuffer& data, bool all)
{
    if (all)
    {
        for (uint8 i=0; i<TaxiMaskSize; i++)
            data << uint32(sTaxiNodesMask[i]);              // all existed nodes
    }
    else
    {
        for (uint8 i=0; i<TaxiMaskSize; i++)
            data << uint32(m_taximask[i]);                  // known nodes
    }
}

bool PlayerTaxi::LoadTaxiDestinationsFromString(const std::string& values, TeamId teamId)
{
    ClearTaxiDestinations();

    Tokenizer tokens(values, ' ');

    for (Tokenizer::const_iterator iter = tokens.begin(); iter != tokens.end(); ++iter)
    {
        uint32 node = uint32(atol(*iter));
        AddTaxiDestination(node);
    }

    // Check integrity
    if (m_TaxiDestinations.size() < 3)
        return false;

    // xinef: current segment is saved as last destination in db
    _taxiSegment = m_TaxiDestinations[m_TaxiDestinations.size()-1];
    m_TaxiDestinations.pop_back();

    for (size_t i = 0; i < m_TaxiDestinations.size()-1; ++i)
    {
        uint32 cost;
        uint32 path;
        sObjectMgr->GetTaxiPath(m_TaxiDestinations[i], m_TaxiDestinations[i+1], path, cost);
        if (!path)
            return false;
    }

    // can't load taxi path without mount set (quest taxi path?)
    if (!sObjectMgr->GetTaxiMountDisplayId(GetTaxiSource(), teamId, true))
        return false;

    return true;
}

std::string PlayerTaxi::SaveTaxiDestinationsToString()
{
    if (m_TaxiDestinations.empty())
        return "";

    std::ostringstream ss;

    for (size_t i = 0; i < m_TaxiDestinations.size(); ++i)
        ss << m_TaxiDestinations[i] << ' ';

    ss << _taxiSegment << ' ';
    return ss.str();
}

uint32 PlayerTaxi::GetCurrentTaxiPath() const
{
    if (m_TaxiDestinations.size() < 2 || m_TaxiDestinations.size() <= _taxiSegment+1)
        return 0;

    uint32 path;
    uint32 cost;

    sObjectMgr->GetTaxiPath(m_TaxiDestinations[_taxiSegment], m_TaxiDestinations[_taxiSegment+1], path, cost);

    return path;
}

std::ostringstream& operator<< (std::ostringstream& ss, PlayerTaxi const& taxi)
{
    for (uint8 i = 0; i < TaxiMaskSize; ++i)
        ss << taxi.m_taximask[i] << ' ';
    return ss;
}

//== TradeData =================================================

TradeData* TradeData::GetTraderData() const
{
    return m_trader->GetTradeData();
}

Item* TradeData::GetItem(TradeSlots slot) const
{
    return m_items[slot] ? m_player->GetItemByGuid(m_items[slot]) : NULL;
}

bool TradeData::HasItem(uint64 itemGuid) const
{
    for (uint8 i = 0; i < TRADE_SLOT_COUNT; ++i)
        if (m_items[i] == itemGuid)
            return true;

    return false;
}

TradeSlots TradeData::GetTradeSlotForItem(uint64 itemGuid) const
{
    for (uint8 i = 0; i < TRADE_SLOT_COUNT; ++i)
        if (m_items[i] == itemGuid)
            return TradeSlots(i);

    return TRADE_SLOT_INVALID;
}

Item* TradeData::GetSpellCastItem() const
{
    return m_spellCastItem ? m_player->GetItemByGuid(m_spellCastItem) : NULL;
}

void TradeData::SetItem(TradeSlots slot, Item* item)
{
    uint64 itemGuid = item ? item->GetGUID() : 0;

    if (m_items[slot] == itemGuid)
        return;

    m_items[slot] = itemGuid;

    SetAccepted(false);
    GetTraderData()->SetAccepted(false);

    Update();

    // need remove possible trader spell applied to changed item
    if (slot == TRADE_SLOT_NONTRADED)
        GetTraderData()->SetSpell(0);

    // need remove possible player spell applied (possible move reagent)
    SetSpell(0);
}

void TradeData::SetSpell(uint32 spell_id, Item* castItem /*= NULL*/)
{
    uint64 itemGuid = castItem ? castItem->GetGUID() : 0;

    if (m_spell == spell_id && m_spellCastItem == itemGuid)
        return;

    m_spell = spell_id;
    m_spellCastItem = itemGuid;

    SetAccepted(false);
    GetTraderData()->SetAccepted(false);

    Update(true);                                           // send spell info to item owner
    Update(false);                                          // send spell info to caster self
}

void TradeData::SetMoney(uint32 money)
{
    if (m_money == money)
        return;

    if (!m_player->HasEnoughMoney(money))
    {
        m_player->GetSession()->SendTradeStatus(TRADE_STATUS_BUSY);
        return;
    }

    m_money = money;

    SetAccepted(false);
    GetTraderData()->SetAccepted(false);

    Update(true);
}

void TradeData::Update(bool forTarget /*= true*/)
{
    if (forTarget)
        m_trader->GetSession()->SendUpdateTrade(true);      // player state for trader
    else
        m_player->GetSession()->SendUpdateTrade(false);     // player state for player
}

void TradeData::SetAccepted(bool state, bool crosssend /*= false*/)
{
    m_accepted = state;

    if (!state)
    {
        if (crosssend)
            m_trader->GetSession()->SendTradeStatus(TRADE_STATUS_BACK_TO_TRADE);
        else
            m_player->GetSession()->SendTradeStatus(TRADE_STATUS_BACK_TO_TRADE);
    }
}

// == KillRewarder ====================================================
// KillRewarder incapsulates logic of rewarding player upon kill with:
// * XP;
// * honor;
// * reputation;
// * kill credit (for quest objectives).
// Rewarding is initiated in two cases: when player kills unit in Unit::Kill()
// and on battlegrounds in Battleground::RewardXPAtKill().
//
// Rewarding algorithm is:
// 1. Initialize internal variables to default values.
// 2. In case when player is in group, initialize variables necessary for group calculations:
// 2.1. _count - number of alive group members within reward distance;
// 2.2. _sumLevel - sum of levels of alive group members within reward distance;
// 2.3. _maxLevel - maximum level of alive group member within reward distance;
// 2.4. _maxNotGrayMember - maximum level of alive group member within reward distance,
//      for whom victim is not gray;
// 2.5. _isFullXP - flag identifying that for all group members victim is not gray,
//      so 100% XP will be rewarded (50% otherwise).
// 3. Reward killer (and group, if necessary).
// 3.1. If killer is in group, reward group.
// 3.1.1. Initialize initial XP amount based on maximum level of group member,
//        for whom victim is not gray.
// 3.1.2. Alter group rate if group is in raid (not for battlegrounds).
// 3.1.3. Reward each group member (even dead) within reward distance (see 4. for more details).
// 3.2. Reward single killer (not group case).
// 3.2.1. Initialize initial XP amount based on killer's level.
// 3.2.2. Reward killer (see 4. for more details).
// 4. Reward player.
// 4.1. Give honor (player must be alive and not on BG).
// 4.2. Give XP.
// 4.2.1. If player is in group, adjust XP:
//        * set to 0 if player's level is more than maximum level of not gray member;
//        * cut XP in half if _isFullXP is false.
// 4.2.2. Apply auras modifying rewarded XP.
// 4.2.3. Give XP to player.
// 4.2.4. If player has pet, reward pet with XP (100% for single player, 50% for group case).
// 4.3. Give reputation (player must not be on BG).
// 4.4. Give kill credit (player must not be in group, or he must be alive or without corpse).
// 5. Credit instance encounter.
KillRewarder::KillRewarder(Player* killer, Unit* victim, bool isBattleGround) :
    // 1. Initialize internal variables to default values.
    _killer(killer), _victim(victim), _group(killer->GetGroup()),
    _groupRate(1.0f), _maxNotGrayMember(NULL), _count(0), _sumLevel(0), _xp(0),
    _isFullXP(false), _maxLevel(0), _isBattleGround(isBattleGround), _isPvP(false)
{
    // mark the credit as pvp if victim is player
    if (victim->GetTypeId() == TYPEID_PLAYER)
        _isPvP = true;
    // or if its owned by player and its not a vehicle
    else if (IS_PLAYER_GUID(victim->GetCharmerOrOwnerGUID()))
        _isPvP = !victim->IsVehicle();

    _InitGroupData();
}

inline void KillRewarder::_InitGroupData()
{
    if (_group)
    {
        // 2. In case when player is in group, initialize variables necessary for group calculations:
        for (GroupReference* itr = _group->GetFirstMember(); itr != NULL; itr = itr->next())
            if (Player* member = itr->GetSource())
                if ((_killer == member || member->IsAtGroupRewardDistance(_victim)) && member->IsAlive())
                {
                    const uint8 lvl = member->getLevel();
                    // 2.1. _count - number of alive group members within reward distance;
                    ++_count;
                    // 2.2. _sumLevel - sum of levels of alive group members within reward distance;
                    _sumLevel += lvl;
                    // 2.3. _maxLevel - maximum level of alive group member within reward distance;
                    if (_maxLevel < lvl)
                        _maxLevel = lvl;
                    // 2.4. _maxNotGrayMember - maximum level of alive group member within reward distance,
                    //      for whom victim is not gray;
                    uint32 grayLevel = Trinity::XP::GetGrayLevel(lvl);
                    if (_victim->getLevel() > grayLevel && (!_maxNotGrayMember || _maxNotGrayMember->getLevel() < lvl))
                        _maxNotGrayMember = member;
                }
        // 2.5. _isFullXP - flag identifying that for all group members victim is not gray,
        //      so 100% XP will be rewarded (50% otherwise).
        _isFullXP = _maxNotGrayMember && (_maxLevel == _maxNotGrayMember->getLevel());
    }
    else
        _count = 1;
}

inline void KillRewarder::_InitXP(Player* player)
{
    // Get initial value of XP for kill.
    // XP is given:
    // * on battlegrounds;
    // * otherwise, not in PvP;
    // * not if killer is on vehicle.
    if (_isBattleGround || (!_isPvP && !_killer->GetVehicle()))
        _xp = Trinity::XP::Gain(player, _victim);

    if (_xp && !_isBattleGround && _victim) // pussywizard: npcs with relatively low hp give lower exp
        if (_victim->GetTypeId() == TYPEID_UNIT)
            if (const CreatureTemplate* ct = _victim->ToCreature()->GetCreatureTemplate())
                if (ct->ModHealth <= 0.75f && ct->ModHealth >= 0.0f)
                    _xp = uint32(_xp * ct->ModHealth);
}

inline void KillRewarder::_RewardHonor(Player* player)
{
    // Rewarded player must be alive.
    if (player->IsAlive())
        player->RewardHonor(_victim, _count, -1);
}

inline void KillRewarder::_RewardXP(Player* player, float rate)
{
    uint32 xp(_xp);
    if (_group)
    {
        // 4.2.1. If player is in group, adjust XP:
        //        * set to 0 if player's level is more than maximum level of not gray member;
        //        * cut XP in half if _isFullXP is false.
        if (_maxNotGrayMember && player->IsAlive() &&
            _maxNotGrayMember->getLevel() >= player->getLevel())
            xp = _isFullXP ?
                uint32(xp * rate) :             // Reward FULL XP if all group members are not gray.
                uint32(xp * rate / 2) + 1;      // Reward only HALF of XP if some of group members are gray.
        else
            xp = 0;
    }
    if (xp)
    {
        // 4.2.2. Apply auras modifying rewarded XP (SPELL_AURA_MOD_XP_PCT).
        Unit::AuraEffectList const& auras = player->GetAuraEffectsByType(SPELL_AURA_MOD_XP_PCT);
        for (Unit::AuraEffectList::const_iterator i = auras.begin(); i != auras.end(); ++i)
            AddPct(xp, (*i)->GetAmount());

        // 4.2.3. Give XP to player.
        player->GiveXP(xp, _victim, _groupRate);
        if (Pet* pet = player->GetPet())
            // 4.2.4. If player has pet, reward pet with XP (100% for single player, 50% for group case).
            pet->GivePetXP(_group ? xp / 2 : xp);
    }
}

inline void KillRewarder::_RewardReputation(Player* player, float rate)
{
    // 4.3. Give reputation (player must not be on BG).
    // Even dead players and corpses are rewarded.
    player->RewardReputation(_victim, rate);
}

inline void KillRewarder::_RewardKillCredit(Player* player)
{
    // 4.4. Give kill credit (player must not be in group, or he must be alive or without corpse).
    if (!_group || player->IsAlive() || !player->GetCorpse())
        if (Creature* target = _victim->ToCreature())
        {
            player->KilledMonster(target->GetCreatureTemplate(), target->GetGUID());
            player->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_KILL_CREATURE_TYPE, target->GetCreatureType(), 1, target);
        }
}

void KillRewarder::_RewardPlayer(Player* player, bool isDungeon)
{
    // 4. Reward player.
    if (!_isBattleGround)
    {
        // 4.1. Give honor (player must be alive and not on BG).
        _RewardHonor(player);
        // 4.1.1 Send player killcredit for quests with PlayerSlain
        if (_victim->GetTypeId() == TYPEID_PLAYER)
            player->KilledPlayerCredit();
    }
    // Give XP only in PvE or in battlegrounds.
    // Give reputation and kill credit only in PvE.
    if (!_isPvP || _isBattleGround)
    {
        const float rate = _group ?
            _groupRate * float(player->getLevel()) / _sumLevel : // Group rate depends on summary level.
            1.0f;                                                // Personal rate is 100%.
        if (_xp)
            // 4.2. Give XP.
            _RewardXP(player, rate);
        if (!_isBattleGround)
        {
            // If killer is in dungeon then all members receive full reputation at kill.
            _RewardReputation(player, isDungeon ? 1.0f : rate);
            _RewardKillCredit(player);
        }
    }
}

void KillRewarder::_RewardGroup()
{
    if (_maxLevel)
    {
        if (_maxNotGrayMember)
            // 3.1.1. Initialize initial XP amount based on maximum level of group member,
            //        for whom victim is not gray.
            _InitXP(_maxNotGrayMember);
        // To avoid unnecessary calculations and calls,
        // proceed only if XP is not ZERO or player is not on battleground
        // (battleground rewards only XP, that's why).
        if (!_isBattleGround || _xp)
        {
            const bool isDungeon = !_isPvP && sMapStore.LookupEntry(_killer->GetMapId())->IsDungeon();
            if (!_isBattleGround)
            {
                // 3.1.2. Alter group rate if group is in raid (not for battlegrounds).
                const bool isRaid = !_isPvP && sMapStore.LookupEntry(_killer->GetMapId())->IsRaid() && _group->isRaidGroup();
                _groupRate = Trinity::XP::xp_in_group_rate(_count, isRaid);
            }

            // 3.1.3. Reward each group member (even dead or corpse) within reward distance.
            for (GroupReference* itr = _group->GetFirstMember(); itr != NULL; itr = itr->next())
            {
                if (Player* member = itr->GetSource())
                {
                    if (_killer == member || member->IsAtGroupRewardDistance(_victim))
                    {
                        _RewardPlayer(member, isDungeon);
                        // Xinef: only count players
                        //if (_victim->GetTypeId() == TYPEID_PLAYER)
                        //    member->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_SPECIAL_PVP_KILL, 1, 0, _victim);
                    }
                }
            }
        }
    }
}

void KillRewarder::Reward()
{
    // 3. Reward killer (and group, if necessary).
    if (_group)
        // 3.1. If killer is in group, reward group.
        _RewardGroup();
    else
    {
        // 3.2. Reward single killer (not group case).
        // 3.2.1. Initialize initial XP amount based on killer's level.
        _InitXP(_killer);
        // To avoid unnecessary calculations and calls,
        // proceed only if XP is not ZERO or player is not on battleground
        // (battleground rewards only XP, that's why).
        if (!_isBattleGround || _xp)
            // 3.2.2. Reward killer.
            if (_killer->IsInMap(_victim)) // pussywizard: killer may be on other map (crashfix), when killing in a group same map is required, so its not a problem
                _RewardPlayer(_killer, false);
    }

    // 5. Credit instance encounter.
    if (Creature* victim = _victim->ToCreature())
        if (victim->IsDungeonBoss())
            if (Map* map = _victim->FindMap())
                map->UpdateEncounterState(ENCOUNTER_CREDIT_KILL_CREATURE, _victim->GetEntry(), _victim);
}

// == Player ====================================================

// we can disable this warning for this since it only
// causes undefined behavior when passed to the base class constructor
#ifdef _MSC_VER
#pragma warning(disable:4355)
#endif
Player::Player(WorldSession* session): Unit(true), m_mover(this)
{
#ifdef _MSC_VER
#pragma warning(default:4355)
#endif

    m_speakTime = 0;
    m_speakCount = 0;

    m_objectType |= TYPEMASK_PLAYER;
    m_objectTypeId = TYPEID_PLAYER;

    m_valuesCount = PLAYER_END;

    m_session = session;

    m_divider = 0;
    m_ingametime = 0;

    m_ExtraFlags = 0;

    m_spellModTakingSpell = NULL;
    //m_pad = 0;

    // players always accept
    if (AccountMgr::IsPlayerAccount(GetSession()->GetSecurity()))
        SetAcceptWhispers(true);

    m_lootGuid = 0;

    m_comboTarget = 0;
    m_comboPoints = 0;

    m_usedTalentCount = 0;
    m_questRewardTalentCount = 0;

    m_regenTimer = 0;
    m_regenTimerCount = 0;
    m_weaponChangeTimer = 0;

    m_zoneUpdateId = uint32(-1);
    m_zoneUpdateTimer = 0;

    m_areaUpdateId = 0;
    m_team = TEAM_NEUTRAL;

    m_nextSave = SavingSystemMgr::IncreaseSavingMaxValue(1);
    m_additionalSaveTimer = 0;
    m_additionalSaveMask = 0;
    m_hostileReferenceCheckTimer = 15000;

    clearResurrectRequestData();

    memset(m_items, 0, sizeof(Item*)*PLAYER_SLOTS_COUNT);

    m_social = NULL;

    // group is initialized in the reference constructor
    SetGroupInvite(NULL);
    m_groupUpdateMask = 0;
    m_auraRaidUpdateMask = 0;
    m_bPassOnGroupLoot = false;

    duel = NULL;

    m_GuildIdInvited = 0;
    m_ArenaTeamIdInvited = 0;

    m_atLoginFlags = AT_LOGIN_NONE;

    mSemaphoreTeleport_Near = 0;
    mSemaphoreTeleport_Far = 0;

    m_DelayedOperations = 0;
    m_bMustDelayTeleport = false;
    m_bHasDelayedTeleport = false;
    teleportStore_options = 0;

    m_trade = NULL;

    m_cinematic = 0;

    PlayerTalkClass = new PlayerMenu(GetSession());
    m_currentBuybackSlot = BUYBACK_SLOT_START;

    m_DailyQuestChanged = false;
    m_lastDailyQuestTime = 0;

    for (uint8 i=0; i<MAX_TIMERS; i++)
        m_MirrorTimer[i] = DISABLED_MIRROR_TIMER;

    m_MirrorTimerFlags = UNDERWATER_NONE;
    m_MirrorTimerFlagsLast = UNDERWATER_NONE;
    m_isInWater = false;
    m_drunkTimer = 0;
    m_deathTimer = 0;
    m_deathExpireTime = 0;

    m_swingErrorMsg = 0;

    for (uint8 j = 0; j < PLAYER_MAX_BATTLEGROUND_QUEUES; ++j)
        m_bgBattlegroundQueueID[j] = BATTLEGROUND_QUEUE_NONE;

    m_logintime = time(NULL);
    m_Last_tick = m_logintime;
    m_Played_time[PLAYED_TIME_TOTAL] = 0;
    m_Played_time[PLAYED_TIME_LEVEL] = 0;
    m_WeaponProficiency = 0;
    m_ArmorProficiency = 0;
    m_canParry = false;
    m_canBlock = false;
    m_canTitanGrip = false;
    m_ammoDPS = 0.0f;

    m_temporaryUnsummonedPetNumber = 0;
    //cache for UNIT_CREATED_BY_SPELL to allow
    //returning reagents for temporarily removed pets
    //when dying/logging out
    m_oldpetspell = 0;
    m_lastpetnumber = 0;

    ////////////////////Rest System/////////////////////
    _restTime = 0;
    _innTriggerId = 0;
    _restBonus = 0;
    ////////////////////Rest System/////////////////////

    m_mailsLoaded = false;
    m_mailsUpdated = false;
    unReadMails = 0;
    m_nextMailDelivereTime = 0;

    m_resetTalentsCost = 0;
    m_resetTalentsTime = 0;
    m_itemUpdateQueueBlocked = false;

    for (uint8 i = 0; i < MAX_MOVE_TYPE; ++i)
        m_forced_speed_changes[i] = 0;

    m_stableSlots = 0;

    /////////////////// Instance System /////////////////////

    m_HomebindTimer = 0;
    m_InstanceValid = true;
    m_dungeonDifficulty = DUNGEON_DIFFICULTY_NORMAL;
    m_raidDifficulty = RAID_DIFFICULTY_10MAN_NORMAL;
    m_raidMapDifficulty = RAID_DIFFICULTY_10MAN_NORMAL;

    m_lastPotionId = 0;

    m_activeSpec = 0;
    m_specsCount = 1;

    for (uint8 i = 0; i < MAX_TALENT_SPECS; ++i)
    {
        for (uint8 g = 0; g < MAX_GLYPH_SLOT_INDEX; ++g)
            m_Glyphs[i][g] = 0;
    }

    for (uint8 i = 0; i < BASEMOD_END; ++i)
    {
        m_auraBaseMod[i][FLAT_MOD] = 0.0f;
        m_auraBaseMod[i][PCT_MOD] = 1.0f;
    }

    for (uint8 i = 0; i < MAX_COMBAT_RATING; i++)
        m_baseRatingValue[i] = 0;

    m_baseSpellPower = 0;
    m_baseFeralAP = 0;
    m_baseManaRegen = 0;
    m_baseHealthRegen = 0;
    m_spellPenetrationItemMod = 0;

    // Honor System
    m_lastHonorUpdateTime = time(NULL);

    m_IsBGRandomWinner = false;

    // Player summoning
    m_summon_expire = 0;
    m_summon_mapid = 0;
    m_summon_x = 0.0f;
    m_summon_y = 0.0f;
    m_summon_z = 0.0f;
    m_summon_asSpectator = false;

    //m_mover = this;
    m_movedByPlayer.Initialize(this);
    m_seer = this;

    m_recallMap = 0;
    m_recallX = 0;
    m_recallY = 0;
    m_recallZ = 0;
    m_recallO = 0;

    m_homebindMapId = 0;
    m_homebindAreaId = 0;
    m_homebindX = 0;
    m_homebindY = 0;
    m_homebindZ = 0;

    m_contestedPvPTimer = 0;

    m_declinedname = NULL;

    m_isActive = true;

    m_runes = NULL;

    m_lastFallTime = 0;
    m_lastFallZ = 0;

    m_grantableLevels = 0;

    m_ControlledByPlayer = true;

    sWorld->IncreasePlayerCount();

    m_ChampioningFaction = 0;

    m_timeSyncCounter = 0;
    m_timeSyncTimer = 0;
    m_timeSyncClient = 0;
    m_timeSyncServer = 0;

    for (uint8 i = 0; i < MAX_POWERS; ++i)
        m_powerFraction[i] = 0;

    isDebugAreaTriggers = false;

    m_WeeklyQuestChanged = false;

    m_MonthlyQuestChanged = false;

    m_SeasonalQuestChanged = false;

    SetPendingBind(0, 0);

    m_achievementMgr = new AchievementMgr(this);
    m_reputationMgr = new ReputationMgr(this);

    // Ours
    m_NeedToSaveGlyphs = false;
    m_comboPointGain = 0;
    m_MountBlockId = 0;
    m_realDodge = 0.0f;
    m_realParry = 0.0f;
    m_pendingSpectatorForBG = 0;
    m_pendingSpectatorInviteInstanceId = 0;

    m_charmUpdateTimer = 0;

    for( int i = 0; i < NUM_CAI_SPELLS; ++i )
        m_charmAISpells[i] = 0;

    m_applyResilience = true;
}

Player::~Player()
{
    // it must be unloaded already in PlayerLogout and accessed only for loggined player
    //m_social = NULL;

    // Note: buy back item already deleted from DB when player was saved
    for (uint8 i = 0; i < PLAYER_SLOTS_COUNT; ++i)
        delete m_items[i];

    for (PlayerSpellMap::const_iterator itr = m_spells.begin(); itr != m_spells.end(); ++itr)
        delete itr->second;

    for (PlayerTalentMap::const_iterator itr = m_talents.begin(); itr != m_talents.end(); ++itr)
        delete itr->second;

    //all mailed items should be deleted, also all mail should be deallocated
    for (PlayerMails::iterator itr = m_mail.begin(); itr != m_mail.end(); ++itr)
        delete *itr;

    for (ItemMap::iterator iter = mMitems.begin(); iter != mMitems.end(); ++iter)
        delete iter->second;                                //if item is duplicated... then server may crash ... but that item should be deallocated

    delete PlayerTalkClass;

    for (size_t x = 0; x < ItemSetEff.size(); x++)
        delete ItemSetEff[x];

    delete m_declinedname;
    delete m_runes;
    delete m_achievementMgr;
    delete m_reputationMgr;

    sWorld->DecreasePlayerCount();

    if (!m_isInSharedVisionOf.empty())
    {
        sLog->outMisc("Player::~Player (A1)");
        do
        {
            sLog->outMisc("Player::~Player (A2)");
            Unit* u = *(m_isInSharedVisionOf.begin());
            u->RemovePlayerFromVision(this);
        } while (!m_isInSharedVisionOf.empty());
    }
}

void Player::CleanupsBeforeDelete(bool finalCleanup)
{ 
    TradeCancel(false);
    DuelComplete(DUEL_INTERRUPTED);

    Unit::CleanupsBeforeDelete(finalCleanup);
}

bool Player::Create(uint32 guidlow, CharacterCreateInfo* createInfo)
{ 
    //FIXME: outfitId not used in player creating
    // TODO: need more checks against packet modifications
    // should check that skin, face, hair* are valid via DBC per race/class
    // also do it in Player::BuildEnumData, Player::LoadFromDB

    Object::_Create(guidlow, 0, HIGHGUID_PLAYER);

    m_name = createInfo->Name;

    PlayerInfo const* info = sObjectMgr->GetPlayerInfo(createInfo->Race, createInfo->Class);
    if (!info)
    {
        sLog->outError("Player::Create: Possible hacking-attempt: Account %u tried creating a character named '%s' with an invalid race/class pair (%u/%u) - refusing to do so.",
                GetSession()->GetAccountId(), m_name.c_str(), createInfo->Race, createInfo->Class);
        return false;
    }

    for (uint8 i = 0; i < PLAYER_SLOTS_COUNT; i++)
        m_items[i] = NULL;

    Relocate(info->positionX, info->positionY, info->positionZ, info->orientation);

    ChrClassesEntry const* cEntry = sChrClassesStore.LookupEntry(createInfo->Class);
    if (!cEntry)
    {
        sLog->outError("Player::Create: Possible hacking-attempt: Account %u tried creating a character named '%s' with an invalid character class (%u) - refusing to do so (wrong DBC-files?)",
                GetSession()->GetAccountId(), m_name.c_str(), createInfo->Class);
        return false;
    }

    SetMap(sMapMgr->CreateMap(info->mapId, this));

    uint8 powertype = cEntry->powerType;

    SetObjectScale(1.0f);

    setFactionForRace(createInfo->Race);

    if (!IsValidGender(createInfo->Gender))
    {
        sLog->outError("Player::Create: Possible hacking-attempt: Account %u tried creating a character named '%s' with an invalid gender (%hu) - refusing to do so",
                GetSession()->GetAccountId(), m_name.c_str(), createInfo->Gender);
        return false;
    }

    uint32 RaceClassGender = (createInfo->Race) | (createInfo->Class << 8) | (createInfo->Gender << 16);

    SetUInt32Value(UNIT_FIELD_BYTES_0, (RaceClassGender | (powertype << 24)));
    InitDisplayIds();
    if (sWorld->getIntConfig(CONFIG_GAME_TYPE) == REALM_TYPE_PVP || sWorld->getIntConfig(CONFIG_GAME_TYPE) == REALM_TYPE_RPPVP)
    {
        SetByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_PVP);
        SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PVP_ATTACKABLE);
    }
    SetFlag(UNIT_FIELD_FLAGS_2, UNIT_FLAG2_REGENERATE_POWER);
    SetFloatValue(UNIT_MOD_CAST_SPEED, 1.0f);               // fix cast time showed in spell tooltip on client
    SetFloatValue(UNIT_FIELD_HOVERHEIGHT, 1.0f);            // default for players in 3.0.3

                                                            // -1 is default value
    SetInt32Value(PLAYER_FIELD_WATCHED_FACTION_INDEX, uint32(-1));

    SetUInt32Value(PLAYER_BYTES, (createInfo->Skin | (createInfo->Face << 8) | (createInfo->HairStyle << 16) | (createInfo->HairColor << 24)));
    SetUInt32Value(PLAYER_BYTES_2, (createInfo->FacialHair |
                                   (0x00 << 8) |
                                   (0x00 << 16) |
                                   (((GetSession()->IsARecruiter() || GetSession()->GetRecruiterId() != 0) ? REST_STATE_RAF_LINKED : REST_STATE_NOT_RAF_LINKED) << 24)));
    SetByteValue(PLAYER_BYTES_3, 0, createInfo->Gender);
    SetByteValue(PLAYER_BYTES_3, 3, 0);                     // BattlefieldArenaFaction (0 or 1)

    SetUInt32Value(PLAYER_GUILDID, 0);
    SetUInt32Value(PLAYER_GUILDRANK, 0);
    SetUInt32Value(PLAYER_GUILD_TIMESTAMP, 0);

    for (int i = 0; i < KNOWN_TITLES_SIZE; ++i)
        SetUInt64Value(PLAYER__FIELD_KNOWN_TITLES + i, 0);  // 0=disabled
    SetUInt32Value(PLAYER_CHOSEN_TITLE, 0);

    SetUInt32Value(PLAYER_FIELD_KILLS, 0);
    SetUInt32Value(PLAYER_FIELD_LIFETIME_HONORABLE_KILLS, 0);
    SetUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION, 0);
    SetUInt32Value(PLAYER_FIELD_YESTERDAY_CONTRIBUTION, 0);

    // set starting level
    uint32 start_level = getClass() != CLASS_DEATH_KNIGHT
        ? sWorld->getIntConfig(CONFIG_START_PLAYER_LEVEL)
        : sWorld->getIntConfig(CONFIG_START_HEROIC_PLAYER_LEVEL);

    if (!AccountMgr::IsPlayerAccount(GetSession()->GetSecurity()))
    {
        uint32 gm_level = sWorld->getIntConfig(CONFIG_START_GM_LEVEL);
        if (gm_level > start_level)
            start_level = gm_level;
    }

    SetUInt32Value(UNIT_FIELD_LEVEL, start_level);

    InitRunes();

    SetUInt32Value(PLAYER_FIELD_COINAGE, sWorld->getIntConfig(CONFIG_START_PLAYER_MONEY));
    SetHonorPoints(sWorld->getIntConfig(CONFIG_START_HONOR_POINTS));
    SetArenaPoints(sWorld->getIntConfig(CONFIG_START_ARENA_POINTS));

    // start with every map explored
    if (sWorld->getBoolConfig(CONFIG_START_ALL_EXPLORED))
    {
        for (uint8 i=0; i<PLAYER_EXPLORED_ZONES_SIZE; i++)
            SetFlag(PLAYER_EXPLORED_ZONES_1+i, 0xFFFFFFFF);
    }

    //Reputations if "StartAllReputation" is enabled, -- TODO: Fix this in a better way
    if (sWorld->getBoolConfig(CONFIG_START_ALL_REP))
    {
        GetReputationMgr().SetReputation(sFactionStore.LookupEntry(942), 42999);
        GetReputationMgr().SetReputation(sFactionStore.LookupEntry(935), 42999);
        GetReputationMgr().SetReputation(sFactionStore.LookupEntry(936), 42999);
        GetReputationMgr().SetReputation(sFactionStore.LookupEntry(1011), 42999);
        GetReputationMgr().SetReputation(sFactionStore.LookupEntry(970), 42999);
        GetReputationMgr().SetReputation(sFactionStore.LookupEntry(967), 42999);
        GetReputationMgr().SetReputation(sFactionStore.LookupEntry(989), 42999);
        GetReputationMgr().SetReputation(sFactionStore.LookupEntry(932), 42999);
        GetReputationMgr().SetReputation(sFactionStore.LookupEntry(934), 42999);
        GetReputationMgr().SetReputation(sFactionStore.LookupEntry(1038), 42999);
        GetReputationMgr().SetReputation(sFactionStore.LookupEntry(1077), 42999);

        // Factions depending on team, like cities and some more stuff
        switch (GetTeamId())
        {
        case TEAM_ALLIANCE:
            GetReputationMgr().SetReputation(sFactionStore.LookupEntry(72), 42999);
            GetReputationMgr().SetReputation(sFactionStore.LookupEntry(47), 42999);
            GetReputationMgr().SetReputation(sFactionStore.LookupEntry(69), 42999);
            GetReputationMgr().SetReputation(sFactionStore.LookupEntry(930), 42999);
            GetReputationMgr().SetReputation(sFactionStore.LookupEntry(730), 42999);
            GetReputationMgr().SetReputation(sFactionStore.LookupEntry(978), 42999);
            GetReputationMgr().SetReputation(sFactionStore.LookupEntry(54), 42999);
            GetReputationMgr().SetReputation(sFactionStore.LookupEntry(946), 42999);
            break;
        case TEAM_HORDE:
            GetReputationMgr().SetReputation(sFactionStore.LookupEntry(76), 42999);
            GetReputationMgr().SetReputation(sFactionStore.LookupEntry(68), 42999);
            GetReputationMgr().SetReputation(sFactionStore.LookupEntry(81), 42999);
            GetReputationMgr().SetReputation(sFactionStore.LookupEntry(911), 42999);
            GetReputationMgr().SetReputation(sFactionStore.LookupEntry(729), 42999);
            GetReputationMgr().SetReputation(sFactionStore.LookupEntry(941), 42999);
            GetReputationMgr().SetReputation(sFactionStore.LookupEntry(530), 42999);
            GetReputationMgr().SetReputation(sFactionStore.LookupEntry(947), 42999);
            break;
        default:
            break;
        }
    }

    // Played time
    m_Last_tick = time(NULL);
    m_Played_time[PLAYED_TIME_TOTAL] = 0;
    m_Played_time[PLAYED_TIME_LEVEL] = 0;

    // base stats and related field values
    InitStatsForLevel();
    InitTaxiNodesForLevel();
    InitGlyphsForLevel();
    InitTalentForLevel();
    InitPrimaryProfessions();                               // to max set before any spell added

    // apply original stats mods before spell loading or item equipment that call before equip _RemoveStatsMods()
    UpdateMaxHealth();                                      // Update max Health (for add bonus from stamina)
    SetFullHealth();
    if (getPowerType() == POWER_MANA)
    {
        UpdateMaxPower(POWER_MANA);                         // Update max Mana (for add bonus from intellect)
        SetPower(POWER_MANA, GetMaxPower(POWER_MANA));
    }

    if (getPowerType() == POWER_RUNIC_POWER)
    {
        SetPower(POWER_RUNE, 8);
        SetMaxPower(POWER_RUNE, 8);
        SetPower(POWER_RUNIC_POWER, 0);
        SetMaxPower(POWER_RUNIC_POWER, 1000);
    }

    // original spells
    learnDefaultSpells();

    // original action bar
    for (PlayerCreateInfoActions::const_iterator action_itr = info->action.begin(); action_itr != info->action.end(); ++action_itr)
        addActionButton(action_itr->button, action_itr->action, action_itr->type);

    // original items
    if (CharStartOutfitEntry const* oEntry = GetCharStartOutfitEntry(createInfo->Race, createInfo->Class, createInfo->Gender))
    {
        for (int j = 0; j < MAX_OUTFIT_ITEMS; ++j)
        {
            if (oEntry->ItemId[j] <= 0)
                continue;

            uint32 itemId = oEntry->ItemId[j];

            // just skip, reported in ObjectMgr::LoadItemTemplates
            ItemTemplate const* iProto = sObjectMgr->GetItemTemplate(itemId);
            if (!iProto)
                continue;

            // BuyCount by default
            uint32 count = iProto->BuyCount;

            // special amount for food/drink
            if (iProto->Class == ITEM_CLASS_CONSUMABLE && iProto->SubClass == ITEM_SUBCLASS_FOOD)
            {
                switch (iProto->Spells[0].SpellCategory)
                {
                    case SPELL_CATEGORY_FOOD:                                // food
                        count = getClass() == CLASS_DEATH_KNIGHT ? 10 : 4;
                        break;
                    case SPELL_CATEGORY_DRINK:                                // drink
                        count = 2;
                        break;
                }
                if (iProto->GetMaxStackSize() < count)
                    count = iProto->GetMaxStackSize();
            }
            StoreNewItemInBestSlots(itemId, count);
        }
    }

    for (PlayerCreateInfoItems::const_iterator item_id_itr = info->item.begin(); item_id_itr != info->item.end(); ++item_id_itr)
        StoreNewItemInBestSlots(item_id_itr->item_id, item_id_itr->item_amount);

    // bags and main-hand weapon must equipped at this moment
    // now second pass for not equipped (offhand weapon/shield if it attempt equipped before main-hand weapon)
    // or ammo not equipped in special bag
    for (uint8 i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++)
    {
        if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
        {
            uint16 eDest;
            // equip offhand weapon/shield if it attempt equipped before main-hand weapon
            InventoryResult msg = CanEquipItem(NULL_SLOT, eDest, pItem, false);
            if (msg == EQUIP_ERR_OK)
            {
                RemoveItem(INVENTORY_SLOT_BAG_0, i, true);
                EquipItem(eDest, pItem, true);
            }
            // move other items to more appropriate slots (ammo not equipped in special bag)
            else
            {
                ItemPosCountVec sDest;
                msg = CanStoreItem(NULL_BAG, NULL_SLOT, sDest, pItem, false);
                if (msg == EQUIP_ERR_OK)
                {
                    RemoveItem(INVENTORY_SLOT_BAG_0, i, true);
                    pItem = StoreItem(sDest, pItem, true);
                }

                // if  this is ammo then use it
                msg = CanUseAmmo(pItem->GetEntry());
                if (msg == EQUIP_ERR_OK)
                    SetAmmo(pItem->GetEntry());
            }
        }
    }
    // all item positions resolved

    return true;
}

bool Player::StoreNewItemInBestSlots(uint32 titem_id, uint32 titem_amount)
{ 
    ;//sLog->outDebug(LOG_FILTER_PLAYER_ITEMS, "STORAGE: Creating initial item, itemId = %u, count = %u", titem_id, titem_amount);

    // attempt equip by one
    while (titem_amount > 0)
    {
        uint16 eDest;
        InventoryResult msg = CanEquipNewItem(NULL_SLOT, eDest, titem_id, false);
        if (msg != EQUIP_ERR_OK)
            break;

        EquipNewItem(eDest, titem_id, true);
        AutoUnequipOffhandIfNeed();
        --titem_amount;
    }

    if (titem_amount == 0)
        return true;                                        // equipped

    // attempt store
    ItemPosCountVec sDest;
    // store in main bag to simplify second pass (special bags can be not equipped yet at this moment)
    InventoryResult msg = CanStoreNewItem(INVENTORY_SLOT_BAG_0, NULL_SLOT, sDest, titem_id, titem_amount);
    if (msg == EQUIP_ERR_OK)
    {
        StoreNewItem(sDest, titem_id, true, Item::GenerateItemRandomPropertyId(titem_id));
        return true;                                        // stored
    }

    // item can't be added
    sLog->outError("STORAGE: Can't equip or store initial item %u for race %u class %u, error msg = %u", titem_id, getRace(), getClass(), msg);
    return false;
}

void Player::SendMirrorTimer(MirrorTimerType Type, uint32 MaxValue, uint32 CurrentValue, int32 Regen)
{ 
    if (int(MaxValue) == DISABLED_MIRROR_TIMER)
    {
        if (int(CurrentValue) != DISABLED_MIRROR_TIMER)
            StopMirrorTimer(Type);
        return;
    }
    WorldPacket data(SMSG_START_MIRROR_TIMER, (21));
    data << (uint32)Type;
    data << CurrentValue;
    data << MaxValue;
    data << Regen;
    data << (uint8)0;
    data << (uint32)0;                                      // spell id
    GetSession()->SendPacket(&data);
}

void Player::StopMirrorTimer(MirrorTimerType Type)
{ 
    m_MirrorTimer[Type] = DISABLED_MIRROR_TIMER;
    WorldPacket data(SMSG_STOP_MIRROR_TIMER, 4);
    data << (uint32)Type;
    GetSession()->SendPacket(&data);
}

bool Player::IsImmuneToEnvironmentalDamage()
{ 
    // check for GM and death state included in isAttackableByAOE
    return (!isTargetableForAttack(false, NULL));
}

uint32 Player::EnvironmentalDamage(EnviromentalDamage type, uint32 damage)
{ 
    if (IsImmuneToEnvironmentalDamage())
        return 0;

    // Absorb, resist some environmental damage type
    uint32 absorb = 0;
    uint32 resist = 0;
    if (type == DAMAGE_LAVA)
        Unit::CalcAbsorbResist(this, this, SPELL_SCHOOL_MASK_FIRE, DIRECT_DAMAGE, damage, &absorb, &resist);
    else if (type == DAMAGE_SLIME)
        Unit::CalcAbsorbResist(this, this, SPELL_SCHOOL_MASK_NATURE, DIRECT_DAMAGE, damage, &absorb, &resist);

    damage -= absorb + resist;

    Unit::DealDamageMods(this, damage, &absorb);

    WorldPacket data(SMSG_ENVIRONMENTALDAMAGELOG, (21));
    data << uint64(GetGUID());
    data << uint8(type != DAMAGE_FALL_TO_VOID ? type : DAMAGE_FALL);
    data << uint32(damage);
    data << uint32(absorb);
    data << uint32(resist);
    SendMessageToSet(&data, true);

    uint32 final_damage = Unit::DealDamage(this, this, damage, NULL, SELF_DAMAGE, SPELL_SCHOOL_MASK_NORMAL, NULL, false);

    if (!IsAlive())
    {
        if (type == DAMAGE_FALL)                               // DealDamage not apply item durability loss at self damage
        {
            ;//sLog->outStaticDebug("We are fall to death, loosing 10 percents durability");
            DurabilityLossAll(0.10f, false);
            // durability lost message
            WorldPacket data2(SMSG_DURABILITY_DAMAGE_DEATH, 0);
            GetSession()->SendPacket(&data2);
        }

        UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_DEATHS_FROM, 1, type);
    }

    return final_damage;
}

int32 Player::getMaxTimer(MirrorTimerType timer)
{ 
    switch (timer)
    {
        case FATIGUE_TIMER:
            return MINUTE * IN_MILLISECONDS;
        case BREATH_TIMER:
        {
            if (!IsAlive() || HasAuraType(SPELL_AURA_WATER_BREATHING) || GetSession()->GetSecurity() >= AccountTypes(sWorld->getIntConfig(CONFIG_DISABLE_BREATHING)))
                return DISABLED_MIRROR_TIMER;
            int32 UnderWaterTime = 3 * MINUTE * IN_MILLISECONDS;
            AuraEffectList const& mModWaterBreathing = GetAuraEffectsByType(SPELL_AURA_MOD_WATER_BREATHING);
            for (AuraEffectList::const_iterator i = mModWaterBreathing.begin(); i != mModWaterBreathing.end(); ++i)
                AddPct(UnderWaterTime, (*i)->GetAmount());
            return UnderWaterTime;
        }
        case FIRE_TIMER:
        {
            if (!IsAlive())
                return DISABLED_MIRROR_TIMER;
            return 1 * IN_MILLISECONDS;
        }
        default:
            return 0;
    }
}

void Player::UpdateMirrorTimers()
{ 
    // Desync flags for update on next HandleDrowning
    if (m_MirrorTimerFlags)
        m_MirrorTimerFlagsLast = ~m_MirrorTimerFlags;
}

void Player::HandleDrowning(uint32 time_diff)
{ 
    if (!m_MirrorTimerFlags)
        return;

    // In water
    if (m_MirrorTimerFlags & UNDERWATER_INWATER)
    {
        // Breath timer not activated - activate it
        if (m_MirrorTimer[BREATH_TIMER] == DISABLED_MIRROR_TIMER)
        {
            m_MirrorTimer[BREATH_TIMER] = getMaxTimer(BREATH_TIMER);
            SendMirrorTimer(BREATH_TIMER, m_MirrorTimer[BREATH_TIMER], m_MirrorTimer[BREATH_TIMER], -1);
        }
        else                                                              // If activated - do tick
        {
            m_MirrorTimer[BREATH_TIMER]-=time_diff;
            // Timer limit - need deal damage
            if (m_MirrorTimer[BREATH_TIMER] < 0)
            {
                m_MirrorTimer[BREATH_TIMER]+= 1*IN_MILLISECONDS;
                // Calculate and deal damage
                // TODO: Check this formula
                uint32 damage = GetMaxHealth() / 5 + urand(0, getLevel()-1);
                EnvironmentalDamage(DAMAGE_DROWNING, damage);
            }
            else if (!(m_MirrorTimerFlagsLast & UNDERWATER_INWATER))      // Update time in client if need
                SendMirrorTimer(BREATH_TIMER, getMaxTimer(BREATH_TIMER), m_MirrorTimer[BREATH_TIMER], -1);
        }
    }
    else if (m_MirrorTimer[BREATH_TIMER] != DISABLED_MIRROR_TIMER)        // Regen timer
    {
        int32 UnderWaterTime = getMaxTimer(BREATH_TIMER);
        // Need breath regen
        m_MirrorTimer[BREATH_TIMER]+=10*time_diff;
        if (m_MirrorTimer[BREATH_TIMER] >= UnderWaterTime || !IsAlive())
            StopMirrorTimer(BREATH_TIMER);
        else if (m_MirrorTimerFlagsLast & UNDERWATER_INWATER)
            SendMirrorTimer(BREATH_TIMER, UnderWaterTime, m_MirrorTimer[BREATH_TIMER], 10);
    }

    // In dark water
    if (m_MirrorTimerFlags & UNDERWARER_INDARKWATER)
    {
        // Fatigue timer not activated - activate it
        if (m_MirrorTimer[FATIGUE_TIMER] == DISABLED_MIRROR_TIMER)
        {
            m_MirrorTimer[FATIGUE_TIMER] = getMaxTimer(FATIGUE_TIMER);
            SendMirrorTimer(FATIGUE_TIMER, m_MirrorTimer[FATIGUE_TIMER], m_MirrorTimer[FATIGUE_TIMER], -1);
        }
        else
        {
            m_MirrorTimer[FATIGUE_TIMER]-=time_diff;
            // Timer limit - need deal damage or teleport ghost to graveyard
            if (m_MirrorTimer[FATIGUE_TIMER] < 0)
            {
                m_MirrorTimer[FATIGUE_TIMER]+= 1*IN_MILLISECONDS;
                if (IsAlive())                                            // Calculate and deal damage
                {
                    uint32 damage = GetMaxHealth() / 5 + urand(0, getLevel()-1);
                    EnvironmentalDamage(DAMAGE_EXHAUSTED, damage);
                }
                else if (HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_GHOST))       // Teleport ghost to graveyard
                    RepopAtGraveyard();
            }
            else if (!(m_MirrorTimerFlagsLast & UNDERWARER_INDARKWATER))
                SendMirrorTimer(FATIGUE_TIMER, getMaxTimer(FATIGUE_TIMER), m_MirrorTimer[FATIGUE_TIMER], -1);
        }
    }
    else if (m_MirrorTimer[FATIGUE_TIMER] != DISABLED_MIRROR_TIMER)       // Regen timer
    {
        int32 DarkWaterTime = getMaxTimer(FATIGUE_TIMER);
        m_MirrorTimer[FATIGUE_TIMER]+=10*time_diff;
        if (m_MirrorTimer[FATIGUE_TIMER] >= DarkWaterTime || !IsAlive())
            StopMirrorTimer(FATIGUE_TIMER);
        else if (m_MirrorTimerFlagsLast & UNDERWARER_INDARKWATER)
            SendMirrorTimer(FATIGUE_TIMER, DarkWaterTime, m_MirrorTimer[FATIGUE_TIMER], 10);
    }

    if (m_MirrorTimerFlags & (UNDERWATER_INLAVA /*| UNDERWATER_INSLIME*/) && !(_lastLiquid && _lastLiquid->SpellId))
    {
        // Breath timer not activated - activate it
        if (m_MirrorTimer[FIRE_TIMER] == DISABLED_MIRROR_TIMER)
            m_MirrorTimer[FIRE_TIMER] = getMaxTimer(FIRE_TIMER);
        else
        {
            m_MirrorTimer[FIRE_TIMER] -= time_diff;
            if (m_MirrorTimer[FIRE_TIMER] < 0)
            {
                m_MirrorTimer[FIRE_TIMER]+= 1*IN_MILLISECONDS;
                // Calculate and deal damage
                // TODO: Check this formula
                uint32 damage = urand(600, 700);
                if (m_MirrorTimerFlags & UNDERWATER_INLAVA)
                    EnvironmentalDamage(DAMAGE_LAVA, damage);
                // need to skip Slime damage in Undercity,
                // maybe someone can find better way to handle environmental damage
                //else if (m_zoneUpdateId != 1497)
                //    EnvironmentalDamage(DAMAGE_SLIME, damage);
            }
        }
    }
    else
        m_MirrorTimer[FIRE_TIMER] = DISABLED_MIRROR_TIMER;

    // Recheck timers flag
    m_MirrorTimerFlags&=~UNDERWATER_EXIST_TIMERS;
    for (uint8 i = 0; i< MAX_TIMERS; ++i)
        if (m_MirrorTimer[i] != DISABLED_MIRROR_TIMER)
        {
            m_MirrorTimerFlags|=UNDERWATER_EXIST_TIMERS;
            break;
        }
    m_MirrorTimerFlagsLast = m_MirrorTimerFlags;
}

///The player sobers by 1% every 9 seconds
void Player::HandleSobering()
{ 
    m_drunkTimer = 0;

    uint8 currentDrunkValue = GetDrunkValue();
    uint8 drunk = currentDrunkValue ? --currentDrunkValue : 0;
    SetDrunkValue(drunk);
}

DrunkenState Player::GetDrunkenstateByValue(uint8 value)
{
    if (value >= 90)
        return DRUNKEN_SMASHED;
    if (value >= 50)
        return DRUNKEN_DRUNK;
    if (value)
        return DRUNKEN_TIPSY;
    return DRUNKEN_SOBER;
}

void Player::SetDrunkValue(uint8 newDrunkValue, uint32 itemId /*= 0*/)
{ 
    bool isSobering = newDrunkValue < GetDrunkValue();
    uint32 oldDrunkenState = Player::GetDrunkenstateByValue(GetDrunkValue());
    if (newDrunkValue > 100)
        newDrunkValue = 100;

    // select drunk percent or total SPELL_AURA_MOD_FAKE_INEBRIATE amount, whichever is higher for visibility updates
    int32 drunkPercent = std::max<int32>(newDrunkValue, GetTotalAuraModifier(SPELL_AURA_MOD_FAKE_INEBRIATE));
    if (drunkPercent)
    {
        m_invisibilityDetect.AddFlag(INVISIBILITY_DRUNK);
        m_invisibilityDetect.SetValue(INVISIBILITY_DRUNK, drunkPercent);
    }
    else if (!HasAuraType(SPELL_AURA_MOD_FAKE_INEBRIATE) && !newDrunkValue)
        m_invisibilityDetect.DelFlag(INVISIBILITY_DRUNK);

    uint32 newDrunkenState = Player::GetDrunkenstateByValue(newDrunkValue);
    SetByteValue(PLAYER_BYTES_3, 1, newDrunkValue);
    UpdateObjectVisibility(false);

    if (!isSobering)
        m_drunkTimer = 0;   // reset sobering timer

    if (newDrunkenState == oldDrunkenState)
        return;

    WorldPacket data(SMSG_CROSSED_INEBRIATION_THRESHOLD, (8+4+4));
    data << uint64(GetGUID());
    data << uint32(newDrunkenState);
    data << uint32(itemId);
    SendMessageToSet(&data, true);
}

void Player::Update(uint32 p_time)
{ 
    if (!IsInWorld())
        return;

    // undelivered mail
    if (m_nextMailDelivereTime && m_nextMailDelivereTime <= time(NULL))
    {
        SendNewMail();
        ++unReadMails;

        // It will be recalculate at mailbox open (for unReadMails important non-0 until mailbox open, it also will be recalculated)
        m_nextMailDelivereTime = 0;
    }

    //used to implement delayed far teleports
    SetMustDelayTeleport(true);
    Unit::Update(p_time);
    SetMustDelayTeleport(false);

    time_t now = time(NULL);

    UpdatePvPFlag(now);

    UpdateContestedPvP(p_time);

    UpdateDuelFlag(now);

    CheckDuelDistance(now);

    UpdateAfkReport(now);

    // Xinef: update charm AI only if we are controlled by creature or non-posses player charm
    if (IsCharmed() && !HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PLAYER_CONTROLLED))
    {
        m_charmUpdateTimer += p_time;
        if (m_charmUpdateTimer >= 1000)
        {
            m_charmUpdateTimer = 0;
            if (Unit* charmer = GetCharmer())
                if (charmer->IsAlive())
                    UpdateCharmedAI();
        }
    }

    if (now > m_Last_tick)
    {
        // Update items that have just a limited lifetime
        UpdateItemDuration(uint32(now - m_Last_tick));

        // check every minute, less chance to crash and wont break anything.
        UpdateSoulboundTradeItems();

        // Played time
        uint32 elapsed = uint32(now - m_Last_tick);
        m_Played_time[PLAYED_TIME_TOTAL] += elapsed;        // Total played time
        m_Played_time[PLAYED_TIME_LEVEL] += elapsed;        // Level played time
        m_Last_tick = now;
    }

    // If mute expired, remove it from the DB
    if (GetSession()->m_muteTime && GetSession()->m_muteTime < now)
    {
        GetSession()->m_muteTime = 0;
        PreparedStatement* stmt = LoginDatabase.GetPreparedStatement(LOGIN_UPD_MUTE_TIME);
        stmt->setInt64(0, 0); // Set the mute time to 0
        stmt->setString(1, "");
        stmt->setString(2, "");
        stmt->setUInt32(3, GetSession()->GetAccountId());
        LoginDatabase.Execute(stmt);
    }

    if (!m_timedquests.empty())
    {
        QuestSet::iterator iter = m_timedquests.begin();
        while (iter != m_timedquests.end())
        {
            QuestStatusData& q_status = m_QuestStatus[*iter];
            if (q_status.Timer <= p_time)
            {
                uint32 quest_id  = *iter;
                ++iter;                                     // current iter will be removed in FailQuest
                FailQuest(quest_id);
            }
            else
            {
                q_status.Timer -= p_time;
                m_QuestStatusSave[*iter] = true;
                ++iter;
            }
        }
    }

    m_achievementMgr->UpdateTimedAchievements(p_time);

    if (HasUnitState(UNIT_STATE_MELEE_ATTACKING) && !HasUnitState(UNIT_STATE_CASTING))
    {
        if (Unit* victim = GetVictim())
        {
            // default combat reach 10
            // TODO add weapon, skill check

            if (isAttackReady(BASE_ATTACK))
            {
                if (!IsWithinMeleeRange(victim))
                {
                    setAttackTimer(BASE_ATTACK, 100);
                    if (m_swingErrorMsg != 1)               // send single time (client auto repeat)
                    {
                        SendAttackSwingNotInRange();
                        m_swingErrorMsg = 1;
                    }
                }
                //120 degrees of radiant range
                else if (!HasInArc(2*M_PI/3, victim))
                {
                    setAttackTimer(BASE_ATTACK, 100);
                    if (m_swingErrorMsg != 2)               // send single time (client auto repeat)
                    {
                        SendAttackSwingBadFacingAttack();
                        m_swingErrorMsg = 2;
                    }
                }
                else
                {
                    m_swingErrorMsg = 0;                    // reset swing error state

                    // prevent base and off attack in same time, delay attack at 0.2 sec
                    if (haveOffhandWeapon())
                        if (getAttackTimer(OFF_ATTACK) < ATTACK_DISPLAY_DELAY)
                            setAttackTimer(OFF_ATTACK, ATTACK_DISPLAY_DELAY);

                    // do attack
                    AttackerStateUpdate(victim, BASE_ATTACK);
                    resetAttackTimer(BASE_ATTACK);
                }
            }

            if (haveOffhandWeapon() && isAttackReady(OFF_ATTACK))
            {
                if (!IsWithinMeleeRange(victim))
                    setAttackTimer(OFF_ATTACK, 100);
                else if (!HasInArc(2*M_PI/3, victim))
                    setAttackTimer(OFF_ATTACK, 100);
                else
                {
                    // prevent base and off attack in same time, delay attack at 0.2 sec
                    if (getAttackTimer(BASE_ATTACK) < ATTACK_DISPLAY_DELAY)
                        setAttackTimer(BASE_ATTACK, ATTACK_DISPLAY_DELAY);

                    // do attack
                    AttackerStateUpdate(victim, OFF_ATTACK);
                    resetAttackTimer(OFF_ATTACK);
                }
            }

            /*Unit* owner = victim->GetOwner();
            Unit* u = owner ? owner : victim;
            if (u->IsPvP() && (!duel || duel->opponent != u))
            {
                UpdatePvP(true);
                RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_ENTER_PVP_COMBAT);
            }*/
        }
    }

    if (HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING))
    {
        if (now > m_Last_tick && _restTime > 0)      // freeze update
        {
            time_t currTime = time(NULL);
            time_t timeDiff = currTime - _restTime;
            if (timeDiff >= 10)                             // freeze update
            {
                _restTime = currTime;

                float bubble = 0.125f * sWorld->getRate(RATE_REST_INGAME);
                float extraPerSec = ((float)GetUInt32Value(PLAYER_NEXT_LEVEL_XP) / 72000.0f) * bubble;

                // speed collect rest bonus (section/in hour)
                SetRestBonus(GetRestBonus() + timeDiff * extraPerSec);
            }
        }
    }

    if (m_weaponChangeTimer > 0)
    {
        if (p_time >= m_weaponChangeTimer)
            m_weaponChangeTimer = 0;
        else
            m_weaponChangeTimer -= p_time;
    }

    if (!IsPositionValid()) // pussywizard: will crash below at eg. GetZoneAndAreaId
    {
        sLog->outMisc("Player::Update - invalid position (%.1f, %.1f, %.1f)! Map: %u, MapId: %u, GUID: %u", GetPositionX(), GetPositionY(), GetPositionZ(), (FindMap() ? FindMap()->GetId() : 0), GetMapId(), GetGUIDLow());
        GetSession()->KickPlayer();
        return;
    }

    if (m_zoneUpdateTimer > 0)
    {
        if (p_time >= m_zoneUpdateTimer)
        {
            uint32 newzone, newarea;
            GetZoneAndAreaId(newzone, newarea, true);
            m_last_zone_id = newzone;
            m_last_area_id = newarea;

            if (m_zoneUpdateId != newzone)
                UpdateZone(newzone, newarea);                // also update area
            else
            {
                // use area updates as well
                // needed for free far all arenas for example
                if (m_areaUpdateId != newarea)
                    UpdateArea(newarea);
            }

            m_zoneUpdateTimer = ZONE_UPDATE_INTERVAL;
        }
        else
            m_zoneUpdateTimer -= p_time;
    }

    if (m_timeSyncTimer > 0)
    {
        if (p_time >= m_timeSyncTimer)
            SendTimeSync();
        else
            m_timeSyncTimer -= p_time;
    }

    if (IsAlive())
    {
        m_regenTimer += p_time;
        RegenerateAll();
    }

    if (m_deathState == JUST_DIED)
        KillPlayer();

    if (m_nextSave <= SavingSystemMgr::GetSavingCurrentValue() && !GetSession()->isLogingOut())
        SaveToDB(false, false);
    else if (m_additionalSaveTimer && !GetSession()->isLogingOut()) // pussywizard:
    {
        if (m_additionalSaveTimer <= p_time)
        {
            SQLTransaction trans = CharacterDatabase.BeginTransaction();

            if (m_additionalSaveMask & ADDITIONAL_SAVING_INVENTORY_AND_GOLD)
                SaveInventoryAndGoldToDB(trans);
            if (m_additionalSaveMask & ADDITIONAL_SAVING_QUEST_STATUS)
            {
                _SaveQuestStatus(trans);

                // xinef: if nothing changed, nothing will happen
                _SaveDailyQuestStatus(trans);
                _SaveWeeklyQuestStatus(trans);
                _SaveSeasonalQuestStatus(trans);
                _SaveMonthlyQuestStatus(trans);
            }

            CharacterDatabase.CommitTransaction(trans);

            m_additionalSaveTimer = 0;
            m_additionalSaveMask = 0;
        }
        else
            m_additionalSaveTimer -= p_time;
    }

    //Handle Water/drowning
    HandleDrowning(p_time);

    if (GetDrunkValue())
    {
        m_drunkTimer += p_time;
        if (m_drunkTimer > 9 * IN_MILLISECONDS)
            HandleSobering();
    }

    if (HasPendingBind())
    {
        if (_pendingBindTimer <= p_time)
        {
            // Player left the instance
            if (_pendingBindId == GetInstanceId())
                BindToInstance();
            SetPendingBind(0, 0);
        }
        else
            _pendingBindTimer -= p_time;
    }

    // not auto-free ghost from body in instances
    if (m_deathTimer > 0 && !GetBaseMap()->Instanceable() && !HasAuraType(SPELL_AURA_PREVENT_RESURRECTION))
    {
        if (p_time >= m_deathTimer)
        {
            m_deathTimer = 0;
            BuildPlayerRepop();
            RepopAtGraveyard();
        }
        else
            m_deathTimer -= p_time;
    }

    UpdateEnchantTime(p_time);
    UpdateHomebindTime(p_time);

    if (!_instanceResetTimes.empty())
    {
        for (InstanceTimeMap::iterator itr = _instanceResetTimes.begin(); itr != _instanceResetTimes.end();)
        {
            if (itr->second < now)
                _instanceResetTimes.erase(itr++);
            else
                ++itr;
        }
    }

    // group update
    SendUpdateToOutOfRangeGroupMembers();

    Pet* pet = GetPet();
    if (pet && !pet->IsWithinDistInMap(this, GetMap()->GetVisibilityRange()) && !pet->isPossessed())
    //if (pet && !pet->IsWithinDistInMap(this, GetMap()->GetVisibilityDistance()) && (GetCharmGUID() && (pet->GetGUID() != GetCharmGUID())))
        RemovePet(pet, PET_SAVE_NOT_IN_SLOT, true);

    // pussywizard:
    if (m_hostileReferenceCheckTimer <= p_time)
    {
        m_hostileReferenceCheckTimer = 15000;
        if (!GetMap()->IsDungeon())
            getHostileRefManager().deleteReferencesOutOfRange(GetVisibilityRange());
    }
    else
        m_hostileReferenceCheckTimer -= p_time;

    //we should execute delayed teleports only for alive(!) players
    //because we don't want player's ghost teleported from graveyard
    // xinef: so we store it to the end of the world and teleport out of the ass after resurrection?
    if (HasDelayedTeleport()/* && IsAlive()*/)
    {
        SetHasDelayedTeleport(false);
        TeleportTo(teleportStore_dest, teleportStore_options);
    }

    if (!IsBeingTeleported() && bRequestForcedVisibilityUpdate)
    {
        bRequestForcedVisibilityUpdate = false;
        UpdateObjectVisibility(true, true);
        m_delayed_unit_relocation_timer = 0;
        RemoveFromNotify(NOTIFY_VISIBILITY_CHANGED);
    }
}

void Player::setDeathState(DeathState s, bool /*despawn = false*/)
{ 
    uint32 ressSpellId = 0;

    bool cur = IsAlive();

    if (s == JUST_DIED)
    {
        if (!cur)
        {
            sLog->outError("setDeathState: attempt to kill a dead player %s(%d)", GetName().c_str(), GetGUIDLow());
            return;
        }

        // drunken state is cleared on death
        SetDrunkValue(0);
        // lost combo points at any target (targeted combo points clear in Unit::setDeathState)
        ClearComboPoints();

        clearResurrectRequestData();

        //FIXME: is pet dismissed at dying or releasing spirit? if second, add setDeathState(DEAD) to HandleRepopRequestOpcode and define pet unsummon here with (s == DEAD)
        RemovePet(NULL, PET_SAVE_NOT_IN_SLOT, true);

        // save value before aura remove in Unit::setDeathState
        ressSpellId = GetUInt32Value(PLAYER_SELF_RES_SPELL);

        // xinef: disable passive area auras!
        AddUnitState(UNIT_STATE_ISOLATED);

        // passive spell
        if (!ressSpellId)
            ressSpellId = GetResurrectionSpellId();
        UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_DEATH_AT_MAP, 1);
        UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_DEATH, 1);
        UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_DEATH_IN_DUNGEON, 1);

        // Xinef: reset all death criterias
        ResetAchievementCriteria(ACHIEVEMENT_CRITERIA_CONDITION_NO_DEATH, 0);
    }
    // xinef: enable passive area auras!
    else if (s == ALIVE)
        ClearUnitState(UNIT_STATE_ISOLATED);

    Unit::setDeathState(s);

    if (NeedSendSpectatorData())
        ArenaSpectator::SendCommand_UInt32Value(FindMap(), GetGUID(), "STA", IsAlive() ? 1 : 0);

    // restore resurrection spell id for player after aura remove
    if (s == JUST_DIED && cur && ressSpellId)
        SetUInt32Value(PLAYER_SELF_RES_SPELL, ressSpellId);

    if (IsAlive() && !cur)
        //clear aura case after resurrection by another way (spells will be applied before next death)
        SetUInt32Value(PLAYER_SELF_RES_SPELL, 0);
}

void Player::SetRestState(uint32 triggerId)
{
    _innTriggerId = triggerId;
    _restTime = time(NULL);
    SetFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING);
}

void Player::RemoveRestState()
{
    _innTriggerId = 0;
    _restTime = 0;
    RemoveFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING);
}

bool Player::BuildEnumData(PreparedQueryResult result, WorldPacket* data)
{
    //             0               1                2                3                 4                  5                       6                        7
    //    "SELECT characters.guid, characters.name, characters.race, characters.class, characters.gender, characters.playerBytes, characters.playerBytes2, characters.level, "
    //     8                9               10                     11                     12                     13                    14
    //    "characters.zone, characters.map, characters.position_x, characters.position_y, characters.position_z, guild_member.guildid, characters.playerFlags, "
    //    15                    16                   17                     18                   19               20                     21                      22
    //    "characters.at_login, character_pet.entry, character_pet.modelid, character_pet.level, characters.data, character_banned.guid, characters.extra_flags, character_declinedname.genitive "

    Field* fields = result->Fetch();

    uint32 guid = fields[0].GetUInt32();
    uint8 plrRace = fields[2].GetUInt8();
    uint8 plrClass = fields[3].GetUInt8();
    uint8 gender = fields[4].GetUInt8();

    PlayerInfo const* info = sObjectMgr->GetPlayerInfo(plrRace, plrClass);
    if (!info)
    {
        sLog->outError("Player %u has incorrect race/class pair. Don't build enum.", guid);
        return false;
    }
    else if (!IsValidGender(gender))
    {
        sLog->outError("Player (%u) has incorrect gender (%hu), don't build enum.", guid, gender);
        return false;
    }

    *data << uint64(MAKE_NEW_GUID(guid, 0, HIGHGUID_PLAYER));
    *data << fields[1].GetString();                         // name
    *data << uint8(plrRace);                                // race
    *data << uint8(plrClass);                               // class
    *data << uint8(gender);                                 // gender

    uint32 playerBytes = fields[5].GetUInt32();
    *data << uint8(playerBytes);                            // skin
    *data << uint8(playerBytes >> 8);                       // face
    *data << uint8(playerBytes >> 16);                      // hair style
    *data << uint8(playerBytes >> 24);                      // hair color

    uint32 playerBytes2 = fields[6].GetUInt32();
    *data << uint8(playerBytes2 & 0xFF);                    // facial hair

    *data << uint8(fields[7].GetUInt8());                   // level
    *data << uint32(fields[8].GetUInt16());                 // zone
    *data << uint32(fields[9].GetUInt16());                 // map

    *data << fields[10].GetFloat();                         // x
    *data << fields[11].GetFloat();                         // y
    *data << fields[12].GetFloat();                         // z

    *data << uint32(fields[13].GetUInt32());                // guild id

    uint32 charFlags = 0;
    uint32 playerFlags = fields[14].GetUInt32();
    uint16 atLoginFlags = fields[15].GetUInt16();
    if (playerFlags & PLAYER_FLAGS_HIDE_HELM)
        charFlags |= CHARACTER_FLAG_HIDE_HELM;
    if (playerFlags & PLAYER_FLAGS_HIDE_CLOAK)
        charFlags |= CHARACTER_FLAG_HIDE_CLOAK;
    if (playerFlags & PLAYER_FLAGS_GHOST)
        charFlags |= CHARACTER_FLAG_GHOST;
    if (atLoginFlags & AT_LOGIN_RENAME)
        charFlags |= CHARACTER_FLAG_RENAME;
    if (fields[20].GetUInt32())
        charFlags |= CHARACTER_FLAG_LOCKED_BY_BILLING;
    if (sWorld->getBoolConfig(CONFIG_DECLINED_NAMES_USED))
    {
        if (!fields[22].GetString().empty())
            charFlags |= CHARACTER_FLAG_DECLINED;
    }
    else
        charFlags |= CHARACTER_FLAG_DECLINED;

    *data << uint32(charFlags);                             // character flags

    // character customize flags
    if (atLoginFlags & AT_LOGIN_CUSTOMIZE)
        *data << uint32(CHAR_CUSTOMIZE_FLAG_CUSTOMIZE);
    else if (atLoginFlags & AT_LOGIN_CHANGE_FACTION)
        *data << uint32(CHAR_CUSTOMIZE_FLAG_FACTION);
    else if (atLoginFlags & AT_LOGIN_CHANGE_RACE)
        *data << uint32(CHAR_CUSTOMIZE_FLAG_RACE);
    else
        *data << uint32(CHAR_CUSTOMIZE_FLAG_NONE);

    // First login
    *data << uint8(atLoginFlags & AT_LOGIN_FIRST ? 1 : 0);

    // Pets info
    uint32 petDisplayId = 0;
    uint32 petLevel = 0;
    uint32 petFamily = 0;

    // show pet at selection character in character list only for non-ghost character
    if (result && !(playerFlags & PLAYER_FLAGS_GHOST) && (plrClass == CLASS_WARLOCK || plrClass == CLASS_HUNTER || (plrClass == CLASS_DEATH_KNIGHT && (fields[21].GetUInt32()&PLAYER_EXTRA_SHOW_DK_PET))))
    {
        uint32 entry = fields[16].GetUInt32();
        CreatureTemplate const* creatureInfo = sObjectMgr->GetCreatureTemplate(entry);
        if (creatureInfo)
        {
            petDisplayId = fields[17].GetUInt32();
            petLevel = fields[18].GetUInt16();
            petFamily = creatureInfo->family;
        }
    }

    *data << uint32(petDisplayId);
    *data << uint32(petLevel);
    *data << uint32(petFamily);

    Tokenizer equipment(fields[19].GetString(), ' ');
    for (uint8 slot = 0; slot < INVENTORY_SLOT_BAG_END; ++slot)
    {
        uint32 visualBase = slot * 2;
        uint32 itemId = GetUInt32ValueFromArray(equipment, visualBase);
        ItemTemplate const* proto = sObjectMgr->GetItemTemplate(itemId);
        if (!proto)
        {
            *data << uint32(0);
            *data << uint8(0);
            *data << uint32(0);
            continue;
        }

        SpellItemEnchantmentEntry const* enchant = NULL;

        uint32 enchants = GetUInt32ValueFromArray(equipment, visualBase + 1);
        for (uint8 enchantSlot = PERM_ENCHANTMENT_SLOT; enchantSlot <= TEMP_ENCHANTMENT_SLOT; ++enchantSlot)
        {
            // values stored in 2 uint16
            uint32 enchantId = 0x0000FFFF & (enchants >> enchantSlot*16);
            if (!enchantId)
                continue;

            enchant = sSpellItemEnchantmentStore.LookupEntry(enchantId);
            if (enchant)
                break;
        }

        *data << uint32(proto->DisplayInfoID);
        *data << uint8(proto->InventoryType);
        *data << uint32(enchant ? enchant->aura_id : 0);
    }

    return true;
}

void Player::ToggleAFK()
{ 
    ToggleFlag(PLAYER_FLAGS, PLAYER_FLAGS_AFK);

    // afk player not allowed in battleground
    if (isAFK() && InBattleground() && !InArena())
        LeaveBattleground();
}

void Player::ToggleDND()
{ 
    ToggleFlag(PLAYER_FLAGS, PLAYER_FLAGS_DND);
}

uint8 Player::GetChatTag() const
{ 
    uint8 tag = CHAT_TAG_NONE;

    if (isGMChat())
        tag |= CHAT_TAG_GM;
    if (isDND())
        tag |= CHAT_TAG_DND;
    if (isAFK())
        tag |= CHAT_TAG_AFK;
    if (HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_DEVELOPER))
        tag |= CHAT_TAG_DEV;

    return tag;
}

void Player::SendTeleportAckPacket()
{ 
    WorldPacket data(MSG_MOVE_TELEPORT_ACK, 41);
    data.append(GetPackGUID());
    data << uint32(0);                                     // this value increments every time
    BuildMovementPacket(&data);
    GetSession()->SendPacket(&data);
}

bool Player::TeleportTo(uint32 mapid, float x, float y, float z, float orientation, uint32 options)
{ 
    if (!MapManager::IsValidMapCoord(mapid, x, y, z, orientation))
    {
        sLog->outError("TeleportTo: invalid map (%d) or invalid coordinates (X: %f, Y: %f, Z: %f, O: %f) given when teleporting player (GUID: %u, name: %s, map: %d, X: %f, Y: %f, Z: %f, O: %f).",
            mapid, x, y, z, orientation, GetGUIDLow(), GetName().c_str(), GetMapId(), GetPositionX(), GetPositionY(), GetPositionZ(), GetOrientation());
        return false;
    }

    if (AccountMgr::IsPlayerAccount(GetSession()->GetSecurity()) && DisableMgr::IsDisabledFor(DISABLE_TYPE_MAP, mapid, this))
    {
        sLog->outError("Player (GUID: %u, name: %s) tried to enter a forbidden map %u", GetGUIDLow(), GetName().c_str(), mapid);
        SendTransferAborted(mapid, TRANSFER_ABORT_MAP_NOT_ALLOWED);
        return false;
    }

    // preparing unsummon pet if lost (we must get pet before teleportation or will not find it later)
    Pet* pet = GetPet();

    MapEntry const* mEntry = sMapStore.LookupEntry(mapid);

    // don't let enter battlegrounds without assigned battleground id (for example through areatrigger)...
    if (!InBattleground() && mEntry->IsBattlegroundOrArena())
        return false;

    // pussywizard: arena spectator, prevent teleporting from arena to instance/etc
    if (GetMapId() != mapid && IsSpectator() && mEntry->Instanceable())
    {
        SendTransferAborted(mapid, TRANSFER_ABORT_MAP_NOT_ALLOWED);
        return false;
    }

    // client without expansion support
    if (GetSession()->Expansion() < mEntry->Expansion())
    {
        ;//sLog->outDebug(LOG_FILTER_MAPS, "Player %s using client without required expansion tried teleport to non accessible map %u", GetName().c_str(), mapid);

        if (GetTransport())
        {
            m_transport->RemovePassenger(this);
            m_transport = NULL;
            m_movementInfo.transport.Reset();
            m_movementInfo.RemoveMovementFlag(MOVEMENTFLAG_ONTRANSPORT);
            RepopAtGraveyard();                             // teleport to near graveyard if on transport, looks blizz like :)
        }

        SendTransferAborted(mapid, TRANSFER_ABORT_INSUF_EXPAN_LVL, mEntry->Expansion());

        return false;                                       // normal client can't teleport to this map...
    }
    else
        ;//sLog->outDebug(LOG_FILTER_MAPS, "Player %s is being teleported to map %u", GetName().c_str(), mapid);

    // xinef: do this here in case teleport failed in above checks
    if (!(options & TELE_TO_NOT_LEAVE_TAXI) && IsInFlight())
    {
        GetMotionMaster()->MovementExpired();
        CleanupAfterTaxiFlight();
    }

    if (!(options & TELE_TO_NOT_LEAVE_VEHICLE) && m_vehicle)
        ExitVehicle();

    // reset movement flags at teleport, because player will continue move with these flags after teleport
    SetUnitMovementFlags(GetUnitMovementFlags() & MOVEMENTFLAG_MASK_HAS_PLAYER_STATUS_OPCODE);
    DisableSpline();

    // Xinef: Remove all movement imparing effects auras, skip small teleport like blink
    if (mapid != GetMapId() || GetDistance2d(x, y) > 100)
    {
        RemoveAurasByType(SPELL_AURA_MOD_STUN);
        RemoveAurasByType(SPELL_AURA_MOD_FEAR);
        RemoveAurasByType(SPELL_AURA_MOD_CONFUSE);
        RemoveAurasByType(SPELL_AURA_MOD_ROOT);
    }

    if (m_transport)
    {
        if (options & TELE_TO_NOT_LEAVE_TRANSPORT)
            AddUnitMovementFlag(MOVEMENTFLAG_ONTRANSPORT);
        else
        {
            m_transport->RemovePassenger(this);
            m_transport = NULL;
            m_movementInfo.transport.Reset();
            m_movementInfo.RemoveMovementFlag(MOVEMENTFLAG_ONTRANSPORT);
        }
    }

    // The player was ported to another map and loses the duel immediately.
    // We have to perform this check before the teleport, otherwise the
    // ObjectAccessor won't find the flag.
    if (duel && GetMapId() != mapid && GetMap()->GetGameObject(GetUInt64Value(PLAYER_DUEL_ARBITER)))
        DuelComplete(DUEL_FLED);

    if (GetMapId() == mapid)
    {
        //lets reset far teleport flag if it wasn't reset during chained teleports
        SetSemaphoreTeleportFar(0);

        SetHasDelayedTeleport(false); // pussywizard: current teleport cancels stored one
        //if teleport spell is casted in Unit::Update() func
        //then we need to delay it until update process will be finished
        if (MustDelayTeleport())
        {
            SetHasDelayedTeleport(true);
            SetSemaphoreTeleportNear(time(NULL));
            //lets save teleport destination for player
            teleportStore_dest = WorldLocation(mapid, x, y, z, orientation);
            teleportStore_options = options;
            return true;
        }

        if (options & TELE_TO_WITH_PET)
            UnsummonPetTemporaryIfAny();

        if (!(options & TELE_TO_NOT_UNSUMMON_PET))
        {
            //same map, only remove pet if out of range for new position
            if (pet && !pet->IsWithinDist3d(x, y, z, GetMap()->GetVisibilityRange()))
                UnsummonPetTemporaryIfAny();
        }

        if (!(options & TELE_TO_NOT_LEAVE_COMBAT))
            CombatStop();

        // this will be used instead of the current location in SaveToDB
        teleportStore_dest = WorldLocation(mapid, x, y, z, orientation);
        SetFallInformation(time(NULL), z);

        // code for finish transfer called in WorldSession::HandleMovementOpcodes()
        // at client packet MSG_MOVE_TELEPORT_ACK
        SetSemaphoreTeleportNear(time(NULL));
        // near teleport, triggering send MSG_MOVE_TELEPORT_ACK from client at landing
        if (!GetSession()->PlayerLogout())
        {
            Position oldPos;
            GetPosition(&oldPos);
            Relocate(x, y, z, orientation);
            SendTeleportAckPacket();
            SendTeleportPacket(oldPos); // this automatically relocates to oldPos in order to broadcast the packet in the right place
        }
    }
    else
    {
        if (getClass() == CLASS_DEATH_KNIGHT && GetMapId() == 609 && !IsGameMaster() && !HasSpell(50977))
            return false;

        // far teleport to another map
        Map* oldmap = IsInWorld() ? GetMap() : NULL;
        // check if we can enter before stopping combat / removing pet / totems / interrupting spells

        // Check enter rights before map getting to avoid creating instance copy for player
        // this check not dependent from map instance copy and same for all instance copies of selected map
        if (!(options & TELE_TO_GM_MODE) && !sMapMgr->CanPlayerEnter(mapid, this, false))
            return false;

        // if CanPlayerEnter -> CanEnter: checked above
        {
            //lets reset near teleport flag if it wasn't reset during chained teleports
            SetSemaphoreTeleportNear(0);

            SetHasDelayedTeleport(false); // pussywizard: current teleport cancels stored one
            //if teleport spell is casted in Unit::Update() func
            //then we need to delay it until update process will be finished
            if (MustDelayTeleport())
            {
                SetHasDelayedTeleport(true);
                SetSemaphoreTeleportFar(time(NULL));
                //lets save teleport destination for player
                teleportStore_dest = WorldLocation(mapid, x, y, z, orientation);
                teleportStore_options = options;
                return true;
            }

            SetSelection(0);

            CombatStop();

            ResetContestedPvP();

            // remove arena spell coldowns/buffs now to also remove pet's cooldowns before it's temporarily unsummoned
            if (mEntry->IsBattleArena() && (HasPendingSpectatorForBG(0) || !HasPendingSpectatorForBG(GetBattlegroundId())))
            {
                // KEEP THIS ORDER!
                RemoveArenaAuras();
                if (pet)
                    pet->RemoveArenaAuras();

                RemoveArenaSpellCooldowns(true);
            }

            // remove pet on map change
            if (pet)
                UnsummonPetTemporaryIfAny();

            // remove all dyn objects
            RemoveAllDynObjects();

            // stop spellcasting
            // not attempt interrupt teleportation spell at caster teleport
            if (!(options & TELE_TO_SPELL))
                if (IsNonMeleeSpellCast(true))
                    InterruptNonMeleeSpells(true);

            //remove auras before removing from map...
            RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_CHANGE_MAP | AURA_INTERRUPT_FLAG_MOVE | AURA_INTERRUPT_FLAG_TURNING);

            if (!GetSession()->PlayerLogout())
            {
                // send transfer packets
                WorldPacket data(SMSG_TRANSFER_PENDING, 4 + 4 + 4);
                data << uint32(mapid);
                if (m_transport)
                    data << m_transport->GetEntry() << GetMapId();

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

            // remove from old map now
            if (oldmap)
                oldmap->RemovePlayerFromMap(this, false);

            // xinef: do this before setting fall information!
            if (IsMounted() && (!GetMap()->GetEntry()->IsDungeon() && !GetMap()->GetEntry()->IsBattlegroundOrArena()))
            {
                AuraEffectList const& auras = GetAuraEffectsByType(SPELL_AURA_MOUNTED);
                if (!auras.empty())
                {
                    SetMountBlockId((*auras.begin())->GetId());
                    RemoveAurasByType(SPELL_AURA_MOUNTED);
                }
            }

            teleportStore_dest = WorldLocation(mapid, x, y, z, orientation);
            SetFallInformation(time(NULL), z);
            // if the player is saved before worldportack (at logout for example)
            // this will be used instead of the current location in SaveToDB

            if (!GetSession()->PlayerLogout())
            {
                WorldPacket data(SMSG_NEW_WORLD, 4 + 4 + 4 + 4 + 4);
                data << uint32(mapid);
                if (m_transport)
                    data << m_movementInfo.transport.pos.PositionXYZOStream();
                else
                    data << teleportStore_dest.PositionXYZOStream();

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

            // move packet sent by client always after far teleport
            // code for finish transfer to new map called in WorldSession::HandleMoveWorldportAckOpcode at client packet
            SetSemaphoreTeleportFar(time(NULL));
        }
    }
    return true;
}

bool Player::TeleportToEntryPoint()
{ 
    ScheduleDelayedOperation(DELAYED_BG_MOUNT_RESTORE);
    ScheduleDelayedOperation(DELAYED_BG_TAXI_RESTORE);
    ScheduleDelayedOperation(DELAYED_BG_GROUP_RESTORE);

    if (m_entryPointData.joinPos.m_mapId == MAPID_INVALID)
        return TeleportTo(m_homebindMapId, m_homebindX, m_homebindY, m_homebindZ, GetOrientation());
    return TeleportTo(m_entryPointData.joinPos);
}

void Player::ProcessDelayedOperations()
{ 
    if (m_DelayedOperations == 0)
        return;

    if (m_DelayedOperations & DELAYED_RESURRECT_PLAYER)
    {
        ResurrectPlayer(0.0f, false);

        if (GetMaxHealth() > m_resurrectHealth)
            SetHealth(m_resurrectHealth);
        else
            SetFullHealth();

        if (GetMaxPower(POWER_MANA) > m_resurrectMana)
            SetPower(POWER_MANA, m_resurrectMana);
        else
            SetPower(POWER_MANA, GetMaxPower(POWER_MANA));

        SetPower(POWER_RAGE, 0);
        SetPower(POWER_ENERGY, GetMaxPower(POWER_ENERGY));

        SpawnCorpseBones();
    }

    if (m_DelayedOperations & DELAYED_SAVE_PLAYER)
        SaveToDB(false, false);

    if (m_DelayedOperations & DELAYED_SPELL_CAST_DESERTER)
        CastSpell(this, 26013, true);               // Deserter

    if (m_DelayedOperations & DELAYED_BG_MOUNT_RESTORE)
    {
        if (m_entryPointData.mountSpell)
        {
            // xinef: remove shapeshift auras
            RemoveAurasByType(SPELL_AURA_MOD_SHAPESHIFT);
            AddAura(m_entryPointData.mountSpell, this);
            m_entryPointData.mountSpell = 0;
        }
    }

    if (m_DelayedOperations & DELAYED_BG_TAXI_RESTORE)
    {
        if (m_entryPointData.HasTaxiPath())
        {
            for (size_t i = 0; i < m_entryPointData.taxiPath.size() - 1; ++i)
                m_taxi.AddTaxiDestination(m_entryPointData.taxiPath[i]);
            m_taxi.SetTaxiSegment(m_entryPointData.taxiPath[m_entryPointData.taxiPath.size() - 1]);

            m_entryPointData.ClearTaxiPath();
            ContinueTaxiFlight();
        }
    }

    if (m_DelayedOperations & DELAYED_BG_GROUP_RESTORE)
    {
        if (Group *g = GetGroup())
            g->SendUpdateToPlayer(GetGUID());
    }

    if (m_DelayedOperations & DELAYED_VEHICLE_TELEPORT)
    {
        if (Vehicle* vehicle = GetVehicle())
        {
            SeatMap::iterator itr = vehicle->GetSeatIteratorForPassenger(this);
            if (itr != vehicle->Seats.end())  
                if (Unit* base = vehicle->GetBase())
                {
                    ExitVehicle();
                    base->HandleSpellClick(this, itr->first);
                }
        }
    }

    //we have executed ALL delayed ops, so clear the flag
    m_DelayedOperations = 0;
}

void Player::AddToWorld()
{ 
    ///- Do not add/remove the player from the object storage
    ///- It will crash when updating the ObjectAccessor
    ///- The player should only be added when logging in
    Unit::AddToWorld();

    for (uint8 i = PLAYER_SLOT_START; i < PLAYER_SLOT_END; ++i)
        if (m_items[i])
            m_items[i]->AddToWorld();
}

void Player::RemoveFromWorld()
{ 
    // cleanup
    if (IsInWorld())
    {
        ///- Release charmed creatures, unsummon totems and remove pets/guardians
        StopCastingCharm();
        StopCastingBindSight();
        UnsummonPetTemporaryIfAny();
        ClearComboPoints(); // pussywizard: crashfix
        ClearComboPointHolders(); // pussywizard: crashfix
        if (uint64 lguid = GetLootGUID()) // pussywizard: crashfix
            m_session->DoLootRelease(lguid);
        sOutdoorPvPMgr->HandlePlayerLeaveZone(this, m_zoneUpdateId);
        sBattlefieldMgr->HandlePlayerLeaveZone(this, m_zoneUpdateId);
    }

    ///- Do not add/remove the player from the object storage
    ///- It will crash when updating the ObjectAccessor
    ///- The player should only be removed when logging out
    Unit::RemoveFromWorld();

    for (uint8 i = PLAYER_SLOT_START; i < PLAYER_SLOT_END; ++i)
    {
        if (m_items[i])
            m_items[i]->RemoveFromWorld();
    }

    for (ItemMap::iterator iter = mMitems.begin(); iter != mMitems.end(); ++iter)
        iter->second->RemoveFromWorld();

    if (m_uint32Values)
    {
        if (WorldObject* viewpoint = GetViewpoint())
        {
            sLog->outCrash("Player %s has viewpoint %u %u when removed from world", GetName().c_str(), viewpoint->GetEntry(), viewpoint->GetTypeId());
            SetViewpoint(viewpoint, false);
        }
    }
}

void Player::RegenerateAll()
{ 
    //if (m_regenTimer <= 500)
    //    return;

    m_regenTimerCount += m_regenTimer;

    Regenerate(POWER_ENERGY);

    Regenerate(POWER_MANA);

    // Runes act as cooldowns, and they don't need to send any data
    if (getClass() == CLASS_DEATH_KNIGHT)
        for (uint8 i = 0; i < MAX_RUNES; ++i)
        {
            // xinef: implement grace
            if (int32 cd = GetRuneCooldown(i))
            {
                SetRuneCooldown(i, (cd > m_regenTimer) ? cd - m_regenTimer : 0);
                // start grace counter, player must be in combat and rune has to go off cooldown
                if (IsInCombat() && cd <= m_regenTimer)
                    SetGracePeriod(i, m_regenTimer-cd+1); // added 1 because m_regenTimer-cd can be equal 0
            }
            // xinef: if grace is started, increase it but no more than cap
            else if (uint32 grace = GetGracePeriod(i))
            {

                if (grace < RUNE_GRACE_PERIOD)
                    SetGracePeriod(i, std::min<uint32>(grace+m_regenTimer, RUNE_GRACE_PERIOD));
            }
        }

    if (m_regenTimerCount >= 2000)
    {
        // Not in combat or they have regeneration
        if (!IsInCombat() || IsPolymorphed() || m_baseHealthRegen ||
            HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT) ||
            HasAuraType(SPELL_AURA_MOD_HEALTH_REGEN_IN_COMBAT))
        {
            RegenerateHealth();
        }

        Regenerate(POWER_RAGE);
        if (getClass() == CLASS_DEATH_KNIGHT)
            Regenerate(POWER_RUNIC_POWER);

        m_regenTimerCount -= 2000;
    }

    m_regenTimer = 0;
}

void Player::Regenerate(Powers power)
{ 
    uint32 maxValue = GetMaxPower(power);
    if (!maxValue)
        return;

    uint32 curValue = GetPower(power);

    // TODO: possible use of miscvalueb instead of amount
    if (HasAuraTypeWithMiscvalue(SPELL_AURA_PREVENT_REGENERATE_POWER, power+1))
        return;

    float addvalue = 0.0f;

    switch (power)
    {
        case POWER_MANA:
        {
            bool recentCast = IsUnderLastManaUseEffect();
            float ManaIncreaseRate = sWorld->getRate(RATE_POWER_MANA);

            if (getLevel() < 15)
                ManaIncreaseRate = sWorld->getRate(RATE_POWER_MANA) * (2.066f - (getLevel() * 0.066f));

            if (recentCast) // Trinity Updates Mana in intervals of 2s, which is correct
                addvalue += GetFloatValue(UNIT_FIELD_POWER_REGEN_INTERRUPTED_FLAT_MODIFIER) *  ManaIncreaseRate * 0.001f * m_regenTimer;
            else
                addvalue += GetFloatValue(UNIT_FIELD_POWER_REGEN_FLAT_MODIFIER) * ManaIncreaseRate * 0.001f * m_regenTimer;
        }   break;
        case POWER_RAGE:                                    // Regenerate rage
        {
            if (!IsInCombat() && !HasAuraType(SPELL_AURA_INTERRUPT_REGEN))
            {
                float RageDecreaseRate = sWorld->getRate(RATE_POWER_RAGE_LOSS);
                addvalue += -20 * RageDecreaseRate;               // 2 rage by tick (= 2 seconds => 1 rage/sec)
            }
        }   break;
        case POWER_ENERGY:                                  // Regenerate energy (rogue)
            addvalue += 0.01f * m_regenTimer * sWorld->getRate(RATE_POWER_ENERGY);
            break;
        case POWER_RUNIC_POWER:
        {
            if (!IsInCombat() && !HasAuraType(SPELL_AURA_INTERRUPT_REGEN))
            {
                float RunicPowerDecreaseRate = sWorld->getRate(RATE_POWER_RUNICPOWER_LOSS);
                addvalue += -30 * RunicPowerDecreaseRate;         // 3 RunicPower by tick
            }
        }   break;
        case POWER_RUNE:
        case POWER_FOCUS:
        case POWER_HAPPINESS:
            break;
        case POWER_HEALTH:
            return;
        default:
            break;
    }

    // Mana regen calculated in Player::UpdateManaRegen()
    if (power != POWER_MANA)
    {
        AuraEffectList const& ModPowerRegenPCTAuras = GetAuraEffectsByType(SPELL_AURA_MOD_POWER_REGEN_PERCENT);
        for (AuraEffectList::const_iterator i = ModPowerRegenPCTAuras.begin(); i != ModPowerRegenPCTAuras.end(); ++i)
            if (Powers((*i)->GetMiscValue()) == power)
                AddPct(addvalue, (*i)->GetAmount());

        // Butchery requires combat for this effect
        if (power != POWER_RUNIC_POWER || IsInCombat())
            addvalue += float(GetTotalAuraModifierByMiscValue(SPELL_AURA_MOD_POWER_REGEN, power) * ((power != POWER_ENERGY) ? m_regenTimerCount : m_regenTimer)) / (5.0f * IN_MILLISECONDS);
    }

    if (addvalue < 0.0f)
    {
        if (curValue == 0)
            return;
    }
    else if (addvalue > 0.0f)
    {
        if (curValue == maxValue)
            return;
    }
    else
        return;

    addvalue += m_powerFraction[power];
    uint32 integerValue = uint32(fabs(addvalue));

    if (addvalue < 0.0f)
    {
        if (curValue > integerValue)
        {
            curValue -= integerValue;
            m_powerFraction[power] = addvalue + integerValue;
        }
        else
        {
            curValue = 0;
            m_powerFraction[power] = 0;
        }
    }
    else
    {
        curValue += integerValue;

        if (curValue > maxValue)
        {
            curValue = maxValue;
            m_powerFraction[power] = 0;
        }
        else
            m_powerFraction[power] = addvalue - integerValue;
    }
    if (m_regenTimerCount >= 2000)
        SetPower(power, curValue);
    else
        UpdateUInt32Value(UNIT_FIELD_POWER1 + power, curValue);
}

void Player::RegenerateHealth()
{ 
    uint32 curValue = GetHealth();
    uint32 maxValue = GetMaxHealth();

    if (curValue >= maxValue)
        return;

    float HealthIncreaseRate = sWorld->getRate(RATE_HEALTH);

    if (getLevel() < 15)
        HealthIncreaseRate = sWorld->getRate(RATE_HEALTH) * (2.066f - (getLevel() * 0.066f));

    float addvalue = 0.0f;

    // polymorphed case
    if (IsPolymorphed())
        addvalue = (float)GetMaxHealth()/3;
    // normal regen case (maybe partly in combat case)
    else if (!IsInCombat() || HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT))
    {
        addvalue = OCTRegenHPPerSpirit() * HealthIncreaseRate;
        if (!IsInCombat())
        {
            AuraEffectList const& mModHealthRegenPct = GetAuraEffectsByType(SPELL_AURA_MOD_HEALTH_REGEN_PERCENT);
            for (AuraEffectList::const_iterator i = mModHealthRegenPct.begin(); i != mModHealthRegenPct.end(); ++i)
                AddPct(addvalue, (*i)->GetAmount());

            addvalue += GetTotalAuraModifier(SPELL_AURA_MOD_REGEN) * 2 * IN_MILLISECONDS / (5 * IN_MILLISECONDS);
        }
        else if (HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT))
            ApplyPct(addvalue, GetTotalAuraModifier(SPELL_AURA_MOD_REGEN_DURING_COMBAT));

        if (!IsStandState())
            addvalue *= 1.5f;
    }

    // always regeneration bonus (including combat)
    addvalue += GetTotalAuraModifier(SPELL_AURA_MOD_HEALTH_REGEN_IN_COMBAT);
    addvalue += m_baseHealthRegen / 2.5f;

    if (addvalue < 0)
        addvalue = 0;

    ModifyHealth(int32(addvalue));
}

void Player::ResetAllPowers()
{ 
    SetHealth(GetMaxHealth());
    switch (getPowerType())
    {
        case POWER_MANA:
            SetPower(POWER_MANA, GetMaxPower(POWER_MANA));
            break;
        case POWER_RAGE:
            SetPower(POWER_RAGE, 0);
            break;
        case POWER_ENERGY:
            SetPower(POWER_ENERGY, GetMaxPower(POWER_ENERGY));
            break;
        case POWER_RUNIC_POWER:
            SetPower(POWER_RUNIC_POWER, 0);
            break;
        default:
            break;
    }
}

bool Player::CanInteractWithQuestGiver(Object* questGiver)
{ 
    switch (questGiver->GetTypeId())
    {
        case TYPEID_UNIT:
            return GetNPCIfCanInteractWith(questGiver->GetGUID(), UNIT_NPC_FLAG_QUESTGIVER) != NULL;
        case TYPEID_GAMEOBJECT:
            return GetGameObjectIfCanInteractWith(questGiver->GetGUID(), GAMEOBJECT_TYPE_QUESTGIVER) != NULL;
        case TYPEID_PLAYER:
            return IsAlive() && questGiver->ToPlayer()->IsAlive();
        case TYPEID_ITEM:
            return IsAlive();
        default:
            break;
    }
    return false;
}

Creature* Player::GetNPCIfCanInteractWith(uint64 guid, uint32 npcflagmask)
{
    // unit checks
    if (!guid)
        return NULL;

    if (!IsInWorld())
        return NULL;

    if (IsInFlight())
        return NULL;

    // exist (we need look pets also for some interaction (quest/etc)
    Creature* creature = ObjectAccessor::GetCreatureOrPetOrVehicle(*this, guid);
    if (!creature)
        return NULL;

    // Deathstate checks
    if (!IsAlive() && !(creature->GetCreatureTemplate()->type_flags & CREATURE_TYPEFLAGS_GHOST))
        return NULL;

    // alive or spirit healer
    if (!creature->IsAlive() && !(creature->GetCreatureTemplate()->type_flags & CREATURE_TYPEFLAGS_DEAD_INTERACT))
        return NULL;

    // appropriate npc type
    if (npcflagmask && !creature->HasFlag(UNIT_NPC_FLAGS, npcflagmask))
        return NULL;

    // not allow interaction under control, but allow with own pets
    if (creature->GetCharmerGUID())
        return NULL;

    // xinef: perform better check
    if (creature->GetReactionTo(this) <= REP_UNFRIENDLY)
        return NULL;

    // xinef: not needed, CORRECTLY checked above including forced reputations etc
    // not unfriendly
    //if (FactionTemplateEntry const* factionTemplate = sFactionTemplateStore.LookupEntry(creature->getFaction()))
    //    if (factionTemplate->faction)
    //        if (FactionEntry const* faction = sFactionStore.LookupEntry(factionTemplate->faction))
    //            if (faction->reputationListID >= 0 && GetReputationMgr().GetRank(faction) <= REP_UNFRIENDLY)
    //                return NULL;

    // not too far
    if (!creature->IsWithinDistInMap(this, INTERACTION_DISTANCE))
        return NULL;

    // pussywizard: many npcs have missing conditions for class training and rogue trainer can for eg. train dual wield to a shaman :/ too many to change in sql and watch in the future
    // pussywizard: this function is not used when talking, but when already taking action (buy spell, reset talents, show spell list)
    if (npcflagmask & (UNIT_NPC_FLAG_TRAINER | UNIT_NPC_FLAG_TRAINER_CLASS) && creature->GetCreatureTemplate()->trainer_type == TRAINER_TYPE_CLASS && getClass() != creature->GetCreatureTemplate()->trainer_class)
        return NULL;

    return creature;
}

GameObject* Player::GetGameObjectIfCanInteractWith(uint64 guid, GameobjectTypes type) const
{ 
    if (GameObject* go = GetMap()->GetGameObject(guid))
    {
        if (go->GetGoType() == type)
        {
            if (go->IsWithinDistInMap(this, go->GetInteractionDistance()))
                return go;

            ;//sLog->outDebug(LOG_FILTER_MAPS, "IsGameObjectOfTypeInRange: GameObject '%s' [GUID: %u] is too far away from player %s [GUID: %u] to be used by him (distance=%f, maximal 10 is allowed)", go->GetGOInfo()->name.c_str(),
            //    go->GetGUIDLow(), GetName().c_str(), GetGUIDLow(), go->GetDistance(this));
        }
    }
    return NULL;
}

bool Player::IsInWater(bool allowAbove) const
{ 
    if (m_isInWater || !allowAbove)
        return m_isInWater;

    float distsq = GetExactDistSq(&m_last_environment_position);
    if (distsq < 3.0f*3.0f)
        return m_last_islittleabovewater_status;
    else
    {
        LiquidData liqData; liqData.level = INVALID_HEIGHT;
        const_cast<Position*>(&m_last_environment_position)->Relocate(GetPositionX(), GetPositionY(), GetPositionZ());
        bool inWater = GetBaseMap()->IsInWater(GetPositionX(), GetPositionY(), GetPositionZ(), &liqData);
        *(const_cast<bool*>(&m_last_islittleabovewater_status)) = inWater || (liqData.level > INVALID_HEIGHT && liqData.level > liqData.depth_level && liqData.level <= GetPositionZ()+3.0f && liqData.level > GetPositionZ()-1.0f);
        return m_last_islittleabovewater_status;
    }
}

bool Player::IsUnderWater() const
{ 
    return IsInWater() &&
        GetPositionZ() < (GetBaseMap()->GetWaterLevel(GetPositionX(), GetPositionY())-2);
}

bool Player::IsFalling() const
{
    // Xinef: Added !IsInFlight check
    return GetPositionZ() < m_lastFallZ && !IsInFlight();
}

void Player::SetInWater(bool apply)
{ 
    if (m_isInWater == apply)
        return;

    //define player in water by opcodes
    //move player's guid into HateOfflineList of those mobs
    //which can't swim and move guid back into ThreatList when
    //on surface.
    //TODO: exist also swimming mobs, and function must be symmetric to enter/leave water
    m_isInWater = apply;

    // remove auras that need water/land
    RemoveAurasWithInterruptFlags(apply ? AURA_INTERRUPT_FLAG_NOT_ABOVEWATER : AURA_INTERRUPT_FLAG_NOT_UNDERWATER);

    getHostileRefManager().updateThreatTables();
}

bool Player::IsInAreaTriggerRadius(const AreaTriggerEntry* trigger) const
{
    if (!trigger || GetMapId() != trigger->mapid)
        return false;

    if (trigger->radius > 0.f)
    {
        // if we have radius check it
        float dist = GetDistance(trigger->x, trigger->y, trigger->z);
        if (dist > trigger->radius)
            return false;
    }
    else
    {
        Position center = {trigger->x, trigger->y, trigger->z, trigger->box_orientation};
        if (!IsWithinBox(center, trigger->box_x / 2.f, trigger->box_y / 2.f, trigger->box_z / 2.f))
            return false;
    }

    return true;
}

void Player::SetGameMaster(bool on)
{ 
    if (on)
    {
        m_ExtraFlags |= PLAYER_EXTRA_GM_ON;
        if (GetSession()->GetSecurity() >= SEC_GAMEMASTER)
            setFaction(35);
        SetFlag(PLAYER_FLAGS, PLAYER_FLAGS_GM);
        SetFlag(UNIT_FIELD_FLAGS_2, UNIT_FLAG2_ALLOW_CHEAT_SPELLS);

        if (Pet* pet = GetPet())
        {
            if (GetSession()->GetSecurity() >= SEC_GAMEMASTER)
                pet->setFaction(35);
            pet->getHostileRefManager().setOnlineOfflineState(false);
        }

        RemoveByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP);
        ResetContestedPvP();

        getHostileRefManager().setOnlineOfflineState(false);
        CombatStopWithPets();

        SetPhaseMask(uint32(PHASEMASK_ANYWHERE), false);    // see and visible in all phases
        m_serverSideVisibilityDetect.SetValue(SERVERSIDE_VISIBILITY_GM, GetSession()->GetSecurity() == SEC_MODERATOR ? SEC_PLAYER : GetSession()->GetSecurity());
    }
    else
    {
        // restore phase
        uint32 newPhase = 0;
        AuraEffectList const& phases = GetAuraEffectsByType(SPELL_AURA_PHASE);
        if (!phases.empty())
            for (AuraEffectList::const_iterator itr = phases.begin(); itr != phases.end(); ++itr)
                newPhase |= (*itr)->GetMiscValue();

        if (!newPhase)
            newPhase = PHASEMASK_NORMAL;

        SetPhaseMask(newPhase, false);

        m_ExtraFlags &= ~ PLAYER_EXTRA_GM_ON;
        setFactionForRace(getRace());
        RemoveFlag(PLAYER_FLAGS, PLAYER_FLAGS_GM);
        RemoveFlag(UNIT_FIELD_FLAGS_2, UNIT_FLAG2_ALLOW_CHEAT_SPELLS);

        if (Pet* pet = GetPet())
        {
            pet->setFaction(getFaction());
            pet->getHostileRefManager().setOnlineOfflineState(true);
        }

        // restore FFA PvP Server state
        if (sWorld->IsFFAPvPRealm())
            SetByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP);

        // restore FFA PvP area state, remove not allowed for GM mounts
        UpdateArea(m_areaUpdateId);

        getHostileRefManager().setOnlineOfflineState(true);
        m_serverSideVisibilityDetect.SetValue(SERVERSIDE_VISIBILITY_GM, SEC_PLAYER);
    }

    UpdateObjectVisibility();
}

void Player::SetGMVisible(bool on)
{ 
    if (on)
    {
        m_ExtraFlags &= ~PLAYER_EXTRA_GM_INVISIBLE;         //remove flag
        m_serverSideVisibility.SetValue(SERVERSIDE_VISIBILITY_GM, SEC_PLAYER);
    }
    else
    {
        m_ExtraFlags |= PLAYER_EXTRA_GM_INVISIBLE;          //add flag

        SetAcceptWhispers(false);
        SetGameMaster(true);

        m_serverSideVisibility.SetValue(SERVERSIDE_VISIBILITY_GM, GetSession()->GetSecurity());
    }
}

bool Player::IsGroupVisibleFor(Player const* p) const
{ 
    switch (sWorld->getIntConfig(CONFIG_GROUP_VISIBILITY))
    {
        default: return IsInSameGroupWith(p);
        case 1:  return IsInSameRaidWith(p);
        case 2:  return GetTeamId() == p->GetTeamId();
    }
}

bool Player::IsInSameGroupWith(Player const* p) const
{ 
    return p == this || (GetGroup() != NULL &&
        GetGroup() == p->GetGroup() &&
        GetGroup()->SameSubGroup(this, p));
}

///- If the player is invited, remove him. If the group if then only 1 person, disband the group.
/// \todo Shouldn't we also check if there is no other invitees before disbanding the group?
void Player::UninviteFromGroup()
{ 
    Group* group = GetGroupInvite();
    if (!group)
        return;

    group->RemoveInvite(this);

    if (group->GetMembersCount() <= 1)                       // group has just 1 member => disband
    {
        if (group->IsCreated())
        {
            group->Disband(true);
            group = NULL; // gets deleted in disband
        }
        else
        {
            group->RemoveAllInvites();
            delete group;
            group = NULL;
        }
    }
}

void Player::RemoveFromGroup(Group* group, uint64 guid, RemoveMethod method /* = GROUP_REMOVEMETHOD_DEFAULT*/, uint64 kicker /* = 0 */, const char* reason /* = NULL */)
{
    if (group)
    {
        group->RemoveMember(guid, method, kicker, reason);
        group = NULL;
    }
}

void Player::SendLogXPGain(uint32 GivenXP, Unit* victim, uint32 BonusXP, bool recruitAFriend, float /*group_rate*/)
{ 
    WorldPacket data(SMSG_LOG_XPGAIN, 22); // guess size?
    data << uint64(victim ? victim->GetGUID() : 0);         // guid
    data << uint32(GivenXP + BonusXP);                      // given experience
    data << uint8(victim ? 0 : 1);                          // 00-kill_xp type, 01-non_kill_xp type

    if (victim)
    {
        data << uint32(GivenXP);                            // experience without bonus

        // should use group_rate here but can't figure out how
        data << float(1);                                   // 1 - none 0 - 100% group bonus output
    }

    data << uint8(recruitAFriend ? 1 : 0);                  // does the GivenXP include a RaF bonus?
    GetSession()->SendPacket(&data);
}

void Player::GiveXP(uint32 xp, Unit* victim, float group_rate)
{ 
    if (xp < 1)
        return;

    if (!IsAlive() && !GetBattlegroundId())
        return;

    if (HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_NO_XP_GAIN))
        return;

    if (victim && victim->GetTypeId() == TYPEID_UNIT && !victim->ToCreature()->hasLootRecipient())
        return;

    uint8 level = getLevel();

    sScriptMgr->OnGivePlayerXP(this, xp, victim);

    // Favored experience increase START
    uint32 zone = GetZoneId();
    float favored_exp_mult = 0;
    if ((zone == 3483 || zone == 3562 || zone == 3836 || zone == 3713 || zone == 3714) && (HasAura(32096) || HasAura(32098)))
        favored_exp_mult = 0.05f; // Thrallmar's Favor and Honor Hold's Favor

    xp = uint32(xp * (1 + favored_exp_mult));
    // Favored experience increase END

    // XP to money conversion processed in Player::RewardQuest
    if (level >= sWorld->getIntConfig(CONFIG_MAX_PLAYER_LEVEL))
        return;

    uint32 bonus_xp = 0;
    bool recruitAFriend = GetsRecruitAFriendBonus(true);

    // RaF does NOT stack with rested experience
    if (recruitAFriend)
        bonus_xp = 2 * xp; // xp + bonus_xp must add up to 3 * xp for RaF; calculation for quests done client-side
    else
        bonus_xp = victim ? GetXPRestBonus(xp) : 0; // XP resting bonus

    SendLogXPGain(xp, victim, bonus_xp, recruitAFriend, group_rate);

    uint32 curXP = GetUInt32Value(PLAYER_XP);
    uint32 nextLvlXP = GetUInt32Value(PLAYER_NEXT_LEVEL_XP);
    uint32 newXP = curXP + xp + bonus_xp;

    while (newXP >= nextLvlXP && level < sWorld->getIntConfig(CONFIG_MAX_PLAYER_LEVEL))
    {
        newXP -= nextLvlXP;

        if (level < sWorld->getIntConfig(CONFIG_MAX_PLAYER_LEVEL))
            GiveLevel(level + 1);

        level = getLevel();
        nextLvlXP = GetUInt32Value(PLAYER_NEXT_LEVEL_XP);
    }

    SetUInt32Value(PLAYER_XP, newXP);
}

// Update player to next level
// Current player experience not update (must be update by caller)
void Player::GiveLevel(uint8 level)
{ 
    uint8 oldLevel = getLevel();
    if (level == oldLevel)
        return;

    if (Guild* guild = GetGuild())
        guild->UpdateMemberData(this, GUILD_MEMBER_DATA_LEVEL, level);

    PlayerLevelInfo info;
    sObjectMgr->GetPlayerLevelInfo(getRace(), getClass(), level, &info);

    PlayerClassLevelInfo classInfo;
    sObjectMgr->GetPlayerClassLevelInfo(getClass(), level, &classInfo);

    // send levelup info to client
    WorldPacket data(SMSG_LEVELUP_INFO, (4+4+MAX_POWERS*4+MAX_STATS*4));
    data << uint32(level);
    data << uint32(int32(classInfo.basehealth) - int32(GetCreateHealth()));
    // for (int i = 0; i < MAX_POWERS; ++i)                  // Powers loop (0-6)
    data << uint32(int32(classInfo.basemana)   - int32(GetCreateMana()));
    data << uint32(0);
    data << uint32(0);
    data << uint32(0);
    data << uint32(0);
    data << uint32(0);
    data << uint32(0);
    // end for
    for (uint8 i = STAT_STRENGTH; i < MAX_STATS; ++i)          // Stats loop (0-4)
        data << uint32(int32(info.stats[i]) - GetCreateStat(Stats(i)));

    GetSession()->SendPacket(&data);

    SetUInt32Value(PLAYER_NEXT_LEVEL_XP, sObjectMgr->GetXPForLevel(level));

    //update level, max level of skills
    m_Played_time[PLAYED_TIME_LEVEL] = 0;                   // Level Played Time reset

    _ApplyAllLevelScaleItemMods(false);

    SetLevel(level);

    UpdateSkillsForLevel();

    // save base values (bonuses already included in stored stats
    for (uint8 i = STAT_STRENGTH; i < MAX_STATS; ++i)
        SetCreateStat(Stats(i), info.stats[i]);

    SetCreateHealth(classInfo.basehealth);
    SetCreateMana(classInfo.basemana);

    InitTalentForLevel();
    InitTaxiNodesForLevel();
    InitGlyphsForLevel();

    UpdateAllStats();

    if (sWorld->getBoolConfig(CONFIG_ALWAYS_MAXSKILL)) // Max weapon skill when leveling up
        UpdateSkillsToMaxSkillsForLevel();

    // set current level health and mana/energy to maximum after applying all mods.
    SetFullHealth();
    SetPower(POWER_MANA, GetMaxPower(POWER_MANA));
    SetPower(POWER_ENERGY, GetMaxPower(POWER_ENERGY));
    if (GetPower(POWER_RAGE) > GetMaxPower(POWER_RAGE))
        SetPower(POWER_RAGE, GetMaxPower(POWER_RAGE));
    SetPower(POWER_FOCUS, 0);
    SetPower(POWER_HAPPINESS, 0);

    _ApplyAllLevelScaleItemMods(true);

    // update level to hunter/summon pet
    if (Pet* pet = GetPet())
        pet->SynchronizeLevelWithOwner();

    if (MailLevelReward const* mailReward = sObjectMgr->GetMailLevelReward(level, getRaceMask()))
    {
        //- TODO: Poor design of mail system
        SQLTransaction trans = CharacterDatabase.BeginTransaction();
        MailDraft(mailReward->mailTemplateId).SendMailTo(trans, this, MailSender(MAIL_CREATURE, mailReward->senderEntry));
        CharacterDatabase.CommitTransaction(trans);
    }

    UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_LEVEL);

    // Refer-A-Friend
    if (GetSession()->GetRecruiterId())
        if (level < sWorld->getIntConfig(CONFIG_MAX_RECRUIT_A_FRIEND_BONUS_PLAYER_LEVEL))
            if (level % 2 == 0)
            {
                ++m_grantableLevels;

                if (!HasByteFlag(PLAYER_FIELD_BYTES, 1, 0x01))
                    SetByteFlag(PLAYER_FIELD_BYTES, 1, 0x01);
            }

    sScriptMgr->OnPlayerLevelChanged(this, oldLevel);
}

void Player::InitTalentForLevel()
{ 
    uint8 level = getLevel();
    uint32 talentPointsForLevel = CalculateTalentsPoints();

    // xinef: more talent points that we have are used, reset
    if (m_usedTalentCount > talentPointsForLevel)
        resetTalents(true);
    // xinef: else, recalculate free talent points count
    else
        SetFreeTalentPoints(talentPointsForLevel - m_usedTalentCount);

    if (!GetSession()->PlayerLoading())
        SendTalentsInfoData(false);                         // update at client
}

void Player::InitStatsForLevel(bool reapplyMods)
{ 
    if (reapplyMods)                                        //reapply stats values only on .reset stats (level) command
        _RemoveAllStatBonuses();

    PlayerClassLevelInfo classInfo;
    sObjectMgr->GetPlayerClassLevelInfo(getClass(), getLevel(), &classInfo);

    PlayerLevelInfo info;
    sObjectMgr->GetPlayerLevelInfo(getRace(), getClass(), getLevel(), &info);

    SetUInt32Value(PLAYER_FIELD_MAX_LEVEL, sWorld->getIntConfig(CONFIG_MAX_PLAYER_LEVEL));
    SetUInt32Value(PLAYER_NEXT_LEVEL_XP, sObjectMgr->GetXPForLevel(getLevel()));

    // reset before any aura state sources (health set/aura apply)
    SetUInt32Value(UNIT_FIELD_AURASTATE, 0);

    UpdateSkillsForLevel();

    // set default cast time multiplier
    SetFloatValue(UNIT_MOD_CAST_SPEED, 1.0f);

    // reset size before reapply auras
    SetObjectScale(1.0f);

    // save base values (bonuses already included in stored stats
    for (uint8 i = STAT_STRENGTH; i < MAX_STATS; ++i)
        SetCreateStat(Stats(i), info.stats[i]);

    for (uint8 i = STAT_STRENGTH; i < MAX_STATS; ++i)
        SetStat(Stats(i), info.stats[i]);

    SetCreateHealth(classInfo.basehealth);

    //set create powers
    SetCreateMana(classInfo.basemana);

    SetArmor(int32(m_createStats[STAT_AGILITY]*2));

    InitStatBuffMods();

    //reset rating fields values
    for (uint16 index = PLAYER_FIELD_COMBAT_RATING_1; index < PLAYER_FIELD_COMBAT_RATING_1 + MAX_COMBAT_RATING; ++index)
        SetUInt32Value(index, 0);

    SetUInt32Value(PLAYER_FIELD_MOD_HEALING_DONE_POS, 0);
    for (uint8 i = 0; i < 7; ++i)
    {
        SetInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_NEG+i, 0);
        SetInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS+i, 0);
        SetFloatValue(PLAYER_FIELD_MOD_DAMAGE_DONE_PCT+i, 1.00f);
    }

    //reset attack power, damage and attack speed fields
    SetFloatValue(UNIT_FIELD_BASEATTACKTIME, 2000.0f);
    SetFloatValue(UNIT_FIELD_BASEATTACKTIME + 1, 2000.0f); // offhand attack time
    SetFloatValue(UNIT_FIELD_RANGEDATTACKTIME, 2000.0f);

    SetFloatValue(UNIT_FIELD_MINDAMAGE, 0.0f);
    SetFloatValue(UNIT_FIELD_MAXDAMAGE, 0.0f);
    SetFloatValue(UNIT_FIELD_MINOFFHANDDAMAGE, 0.0f);
    SetFloatValue(UNIT_FIELD_MAXOFFHANDDAMAGE, 0.0f);
    SetFloatValue(UNIT_FIELD_MINRANGEDDAMAGE, 0.0f);
    SetFloatValue(UNIT_FIELD_MAXRANGEDDAMAGE, 0.0f);

    SetInt32Value(UNIT_FIELD_ATTACK_POWER,            0);
    SetInt32Value(UNIT_FIELD_ATTACK_POWER_MODS,       0);
    SetFloatValue(UNIT_FIELD_ATTACK_POWER_MULTIPLIER, 0.0f);
    SetInt32Value(UNIT_FIELD_RANGED_ATTACK_POWER,     0);
    SetInt32Value(UNIT_FIELD_RANGED_ATTACK_POWER_MODS, 0);
    SetFloatValue(UNIT_FIELD_RANGED_ATTACK_POWER_MULTIPLIER, 0.0f);

    // Base crit values (will be recalculated in UpdateAllStats() at loading and in _ApplyAllStatBonuses() at reset
    SetFloatValue(PLAYER_CRIT_PERCENTAGE, 0.0f);
    SetFloatValue(PLAYER_OFFHAND_CRIT_PERCENTAGE, 0.0f);
    SetFloatValue(PLAYER_RANGED_CRIT_PERCENTAGE, 0.0f);

    // Init spell schools (will be recalculated in UpdateAllStats() at loading and in _ApplyAllStatBonuses() at reset
    for (uint8 i = 0; i < 7; ++i)
        SetFloatValue(PLAYER_SPELL_CRIT_PERCENTAGE1+i, 0.0f);

    SetFloatValue(PLAYER_PARRY_PERCENTAGE, 0.0f);
    SetFloatValue(PLAYER_BLOCK_PERCENTAGE, 0.0f);
    SetUInt32Value(PLAYER_SHIELD_BLOCK, 0);

    // Dodge percentage
    SetFloatValue(PLAYER_DODGE_PERCENTAGE, 0.0f);

    // set armor (resistance 0) to original value (create_agility*2)
    SetArmor(int32(m_createStats[STAT_AGILITY]*2));
    SetResistanceBuffMods(SpellSchools(0), true, 0.0f);
    SetResistanceBuffMods(SpellSchools(0), false, 0.0f);
    // set other resistance to original value (0)
    for (uint8 i = 1; i < MAX_SPELL_SCHOOL; ++i)
    {
        SetResistance(SpellSchools(i), 0);
        SetResistanceBuffMods(SpellSchools(i), true, 0.0f);
        SetResistanceBuffMods(SpellSchools(i), false, 0.0f);
    }

    SetUInt32Value(PLAYER_FIELD_MOD_TARGET_RESISTANCE, 0);
    SetUInt32Value(PLAYER_FIELD_MOD_TARGET_PHYSICAL_RESISTANCE, 0);
    for (uint8 i = 0; i < MAX_SPELL_SCHOOL; ++i)
    {
        SetUInt32Value(UNIT_FIELD_POWER_COST_MODIFIER+i, 0);
        SetFloatValue(UNIT_FIELD_POWER_COST_MULTIPLIER+i, 0.0f);
    }
    // Reset no reagent cost field
    for (uint8 i = 0; i < 3; ++i)
        SetUInt32Value(PLAYER_NO_REAGENT_COST_1 + i, 0);
    // Init data for form but skip reapply item mods for form
    InitDataForForm(reapplyMods);

    // save new stats
    for (uint8 i = POWER_MANA; i < MAX_POWERS; ++i)
        SetMaxPower(Powers(i),  uint32(GetCreatePowers(Powers(i))));

    SetMaxHealth(classInfo.basehealth);                     // stamina bonus will applied later

    // cleanup mounted state (it will set correctly at aura loading if player saved at mount.
    SetUInt32Value(UNIT_FIELD_MOUNTDISPLAYID, 0);

    // cleanup unit flags (will be re-applied if need at aura load).
    RemoveFlag(UNIT_FIELD_FLAGS,
        UNIT_FLAG_NON_ATTACKABLE | UNIT_FLAG_DISABLE_MOVE | UNIT_FLAG_NOT_ATTACKABLE_1 |
        UNIT_FLAG_IMMUNE_TO_PC | UNIT_FLAG_IMMUNE_TO_NPC  | UNIT_FLAG_LOOTING          |
        UNIT_FLAG_PET_IN_COMBAT  | UNIT_FLAG_SILENCED     | UNIT_FLAG_PACIFIED         |
        UNIT_FLAG_STUNNED        | UNIT_FLAG_IN_COMBAT    | UNIT_FLAG_DISARMED         |
        UNIT_FLAG_CONFUSED       | UNIT_FLAG_FLEEING      | UNIT_FLAG_NOT_SELECTABLE   |
        UNIT_FLAG_SKINNABLE      | UNIT_FLAG_MOUNT        | UNIT_FLAG_TAXI_FLIGHT      );
    SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PVP_ATTACKABLE);   // must be set

    SetFlag(UNIT_FIELD_FLAGS_2, UNIT_FLAG2_REGENERATE_POWER);// must be set

    // cleanup player flags (will be re-applied if need at aura load), to avoid have ghost flag without ghost aura, for example.
    RemoveFlag(PLAYER_FLAGS, PLAYER_FLAGS_AFK | PLAYER_FLAGS_DND | PLAYER_FLAGS_GM | PLAYER_FLAGS_GHOST | PLAYER_ALLOW_ONLY_ABILITY);

    RemoveStandFlags(UNIT_STAND_FLAGS_ALL);                 // one form stealth modified bytes
    RemoveByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP | UNIT_BYTE2_FLAG_SANCTUARY);

    // restore if need some important flags
    SetUInt32Value(PLAYER_FIELD_BYTES2, 0);                 // flags empty by default

    if (reapplyMods)                                        // reapply stats values only on .reset stats (level) command
        _ApplyAllStatBonuses();

    // set current level health and mana/energy to maximum after applying all mods.
    SetFullHealth();
    SetPower(POWER_MANA, GetMaxPower(POWER_MANA));
    SetPower(POWER_ENERGY, GetMaxPower(POWER_ENERGY));
    if (GetPower(POWER_RAGE) > GetMaxPower(POWER_RAGE))
        SetPower(POWER_RAGE, GetMaxPower(POWER_RAGE));
    SetPower(POWER_FOCUS, 0);
    SetPower(POWER_HAPPINESS, 0);
    SetPower(POWER_RUNIC_POWER, 0);

    // update level to hunter/summon pet
    if (Pet* pet = GetPet())
        pet->SynchronizeLevelWithOwner();
}

void Player::SendInitialSpells()
{ 
    uint32 curTime = World::GetGameTimeMS();
    uint32 infTime = World::GetGameTimeMS()+infinityCooldownDelayCheck;

    uint16 spellCount = 0;

    WorldPacket data(SMSG_INITIAL_SPELLS, (1+2+4*m_spells.size()+2+m_spellCooldowns.size()*(4+2+2+4+4)));
    data << uint8(0);

    size_t countPos = data.wpos();
    data << uint16(spellCount);                             // spell count placeholder

    for (PlayerSpellMap::const_iterator itr = m_spells.begin(); itr != m_spells.end(); ++itr)
    {
        if (itr->second->State == PLAYERSPELL_REMOVED)
            continue;

        if (!itr->second->Active || !itr->second->IsInSpec(GetActiveSpec()))
            continue;

        data << uint32(itr->first);
        data << uint16(0);                                  // it's not slot id

        ++spellCount;
    }

    // xinef: we have to send talents, but not those on m_spells list
    for (PlayerTalentMap::iterator itr = m_talents.begin(); itr != m_talents.end(); ++itr)
    {
        if (itr->second->State == PLAYERSPELL_REMOVED)
            continue;

        // xinef: remove all active talent auras
        if (!(itr->second->specMask & GetActiveSpecMask()))
            continue;

        // xinef: already sent from m_spells
        if (itr->second->inSpellBook)
            continue;

        data << uint32(itr->first);
        data << uint16(0);                                  // it's not slot id

        ++spellCount;
    }

    data.put<uint16>(countPos, spellCount);                  // write real count value

    uint16 spellCooldowns = m_spellCooldowns.size();
    data << uint16(spellCooldowns);
    for (SpellCooldowns::const_iterator itr = m_spellCooldowns.begin(); itr != m_spellCooldowns.end(); ++itr)
    {
        if (!itr->second.needSendToClient)
            continue;

        SpellInfo const* sEntry = sSpellMgr->GetSpellInfo(itr->first);
        if (!sEntry)
            continue;

        data << uint32(itr->first);

        data << uint16(itr->second.itemid);                 // cast item id
        data << uint16(sEntry->GetCategory());              // spell category

        // send infinity cooldown in special format
        if (itr->second.end >= infTime)
        {
            data << uint32(1);                              // cooldown
            data << uint32(0x80000000);                     // category cooldown
            continue;
        }

        uint32 cooldown = itr->second.end > curTime ? itr->second.end-curTime : 0;

        if (!sEntry->GetCategory() || (sEntry->CategoryRecoveryTime != sEntry->RecoveryTime && sEntry->RecoveryTime && sEntry->CategoryRecoveryTime))                          // may be wrong, but anyway better than nothing...
        {
            data << cooldown;                               // cooldown
            data << uint32(0);                              // category cooldown
        }
        else
        {
            data << uint32(0);                              // cooldown
            data << cooldown;                               // category cooldown
        }
    }

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

void Player::RemoveMail(uint32 id)
{ 
    for (PlayerMails::iterator itr = m_mail.begin(); itr != m_mail.end(); ++itr)
    {
        if ((*itr)->messageID == id)
        {
            //do not delete item, because Player::removeMail() is called when returning mail to sender.
            m_mail.erase(itr);
            return;
        }
    }
}

void Player::SendMailResult(uint32 mailId, MailResponseType mailAction, MailResponseResult mailError, uint32 equipError, uint32 item_guid, uint32 item_count)
{ 
    WorldPacket data(SMSG_SEND_MAIL_RESULT, (4+4+4+(mailError == MAIL_ERR_EQUIP_ERROR?4:(mailAction == MAIL_ITEM_TAKEN?4+4:0))));
    data << (uint32) mailId;
    data << (uint32) mailAction;
    data << (uint32) mailError;
    if (mailError == MAIL_ERR_EQUIP_ERROR)
        data << (uint32) equipError;
    else if (mailAction == MAIL_ITEM_TAKEN)
    {
        data << (uint32) item_guid;                         // item guid low?
        data << (uint32) item_count;                        // item count?
    }
    GetSession()->SendPacket(&data);
}

void Player::SendNewMail()
{ 
    // deliver undelivered mail
    WorldPacket data(SMSG_RECEIVED_MAIL, 4);
    data << (uint32) 0;
    GetSession()->SendPacket(&data);
}

void Player::UpdateNextMailTimeAndUnreads()
{ 
    // calculate next delivery time (min. from non-delivered mails
    // and recalculate unReadMail
    time_t cTime = time(NULL);
    m_nextMailDelivereTime = 0;
    unReadMails = 0;
    for (PlayerMails::iterator itr = m_mail.begin(); itr != m_mail.end(); ++itr)
    {
        if ((*itr)->deliver_time > cTime)
        {
            if (!m_nextMailDelivereTime || m_nextMailDelivereTime > (*itr)->deliver_time)
                m_nextMailDelivereTime = (*itr)->deliver_time;
        }
        else if (((*itr)->checked & MAIL_CHECK_MASK_READ) == 0)
            ++unReadMails;
    }
}

void Player::AddNewMailDeliverTime(time_t deliver_time)
{ 
    if (deliver_time <= time(NULL))                          // ready now
    {
        ++unReadMails;
        SendNewMail();
    }
    else                                                    // not ready and no have ready mails
    {
        if (!m_nextMailDelivereTime || m_nextMailDelivereTime > deliver_time)
            m_nextMailDelivereTime = deliver_time;
    }
}

bool Player::addTalent(uint32 spellId, uint8 addSpecMask, uint8 oldTalentRank)
{ 
    SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spellId);
    if (!SpellMgr::CheckSpellValid(spellInfo, spellId, true))
        return false;

    TalentSpellPos const* talentPos = GetTalentSpellPos(spellId);
    if (!talentPos)
        return false;

    TalentEntry const* talentInfo = sTalentStore.LookupEntry(talentPos->talent_id);
    if (!talentInfo)
        return false;

    // xinef: remove old talent rank if any
    if (oldTalentRank)
    {
        _removeTalent(talentInfo->RankID[oldTalentRank-1], addSpecMask);
        _removeTalentAurasAndSpells(talentInfo->RankID[oldTalentRank-1]);
        SendLearnPacket(talentInfo->RankID[oldTalentRank-1], false);
    }

    // xinef: add talent auras and spells
    if (GetActiveSpecMask() & addSpecMask)
        _addTalentAurasAndSpells(spellId);

    // xinef: find the spell on our talent map
    PlayerTalentMap::iterator itr = m_talents.find(spellId);

    // xinef: we do not have such a spell on our talent map
    if (itr == m_talents.end())
    {
        PlayerSpellState state = isBeingLoaded() ? PLAYERSPELL_UNCHANGED : PLAYERSPELL_NEW;
        PlayerTalent* newTalent = new PlayerTalent();
        newTalent->State = state;
        newTalent->specMask = addSpecMask;
        newTalent->talentID = talentInfo->TalentID;
        newTalent->inSpellBook = talentInfo->addToSpellBook && !spellInfo->HasAttribute(SPELL_ATTR0_PASSIVE) && !spellInfo->HasEffect(SPELL_EFFECT_LEARN_SPELL);

        m_talents[spellId] = newTalent;
        return true;
    }
    // xinef: if current mask does not cover addMask, add it to iterator and save changes to DB
    else if (!(itr->second->specMask & addSpecMask))
    {
        itr->second->specMask |= addSpecMask;
        if (itr->second->State != PLAYERSPELL_NEW)
            itr->second->State = PLAYERSPELL_CHANGED;

        return true;
    }
    // xinef: error case, trying to add already present talent with present mask
    else
    {
        sLog->outError("Player (%u) tries to learn talent %u with covered specMask (curr: %u, add: %u)", GetGUIDLow(), spellId, itr->second->specMask, addSpecMask);
    }
    
    return false;
}

void Player::_removeTalent(uint32 spellId, uint8 specMask)
{
    PlayerTalentMap::iterator itr = m_talents.find(spellId);
    if (itr == m_talents.end() || itr->second->State == PLAYERSPELL_REMOVED)
        return;

    _removeTalent(itr, specMask);
}

void Player::_removeTalent(PlayerTalentMap::iterator& itr, uint8 specMask)
{
    // xinef: remove spec mask from iterator
    itr->second->specMask &= ~specMask;

    // xinef: if talent is not present in any spec - remove
    if (itr->second->specMask == 0)
    {
        if (itr->second->State == PLAYERSPELL_NEW)
        {
            delete itr->second;
            m_talents.erase(itr);
            return;
        }
        else
            itr->second->State = PLAYERSPELL_REMOVED;
    }
    // xinef: otherwise save changes to DB
    else if (itr->second->State != PLAYERSPELL_NEW)
        itr->second->State = PLAYERSPELL_CHANGED;
}

void Player::_removeTalentAurasAndSpells(uint32 spellId)
{
    RemoveOwnedAura(spellId);

    SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spellId);
    for (uint8 i = 0; i < MAX_SPELL_EFFECTS; ++i)
    {
        // pussywizard: remove pet auras
        if (PetAura const* petSpell = sSpellMgr->GetPetAura(spellId, i))
            RemovePetAura(petSpell);

        // pussywizard: remove all triggered auras
        if (spellInfo->Effects[i].TriggerSpell > 0)
            RemoveAurasDueToSpell(spellInfo->Effects[i].TriggerSpell);

        // xinef: remove temporary spells added by talent
        // xinef: recursively remove all learnt spells
        if (spellInfo->Effects[i].TriggerSpell > 0 && spellInfo->Effects[i].Effect == SPELL_EFFECT_LEARN_SPELL)
        {
            removeSpell(spellInfo->Effects[i].TriggerSpell, SPEC_MASK_ALL, true);
            _removeTalentAurasAndSpells(spellInfo->Effects[i].TriggerSpell);
        }
    }
}

void Player::_addTalentAurasAndSpells(uint32 spellId)
{
    // pussywizard: spells learnt from talents are added as TEMPORARY, so not saved to db (only the talent itself is saved)
    SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spellId);
    if (spellInfo->HasEffect(SPELL_EFFECT_LEARN_SPELL))
    {
        for (uint8 i=0; i<MAX_SPELL_EFFECTS; ++i)
            if (spellInfo->Effects[i].Effect == SPELL_EFFECT_LEARN_SPELL && !sSpellMgr->IsAdditionalTalentSpell(spellInfo->Effects[i].TriggerSpell))
                _addSpell(spellInfo->Effects[i].TriggerSpell, SPEC_MASK_ALL, true);
    }
    else if (spellInfo->IsPassive() || (spellInfo->HasAttribute(SPELL_ATTR0_HIDDEN_CLIENTSIDE) && spellInfo->Stances))
    {
        if (IsNeedCastPassiveSpellAtLearn(spellInfo))
            CastSpell(this, spellId, true); 
    }
}

void Player::SendLearnPacket(uint32 spellId, bool learn)
{
    if (learn)
    {
        WorldPacket data(SMSG_LEARNED_SPELL, 6);
        data << uint32(spellId);
        data << uint16(0);
        GetSession()->SendPacket(&data);
    }
    else
    {
        WorldPacket data(SMSG_REMOVED_SPELL, 4);
        data << uint32(spellId);
        GetSession()->SendPacket(&data);
    }   
}

bool Player::addSpell(uint32 spellId, uint8 addSpecMask, bool updateActive, bool temporary)
{ 
    if (!_addSpell(spellId, addSpecMask, temporary))
        return false;

    if (!updateActive)
        return true;

    SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spellId); // must exist, checked in _addSpell

    // pussywizard: now update active state for all ranks of this spell! and send packet to swap on action bar
    // pussywizard: assumption - it's in all specs, can't be a talent
    if (!spellInfo->IsStackableWithRanks() && spellInfo->IsRanked())
    {
        SpellInfo const* nextSpellInfo = sSpellMgr->GetSpellInfo(sSpellMgr->GetFirstSpellInChain(spellInfo->Id));
        while (nextSpellInfo)
        {
            PlayerSpellMap::iterator itr = m_spells.find(nextSpellInfo->Id);
            if (itr != m_spells.end() && itr->second->State != PLAYERSPELL_REMOVED && itr->second->Active)
            {
                if (nextSpellInfo->GetRank() < spellInfo->GetRank())
                {
                    itr->second->Active = false;
                    if (IsInWorld())
                    {
                        WorldPacket data(SMSG_SUPERCEDED_SPELL, 4 + 4);
                        data << uint32(nextSpellInfo->Id);
                        data << uint32(spellInfo->Id);
                        GetSession()->SendPacket(&data);
                    }
                    return false;
                }
                else if (nextSpellInfo->GetRank() > spellInfo->GetRank())
                {
                    PlayerSpellMap::iterator itr2 = m_spells.find(spellInfo->Id);
                    if (itr2 != m_spells.end())
                        itr2->second->Active = false;
                    return false;
                }
            }
            nextSpellInfo = nextSpellInfo->GetNextRankSpell();
        }
    }

    return true;
}

bool Player::_addSpell(uint32 spellId, uint8 addSpecMask, bool temporary)
{ 
    // pussywizard: this can be called to OVERWRITE currently existing spell params! usually to set active = false for lower ranks of a spell

    SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spellId);
    if (!SpellMgr::CheckSpellValid(spellInfo, spellId, false))
        return false;

    // pussywizard: already found and temporary, nothing to do
    PlayerSpellMap::iterator itr = m_spells.find(spellId);
    if (itr != m_spells.end() && itr->second->State == PLAYERSPELL_TEMPORARY)
        return false;

    // xinef: send packet so client can properly recognize this new spell
    // xinef: ignore passive spells and spells with learn effect
    // xinef: send spells with no aura effects (ie dual wield)
    if (IsInWorld() && !isBeingLoaded() && temporary && (!spellInfo->HasAttribute(SpellAttr0(SPELL_ATTR0_PASSIVE | SPELL_ATTR0_HIDDEN_CLIENTSIDE)) || !spellInfo->HasAnyAura()) && !spellInfo->HasEffect(SPELL_EFFECT_LEARN_SPELL))
        SendLearnPacket(spellInfo->Id, true);

    // xinef: DO NOT allow to learn spell with effect learn spell!
    // xinef: if spell possess spell learn effects only, learn those spells as temporary (eg. Metamorphosis, Tree of Life)
    if (temporary && spellInfo->HasEffect(SPELL_EFFECT_LEARN_SPELL))
    {
        for (uint8 i = 0; i < MAX_SPELL_EFFECTS; ++i)
            if (spellInfo->Effects[i].IsEffect())
            {
                if (spellInfo->Effects[i].Effect != SPELL_EFFECT_LEARN_SPELL)
                {
                    sLog->outString("TRYING TO LEARN SPELL WITH EFFECT LEARN: %u, PLAYER: %u", spellId, GetGUIDLow());
                    return false;
                    //ASSERT(false);
                }
                else if (const SpellInfo* learnSpell = sSpellMgr->GetSpellInfo(spellInfo->Effects[i].TriggerSpell))
                    _addSpell(learnSpell->Id, SPEC_MASK_ALL, true);
            }

        return false;
    }

    if (itr != m_spells.end()) // pussywizard: already know this spell, so update information
    {
        // pussywizard: do nothing if already set as wanted
        if (itr->second->State != PLAYERSPELL_REMOVED && (itr->second->specMask & addSpecMask) == addSpecMask)
            return false;

        // pussywizard: need cast auras, learn linked spells, do professions stuff, etc.
        // pussywizard: but only for spells that are really added (inactive -> active OR added to current spec)
        bool spellIsNew = true;

        // pussywizard: present in m_spells, not removed, already in current spec, already active
        if (itr->second->State != PLAYERSPELL_REMOVED && itr->second->IsInSpec(m_activeSpec))
            spellIsNew = false;

        // pussywizard: update info in m_spells
        if (itr->second->State != PLAYERSPELL_NEW && (itr->second->specMask & addSpecMask) != addSpecMask)
            itr->second->State = PLAYERSPELL_CHANGED;
        itr->second->Active = true;
        itr->second->specMask |= addSpecMask;

        if (!spellIsNew)
            return true;
    }
    else // pussywizard: not found in m_spells
    {
        PlayerSpell* newspell = new PlayerSpell;
        newspell->Active = true;
        newspell->State = temporary ? PLAYERSPELL_TEMPORARY : (isBeingLoaded() ? PLAYERSPELL_UNCHANGED : PLAYERSPELL_NEW);
        newspell->specMask = addSpecMask;

        m_spells[spellId] = newspell;
    }

    // pussywizard: return if spell not in current spec
    // pussywizard: return true to fix active for ranks, this condition is true only at loading, so no problems with learning packets
    if (!((1<<GetActiveSpec()) & addSpecMask))
        return true;

    // xinef: do not add spells with effect learn spell
    if (spellInfo->HasEffect(SPELL_EFFECT_LEARN_SPELL))
    {
        sLog->outString("TRYING TO LEARN SPELL WITH EFFECT LEARN 2: %u, PLAYER: %u", spellId, GetGUIDLow());
        m_spells.erase(spellInfo->Id); // mem leak, but should never happen
        return false;
        //ASSERT(false);
    }
    // pussywizard: cast passive spells (including all talents without SPELL_EFFECT_LEARN_SPELL) with additional checks
    else if (spellInfo->IsPassive() || (spellInfo->HasAttribute(SPELL_ATTR0_HIDDEN_CLIENTSIDE) && spellInfo->Stances))
    {
        if (IsNeedCastPassiveSpellAtLearn(spellInfo))
            CastSpell(this, spellId, true);
    }
    // pussywizard: cast and return, learnt spells will update profession count, etc.
    else if (spellInfo->HasEffect(SPELL_EFFECT_SKILL_STEP))
    {
        CastSpell(this, spellId, true);
        return false;
    }

    // xinef: unapply aura stats if dont meet requirements
    // xinef: handle only if player is not loaded, loading is handled in loadfromdb
    if (!isBeingLoaded())
        if (Aura* aura = GetAura(spellId))
        {
            if (aura->GetSpellInfo()->CasterAuraState == AURA_STATE_HEALTHLESS_35_PERCENT ||
                aura->GetSpellInfo()->CasterAuraState == AURA_STATE_HEALTH_ABOVE_75_PERCENT ||
                aura->GetSpellInfo()->CasterAuraState == AURA_STATE_HEALTHLESS_20_PERCENT )
                if (!HasAuraState((AuraStateType)aura->GetSpellInfo()->CasterAuraState))
                    aura->HandleAllEffects(aura->GetApplicationOfTarget(GetGUID()), AURA_EFFECT_HANDLE_REAL, false);
        }

    // pussywizard: update free primary prof points
    if (uint32 freeProfs = GetFreePrimaryProfessionPoints())
    {
        if (spellInfo->IsPrimaryProfessionFirstRank())
            SetFreePrimaryProfessions(freeProfs-1);
    }

    // pussywizard: update 310 flyer speed
    if (!Has310Flyer(false))
        for (uint8 i = 0; i < MAX_SPELL_EFFECTS; ++i)
            if (spellInfo->Effects[i].ApplyAuraName == SPELL_AURA_MOD_INCREASE_MOUNTED_FLIGHT_SPEED && spellInfo->Effects[i].CalcValue() == 310)
                SetHas310Flyer(true);

    uint16 maxskill = GetMaxSkillValueForLevel();
    SpellLearnSkillNode const* spellLearnSkill = sSpellMgr->GetSpellLearnSkill(spellId);
    SkillLineAbilityMapBounds skill_bounds = sSpellMgr->GetSkillLineAbilityMapBounds(spellId);
    // xinef: set appropriate skill value
    if (spellLearnSkill)
    {
        uint32 skill_value = GetPureSkillValue(spellLearnSkill->skill);
        uint32 skill_max_value = GetPureMaxSkillValue(spellLearnSkill->skill);
        uint32 new_skill_max_value = spellLearnSkill->maxvalue == 0 ? maxskill : spellLearnSkill->maxvalue;

        if (skill_value < spellLearnSkill->value)
            skill_value = spellLearnSkill->value;
        if (skill_max_value < new_skill_max_value)
            skill_max_value = new_skill_max_value;

        SetSkill(spellLearnSkill->skill, spellLearnSkill->step, skill_value, skill_max_value);
    }
    else
    {
        // pussywizard: checked, ok
        for (SkillLineAbilityMap::const_iterator _spell_idx = skill_bounds.first; _spell_idx != skill_bounds.second; ++_spell_idx)
        {
            SkillLineEntry const* pSkill = sSkillLineStore.LookupEntry(_spell_idx->second->skillId);
            if (!pSkill || HasSkill(pSkill->id))
                continue;

            if (_spell_idx->second->learnOnGetSkill == ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL || // pussywizard: learning autolearned spell from skill ensures having the skill
                ((pSkill->id == SKILL_LOCKPICKING || pSkill->id == SKILL_RUNEFORGING) && _spell_idx->second->max_value == 0)) // pussywizard: learning any spell from lockpicking or runeforging ensures having the skill
            {
                switch (GetSkillRangeType(pSkill, _spell_idx->second->racemask != 0))
                {
                    case SKILL_RANGE_LANGUAGE:
                        SetSkill(pSkill->id, GetSkillStep(pSkill->id), 300, 300);
                        break;
                    case SKILL_RANGE_LEVEL:
                        SetSkill(pSkill->id, GetSkillStep(pSkill->id), 1, GetMaxSkillValueForLevel());
                        break;
                    case SKILL_RANGE_MONO:
                        SetSkill(pSkill->id, GetSkillStep(pSkill->id), 1, 1);
                        break;
                    default:
                        break;
                }
            }
        }
    }

    // xinef: update achievement criteria
    if (!GetSession()->PlayerLoading())
    {
        for (SkillLineAbilityMap::const_iterator _spell_idx = skill_bounds.first; _spell_idx != skill_bounds.second; ++_spell_idx)
        {
            UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILL_LINE, _spell_idx->second->skillId);
            UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILLLINE_SPELLS, _spell_idx->second->skillId);
        }
        UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SPELL, spellId);
    }

    return true;
}

bool Player::IsNeedCastPassiveSpellAtLearn(SpellInfo const* spellInfo) const
{ 
    // note: form passives activated with shapeshift spells be implemented by HandleShapeshiftBoosts instead of spell_learn_spell
    // talent dependent passives activated at form apply have proper stance data
    ShapeshiftForm form = GetShapeshiftForm();
    return (!spellInfo->Stances || (form && (spellInfo->Stances & (1 << (form - 1)))) ||
        (!form && spellInfo->HasAttribute(SPELL_ATTR2_NOT_NEED_SHAPESHIFT)));

}

void Player::learnSpell(uint32 spellId)
{
    // Xinef: don't allow to learn active spell once more
    if (HasActiveSpell(spellId))
    {
        sLog->outError("Player (%u) tries to learn already active spell: %u", GetGUIDLow(), spellId);
        return;
    }

    uint32 firstRankSpellId = sSpellMgr->GetFirstSpellInChain(spellId);
    bool thisSpec = GetTalentSpellCost(firstRankSpellId) > 0 || sSpellMgr->IsAdditionalTalentSpell(firstRankSpellId);
    bool added = addSpell(spellId, thisSpec ? GetActiveSpecMask() : SPEC_MASK_ALL, true);
    if (added && IsInWorld())
    {
        // pussywizard: a system message "you have learnt spell X (rank Y)"
        SendLearnPacket(spellId, true);
    }

    // pussywizard: rank stuff at the end!
    if (uint32 nextSpell = sSpellMgr->GetNextSpellInChain(spellId))
    {
        // pussywizard: lookup next rank in m_spells (the only talents on m_spella are for example pyroblast, that have all ranks restored upon learning rank 1)
        // pussywizard: next ranks must not be in current spec (otherwise no need to learn already learnt)
        PlayerSpellMap::iterator itr = m_spells.find(nextSpell);
        if (itr != m_spells.end() && itr->second->State != PLAYERSPELL_REMOVED && !itr->second->IsInSpec(m_activeSpec))
            learnSpell(nextSpell);
    }

    // xinef: if we learn new spell, check all spells requiring this spell, if we have such a spell, and it is not in current spec - learn it
    SpellsRequiringSpellMapBounds spellsRequiringSpell = sSpellMgr->GetSpellsRequiringSpellBounds(spellId);
    for (SpellsRequiringSpellMap::const_iterator itr = spellsRequiringSpell.first; itr != spellsRequiringSpell.second; ++itr)
    {
        PlayerSpellMap::iterator itr2 = m_spells.find(itr->second);
        if (itr2 != m_spells.end() && itr2->second->State != PLAYERSPELL_REMOVED && !itr2->second->IsInSpec(m_activeSpec))
            learnSpell(itr2->first);
    }
}

void Player::removeSpell(uint32 spellId, uint8 removeSpecMask, bool onlyTemporary)
{ 
    PlayerSpellMap::iterator itr = m_spells.find(spellId);
    if (itr == m_spells.end())
        return;

    // pussywizard: nothing to do if already removed or not in specs of removeSpecMask
    if (itr->second->State == PLAYERSPELL_REMOVED || (itr->second->specMask & removeSpecMask) == 0)
        return;

    // pussywizard: avoid any possible bugs
    if (onlyTemporary && itr->second->State != PLAYERSPELL_TEMPORARY)
        return;

    // pussywizard: remove non-talent higher ranks (recursive)
    // pussywizard: do this at the beginning, not in the middle of removing!
    if (uint32 nextSpell = sSpellMgr->GetNextSpellInChain(spellId))
        if (!GetTalentSpellPos(nextSpell))
            removeSpell(nextSpell, removeSpecMask, onlyTemporary);

    // xinef: if current spell has talentcost, remove spells requiring this spell
    uint32 firstRankSpellId = sSpellMgr->GetFirstSpellInChain(spellId);
    if (GetTalentSpellCost(firstRankSpellId))
    {
        SpellsRequiringSpellMapBounds spellsRequiringSpell = sSpellMgr->GetSpellsRequiringSpellBounds(spellId);
        for (SpellsRequiringSpellMap::const_iterator itr = spellsRequiringSpell.first; itr != spellsRequiringSpell.second; ++itr)
            removeSpell(itr->second, removeSpecMask, onlyTemporary);
    }

    // pussywizard: re-search, it can be corrupted in prev loop
    itr = m_spells.find(spellId);
    if (itr == m_spells.end())
        return;

    itr->second->specMask = (((uint8)itr->second->specMask) & ~removeSpecMask); // pussywizard: update specMask in map

    // pussywizard: some more conditions needed for spells like pyroblast (shouldn't be fully removed when not available in any spec, should stay in db with specMask = 0)
    if (GetTalentSpellCost(firstRankSpellId) == 0 && !sSpellMgr->IsAdditionalTalentSpell(firstRankSpellId) && itr->second->specMask == 0)
    {
        if (itr->second->State == PLAYERSPELL_NEW || itr->second->State == PLAYERSPELL_TEMPORARY)
        {
            delete itr->second;
            m_spells.erase(itr);
        }
        else
            itr->second->State = PLAYERSPELL_REMOVED;
    }
    else if (itr->second->State != PLAYERSPELL_NEW && itr->second->State != PLAYERSPELL_TEMPORARY)
        itr->second->State = PLAYERSPELL_CHANGED;

    // xinef: this is used for talents and they are not removed in removeSpell function...
    // xinef: however ill leave this here just in case
    // pussywizard: remove owned aura obtained from currently removed spell
    RemoveOwnedAura(spellId);

    SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spellId);
    for (uint8 i = 0; i < MAX_SPELL_EFFECTS; ++i)
    {
        // pussywizard: remove pet auras
        if (PetAura const* petSpell = sSpellMgr->GetPetAura(spellId, i))
            RemovePetAura(petSpell);

        // pussywizard: remove all triggered auras
        if (spellInfo->Effects[i].TriggerSpell > 0)
            RemoveAurasDueToSpell(spellInfo->Effects[i].TriggerSpell);
    }

    // pussywizard: update free primary prof points
    if (spellInfo->IsPrimaryProfessionFirstRank())
    {
        uint32 freeProfs = GetFreePrimaryProfessionPoints()+1;
        if (freeProfs <= sWorld->getIntConfig(CONFIG_MAX_PRIMARY_TRADE_SKILL))
            SetFreePrimaryProfessions(freeProfs);
    }

    // pussywizard: update 310 flyer
    if (Has310Flyer(false))
        for (uint8 i = 0; i < MAX_SPELL_EFFECTS; ++i)
            if (spellInfo->Effects[i].ApplyAuraName == SPELL_AURA_MOD_INCREASE_MOUNTED_FLIGHT_SPEED && spellInfo->Effects[i].CalcValue() == 310)
                Has310Flyer(true, spellId);

    // pussywizard: remove dependent skill
    SpellLearnSkillNode const* spellLearnSkill = sSpellMgr->GetSpellLearnSkill(spellId);
    if (spellLearnSkill)
    {
        uint32 prev_spell = sSpellMgr->GetPrevSpellInChain(spellId);

        if (!prev_spell) // pussywizard: first rank, remove skill
            SetSkill(spellLearnSkill->skill, 0, 0, 0);
        else // pussywizard: search previous ranks
        {
            SpellLearnSkillNode const* prevSkill = sSpellMgr->GetSpellLearnSkill(prev_spell);
            while (!prevSkill && prev_spell)
            {
                prev_spell = sSpellMgr->GetPrevSpellInChain(prev_spell);
                prevSkill = sSpellMgr->GetSpellLearnSkill(sSpellMgr->GetFirstSpellInChain(prev_spell));
            }

            if (!prevSkill) // pussywizard: not found prev skill setting, remove skill
                SetSkill(spellLearnSkill->skill, 0, 0, 0);
            else // pussywizard: set to prev skill setting values
            {
                uint32 skill_value = GetPureSkillValue(prevSkill->skill);
                uint32 skill_max_value = GetPureMaxSkillValue(prevSkill->skill);
                uint32 new_skill_max_value = prevSkill->maxvalue == 0 ? GetMaxSkillValueForLevel() : prevSkill->maxvalue;

                if (skill_value > prevSkill->value)
                    skill_value = prevSkill->value;
                if (skill_max_value > new_skill_max_value)
                    skill_max_value = new_skill_max_value;

                SetSkill(prevSkill->skill, prevSkill->step, skill_value, skill_max_value);
            }
        }
    }
    else
    {
        // pussywizard: checked, ok
        SkillLineAbilityMapBounds bounds = sSpellMgr->GetSkillLineAbilityMapBounds(spellId);
        for (SkillLineAbilityMap::const_iterator _spell_idx = bounds.first; _spell_idx != bounds.second; ++_spell_idx)
        {
            SkillLineEntry const* pSkill = sSkillLineStore.LookupEntry(_spell_idx->second->skillId);
            if (!pSkill)
                continue;

            // pussywizard: don't understand why whole skill is removed when just single spell from it is removed
            if (_spell_idx->second->learnOnGetSkill == ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL && pSkill->categoryId != SKILL_CATEGORY_CLASS || // pussywizard: don't unlearn class skills
                (pSkill->id == SKILL_LOCKPICKING || pSkill->id == SKILL_RUNEFORGING) && _spell_idx->second->max_value == 0)
            {
                // not reset skills for professions and racial abilities
                if ((pSkill->categoryId == SKILL_CATEGORY_SECONDARY || pSkill->categoryId == SKILL_CATEGORY_PROFESSION) && (IsProfessionSkill(pSkill->id) || _spell_idx->second->racemask != 0))
                    continue;
                    
                // pussywizard: this is needed for weapon/armor/language skills to remove them when loosing spell
                SetSkill(pSkill->id, GetSkillStep(pSkill->id), 0, 0);
            }
        }
    }

    // pussywizard: remove from spell book (can't be replaced by previous rank, because such spells can't be unlearnt)
    if (!onlyTemporary || ((!spellInfo->HasAttribute(SpellAttr0(SPELL_ATTR0_PASSIVE | SPELL_ATTR0_HIDDEN_CLIENTSIDE)) || !spellInfo->HasAnyAura()) && !spellInfo->HasEffect(SPELL_EFFECT_LEARN_SPELL)))
        SendLearnPacket(spellId, false);
}

bool Player::Has310Flyer(bool checkAllSpells, uint32 excludeSpellId)
{ 
    if (!checkAllSpells)
        return m_ExtraFlags & PLAYER_EXTRA_HAS_310_FLYER;
    else
    {
        SetHas310Flyer(false);
        SpellInfo const* spellInfo;
        for (PlayerSpellMap::iterator itr = m_spells.begin(); itr != m_spells.end(); ++itr)
        {
            // pussywizard:
            if (itr->second->State == PLAYERSPELL_REMOVED)
                continue;

            if (itr->first == excludeSpellId)
                continue;

            SkillLineAbilityMapBounds bounds = sSpellMgr->GetSkillLineAbilityMapBounds(itr->first);
            for (SkillLineAbilityMap::const_iterator _spell_idx = bounds.first; _spell_idx != bounds.second; ++_spell_idx)
            {
                if (_spell_idx->second->skillId != SKILL_MOUNTS)
                    break;  // We can break because mount spells belong only to one skillline (at least 310 flyers do)

                spellInfo = sSpellMgr->GetSpellInfo(itr->first);
                for (uint8 i = 0; i < MAX_SPELL_EFFECTS; ++i)
                    if (spellInfo->Effects[i].ApplyAuraName == SPELL_AURA_MOD_INCREASE_MOUNTED_FLIGHT_SPEED &&
                        spellInfo->Effects[i].CalcValue() == 310)
                    {
                        SetHas310Flyer(true);
                        return true;
                    }
            }
        }
    }

    return false;
}

void Player::RemoveSpellCooldown(uint32 spell_id, bool update /* = false */)
{ 
    m_spellCooldowns.erase(spell_id);

    if (update)
        SendClearCooldown(spell_id, this);
}

// I am not sure which one is more efficient
void Player::RemoveCategoryCooldown(uint32 cat)
{ 
    SpellCategoryStore::const_iterator i_scstore = sSpellsByCategoryStore.find(cat);
    if (i_scstore != sSpellsByCategoryStore.end())
        for (SpellCategorySet::const_iterator i_scset = i_scstore->second.begin(); i_scset != i_scstore->second.end(); ++i_scset)
            RemoveSpellCooldown(*i_scset, true);
}

void Player::RemoveArenaSpellCooldowns(bool removeActivePetCooldowns)
{ 
    // remove cooldowns on spells that have < 10 min CD
    uint32 infTime = World::GetGameTimeMS()+infinityCooldownDelayCheck;
    SpellCooldowns::iterator itr, next;
    for (itr = m_spellCooldowns.begin(); itr != m_spellCooldowns.end(); itr = next)
    {
        next = itr;
        ++next;
        SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(itr->first);
        if (!spellInfo) // xinef: impossibru...
            continue;

        if (spellInfo->HasAttribute(SPELL_ATTR4_USABLE_IN_ARENA))
            RemoveSpellCooldown(itr->first, true);
        else if (spellInfo->RecoveryTime < 10 * MINUTE * IN_MILLISECONDS && spellInfo->CategoryRecoveryTime < 10 * MINUTE * IN_MILLISECONDS && itr->second.end < infTime// xinef: dont remove active cooldowns - bugz
            && itr->second.maxduration < 10 * MINUTE * IN_MILLISECONDS) // xinef: dont clear cooldowns that have maxduration > 10 minutes (eg item cooldowns with no spell.dbc cooldown info)
            RemoveSpellCooldown(itr->first, true);
    }

    // pet cooldowns
    if (removeActivePetCooldowns)
        if (Pet* pet = GetPet())
        {
            // notify player
            for (CreatureSpellCooldowns::const_iterator itr2 = pet->m_CreatureSpellCooldowns.begin(); itr2 != pet->m_CreatureSpellCooldowns.end(); ++itr2)
                SendClearCooldown(itr2->first, pet);

            // actually clear cooldowns
            pet->m_CreatureSpellCooldowns.clear();
        }
}

void Player::RemoveAllSpellCooldown()
{ 
    uint32 infTime = World::GetGameTimeMS()+infinityCooldownDelayCheck;
    if (!m_spellCooldowns.empty())
    {
        for (SpellCooldowns::const_iterator itr = m_spellCooldowns.begin(); itr != m_spellCooldowns.end(); ++itr)
            if (itr->second.end < infTime)
                SendClearCooldown(itr->first, this);

        m_spellCooldowns.clear();
    }
}

void Player::_LoadSpellCooldowns(PreparedQueryResult result)
{ 
    // some cooldowns can be already set at aura loading...

    //QueryResult* result = CharacterDatabase.PQuery("SELECT spell, item, time FROM character_spell_cooldown WHERE guid = '%u'", GetGUIDLow());

    if (result)
    {
        time_t curTime = time(NULL);

        do
        {
            Field* fields = result->Fetch();
            uint32 spell_id = fields[0].GetUInt32();
            uint32 item_id  = fields[1].GetUInt32();
            uint32 db_time  = fields[2].GetUInt32();
            bool needSend   = fields[3].GetBool();

            if (!sSpellMgr->GetSpellInfo(spell_id))
            {
                sLog->outError("Player %u has unknown spell %u in `character_spell_cooldown`, skipping.", GetGUIDLow(), spell_id);
                continue;
            }

            // skip outdated cooldown
            if (db_time <= curTime)
                continue;

            AddSpellCooldown(spell_id, item_id, (db_time-curTime)*IN_MILLISECONDS, needSend);

            ;//sLog->outDebug(LOG_FILTER_PLAYER_LOADING, "Player (GUID: %u) spell %u, item %u cooldown loaded (%u secs).", GetGUIDLow(), spell_id, item_id, uint32(db_time-curTime));
        }
        while (result->NextRow());
    }
}

void Player::_SaveSpellCooldowns(SQLTransaction& trans, bool logout)
{ 
    PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_SPELL_COOLDOWN);
    stmt->setUInt32(0, GetGUIDLow());
    trans->Append(stmt);

    time_t curTime = time(NULL);
    uint32 curMSTime = World::GetGameTimeMS();
    uint32 infTime = curMSTime + infinityCooldownDelayCheck;

    bool first_round = true;
    std::ostringstream ss;

    // remove outdated and save active
    for (SpellCooldowns::iterator itr = m_spellCooldowns.begin(); itr != m_spellCooldowns.end();)
    {
        // Xinef: dummy cooldown for procs
        if (itr->first == uint32(-1))
        {
            ++itr;
            continue;
        }

        if (itr->second.end <= curMSTime+1000)
            m_spellCooldowns.erase(itr++);
        else if (itr->second.end <= infTime && (logout || itr->second.end > (curMSTime + 5*MINUTE*IN_MILLISECONDS)))                 // not save locked cooldowns, it will be reset or set at reload
        {
            if (first_round)
            {
                ss << "INSERT INTO character_spell_cooldown (guid, spell, item, time, needSend) VALUES ";
                first_round = false;
            }
            // next new/changed record prefix
            else
                ss << ',';

            uint64 cooldown = uint64(((itr->second.end - curMSTime) / IN_MILLISECONDS) + curTime);
            ss << '(' << GetGUIDLow() << ',' << itr->first << ',' << itr->second.itemid << ',' << cooldown << ',' << (itr->second.needSendToClient ? '1' : '0') << ')';
            ++itr;
        }
        else
            ++itr;
    }
    // if something changed execute
    if (!first_round)
        trans->Append(ss.str().c_str());
}

uint32 Player::resetTalentsCost() const
{ 
    // The first time reset costs 1 gold
    if (m_resetTalentsCost < 1*GOLD)
        return 1*GOLD;
    // then 5 gold
    else if (m_resetTalentsCost < 5*GOLD)
        return 5*GOLD;
    // After that it increases in increments of 5 gold
    else if (m_resetTalentsCost < 10*GOLD)
        return 10*GOLD;
    else
    {
        uint64 months = (sWorld->GetGameTime() - m_resetTalentsTime)/MONTH;
        if (months > 0)
        {
            // This cost will be reduced by a rate of 5 gold per month
            int32 new_cost = int32(m_resetTalentsCost - 5*GOLD*months);
            // to a minimum of 10 gold.
            return (new_cost < 10*GOLD ? 10*GOLD : new_cost);
        }
        else
        {
            // After that it increases in increments of 5 gold
            int32 new_cost = m_resetTalentsCost + 5*GOLD;
            // until it hits a cap of 50 gold.
            if (new_cost > 50*GOLD)
                new_cost = 50*GOLD;
            return new_cost;
        }
    }
}

bool Player::resetTalents(bool noResetCost)
{ 
    sScriptMgr->OnPlayerTalentsReset(this, noResetCost);

    // xinef: remove at login flag upon talents reset
    if (HasAtLoginFlag(AT_LOGIN_RESET_TALENTS))
        RemoveAtLoginFlag(AT_LOGIN_RESET_TALENTS, true);

    // xinef: get max available talent points amount
    uint32 talentPointsForLevel = CalculateTalentsPoints();

    // xinef: no talent points are used, return
    if (m_usedTalentCount == 0)
        return false;
    m_usedTalentCount = 0;

    // xinef: check if we have enough money
    uint32 resetCost = 0;
    if (!noResetCost && !sWorld->getBoolConfig(CONFIG_NO_RESET_TALENT_COST))
    {
        resetCost = resetTalentsCost();
        if (!HasEnoughMoney(resetCost))
        {
            SendBuyError(BUY_ERR_NOT_ENOUGHT_MONEY, 0, 0, 0);
            return false;
        }
    }

    RemovePet(NULL, PET_SAVE_NOT_IN_SLOT, true);

    // xinef: reset talents
    for (PlayerTalentMap::iterator iter = m_talents.begin(); iter != m_talents.end(); )
    {
        PlayerTalentMap::iterator itr = iter++;

        if (itr->second->State == PLAYERSPELL_REMOVED)
            continue;

        // xinef: talent not in current spec
        if (!(itr->second->specMask & GetActiveSpecMask()))
            continue;

        // xinef: remove talent auras
        _removeTalentAurasAndSpells(itr->first);

        // xinef: check if talent learns spell to spell book
        TalentEntry const* talentInfo = sTalentStore.LookupEntry(itr->second->talentID);
        const SpellInfo* spellInfo = sSpellMgr->GetSpellInfo(itr->first);

        bool removed = false;
        if (talentInfo->addToSpellBook)
            if (!spellInfo->HasAttribute(SPELL_ATTR0_PASSIVE) && !spellInfo->HasEffect(SPELL_EFFECT_LEARN_SPELL))
            {
                removeSpell(itr->first, GetActiveSpecMask(), false);
                removed = true;
            }

        // Xinef: send unlearn spell packet at talent remove
        if (!removed)
            SendLearnPacket(itr->first, false);

        for (uint8 i = 0; i < MAX_SPELL_EFFECTS; ++i)
            if (spellInfo->Effects[i].Effect == SPELL_EFFECT_LEARN_SPELL)
                if (sSpellMgr->IsAdditionalTalentSpell(spellInfo->Effects[i].TriggerSpell))
                    removeSpell(spellInfo->Effects[i].TriggerSpell, GetActiveSpecMask(), false);

        // xinef: remove talent modifies m_talents, move itr to map begin
        _removeTalent(itr, GetActiveSpecMask());
    }

    // xinef: remove titan grip if player had it set
    if (m_canTitanGrip)
        SetCanTitanGrip(false);
    // xinef: remove dual wield if player does not have dual wield spell (shamans)
    if (!HasSpell(674) && m_canDualWield)
        SetCanDualWield(false);

    AutoUnequipOffhandIfNeed();

    // pussywizard: removed saving to db, nothing important happens and saving only spells and talents may cause data integrity problems (eg. with skills saved to db)
    SetFreeTalentPoints(talentPointsForLevel);

    if (!noResetCost)
    {
        ModifyMoney(-(int32)resetCost);
        UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GOLD_SPENT_FOR_TALENTS, resetCost);
        UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_NUMBER_OF_TALENT_RESETS, 1);

        m_resetTalentsCost = resetCost;
        m_resetTalentsTime = time(NULL);
    }

    return true;
}

void Player::SetFreeTalentPoints(uint32 points)
{ 
    //sScriptMgr->OnPlayerFreeTalentPointsChanged(this, points);
    SetUInt32Value(PLAYER_CHARACTER_POINTS1, points);
}

Mail* Player::GetMail(uint32 id)
{ 
    for (PlayerMails::iterator itr = m_mail.begin(); itr != m_mail.end(); ++itr)
        if ((*itr)->messageID == id)
            return (*itr);

    return NULL;
}

void Player::BuildCreateUpdateBlockForPlayer(UpdateData* data, Player* target) const
{ 
    if (target == this)
    {
        for (uint8 i = 0; i < EQUIPMENT_SLOT_END; ++i)
        {
            if (m_items[i] == NULL)
                continue;

            m_items[i]->BuildCreateUpdateBlockForPlayer(data, target);
        }

        for (uint8 i = INVENTORY_SLOT_BAG_START; i < BANK_SLOT_BAG_END; ++i)
        {
            if (m_items[i] == NULL)
                continue;

            m_items[i]->BuildCreateUpdateBlockForPlayer(data, target);
        }
        for (uint8 i = KEYRING_SLOT_START; i < CURRENCYTOKEN_SLOT_END; ++i)
        {
            if (m_items[i] == NULL)
                continue;

            m_items[i]->BuildCreateUpdateBlockForPlayer(data, target);
        }
    }

    Unit::BuildCreateUpdateBlockForPlayer(data, target);
}

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

    for (uint8 i = 0; i < EQUIPMENT_SLOT_END; ++i) // xinef: previously INVENTORY_SLOT_BAG_END
    {
        if (m_items[i] == NULL)
            continue;

        m_items[i]->DestroyForPlayer(target);
    }

    if (target == this)
    {
        for (uint8 i = INVENTORY_SLOT_BAG_START; i < BANK_SLOT_BAG_END; ++i)
        {
            if (m_items[i] == NULL)
                continue;

            m_items[i]->DestroyForPlayer(target);
        }
        for (uint8 i = KEYRING_SLOT_START; i < CURRENCYTOKEN_SLOT_END; ++i)
        {
            if (m_items[i] == NULL)
                continue;

            m_items[i]->DestroyForPlayer(target);
        }
    }
}

bool Player::HasSpell(uint32 spell) const
{ 
    PlayerSpellMap::const_iterator itr = m_spells.find(spell);
    return (itr != m_spells.end() && itr->second->State != PLAYERSPELL_REMOVED && itr->second->IsInSpec(m_activeSpec));
}

bool Player::HasTalent(uint32 spell, uint8 spec) const
{ 
    PlayerTalentMap::const_iterator itr = m_talents.find(spell);
    return (itr != m_talents.end() && itr->second->State != PLAYERSPELL_REMOVED && itr->second->IsInSpec(m_activeSpec));
}

bool Player::HasActiveSpell(uint32 spell) const
{ 
    PlayerSpellMap::const_iterator itr = m_spells.find(spell);
    return (itr != m_spells.end() && itr->second->State != PLAYERSPELL_REMOVED && itr->second->Active && itr->second->IsInSpec(m_activeSpec));
}

TrainerSpellState Player::GetTrainerSpellState(TrainerSpell const* trainer_spell) const
{ 
    if (!trainer_spell)
        return TRAINER_SPELL_RED;

    bool hasSpell = true;
    for (uint8 i = 0; i < MAX_SPELL_EFFECTS; ++i)
    {
        if (!trainer_spell->learnedSpell[i])
            continue;

        if (!HasSpell(trainer_spell->learnedSpell[i]))
        {
            hasSpell = false;
            break;
        }
    }
    // known spell
    if (hasSpell)
        return TRAINER_SPELL_GRAY;

    // check skill requirement
    if (trainer_spell->reqSkill && GetBaseSkillValue(trainer_spell->reqSkill) < trainer_spell->reqSkillValue)
        return TRAINER_SPELL_RED;

    // check level requirement
    if (getLevel() < trainer_spell->reqLevel)
        return TRAINER_SPELL_RED;

    for (uint8 i = 0; i < MAX_SPELL_EFFECTS; ++i)
    {
        if (!trainer_spell->learnedSpell[i])
            continue;

        // check race/class requirement
        if (!IsSpellFitByClassAndRace(trainer_spell->learnedSpell[i]))
            return TRAINER_SPELL_RED;

        if (uint32 prevSpell = sSpellMgr->GetPrevSpellInChain(trainer_spell->learnedSpell[i]))
        {
            // check prev.rank requirement
            if (prevSpell && !HasSpell(prevSpell))
                return TRAINER_SPELL_RED;
        }

        SpellsRequiringSpellMapBounds spellsRequired = sSpellMgr->GetSpellsRequiredForSpellBounds(trainer_spell->learnedSpell[i]);
        for (SpellsRequiringSpellMap::const_iterator itr = spellsRequired.first; itr != spellsRequired.second; ++itr)
        {
            // check additional spell requirement
            if (!HasSpell(itr->second))
                return TRAINER_SPELL_RED;
        }
    }

    // check primary prof. limit
    // first rank of primary profession spell when there are no proffesions avalible is disabled
    for (uint8 i = 0; i < MAX_SPELL_EFFECTS; ++i)
    {
        if (!trainer_spell->learnedSpell[i])
            continue;
        SpellInfo const* learnedSpellInfo = sSpellMgr->GetSpellInfo(trainer_spell->learnedSpell[i]);
        if (learnedSpellInfo && learnedSpellInfo->IsPrimaryProfessionFirstRank() && (GetFreePrimaryProfessionPoints() == 0))
            return TRAINER_SPELL_GREEN_DISABLED;
    }

    return TRAINER_SPELL_GREEN;
}

/**
 * Deletes a character from the database
 *
 * The way, how the characters will be deleted is decided based on the config option.
 *
 * @param playerguid       the low-GUID from the player which should be deleted
 * @param accountId        the account id from the player
 * @param updateRealmChars when this flag is set, the amount of characters on that realm will be updated in the realmlist
 * @param deleteFinally    if this flag is set, the config option will be ignored and the character will be permanently removed from the database
 */
void Player::DeleteFromDB(uint64 playerguid, uint32 accountId, bool updateRealmChars, bool deleteFinally)
{
    // for not existed account avoid update realm
    if (accountId == 0)
        updateRealmChars = false;

    uint32 charDelete_method = sWorld->getIntConfig(CONFIG_CHARDELETE_METHOD);
    uint32 charDelete_minLvl = sWorld->getIntConfig(CONFIG_CHARDELETE_MIN_LEVEL);

    // if we want to finally delete the character or the character does not meet the level requirement,
    // we set it to mode CHAR_DELETE_REMOVE
    if (deleteFinally || Player::GetLevelFromStorage(playerguid) < charDelete_minLvl)
        charDelete_method = CHAR_DELETE_REMOVE;

    uint32 guid = GUID_LOPART(playerguid);

    // convert corpse to bones if exist (to prevent exiting Corpse in World without DB entry)
    // bones will be deleted by corpse/bones deleting thread shortly
    sObjectAccessor->ConvertCorpseForPlayer(playerguid);

    if (uint32 guildId = GetGuildIdFromStorage(guid))
        if (Guild* guild = sGuildMgr->GetGuildById(guildId))
            guild->DeleteMember(guid, false, false, true);

    // remove from arena teams
    LeaveAllArenaTeams(playerguid);

    // remove from group
    if (uint32 groupId = GetGroupIdFromStorage(guid))
        if (Group* group = sGroupMgr->GetGroupByGUID(groupId))
            RemoveFromGroup(group, playerguid);

    // Remove signs from petitions (also remove petitions if owner);
    RemovePetitionsAndSigns(playerguid, 10);

    PreparedStatement* stmt = NULL;

    switch (charDelete_method)
    {
        // Completely remove from the database
        case CHAR_DELETE_REMOVE:
        {
            SQLTransaction trans = CharacterDatabase.BeginTransaction();

            stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHAR_COD_ITEM_MAIL);
            stmt->setUInt32(0, guid);
            PreparedQueryResult resultMail = CharacterDatabase.Query(stmt);

            if (resultMail)
            {
                do
                {
                    Field* mailFields = resultMail->Fetch();

                    uint32 mail_id       = mailFields[0].GetUInt32();
                    uint8 mailType       = mailFields[1].GetUInt8();
                    uint16 mailTemplateId= mailFields[2].GetUInt16();
                    uint32 sender        = mailFields[3].GetUInt32();
                    std::string subject  = mailFields[4].GetString();
                    std::string body     = mailFields[5].GetString();
                    uint32 money         = mailFields[6].GetUInt32();
                    bool has_items       = mailFields[7].GetBool();

                    // We can return mail now
                    // So firstly delete the old one
                    stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_MAIL_BY_ID);
                    stmt->setUInt32(0, mail_id);
                    trans->Append(stmt);

                    // Mail is not from player
                    if (mailType != MAIL_NORMAL)
                    {
                        if (has_items)
                        {
                            stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_MAIL_ITEM_BY_ID);
                            stmt->setUInt32(0, mail_id);
                            trans->Append(stmt);
                        }
                        continue;
                    }

                    MailDraft draft(subject, body);
                    if (mailTemplateId)
                        draft = MailDraft(mailTemplateId, false);    // items are already included

                    if (has_items)
                    {
                        // Data needs to be at first place for Item::LoadFromDB
                        stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_MAILITEMS);
                        stmt->setUInt32(0, mail_id);
                        PreparedQueryResult resultItems = CharacterDatabase.Query(stmt);
                        if (resultItems)
                        {
                            do
                            {
                                Field* itemFields = resultItems->Fetch();
                                uint32 item_guidlow = itemFields[11].GetUInt32();
                                uint32 item_template = itemFields[12].GetUInt32();

                                ItemTemplate const* itemProto = sObjectMgr->GetItemTemplate(item_template);
                                if (!itemProto)
                                {
                                    stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_ITEM_INSTANCE);
                                    stmt->setUInt32(0, item_guidlow);
                                    trans->Append(stmt);
                                    continue;
                                }

                                Item* pItem = NewItemOrBag(itemProto);
                                if (!pItem->LoadFromDB(item_guidlow, MAKE_NEW_GUID(guid, 0, HIGHGUID_PLAYER), itemFields, item_template))
                                {
                                    pItem->FSetState(ITEM_REMOVED);
                                    pItem->SaveToDB(trans);              // it also deletes item object!
                                    continue;
                                }

                                draft.AddItem(pItem);
                            }
                            while (resultItems->NextRow());
                        }
                    }

                    stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_MAIL_ITEM_BY_ID);
                    stmt->setUInt32(0, mail_id);
                    trans->Append(stmt);

                    uint32 pl_account = sObjectMgr->GetPlayerAccountIdByGUID(MAKE_NEW_GUID(guid, 0, HIGHGUID_PLAYER));

                    draft.AddMoney(money).SendReturnToSender(pl_account, guid, sender, trans);
                }
                while (resultMail->NextRow());
            }

            // Unsummon and delete for pets in world is not required: player deleted from CLI or character list with not loaded pet.
            // NOW we can finally clear other DB data related to character
            stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHAR_PETS);
            stmt->setUInt32(0, guid);
            PreparedQueryResult resultPets = CharacterDatabase.Query(stmt);

            if (resultPets)
            {
                do
                {
                    uint32 petguidlow = (*resultPets)[0].GetUInt32();
                    Pet::DeleteFromDB(petguidlow);
                } while (resultPets->NextRow());
            }

            // Delete char from social list of online chars
            stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHAR_SOCIAL);
            stmt->setUInt32(0, guid);
            PreparedQueryResult resultFriends = CharacterDatabase.Query(stmt);

            if (resultFriends)
            {
                do
                {
                    if (Player* pFriend = ObjectAccessor::FindPlayerInOrOutOfWorld(MAKE_NEW_GUID((*resultFriends)[0].GetUInt32(), 0, HIGHGUID_PLAYER)))
                    {
                        pFriend->GetSocial()->RemoveFromSocialList(guid, false);
                        sSocialMgr->SendFriendStatus(pFriend, FRIEND_REMOVED, guid, false);
                    }
                } while (resultFriends->NextRow());
            }

            stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHARACTER);
            stmt->setUInt32(0, guid);
            trans->Append(stmt);

            stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_PLAYER_ACCOUNT_DATA);
            stmt->setUInt32(0, guid);
            trans->Append(stmt);

            stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_DECLINED_NAME);
            stmt->setUInt32(0, guid);
            trans->Append(stmt);

            stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_ACTION);
            stmt->setUInt32(0, guid);
            trans->Append(stmt);

            stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_AURA);
            stmt->setUInt32(0, guid);
            trans->Append(stmt);

            stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_GIFT);
            stmt->setUInt32(0, guid);
            trans->Append(stmt);

            stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_PLAYER_HOMEBIND);
            stmt->setUInt32(0, guid);
            trans->Append(stmt);

            stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_INSTANCE);
            stmt->setUInt32(0, guid);
            trans->Append(stmt);

            stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_INVENTORY);
            stmt->setUInt32(0, guid);
            trans->Append(stmt);

            stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_QUESTSTATUS);
            stmt->setUInt32(0, guid);
            trans->Append(stmt);

            stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_QUESTSTATUS_REWARDED);
            stmt->setUInt32(0, guid);
            trans->Append(stmt);

            stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_REPUTATION);
            stmt->setUInt32(0, guid);
            trans->Append(stmt);

            stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_SPELL);
            stmt->setUInt32(0, guid);
            trans->Append(stmt);

            stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_SPELL_COOLDOWN);
            stmt->setUInt32(0, guid);
            trans->Append(stmt);

            stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_PLAYER_GM_TICKETS);
            stmt->setUInt32(0, guid);
            trans->Append(stmt);

            stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_ITEM_INSTANCE_BY_OWNER);
            stmt->setUInt32(0, guid);
            trans->Append(stmt);

            stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_SOCIAL_BY_FRIEND);
            stmt->setUInt32(0, guid);
            trans->Append(stmt);

            stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_SOCIAL_BY_GUID);
            stmt->setUInt32(0, guid);
            trans->Append(stmt);

            stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_MAIL);
            stmt->setUInt32(0, guid);
            trans->Append(stmt);

            stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_MAIL_ITEMS);
            stmt->setUInt32(0, guid);
            trans->Append(stmt);

            stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_PET_BY_OWNER);
            stmt->setUInt32(0, guid);
            trans->Append(stmt);

            stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_PET_DECLINEDNAME_BY_OWNER);
            stmt->setUInt32(0, guid);
            trans->Append(stmt);

            stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_ACHIEVEMENTS);
            stmt->setUInt32(0, guid);
            trans->Append(stmt);

            stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_ACHIEVEMENT_PROGRESS);
            stmt->setUInt32(0, guid);
            trans->Append(stmt);

            stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_EQUIPMENTSETS);
            stmt->setUInt32(0, guid);
            trans->Append(stmt);

            stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_GUILD_EVENTLOG_BY_PLAYER);
            stmt->setUInt32(0, guid);
            stmt->setUInt32(1, guid);
            trans->Append(stmt);

            stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_GUILD_BANK_EVENTLOG_BY_PLAYER);
            stmt->setUInt32(0, guid);
            trans->Append(stmt);

            stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_PLAYER_ENTRY_POINT);
            stmt->setUInt32(0, guid);
            trans->Append(stmt);

            stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_GLYPHS);
            stmt->setUInt32(0, guid);
            trans->Append(stmt);

            stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_QUEST_STATUS_DAILY_CHAR);
            stmt->setUInt32(0, guid);
            trans->Append(stmt);

            stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_QUEST_STATUS_WEEKLY_CHAR);
            stmt->setUInt32(0, guid);
            trans->Append(stmt);

            stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_QUEST_STATUS_MONTHLY_CHAR);
            stmt->setUInt32(0, guid);
            trans->Append(stmt);

            stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_QUEST_STATUS_SEASONAL_CHAR);
            stmt->setUInt32(0, guid);
            trans->Append(stmt);

            stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_TALENT);
            stmt->setUInt32(0, guid);
            trans->Append(stmt);

            stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_SKILLS);
            stmt->setUInt32(0, guid);
            trans->Append(stmt);

            CharacterDatabase.CommitTransaction(trans);
            break;
        }
        // The character gets unlinked from the account, the name gets freed up and appears as deleted ingame
        case CHAR_DELETE_UNLINK:
        {
            stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_DELETE_INFO);

            stmt->setUInt32(0, guid);

            CharacterDatabase.Execute(stmt);
            break;
        }
        default:
            sLog->outError("Player::DeleteFromDB: Unsupported delete method: %u.", charDelete_method);
            return;
    }

    if (updateRealmChars)
        sWorld->UpdateRealmCharCount(accountId);
}

/**
 * Characters which were kept back in the database after being deleted and are now too old (see config option "CharDelete.KeepDays"), will be completely deleted.
 */
void Player::DeleteOldCharacters()
{
    uint32 keepDays = sWorld->getIntConfig(CONFIG_CHARDELETE_KEEP_DAYS);
    if (!keepDays)
        return;

    Player::DeleteOldCharacters(keepDays);
}

/**
 * Characters which were kept back in the database after being deleted and are older than the specified amount of days, will be completely deleted.
 */
void Player::DeleteOldCharacters(uint32 keepDays)
{
    sLog->outString("Player::DeleteOldChars: Deleting all characters which have been deleted %u days before...", keepDays);

    PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHAR_OLD_CHARS);
    stmt->setUInt32(0, uint32(time(NULL) - time_t(keepDays * DAY)));
    PreparedQueryResult result = CharacterDatabase.Query(stmt);

    if (result)
    {
         sLog->outString("Player::DeleteOldChars: Found " UI64FMTD " character(s) to delete", result->GetRowCount());
         do
         {
            Field* fields = result->Fetch();
            Player::DeleteFromDB(fields[0].GetUInt32(), fields[1].GetUInt32(), true, true);
         }
         while (result->NextRow());
    }
}

void Player::SetMovement(PlayerMovementType pType)
{ 
    WorldPacket data;
    switch (pType)
    {
        case MOVE_ROOT:       data.Initialize(SMSG_FORCE_MOVE_ROOT,   GetPackGUID().size()+4); break;
        case MOVE_UNROOT:     data.Initialize(SMSG_FORCE_MOVE_UNROOT, GetPackGUID().size()+4); break;
        case MOVE_WATER_WALK: data.Initialize(SMSG_MOVE_WATER_WALK,   GetPackGUID().size()+4); break;
        case MOVE_LAND_WALK:  data.Initialize(SMSG_MOVE_LAND_WALK,    GetPackGUID().size()+4); break;
        default:
            sLog->outError("Player::SetMovement: Unsupported move type (%d), data not sent to client.", pType);
            return;
    }
    data.append(GetPackGUID());
    data << uint32(0);
    GetSession()->SendPacket(&data);
}

/* Preconditions:
  - a resurrectable corpse must not be loaded for the player (only bones)
  - the player must be in world
*/
void Player::BuildPlayerRepop()
{ 
    WorldPacket data(SMSG_PRE_RESURRECT, GetPackGUID().size());
    data.append(GetPackGUID());
    GetSession()->SendPacket(&data);

    if (getRace() == RACE_NIGHTELF)
        CastSpell(this, 20584, true);
    CastSpell(this, 8326, true);

    // there must be SMSG.FORCE_RUN_SPEED_CHANGE, SMSG.FORCE_SWIM_SPEED_CHANGE, SMSG.MOVE_WATER_WALK
    // there must be SMSG.STOP_MIRROR_TIMER
    // there we must send 888 opcode

    // the player cannot have a corpse already, only bones which are not returned by GetCorpse
    if (GetCorpse())
    {
        sLog->outError("BuildPlayerRepop: player %s(%d) already has a corpse", GetName().c_str(), GetGUIDLow());
        return;
    }

    // create a corpse and place it at the player's location
    CreateCorpse();
    Corpse* corpse = GetCorpse();
    if (!corpse)
    {
        sLog->outError("Error creating corpse for Player %s [%u]", GetName().c_str(), GetGUIDLow());
        return;
    }
    GetMap()->AddToMap(corpse);

    // convert player body to ghost
    SetHealth(1);

    SetMovement(MOVE_WATER_WALK);
    if (!GetSession()->isLogingOut())
        SetMovement(MOVE_UNROOT);

    // BG - remove insignia related
    RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_SKINNABLE);

    int32 corpseReclaimDelay = CalculateCorpseReclaimDelay();

    if (corpseReclaimDelay >= 0)
        SendCorpseReclaimDelay(corpseReclaimDelay);

    // to prevent cheating
    corpse->ResetGhostTime();

    StopMirrorTimers();                                     //disable timers(bars)

    // set and clear other
    SetByteValue(UNIT_FIELD_BYTES_1, 3, UNIT_BYTE1_FLAG_ALWAYS_STAND);
}

void Player::ResurrectPlayer(float restore_percent, bool applySickness)
{ 
    WorldPacket data(SMSG_DEATH_RELEASE_LOC, 4*4);          // remove spirit healer position
    data << uint32(-1);
    data << float(0);
    data << float(0);
    data << float(0);
    GetSession()->SendPacket(&data);

    // speed change, land walk

    // remove death flag + set aura
    SetByteValue(UNIT_FIELD_BYTES_1, 3, 0x00);
    RemoveAurasDueToSpell(20584);                           // speed bonuses
    RemoveAurasDueToSpell(8326);                            // SPELL_AURA_GHOST

    if (GetSession()->IsARecruiter() || (GetSession()->GetRecruiterId() != 0))
        SetFlag(UNIT_DYNAMIC_FLAGS, UNIT_DYNFLAG_REFER_A_FRIEND);

    setDeathState(ALIVE);

    SetMovement(MOVE_LAND_WALK);
    SetMovement(MOVE_UNROOT);

    m_deathTimer = 0;

    // set health/powers (0- will be set in caller)
    if (restore_percent > 0.0f)
    {
        SetHealth(uint32(GetMaxHealth()*restore_percent));
        SetPower(POWER_MANA, uint32(GetMaxPower(POWER_MANA)*restore_percent));
        SetPower(POWER_RAGE, 0);
        SetPower(POWER_ENERGY, uint32(GetMaxPower(POWER_ENERGY)*restore_percent));
    }

    // trigger update zone for alive state zone updates
    uint32 newzone, newarea;
    GetZoneAndAreaId(newzone, newarea, true);
    UpdateZone(newzone, newarea);
    sOutdoorPvPMgr->HandlePlayerResurrects(this, newzone);

    if (Battleground* bg = GetBattleground())
        bg->HandlePlayerResurrect(this);

    // update visibility
    UpdateObjectVisibility();

    if(!applySickness)
        return;

    //Characters from level 1-10 are not affected by resurrection sickness.
    //Characters from level 11-19 will suffer from one minute of sickness
    //for each level they are above 10.
    //Characters level 20 and up suffer from ten minutes of sickness.
    int32 startLevel = sWorld->getIntConfig(CONFIG_DEATH_SICKNESS_LEVEL);

    if (int32(getLevel()) >= startLevel)
    {
        // set resurrection sickness
        CastSpell(this, 15007, true);

        // not full duration
        if (int32(getLevel()) < startLevel+9)
        {
            int32 delta = (int32(getLevel()) - startLevel + 1)*MINUTE;

            if (Aura* aur = GetAura(15007, GetGUID()))
            {
                aur->SetDuration(delta*IN_MILLISECONDS);
            }
        }
    }
}

void Player::KillPlayer()
{ 
    if (IsFlying() && !GetTransport())
        GetMotionMaster()->MoveFall();

    SetMovement(MOVE_ROOT);

    StopMirrorTimers();                                     //disable timers(bars)

    setDeathState(CORPSE);
    //SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_IN_PVP);

    SetUInt32Value(UNIT_DYNAMIC_FLAGS, UNIT_DYNFLAG_NONE);
    ApplyModFlag(PLAYER_FIELD_BYTES, PLAYER_FIELD_BYTE_RELEASE_TIMER, !sMapStore.LookupEntry(GetMapId())->Instanceable() && !HasAuraType(SPELL_AURA_PREVENT_RESURRECTION));

    // 6 minutes until repop at graveyard
    m_deathTimer = 6 * MINUTE * IN_MILLISECONDS;

    UpdateCorpseReclaimDelay();                             // dependent at use SetDeathPvP() call before kill

    int32 corpseReclaimDelay = CalculateCorpseReclaimDelay();

    if (corpseReclaimDelay >= 0)
        SendCorpseReclaimDelay(corpseReclaimDelay);

    // don't create corpse at this moment, player might be falling

    // update visibility
    //UpdateObjectVisibility(); // pussywizard: not needed
}

void Player::CreateCorpse()
{ 
    // prevent existence 2 corpse for player
    SpawnCorpseBones();

    uint32 _uf, _pb, _pb2, _cfb1, _cfb2;

    Corpse* corpse = new Corpse((m_ExtraFlags & PLAYER_EXTRA_PVP_DEATH) ? CORPSE_RESURRECTABLE_PVP : CORPSE_RESURRECTABLE_PVE);
    SetPvPDeath(false);

    if (!corpse->Create(sObjectMgr->GenerateLowGuid(HIGHGUID_CORPSE), this))
    {
        delete corpse;
        return;
    }

    _uf = GetUInt32Value(UNIT_FIELD_BYTES_0);
    _pb = GetUInt32Value(PLAYER_BYTES);
    _pb2 = GetUInt32Value(PLAYER_BYTES_2);

    uint8 race       = (uint8)(_uf);
    uint8 skin       = (uint8)(_pb);
    uint8 face       = (uint8)(_pb >> 8);
    uint8 hairstyle  = (uint8)(_pb >> 16);
    uint8 haircolor  = (uint8)(_pb >> 24);
    uint8 facialhair = (uint8)(_pb2);

    _cfb1 = ((0x00) | (race << 8) | (getGender() << 16) | (skin << 24));
    _cfb2 = ((face) | (hairstyle << 8) | (haircolor << 16) | (facialhair << 24));

    corpse->SetUInt32Value(CORPSE_FIELD_BYTES_1, _cfb1);
    corpse->SetUInt32Value(CORPSE_FIELD_BYTES_2, _cfb2);

    uint32 flags = CORPSE_FLAG_UNK2;
    if (HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_HIDE_HELM))
        flags |= CORPSE_FLAG_HIDE_HELM;
    if (HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_HIDE_CLOAK))
        flags |= CORPSE_FLAG_HIDE_CLOAK;

    // Xinef: Player can loop corpses while in BG or in WG
    if (InBattleground() && !InArena())
        flags |= CORPSE_FLAG_LOOTABLE;
    Battlefield* Bf = sBattlefieldMgr->GetBattlefieldByBattleId(BATTLEFIELD_BATTLEID_WG);
    if (Bf && Bf->IsWarTime())
        flags |= CORPSE_FLAG_LOOTABLE;   

    corpse->SetUInt32Value(CORPSE_FIELD_FLAGS, flags);

    corpse->SetUInt32Value(CORPSE_FIELD_DISPLAY_ID, GetNativeDisplayId());

    corpse->SetUInt32Value(CORPSE_FIELD_GUILD, GetGuildId());

    uint32 iDisplayID;
    uint32 iIventoryType;
    uint32 _cfi;
    for (uint8 i = 0; i < EQUIPMENT_SLOT_END; i++)
    {
        if (m_items[i])
        {
            iDisplayID = m_items[i]->GetTemplate()->DisplayInfoID;
            iIventoryType = m_items[i]->GetTemplate()->InventoryType;

            _cfi = iDisplayID | (iIventoryType << 24);
            corpse->SetUInt32Value(CORPSE_FIELD_ITEM + i, _cfi);
        }
    }

    // we do not need to save corpses for BG/arenas
    if (!GetMap()->IsBattlegroundOrArena())
        corpse->SaveToDB();

    // register for player, but not show
    sObjectAccessor->AddCorpse(corpse);
}

void Player::SpawnCorpseBones()
{ 
    if (sObjectAccessor->ConvertCorpseForPlayer(GetGUID()))
        if (!GetSession()->PlayerLogoutWithSave())          // at logout we will already store the player
        {
            // prevent loading as ghost without corpse
            SQLTransaction trans = CharacterDatabase.BeginTransaction();

            // pussywizard: update only ghost flag instead of whole character table entry! data integrity is crucial
            PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_CHAR_REMOVE_GHOST);
            stmt->setUInt32(0, GetGUIDLow());
            trans->Append(stmt);

            _SaveAuras(trans, false);

            CharacterDatabase.CommitTransaction(trans);
        }                                    
}

Corpse* Player::GetCorpse() const
{ 
    return sObjectAccessor->GetCorpseForPlayerGUID(GetGUID());
}

void Player::DurabilityLossAll(double percent, bool inventory)
{ 
    for (uint8 i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; i++)
        if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
            DurabilityLoss(pItem, percent);

    if (inventory)
    {
        // bags not have durability
        // for (int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)

        for (uint8 i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++)
            if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
                DurabilityLoss(pItem, percent);

        // keys not have durability
        //for (int i = KEYRING_SLOT_START; i < KEYRING_SLOT_END; i++)

        for (uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
            if (Bag* pBag = GetBagByPos(i))
                for (uint32 j = 0; j < pBag->GetBagSize(); j++)
                    if (Item* pItem = GetItemByPos(i, j))
                        DurabilityLoss(pItem, percent);
    }
}

void Player::DurabilityLoss(Item* item, double percent)
{ 
    if(!item)
        return;

    uint32 pMaxDurability = item ->GetUInt32Value(ITEM_FIELD_MAXDURABILITY);

    if (!pMaxDurability)
        return;

    uint32 pDurabilityLoss = uint32(pMaxDurability*percent);

    if (pDurabilityLoss < 1)
        pDurabilityLoss = 1;

    DurabilityPointsLoss(item, pDurabilityLoss);
}

void Player::DurabilityPointsLossAll(int32 points, bool inventory)
{ 
    for (uint8 i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; i++)
        if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
            DurabilityPointsLoss(pItem, points);

    if (inventory)
    {
        // bags not have durability
        // for (int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)

        for (uint8 i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++)
            if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
                DurabilityPointsLoss(pItem, points);

        // keys not have durability
        //for (int i = KEYRING_SLOT_START; i < KEYRING_SLOT_END; i++)

        for (uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
            if (Bag* pBag = (Bag*)GetItemByPos(INVENTORY_SLOT_BAG_0, i))
                for (uint32 j = 0; j < pBag->GetBagSize(); j++)
                    if (Item* pItem = GetItemByPos(i, j))
                        DurabilityPointsLoss(pItem, points);
    }
}

void Player::DurabilityPointsLoss(Item* item, int32 points)
{ 
    int32 pMaxDurability = item->GetUInt32Value(ITEM_FIELD_MAXDURABILITY);
    int32 pOldDurability = item->GetUInt32Value(ITEM_FIELD_DURABILITY);
    int32 pNewDurability = pOldDurability - points;

    if (pNewDurability < 0)
        pNewDurability = 0;
    else if (pNewDurability > pMaxDurability)
        pNewDurability = pMaxDurability;

    if (pOldDurability != pNewDurability)
    {
        // modify item stats _before_ Durability set to 0 to pass _ApplyItemMods internal check
        if (pNewDurability == 0 && pOldDurability > 0 && item->IsEquipped())
            _ApplyItemMods(item, item->GetSlot(), false);

        item->SetUInt32Value(ITEM_FIELD_DURABILITY, pNewDurability);

        // modify item stats _after_ restore durability to pass _ApplyItemMods internal check
        if (pNewDurability > 0 && pOldDurability == 0 && item->IsEquipped())
            _ApplyItemMods(item, item->GetSlot(), true);

        item->SetState(ITEM_CHANGED, this);
    }
}

void Player::DurabilityPointLossForEquipSlot(EquipmentSlots slot)
{ 
    if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, slot))
        DurabilityPointsLoss(pItem, 1);
}

uint32 Player::DurabilityRepairAll(bool cost, float discountMod, bool guildBank)
{ 
    uint32 TotalCost = 0;
    // equipped, backpack, bags itself
    for (uint8 i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; i++)
        TotalCost += DurabilityRepair(((INVENTORY_SLOT_BAG_0 << 8) | i), cost, discountMod, guildBank);

    // bank, buyback and keys not repaired

    // items in inventory bags
    for (uint8 j = INVENTORY_SLOT_BAG_START; j < INVENTORY_SLOT_BAG_END; j++)
        for (uint8 i = 0; i < MAX_BAG_SIZE; i++)
            TotalCost += DurabilityRepair(((j << 8) | i), cost, discountMod, guildBank);
    return TotalCost;
}

uint32 Player::DurabilityRepair(uint16 pos, bool cost, float discountMod, bool guildBank)
{ 
    Item* item = GetItemByPos(pos);

    uint32 TotalCost = 0;
    if (!item)
        return TotalCost;

    uint32 maxDurability = item->GetUInt32Value(ITEM_FIELD_MAXDURABILITY);
    if (!maxDurability)
        return TotalCost;

    uint32 curDurability = item->GetUInt32Value(ITEM_FIELD_DURABILITY);

    if (cost)
    {
        uint32 LostDurability = maxDurability - curDurability;
        if (LostDurability>0)
        {
            ItemTemplate const* ditemProto = item->GetTemplate();

            DurabilityCostsEntry const* dcost = sDurabilityCostsStore.LookupEntry(ditemProto->ItemLevel);
            if (!dcost)
            {
                sLog->outError("RepairDurability: Wrong item lvl %u", ditemProto->ItemLevel);
                return TotalCost;
            }

            uint32 dQualitymodEntryId = (ditemProto->Quality+1)*2;
            DurabilityQualityEntry const* dQualitymodEntry = sDurabilityQualityStore.LookupEntry(dQualitymodEntryId);
            if (!dQualitymodEntry)
            {
                sLog->outError("RepairDurability: Wrong dQualityModEntry %u", dQualitymodEntryId);
                return TotalCost;
            }

            uint32 dmultiplier = dcost->multiplier[ItemSubClassToDurabilityMultiplierId(ditemProto->Class, ditemProto->SubClass)];
            uint32 costs = uint32(LostDurability*dmultiplier*double(dQualitymodEntry->quality_mod));

            costs = uint32(costs * discountMod * sWorld->getRate(RATE_REPAIRCOST));

            if (costs == 0)                                   //fix for ITEM_QUALITY_ARTIFACT
                costs = 1;

            if (guildBank)
            {
                if (GetGuildId() == 0)
                {
                    ;//sLog->outStaticDebug("You are not member of a guild");
                    return TotalCost;
                }

                Guild* guild = sGuildMgr->GetGuildById(GetGuildId());
                if (!guild)
                    return TotalCost;

                if (!guild->HandleMemberWithdrawMoney(GetSession(), costs, true))
                    return TotalCost;

                TotalCost = costs;
            }
            else if (!HasEnoughMoney(costs))
            {
                ;//sLog->outStaticDebug("You do not have enough money");
                return TotalCost;
            }
            else
                ModifyMoney(-int32(costs));
        }
    }

    item->SetUInt32Value(ITEM_FIELD_DURABILITY, maxDurability);
    item->SetState(ITEM_CHANGED, this);

    // reapply mods for total broken and repaired item if equipped
    if (IsEquipmentPos(pos) && !curDurability)
        _ApplyItemMods(item, pos & 255, true);
    return TotalCost;
}

void Player::RepopAtGraveyard()
{ 
    // note: this can be called also when the player is alive
    // for example from WorldSession::HandleMovementOpcodes

    AreaTableEntry const* zone = GetAreaEntryByAreaID(GetAreaId());

    // Such zones are considered unreachable as a ghost and the player must be automatically revived
    // Xinef: Get Transport Check is not needed
    if ((!IsAlive() && zone && zone->flags & AREA_FLAG_NEED_FLY) /*|| GetTransport()*/ || GetPositionZ() < -500.0f)
    {
        ResurrectPlayer(0.5f);
        SpawnCorpseBones();
    }

    WorldSafeLocsEntry const* ClosestGrave = NULL;

    // Special handle for battleground maps
    if (Battleground* bg = GetBattleground())
        ClosestGrave = bg->GetClosestGraveyard(this);
    else
    {
        if (sBattlefieldMgr->GetBattlefieldToZoneId(GetZoneId()))
            ClosestGrave = sBattlefieldMgr->GetBattlefieldToZoneId(GetZoneId())->GetClosestGraveyard(this);
        else
            ClosestGrave = sObjectMgr->GetClosestGraveyard(GetPositionX(), GetPositionY(), GetPositionZ(), GetMapId(), GetTeamId());
    }

    // stop countdown until repop
    m_deathTimer = 0;

    // if no grave found, stay at the current location
    // and don't show spirit healer location
    if (ClosestGrave)
    {
        TeleportTo(ClosestGrave->map_id, ClosestGrave->x, ClosestGrave->y, ClosestGrave->z, GetOrientation());
        if (isDead())                                        // not send if alive, because it used in TeleportTo()
        {
            WorldPacket data(SMSG_DEATH_RELEASE_LOC, 4*4);  // show spirit healer position on minimap
            data << ClosestGrave->map_id;
            data << ClosestGrave->x;
            data << ClosestGrave->y;
            data << ClosestGrave->z;
            GetSession()->SendPacket(&data);
        }
    }
    else if (GetPositionZ() < -500.0f)
        TeleportTo(m_homebindMapId, m_homebindX, m_homebindY, m_homebindZ, GetOrientation());
}

bool Player::CanJoinConstantChannelInZone(ChatChannelsEntry const* channel, AreaTableEntry const* zone)
{ 
    if (channel->flags & CHANNEL_DBC_FLAG_ZONE_DEP && zone->flags & AREA_FLAG_ARENA_INSTANCE)
        return false;

    if ((channel->flags & CHANNEL_DBC_FLAG_CITY_ONLY) && (!(zone->flags & AREA_FLAG_SLAVE_CAPITAL)))
        return false;

    if ((channel->flags & CHANNEL_DBC_FLAG_GUILD_REQ) && GetGuildId())
        return false;

    return true;
}

void Player::JoinedChannel(Channel* c)
{ 
    m_channels.push_back(c);
}

void Player::LeftChannel(Channel* c)
{ 
    m_channels.remove(c);
}

void Player::CleanupChannels()
{ 
    while (!m_channels.empty())
    {
        Channel* ch = *m_channels.begin();
        m_channels.erase(m_channels.begin());               // remove from player's channel list
        ch->LeaveChannel(this, false);                     // not send to client, not remove from player's channel list
    }
}

void Player::ClearChannelWatch()
{ 
    for (JoinedChannelsList::iterator itr = m_channels.begin(); itr != m_channels.end(); ++itr)
        (*itr)->RemoveWatching(this);
}

void Player::UpdateLocalChannels(uint32 newZone)
{ 
    // pussywizard: mutex needed (tc changed opcode to THREAD UNSAFE)
    static ACE_Thread_Mutex channelsLock;
    TRINITY_GUARD(ACE_Thread_Mutex, channelsLock);

    if (GetSession()->PlayerLoading() && !IsBeingTeleportedFar())
        return;                                              // The client handles it automatically after loading, but not after teleporting

    AreaTableEntry const* current_zone = GetAreaEntryByAreaID(newZone);
    if (!current_zone)
        return;

    ChannelMgr* cMgr = ChannelMgr::forTeam(GetTeamId());
    if (!cMgr)
        return;

    std::string current_zone_name = current_zone->area_name[GetSession()->GetSessionDbcLocale()];

    for (uint32 i = 0; i < sChatChannelsStore.GetNumRows(); ++i)
    {
        if (ChatChannelsEntry const* channel = sChatChannelsStore.LookupEntry(i))
        {
            Channel* usedChannel = NULL;

            for (JoinedChannelsList::iterator itr = m_channels.begin(); itr != m_channels.end(); ++itr)
            {
                if ((*itr)->GetChannelId() == i)
                {
                    usedChannel = *itr;
                    break;
                }
            }

            Channel* removeChannel = NULL;
            Channel* joinChannel = NULL;
            bool sendRemove = true;

            if (CanJoinConstantChannelInZone(channel, current_zone))
            {
                if (!(channel->flags & CHANNEL_DBC_FLAG_GLOBAL))
                {
                    if (channel->flags & CHANNEL_DBC_FLAG_CITY_ONLY && usedChannel)
                        continue;                            // Already on the channel, as city channel names are not changing

                    char new_channel_name_buf[100];
                    char const* currentNameExt;

                    if (channel->flags & CHANNEL_DBC_FLAG_CITY_ONLY)
                        currentNameExt = sObjectMgr->GetTrinityStringForDBCLocale(LANG_CHANNEL_CITY);
                    else
                        currentNameExt = current_zone_name.c_str();

                    snprintf(new_channel_name_buf, 100, channel->pattern[m_session->GetSessionDbcLocale()], currentNameExt);

                    joinChannel = cMgr->GetJoinChannel(new_channel_name_buf, channel->ChannelID);
                    if (usedChannel)
                    {
                        if (joinChannel != usedChannel)
                        {
                            removeChannel = usedChannel;
                            sendRemove = false;              // Do not send leave channel, it already replaced at client
                        }
                        else
                            joinChannel = NULL;
                    }
                }
                else
                    joinChannel = cMgr->GetJoinChannel(channel->pattern[m_session->GetSessionDbcLocale()], channel->ChannelID);
            }
            else
                removeChannel = usedChannel;

            if (joinChannel)
                joinChannel->JoinChannel(this, "");          // Changed Channel: ... or Joined Channel: ...

            if (removeChannel)
            {
                removeChannel->LeaveChannel(this, sendRemove); // Leave old channel
                std::string name = removeChannel->GetName(); // Store name, (*i)erase in LeftChannel
                LeftChannel(removeChannel);                  // Remove from player's channel list
            }
        }
    }
}

void Player::UpdateDefense()
{ 
    if (UpdateSkill(SKILL_DEFENSE, sWorld->getIntConfig(CONFIG_SKILL_GAIN_DEFENSE)))
        UpdateDefenseBonusesMod(); // update dependent from defense skill part
}

void Player::HandleBaseModValue(BaseModGroup modGroup, BaseModType modType, float amount, bool apply)
{ 
    if (modGroup >= BASEMOD_END || modType >= MOD_END)
    {
        sLog->outError("ERROR in HandleBaseModValue(): non existed BaseModGroup of wrong BaseModType!");
        return;
    }

    switch (modType)
    {
        case FLAT_MOD:
            m_auraBaseMod[modGroup][modType] += apply ? amount : -amount;
            break;
        case PCT_MOD:
            ApplyPercentModFloatVar(m_auraBaseMod[modGroup][modType], amount, apply);
            break;
    }

    if (!CanModifyStats())
        return;

    switch (modGroup)
    {
        case CRIT_PERCENTAGE:              UpdateCritPercentage(BASE_ATTACK);                          break;
        case RANGED_CRIT_PERCENTAGE:       UpdateCritPercentage(RANGED_ATTACK);                        break;
        case OFFHAND_CRIT_PERCENTAGE:      UpdateCritPercentage(OFF_ATTACK);                           break;
        case SHIELD_BLOCK_VALUE:           UpdateShieldBlockValue();                                   break;
        default: break;
    }
}

float Player::GetBaseModValue(BaseModGroup modGroup, BaseModType modType) const
{ 
    if (modGroup >= BASEMOD_END || modType >= MOD_END)
    {
        sLog->outError("trial to access non existed BaseModGroup or wrong BaseModType!");
        return 0.0f;
    }

    if (modType == PCT_MOD && m_auraBaseMod[modGroup][PCT_MOD] <= 0.0f)
        return 0.0f;

    return m_auraBaseMod[modGroup][modType];
}

float Player::GetTotalBaseModValue(BaseModGroup modGroup) const
{ 
    if (modGroup >= BASEMOD_END)
    {
        sLog->outError("wrong BaseModGroup in GetTotalBaseModValue()!");
        return 0.0f;
    }

    if (m_auraBaseMod[modGroup][PCT_MOD] <= 0.0f)
        return 0.0f;

    return m_auraBaseMod[modGroup][FLAT_MOD] * m_auraBaseMod[modGroup][PCT_MOD];
}

uint32 Player::GetShieldBlockValue() const
{ 
    float value = (m_auraBaseMod[SHIELD_BLOCK_VALUE][FLAT_MOD] + GetStat(STAT_STRENGTH) * 0.5f - 10)*m_auraBaseMod[SHIELD_BLOCK_VALUE][PCT_MOD];

    value = (value < 0) ? 0 : value;

    return uint32(value);
}

float Player::GetMeleeCritFromAgility()
{ 
    uint8 level = getLevel();
    uint32 pclass = getClass();

    if (level > GT_MAX_LEVEL)
        level = GT_MAX_LEVEL;

    GtChanceToMeleeCritBaseEntry const* critBase  = sGtChanceToMeleeCritBaseStore.LookupEntry(pclass-1);
    GtChanceToMeleeCritEntry     const* critRatio = sGtChanceToMeleeCritStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1);
    if (critBase == NULL || critRatio == NULL)
        return 0.0f;

    float crit = critBase->base + GetStat(STAT_AGILITY)*critRatio->ratio;
    return crit*100.0f;
}

void Player::GetDodgeFromAgility(float &diminishing, float &nondiminishing)
{ 
    // Table for base dodge values
    const float dodge_base[MAX_CLASSES] =
    {
         0.036640f, // Warrior
         0.034943f, // Paladi
        -0.040873f, // Hunter
         0.020957f, // Rogue
         0.034178f, // Priest
         0.036640f, // DK
         0.021080f, // Shaman
         0.036587f, // Mage
         0.024211f, // Warlock
         0.0f,      // ??
         0.056097f  // Druid
    };
    // Crit/agility to dodge/agility coefficient multipliers; 3.2.0 increased required agility by 15%
    const float crit_to_dodge[MAX_CLASSES] =
    {
         0.85f/1.15f,    // Warrior
         1.00f/1.15f,    // Paladin
         1.11f/1.15f,    // Hunter
         2.00f/1.15f,    // Rogue
         1.00f/1.15f,    // Priest
         0.85f/1.15f,    // DK
         1.60f/1.15f,    // Shaman
         1.00f/1.15f,    // Mage
         0.97f/1.15f,    // Warlock (?)
         0.0f,           // ??
         2.00f/1.15f     // Druid
    };

    uint8 level = getLevel();
    uint32 pclass = getClass();

    if (level > GT_MAX_LEVEL)
        level = GT_MAX_LEVEL;

    // Dodge per agility is proportional to crit per agility, which is available from DBC files
    GtChanceToMeleeCritEntry  const* dodgeRatio = sGtChanceToMeleeCritStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1);
    if (dodgeRatio == NULL || pclass > MAX_CLASSES)
        return;

    // TODO: research if talents/effects that increase total agility by x% should increase non-diminishing part
    float base_agility = GetCreateStat(STAT_AGILITY) * m_auraModifiersGroup[UNIT_MOD_STAT_START + STAT_AGILITY][BASE_PCT];
    float bonus_agility = GetStat(STAT_AGILITY) - base_agility;

    // calculate diminishing (green in char screen) and non-diminishing (white) contribution
    diminishing = 100.0f * bonus_agility * dodgeRatio->ratio * crit_to_dodge[pclass-1];
    nondiminishing = 100.0f * (dodge_base[pclass-1] + base_agility * dodgeRatio->ratio * crit_to_dodge[pclass-1]);
}

float Player::GetSpellCritFromIntellect()
{ 
    uint8 level = getLevel();
    uint32 pclass = getClass();

    if (level > GT_MAX_LEVEL)
        level = GT_MAX_LEVEL;

    GtChanceToSpellCritBaseEntry const* critBase  = sGtChanceToSpellCritBaseStore.LookupEntry(pclass-1);
    GtChanceToSpellCritEntry     const* critRatio = sGtChanceToSpellCritStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1);
    if (critBase == NULL || critRatio == NULL)
        return 0.0f;

    float crit=critBase->base + GetStat(STAT_INTELLECT)*critRatio->ratio;
    return crit*100.0f;
}

float Player::GetRatingMultiplier(CombatRating cr) const
{ 
    uint8 level = getLevel();

    if (level > GT_MAX_LEVEL)
        level = GT_MAX_LEVEL;

    GtCombatRatingsEntry const* Rating = sGtCombatRatingsStore.LookupEntry(cr*GT_MAX_LEVEL+level-1);
    // gtOCTClassCombatRatingScalarStore.dbc starts with 1, CombatRating with zero, so cr+1
    GtOCTClassCombatRatingScalarEntry const* classRating = sGtOCTClassCombatRatingScalarStore.LookupEntry((getClass()-1)*GT_MAX_RATING+cr+1);
    if (!Rating || !classRating)
        return 1.0f;                                        // By default use minimum coefficient (not must be called)

    return classRating->ratio / Rating->ratio;
}

float Player::GetRatingBonusValue(CombatRating cr) const
{ 
    return float(GetUInt32Value(PLAYER_FIELD_COMBAT_RATING_1 + cr)) * GetRatingMultiplier(cr);
}

float Player::GetExpertiseDodgeOrParryReduction(WeaponAttackType attType) const
{ 
    switch (attType)
    {
        case BASE_ATTACK:
            return GetUInt32Value(PLAYER_EXPERTISE) / 4.0f;
        case OFF_ATTACK:
            return GetUInt32Value(PLAYER_OFFHAND_EXPERTISE) / 4.0f;
        default:
            break;
    }
    return 0.0f;
}

float Player::OCTRegenHPPerSpirit()
{ 
    uint8 level = getLevel();
    uint32 pclass = getClass();

    if (level > GT_MAX_LEVEL)
        level = GT_MAX_LEVEL;

    GtOCTRegenHPEntry     const* baseRatio = sGtOCTRegenHPStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1);
    GtRegenHPPerSptEntry  const* moreRatio = sGtRegenHPPerSptStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1);
    if (baseRatio == NULL || moreRatio == NULL)
        return 0.0f;

    // Formula from PaperDollFrame script
    float spirit = GetStat(STAT_SPIRIT);
    float baseSpirit = spirit;
    if (baseSpirit > 50)
        baseSpirit = 50;
    float moreSpirit = spirit - baseSpirit;
    float regen = baseSpirit * baseRatio->ratio + moreSpirit * moreRatio->ratio;
    return regen;
}

float Player::OCTRegenMPPerSpirit()
{ 
    uint8 level = getLevel();
    uint32 pclass = getClass();

    if (level > GT_MAX_LEVEL)
        level = GT_MAX_LEVEL;

//    GtOCTRegenMPEntry     const* baseRatio = sGtOCTRegenMPStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1);
    GtRegenMPPerSptEntry  const* moreRatio = sGtRegenMPPerSptStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1);
    if (moreRatio == NULL)
        return 0.0f;

    // Formula get from PaperDollFrame script
    float spirit    = GetStat(STAT_SPIRIT);
    float regen     = spirit * moreRatio->ratio;
    return regen;
}

void Player::ApplyRatingMod(CombatRating cr, int32 value, bool apply)
{
    float oldRating = m_baseRatingValue[cr];
    m_baseRatingValue[cr] += (apply ? value : -value);
    // explicit affected values
    if (cr == CR_HASTE_MELEE || cr == CR_HASTE_RANGED || cr == CR_HASTE_SPELL)
    {
        float const mult = GetRatingMultiplier(cr);
        float const oldVal = oldRating * mult;
        float const newVal = m_baseRatingValue[cr] * mult;
        switch (cr)
        {
            case CR_HASTE_MELEE:
                ApplyAttackTimePercentMod(BASE_ATTACK, oldVal, false);
                ApplyAttackTimePercentMod(OFF_ATTACK, oldVal, false);
                ApplyAttackTimePercentMod(BASE_ATTACK, newVal, true);
                ApplyAttackTimePercentMod(OFF_ATTACK, newVal, true);
                break;
            case CR_HASTE_RANGED:
                ApplyAttackTimePercentMod(RANGED_ATTACK, oldVal, false);
                ApplyAttackTimePercentMod(RANGED_ATTACK, newVal, true);
                break;
            case CR_HASTE_SPELL:
                ApplyCastTimePercentMod(oldVal, false);
                ApplyCastTimePercentMod(newVal, true);
                break;
        }
    }

    UpdateRating(cr);
}

void Player::UpdateRating(CombatRating cr)
{ 
    int32 amount = m_baseRatingValue[cr];
    // Apply bonus from SPELL_AURA_MOD_RATING_FROM_STAT
    // stat used stored in miscValueB for this aura
    AuraEffectList const& modRatingFromStat = GetAuraEffectsByType(SPELL_AURA_MOD_RATING_FROM_STAT);
    for (AuraEffectList::const_iterator i = modRatingFromStat.begin(); i != modRatingFromStat.end(); ++i)
        if ((*i)->GetMiscValue() & (1<<cr))
            amount += int32(CalculatePct(GetStat(Stats((*i)->GetMiscValueB())), (*i)->GetAmount()));
    if (amount < 0)
        amount = 0;
    SetUInt32Value(PLAYER_FIELD_COMBAT_RATING_1 + cr, uint32(amount));

    bool affectStats = CanModifyStats();

    switch (cr)
    {
        case CR_WEAPON_SKILL:                               // Implemented in Unit::RollMeleeOutcomeAgainst
        case CR_DEFENSE_SKILL:
            UpdateDefenseBonusesMod();
            break;
        case CR_DODGE:
            UpdateDodgePercentage();
            break;
        case CR_PARRY:
            UpdateParryPercentage();
            break;
        case CR_BLOCK:
            UpdateBlockPercentage();
            break;
        case CR_HIT_MELEE:
            UpdateMeleeHitChances();
            break;
        case CR_HIT_RANGED:
            UpdateRangedHitChances();
            break;
        case CR_HIT_SPELL:
            UpdateSpellHitChances();
            break;
        case CR_CRIT_MELEE:
            if (affectStats)
            {
                UpdateCritPercentage(BASE_ATTACK);
                UpdateCritPercentage(OFF_ATTACK);
            }
            break;
        case CR_CRIT_RANGED:
            if (affectStats)
                UpdateCritPercentage(RANGED_ATTACK);
            break;
        case CR_CRIT_SPELL:
            if (affectStats)
                UpdateAllSpellCritChances();
            break;
        case CR_HIT_TAKEN_MELEE:                            // Implemented in Unit::MeleeMissChanceCalc
        case CR_HIT_TAKEN_RANGED:
            break;
        case CR_HIT_TAKEN_SPELL:                            // Implemented in Unit::MagicSpellHitResult
            break;
        case CR_CRIT_TAKEN_MELEE:                           // Implemented in Unit::RollMeleeOutcomeAgainst (only for chance to crit)
        case CR_CRIT_TAKEN_RANGED:
            break;
        case CR_CRIT_TAKEN_SPELL:                           // Implemented in Unit::SpellCriticalBonus (only for chance to crit)
            break;
        case CR_HASTE_MELEE:                                // Implemented in Player::ApplyRatingMod
        case CR_HASTE_RANGED:
        case CR_HASTE_SPELL:
            break;
        case CR_WEAPON_SKILL_MAINHAND:                      // Implemented in Unit::RollMeleeOutcomeAgainst
        case CR_WEAPON_SKILL_OFFHAND:
        case CR_WEAPON_SKILL_RANGED:
            break;
        case CR_EXPERTISE:
            if (affectStats)
            {
                UpdateExpertise(BASE_ATTACK);
                UpdateExpertise(OFF_ATTACK);
            }
            break;
        case CR_ARMOR_PENETRATION:
            if (affectStats)
                UpdateArmorPenetration(amount);
            break;
    }
}

void Player::UpdateAllRatings()
{ 
    for (int cr = 0; cr < MAX_COMBAT_RATING; ++cr)
        UpdateRating(CombatRating(cr));
}

void Player::SetRegularAttackTime()
{ 
    for (uint8 i = 0; i < MAX_ATTACK; ++i)
    {
        Item* tmpitem = GetWeaponForAttack(WeaponAttackType(i), true);
        if (tmpitem && !tmpitem->IsBroken())
        {
            ItemTemplate const* proto = tmpitem->GetTemplate();
            if (proto->Delay)
                SetAttackTime(WeaponAttackType(i), proto->Delay);
        }
        else
            SetAttackTime(WeaponAttackType(i), BASE_ATTACK_TIME);  // If there is no weapon reset attack time to base (might have been changed from forms)
    }
}

//skill+step, checking for max value
bool Player::UpdateSkill(uint32 skill_id, uint32 step)
{ 
    if (!skill_id)
        return false;

    if (skill_id == SKILL_FIST_WEAPONS)
        skill_id = SKILL_UNARMED;

    SkillStatusMap::iterator itr = mSkillStatus.find(skill_id);
    if (itr == mSkillStatus.end() || itr->second.uState == SKILL_DELETED)
        return false;

    uint32 valueIndex = PLAYER_SKILL_VALUE_INDEX(itr->second.pos);
    uint32 data = GetUInt32Value(valueIndex);
    uint32 value = SKILL_VALUE(data);
    uint32 max = SKILL_MAX(data);

    if ((!max) || (!value) || (value >= max))
        return false;

    if (value < max)
    {
        uint32 new_value = value+step;
        if (new_value > max)
            new_value = max;

        SetUInt32Value(valueIndex, MAKE_SKILL_VALUE(new_value, max));
        if (itr->second.uState != SKILL_NEW)
            itr->second.uState = SKILL_CHANGED;
        UpdateSkillEnchantments(skill_id, value, new_value);
        UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL, skill_id);
        return true;
    }

    return false;
}

inline int SkillGainChance(uint32 SkillValue, uint32 GrayLevel, uint32 GreenLevel, uint32 YellowLevel)
{
    if (SkillValue >= GrayLevel)
        return sWorld->getIntConfig(CONFIG_SKILL_CHANCE_GREY)*10;
    if (SkillValue >= GreenLevel)
        return sWorld->getIntConfig(CONFIG_SKILL_CHANCE_GREEN)*10;
    if (SkillValue >= YellowLevel)
        return sWorld->getIntConfig(CONFIG_SKILL_CHANCE_YELLOW)*10;
    return sWorld->getIntConfig(CONFIG_SKILL_CHANCE_ORANGE)*10;
}

bool Player::UpdateCraftSkill(uint32 spellid)
{ 
    ;//sLog->outDebug(LOG_FILTER_PLAYER_SKILLS, "UpdateCraftSkill spellid %d", spellid);

    SkillLineAbilityMapBounds bounds = sSpellMgr->GetSkillLineAbilityMapBounds(spellid);

    for (SkillLineAbilityMap::const_iterator _spell_idx = bounds.first; _spell_idx != bounds.second; ++_spell_idx)
    {
        if (_spell_idx->second->skillId)
        {
            uint32 SkillValue = GetPureSkillValue(_spell_idx->second->skillId);

            // Alchemy Discoveries here
            SpellInfo const* spellEntry = sSpellMgr->GetSpellInfo(spellid);
            if (spellEntry && spellEntry->Mechanic == MECHANIC_DISCOVERY)
            {
                if (uint32 discoveredSpell = GetSkillDiscoverySpell(_spell_idx->second->skillId, spellid, this))
                    learnSpell(discoveredSpell);
            }

            uint32 craft_skill_gain = sWorld->getIntConfig(CONFIG_SKILL_GAIN_CRAFTING);

            return UpdateSkillPro(_spell_idx->second->skillId, SkillGainChance(SkillValue,
                _spell_idx->second->max_value,
                (_spell_idx->second->max_value + _spell_idx->second->min_value)/2,
                _spell_idx->second->min_value),
                craft_skill_gain);
        }
    }
    return false;
}

bool Player::UpdateGatherSkill(uint32 SkillId, uint32 SkillValue, uint32 RedLevel, uint32 Multiplicator)
{ 
    ;//sLog->outDebug(LOG_FILTER_PLAYER_SKILLS, "UpdateGatherSkill(SkillId %d SkillLevel %d RedLevel %d)", SkillId, SkillValue, RedLevel);

    uint32 gathering_skill_gain = sWorld->getIntConfig(CONFIG_SKILL_GAIN_GATHERING);

    // For skinning and Mining chance decrease with level. 1-74 - no decrease, 75-149 - 2 times, 225-299 - 8 times
    switch (SkillId)
    {
        case SKILL_HERBALISM:
        case SKILL_LOCKPICKING:
        case SKILL_JEWELCRAFTING:
        case SKILL_INSCRIPTION:
            return UpdateSkillPro(SkillId, SkillGainChance(SkillValue, RedLevel+100, RedLevel+50, RedLevel+25)*Multiplicator, gathering_skill_gain);
        case SKILL_SKINNING:
            if (sWorld->getIntConfig(CONFIG_SKILL_CHANCE_SKINNING_STEPS) == 0)
                return UpdateSkillPro(SkillId, SkillGainChance(SkillValue, RedLevel+100, RedLevel+50, RedLevel+25)*Multiplicator, gathering_skill_gain);
            else
                return UpdateSkillPro(SkillId, (SkillGainChance(SkillValue, RedLevel+100, RedLevel+50, RedLevel+25)*Multiplicator) >> (SkillValue/sWorld->getIntConfig(CONFIG_SKILL_CHANCE_SKINNING_STEPS)), gathering_skill_gain);
        case SKILL_MINING:
            if (sWorld->getIntConfig(CONFIG_SKILL_CHANCE_MINING_STEPS) == 0)
                return UpdateSkillPro(SkillId, SkillGainChance(SkillValue, RedLevel+100, RedLevel+50, RedLevel+25)*Multiplicator, gathering_skill_gain);
            else
                return UpdateSkillPro(SkillId, (SkillGainChance(SkillValue, RedLevel+100, RedLevel+50, RedLevel+25)*Multiplicator) >> (SkillValue/sWorld->getIntConfig(CONFIG_SKILL_CHANCE_MINING_STEPS)), gathering_skill_gain);
    }
    return false;
}

bool Player::UpdateFishingSkill()
{ 
    ;//sLog->outDebug(LOG_FILTER_PLAYER_SKILLS, "UpdateFishingSkill");

    uint32 SkillValue = GetPureSkillValue(SKILL_FISHING);

    int32 chance = SkillValue < 75 ? 100 : 2500/(SkillValue-50);

    uint32 gathering_skill_gain = sWorld->getIntConfig(CONFIG_SKILL_GAIN_GATHERING);

    return UpdateSkillPro(SKILL_FISHING, chance*10, gathering_skill_gain);
}

// levels sync. with spell requirement for skill levels to learn
// bonus abilities in sSkillLineAbilityStore
// Used only to avoid scan DBC at each skill grow
static uint32 bonusSkillLevels[] = {75, 150, 225, 300, 375, 450};
static const size_t bonusSkillLevelsSize = sizeof(bonusSkillLevels) / sizeof(uint32);

bool Player::UpdateSkillPro(uint16 SkillId, int32 Chance, uint32 step)
{ 
    ;//sLog->outDebug(LOG_FILTER_PLAYER_SKILLS, "UpdateSkillPro(SkillId %d, Chance %3.1f%%)", SkillId, Chance / 10.0f);
    if (!SkillId)
        return false;

    if (Chance <= 0)                                         // speedup in 0 chance case
    {
        ;//sLog->outDebug(LOG_FILTER_PLAYER_SKILLS, "Player::UpdateSkillPro Chance=%3.1f%% missed", Chance / 10.0f);
        return false;
    }

    SkillStatusMap::iterator itr = mSkillStatus.find(SkillId);
    if (itr == mSkillStatus.end() || itr->second.uState == SKILL_DELETED)
        return false;

    uint32 valueIndex = PLAYER_SKILL_VALUE_INDEX(itr->second.pos);

    uint32 data = GetUInt32Value(valueIndex);
    uint16 SkillValue = SKILL_VALUE(data);
    uint16 MaxValue   = SKILL_MAX(data);

    if (!MaxValue || !SkillValue || SkillValue >= MaxValue)
        return false;

    int32 Roll = irand(1, 1000);

    if (Roll <= Chance)
    {
        uint32 new_value = SkillValue+step;
        if (new_value > MaxValue)
            new_value = MaxValue;

        SetUInt32Value(valueIndex, MAKE_SKILL_VALUE(new_value, MaxValue));
        if (itr->second.uState != SKILL_NEW)
            itr->second.uState = SKILL_CHANGED;

        for (size_t i = 0; i < bonusSkillLevelsSize; ++i)
        {
            uint32 bsl = bonusSkillLevels[i];
            if (SkillValue < bsl && new_value >= bsl)
            {
                learnSkillRewardedSpells(SkillId, new_value);
                break;
            }
        }
        UpdateSkillEnchantments(SkillId, SkillValue, new_value);
        UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL, SkillId);
        ;//sLog->outDebug(LOG_FILTER_PLAYER_SKILLS, "Player::UpdateSkillPro Chance=%3.1f%% taken", Chance / 10.0f);
        return true;
    }

    ;//sLog->outDebug(LOG_FILTER_PLAYER_SKILLS, "Player::UpdateSkillPro Chance=%3.1f%% missed", Chance / 10.0f);
    return false;
}

void Player::UpdateWeaponSkill(WeaponAttackType attType)
{ 
    // no skill gain in pvp
    Unit* victim = GetVictim();
    if (victim && victim->GetTypeId() == TYPEID_PLAYER)
        return;

    if (IsInFeralForm())
        return;                                             // always maximized SKILL_FERAL_COMBAT in fact

    if (GetShapeshiftForm() == FORM_TREE)
        return;                                             // use weapon but not skill up

    if (victim && victim->GetTypeId() == TYPEID_UNIT && (victim->ToCreature()->GetCreatureTemplate()->flags_extra & CREATURE_FLAG_EXTRA_NO_SKILLGAIN))
        return;

    uint32 weapon_skill_gain = sWorld->getIntConfig(CONFIG_SKILL_GAIN_WEAPON);

    Item* tmpitem = GetWeaponForAttack(attType, true);
    if (!tmpitem && attType == BASE_ATTACK)
        UpdateSkill(SKILL_UNARMED, weapon_skill_gain);
    else if (tmpitem && tmpitem->GetTemplate()->SubClass != ITEM_SUBCLASS_WEAPON_FISHING_POLE)
        UpdateSkill(tmpitem->GetSkill(), weapon_skill_gain);

    UpdateAllCritPercentages();
}

void Player::UpdateCombatSkills(Unit* victim, WeaponAttackType attType, bool defence)
{ 
    uint8 plevel = getLevel();                              // if defense than victim == attacker
    uint8 greylevel = Trinity::XP::GetGrayLevel(plevel);
    uint8 moblevel = victim->getLevelForTarget(this);
    if (moblevel < greylevel)
        return;

    if (moblevel > plevel + 5)
        moblevel = plevel + 5;

    uint8 lvldif = moblevel - greylevel;
    if (lvldif < 3)
        lvldif = 3;

    uint32 skilldif = 5 * plevel - (defence ? GetBaseDefenseSkillValue() : GetBaseWeaponSkillValue(attType));
    if (skilldif <= 0)
        return;

    float chance = float(3 * lvldif * skilldif) / plevel;
    if (!defence)
        if (getClass() == CLASS_WARRIOR || getClass() == CLASS_ROGUE)
            chance += chance * 0.02f * GetStat(STAT_INTELLECT);

    chance = chance < 1.0f ? 1.0f : chance;                 //minimum chance to increase skill is 1%

    if (roll_chance_f(chance))
    {
        if (defence)
            UpdateDefense();
        else
            UpdateWeaponSkill(attType);
    }
    else
        return;
}

void Player::ModifySkillBonus(uint32 skillid, int32 val, bool talent)
{ 
    SkillStatusMap::const_iterator itr = mSkillStatus.find(skillid);
    if (itr == mSkillStatus.end() || itr->second.uState == SKILL_DELETED)
        return;

    uint32 bonusIndex = PLAYER_SKILL_BONUS_INDEX(itr->second.pos);

    uint32 bonus_val = GetUInt32Value(bonusIndex);
    int16 temp_bonus = SKILL_TEMP_BONUS(bonus_val);
    int16 perm_bonus = SKILL_PERM_BONUS(bonus_val);

    if (talent)                                          // permanent bonus stored in high part
        SetUInt32Value(bonusIndex, MAKE_SKILL_BONUS(temp_bonus, perm_bonus+val));
    else                                                // temporary/item bonus stored in low part
        SetUInt32Value(bonusIndex, MAKE_SKILL_BONUS(temp_bonus+val, perm_bonus));
}

void Player::UpdateSkillsForLevel()
{ 
    uint16 maxconfskill = sWorld->GetConfigMaxSkillValue();
    uint32 maxSkill = GetMaxSkillValueForLevel();

    bool alwaysMaxSkill = sWorld->getBoolConfig(CONFIG_ALWAYS_MAX_SKILL_FOR_LEVEL);

    for (SkillStatusMap::iterator itr = mSkillStatus.begin(); itr != mSkillStatus.end(); ++itr)
    {
        if (itr->second.uState == SKILL_DELETED)
            continue;

        uint32 pskill = itr->first;
        SkillLineEntry const* pSkill = sSkillLineStore.LookupEntry(pskill);
        if (!pSkill)
            continue;

        if (GetSkillRangeType(pSkill, false) != SKILL_RANGE_LEVEL)
            continue;

        uint32 valueIndex = PLAYER_SKILL_VALUE_INDEX(itr->second.pos);
        uint32 data = GetUInt32Value(valueIndex);
        uint32 max = SKILL_MAX(data);
        uint32 val = SKILL_VALUE(data);

        /// update only level dependent max skill values
        if (max != 1)
        {
            /// maximize skill always
            if (alwaysMaxSkill)
            {
                SetUInt32Value(valueIndex, MAKE_SKILL_VALUE(maxSkill, maxSkill));
                if (itr->second.uState != SKILL_NEW)
                    itr->second.uState = SKILL_CHANGED;
            }
            else if (max != maxconfskill)                    /// update max skill value if current max skill not maximized
            {
                SetUInt32Value(valueIndex, MAKE_SKILL_VALUE(val, maxSkill));
                if (itr->second.uState != SKILL_NEW)
                    itr->second.uState = SKILL_CHANGED;
            }
        }
    }
}

void Player::UpdateSkillsToMaxSkillsForLevel()
{ 
    for (SkillStatusMap::iterator itr = mSkillStatus.begin(); itr != mSkillStatus.end(); ++itr)
    {
        if (itr->second.uState == SKILL_DELETED)
            continue;

        uint32 pskill = itr->first;
        if (IsProfessionOrRidingSkill(pskill))
            continue;
        uint32 valueIndex = PLAYER_SKILL_VALUE_INDEX(itr->second.pos);
        uint32 data = GetUInt32Value(valueIndex);
        uint32 max = SKILL_MAX(data);

        if (max > 1)
        {
            SetUInt32Value(valueIndex, MAKE_SKILL_VALUE(max, max));
            if (itr->second.uState != SKILL_NEW)
                itr->second.uState = SKILL_CHANGED;
        }
        if (pskill == SKILL_DEFENSE)
            UpdateDefenseBonusesMod();
    }
}

// This functions sets a skill line value (and adds if doesn't exist yet)
// To "remove" a skill line, set it's values to zero
void Player::SetSkill(uint16 id, uint16 step, uint16 newVal, uint16 maxVal)
{ 
    if (!id)
        return;

    uint16 currVal;
    SkillStatusMap::iterator itr = mSkillStatus.find(id);

    //has skill
    if (itr != mSkillStatus.end() && itr->second.uState != SKILL_DELETED)
    {
        currVal = SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(itr->second.pos)));
        if (newVal)
        {
            // if skill value is going down, update enchantments before setting the new value
            if (newVal < currVal)
                UpdateSkillEnchantments(id, currVal, newVal);
            // update step
            SetUInt32Value(PLAYER_SKILL_INDEX(itr->second.pos), MAKE_PAIR32(id, step));
            // update value
            SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(itr->second.pos), MAKE_SKILL_VALUE(newVal, maxVal));
            if (itr->second.uState != SKILL_NEW)
                itr->second.uState = SKILL_CHANGED;
            learnSkillRewardedSpells(id, newVal);
            // if skill value is going up, update enchantments after setting the new value
            if (newVal > currVal)
                UpdateSkillEnchantments(id, currVal, newVal);
            UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL, id);
            UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILL_LEVEL, id);
        }
        else                                                //remove
        {
            //remove enchantments needing this skill
            UpdateSkillEnchantments(id, currVal, 0);
            // clear skill fields
            SetUInt32Value(PLAYER_SKILL_INDEX(itr->second.pos), 0);
            SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(itr->second.pos), 0);
            SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(itr->second.pos), 0);

            // mark as deleted or simply remove from map if not saved yet
            if (itr->second.uState != SKILL_NEW)
                itr->second.uState = SKILL_DELETED;
            else
                mSkillStatus.erase(itr);

            // remove all spells that related to this skill
            for (uint32 j = 0; j < sSkillLineAbilityStore.GetNumRows(); ++j)
                if (SkillLineAbilityEntry const* pAbility = sSkillLineAbilityStore.LookupEntry(j))
                    if (pAbility->skillId == id)
                        removeSpell(sSpellMgr->GetFirstSpellInChain(pAbility->spellId), SPEC_MASK_ALL, false);
        }
    }
    else if (newVal)                                        //add
    {
        currVal = 0;
        for (int i=0; i < PLAYER_MAX_SKILLS; ++i)
            if (!GetUInt32Value(PLAYER_SKILL_INDEX(i)))
        {
            SkillLineEntry const* pSkill = sSkillLineStore.LookupEntry(id);
            if (!pSkill)
            {
                sLog->outError("Skill not found in SkillLineStore: skill #%u", id);
                return;
            }

            SetUInt32Value(PLAYER_SKILL_INDEX(i), MAKE_PAIR32(id, step));
            SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i), MAKE_SKILL_VALUE(newVal, maxVal));
            UpdateSkillEnchantments(id, currVal, newVal);
            UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL, id);
            UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILL_LEVEL, id);

            // insert new entry or update if not deleted old entry yet
            if (itr != mSkillStatus.end())
            {
                itr->second.pos = i;
                itr->second.uState = SKILL_CHANGED;
            }
            else
                mSkillStatus.insert(SkillStatusMap::value_type(id, SkillStatusData(i, SKILL_NEW)));

            // apply skill bonuses
            SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i), 0);

            // temporary bonuses
            AuraEffectList const& mModSkill = GetAuraEffectsByType(SPELL_AURA_MOD_SKILL);
            for (AuraEffectList::const_iterator j = mModSkill.begin(); j != mModSkill.end(); ++j)
                if ((*j)->GetMiscValue() == int32(id))
                        (*j)->HandleEffect(this, AURA_EFFECT_HANDLE_SKILL, true);

            // permanent bonuses
            AuraEffectList const& mModSkillTalent = GetAuraEffectsByType(SPELL_AURA_MOD_SKILL_TALENT);
            for (AuraEffectList::const_iterator j = mModSkillTalent.begin(); j != mModSkillTalent.end(); ++j)
                if ((*j)->GetMiscValue() == int32(id))
                        (*j)->HandleEffect(this, AURA_EFFECT_HANDLE_SKILL, true);

            // Learn all spells for skill
            learnSkillRewardedSpells(id, newVal);
            return;
        }
    }
}

bool Player::HasSkill(uint32 skill) const
{ 
    if (!skill)
        return false;

    SkillStatusMap::const_iterator itr = mSkillStatus.find(skill);
    return (itr != mSkillStatus.end() && itr->second.uState != SKILL_DELETED);
}

uint16 Player::GetSkillStep(uint16 skill) const
{ 
    if (!skill)
        return 0;

    SkillStatusMap::const_iterator itr = mSkillStatus.find(skill);
    if (itr == mSkillStatus.end() || itr->second.uState == SKILL_DELETED)
        return 0;

    return PAIR32_HIPART(GetUInt32Value(PLAYER_SKILL_INDEX(itr->second.pos)));
}

uint16 Player::GetSkillValue(uint32 skill) const
{ 
    if (!skill)
        return 0;

    SkillStatusMap::const_iterator itr = mSkillStatus.find(skill);
    if (itr == mSkillStatus.end() || itr->second.uState == SKILL_DELETED)
        return 0;

    uint32 bonus = GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(itr->second.pos));

    int32 result = int32(SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(itr->second.pos))));
    result += SKILL_TEMP_BONUS(bonus);
    result += SKILL_PERM_BONUS(bonus);
    return result < 0 ? 0 : result;
}

uint16 Player::GetMaxSkillValue(uint32 skill) const
{ 
    if (!skill)
        return 0;

    SkillStatusMap::const_iterator itr = mSkillStatus.find(skill);
    if (itr == mSkillStatus.end() || itr->second.uState == SKILL_DELETED)
        return 0;

    uint32 bonus = GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(itr->second.pos));

    int32 result = int32(SKILL_MAX(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(itr->second.pos))));
    result += SKILL_TEMP_BONUS(bonus);
    result += SKILL_PERM_BONUS(bonus);
    return result < 0 ? 0 : result;
}

uint16 Player::GetPureMaxSkillValue(uint32 skill) const
{ 
    if (!skill)
        return 0;

    SkillStatusMap::const_iterator itr = mSkillStatus.find(skill);
    if (itr == mSkillStatus.end() || itr->second.uState == SKILL_DELETED)
        return 0;

    return SKILL_MAX(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(itr->second.pos)));
}

uint16 Player::GetBaseSkillValue(uint32 skill) const
{ 
    if (!skill)
        return 0;

    SkillStatusMap::const_iterator itr = mSkillStatus.find(skill);
    if (itr == mSkillStatus.end() || itr->second.uState == SKILL_DELETED)
        return 0;

    int32 result = int32(SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(itr->second.pos))));
    result += SKILL_PERM_BONUS(GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(itr->second.pos)));
    return result < 0 ? 0 : result;
}

uint16 Player::GetPureSkillValue(uint32 skill) const
{ 
    if (!skill)
        return 0;

    SkillStatusMap::const_iterator itr = mSkillStatus.find(skill);
    if (itr == mSkillStatus.end() || itr->second.uState == SKILL_DELETED)
        return 0;

    return SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(itr->second.pos)));
}

int16 Player::GetSkillPermBonusValue(uint32 skill) const
{ 
    if (!skill)
        return 0;

    SkillStatusMap::const_iterator itr = mSkillStatus.find(skill);
    if (itr == mSkillStatus.end() || itr->second.uState == SKILL_DELETED)
        return 0;

    return SKILL_PERM_BONUS(GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(itr->second.pos)));
}

int16 Player::GetSkillTempBonusValue(uint32 skill) const
{ 
    if (!skill)
        return 0;

    SkillStatusMap::const_iterator itr = mSkillStatus.find(skill);
    if (itr == mSkillStatus.end() || itr->second.uState == SKILL_DELETED)
        return 0;

    return SKILL_TEMP_BONUS(GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(itr->second.pos)));
}

void Player::SendActionButtons(uint32 state) const
{ 
    ;//sLog->outDetail("Sending Action Buttons for '%u' spec '%u'", GetGUIDLow(), m_activeSpec);

    WorldPacket data(SMSG_ACTION_BUTTONS, 1+(MAX_ACTION_BUTTONS*4));
    data << uint8(state);
    /*
        state can be 0, 1, 2
        0 - Looks to be sent when initial action buttons get sent, however on Trinity we use 1 since 0 had some difficulties
        1 - Used in any SMSG_ACTION_BUTTONS packet with button data on Trinity. Only used after spec swaps on retail.
        2 - Clears the action bars client sided. This is sent during spec swap before unlearning and before sending the new buttons
    */
    if (state != 2)
    {
        for (uint8 button = 0; button < MAX_ACTION_BUTTONS; ++button)
        {
            ActionButtonList::const_iterator itr = m_actionButtons.find(button);
            if (itr != m_actionButtons.end() && itr->second.uState != ACTIONBUTTON_DELETED)
                data << uint32(itr->second.packedData);
            else
                data << uint32(0);
        }
    }

    GetSession()->SendPacket(&data);
    ;//sLog->outDetail("Action Buttons for '%u' spec '%u' Sent", GetGUIDLow(), m_activeSpec);
}

bool Player::IsActionButtonDataValid(uint8 button, uint32 action, uint8 type)
{ 
    if (button >= MAX_ACTION_BUTTONS)
    {
        sLog->outError("Action %u not added into button %u for player %s: button must be < %u", action, button, GetName().c_str(), MAX_ACTION_BUTTONS);
        return false;
    }

    if (action >= MAX_ACTION_BUTTON_ACTION_VALUE)
    {
        sLog->outError("Action %u not added into button %u for player %s: action must be < %u", action, button, GetName().c_str(), MAX_ACTION_BUTTON_ACTION_VALUE);
        return false;
    }

    switch (type)
    {
        case ACTION_BUTTON_SPELL:
            if (!sSpellMgr->GetSpellInfo(action))
            {
                sLog->outError("Spell action %u not added into button %u for player %s: spell not exist", action, button, GetName().c_str());
                return false;
            }

            if (!HasSpell(action))
            {
                ;//sLog->outDebug(LOG_FILTER_PLAYER_LOADING, "Player::IsActionButtonDataValid Spell action %u not added into button %u for player %s: player don't known this spell", action, button, GetName().c_str());
                return false;
            }
            break;
        case ACTION_BUTTON_ITEM:
            if (!sObjectMgr->GetItemTemplate(action))
            {
                sLog->outError("Item action %u not added into button %u for player %s: item not exist", action, button, GetName().c_str());
                return false;
            }
            break;
        default:
            break;                                          // other cases not checked at this moment
    }

    return true;
}

ActionButton* Player::addActionButton(uint8 button, uint32 action, uint8 type)
{ 
    if (!IsActionButtonDataValid(button, action, type))
        return NULL;

    // it create new button (NEW state) if need or return existed
    ActionButton& ab = m_actionButtons[button];

    // set data and update to CHANGED if not NEW
    ab.SetActionAndType(action, ActionButtonType(type));

    ;//sLog->outDetail("Player '%u' Added Action '%u' (type %u) to Button '%u'", GetGUIDLow(), action, type, button);
    return &ab;
}

void Player::removeActionButton(uint8 button)
{ 
    ActionButtonList::iterator buttonItr = m_actionButtons.find(button);
    if (buttonItr == m_actionButtons.end() || buttonItr->second.uState == ACTIONBUTTON_DELETED)
        return;

    if (buttonItr->second.uState == ACTIONBUTTON_NEW)
        m_actionButtons.erase(buttonItr);                   // new and not saved
    else
        buttonItr->second.uState = ACTIONBUTTON_DELETED;    // saved, will deleted at next save

    ;//sLog->outDetail("Action Button '%u' Removed from Player '%u'", button, GetGUIDLow());
}

ActionButton const* Player::GetActionButton(uint8 button)
{ 
    ActionButtonList::iterator buttonItr = m_actionButtons.find(button);
    if (buttonItr == m_actionButtons.end() || buttonItr->second.uState == ACTIONBUTTON_DELETED)
        return NULL;

    return &buttonItr->second;
}

bool Player::UpdatePosition(float x, float y, float z, float orientation, bool teleport)
{ 
    if (!Unit::UpdatePosition(x, y, z, orientation, teleport))
        return false;

    if (GetGroup())
        SetGroupUpdateFlag(GROUP_UPDATE_FLAG_POSITION);

    if (GetTrader() && !IsWithinDistInMap(GetTrader(), INTERACTION_DISTANCE))
        GetSession()->SendCancelTrade();

    CheckAreaExploreAndOutdoor();

    return true;
}

void Player::SaveRecallPosition()
{ 
    m_recallMap = GetMapId();
    m_recallX = GetPositionX();
    m_recallY = GetPositionY();
    m_recallZ = GetPositionZ();
    m_recallO = GetOrientation();
}

// pussywizard!
void Player::SendMessageToSetInRange(WorldPacket* data, float dist, bool self, bool includeMargin, Player const* skipped_rcvr)
{ 
    if (self)
        GetSession()->SendPacket(data);

    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);
}

// pussywizard!
void Player::SendMessageToSetInRange_OwnTeam(WorldPacket* data, float dist, bool self)
{ 
    if (self)
        GetSession()->SendPacket(data);

    Trinity::MessageDistDeliverer notifier(this, data, dist, true);
    VisitNearbyWorldObject(dist, notifier);
}

void Player::SendDirectMessage(WorldPacket* data)
{
    m_session->SendPacket(data);
}

void Player::SendCinematicStart(uint32 CinematicSequenceId)
{ 
    WorldPacket data(SMSG_TRIGGER_CINEMATIC, 4);
    data << uint32(CinematicSequenceId);
    SendDirectMessage(&data);
}

void Player::SendMovieStart(uint32 MovieId)
{ 
    WorldPacket data(SMSG_TRIGGER_MOVIE, 4);
    data << uint32(MovieId);
    SendDirectMessage(&data);
}

void Player::CheckAreaExploreAndOutdoor()
{ 
    if (!IsAlive())
        return;

    if (IsInFlight())
        return;

    bool isOutdoor = IsOutdoors();
    uint32 areaFlag = GetAreaFlagByAreaID(GetAreaId());

    if (sWorld->getBoolConfig(CONFIG_VMAP_INDOOR_CHECK) && !isOutdoor)
        RemoveAurasWithAttribute(SPELL_ATTR0_OUTDOORS_ONLY);

    if (areaFlag == 0xffff)
        return;
    int offset = areaFlag / 32;

    if (offset >= PLAYER_EXPLORED_ZONES_SIZE)
    {
        ;//sLog->outError("Wrong area flag %u in map data for (X: %f Y: %f) point to field PLAYER_EXPLORED_ZONES_1 + %u ( %u must be < %u ).", areaFlag, GetPositionX(), GetPositionY(), offset, offset, PLAYER_EXPLORED_ZONES_SIZE);
        return;
    }

    uint32 val = (uint32)(1 << (areaFlag % 32));
    uint32 currFields = GetUInt32Value(PLAYER_EXPLORED_ZONES_1 + offset);

    if (!(currFields & val))
    {
        SetUInt32Value(PLAYER_EXPLORED_ZONES_1 + offset, (uint32)(currFields | val));

        UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_EXPLORE_AREA, GetAreaId());

        AreaTableEntry const* areaEntry = GetAreaEntryByAreaFlagAndMap(areaFlag, GetMapId());
        if (!areaEntry)
        {
            sLog->outError("Player %u discovered unknown area (x: %f y: %f z: %f map: %u", GetGUIDLow(), GetPositionX(), GetPositionY(), GetPositionZ(), GetMapId());
            return;
        }

        if (areaEntry->area_level > 0)
        {
            uint32 area = areaEntry->ID;
            if (getLevel() >= sWorld->getIntConfig(CONFIG_MAX_PLAYER_LEVEL))
            {
                SendExplorationExperience(area, 0);
            }
            else
            {
                int32 diff = int32(getLevel()) - areaEntry->area_level;
                uint32 XP = 0;
                if (diff < -5)
                {
                    XP = uint32(sObjectMgr->GetBaseXP(getLevel()+5)*sWorld->getRate(RATE_XP_EXPLORE));
                }
                else if (diff > 5)
                {
                    int32 exploration_percent = (100-((diff-5)*5));
                    if (exploration_percent > 100)
                        exploration_percent = 100;
                    else if (exploration_percent < 0)
                        exploration_percent = 0;

                    XP = uint32(sObjectMgr->GetBaseXP(areaEntry->area_level)*exploration_percent/100*sWorld->getRate(RATE_XP_EXPLORE));
                }
                else
                {
                    XP = uint32(sObjectMgr->GetBaseXP(areaEntry->area_level)*sWorld->getRate(RATE_XP_EXPLORE));
                }

                GiveXP(XP, NULL);
                SendExplorationExperience(area, XP);
            }
            ;//sLog->outDetail("Player %u discovered a new area: %u", GetGUIDLow(), area);
        }
    }
}

TeamId Player::TeamIdForRace(uint8 race)
{
    if (ChrRacesEntry const* rEntry = sChrRacesStore.LookupEntry(race))
    {
        switch (rEntry->TeamID)
        {
            case 1: return TEAM_HORDE;
            case 7: return TEAM_ALLIANCE;
        }
        sLog->outError("Race (%u) has wrong teamid (%u) in DBC: wrong DBC files?", uint32(race), rEntry->TeamID);
    }
    else
        sLog->outError("Race (%u) not found in DBC: wrong DBC files?", uint32(race));

    return TEAM_ALLIANCE;
}

void Player::setFactionForRace(uint8 race)
{ 
    m_team = TeamIdForRace(race);
    ChrRacesEntry const* rEntry = sChrRacesStore.LookupEntry(race);
    setFaction(rEntry ? rEntry->FactionID : 0);
}

ReputationRank Player::GetReputationRank(uint32 faction) const
{ 
    FactionEntry const* factionEntry = sFactionStore.LookupEntry(faction);
    return GetReputationMgr().GetRank(factionEntry);
}

// Calculate total reputation percent player gain with quest/creature level
int32 Player::CalculateReputationGain(ReputationSource source, uint32 creatureOrQuestLevel, int32 rep, int32 faction, bool noQuestBonus)
{ 
    float percent = 100.0f;

    float repMod = noQuestBonus ? 0.0f : float(GetTotalAuraModifier(SPELL_AURA_MOD_REPUTATION_GAIN));

    // faction specific auras only seem to apply to kills
    if (source == REPUTATION_SOURCE_KILL)
        repMod += GetTotalAuraModifierByMiscValue(SPELL_AURA_MOD_FACTION_REPUTATION_GAIN, faction);

    percent += rep > 0 ? repMod : -repMod;

    float rate;
    switch (source)
    {
        case REPUTATION_SOURCE_KILL:
            rate = sWorld->getRate(RATE_REPUTATION_LOWLEVEL_KILL);
            break;
        case REPUTATION_SOURCE_QUEST:
        case REPUTATION_SOURCE_DAILY_QUEST:
        case REPUTATION_SOURCE_WEEKLY_QUEST:
        case REPUTATION_SOURCE_MONTHLY_QUEST:
        case REPUTATION_SOURCE_REPEATABLE_QUEST:
            rate = sWorld->getRate(RATE_REPUTATION_LOWLEVEL_QUEST);
            break;
        case REPUTATION_SOURCE_SPELL:
        default:
            rate = 1.0f;
            break;
    }

    if (rate != 1.0f && creatureOrQuestLevel <= Trinity::XP::GetGrayLevel(getLevel()))
        percent *= rate;

    if (percent <= 0.0f)
        return 0;

    // Multiply result with the faction specific rate
    if (RepRewardRate const* repData = sObjectMgr->GetRepRewardRate(faction))
    {
        float repRate = 0.0f;
        switch (source)
        {
            case REPUTATION_SOURCE_KILL:
                repRate = repData->creatureRate;
                break;
            case REPUTATION_SOURCE_QUEST:
                repRate = repData->questRate;
                break;
            case REPUTATION_SOURCE_DAILY_QUEST:
                repRate = repData->questDailyRate;
                break;
            case REPUTATION_SOURCE_WEEKLY_QUEST:
                repRate = repData->questWeeklyRate;
                break;
            case REPUTATION_SOURCE_MONTHLY_QUEST:
                repRate = repData->questMonthlyRate;
                break;
            case REPUTATION_SOURCE_REPEATABLE_QUEST:
                repRate = repData->questRepeatableRate;
                break;
            case REPUTATION_SOURCE_SPELL:
                repRate = repData->spellRate;
                break;
        }

        // for custom, a rate of 0.0 will totally disable reputation gain for this faction/type
        if (repRate <= 0.0f)
            return 0;

        percent *= repRate;
    }

    if (source != REPUTATION_SOURCE_SPELL && GetsRecruitAFriendBonus(false))
        percent *= 1.0f + sWorld->getRate(RATE_REPUTATION_RECRUIT_A_FRIEND_BONUS);

    return CalculatePct(rep, percent);
}

// Calculates how many reputation points player gains in victim's enemy factions
void Player::RewardReputation(Unit* victim, float rate)
{ 
    if (!victim || victim->GetTypeId() == TYPEID_PLAYER)
        return;

    if (victim->ToCreature()->IsReputationGainDisabled())
        return;

    ReputationOnKillEntry const* Rep = sObjectMgr->GetReputationOnKilEntry(victim->ToCreature()->GetCreatureTemplate()->Entry);
    if (!Rep)
        return;

    uint32 ChampioningFaction = 0;

    if (GetChampioningFaction())
    {
        // support for: Championing - http://www.wowwiki.com/Championing
        Map const* map = GetMap();
        if (map->IsNonRaidDungeon())
            if (LFGDungeonEntry const* dungeon = GetLFGDungeon(map->GetId(), map->GetDifficulty()))
                if (dungeon->reclevel == 80)
                    ChampioningFaction = GetChampioningFaction();
    }

    TeamId teamId = GetTeamId();

    if (Rep->RepFaction1 && (!Rep->TeamDependent || teamId == TEAM_ALLIANCE))
    {
        int32 donerep1 = CalculateReputationGain(REPUTATION_SOURCE_KILL, victim->getLevel(), Rep->RepValue1, ChampioningFaction ? ChampioningFaction : Rep->RepFaction1);
        donerep1 = int32(donerep1 * rate);

        FactionEntry const* factionEntry1 = sFactionStore.LookupEntry(ChampioningFaction ? ChampioningFaction : Rep->RepFaction1);
        uint32 current_reputation_rank1 = GetReputationMgr().GetRank(factionEntry1);
        if (factionEntry1)
            GetReputationMgr().ModifyReputation(factionEntry1, donerep1, bool(current_reputation_rank1 > Rep->ReputationMaxCap1));
    }

    if (Rep->RepFaction2 && (!Rep->TeamDependent || teamId == TEAM_HORDE))
    {
        int32 donerep2 = CalculateReputationGain(REPUTATION_SOURCE_KILL, victim->getLevel(), Rep->RepValue2, ChampioningFaction ? ChampioningFaction : Rep->RepFaction2);
        donerep2 = int32(donerep2 * rate);

        FactionEntry const* factionEntry2 = sFactionStore.LookupEntry(ChampioningFaction ? ChampioningFaction : Rep->RepFaction2);
        uint32 current_reputation_rank2 = GetReputationMgr().GetRank(factionEntry2);
        if (factionEntry2)
            GetReputationMgr().ModifyReputation(factionEntry2, donerep2, bool(current_reputation_rank2 > Rep->ReputationMaxCap2));
    }
}

// Calculate how many reputation points player gain with the quest
void Player::RewardReputation(Quest const* quest)
{ 
    for (uint8 i = 0; i < QUEST_REPUTATIONS_COUNT; ++i)
    {
        if (!quest->RewardFactionId[i])
            continue;

        int32 rep = 0;
        bool noQuestBonus = false;

        if (quest->RewardFactionValueIdOverride[i])
        {
            rep = quest->RewardFactionValueIdOverride[i] / 100;
            noQuestBonus = true;
        }
        else
        {
            uint32 row = ((quest->RewardFactionValueId[i] < 0) ? 1 : 0) + 1;
            if (QuestFactionRewEntry const* questFactionRewEntry = sQuestFactionRewardStore.LookupEntry(row))
            {
                uint32 field = abs(quest->RewardFactionValueId[i]);
                rep = questFactionRewEntry->QuestRewFactionValue[field];
            }
        }

        if (!rep)
            continue;

        if (quest->IsDaily())
            rep = CalculateReputationGain(REPUTATION_SOURCE_DAILY_QUEST, GetQuestLevel(quest), rep, quest->RewardFactionId[i], noQuestBonus);
        else if (quest->IsWeekly())
            rep = CalculateReputationGain(REPUTATION_SOURCE_WEEKLY_QUEST, GetQuestLevel(quest), rep, quest->RewardFactionId[i], noQuestBonus);
        else if (quest->IsMonthly())
            rep = CalculateReputationGain(REPUTATION_SOURCE_MONTHLY_QUEST, GetQuestLevel(quest), rep, quest->RewardFactionId[i], noQuestBonus);
        else if (quest->IsRepeatable())
            rep = CalculateReputationGain(REPUTATION_SOURCE_REPEATABLE_QUEST, GetQuestLevel(quest), rep, quest->RewardFactionId[i], noQuestBonus);
        else
            rep = CalculateReputationGain(REPUTATION_SOURCE_QUEST, GetQuestLevel(quest), rep, quest->RewardFactionId[i], noQuestBonus);

        if (FactionEntry const* factionEntry = sFactionStore.LookupEntry(quest->RewardFactionId[i]))
            GetReputationMgr().ModifyReputation(factionEntry, rep);
    }
}

void Player::UpdateHonorFields()
{ 
    /// called when rewarding honor and at each save
    time_t now = time_t(time(NULL));
    time_t today = time_t(time(NULL) / DAY) * DAY;

    if (m_lastHonorUpdateTime < today)
    {
        time_t yesterday = today - DAY;

        uint16 kills_today = PAIR32_LOPART(GetUInt32Value(PLAYER_FIELD_KILLS));

        // update yesterday's contribution
        if (m_lastHonorUpdateTime >= yesterday)
        {
            SetUInt32Value(PLAYER_FIELD_YESTERDAY_CONTRIBUTION, GetUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION));

            // this is the first update today, reset today's contribution
            SetUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION, 0);
            SetUInt32Value(PLAYER_FIELD_KILLS, MAKE_PAIR32(0, kills_today));
        }
        else
        {
            // no honor/kills yesterday or today, reset
            SetUInt32Value(PLAYER_FIELD_YESTERDAY_CONTRIBUTION, 0);
            SetUInt32Value(PLAYER_FIELD_KILLS, 0);
        }
    }

    m_lastHonorUpdateTime = now;
}

///Calculate the amount of honor gained based on the victim
///and the size of the group for which the honor is divided
///An exact honor value can also be given (overriding the calcs)
bool Player::RewardHonor(Unit* uVictim, uint32 groupsize, int32 honor, bool awardXP)
{ 
    // do not reward honor in arenas, but enable onkill spellproc
    if (InArena())
    {
        if (!uVictim || uVictim == this || uVictim->GetTypeId() != TYPEID_PLAYER)
            return false;

        if (GetBgTeamId() == uVictim->ToPlayer()->GetBgTeamId())
            return false;

        return true;
    }

    // 'Inactive' this aura prevents the player from gaining honor points and battleground tokens
    if (HasAura(SPELL_AURA_PLAYER_INACTIVE))
        return false;

    // check if player has same IP
    if (uVictim && uVictim->GetTypeId() == TYPEID_PLAYER)
    {
        if (GetSession()->GetRemoteAddress() == uVictim->ToPlayer()->GetSession()->GetRemoteAddress())
            return false;
    }

    uint64 victim_guid = 0;
    uint32 victim_rank = 0;

    // need call before fields update to have chance move yesterday data to appropriate fields before today data change.
    UpdateHonorFields();

    // do not reward honor in arenas, but return true to enable onkill spellproc
    if (InArena())
        return true;

    // Promote to float for calculations
    float honor_f = (float)honor;

    if (honor_f <= 0)
    {
        if (!uVictim || uVictim == this || uVictim->HasAuraType(SPELL_AURA_NO_PVP_CREDIT))
            return false;

        victim_guid = uVictim->GetGUID();

        if (uVictim->GetTypeId() == TYPEID_PLAYER)
        {
            Player* victim = uVictim->ToPlayer();

            if (GetTeamId() == victim->GetTeamId() && !sWorld->IsFFAPvPRealm())
                return false;

            uint8 k_level = getLevel();
            uint8 k_grey = Trinity::XP::GetGrayLevel(k_level);
            uint8 v_level = victim->getLevel();

            if (v_level <= k_grey)
                return false;

            // PLAYER_CHOSEN_TITLE VALUES DESCRIPTION
            //  [0]      Just name
            //  [1..14]  Alliance honor titles and player name
            //  [15..28] Horde honor titles and player name
            //  [29..38] Other title and player name
            //  [39+]    Nothing
            uint32 victim_title = victim->GetUInt32Value(PLAYER_CHOSEN_TITLE);
                                                        // Get Killer titles, CharTitlesEntry::bit_index
            // Ranks:
            //  title[1..14]  -> rank[5..18]
            //  title[15..28] -> rank[5..18]
            //  title[other]  -> 0
            if (victim_title == 0)
                victim_guid = 0;                        // Don't show HK: <rank> message, only log.
            else if (victim_title < 15)
                victim_rank = victim_title + 4;
            else if (victim_title < 29)
                victim_rank = victim_title - 14 + 4;
            else
                victim_guid = 0;                        // Don't show HK: <rank> message, only log.

            honor_f = ceil(Trinity::Honor::hk_honor_at_level_f(k_level) * (v_level - k_grey) / (k_level - k_grey));

            // count the number of playerkills in one day
            ApplyModUInt32Value(PLAYER_FIELD_KILLS, 1, true);
            // and those in a lifetime
            ApplyModUInt32Value(PLAYER_FIELD_LIFETIME_HONORABLE_KILLS, 1, true);
            UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_EARN_HONORABLE_KILL);
            UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_HK_CLASS, victim->getClass());
            UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_HK_RACE, victim->getRace());
            UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_HONORABLE_KILL_AT_AREA, GetAreaId());
            UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_HONORABLE_KILL, 1, 0, victim);
            UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_SPECIAL_PVP_KILL, 1, 0, victim);
        }
        else
        {
            if (!uVictim->ToCreature()->IsRacialLeader())
                return false;

            honor_f = 100.0f;                               // ??? need more info
            victim_rank = 19;                               // HK: Leader
        }
    }

    if (uVictim != NULL)
    {
        if (groupsize > 1)
            honor_f /= groupsize;

        // apply honor multiplier from aura (not stacking-get highest)
        AddPct(honor_f, GetMaxPositiveAuraModifier(SPELL_AURA_MOD_HONOR_GAIN_PCT));
    }

    honor_f *= sWorld->getRate(RATE_HONOR);
    // Back to int now
    honor = int32(honor_f);
    // honor - for show honor points in log
    // victim_guid - for show victim name in log
    // victim_rank [1..4]  HK: <dishonored rank>
    // victim_rank [5..19] HK: <alliance\horde rank>
    // victim_rank [0, 20+] HK: <>
    WorldPacket data(SMSG_PVP_CREDIT, 4+8+4);
    data << honor;
    data << victim_guid;
    data << victim_rank;

    // Xinef: non quest case, quest honor obtain is send in quest reward packet
    if (uVictim || groupsize > 0)
        GetSession()->SendPacket(&data);

    // add honor points
    ModifyHonorPoints(honor);

    ApplyModUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION, honor, true);

    // Xinef: Battleground experience
    if (awardXP)
        if (Battleground* bg = GetBattleground())
        {
            bg->UpdatePlayerScore(this, SCORE_BONUS_HONOR, honor, false); //false: prevent looping
            // Xinef: Only for BG activities
            if (!uVictim)
                GiveXP(uint32(honor*(3+getLevel()*0.30f)), NULL);   
        }

    return true;
}

void Player::SetHonorPoints(uint32 value)
{ 
    if (value > sWorld->getIntConfig(CONFIG_MAX_HONOR_POINTS))
        value = sWorld->getIntConfig(CONFIG_MAX_HONOR_POINTS);
    SetUInt32Value(PLAYER_FIELD_HONOR_CURRENCY, value);
    if (value)
        AddKnownCurrency(ITEM_HONOR_POINTS_ID);
}

void Player::SetArenaPoints(uint32 value)
{ 
    if (value > sWorld->getIntConfig(CONFIG_MAX_ARENA_POINTS))
        value = sWorld->getIntConfig(CONFIG_MAX_ARENA_POINTS);
    SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY, value);
    if (value)
        AddKnownCurrency(ITEM_ARENA_POINTS_ID);
}

void Player::ModifyHonorPoints(int32 value, SQLTransaction* trans /*=NULL*/)
{ 
    int32 newValue = int32(GetHonorPoints()) + value;
    if (newValue < 0)
        newValue = 0;
    SetHonorPoints(uint32(newValue));

    if (trans && !trans->null())
    {
        PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UDP_CHAR_HONOR_POINTS);
        stmt->setUInt32(0, newValue);
        stmt->setUInt32(1, GetGUIDLow());
        (*trans)->Append(stmt);
    }
}

void Player::ModifyArenaPoints(int32 value, SQLTransaction* trans /*=NULL*/)
{ 
    int32 newValue = int32(GetArenaPoints()) + value;
    if (newValue < 0)
        newValue = 0;
    SetArenaPoints(uint32(newValue));

    if (trans && !trans->null())
    {
        PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UDP_CHAR_ARENA_POINTS);
        stmt->setUInt32(0, newValue);
        stmt->setUInt32(1, GetGUIDLow());
        (*trans)->Append(stmt);
    }
}

uint32 Player::GetGuildIdFromStorage(uint32 guid)
{
    if (GlobalPlayerData const* playerData = sWorld->GetGlobalPlayerData(guid))
        return playerData->guildId;
    return 0;
}

uint32 Player::GetGroupIdFromStorage(uint32 guid)
{
    if (GlobalPlayerData const* playerData = sWorld->GetGlobalPlayerData(guid))
        return playerData->groupId;
    return 0;
}

uint32 Player::GetArenaTeamIdFromStorage(uint32 guid, uint8 slot)
{
    if (GlobalPlayerData const* playerData = sWorld->GetGlobalPlayerData(guid))
        return playerData->arenaTeamId[slot];
    return 0;
}

uint32 Player::GetZoneIdFromDB(uint64 guid)
{
    uint32 guidLow = GUID_LOPART(guid);
    PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHAR_ZONE);
    stmt->setUInt32(0, guidLow);
    PreparedQueryResult result = CharacterDatabase.Query(stmt);

    if (!result)
        return 0;
    Field* fields = result->Fetch();
    uint32 zone = fields[0].GetUInt16();

    if (!zone)
    {
        // stored zone is zero, use generic and slow zone detection
        stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHAR_POSITION_XYZ);
        stmt->setUInt32(0, guidLow);
        PreparedQueryResult result = CharacterDatabase.Query(stmt);

        if (!result)
            return 0;
        fields = result->Fetch();
        uint32 map = fields[0].GetUInt16();
        float posx = fields[1].GetFloat();
        float posy = fields[2].GetFloat();
        float posz = fields[3].GetFloat();

        if (!sMapStore.LookupEntry(map))
            return 0;

        zone = sMapMgr->GetZoneId(map, posx, posy, posz);

        if (zone > 0)
        {
            stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_ZONE);

            stmt->setUInt16(0, uint16(zone));
            stmt->setUInt32(1, guidLow);

            CharacterDatabase.Execute(stmt);
        }
    }

    return zone;
}

uint32 Player::GetLevelFromStorage(uint64 guid)
{
    // xinef: Get data from global storage
    if (GlobalPlayerData const* playerData = sWorld->GetGlobalPlayerData(GUID_LOPART(guid)))
        return playerData->level;

    return 0;
}

void Player::UpdateArea(uint32 newArea)
{ 
    // pussywizard: inform instance, needed for Icecrown Citadel
    if (InstanceScript* instance = GetInstanceScript())
        instance->OnPlayerAreaUpdate(this, m_areaUpdateId, newArea);

    // FFA_PVP flags are area and not zone id dependent
    // so apply them accordingly
    m_areaUpdateId = newArea;

    AreaTableEntry const* area = GetAreaEntryByAreaID(newArea);
    bool oldFFAPvPArea = pvpInfo.IsInFFAPvPArea;
    pvpInfo.IsInFFAPvPArea = area && (area->flags & AREA_FLAG_ARENA);
    UpdatePvPState(true);

    // xinef: check if we were in ffa arena and we left
    if (oldFFAPvPArea && !pvpInfo.IsInFFAPvPArea)
    {
        // xinef: iterate attackers
        AttackerSet toRemove;
        AttackerSet const& attackers = getAttackers();
        for (AttackerSet::const_iterator itr = attackers.begin(); itr != attackers.end(); ++itr)
            if (!(*itr)->IsValidAttackTarget(this))
                toRemove.insert(*itr);
        
        for (AttackerSet::const_iterator itr = toRemove.begin(); itr != toRemove.end(); ++itr)
            (*itr)->AttackStop();

        // xinef: remove our own victim
        if (Unit* victim = GetVictim())
            if (!IsValidAttackTarget(victim))
                AttackStop();
    }

    UpdateAreaDependentAuras(newArea);

    pvpInfo.IsInNoPvPArea = false;
    if (!area)
    {
        RemoveByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_SANCTUARY);
        RemoveRestState();
        return;
    }

    // Xinef: area should inherit zone flags
    AreaTableEntry const* zone = GetAreaEntryByAreaID(area->zone);
    uint32 areaFlags = area->flags;
    bool isSanctuary = area->IsSanctuary();
    bool isInn = area->IsInn(GetTeamId());
    if (zone)
    {
        areaFlags |= zone->flags;
        isSanctuary |= zone->IsSanctuary();
        isInn |= zone->IsInn(GetTeamId());
    }

    // previously this was in UpdateZone (but after UpdateArea) so nothing will break
    if (isSanctuary)    // in sanctuary
    {
        SetByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_SANCTUARY);
        pvpInfo.IsInNoPvPArea = true;
        CombatStopWithPets();
    }
    else
        RemoveByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_SANCTUARY);

    if (isInn)
    {
        SetRestState(0);
        if (sWorld->IsFFAPvPRealm())
            RemoveByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP);
    }
    else if (!(areaFlags & AREA_FLAG_CAPITAL))
    {
        AreaTriggerEntry const* atEntry = sAreaTriggerStore.LookupEntry(GetInnTriggerId());
        if (!atEntry || !IsInAreaTriggerRadius(atEntry))
            RemoveRestState();
    }
}

uint32 Player::GetZoneId(bool forceRecalc) const
{
    if (forceRecalc)
        *(const_cast<uint32*>(&m_last_zone_id)) = WorldObject::GetZoneId();

    return m_last_zone_id;
}

uint32 Player::GetAreaId(bool forceRecalc) const
{
    if (forceRecalc)
        *(const_cast<uint32*>(&m_last_area_id)) = WorldObject::GetAreaId();

    return m_last_area_id;
}

void Player::GetZoneAndAreaId(uint32& zoneid, uint32& areaid, bool forceRecalc) const
{
    if (forceRecalc)
    {
        WorldObject::GetZoneAndAreaId(zoneid, areaid);
        *(const_cast<uint32*>(&m_last_zone_id)) = zoneid;
        *(const_cast<uint32*>(&m_last_area_id)) = areaid;
        return;
    }

    zoneid = m_last_zone_id;
    areaid = m_last_area_id;
}

void Player::UpdateZone(uint32 newZone, uint32 newArea)
{ 
    if (m_zoneUpdateId != newZone)
    {
        sOutdoorPvPMgr->HandlePlayerLeaveZone(this, m_zoneUpdateId);
        sOutdoorPvPMgr->HandlePlayerEnterZone(this, newZone);
        sBattlefieldMgr->HandlePlayerLeaveZone(this, m_zoneUpdateId);
        sBattlefieldMgr->HandlePlayerEnterZone(this, newZone);
        SendInitWorldStates(newZone, newArea);              // only if really enters to new zone, not just area change, works strange...
        if (Guild* guild = GetGuild())
            guild->UpdateMemberData(this, GUILD_MEMBER_DATA_ZONEID, newZone);
    }

    // group update
    if (GetGroup())
        SetGroupUpdateFlag(GROUP_UPDATE_FULL);

    m_zoneUpdateId    = newZone;
    m_zoneUpdateTimer = ZONE_UPDATE_INTERVAL;

    // zone changed, so area changed as well, update it
    UpdateArea(newArea);

    AreaTableEntry const* zone = GetAreaEntryByAreaID(newZone);
    if (!zone)
        return;

    if (sWorld->getBoolConfig(CONFIG_WEATHER))
    {
        if (Weather* weather = WeatherMgr::FindWeather(zone->ID))
            weather->SendWeatherUpdateToPlayer(this);
        else if (!WeatherMgr::AddWeather(zone->ID))
            // send fine weather packet to remove old zone's weather
            WeatherMgr::SendFineWeatherUpdateToPlayer(this);
    }

    sScriptMgr->OnPlayerUpdateZone(this, newZone, newArea);

    // in PvP, any not controlled zone (except zone->team == 6, default case)
    // in PvE, only opposition team capital
    switch (zone->team)
    {
        case AREATEAM_ALLY:
            pvpInfo.IsInHostileArea = GetTeamId() != TEAM_ALLIANCE && (sWorld->IsPvPRealm() || zone->flags & AREA_FLAG_CAPITAL);
            break;
        case AREATEAM_HORDE:
            pvpInfo.IsInHostileArea = GetTeamId() != TEAM_HORDE && (sWorld->IsPvPRealm() || zone->flags & AREA_FLAG_CAPITAL);
            break;
        case AREATEAM_NONE:
            // overwrite for battlegrounds, maybe batter some zone flags but current known not 100% fit to this
            pvpInfo.IsInHostileArea = sWorld->IsPvPRealm() || InBattleground() || zone->flags & AREA_FLAG_WINTERGRASP;
            break;
        default:                                            // 6 in fact
            pvpInfo.IsInHostileArea = false;
            break;
    }

    // Treat players having a quest flagging for PvP as always in hostile area
    pvpInfo.IsHostile = pvpInfo.IsInHostileArea || HasPvPForcingQuest();

    if (zone->flags & AREA_FLAG_CAPITAL)                     // Is in a capital city
    {
        if (!pvpInfo.IsHostile || zone->IsSanctuary())
            SetRestState(0);

        pvpInfo.IsInNoPvPArea = true;
    }

    UpdatePvPState();

    // remove items with area/map limitations (delete only for alive player to allow back in ghost mode)
    // if player resurrected at teleport this will be applied in resurrect code
    if (IsAlive())
        DestroyZoneLimitedItem(true, newZone);

    // check some item equip limitations (in result lost CanTitanGrip at talent reset, for example)
    AutoUnequipOffhandIfNeed();

    // recent client version not send leave/join channel packets for built-in local channels
    UpdateLocalChannels(newZone);

    UpdateZoneDependentAuras(newZone);
}

//If players are too far away from the duel flag... they lose the duel
void Player::CheckDuelDistance(time_t currTime)
{ 
    if (!duel)
        return;

    uint64 duelFlagGUID = GetUInt64Value(PLAYER_DUEL_ARBITER);
    GameObject* obj = GetMap()->GetGameObject(duelFlagGUID);
    if (!obj)
        return;

    if (duel->outOfBound == 0)
    {
        if (!IsWithinDistInMap(obj, 50))
        {
            duel->outOfBound = currTime;

            WorldPacket data(SMSG_DUEL_OUTOFBOUNDS, 0);
            GetSession()->SendPacket(&data);
        }
    }
    else
    {
        if (IsWithinDistInMap(obj, 40))
        {
            duel->outOfBound = 0;

            WorldPacket data(SMSG_DUEL_INBOUNDS, 0);
            GetSession()->SendPacket(&data);
        }
        else if (currTime >= (duel->outOfBound+10))
            DuelComplete(DUEL_FLED);
    }
}

bool Player::IsOutdoorPvPActive()
{ 
    return IsAlive() && !HasInvisibilityAura() && !HasStealthAura() && IsPvP() && !HasUnitMovementFlag(MOVEMENTFLAG_FLYING) && !IsInFlight();
}

void Player::DuelComplete(DuelCompleteType type)
{ 
    // duel not requested
    if (!duel)
        return;

    ;//sLog->outDebug(LOG_FILTER_UNITS, "Duel Complete %s %s", GetName().c_str(), duel->opponent->GetName().c_str());

    WorldPacket data(SMSG_DUEL_COMPLETE, (1));
    data << (uint8)((type != DUEL_INTERRUPTED) ? 1 : 0);
    GetSession()->SendPacket(&data);

    duel->opponent->GetSession()->SendPacket(&data);

    if (type != DUEL_INTERRUPTED)
    {
        data.Initialize(SMSG_DUEL_WINNER, (1+20));          // we guess size
        data << uint8(type == DUEL_WON ? 0 : 1);            // 0 = just won; 1 = fled
        data << duel->opponent->GetName();
        data << GetName();
        SendMessageToSet(&data, true);
    }

    sScriptMgr->OnPlayerDuelEnd(duel->opponent, this, type);

    switch (type)
    {
        case DUEL_FLED:
            // if initiator and opponent are on the same team
            // or initiator and opponent are not PvP enabled, forcibly stop attacking
            if (duel->initiator->GetTeamId() == duel->opponent->GetTeamId())
            {
                duel->initiator->AttackStop();
                duel->opponent->AttackStop();
            }
            else
            {
                if (!duel->initiator->IsPvP())
                    duel->initiator->AttackStop();
                if (!duel->opponent->IsPvP())
                    duel->opponent->AttackStop();
            }
            break;
        case DUEL_WON:
            UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LOSE_DUEL, 1);
            duel->opponent->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_WIN_DUEL, 1);

            // Credit for quest Death's Challenge
            if (getClass() == CLASS_DEATH_KNIGHT && duel->opponent->GetQuestStatus(12733) == QUEST_STATUS_INCOMPLETE)
                duel->opponent->CastSpell(duel->opponent, 52994, true);

            // Honor points after duel (the winner) - ImpConfig
            if (uint32 amount = sWorld->getIntConfig(CONFIG_HONOR_AFTER_DUEL))
                duel->opponent->RewardHonor(NULL, 1, amount);
                
            break;
        default:
            break;
    }

    // Victory emote spell
    if (type != DUEL_INTERRUPTED && duel->opponent)
        duel->opponent->CastSpell(duel->opponent, 52852, true);

    //Remove Duel Flag object
    GameObject* obj = GetMap()->GetGameObject(GetUInt64Value(PLAYER_DUEL_ARBITER));
    if (obj)
        duel->initiator->RemoveGameObject(obj, true);

    /* remove auras */
    AuraApplicationMap &itsAuras = duel->opponent->GetAppliedAuras();
    for (AuraApplicationMap::iterator i = itsAuras.begin(); i != itsAuras.end();)
    {
        Aura const* aura = i->second->GetBase();
        if (!i->second->IsPositive() && aura->GetCasterGUID() == GetGUID() && aura->GetApplyTime() >= duel->startTime)
            duel->opponent->RemoveAura(i);
        else
            ++i;
    }

    AuraApplicationMap &myAuras = GetAppliedAuras();
    for (AuraApplicationMap::iterator i = myAuras.begin(); i != myAuras.end();)
    {
        Aura const* aura = i->second->GetBase();
        if (!i->second->IsPositive() && aura->GetCasterGUID() == duel->opponent->GetGUID() && aura->GetApplyTime() >= duel->startTime)
            RemoveAura(i);
        else
            ++i;
    }

    // cleanup combo points
    if (GetComboTarget() == duel->opponent->GetGUID())
        ClearComboPoints();
    else if (GetComboTarget() == duel->opponent->GetPetGUID())
        ClearComboPoints();

    if (duel->opponent->GetComboTarget() == GetGUID())
        duel->opponent->ClearComboPoints();
    else if (duel->opponent->GetComboTarget() == GetPetGUID())
        duel->opponent->ClearComboPoints();

    //cleanups
    SetUInt64Value(PLAYER_DUEL_ARBITER, 0);
    SetUInt32Value(PLAYER_DUEL_TEAM, 0);
    duel->opponent->SetUInt64Value(PLAYER_DUEL_ARBITER, 0);
    duel->opponent->SetUInt32Value(PLAYER_DUEL_TEAM, 0);

    delete duel->opponent->duel;
    duel->opponent->duel = NULL;
    delete duel;
    duel = NULL;
}

//---------------------------------------------------------//

void Player::_ApplyItemMods(Item* item, uint8 slot, bool apply)
{ 
    if (slot >= INVENTORY_SLOT_BAG_END || !item)
        return;

    ItemTemplate const* proto = item->GetTemplate();

    if (!proto)
        return;

    // not apply/remove mods for broken item
    if (item->IsBroken())
        return;

    ;//sLog->outDetail("applying mods for item %u ", item->GetGUIDLow());

    uint8 attacktype = Player::GetAttackBySlot(slot);

    if (proto->Socket[0].Color)                              //only (un)equipping of items with sockets can influence metagems, so no need to waste time with normal items
        CorrectMetaGemEnchants(slot, apply);

    if (attacktype < MAX_ATTACK)
        _ApplyWeaponDependentAuraMods(item, WeaponAttackType(attacktype), apply);

    _ApplyItemBonuses(proto, slot, apply);

    if (slot == EQUIPMENT_SLOT_RANGED)
        _ApplyAmmoBonuses();

    ApplyItemEquipSpell(item, apply);
    ApplyEnchantment(item, apply);

    ;//sLog->outDebug(LOG_FILTER_PLAYER_ITEMS, "_ApplyItemMods complete.");
}

void Player::_ApplyItemBonuses(ItemTemplate const* proto, uint8 slot, bool apply, bool only_level_scale /*= false*/)
{ 
    if (slot >= INVENTORY_SLOT_BAG_END || !proto)
        return;

    ScalingStatDistributionEntry const* ssd = proto->ScalingStatDistribution ? sScalingStatDistributionStore.LookupEntry(proto->ScalingStatDistribution) : NULL;
    if (only_level_scale && !ssd)
        return;

    // req. check at equip, but allow use for extended range if range limit max level, set proper level
    uint32 ssd_level = getLevel();
    if (ssd && ssd_level > ssd->MaxLevel)
        ssd_level = ssd->MaxLevel;

    ScalingStatValuesEntry const* ssv = proto->ScalingStatValue ? sScalingStatValuesStore.LookupEntry(ssd_level) : NULL;
    if (only_level_scale && !ssv)
        return;

    for (uint8 i = 0; i < MAX_ITEM_PROTO_STATS; ++i)
    {
        uint32 statType = 0;
        int32  val = 0;
        // If set ScalingStatDistribution need get stats and values from it
        if (ssd && ssv)
        {
            if (ssd->StatMod[i] < 0)
                continue;
            statType = ssd->StatMod[i];
            val = (ssv->getssdMultiplier(proto->ScalingStatValue) * ssd->Modifier[i]) / 10000;
        }
        else
        {
            if (i >= proto->StatsCount)
                continue;
            statType = proto->ItemStat[i].ItemStatType;
            val = proto->ItemStat[i].ItemStatValue;
        }

        if (val == 0)
            continue;

        switch (statType)
        {
            case ITEM_MOD_MANA:
                HandleStatModifier(UNIT_MOD_MANA, BASE_VALUE, float(val), apply);
                break;
            case ITEM_MOD_HEALTH:                           // modify HP
                HandleStatModifier(UNIT_MOD_HEALTH, BASE_VALUE, float(val), apply);
                break;
            case ITEM_MOD_AGILITY:                          // modify agility
                HandleStatModifier(UNIT_MOD_STAT_AGILITY, BASE_VALUE, float(val), apply);
                ApplyStatBuffMod(STAT_AGILITY, float(val), apply);
                break;
            case ITEM_MOD_STRENGTH:                         //modify strength
                HandleStatModifier(UNIT_MOD_STAT_STRENGTH, BASE_VALUE, float(val), apply);
                ApplyStatBuffMod(STAT_STRENGTH, float(val), apply);
                break;
            case ITEM_MOD_INTELLECT:                        //modify intellect
                HandleStatModifier(UNIT_MOD_STAT_INTELLECT, BASE_VALUE, float(val), apply);
                ApplyStatBuffMod(STAT_INTELLECT, float(val), apply);
                break;
            case ITEM_MOD_SPIRIT:                           //modify spirit
                HandleStatModifier(UNIT_MOD_STAT_SPIRIT, BASE_VALUE, float(val), apply);
                ApplyStatBuffMod(STAT_SPIRIT, float(val), apply);
                break;
            case ITEM_MOD_STAMINA:                          //modify stamina
                HandleStatModifier(UNIT_MOD_STAT_STAMINA, BASE_VALUE, float(val), apply);
                ApplyStatBuffMod(STAT_STAMINA, float(val), apply);
                break;
            case ITEM_MOD_DEFENSE_SKILL_RATING:
                ApplyRatingMod(CR_DEFENSE_SKILL, int32(val), apply);
                break;
            case ITEM_MOD_DODGE_RATING:
                ApplyRatingMod(CR_DODGE, int32(val), apply);
                break;
            case ITEM_MOD_PARRY_RATING:
                ApplyRatingMod(CR_PARRY, int32(val), apply);
                break;
            case ITEM_MOD_BLOCK_RATING:
                ApplyRatingMod(CR_BLOCK, int32(val), apply);
                break;
            case ITEM_MOD_HIT_MELEE_RATING:
                ApplyRatingMod(CR_HIT_MELEE, int32(val), apply);
                break;
            case ITEM_MOD_HIT_RANGED_RATING:
                ApplyRatingMod(CR_HIT_RANGED, int32(val), apply);
                break;
            case ITEM_MOD_HIT_SPELL_RATING:
                ApplyRatingMod(CR_HIT_SPELL, int32(val), apply);
                break;
            case ITEM_MOD_CRIT_MELEE_RATING:
                ApplyRatingMod(CR_CRIT_MELEE, int32(val), apply);
                break;
            case ITEM_MOD_CRIT_RANGED_RATING:
                ApplyRatingMod(CR_CRIT_RANGED, int32(val), apply);
                break;
            case ITEM_MOD_CRIT_SPELL_RATING:
                ApplyRatingMod(CR_CRIT_SPELL, int32(val), apply);
                break;
            case ITEM_MOD_HIT_TAKEN_MELEE_RATING:
                ApplyRatingMod(CR_HIT_TAKEN_MELEE, int32(val), apply);
                break;
            case ITEM_MOD_HIT_TAKEN_RANGED_RATING:
                ApplyRatingMod(CR_HIT_TAKEN_RANGED, int32(val), apply);
                break;
            case ITEM_MOD_HIT_TAKEN_SPELL_RATING:
                ApplyRatingMod(CR_HIT_TAKEN_SPELL, int32(val), apply);
                break;
            case ITEM_MOD_CRIT_TAKEN_MELEE_RATING:
                ApplyRatingMod(CR_CRIT_TAKEN_MELEE, int32(val), apply);
                break;
            case ITEM_MOD_CRIT_TAKEN_RANGED_RATING:
                ApplyRatingMod(CR_CRIT_TAKEN_RANGED, int32(val), apply);
                break;
            case ITEM_MOD_CRIT_TAKEN_SPELL_RATING:
                ApplyRatingMod(CR_CRIT_TAKEN_SPELL, int32(val), apply);
                break;
            case ITEM_MOD_HASTE_MELEE_RATING:
                ApplyRatingMod(CR_HASTE_MELEE, int32(val), apply);
                break;
            case ITEM_MOD_HASTE_RANGED_RATING:
                ApplyRatingMod(CR_HASTE_RANGED, int32(val), apply);
                break;
            case ITEM_MOD_HASTE_SPELL_RATING:
                ApplyRatingMod(CR_HASTE_SPELL, int32(val), apply);
                break;
            case ITEM_MOD_HIT_RATING:
                ApplyRatingMod(CR_HIT_MELEE, int32(val), apply);
                ApplyRatingMod(CR_HIT_RANGED, int32(val), apply);
                ApplyRatingMod(CR_HIT_SPELL, int32(val), apply);
                break;
            case ITEM_MOD_CRIT_RATING:
                ApplyRatingMod(CR_CRIT_MELEE, int32(val), apply);
                ApplyRatingMod(CR_CRIT_RANGED, int32(val), apply);
                ApplyRatingMod(CR_CRIT_SPELL, int32(val), apply);
                break;
            case ITEM_MOD_HIT_TAKEN_RATING:
                ApplyRatingMod(CR_HIT_TAKEN_MELEE, int32(val), apply);
                ApplyRatingMod(CR_HIT_TAKEN_RANGED, int32(val), apply);
                ApplyRatingMod(CR_HIT_TAKEN_SPELL, int32(val), apply);
                break;
            case ITEM_MOD_CRIT_TAKEN_RATING:
                ApplyRatingMod(CR_CRIT_TAKEN_MELEE, int32(val), apply);
                ApplyRatingMod(CR_CRIT_TAKEN_RANGED, int32(val), apply);
                ApplyRatingMod(CR_CRIT_TAKEN_SPELL, int32(val), apply);
                break;
            case ITEM_MOD_RESILIENCE_RATING:
                ApplyRatingMod(CR_CRIT_TAKEN_MELEE, int32(val), apply);
                ApplyRatingMod(CR_CRIT_TAKEN_RANGED, int32(val), apply);
                ApplyRatingMod(CR_CRIT_TAKEN_SPELL, int32(val), apply);
                break;
            case ITEM_MOD_HASTE_RATING:
                ApplyRatingMod(CR_HASTE_MELEE, int32(val), apply);
                ApplyRatingMod(CR_HASTE_RANGED, int32(val), apply);
                ApplyRatingMod(CR_HASTE_SPELL, int32(val), apply);
                break;
            case ITEM_MOD_EXPERTISE_RATING:
                ApplyRatingMod(CR_EXPERTISE, int32(val), apply);
                break;
            case ITEM_MOD_ATTACK_POWER:
                HandleStatModifier(UNIT_MOD_ATTACK_POWER, TOTAL_VALUE, float(val), apply);
                HandleStatModifier(UNIT_MOD_ATTACK_POWER_RANGED, TOTAL_VALUE, float(val), apply);
                break;
            case ITEM_MOD_RANGED_ATTACK_POWER:
                HandleStatModifier(UNIT_MOD_ATTACK_POWER_RANGED, TOTAL_VALUE, float(val), apply);
                break;
//            case ITEM_MOD_FERAL_ATTACK_POWER:
//                ApplyFeralAPBonus(int32(val), apply);
//                break;
            case ITEM_MOD_MANA_REGENERATION:
                ApplyManaRegenBonus(int32(val), apply);
                break;
            case ITEM_MOD_ARMOR_PENETRATION_RATING:
                ApplyRatingMod(CR_ARMOR_PENETRATION, int32(val), apply);
                break;
            case ITEM_MOD_SPELL_POWER:
                ApplySpellPowerBonus(int32(val), apply);
                break;
            case ITEM_MOD_HEALTH_REGEN:
                ApplyHealthRegenBonus(int32(val), apply);
                break;
            case ITEM_MOD_SPELL_PENETRATION:
                ApplySpellPenetrationBonus(val, apply);
                break;
            case ITEM_MOD_BLOCK_VALUE:
                HandleBaseModValue(SHIELD_BLOCK_VALUE, FLAT_MOD, float(val), apply);
                break;
            // deprecated item mods
            case ITEM_MOD_SPELL_HEALING_DONE:
            case ITEM_MOD_SPELL_DAMAGE_DONE:
                break;
        }
    }

    // Apply Spell Power from ScalingStatValue if set
    if (ssv)
        if (int32 spellbonus = ssv->getSpellBonus(proto->ScalingStatValue))
            ApplySpellPowerBonus(spellbonus, apply);

    // If set ScalingStatValue armor get it or use item armor
    uint32 armor = proto->Armor;
    if (ssv)
    {
        if (uint32 ssvarmor = ssv->getArmorMod(proto->ScalingStatValue))
            armor = ssvarmor;
    }
    else if (armor && proto->ArmorDamageModifier)
        armor -= uint32(proto->ArmorDamageModifier);

    if (armor)
    {
        UnitModifierType modType = TOTAL_VALUE;
        if (proto->Class == ITEM_CLASS_ARMOR)
        {
            switch (proto->SubClass)
            {
                case ITEM_SUBCLASS_ARMOR_CLOTH:
                case ITEM_SUBCLASS_ARMOR_LEATHER:
                case ITEM_SUBCLASS_ARMOR_MAIL:
                case ITEM_SUBCLASS_ARMOR_PLATE:
                case ITEM_SUBCLASS_ARMOR_SHIELD:
                    modType = BASE_VALUE;
                break;
            }
        }
        HandleStatModifier(UNIT_MOD_ARMOR, modType, float(armor), apply);
    }

    // Add armor bonus from ArmorDamageModifier if > 0
    if (proto->ArmorDamageModifier > 0)
        HandleStatModifier(UNIT_MOD_ARMOR, TOTAL_VALUE, float(proto->ArmorDamageModifier), apply);

    if (proto->Block)
        HandleBaseModValue(SHIELD_BLOCK_VALUE, FLAT_MOD, float(proto->Block), apply);

    if (proto->HolyRes)
        HandleStatModifier(UNIT_MOD_RESISTANCE_HOLY, BASE_VALUE, float(proto->HolyRes), apply);

    if (proto->FireRes)
        HandleStatModifier(UNIT_MOD_RESISTANCE_FIRE, BASE_VALUE, float(proto->FireRes), apply);

    if (proto->NatureRes)
        HandleStatModifier(UNIT_MOD_RESISTANCE_NATURE, BASE_VALUE, float(proto->NatureRes), apply);

    if (proto->FrostRes)
        HandleStatModifier(UNIT_MOD_RESISTANCE_FROST, BASE_VALUE, float(proto->FrostRes), apply);

    if (proto->ShadowRes)
        HandleStatModifier(UNIT_MOD_RESISTANCE_SHADOW, BASE_VALUE, float(proto->ShadowRes), apply);

    if (proto->ArcaneRes)
        HandleStatModifier(UNIT_MOD_RESISTANCE_ARCANE, BASE_VALUE, float(proto->ArcaneRes), apply);

    WeaponAttackType attType = BASE_ATTACK;

    if (slot == EQUIPMENT_SLOT_RANGED && (
        proto->InventoryType == INVTYPE_RANGED || proto->InventoryType == INVTYPE_THROWN ||
        proto->InventoryType == INVTYPE_RANGEDRIGHT))
    {
        attType = RANGED_ATTACK;
    }
    else if (slot == EQUIPMENT_SLOT_OFFHAND)
    {
        attType = OFF_ATTACK;
    }

    if (CanUseAttackType(attType))
        _ApplyWeaponDamage(slot, proto, ssv, apply);


    // Druids get feral AP bonus from weapon dps (also use DPS from ScalingStatValue)
    if (getClass() == CLASS_DRUID)
    {
        int32 dpsMod = 0;
        int32 feral_bonus = 0;
        if (ssv)
        {
            dpsMod = ssv->getDPSMod(proto->ScalingStatValue);
            feral_bonus += ssv->getFeralBonus(proto->ScalingStatValue);
        }

        feral_bonus += proto->getFeralBonus(dpsMod);
        if (feral_bonus)
            ApplyFeralAPBonus(feral_bonus, apply);
    }
}

void Player::_ApplyWeaponDamage(uint8 slot, ItemTemplate const* proto, ScalingStatValuesEntry const* ssv, bool apply)
{ 
    WeaponAttackType attType = BASE_ATTACK;
    float damage = 0.0f;

    if (slot == EQUIPMENT_SLOT_RANGED && (
        proto->InventoryType == INVTYPE_RANGED || proto->InventoryType == INVTYPE_THROWN ||
        proto->InventoryType == INVTYPE_RANGEDRIGHT))
    {
        attType = RANGED_ATTACK;
    }
    else if (slot == EQUIPMENT_SLOT_OFFHAND)
    {
        attType = OFF_ATTACK;
    }

    float minDamage = proto->Damage[0].DamageMin;
    float maxDamage = proto->Damage[0].DamageMax;

    // If set dpsMod in ScalingStatValue use it for min (70% from average), max (130% from average) damage
    if (ssv)
    {
        int32 extraDPS = ssv->getDPSMod(proto->ScalingStatValue);
        if (extraDPS)
        {
            float average = extraDPS * proto->Delay / 1000.0f;
            minDamage = 0.7f * average;
            maxDamage = 1.3f * average;
        }
    }

    if (minDamage > 0)
    {
        damage = apply ? minDamage : BASE_MINDAMAGE;
        SetBaseWeaponDamage(attType, MINDAMAGE, damage);
    }

    if (maxDamage  > 0)
    {
        damage = apply ? maxDamage : BASE_MAXDAMAGE;
        SetBaseWeaponDamage(attType, MAXDAMAGE, damage);
    }

    if (proto->Delay && !IsInFeralForm())
    {
        if (slot == EQUIPMENT_SLOT_RANGED)
            SetAttackTime(RANGED_ATTACK, apply ? proto->Delay: BASE_ATTACK_TIME);
        else if (slot == EQUIPMENT_SLOT_MAINHAND)
            SetAttackTime(BASE_ATTACK, apply ? proto->Delay: BASE_ATTACK_TIME);
        else if (slot == EQUIPMENT_SLOT_OFFHAND)
            SetAttackTime(OFF_ATTACK, apply ? proto->Delay: BASE_ATTACK_TIME);
    }

    // No need to modify any physical damage for ferals as it is calculated from stats only
    if (IsInFeralForm())
        return;

    if (CanModifyStats() && (damage || proto->Delay))
        UpdateDamagePhysical(attType);
}

void Player::_ApplyWeaponDependentAuraMods(Item* item, WeaponAttackType attackType, bool apply)
{ 
    AuraEffectList const& auraCritList = GetAuraEffectsByType(SPELL_AURA_MOD_WEAPON_CRIT_PERCENT);
    for (AuraEffectList::const_iterator itr = auraCritList.begin(); itr != auraCritList.end(); ++itr)
        _ApplyWeaponDependentAuraCritMod(item, attackType, *itr, apply);

    AuraEffectList const& auraDamageFlatList = GetAuraEffectsByType(SPELL_AURA_MOD_DAMAGE_DONE);
    for (AuraEffectList::const_iterator itr = auraDamageFlatList.begin(); itr != auraDamageFlatList.end(); ++itr)
        _ApplyWeaponDependentAuraDamageMod(item, attackType, *itr, apply);

    AuraEffectList const& auraDamagePctList = GetAuraEffectsByType(SPELL_AURA_MOD_DAMAGE_PERCENT_DONE);
    for (AuraEffectList::const_iterator itr = auraDamagePctList.begin(); itr != auraDamagePctList.end(); ++itr)
        _ApplyWeaponDependentAuraDamageMod(item, attackType, *itr, apply);
}

void Player::_ApplyWeaponDependentAuraCritMod(Item* item, WeaponAttackType attackType, AuraEffect const* aura, bool apply)
{ 
    // don't apply mod if item is broken or cannot be used
    if (item->IsBroken() || !CanUseAttackType(attackType))
        return;

    // generic not weapon specific case processes in aura code
    if (aura->GetSpellInfo()->EquippedItemClass == -1)
        return;

    BaseModGroup mod = BASEMOD_END;
    switch (attackType)
    {
        case BASE_ATTACK:   mod = CRIT_PERCENTAGE;        break;
        case OFF_ATTACK:    mod = OFFHAND_CRIT_PERCENTAGE;break;
        case RANGED_ATTACK: mod = RANGED_CRIT_PERCENTAGE; break;
        default: return;
    }

    if (item->IsFitToSpellRequirements(aura->GetSpellInfo()))
        HandleBaseModValue(mod, FLAT_MOD, float (aura->GetAmount()), apply);
}

void Player::_ApplyWeaponDependentAuraDamageMod(Item* item, WeaponAttackType attackType, AuraEffect const* aura, bool apply)
{ 
    // don't apply mod if item is broken or cannot be used
    if (item->IsBroken() || !CanUseAttackType(attackType))
        return;

    // ignore spell mods for not wands
    if ((aura->GetMiscValue() & SPELL_SCHOOL_MASK_NORMAL) == 0 && (getClassMask() & CLASSMASK_WAND_USERS) == 0)
        return;

    // generic not weapon specific case processes in aura code
    if (aura->GetSpellInfo()->EquippedItemClass == -1)
        return;

    UnitMods unitMod = UNIT_MOD_END;
    switch (attackType)
    {
        case BASE_ATTACK:   unitMod = UNIT_MOD_DAMAGE_MAINHAND; break;
        case OFF_ATTACK:    unitMod = UNIT_MOD_DAMAGE_OFFHAND;  break;
        case RANGED_ATTACK: unitMod = UNIT_MOD_DAMAGE_RANGED;   break;
        default: return;
    }

    UnitModifierType unitModType = TOTAL_VALUE;
    switch (aura->GetAuraType())
    {
        case SPELL_AURA_MOD_DAMAGE_DONE:         unitModType = TOTAL_VALUE; break;
        case SPELL_AURA_MOD_DAMAGE_PERCENT_DONE: unitModType = TOTAL_PCT;   break;
        default: return;
    }

    if (item->IsFitToSpellRequirements(aura->GetSpellInfo()))
    {
        HandleStatModifier(unitMod, unitModType, float(aura->GetAmount()), apply);
        if (unitModType == TOTAL_VALUE)
        {
            if (aura->GetAmount() > 0)
                ApplyModUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS, aura->GetAmount(), apply);
            else
                ApplyModUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_NEG, aura->GetAmount(), apply);
        }
    }
}

void Player::ApplyItemEquipSpell(Item* item, bool apply, bool form_change)
{ 
    if (!item)
        return;

    ItemTemplate const* proto = item->GetTemplate();
    if (!proto)
        return;

    for (uint8 i = 0; i < MAX_ITEM_PROTO_SPELLS; ++i)
    {
        _Spell const& spellData = proto->Spells[i];

        // no spell
        if (!spellData.SpellId)
            continue;

        // wrong triggering type
        if (apply && spellData.SpellTrigger != ITEM_SPELLTRIGGER_ON_EQUIP)
            continue;

        // check if it is valid spell
        SpellInfo const* spellproto = sSpellMgr->GetSpellInfo(spellData.SpellId);
        if (!spellproto)
            continue;

        ApplyEquipSpell(spellproto, item, apply, form_change);
    }
}

void Player::ApplyEquipSpell(SpellInfo const* spellInfo, Item* item, bool apply, bool form_change)
{ 
    if (apply)
    {
        // Cannot be used in this stance/form
        if (spellInfo->CheckShapeshift(GetShapeshiftForm()) != SPELL_CAST_OK)
            return;

        if (form_change)                                    // check aura active state from other form
        {
            AuraApplicationMapBounds range = GetAppliedAuras().equal_range(spellInfo->Id);
            for (AuraApplicationMap::const_iterator itr = range.first; itr != range.second; ++itr)
                if (!item || itr->second->GetBase()->GetCastItemGUID() == item->GetGUID())
                    return;
        }

        ;//sLog->outStaticDebug("WORLD: cast %s Equip spellId - %i", (item ? "item" : "itemset"), spellInfo->Id);

        CastSpell(this, spellInfo, true, item);
    }
    else
    {
        if (form_change)                                     // check aura compatibility
        {
            // Cannot be used in this stance/form
            if (spellInfo->CheckShapeshift(GetShapeshiftForm()) == SPELL_CAST_OK)
                return;                                     // and remove only not compatible at form change
        }

        if (item)
            RemoveAurasDueToItemSpell(spellInfo->Id, item->GetGUID());  // un-apply all spells, not only at-equipped
        else
            RemoveAurasDueToSpell(spellInfo->Id);           // un-apply spell (item set case)

        // Xinef: Remove Proc Spells and Summons
        for (uint8 i = EFFECT_0; i < MAX_SPELL_EFFECTS; ++i)
        {
            // Xinef: Remove procs
            if (spellInfo->Effects[i].TriggerSpell)
                RemoveAurasDueToSpell(spellInfo->Effects[i].TriggerSpell);

            // Xinef: remove minions summoned by item
            if (spellInfo->Effects[i].Effect == SPELL_EFFECT_SUMMON)
                RemoveAllMinionsByEntry(spellInfo->Effects[i].MiscValue);
        }
    }
}

void Player::UpdateEquipSpellsAtFormChange()
{ 
    for (uint8 i = 0; i < INVENTORY_SLOT_BAG_END; ++i)
    {
        if (m_items[i] && !m_items[i]->IsBroken() && CanUseAttackType(GetAttackBySlot(i)))
        {
            ApplyItemEquipSpell(m_items[i], false, true);     // remove spells that not fit to form
            ApplyItemEquipSpell(m_items[i], true, true);      // add spells that fit form but not active
        }
    }

    // item set bonuses not dependent from item broken state
    for (size_t setindex = 0; setindex < ItemSetEff.size(); ++setindex)
    {
        ItemSetEffect* eff = ItemSetEff[setindex];
        if (!eff)
            continue;

        for (uint32 y = 0; y < MAX_ITEM_SET_SPELLS; ++y)
        {
            SpellInfo const* spellInfo = eff->spells[y];
            if (!spellInfo)
                continue;

            ApplyEquipSpell(spellInfo, NULL, false, true);       // remove spells that not fit to form
            ApplyEquipSpell(spellInfo, NULL, true, true);        // add spells that fit form but not active
        }
    }
}
void Player::CastItemCombatSpell(Unit* target, WeaponAttackType attType, uint32 procVictim, uint32 procEx)
{ 
    if (!target || !target->IsAlive() || target == this)
        return;

    // Xinef: do not use disarmed weapons, special exception - shaman ghost wolf form
    // Xinef: normal forms proc on hit enchants / built in item bonuses
    if (!CanUseAttackType(attType) || GetShapeshiftForm() == FORM_GHOSTWOLF)
        return;

    for (uint8 i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; ++i)
    {
        // If usable, try to cast item spell
        if (Item* item = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
            if (!item->IsBroken())
                if (ItemTemplate const* proto = item->GetTemplate())
                {
                    // Additional check for weapons
                    if (proto->Class == ITEM_CLASS_WEAPON)
                    {
                        // offhand item cannot proc from main hand hit etc
                        EquipmentSlots slot;
                        switch (attType)
                        {
                            case BASE_ATTACK:   slot = EQUIPMENT_SLOT_MAINHAND; break;
                            case OFF_ATTACK:    slot = EQUIPMENT_SLOT_OFFHAND;  break;
                            case RANGED_ATTACK: slot = EQUIPMENT_SLOT_RANGED;   break;
                            default: slot = EQUIPMENT_SLOT_END; break;
                        }
                        if (slot != i)
                            continue;
                    }

                    CastItemCombatSpell(target, attType, procVictim, procEx, item, proto);
                }
    }
}

void Player::CastItemCombatSpell(Unit* target, WeaponAttackType attType, uint32 procVictim, uint32 procEx, Item* item, ItemTemplate const* proto)
{ 
    // Can do effect if any damage done to target
    if (procVictim & PROC_FLAG_TAKEN_DAMAGE)
    //if (damageInfo->procVictim & PROC_FLAG_TAKEN_ANY_DAMAGE)
    {
        for (uint8 i = 0; i < MAX_ITEM_SPELLS; ++i)
        {
            _Spell const& spellData = proto->Spells[i];

            // no spell
            if (!spellData.SpellId)
                continue;

            // wrong triggering type
            if (spellData.SpellTrigger != ITEM_SPELLTRIGGER_CHANCE_ON_HIT)
                continue;

            SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spellData.SpellId);
            if (!spellInfo)
            {
                sLog->outError("WORLD: unknown Item spellid %i", spellData.SpellId);
                continue;
            }

            // not allow proc extra attack spell at extra attack
            if (m_extraAttacks && spellInfo->HasEffect(SPELL_EFFECT_ADD_EXTRA_ATTACKS))
                return;

            float chance = (float)spellInfo->ProcChance;
            
            if (spellData.SpellPPMRate)
            {

                uint32 WeaponSpeed = GetAttackTime(attType);
                chance = GetPPMProcChance(WeaponSpeed, spellData.SpellPPMRate, spellInfo);
            }
            else if (chance > 100.0f)
            {
                chance = GetWeaponProcChance();
            }

            if (roll_chance_f(chance))
                CastSpell(target, spellInfo->Id, TriggerCastFlags(TRIGGERED_FULL_MASK&~TRIGGERED_IGNORE_SPELL_AND_CATEGORY_CD), item);
        }
    }

    // item combat enchantments
    for (uint8 e_slot = 0; e_slot < MAX_ENCHANTMENT_SLOT; ++e_slot)
    {
        uint32 enchant_id = item->GetEnchantmentId(EnchantmentSlot(e_slot));
        SpellItemEnchantmentEntry const* pEnchant = sSpellItemEnchantmentStore.LookupEntry(enchant_id);
        if (!pEnchant)
            continue;

        for (uint8 s = 0; s < MAX_ITEM_ENCHANTMENT_EFFECTS; ++s)
        {
            if (pEnchant->type[s] != ITEM_ENCHANTMENT_TYPE_COMBAT_SPELL)
                continue;

            SpellEnchantProcEntry const* entry = sSpellMgr->GetSpellEnchantProcEvent(enchant_id);

            if (entry && entry->procEx)
            {
                // Check hit/crit/dodge/parry requirement
                if ((entry->procEx & procEx) == 0)
                    continue;
            }
            else
            {
                // Can do effect if any damage done to target
                if (!(procVictim & PROC_FLAG_TAKEN_DAMAGE))
                //if (!(damageInfo->procVictim & PROC_FLAG_TAKEN_ANY_DAMAGE))
                    continue;
            }

            SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(pEnchant->spellid[s]);
            if (!spellInfo)
            {
                sLog->outError("Player::CastItemCombatSpell(GUID: %u, name: %s, enchant: %i): unknown spell %i is casted, ignoring...",
                    GetGUIDLow(), GetName().c_str(), pEnchant->ID, pEnchant->spellid[s]);
                continue;
            }

            float chance = pEnchant->amount[s] != 0 ? float(pEnchant->amount[s]) : GetWeaponProcChance();

            if (entry)
            {
                if (entry->PPMChance)
                    chance = GetPPMProcChance(proto->Delay, entry->PPMChance, spellInfo);
                else if (entry->customChance)
                    chance = (float)entry->customChance;
            }

            // Apply spell mods
            ApplySpellMod(pEnchant->spellid[s], SPELLMOD_CHANCE_OF_SUCCESS, chance);

            // Shiv has 100% chance to apply the poison
            if (FindCurrentSpellBySpellId(5938) && e_slot == TEMP_ENCHANTMENT_SLOT)
                chance = 100.0f;

            if (roll_chance_f(chance))
            {
                // Xinef: implement enchant charges
                if (uint32 charges = item->GetEnchantmentCharges(EnchantmentSlot(e_slot)))
                {
                    if (!--charges)
                    {
                        ApplyEnchantment(item, EnchantmentSlot(e_slot), false);
                        item->ClearEnchantment(EnchantmentSlot(e_slot));
                    }
                    else
                        item->SetEnchantmentCharges(EnchantmentSlot(e_slot), charges);
                }

                if (spellInfo->IsPositive())
                    CastSpell(this, spellInfo, TriggerCastFlags(TRIGGERED_FULL_MASK&~TRIGGERED_IGNORE_SPELL_AND_CATEGORY_CD), item);
                else
                    CastSpell(target, spellInfo, TriggerCastFlags(TRIGGERED_FULL_MASK&~TRIGGERED_IGNORE_SPELL_AND_CATEGORY_CD), item);
            }
        }
    }
}

void Player::CastItemUseSpell(Item* item, SpellCastTargets const& targets, uint8 cast_count, uint32 glyphIndex)
{ 
    ItemTemplate const* proto = item->GetTemplate();
    // special learning case
    if (proto->Spells[0].SpellId == 483 || proto->Spells[0].SpellId == 55884)
    {
        uint32 learn_spell_id = proto->Spells[0].SpellId;
        uint32 learning_spell_id = proto->Spells[1].SpellId;

        SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(learn_spell_id);
        if (!spellInfo)
        {
            sLog->outError("Player::CastItemUseSpell: Item (Entry: %u) in have wrong spell id %u, ignoring ", proto->ItemId, learn_spell_id);
            SendEquipError(EQUIP_ERR_NONE, item, NULL);
            return;
        }

        Spell* spell = new Spell(this, spellInfo, TRIGGERED_NONE);
        spell->m_CastItem = item;
        spell->m_cast_count = cast_count;                   //set count of casts
        spell->SetSpellValue(SPELLVALUE_BASE_POINT0, learning_spell_id);
        spell->prepare(&targets);
        return;
    }

    // use triggered flag only for items with many spell casts and for not first cast
    uint8 count = 0;

    std::list<Spell*> pushSpells;
    // item spells casted at use
    for (uint8 i = 0; i < MAX_ITEM_PROTO_SPELLS; ++i)
    {
        _Spell const& spellData = proto->Spells[i];

        // no spell
        if (!spellData.SpellId)
            continue;

        // wrong triggering type
        if (spellData.SpellTrigger != ITEM_SPELLTRIGGER_ON_USE)
            continue;

        SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spellData.SpellId);
        if (!spellInfo)
        {
            sLog->outError("Player::CastItemUseSpell: Item (Entry: %u) in have wrong spell id %u, ignoring", proto->ItemId, spellData.SpellId);
            continue;
        }

        if (HasSpellCooldown(spellInfo->Id))
            continue;

        Spell* spell = new Spell(this, spellInfo, (count > 0) ? TRIGGERED_FULL_MASK : TRIGGERED_NONE);
        spell->m_CastItem = item;
        spell->m_cast_count = cast_count;                   // set count of casts
        spell->m_glyphIndex = glyphIndex;                   // glyph index
        spell->InitExplicitTargets(targets);

        // Xinef: dont allow to cast such spells, it may happen that spell possess 2 spells, one for players and one for items / gameobjects
        // Xinef: if first one is cast on player, it may be deleted thus resulting in crash because second spell has saved pointer to the item
        // Xinef: there is one problem with scripts which wont be loaded at the moment of call
        SpellCastResult result = spell->CheckCast(true);
        if (result != SPELL_CAST_OK)
        {
            spell->SendCastResult(result);
            delete spell;
            continue;
        }

        pushSpells.push_back(spell);
        //spell->prepare(&targets);

        ++count;
    }

    // Item enchantments spells casted at use
    for (uint8 e_slot = 0; e_slot < MAX_ENCHANTMENT_SLOT; ++e_slot)
    {
        uint32 enchant_id = item->GetEnchantmentId(EnchantmentSlot(e_slot));
        SpellItemEnchantmentEntry const* pEnchant = sSpellItemEnchantmentStore.LookupEntry(enchant_id);
        if (!pEnchant)
            continue;
        for (uint8 s = 0; s < MAX_ITEM_ENCHANTMENT_EFFECTS; ++s)
        {
            if (pEnchant->type[s] != ITEM_ENCHANTMENT_TYPE_USE_SPELL)
                continue;

            SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(pEnchant->spellid[s]);
            if (!spellInfo)
            {
                sLog->outError("Player::CastItemUseSpell Enchant %i, cast unknown spell %i", pEnchant->ID, pEnchant->spellid[s]);
                continue;
            }

            if (HasSpellCooldown(spellInfo->Id))
                continue;

            Spell* spell = new Spell(this, spellInfo, (count > 0) ? TRIGGERED_FULL_MASK : TRIGGERED_NONE);
            spell->m_CastItem = item;
            spell->m_cast_count = cast_count;               // set count of casts
            spell->m_glyphIndex = glyphIndex;               // glyph index
            spell->InitExplicitTargets(targets);

            // Xinef: dont allow to cast such spells, it may happen that spell possess 2 spells, one for players and one for items / gameobjects
            // Xinef: if first one is cast on player, it may be deleted thus resulting in crash because second spell has saved pointer to the item
            // Xinef: there is one problem with scripts which wont be loaded at the moment of call
            SpellCastResult result = spell->CheckCast(true);
            if (result != SPELL_CAST_OK)
            {
                spell->SendCastResult(result);
                delete spell;
                continue;
            }

            pushSpells.push_back(spell);
            //spell->prepare(&targets);

            ++count;
        }
    }

    // xinef: send all spells in one go, prevents crash because container is not set
    for (std::list<Spell*>::const_iterator itr = pushSpells.begin(); itr != pushSpells.end(); ++itr)
        (*itr)->prepare(&targets);
}

void Player::_RemoveAllItemMods()
{ 
    ;//sLog->outDebug(LOG_FILTER_PLAYER_ITEMS, "_RemoveAllItemMods start.");

    for (uint8 i = 0; i < INVENTORY_SLOT_BAG_END; ++i)
    {
        if (m_items[i])
        {
            ItemTemplate const* proto = m_items[i]->GetTemplate();
            if (!proto)
                continue;

            // item set bonuses not dependent from item broken state
            if (proto->ItemSet)
                RemoveItemsSetItem(this, proto);

            if (m_items[i]->IsBroken() || !CanUseAttackType(GetAttackBySlot(i)))
                continue;

            ApplyItemEquipSpell(m_items[i], false);
            ApplyEnchantment(m_items[i], false);
        }
    }

    for (uint8 i = 0; i < INVENTORY_SLOT_BAG_END; ++i)
    {
        if (m_items[i])
        {
            if (m_items[i]->IsBroken() || !CanUseAttackType(GetAttackBySlot(i)))
                continue;
            ItemTemplate const* proto = m_items[i]->GetTemplate();
            if (!proto)
                continue;

            uint32 attacktype = Player::GetAttackBySlot(i);
            if (attacktype < MAX_ATTACK)
                _ApplyWeaponDependentAuraMods(m_items[i], WeaponAttackType(attacktype), false);

            _ApplyItemBonuses(proto, i, false);

            if (i == EQUIPMENT_SLOT_RANGED)
                _ApplyAmmoBonuses();
        }
    }

    ;//sLog->outDebug(LOG_FILTER_PLAYER_ITEMS, "_RemoveAllItemMods complete.");
}

void Player::_ApplyAllItemMods()
{ 
    ;//sLog->outDebug(LOG_FILTER_PLAYER_ITEMS, "_ApplyAllItemMods start.");

    for (uint8 i = 0; i < INVENTORY_SLOT_BAG_END; ++i)
    {
        if (m_items[i])
        {
            if (m_items[i]->IsBroken() || !CanUseAttackType(GetAttackBySlot(i)))
                continue;

            ItemTemplate const* proto = m_items[i]->GetTemplate();
            if (!proto)
                continue;

            uint32 attacktype = Player::GetAttackBySlot(i);
            if (attacktype < MAX_ATTACK)
                _ApplyWeaponDependentAuraMods(m_items[i], WeaponAttackType(attacktype), true);

            _ApplyItemBonuses(proto, i, true);

            if (i == EQUIPMENT_SLOT_RANGED)
                _ApplyAmmoBonuses();
        }
    }

    for (uint8 i = 0; i < INVENTORY_SLOT_BAG_END; ++i)
    {
        if (m_items[i])
        {
            ItemTemplate const* proto = m_items[i]->GetTemplate();
            if (!proto)
                continue;

            // item set bonuses not dependent from item broken state
            if (proto->ItemSet)
                AddItemsSetItem(this, m_items[i]);

            if (m_items[i]->IsBroken() || !CanUseAttackType(GetAttackBySlot(i)))
                continue;

            ApplyItemEquipSpell(m_items[i], true);
            ApplyEnchantment(m_items[i], true);
        }
    }

    ;//sLog->outDebug(LOG_FILTER_PLAYER_ITEMS, "_ApplyAllItemMods complete.");
}

void Player::_ApplyAllLevelScaleItemMods(bool apply)
{ 
    for (uint8 i = 0; i < INVENTORY_SLOT_BAG_END; ++i)
    {
        if (m_items[i])
        {
            if (m_items[i]->IsBroken() || !CanUseAttackType(GetAttackBySlot(i)))
                continue;

            ItemTemplate const* proto = m_items[i]->GetTemplate();
            if (!proto)
                continue;

            _ApplyItemBonuses(proto, i, apply, true);
        }
    }
}

void Player::_ApplyAmmoBonuses()
{ 
    // check ammo
    uint32 ammo_id = GetUInt32Value(PLAYER_AMMO_ID);
    if (!ammo_id)
        return;

    float currentAmmoDPS;

    ItemTemplate const* ammo_proto = sObjectMgr->GetItemTemplate(ammo_id);
    if (!ammo_proto || ammo_proto->Class != ITEM_CLASS_PROJECTILE || !CheckAmmoCompatibility(ammo_proto))
        currentAmmoDPS = 0.0f;
    else
        currentAmmoDPS = (ammo_proto->Damage[0].DamageMin + ammo_proto->Damage[0].DamageMax) / 2;

    if (currentAmmoDPS == GetAmmoDPS())
        return;

    m_ammoDPS = currentAmmoDPS;

    if (CanModifyStats())
        UpdateDamagePhysical(RANGED_ATTACK);
}

bool Player::CheckAmmoCompatibility(const ItemTemplate* ammo_proto) const
{ 
    if (!ammo_proto)
        return false;

    // check ranged weapon
    Item* weapon = GetWeaponForAttack(RANGED_ATTACK);
    if (!weapon  || weapon->IsBroken())
        return false;

    ItemTemplate const* weapon_proto = weapon->GetTemplate();
    if (!weapon_proto || weapon_proto->Class != ITEM_CLASS_WEAPON)
        return false;

    // check ammo ws. weapon compatibility
    switch (weapon_proto->SubClass)
    {
        case ITEM_SUBCLASS_WEAPON_BOW:
        case ITEM_SUBCLASS_WEAPON_CROSSBOW:
            if (ammo_proto->SubClass != ITEM_SUBCLASS_ARROW)
                return false;
            break;
        case ITEM_SUBCLASS_WEAPON_GUN:
            if (ammo_proto->SubClass != ITEM_SUBCLASS_BULLET)
                return false;
            break;
        default:
            return false;
    }

    return true;
}

/*  If in a battleground a player dies, and an enemy removes the insignia, the player's bones is lootable
    Called by remove insignia spell effect    */
void Player::RemovedInsignia(Player* looterPlr)
{ 
    // Xinef: If player is not in battleground and not in wintergrasp
    if (!GetBattlegroundId() && GetZoneId() != AREA_WINTERGRASP)
        return;

    // If not released spirit, do it !
    if (m_deathTimer > 0)
    {
        m_deathTimer = 0;
        BuildPlayerRepop();
        RepopAtGraveyard();
    }

    // We have to convert player corpse to bones, not to be able to resurrect there
    // SpawnCorpseBones isn't handy, 'cos it saves player while he in BG
    Corpse* bones = sObjectAccessor->ConvertCorpseForPlayer(GetGUID(), true);
    if (!bones)
        return;

    // Now we must make bones lootable, and send player loot
    bones->SetFlag(CORPSE_FIELD_DYNAMIC_FLAGS, CORPSE_DYNFLAG_LOOTABLE);

    // We store the level of our player in the gold field
    // We retrieve this information at Player::SendLoot()
    bones->loot.gold = getLevel();
    bones->lootRecipient = looterPlr;
    looterPlr->SendLoot(bones->GetGUID(), LOOT_INSIGNIA);
}

void Player::SendLootRelease(uint64 guid)
{ 
    WorldPacket data(SMSG_LOOT_RELEASE_RESPONSE, (8+1));
    data << uint64(guid) << uint8(1);
    SendDirectMessage(&data);
}

void Player::SendLoot(uint64 guid, LootType loot_type)
{ 
    if (uint64 lguid = GetLootGUID())
        m_session->DoLootRelease(lguid);

    Loot* loot = 0;
    PermissionTypes permission = ALL_PERMISSION;

    ;//sLog->outDebug(LOG_FILTER_LOOT, "Player::SendLoot");
    if (IS_GAMEOBJECT_GUID(guid))
    {
        ;//sLog->outDebug(LOG_FILTER_LOOT, "IS_GAMEOBJECT_GUID(guid)");
        GameObject* go = GetMap()->GetGameObject(guid);

        // not check distance for GO in case owned GO (fishing bobber case, for example)
        // And permit out of range GO with no owner in case fishing hole
        if (!go || (loot_type != LOOT_FISHINGHOLE && ((loot_type != LOOT_FISHING && loot_type != LOOT_FISHING_JUNK) || go->GetOwnerGUID() != GetGUID()) && !go->IsWithinDistInMap(this, INTERACTION_DISTANCE)) || (loot_type == LOOT_CORPSE && go->GetRespawnTime() && go->isSpawnedByDefault()))
        {
            go->ForceValuesUpdateAtIndex(GAMEOBJECT_BYTES_1);
            SendLootRelease(guid);
            return;
        }

        loot = &go->loot;

        // Xinef: loot was generated and respawntime has passed since then, allow to recreate loot
        // Xinef: to avoid bugs, this rule covers spawned gameobjects only
        if (go->isSpawnedByDefault() && go->getLootState() == GO_ACTIVATED && !go->loot.isLooted() && go->GetLootGenerationTime()+go->GetRespawnDelay() < time(NULL))
            go->SetLootState(GO_READY);

        if (go->getLootState() == GO_READY)
        {
            uint32 lootid = go->GetGOInfo()->GetLootId();

            //TODO: fix this big hack
            if ((go->GetEntry() == BG_AV_OBJECTID_MINE_N || go->GetEntry() == BG_AV_OBJECTID_MINE_S))
                if (Battleground* bg = GetBattleground())
                    if (bg->GetBgTypeID() == BATTLEGROUND_AV)
                        if (!bg->ToBattlegroundAV()->PlayerCanDoMineQuest(go->GetEntry(), GetTeamId()))
                        {
                            go->ForceValuesUpdateAtIndex(GAMEOBJECT_BYTES_1);
                            SendLootRelease(guid);
                            return;
                        }

            if (lootid)
            {
                loot->clear();

                Group* group = GetGroup();
                bool groupRules = (group && go->GetGOInfo()->type == GAMEOBJECT_TYPE_CHEST && go->GetGOInfo()->chest.groupLootRules);

                // check current RR player and get next if necessary
                if (groupRules)
                    group->UpdateLooterGuid(go, true);

                loot->FillLoot(lootid, LootTemplates_Gameobject, this, !groupRules, false, go->GetLootMode());
                go->SetLootGenerationTime();

                // get next RR player (for next loot)
                if (groupRules && !go->loot.empty())
                    group->UpdateLooterGuid(go);
            }

            if (loot_type == LOOT_FISHING)
                go->getFishLoot(loot, this);
            else if (loot_type == LOOT_FISHING_JUNK)
                go->getFishLootJunk(loot, this);

            if (go->GetGOInfo()->type == GAMEOBJECT_TYPE_CHEST && go->GetGOInfo()->chest.groupLootRules)
            {
                if (Group* group = GetGroup())
                {
                    switch (group->GetLootMethod())
                    {
                        case GROUP_LOOT:
                            // GroupLoot: rolls items over threshold. Items with quality < threshold, round robin
                            group->GroupLoot(loot, go);
                            break;
                        case NEED_BEFORE_GREED:
                            group->NeedBeforeGreed(loot, go);
                            break;
                        case MASTER_LOOT:
                            group->MasterLoot(loot, go);
                            break;
                        default:
                            break;
                    }
                }
            }

            go->SetLootState(GO_ACTIVATED, this);
        }

        if (go->getLootState() == GO_ACTIVATED)
        {
            if (Group* group = GetGroup())
            {
                switch (group->GetLootMethod())
                {
                    case MASTER_LOOT:
                        permission = group->GetMasterLooterGuid() == GetGUID() ? MASTER_PERMISSION : RESTRICTED_PERMISSION;
                        break;
                    case FREE_FOR_ALL:
                        permission = ALL_PERMISSION;
                        break;
                    case ROUND_ROBIN:
                        permission = ROUND_ROBIN_PERMISSION;
                        break;
                    default:
                        permission = GROUP_PERMISSION;
                        break;
                }
            }
            else
                permission = ALL_PERMISSION;
        }
    }
    else if (IS_ITEM_GUID(guid))
    {
        Item* item = GetItemByGuid(guid);

        if (!item)
        {
            SendLootRelease(guid);
            return;
        }

        permission = OWNER_PERMISSION;

        loot = &item->loot;

        // Xinef: Store container id
        loot->containerId = item->GetGUIDLow();

        if (!item->m_lootGenerated && !sLootItemStorage->LoadStoredLoot(item))
        {
            item->m_lootGenerated = true;
            loot->clear();

            switch (loot_type)
            {
                case LOOT_DISENCHANTING:
                    loot->FillLoot(item->GetTemplate()->DisenchantID, LootTemplates_Disenchant, this, true);
                    break;
                case LOOT_PROSPECTING:
                    loot->FillLoot(item->GetEntry(), LootTemplates_Prospecting, this, true);
                    break;
                case LOOT_MILLING:
                    loot->FillLoot(item->GetEntry(), LootTemplates_Milling, this, true);
                    break;
                default:
                    loot->generateMoneyLoot(item->GetTemplate()->MinMoneyLoot, item->GetTemplate()->MaxMoneyLoot);
                    loot->FillLoot(item->GetEntry(), LootTemplates_Item, this, true, loot->gold != 0);

                    // Xinef: Add to storage
                    if (loot->gold > 0 || loot->unlootedCount > 0)
                        sLootItemStorage->AddNewStoredLoot(loot, this);

                    break;
            }
        }
    }
    else if (IS_CORPSE_GUID(guid))                          // remove insignia
    {
        Corpse* bones = ObjectAccessor::GetCorpse(*this, guid);

        if (!bones || !(loot_type == LOOT_CORPSE || loot_type == LOOT_INSIGNIA) || bones->GetType() != CORPSE_BONES || !bones->HasFlag(CORPSE_FIELD_DYNAMIC_FLAGS, CORPSE_DYNFLAG_LOOTABLE))
        {
            SendLootRelease(guid);
            return;
        }

        loot = &bones->loot;

        if (loot->loot_type == LOOT_NONE)
        {
            uint32 pLevel = bones->loot.gold;
            bones->loot.clear();
            
            // Xinef: For AV Achievement
            if (Battleground* bg = GetBattleground())
            {
                if (bg->GetBgTypeID() == BATTLEGROUND_AV)
                    loot->FillLoot(1, LootTemplates_Creature, this, true);
            }
            // Xinef: For wintergrasp Quests
            else if (GetZoneId() == AREA_WINTERGRASP)
                loot->FillLoot(1, LootTemplates_Creature, this, true);

            // It may need a better formula
            // Now it works like this: lvl10: ~6copper, lvl70: ~9silver
            bones->loot.gold = uint32(urand(50, 150) * 0.016f * pow(float(pLevel)/5.76f, 2.5f) * sWorld->getRate(RATE_DROP_MONEY));
        }

        if (bones->lootRecipient != this)
            permission = NONE_PERMISSION;
        else
            permission = OWNER_PERMISSION;
    }
    else
    {
        Creature* creature = GetMap()->GetCreature(guid);

        // must be in range and creature must be alive for pickpocket and must be dead for another loot
        if (!creature || creature->IsAlive() != (loot_type == LOOT_PICKPOCKETING) || !creature->IsWithinDistInMap(this, INTERACTION_DISTANCE))
        {
            SendLootRelease(guid);
            return;
        }

        if (loot_type == LOOT_PICKPOCKETING && IsFriendlyTo(creature))
        {
            SendLootRelease(guid);
            return;
        }

        loot = &creature->loot;

        if (loot_type == LOOT_PICKPOCKETING)
        {
            if (loot->loot_type != LOOT_PICKPOCKETING)
            {
                if (creature->CanGeneratePickPocketLoot())
                {
                    creature->SetPickPocketLootTime();
                    loot->clear();

                    if (uint32 lootid = creature->GetCreatureTemplate()->pickpocketLootId)
                        loot->FillLoot(lootid, LootTemplates_Pickpocketing, this, true);

                    // Generate extra money for pick pocket loot
                    const uint32 a = urand(0, creature->getLevel()/2);
                    const uint32 b = urand(0, getLevel()/2);
                    loot->gold = uint32(10 * (a + b) * sWorld->getRate(RATE_DROP_MONEY));
                    permission = OWNER_PERMISSION;
                }
                else
                {
                    permission = NONE_PERMISSION;
                    SendLootError(guid, LOOT_ERROR_ALREADY_PICKPOCKETED);
                    return;
                }
            }
        }
        else
        {
            // Xinef: Exploit fix
            if (!creature->HasFlag(UNIT_DYNAMIC_FLAGS, UNIT_DYNFLAG_LOOTABLE))
            {
                SendLootError(guid, LOOT_ERROR_DIDNT_KILL);
                return;
            }

            // the player whose group may loot the corpse
            Player* recipient = creature->GetLootRecipient();
            Group* recipientGroup = creature->GetLootRecipientGroup();
            if (!recipient && !recipientGroup)
                return;

            if (loot->loot_type == LOOT_NONE)
            {
                // for creature, loot is filled when creature is killed.
                if (recipientGroup)
                {
                    switch (recipientGroup->GetLootMethod())
                    {
                        case GROUP_LOOT:
                            // GroupLoot: rolls items over threshold. Items with quality < threshold, round robin
                            recipientGroup->GroupLoot(loot, creature);
                            break;
                        case NEED_BEFORE_GREED:
                            recipientGroup->NeedBeforeGreed(loot, creature);
                            break;
                        case MASTER_LOOT:
                            recipientGroup->MasterLoot(loot, creature);
                            break;
                        default:
                            break;
                    }
                }
            }

            // if loot is already skinning loot then don't do anything else
            if (loot->loot_type == LOOT_SKINNING)
            {
                loot_type = LOOT_SKINNING;
                permission = creature->GetLootRecipientGUID() == GetGUID() ? OWNER_PERMISSION : NONE_PERMISSION;
            }
            else if (loot_type == LOOT_SKINNING)
            {
                loot->clear();
                loot->FillLoot(creature->GetCreatureTemplate()->SkinLootId, LootTemplates_Skinning, this, true);
                permission = OWNER_PERMISSION;

                // Xinef: Set new loot recipient
                creature->SetLootRecipient(this, false);
            }
            // set group rights only for loot_type != LOOT_SKINNING
            else
            {
                if (recipientGroup)
                {
                    if (GetGroup() == recipientGroup)
                    {
                        switch (recipientGroup->GetLootMethod())
                        {
                            case MASTER_LOOT:
                                permission = recipientGroup->GetMasterLooterGuid() == GetGUID() ? MASTER_PERMISSION : RESTRICTED_PERMISSION;
                                break;
                            case FREE_FOR_ALL:
                                permission = ALL_PERMISSION;
                                break;
                            case ROUND_ROBIN:
                                permission = ROUND_ROBIN_PERMISSION;
                                break;
                            default:
                                permission = GROUP_PERMISSION;
                                break;
                        }
                    }
                    else
                        permission = NONE_PERMISSION;
                }
                else if (recipient == this)
                    permission = OWNER_PERMISSION;
                else
                    permission = NONE_PERMISSION;
            }
        }
    }

    // LOOT_INSIGNIA and LOOT_FISHINGHOLE unsupported by client
    switch (loot_type)
    {
        case LOOT_INSIGNIA:    loot_type = LOOT_SKINNING; break;
        case LOOT_FISHINGHOLE: loot_type = LOOT_FISHING; break;
        case LOOT_FISHING_JUNK: loot_type = LOOT_FISHING; break;
        default: break;
    }

    // need know merged fishing/corpse loot type for achievements
    loot->loot_type = loot_type;

    if (permission != NONE_PERMISSION)
    {
        SetLootGUID(guid);

        WorldPacket data(SMSG_LOOT_RESPONSE, (9+50));           // we guess size
        data << uint64(guid);
        data << uint8(loot_type);
        data << LootView(*loot, this, permission);

        SendDirectMessage(&data);

        // add 'this' player as one of the players that are looting 'loot'
        loot->AddLooter(GetGUID());
        
        if (loot_type == LOOT_CORPSE && !IS_ITEM_GUID(guid))
            SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_LOOTING);
    }
    else
        SendLootError(guid, LOOT_ERROR_DIDNT_KILL);
}

void Player::SendLootError(uint64 guid, LootError error)
{
    WorldPacket data(SMSG_LOOT_RESPONSE, 10);
    data << uint64(guid);
    data << uint8(LOOT_NONE);
    data << uint8(error);
    SendDirectMessage(&data);
}

void Player::SendNotifyLootMoneyRemoved()
{ 
    WorldPacket data(SMSG_LOOT_CLEAR_MONEY, 0);
    GetSession()->SendPacket(&data);
}

void Player::SendNotifyLootItemRemoved(uint8 lootSlot)
{ 
    WorldPacket data(SMSG_LOOT_REMOVED, 1);
    data << uint8(lootSlot);
    GetSession()->SendPacket(&data);
}

void Player::SendUpdateWorldState(uint32 Field, uint32 Value)
{
    WorldPacket data(SMSG_UPDATE_WORLD_STATE, 8);
    data << Field;
    data << Value;
    GetSession()->SendPacket(&data);
}

void Player::SendInitWorldStates(uint32 zoneid, uint32 areaid)
{ 
    // data depends on zoneid/mapid...
    Battleground* bg = GetBattleground();
    uint32 mapid = GetMapId();
    OutdoorPvP* pvp = sOutdoorPvPMgr->GetOutdoorPvPToZoneId(zoneid);
    InstanceScript* instance = GetInstanceScript();
    Battlefield* bf = sBattlefieldMgr->GetBattlefieldToZoneId(zoneid);

    ;//sLog->outDebug(LOG_FILTER_NETWORKIO, "Sending SMSG_INIT_WORLD_STATES to Map: %u, Zone: %u", mapid, zoneid);

    WorldPacket data(SMSG_INIT_WORLD_STATES, (4+4+4+2+(12*8)));
    data << uint32(mapid);                                  // mapid
    data << uint32(zoneid);                                 // zone id
    data << uint32(areaid);                                 // area id, new 2.1.0
    size_t countPos = data.wpos();
    data << uint16(0);                                      // count of uint64 blocks
    data << uint32(0x8d8) << uint32(0x0);                   // 1
    data << uint32(0x8d7) << uint32(0x0);                   // 2
    data << uint32(0x8d6) << uint32(0x0);                   // 3
    data << uint32(0x8d5) << uint32(0x0);                   // 4
    data << uint32(0x8d4) << uint32(0x0);                   // 5
    data << uint32(0x8d3) << uint32(0x0);                   // 6
                                                            // 7 1 - Arena season in progress, 0 - end of season
    data << uint32(0xC77) << uint32(sWorld->getBoolConfig(CONFIG_ARENA_SEASON_IN_PROGRESS));
                                                            // 8 Arena season id
    data << uint32(0xF3D) << uint32(sWorld->getIntConfig(CONFIG_ARENA_SEASON_ID));

    if (mapid == 530)                                       // Outland
    {
        data << uint32(0x9bf) << uint32(0x0);               // 7
        data << uint32(0x9bd) << uint32(0xF);               // 8
        data << uint32(0x9bb) << uint32(0xF);               // 9
    }

    // insert <field> <value>
    switch (zoneid)
    {
        case 1:                                             // Dun Morogh
        case 11:                                            // Wetlands
        case 12:                                            // Elwynn Forest
        case 38:                                            // Loch Modan
        case 40:                                            // Westfall
        case 51:                                            // Searing Gorge
        case 1519:                                          // Stormwind City
        case 1537:                                          // Ironforge
        case 2257:                                          // Deeprun Tram
        case 3703:                                          // Shattrath City
            break;
        case 139:                                           // Eastern Plaguelands
            if (pvp && pvp->GetTypeId() == OUTDOOR_PVP_EP)
                pvp->FillInitialWorldStates(data);
            else
            {
                data << uint32(0x97a) << uint32(0x0); // 10 2426
                data << uint32(0x917) << uint32(0x0); // 11 2327
                data << uint32(0x918) << uint32(0x0); // 12 2328
                data << uint32(0x97b) << uint32(0x32); // 13 2427
                data << uint32(0x97c) << uint32(0x32); // 14 2428
                data << uint32(0x933) << uint32(0x1); // 15 2355
                data << uint32(0x946) << uint32(0x0); // 16 2374
                data << uint32(0x947) << uint32(0x0); // 17 2375
                data << uint32(0x948) << uint32(0x0); // 18 2376
                data << uint32(0x949) << uint32(0x0); // 19 2377
                data << uint32(0x94a) << uint32(0x0); // 20 2378
                data << uint32(0x94b) << uint32(0x0); // 21 2379
                data << uint32(0x932) << uint32(0x0); // 22 2354
                data << uint32(0x934) << uint32(0x0); // 23 2356
                data << uint32(0x935) << uint32(0x0); // 24 2357
                data << uint32(0x936) << uint32(0x0); // 25 2358
                data << uint32(0x937) << uint32(0x0); // 26 2359
                data << uint32(0x938) << uint32(0x0); // 27 2360
                data << uint32(0x939) << uint32(0x1); // 28 2361
                data << uint32(0x930) << uint32(0x1); // 29 2352
                data << uint32(0x93a) << uint32(0x0); // 30 2362
                data << uint32(0x93b) << uint32(0x0); // 31 2363
                data << uint32(0x93c) << uint32(0x0); // 32 2364
                data << uint32(0x93d) << uint32(0x0); // 33 2365
                data << uint32(0x944) << uint32(0x0); // 34 2372
                data << uint32(0x945) << uint32(0x0); // 35 2373
                data << uint32(0x931) << uint32(0x1); // 36 2353
                data << uint32(0x93e) << uint32(0x0); // 37 2366
                data << uint32(0x931) << uint32(0x1); // 38 2367 ??  grey horde not in dbc! send for consistency's sake, and to match field count
                data << uint32(0x940) << uint32(0x0); // 39 2368
                data << uint32(0x941) << uint32(0x0); // 7 2369
                data << uint32(0x942) << uint32(0x0); // 8 2370
                data << uint32(0x943) << uint32(0x0); // 9 2371
            }
            break;
        case 1377:                                          // Silithus
            if (pvp && pvp->GetTypeId() == OUTDOOR_PVP_SI)
                pvp->FillInitialWorldStates(data);
            else
            {
                // states are always shown
                data << uint32(2313) << uint32(0x0); // 7 ally silityst gathered
                data << uint32(2314) << uint32(0x0); // 8 horde silityst gathered
                data << uint32(2317) << uint32(0x0); // 9 max silithyst
            }
            // dunno about these... aq opening event maybe?
            data << uint32(2322) << uint32(0x0); // 10 sandworm N
            data << uint32(2323) << uint32(0x0); // 11 sandworm S
            data << uint32(2324) << uint32(0x0); // 12 sandworm SW
            data << uint32(2325) << uint32(0x0); // 13 sandworm E
            break;
        case 2597:                                          // Alterac Valley
            if (bg && bg->GetBgTypeID() == BATTLEGROUND_AV)
                bg->FillInitialWorldStates(data);
            else
            {
                data << uint32(0x7ae) << uint32(0x1);           // 7 snowfall n
                data << uint32(0x532) << uint32(0x1);           // 8 frostwolfhut hc
                data << uint32(0x531) << uint32(0x0);           // 9 frostwolfhut ac
                data << uint32(0x52e) << uint32(0x0);           // 10 stormpike firstaid a_a
                data << uint32(0x571) << uint32(0x0);           // 11 east frostwolf tower horde assaulted -unused
                data << uint32(0x570) << uint32(0x0);           // 12 west frostwolf tower horde assaulted - unused
                data << uint32(0x567) << uint32(0x1);           // 13 frostwolfe c
                data << uint32(0x566) << uint32(0x1);           // 14 frostwolfw c
                data << uint32(0x550) << uint32(0x1);           // 15 irondeep (N) ally
                data << uint32(0x544) << uint32(0x0);           // 16 ice grave a_a
                data << uint32(0x536) << uint32(0x0);           // 17 stormpike grave h_c
                data << uint32(0x535) << uint32(0x1);           // 18 stormpike grave a_c
                data << uint32(0x518) << uint32(0x0);           // 19 stoneheart grave a_a
                data << uint32(0x517) << uint32(0x0);           // 20 stoneheart grave h_a
                data << uint32(0x574) << uint32(0x0);           // 21 1396 unk
                data << uint32(0x573) << uint32(0x0);           // 22 iceblood tower horde assaulted -unused
                data << uint32(0x572) << uint32(0x0);           // 23 towerpoint horde assaulted - unused
                data << uint32(0x56f) << uint32(0x0);           // 24 1391 unk
                data << uint32(0x56e) << uint32(0x0);           // 25 iceblood a
                data << uint32(0x56d) << uint32(0x0);           // 26 towerp a
                data << uint32(0x56c) << uint32(0x0);           // 27 frostwolfe a
                data << uint32(0x56b) << uint32(0x0);           // 28 froswolfw a
                data << uint32(0x56a) << uint32(0x1);           // 29 1386 unk
                data << uint32(0x569) << uint32(0x1);           // 30 iceblood c
                data << uint32(0x568) << uint32(0x1);           // 31 towerp c
                data << uint32(0x565) << uint32(0x0);           // 32 stoneh tower a
                data << uint32(0x564) << uint32(0x0);           // 33 icewing tower a
                data << uint32(0x563) << uint32(0x0);           // 34 dunn a
                data << uint32(0x562) << uint32(0x0);           // 35 duns a
                data << uint32(0x561) << uint32(0x0);           // 36 stoneheart bunker alliance assaulted - unused
                data << uint32(0x560) << uint32(0x0);           // 37 icewing bunker alliance assaulted - unused
                data << uint32(0x55f) << uint32(0x0);           // 38 dunbaldar south alliance assaulted - unused
                data << uint32(0x55e) << uint32(0x0);           // 39 dunbaldar north alliance assaulted - unused
                data << uint32(0x55d) << uint32(0x0);           // 40 stone tower d
                data << uint32(0x3c6) << uint32(0x0);           // 41 966 unk
                data << uint32(0x3c4) << uint32(0x0);           // 42 964 unk
                data << uint32(0x3c2) << uint32(0x0);           // 43 962 unk
                data << uint32(0x516) << uint32(0x1);           // 44 stoneheart grave a_c
                data << uint32(0x515) << uint32(0x0);           // 45 stonheart grave h_c
                data << uint32(0x3b6) << uint32(0x0);           // 46 950 unk
                data << uint32(0x55c) << uint32(0x0);           // 47 icewing tower d
                data << uint32(0x55b) << uint32(0x0);           // 48 dunn d
                data << uint32(0x55a) << uint32(0x0);           // 49 duns d
                data << uint32(0x559) << uint32(0x0);           // 50 1369 unk
                data << uint32(0x558) << uint32(0x0);           // 51 iceblood d
                data << uint32(0x557) << uint32(0x0);           // 52 towerp d
                data << uint32(0x556) << uint32(0x0);           // 53 frostwolfe d
                data << uint32(0x555) << uint32(0x0);           // 54 frostwolfw d
                data << uint32(0x554) << uint32(0x1);           // 55 stoneh tower c
                data << uint32(0x553) << uint32(0x1);           // 56 icewing tower c
                data << uint32(0x552) << uint32(0x1);           // 57 dunn c
                data << uint32(0x551) << uint32(0x1);           // 58 duns c
                data << uint32(0x54f) << uint32(0x0);           // 59 irondeep (N) horde
                data << uint32(0x54e) << uint32(0x0);           // 60 irondeep (N) ally
                data << uint32(0x54d) << uint32(0x1);           // 61 mine (S) neutral
                data << uint32(0x54c) << uint32(0x0);           // 62 mine (S) horde
                data << uint32(0x54b) << uint32(0x0);           // 63 mine (S) ally
                data << uint32(0x545) << uint32(0x0);           // 64 iceblood h_a
                data << uint32(0x543) << uint32(0x1);           // 65 iceblod h_c
                data << uint32(0x542) << uint32(0x0);           // 66 iceblood a_c
                data << uint32(0x540) << uint32(0x0);           // 67 snowfall h_a
                data << uint32(0x53f) << uint32(0x0);           // 68 snowfall a_a
                data << uint32(0x53e) << uint32(0x0);           // 69 snowfall h_c
                data << uint32(0x53d) << uint32(0x0);           // 70 snowfall a_c
                data << uint32(0x53c) << uint32(0x0);           // 71 frostwolf g h_a
                data << uint32(0x53b) << uint32(0x0);           // 72 frostwolf g a_a
                data << uint32(0x53a) << uint32(0x1);           // 73 frostwolf g h_c
                data << uint32(0x539) << uint32(0x0);           // 74 frostwolf g a_c
                data << uint32(0x538) << uint32(0x0);           // 75 stormpike grave h_a
                data << uint32(0x537) << uint32(0x0);           // 76 stormpike grave a_a
                data << uint32(0x534) << uint32(0x0);           // 77 frostwolf hut h_a
                data << uint32(0x533) << uint32(0x0);           // 78 frostwolf hut a_a
                data << uint32(0x530) << uint32(0x0);           // 79 stormpike first aid h_a
                data << uint32(0x52f) << uint32(0x0);           // 80 stormpike first aid h_c
                data << uint32(0x52d) << uint32(0x1);           // 81 stormpike first aid a_c
            }
            break;
        case 3277:                                          // Warsong Gulch
            if (bg && bg->GetBgTypeID() == BATTLEGROUND_WS)
                bg->FillInitialWorldStates(data);
            else
            {
                data << uint32(0x62d) << uint32(0x0);       // 7 1581 alliance flag captures
                data << uint32(0x62e) << uint32(0x0);       // 8 1582 horde flag captures
                data << uint32(0x609) << uint32(0x0);       // 9 1545 unk, set to 1 on alliance flag pickup...
                data << uint32(0x60a) << uint32(0x0);       // 10 1546 unk, set to 1 on horde flag pickup, after drop it's -1
                data << uint32(0x60b) << uint32(0x2);       // 11 1547 unk
                data << uint32(0x641) << uint32(0x3);       // 12 1601 unk (max flag captures?)
                data << uint32(0x922) << uint32(0x1);       // 13 2338 horde (0 - hide, 1 - flag ok, 2 - flag picked up (flashing), 3 - flag picked up (not flashing)
                data << uint32(0x923) << uint32(0x1);       // 14 2339 alliance (0 - hide, 1 - flag ok, 2 - flag picked up (flashing), 3 - flag picked up (not flashing)
            }
            break;
        case 3358:                                          // Arathi Basin
            if (bg && bg->GetBgTypeID() == BATTLEGROUND_AB)
                bg->FillInitialWorldStates(data);
            else
            {
                data << uint32(0x6e7) << uint32(0x0);       // 7 1767 stables alliance
                data << uint32(0x6e8) << uint32(0x0);       // 8 1768 stables horde
                data << uint32(0x6e9) << uint32(0x0);       // 9 1769 unk, ST?
                data << uint32(0x6ea) << uint32(0x0);       // 10 1770 stables (show/hide)
                data << uint32(0x6ec) << uint32(0x0);       // 11 1772 farm (0 - horde controlled, 1 - alliance controlled)
                data << uint32(0x6ed) << uint32(0x0);       // 12 1773 farm (show/hide)
                data << uint32(0x6ee) << uint32(0x0);       // 13 1774 farm color
                data << uint32(0x6ef) << uint32(0x0);       // 14 1775 gold mine color, may be FM?
                data << uint32(0x6f0) << uint32(0x0);       // 15 1776 alliance resources
                data << uint32(0x6f1) << uint32(0x0);       // 16 1777 horde resources
                data << uint32(0x6f2) << uint32(0x0);       // 17 1778 horde bases
                data << uint32(0x6f3) << uint32(0x0);       // 18 1779 alliance bases
                data << uint32(0x6f4) << uint32(0x640);     // 19 1780 max resources (1600)
                data << uint32(0x6f6) << uint32(0x0);       // 20 1782 blacksmith color
                data << uint32(0x6f7) << uint32(0x0);       // 21 1783 blacksmith (show/hide)
                data << uint32(0x6f8) << uint32(0x0);       // 22 1784 unk, bs?
                data << uint32(0x6f9) << uint32(0x0);       // 23 1785 unk, bs?
                data << uint32(0x6fb) << uint32(0x0);       // 24 1787 gold mine (0 - horde contr, 1 - alliance contr)
                data << uint32(0x6fc) << uint32(0x0);       // 25 1788 gold mine (0 - conflict, 1 - horde)
                data << uint32(0x6fd) << uint32(0x0);       // 26 1789 gold mine (1 - show/0 - hide)
                data << uint32(0x6fe) << uint32(0x0);       // 27 1790 gold mine color
                data << uint32(0x700) << uint32(0x0);       // 28 1792 gold mine color, wtf?, may be LM?
                data << uint32(0x701) << uint32(0x0);       // 29 1793 lumber mill color (0 - conflict, 1 - horde contr)
                data << uint32(0x702) << uint32(0x0);       // 30 1794 lumber mill (show/hide)
                data << uint32(0x703) << uint32(0x0);       // 31 1795 lumber mill color color
                data << uint32(0x732) << uint32(0x1);       // 32 1842 stables (1 - uncontrolled)
                data << uint32(0x733) << uint32(0x1);       // 33 1843 gold mine (1 - uncontrolled)
                data << uint32(0x734) << uint32(0x1);       // 34 1844 lumber mill (1 - uncontrolled)
                data << uint32(0x735) << uint32(0x1);       // 35 1845 farm (1 - uncontrolled)
                data << uint32(0x736) << uint32(0x1);       // 36 1846 blacksmith (1 - uncontrolled)
                data << uint32(0x745) << uint32(0x2);       // 37 1861 unk
                data << uint32(0x7a3) << uint32(0x578);     // 38 1955 warning limit (1400)
            }
            break;
        case 3820:                                          // Eye of the Storm
            if (bg && bg->GetBgTypeID() == BATTLEGROUND_EY)
                bg->FillInitialWorldStates(data);
            else
            {
                data << uint32(0xac1) << uint32(0x0);       // 7  2753 Horde Bases
                data << uint32(0xac0) << uint32(0x0);       // 8  2752 Alliance Bases
                data << uint32(0xab6) << uint32(0x0);       // 9  2742 Mage Tower - Horde conflict
                data << uint32(0xab5) << uint32(0x0);       // 10 2741 Mage Tower - Alliance conflict
                data << uint32(0xab4) << uint32(0x0);       // 11 2740 Fel Reaver - Horde conflict
                data << uint32(0xab3) << uint32(0x0);       // 12 2739 Fel Reaver - Alliance conflict
                data << uint32(0xab2) << uint32(0x0);       // 13 2738 Draenei - Alliance conflict
                data << uint32(0xab1) << uint32(0x0);       // 14 2737 Draenei - Horde conflict
                data << uint32(0xab0) << uint32(0x0);       // 15 2736 unk // 0 at start
                data << uint32(0xaaf) << uint32(0x0);       // 16 2735 unk // 0 at start
                data << uint32(0xaad) << uint32(0x0);       // 17 2733 Draenei - Horde control
                data << uint32(0xaac) << uint32(0x0);       // 18 2732 Draenei - Alliance control
                data << uint32(0xaab) << uint32(0x1);       // 19 2731 Draenei uncontrolled (1 - yes, 0 - no)
                data << uint32(0xaaa) << uint32(0x0);       // 20 2730 Mage Tower - Alliance control
                data << uint32(0xaa9) << uint32(0x0);       // 21 2729 Mage Tower - Horde control
                data << uint32(0xaa8) << uint32(0x1);       // 22 2728 Mage Tower uncontrolled (1 - yes, 0 - no)
                data << uint32(0xaa7) << uint32(0x0);       // 23 2727 Fel Reaver - Horde control
                data << uint32(0xaa6) << uint32(0x0);       // 24 2726 Fel Reaver - Alliance control
                data << uint32(0xaa5) << uint32(0x1);       // 25 2725 Fel Reaver uncontrolled (1 - yes, 0 - no)
                data << uint32(0xaa4) << uint32(0x0);       // 26 2724 Boold Elf - Horde control
                data << uint32(0xaa3) << uint32(0x0);       // 27 2723 Boold Elf - Alliance control
                data << uint32(0xaa2) << uint32(0x1);       // 28 2722 Boold Elf uncontrolled (1 - yes, 0 - no)
                data << uint32(0xac5) << uint32(0x1);       // 29 2757 Flag (1 - show, 0 - hide) - doesn't work exactly this way!
                data << uint32(0xad2) << uint32(0x1);       // 30 2770 Horde top-stats (1 - show, 0 - hide) // 02 -> horde picked up the flag
                data << uint32(0xad1) << uint32(0x1);       // 31 2769 Alliance top-stats (1 - show, 0 - hide) // 02 -> alliance picked up the flag
                data << uint32(0xabe) << uint32(0x0);       // 32 2750 Horde resources
                data << uint32(0xabd) << uint32(0x0);       // 33 2749 Alliance resources
                data << uint32(0xa05) << uint32(0x8e);      // 34 2565 unk, constant?
                data << uint32(0xaa0) << uint32(0x0);       // 35 2720 Capturing progress-bar (100 -> empty (only grey), 0 -> blue|red (no grey), default 0)
                data << uint32(0xa9f) << uint32(0x0);       // 36 2719 Capturing progress-bar (0 - left, 100 - right)
                data << uint32(0xa9e) << uint32(0x0);       // 37 2718 Capturing progress-bar (1 - show, 0 - hide)
                data << uint32(0xc0d) << uint32(0x17b);     // 38 3085 unk
                // and some more ... unknown
            }
            break;
        // any of these needs change! the client remembers the prev setting!
        // ON EVERY ZONE LEAVE, RESET THE OLD ZONE'S WORLD STATE, BUT AT LEAST THE UI STUFF!
        case 3483:                                          // Hellfire Peninsula
            if (pvp && pvp->GetTypeId() == OUTDOOR_PVP_HP)
                pvp->FillInitialWorldStates(data);
            else
            {
                data << uint32(0x9ba) << uint32(0x1);           // 10 // add ally tower main gui icon       // maybe should be sent only on login?
                data << uint32(0x9b9) << uint32(0x1);           // 11 // add horde tower main gui icon      // maybe should be sent only on login?
                data << uint32(0x9b5) << uint32(0x0);           // 12 // show neutral broken hill icon      // 2485
                data << uint32(0x9b4) << uint32(0x1);           // 13 // show icon above broken hill        // 2484
                data << uint32(0x9b3) << uint32(0x0);           // 14 // show ally broken hill icon         // 2483
                data << uint32(0x9b2) << uint32(0x0);           // 15 // show neutral overlook icon         // 2482
                data << uint32(0x9b1) << uint32(0x1);           // 16 // show the overlook arrow            // 2481
                data << uint32(0x9b0) << uint32(0x0);           // 17 // show ally overlook icon            // 2480
                data << uint32(0x9ae) << uint32(0x0);           // 18 // horde pvp objectives captured      // 2478
                data << uint32(0x9ac) << uint32(0x0);           // 19 // ally pvp objectives captured       // 2476
                data << uint32(2475)  << uint32(100); //: ally / horde slider grey area                              // show only in direct vicinity!
                data << uint32(2474)  << uint32(50);  //: ally / horde slider percentage, 100 for ally, 0 for horde  // show only in direct vicinity!
                data << uint32(2473)  << uint32(0);   //: ally / horde slider display                                // show only in direct vicinity!
                data << uint32(0x9a8) << uint32(0x0);           // 20 // show the neutral stadium icon      // 2472
                data << uint32(0x9a7) << uint32(0x0);           // 21 // show the ally stadium icon         // 2471
                data << uint32(0x9a6) << uint32(0x1);           // 22 // show the horde stadium icon        // 2470
            }
            break;
        case 3518:                                          // Nagrand
            if (pvp && pvp->GetTypeId() == OUTDOOR_PVP_NA)
                pvp->FillInitialWorldStates(data);
            else
            {
                data << uint32(2503) << uint32(0x0);    // 10
                data << uint32(2502) << uint32(0x0);    // 11
                data << uint32(2493) << uint32(0x0);    // 12
                data << uint32(2491) << uint32(0x0);    // 13

                data << uint32(2495) << uint32(0x0);    // 14
                data << uint32(2494) << uint32(0x0);    // 15
                data << uint32(2497) << uint32(0x0);    // 16

                data << uint32(2762) << uint32(0x0);    // 17
                data << uint32(2662) << uint32(0x0);    // 18
                data << uint32(2663) << uint32(0x0);    // 19
                data << uint32(2664) << uint32(0x0);    // 20

                data << uint32(2760) << uint32(0x0);    // 21
                data << uint32(2670) << uint32(0x0);    // 22
                data << uint32(2668) << uint32(0x0);    // 23
                data << uint32(2669) << uint32(0x0);    // 24

                data << uint32(2761) << uint32(0x0);    // 25
                data << uint32(2667) << uint32(0x0);    // 26
                data << uint32(2665) << uint32(0x0);    // 27
                data << uint32(2666) << uint32(0x0);    // 28

                data << uint32(2763) << uint32(0x0);    // 29
                data << uint32(2659) << uint32(0x0);    // 30
                data << uint32(2660) << uint32(0x0);    // 31
                data << uint32(2661) << uint32(0x0);    // 32

                data << uint32(2671) << uint32(0x0);    // 33
                data << uint32(2676) << uint32(0x0);    // 34
                data << uint32(2677) << uint32(0x0);    // 35
                data << uint32(2672) << uint32(0x0);    // 36
                data << uint32(2673) << uint32(0x0);    // 37
            }
            break;
        case 3519:                                          // Terokkar Forest
            if (pvp && pvp->GetTypeId() == OUTDOOR_PVP_TF)
                pvp->FillInitialWorldStates(data);
            else
            {
                data << uint32(0xa41) << uint32(0x0);           // 10 // 2625 capture bar pos
                data << uint32(0xa40) << uint32(0x14);          // 11 // 2624 capture bar neutral
                data << uint32(0xa3f) << uint32(0x0);           // 12 // 2623 show capture bar
                data << uint32(0xa3e) << uint32(0x0);           // 13 // 2622 horde towers controlled
                data << uint32(0xa3d) << uint32(0x5);           // 14 // 2621 ally towers controlled
                data << uint32(0xa3c) << uint32(0x0);           // 15 // 2620 show towers controlled
                data << uint32(0xa88) << uint32(0x0);           // 16 // 2696 SE Neu
                data << uint32(0xa87) << uint32(0x0);           // 17 // SE Horde
                data << uint32(0xa86) << uint32(0x0);           // 18 // SE Ally
                data << uint32(0xa85) << uint32(0x0);           // 19 //S Neu
                data << uint32(0xa84) << uint32(0x0);           // 20 S Horde
                data << uint32(0xa83) << uint32(0x0);           // 21 S Ally
                data << uint32(0xa82) << uint32(0x0);           // 22 NE Neu
                data << uint32(0xa81) << uint32(0x0);           // 23 NE Horde
                data << uint32(0xa80) << uint32(0x0);           // 24 NE Ally
                data << uint32(0xa7e) << uint32(0x0);           // 25 // 2686 N Neu
                data << uint32(0xa7d) << uint32(0x0);           // 26 N Horde
                data << uint32(0xa7c) << uint32(0x0);           // 27 N Ally
                data << uint32(0xa7b) << uint32(0x0);           // 28 NW Ally
                data << uint32(0xa7a) << uint32(0x0);           // 29 NW Horde
                data << uint32(0xa79) << uint32(0x0);           // 30 NW Neutral
                data << uint32(0x9d0) << uint32(0x5);           // 31 // 2512 locked time remaining seconds first digit
                data << uint32(0x9ce) << uint32(0x0);           // 32 // 2510 locked time remaining seconds second digit
                data << uint32(0x9cd) << uint32(0x0);           // 33 // 2509 locked time remaining minutes
                data << uint32(0x9cc) << uint32(0x0);           // 34 // 2508 neutral locked time show
                data << uint32(0xad0) << uint32(0x0);           // 35 // 2768 horde locked time show
                data << uint32(0xacf) << uint32(0x1);           // 36 // 2767 ally locked time show
            }
            break;
        case 3521:                                          // Zangarmarsh
            if (pvp && pvp->GetTypeId() == OUTDOOR_PVP_ZM)
                pvp->FillInitialWorldStates(data);
            else
            {
                data << uint32(0x9e1) << uint32(0x0);           // 10 //2529
                data << uint32(0x9e0) << uint32(0x0);           // 11
                data << uint32(0x9df) << uint32(0x0);           // 12
                data << uint32(0xa5d) << uint32(0x1);           // 13 //2653
                data << uint32(0xa5c) << uint32(0x0);           // 14 //2652 east beacon neutral
                data << uint32(0xa5b) << uint32(0x1);           // 15 horde
                data << uint32(0xa5a) << uint32(0x0);           // 16 ally
                data << uint32(0xa59) << uint32(0x1);           // 17 // 2649 Twin spire graveyard horde  12???
                data << uint32(0xa58) << uint32(0x0);           // 18 ally     14 ???
                data << uint32(0xa57) << uint32(0x0);           // 19 neutral  7???
                data << uint32(0xa56) << uint32(0x0);           // 20 // 2646 west beacon neutral
                data << uint32(0xa55) << uint32(0x1);           // 21 horde
                data << uint32(0xa54) << uint32(0x0);           // 22 ally
                data << uint32(0x9e7) << uint32(0x0);           // 23 // 2535
                data << uint32(0x9e6) << uint32(0x0);           // 24
                data << uint32(0x9e5) << uint32(0x0);           // 25
                data << uint32(0xa00) << uint32(0x0);           // 26 // 2560
                data << uint32(0x9ff) << uint32(0x1);           // 27
                data << uint32(0x9fe) << uint32(0x0);           // 28
                data << uint32(0x9fd) << uint32(0x0);           // 29
                data << uint32(0x9fc) << uint32(0x1);           // 30
                data << uint32(0x9fb) << uint32(0x0);           // 31
                data << uint32(0xa62) << uint32(0x0);           // 32 // 2658
                data << uint32(0xa61) << uint32(0x1);           // 33
                data << uint32(0xa60) << uint32(0x1);           // 34
                data << uint32(0xa5f) << uint32(0x0);           // 35
            }
            break;
        case 3698:                                          // Nagrand Arena
            if (bg && bg->GetBgTypeID() == BATTLEGROUND_NA)
                bg->FillInitialWorldStates(data);
            else
            {
                data << uint32(0xa0f) << uint32(0x0);           // 7
                data << uint32(0xa10) << uint32(0x0);           // 8
                data << uint32(0xa11) << uint32(0x0);           // 9 show
            }
            break;
        case 3702:                                          // Blade's Edge Arena
            if (bg && bg->GetBgTypeID() == BATTLEGROUND_BE)
                bg->FillInitialWorldStates(data);
            else
            {
                data << uint32(0x9f0) << uint32(0x0);           // 7 gold
                data << uint32(0x9f1) << uint32(0x0);           // 8 green
                data << uint32(0x9f3) << uint32(0x0);           // 9 show
            }
            break;
        case 3968:                                          // Ruins of Lordaeron
            if (bg && bg->GetBgTypeID() == BATTLEGROUND_RL)
                bg->FillInitialWorldStates(data);
            else
            {
                data << uint32(0xbb8) << uint32(0x0);           // 7 gold
                data << uint32(0xbb9) << uint32(0x0);           // 8 green
                data << uint32(0xbba) << uint32(0x0);           // 9 show
            }
            break;
        case 4378:                                          // Dalaran Sewers
            if (bg && bg->GetBgTypeID() == BATTLEGROUND_DS)
                bg->FillInitialWorldStates(data);
            else
            {
                data << uint32(3601) << uint32(0x0);           // 7 gold
                data << uint32(3600) << uint32(0x0);           // 8 green
                data << uint32(3610) << uint32(0x0);           // 9 show
            }
            break;
        case 4384:                                          // Strand of the Ancients
            if (bg && bg->GetBgTypeID() == BATTLEGROUND_SA)
                bg->FillInitialWorldStates(data);
            else
            {
                // 1-3 A defend, 4-6 H defend, 7-9 unk defend, 1 - ok, 2 - half destroyed, 3 - destroyed
                data << uint32(0xf09) << uint32(0x0);       // 7  3849 Gate of Temple
                data << uint32(0xe36) << uint32(0x0);       // 8  3638 Gate of Yellow Moon
                data << uint32(0xe27) << uint32(0x0);       // 9  3623 Gate of Green Emerald
                data << uint32(0xe24) << uint32(0x0);       // 10 3620 Gate of Blue Sapphire
                data << uint32(0xe21) << uint32(0x0);       // 11 3617 Gate of Red Sun
                data << uint32(0xe1e) << uint32(0x0);       // 12 3614 Gate of Purple Ametyst

                data << uint32(0xdf3) << uint32(0x0);       // 13 3571 bonus timer (1 - on, 0 - off)
                data << uint32(0xded) << uint32(0x0);       // 14 3565 Horde Attacker
                data << uint32(0xdec) << uint32(0x0);       // 15 3564 Alliance Attacker
                // End Round (timer), better explain this by example, eg. ends in 19:59 -> A:BC
                data << uint32(0xde9) << uint32(0x0);       // 16 3561 C
                data << uint32(0xde8) << uint32(0x0);       // 17 3560 B
                data << uint32(0xde7) << uint32(0x0);       // 18 3559 A
                data << uint32(0xe35) << uint32(0x0);       // 19 3637 East g - Horde control
                data << uint32(0xe34) << uint32(0x0);       // 20 3636 West g - Horde control
                data << uint32(0xe33) << uint32(0x0);       // 21 3635 South g - Horde control
                data << uint32(0xe32) << uint32(0x0);       // 22 3634 East g - Alliance control
                data << uint32(0xe31) << uint32(0x0);       // 23 3633 West g - Alliance control
                data << uint32(0xe30) << uint32(0x0);       // 24 3632 South g - Alliance control
                data << uint32(0xe2f) << uint32(0x0);       // 25 3631 Chamber of Ancients - Horde control
                data << uint32(0xe2e) << uint32(0x0);       // 26 3630 Chamber of Ancients - Alliance control
                data << uint32(0xe2d) << uint32(0x0);       // 27 3629 Beach1 - Horde control
                data << uint32(0xe2c) << uint32(0x0);       // 28 3628 Beach2 - Horde control
                data << uint32(0xe2b) << uint32(0x0);       // 29 3627 Beach1 - Alliance control
                data << uint32(0xe2a) << uint32(0x0);       // 30 3626 Beach2 - Alliance control
                // and many unks...
            }
            break;
        case 4406:                                          // Ring of Valor
            if (bg && bg->GetBgTypeID() == BATTLEGROUND_RV)
                bg->FillInitialWorldStates(data);
            else
            {
                data << uint32(0xe10) << uint32(0x0);           // 7 gold
                data << uint32(0xe11) << uint32(0x0);           // 8 green
                data << uint32(0xe1a) << uint32(0x0);           // 9 show
            }
            break;
        case 4710:
            if (bg && bg->GetBgTypeID() == BATTLEGROUND_IC)
                bg->FillInitialWorldStates(data);
            else
            {
                data << uint32(4221) << uint32(1); // 7 BG_IC_ALLIANCE_RENFORT_SET
                data << uint32(4222) << uint32(1); // 8 BG_IC_HORDE_RENFORT_SET
                data << uint32(4226) << uint32(300); // 9 BG_IC_ALLIANCE_RENFORT
                data << uint32(4227) << uint32(300); // 10 BG_IC_HORDE_RENFORT
                data << uint32(4322) << uint32(1); // 11 BG_IC_GATE_FRONT_H_WS_OPEN
                data << uint32(4321) << uint32(1); // 12 BG_IC_GATE_WEST_H_WS_OPEN
                data << uint32(4320) << uint32(1); // 13 BG_IC_GATE_EAST_H_WS_OPEN
                data << uint32(4323) << uint32(1); // 14 BG_IC_GATE_FRONT_A_WS_OPEN
                data << uint32(4324) << uint32(1); // 15 BG_IC_GATE_WEST_A_WS_OPEN
                data << uint32(4325) << uint32(1); // 16 BG_IC_GATE_EAST_A_WS_OPEN
                data << uint32(4317) << uint32(1); // 17 unknown

                data << uint32(4301) << uint32(1); // 18 BG_IC_DOCKS_UNCONTROLLED
                data << uint32(4296) << uint32(1); // 19 BG_IC_HANGAR_UNCONTROLLED
                data << uint32(4306) << uint32(1); // 20 BG_IC_QUARRY_UNCONTROLLED
                data << uint32(4311) << uint32(1); // 21 BG_IC_REFINERY_UNCONTROLLED
                data << uint32(4294) << uint32(1); // 22 BG_IC_WORKSHOP_UNCONTROLLED
                data << uint32(4243) << uint32(1); // 23 unknown
                data << uint32(4345) << uint32(1); // 24 unknown
            }
            break;
        // The Ruby Sanctum
        case 4987:
            if (instance && mapid == 724)
                instance->FillInitialWorldStates(data);
            else
            {
                data << uint32(5049) << uint32(50);             // 9  WORLDSTATE_CORPOREALITY_MATERIAL
                data << uint32(5050) << uint32(50);             // 10 WORLDSTATE_CORPOREALITY_TWILIGHT
                data << uint32(5051) << uint32(0);              // 11 WORLDSTATE_CORPOREALITY_TOGGLE
            }
            break;
        // Icecrown Citadel
        case 4812:
            if (instance && mapid == 631)
                instance->FillInitialWorldStates(data);
            else
            {
                data << uint32(4903) << uint32(0);              // 9  WORLDSTATE_SHOW_TIMER (Blood Quickening weekly)
                data << uint32(4904) << uint32(30);             // 10 WORLDSTATE_EXECUTION_TIME
                data << uint32(4940) << uint32(0);              // 11 WORLDSTATE_SHOW_ATTEMPTS
                data << uint32(4941) << uint32(50);             // 12 WORLDSTATE_ATTEMPTS_REMAINING
                data << uint32(4942) << uint32(50);             // 13 WORLDSTATE_ATTEMPTS_MAX
            }
            break;
        // The Culling of Stratholme
        case 4100:
            if (instance && mapid == 595)
                instance->FillInitialWorldStates(data);
            else
            {
                data << uint32(3479) << uint32(0);              // 9  WORLDSTATE_SHOW_CRATES
                data << uint32(3480) << uint32(0);              // 10 WORLDSTATE_CRATES_REVEALED
                data << uint32(3504) << uint32(0);              // 11 WORLDSTATE_WAVE_COUNT
                data << uint32(3931) << uint32(25);             // 12 WORLDSTATE_TIME_GUARDIAN
                data << uint32(3932) << uint32(0);              // 13 WORLDSTATE_TIME_GUARDIAN_SHOW
            }
            break;
        // The Oculus
        case 4228:
            if (instance && mapid == 578)
                instance->FillInitialWorldStates(data);
            else
            {
                data << uint32(3524) << uint32(0);              // 9  WORLD_STATE_CENTRIFUGE_CONSTRUCT_SHOW
                data << uint32(3486) << uint32(0);              // 10 WORLD_STATE_CENTRIFUGE_CONSTRUCT_AMOUNT
            }
            break;
        // Ulduar
        case 4273:
            if (instance && mapid == 603)
                instance->FillInitialWorldStates(data);
            else
            {
                data << uint32(4132) << uint32(0);              // 9  WORLDSTATE_ALGALON_TIMER_ENABLED
                data << uint32(4131) << uint32(0);              // 10 WORLDSTATE_ALGALON_DESPAWN_TIMER
            }
            break;
        // Halls of Refection
        case 4820:
            if (instance && mapid == 668)
                instance->FillInitialWorldStates(data);
            else
            {
                data << uint32(4884) << uint32(0);              // 9  WORLD_STATE_HOR_WAVES_ENABLED
                data << uint32(4882) << uint32(0);              // 10 WORLD_STATE_HOR_WAVE_COUNT
            }
            break;
        // Scarlet Enclave (DK starting zone)
        case 4298:
            // Get Mograine, GUID and ENTRY should NEVER change
            if (Creature* mograine = ObjectAccessor::GetCreature(*this, MAKE_NEW_GUID(130956, 29173, HIGHGUID_UNIT)))
            {
                if (CreatureAI* mograineAI = mograine->AI())
                {
                    data << uint32(3590) << uint32(mograineAI->GetData(3590));
                    data << uint32(3591) << uint32(mograineAI->GetData(3591));
                    data << uint32(3592) << uint32(mograineAI->GetData(3592));
                    data << uint32(3603) << uint32(mograineAI->GetData(3603));
                    data << uint32(3604) << uint32(mograineAI->GetData(3604));
                    data << uint32(3605) << uint32(mograineAI->GetData(3605));
                }
            }
            break;
        // Wintergrasp
        case 4197:
            if (bf && bf->GetTypeId() == BATTLEFIELD_WG)
            {
                bf->FillInitialWorldStates(data);
                break;
            }
            // No break here, intended.
        default:
            data << uint32(0x914) << uint32(0x0);           // 7
            data << uint32(0x913) << uint32(0x0);           // 8
            data << uint32(0x912) << uint32(0x0);           // 9
            data << uint32(0x915) << uint32(0x0);           // 10
            break;
    }

    uint16 length = (data.wpos() - countPos) / 8;
    data.put<uint16>(countPos, length);

    GetSession()->SendPacket(&data);
    SendBGWeekendWorldStates();
    SendBattlefieldWorldStates();
}

void Player::SendBGWeekendWorldStates()
{ 
    for (uint32 i = 1; i < sBattlemasterListStore.GetNumRows(); ++i)
    {
        BattlemasterListEntry const* bl = sBattlemasterListStore.LookupEntry(i);
        if (bl && bl->HolidayWorldStateId)
        {
            if (BattlegroundMgr::IsBGWeekend((BattlegroundTypeId)bl->id))
                SendUpdateWorldState(bl->HolidayWorldStateId, 1);
            else
                SendUpdateWorldState(bl->HolidayWorldStateId, 0);
        }
    }
}

void Player::SendBattlefieldWorldStates()
{ 
    /// Send misc stuff that needs to be sent on every login, like the battle timers.
    if (sWorld->getBoolConfig(CONFIG_WINTERGRASP_ENABLE))
    {
        if (BattlefieldWG* wg = (BattlefieldWG*)sBattlefieldMgr->GetBattlefieldByBattleId(BATTLEFIELD_BATTLEID_WG))
        {
            SendUpdateWorldState(BATTLEFIELD_WG_WORLD_STATE_ATTACKER, wg->GetAttackerTeam());
            SendUpdateWorldState(BATTLEFIELD_WG_WORLD_STATE_DEFENDER, wg->GetDefenderTeam());
            SendUpdateWorldState(BATTLEFIELD_WG_WORLD_STATE_ACTIVE, wg->IsWarTime() ? 0 : 1); // Note: cleanup these two, their names look awkward
            SendUpdateWorldState(BATTLEFIELD_WG_WORLD_STATE_SHOW_WORLDSTATE, wg->IsWarTime() ? 1 : 0);

            for (uint32 i = 0; i < 2; ++i)
                SendUpdateWorldState(ClockWorldState[i], uint32(time(NULL) + (wg->GetTimer() / 1000)));
        }
    }   
}

uint32 Player::GetXPRestBonus(uint32 xp)
{ 
    uint32 rested_bonus = (uint32)GetRestBonus();           // xp for each rested bonus

    if (rested_bonus > xp)                                   // max rested_bonus == xp or (r+x) = 200% xp
        rested_bonus = xp;

    SetRestBonus(GetRestBonus() - rested_bonus);

    ;//sLog->outDetail("Player gain %u xp (+ %u Rested Bonus). Rested points=%f", xp+rested_bonus, rested_bonus, GetRestBonus());
    return rested_bonus;
}

void Player::SetBindPoint(uint64 guid)
{ 
    WorldPacket data(SMSG_BINDER_CONFIRM, 8);
    data << uint64(guid);
    GetSession()->SendPacket(&data);
}

void Player::SendTalentWipeConfirm(uint64 guid)
{ 
    WorldPacket data(MSG_TALENT_WIPE_CONFIRM, (8+4));
    data << uint64(guid);
    uint32 cost = sWorld->getBoolConfig(CONFIG_NO_RESET_TALENT_COST) ? 0 : resetTalentsCost();
    data << cost;
    GetSession()->SendPacket(&data);
}

void Player::ResetPetTalents()
{ 
    // This needs another gossip option + NPC text as a confirmation.
    // The confirmation gossip listid has the text: "Yes, please do."
    Pet* pet = GetPet();

    if (!pet || pet->getPetType() != HUNTER_PET || pet->m_usedTalentCount == 0)
        return;

    CharmInfo* charmInfo = pet->GetCharmInfo();
    if (!charmInfo)
    {
        sLog->outError("Object (GUID: %u TypeId: %u) is considered pet-like but doesn't have a charminfo!", pet->GetGUIDLow(), pet->GetTypeId());
        return;
    }
    pet->resetTalents();
    SendTalentsInfoData(true);
}

/*********************************************************/
/***                    STORAGE SYSTEM                 ***/
/*********************************************************/

void Player::SetVirtualItemSlot(uint8 i, Item* item)
{ 
    ASSERT(i < 3);
    if (i < 2 && item)
    {
        if (!item->GetEnchantmentId(TEMP_ENCHANTMENT_SLOT))
            return;
        uint32 charges = item->GetEnchantmentCharges(TEMP_ENCHANTMENT_SLOT);
        if (charges == 0)
            return;
        if (charges > 1)
            item->SetEnchantmentCharges(TEMP_ENCHANTMENT_SLOT, charges-1);
        else if (charges <= 1)
        {
            ApplyEnchantment(item, TEMP_ENCHANTMENT_SLOT, false);
            item->ClearEnchantment(TEMP_ENCHANTMENT_SLOT);
        }
    }
}

void Player::SetSheath(SheathState sheathed)
{ 
    switch (sheathed)
    {
        case SHEATH_STATE_UNARMED:                          // no prepared weapon
            SetVirtualItemSlot(0, NULL);
            SetVirtualItemSlot(1, NULL);
            SetVirtualItemSlot(2, NULL);
            break;
        case SHEATH_STATE_MELEE:                            // prepared melee weapon
            SetVirtualItemSlot(0, GetWeaponForAttack(BASE_ATTACK, true));
            SetVirtualItemSlot(1, GetWeaponForAttack(OFF_ATTACK, true));
            SetVirtualItemSlot(2, NULL);
            break;
        case SHEATH_STATE_RANGED:                           // prepared ranged weapon
            SetVirtualItemSlot(0, NULL);
            SetVirtualItemSlot(1, NULL);
            SetVirtualItemSlot(2, GetWeaponForAttack(RANGED_ATTACK, true));
            break;
        default:
            SetVirtualItemSlot(0, NULL);
            SetVirtualItemSlot(1, NULL);
            SetVirtualItemSlot(2, NULL);
            break;
    }
    Unit::SetSheath(sheathed);                              // this must visualize Sheath changing for other players...
}

uint8 Player::FindEquipSlot(ItemTemplate const* proto, uint32 slot, bool swap) const
{ 
    uint8 playerClass = getClass();

    uint8 slots[4];
    slots[0] = NULL_SLOT;
    slots[1] = NULL_SLOT;
    slots[2] = NULL_SLOT;
    slots[3] = NULL_SLOT;
    switch (proto->InventoryType)
    {
        case INVTYPE_HEAD:
            slots[0] = EQUIPMENT_SLOT_HEAD;
            break;
        case INVTYPE_NECK:
            slots[0] = EQUIPMENT_SLOT_NECK;
            break;
        case INVTYPE_SHOULDERS:
            slots[0] = EQUIPMENT_SLOT_SHOULDERS;
            break;
        case INVTYPE_BODY:
            slots[0] = EQUIPMENT_SLOT_BODY;
            break;
        case INVTYPE_CHEST:
            slots[0] = EQUIPMENT_SLOT_CHEST;
            break;
        case INVTYPE_ROBE:
            slots[0] = EQUIPMENT_SLOT_CHEST;
            break;
        case INVTYPE_WAIST:
            slots[0] = EQUIPMENT_SLOT_WAIST;
            break;
        case INVTYPE_LEGS:
            slots[0] = EQUIPMENT_SLOT_LEGS;
            break;
        case INVTYPE_FEET:
            slots[0] = EQUIPMENT_SLOT_FEET;
            break;
        case INVTYPE_WRISTS:
            slots[0] = EQUIPMENT_SLOT_WRISTS;
            break;
        case INVTYPE_HANDS:
            slots[0] = EQUIPMENT_SLOT_HANDS;
            break;
        case INVTYPE_FINGER:
            slots[0] = EQUIPMENT_SLOT_FINGER1;
            slots[1] = EQUIPMENT_SLOT_FINGER2;
            break;
        case INVTYPE_TRINKET:
            slots[0] = EQUIPMENT_SLOT_TRINKET1;
            slots[1] = EQUIPMENT_SLOT_TRINKET2;
            break;
        case INVTYPE_CLOAK:
            slots[0] = EQUIPMENT_SLOT_BACK;
            break;
        case INVTYPE_WEAPON:
        {
            slots[0] = EQUIPMENT_SLOT_MAINHAND;

            // suggest offhand slot only if know dual wielding
            // (this will be replace mainhand weapon at auto equip instead unwonted "you don't known dual wielding" ...
            if (CanDualWield())
                slots[1] = EQUIPMENT_SLOT_OFFHAND;
            break;
        }
        case INVTYPE_SHIELD:
            slots[0] = EQUIPMENT_SLOT_OFFHAND;
            break;
        case INVTYPE_RANGED:
            slots[0] = EQUIPMENT_SLOT_RANGED;
            break;
        case INVTYPE_2HWEAPON:
            slots[0] = EQUIPMENT_SLOT_MAINHAND;
            if (Item* mhWeapon = GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND))
            {
                if (ItemTemplate const* mhWeaponProto = mhWeapon->GetTemplate())
                {
                    if (mhWeaponProto->SubClass == ITEM_SUBCLASS_WEAPON_POLEARM || mhWeaponProto->SubClass == ITEM_SUBCLASS_WEAPON_STAFF || mhWeaponProto->SubClass == ITEM_SUBCLASS_WEAPON_FISHING_POLE)
                    {
                        const_cast<Player*>(this)->AutoUnequipOffhandIfNeed(true);
                        break;
                    }
                }
            }

            if (GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND))
            {
                if (proto->SubClass == ITEM_SUBCLASS_WEAPON_POLEARM || proto->SubClass == ITEM_SUBCLASS_WEAPON_STAFF || proto->SubClass == ITEM_SUBCLASS_WEAPON_FISHING_POLE)
                {
                    const_cast<Player*>(this)->AutoUnequipOffhandIfNeed(true);
                    break;
                }
            }
            if (CanDualWield() && CanTitanGrip() && proto->SubClass != ITEM_SUBCLASS_WEAPON_POLEARM && proto->SubClass != ITEM_SUBCLASS_WEAPON_STAFF && proto->SubClass != ITEM_SUBCLASS_WEAPON_FISHING_POLE)
                slots[1] = EQUIPMENT_SLOT_OFFHAND;
            break;
        case INVTYPE_TABARD:
            slots[0] = EQUIPMENT_SLOT_TABARD;
            break;
        case INVTYPE_WEAPONMAINHAND:
            slots[0] = EQUIPMENT_SLOT_MAINHAND;
            break;
        case INVTYPE_WEAPONOFFHAND:
            slots[0] = EQUIPMENT_SLOT_OFFHAND;
            break;
        case INVTYPE_HOLDABLE:
            slots[0] = EQUIPMENT_SLOT_OFFHAND;
            break;
        case INVTYPE_THROWN:
            slots[0] = EQUIPMENT_SLOT_RANGED;
            break;
        case INVTYPE_RANGEDRIGHT:
            slots[0] = EQUIPMENT_SLOT_RANGED;
            break;
        case INVTYPE_BAG:
            slots[0] = INVENTORY_SLOT_BAG_START + 0;
            slots[1] = INVENTORY_SLOT_BAG_START + 1;
            slots[2] = INVENTORY_SLOT_BAG_START + 2;
            slots[3] = INVENTORY_SLOT_BAG_START + 3;
            break;
        case INVTYPE_RELIC:
        {
            switch (proto->SubClass)
            {
                case ITEM_SUBCLASS_ARMOR_LIBRAM:
                    if (playerClass == CLASS_PALADIN)
                        slots[0] = EQUIPMENT_SLOT_RANGED;
                    break;
                case ITEM_SUBCLASS_ARMOR_IDOL:
                    if (playerClass == CLASS_DRUID)
                        slots[0] = EQUIPMENT_SLOT_RANGED;
                    break;
                case ITEM_SUBCLASS_ARMOR_TOTEM:
                    if (playerClass == CLASS_SHAMAN)
                        slots[0] = EQUIPMENT_SLOT_RANGED;
                    break;
                case ITEM_SUBCLASS_ARMOR_MISC:
                    if (playerClass == CLASS_WARLOCK)
                        slots[0] = EQUIPMENT_SLOT_RANGED;
                    break;
                case ITEM_SUBCLASS_ARMOR_SIGIL:
                    if (playerClass == CLASS_DEATH_KNIGHT)
                        slots[0] = EQUIPMENT_SLOT_RANGED;
                    break;
            }
            break;
        }
        default:
            return NULL_SLOT;
    }

    if (slot != NULL_SLOT)
    {
        if (swap || !GetItemByPos(INVENTORY_SLOT_BAG_0, slot))
            for (uint8 i = 0; i < 4; ++i)
                if (slots[i] == slot)
                    return slot;
    }
    else
    {
        // search free slot at first
        for (uint8 i = 0; i < 4; ++i)
            if (slots[i] != NULL_SLOT && !GetItemByPos(INVENTORY_SLOT_BAG_0, slots[i]))
                // in case 2hand equipped weapon (without titan grip) offhand slot empty but not free
                if (slots[i] != EQUIPMENT_SLOT_OFFHAND || !IsTwoHandUsed())
                    return slots[i];

        // if not found free and can swap return first appropriate from used
        for (uint8 i = 0; i < 4; ++i)
            if (slots[i] != NULL_SLOT && swap)
                return slots[i];
    }

    // no free position
    return NULL_SLOT;
}

InventoryResult Player::CanUnequipItems(uint32 item, uint32 count) const
{ 
    uint32 tempcount = 0;

    InventoryResult res = EQUIP_ERR_OK;

    for (uint8 i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_BAG_END; ++i)
        if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
            if (pItem->GetEntry() == item)
            {
                InventoryResult ires = CanUnequipItem(INVENTORY_SLOT_BAG_0 << 8 | i, false);
                if (ires == EQUIP_ERR_OK)
                {
                    tempcount += pItem->GetCount();
                    if (tempcount >= count)
                        return EQUIP_ERR_OK;
                }
                else
                    res = ires;
            }

    for (uint8 i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; ++i)
        if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
            if (pItem->GetEntry() == item)
            {
                tempcount += pItem->GetCount();
                if (tempcount >= count)
                    return EQUIP_ERR_OK;
            }

    for (uint8 i = KEYRING_SLOT_START; i < CURRENCYTOKEN_SLOT_END; ++i)
        if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
            if (pItem->GetEntry() == item)
            {
                tempcount += pItem->GetCount();
                if (tempcount >= count)
                    return EQUIP_ERR_OK;
            }

    for (uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
        if (Bag* pBag = GetBagByPos(i))
            for (uint32 j = 0; j < pBag->GetBagSize(); ++j)
                if (Item* pItem = GetItemByPos(i, j))
                    if (pItem->GetEntry() == item)
                    {
                        tempcount += pItem->GetCount();
                        if (tempcount >= count)
                            return EQUIP_ERR_OK;
                    }

    // not found req. item count and have unequippable items
    return res;
}

uint32 Player::GetItemCount(uint32 item, bool inBankAlso, Item* skipItem) const
{ 
    uint32 count = 0;
    for (uint8 i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; i++)
        if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
            if (pItem != skipItem &&  pItem->GetEntry() == item)
                count += pItem->GetCount();

    for (uint8 i = KEYRING_SLOT_START; i < CURRENCYTOKEN_SLOT_END; ++i)
        if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
            if (pItem != skipItem && pItem->GetEntry() == item)
                count += pItem->GetCount();

    for (uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
        if (Bag* pBag = GetBagByPos(i))
            count += pBag->GetItemCount(item, skipItem);

    if (skipItem && skipItem->GetTemplate()->GemProperties)
        for (uint8 i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; ++i)
            if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
                if (pItem != skipItem && pItem->GetTemplate()->Socket[0].Color)
                    count += pItem->GetGemCountWithID(item);

    if (inBankAlso)
    {
        // checking every item from 39 to 74 (including bank bags)
        for (uint8 i = BANK_SLOT_ITEM_START; i < BANK_SLOT_BAG_END; ++i)
            if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
                if (pItem != skipItem && pItem->GetEntry() == item)
                    count += pItem->GetCount();

        for (uint8 i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; ++i)
            if (Bag* pBag = GetBagByPos(i))
                count += pBag->GetItemCount(item, skipItem);

        if (skipItem && skipItem->GetTemplate()->GemProperties)
            for (uint8 i = BANK_SLOT_ITEM_START; i < BANK_SLOT_ITEM_END; ++i)
                if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
                    if (pItem != skipItem && pItem->GetTemplate()->Socket[0].Color)
                        count += pItem->GetGemCountWithID(item);
    }

    return count;
}

uint32 Player::GetItemCountWithLimitCategory(uint32 limitCategory, Item* skipItem) const
{ 
    uint32 count = 0;
    for (int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; ++i)
        if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
            if (pItem != skipItem)
                if (ItemTemplate const* pProto = pItem->GetTemplate())
                    if (pProto->ItemLimitCategory == limitCategory)
                        count += pItem->GetCount();

    for (int i = KEYRING_SLOT_START; i < CURRENCYTOKEN_SLOT_END; ++i)
        if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
            if (pItem != skipItem)
                if (ItemTemplate const* pProto = pItem->GetTemplate())
                    if (pProto->ItemLimitCategory == limitCategory)
                        count += pItem->GetCount();

    for (int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
        if (Bag* pBag = GetBagByPos(i))
            count += pBag->GetItemCountWithLimitCategory(limitCategory, skipItem);

    for (int i = BANK_SLOT_ITEM_START; i < BANK_SLOT_BAG_END; ++i)
        if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
            if (pItem != skipItem)
                if (ItemTemplate const* pProto = pItem->GetTemplate())
                    if (pProto->ItemLimitCategory == limitCategory)
                        count += pItem->GetCount();

    for (int i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; ++i)
        if (Bag* pBag = GetBagByPos(i))
            count += pBag->GetItemCountWithLimitCategory(limitCategory, skipItem);

    return count;
}

Item* Player::GetItemByGuid(uint64 guid) const
{ 
    for (uint8 i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; ++i)
        if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
            if (pItem->GetGUID() == guid)
                return pItem;

    for (uint8 i = KEYRING_SLOT_START; i < CURRENCYTOKEN_SLOT_END; ++i)
        if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
            if (pItem->GetGUID() == guid)
                return pItem;

    for (int i = BANK_SLOT_ITEM_START; i < BANK_SLOT_BAG_END; ++i)
        if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
            if (pItem->GetGUID() == guid)
                return pItem;

    for (uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
        if (Bag* pBag = GetBagByPos(i))
            for (uint32 j = 0; j < pBag->GetBagSize(); ++j)
                if (Item* pItem = pBag->GetItemByPos(j))
                    if (pItem->GetGUID() == guid)
                        return pItem;

    for (uint8 i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; ++i)
        if (Bag* pBag = GetBagByPos(i))
            for (uint32 j = 0; j < pBag->GetBagSize(); ++j)
                if (Item* pItem = pBag->GetItemByPos(j))
                    if (pItem->GetGUID() == guid)
                        return pItem;

    return NULL;
}

Item* Player::GetItemByPos(uint16 pos) const
{ 
    uint8 bag = pos >> 8;
    uint8 slot = pos & 255;
    return GetItemByPos(bag, slot);
}

Item* Player::GetItemByPos(uint8 bag, uint8 slot) const
{ 
    if (bag == INVENTORY_SLOT_BAG_0 && (slot < BANK_SLOT_BAG_END || (slot >= KEYRING_SLOT_START && slot < CURRENCYTOKEN_SLOT_END)))
        return m_items[slot];
    else if (Bag* pBag = GetBagByPos(bag))
        return pBag->GetItemByPos(slot);
    return NULL;
}

Bag* Player::GetBagByPos(uint8 bag) const
{ 
    if ((bag >= INVENTORY_SLOT_BAG_START && bag < INVENTORY_SLOT_BAG_END)
        || (bag >= BANK_SLOT_BAG_START && bag < BANK_SLOT_BAG_END))
        if (Item* item = GetItemByPos(INVENTORY_SLOT_BAG_0, bag))
            return item->ToBag();
    return NULL;
}

Item* Player::GetWeaponForAttack(WeaponAttackType attackType, bool useable /*= false*/) const
{ 
    uint8 slot;
    switch (attackType)
    {
        case BASE_ATTACK:   slot = EQUIPMENT_SLOT_MAINHAND; break;
        case OFF_ATTACK:    slot = EQUIPMENT_SLOT_OFFHAND;  break;
        case RANGED_ATTACK: slot = EQUIPMENT_SLOT_RANGED;   break;
        default: return NULL;
    }

    Item* item = NULL;
    if (useable)
        item = GetUseableItemByPos(INVENTORY_SLOT_BAG_0, slot);
    else
        item = GetItemByPos(INVENTORY_SLOT_BAG_0, slot);
    if (!item || item->GetTemplate()->Class != ITEM_CLASS_WEAPON)
        return NULL;

    if (!useable)
        return item;

    if (item->IsBroken() || IsInFeralForm())
        return NULL;

    return item;
}

Item* Player::GetShield(bool useable) const
{ 
    Item* item = NULL;
    if (useable)
        item = GetUseableItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND);
    else
        item = GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND);
    if (!item || item->GetTemplate()->Class != ITEM_CLASS_ARMOR)
        return NULL;

    if (!useable)
        return item;

    if (item->IsBroken())
        return NULL;

    return item;
}

uint8 Player::GetAttackBySlot(uint8 slot)
{
    switch (slot)
    {
        case EQUIPMENT_SLOT_MAINHAND: return BASE_ATTACK;
        case EQUIPMENT_SLOT_OFFHAND:  return OFF_ATTACK;
        case EQUIPMENT_SLOT_RANGED:   return RANGED_ATTACK;
        default:                      return MAX_ATTACK;
    }
}

bool Player::IsInventoryPos(uint8 bag, uint8 slot)
{
    if (bag == INVENTORY_SLOT_BAG_0 && slot == NULL_SLOT)
        return true;
    if (bag == INVENTORY_SLOT_BAG_0 && (slot >= INVENTORY_SLOT_ITEM_START && slot < INVENTORY_SLOT_ITEM_END))
        return true;
    if (bag >= INVENTORY_SLOT_BAG_START && bag < INVENTORY_SLOT_BAG_END)
        return true;
    if (bag == INVENTORY_SLOT_BAG_0 && (slot >= KEYRING_SLOT_START && slot < CURRENCYTOKEN_SLOT_END))
        return true;
    return false;
}

bool Player::IsEquipmentPos(uint8 bag, uint8 slot)
{
    if (bag == INVENTORY_SLOT_BAG_0 && (slot < EQUIPMENT_SLOT_END))
        return true;
    if (bag == INVENTORY_SLOT_BAG_0 && (slot >= INVENTORY_SLOT_BAG_START && slot < INVENTORY_SLOT_BAG_END))
        return true;
    return false;
}

bool Player::IsBankPos(uint8 bag, uint8 slot)
{
    if (bag == INVENTORY_SLOT_BAG_0 && (slot >= BANK_SLOT_ITEM_START && slot < BANK_SLOT_ITEM_END))
        return true;
    if (bag == INVENTORY_SLOT_BAG_0 && (slot >= BANK_SLOT_BAG_START && slot < BANK_SLOT_BAG_END))
        return true;
    if (bag >= BANK_SLOT_BAG_START && bag < BANK_SLOT_BAG_END)
        return true;
    return false;
}

bool Player::IsBagPos(uint16 pos)
{
    uint8 bag = pos >> 8;
    uint8 slot = pos & 255;
    if (bag == INVENTORY_SLOT_BAG_0 && (slot >= INVENTORY_SLOT_BAG_START && slot < INVENTORY_SLOT_BAG_END))
        return true;
    if (bag == INVENTORY_SLOT_BAG_0 && (slot >= BANK_SLOT_BAG_START && slot < BANK_SLOT_BAG_END))
        return true;
    return false;
}

bool Player::IsValidPos(uint8 bag, uint8 slot, bool explicit_pos)
{ 
    // post selected
    if (bag == NULL_BAG && !explicit_pos)
        return true;

    if (bag == INVENTORY_SLOT_BAG_0)
    {
        // any post selected
        if (slot == NULL_SLOT && !explicit_pos)
            return true;

        // equipment
        if (slot < EQUIPMENT_SLOT_END)
            return true;

        // bag equip slots
        if (slot >= INVENTORY_SLOT_BAG_START && slot < INVENTORY_SLOT_BAG_END)
            return true;

        // backpack slots
        if (slot >= INVENTORY_SLOT_ITEM_START && slot < INVENTORY_SLOT_ITEM_END)
            return true;

        // keyring slots
        if (slot >= KEYRING_SLOT_START && slot < KEYRING_SLOT_END)
            return true;

        // bank main slots
        if (slot >= BANK_SLOT_ITEM_START && slot < BANK_SLOT_ITEM_END)
            return true;

        // bank bag slots
        if (slot >= BANK_SLOT_BAG_START && slot < BANK_SLOT_BAG_END)
            return true;

        return false;
    }

    // bag content slots
    // bank bag content slots
    if (Bag* pBag = GetBagByPos(bag))
    {
        // any post selected
        if (slot == NULL_SLOT && !explicit_pos)
            return true;

        return slot < pBag->GetBagSize();
    }

    // where this?
    return false;
}

bool Player::HasItemCount(uint32 item, uint32 count, bool inBankAlso) const
{ 
    uint32 tempcount = 0;
    for (uint8 i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; i++)
    {
        Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i);
        if (pItem && pItem->GetEntry() == item && !pItem->IsInTrade())
        {
            tempcount += pItem->GetCount();
            if (tempcount >= count)
                return true;
        }
    }
    for (uint8 i = KEYRING_SLOT_START; i < CURRENCYTOKEN_SLOT_END; ++i)
    {
        Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i);
        if (pItem && pItem->GetEntry() == item && !pItem->IsInTrade())
        {
            tempcount += pItem->GetCount();
            if (tempcount >= count)
                return true;
        }
    }
    for (uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
    {
        if (Bag* pBag = GetBagByPos(i))
        {
            for (uint32 j = 0; j < pBag->GetBagSize(); j++)
            {
                Item* pItem = GetItemByPos(i, j);
                if (pItem && pItem->GetEntry() == item && !pItem->IsInTrade())
                {
                    tempcount += pItem->GetCount();
                    if (tempcount >= count)
                        return true;
                }
            }
        }
    }

    if (inBankAlso)
    {
        for (uint8 i = BANK_SLOT_ITEM_START; i < BANK_SLOT_ITEM_END; i++)
        {
            Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i);
            if (pItem && pItem->GetEntry() == item && !pItem->IsInTrade())
            {
                tempcount += pItem->GetCount();
                if (tempcount >= count)
                    return true;
            }
        }
        for (uint8 i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++)
        {
            if (Bag* pBag = GetBagByPos(i))
            {
                for (uint32 j = 0; j < pBag->GetBagSize(); j++)
                {
                    Item* pItem = GetItemByPos(i, j);
                    if (pItem && pItem->GetEntry() == item && !pItem->IsInTrade())
                    {
                        tempcount += pItem->GetCount();
                        if (tempcount >= count)
                            return true;
                    }
                }
            }
        }
    }

    return false;
}

bool Player::HasItemOrGemWithIdEquipped(uint32 item, uint32 count, uint8 except_slot) const
{ 
    uint32 tempcount = 0;
    for (uint8 i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; ++i)
    {
        if (i == except_slot)
            continue;

        Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i);
        if (pItem && pItem->GetEntry() == item)
        {
            tempcount += pItem->GetCount();
            if (tempcount >= count)
                return true;
        }
    }

    ItemTemplate const* pProto = sObjectMgr->GetItemTemplate(item);
    if (pProto && pProto->GemProperties)
    {
        for (uint8 i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; ++i)
        {
            if (i == except_slot)
                continue;

            Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i);
            if (pItem && pItem->GetTemplate()->Socket[0].Color)
            {
                tempcount += pItem->GetGemCountWithID(item);
                if (tempcount >= count)
                    return true;
            }
        }
    }

    return false;
}

bool Player::HasItemOrGemWithLimitCategoryEquipped(uint32 limitCategory, uint32 count, uint8 except_slot) const
{ 
    uint32 tempcount = 0;
    for (uint8 i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; ++i)
    {
        if (i == except_slot)
            continue;

        Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i);
        if (!pItem)
            continue;

        ItemTemplate const* pProto = pItem->GetTemplate();
        if (!pProto)
            continue;

        if (pProto->ItemLimitCategory == limitCategory)
        {
            tempcount += pItem->GetCount();
            if (tempcount >= count)
                return true;
        }

        if (pProto->Socket[0].Color || pItem->GetEnchantmentId(PRISMATIC_ENCHANTMENT_SLOT))
        {
            tempcount += pItem->GetGemCountWithLimitCategory(limitCategory);
            if (tempcount >= count)
                return true;
        }
    }

    return false;
}

InventoryResult Player::CanTakeMoreSimilarItems(uint32 entry, uint32 count, Item* pItem, uint32* no_space_count) const
{ 
    ItemTemplate const* pProto = sObjectMgr->GetItemTemplate(entry);
    if (!pProto)
    {
        if (no_space_count)
            *no_space_count = count;
        return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
    }

    if (pItem && pItem->m_lootGenerated)
        return EQUIP_ERR_ALREADY_LOOTED;

    // no maximum
    if ((pProto->MaxCount <= 0 && pProto->ItemLimitCategory == 0) || pProto->MaxCount == 2147483647)
        return EQUIP_ERR_OK;

    if (pProto->MaxCount > 0)
    {
        uint32 curcount = GetItemCount(pProto->ItemId, true, pItem);
        if (curcount + count > uint32(pProto->MaxCount))
        {
            if (no_space_count)
                *no_space_count = count + curcount - pProto->MaxCount;
            return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
        }
    }

    // check unique-equipped limit
    if (pProto->ItemLimitCategory)
    {
        ItemLimitCategoryEntry const* limitEntry = sItemLimitCategoryStore.LookupEntry(pProto->ItemLimitCategory);
        if (!limitEntry)
        {
            if (no_space_count)
                *no_space_count = count;
            return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED;
        }

        if (limitEntry->mode == ITEM_LIMIT_CATEGORY_MODE_HAVE)
        {
            uint32 curcount = GetItemCountWithLimitCategory(pProto->ItemLimitCategory, pItem);
            if (curcount + count > uint32(limitEntry->maxCount))
            {
                if (no_space_count)
                    *no_space_count = count + curcount - limitEntry->maxCount;
                return EQUIP_ERR_ITEM_MAX_LIMIT_CATEGORY_COUNT_EXCEEDED;
            }
        }
    }

    return EQUIP_ERR_OK;
}

bool Player::HasItemTotemCategory(uint32 TotemCategory) const
{ 
    Item* pItem;
    for (uint8 i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; ++i)
    {
        pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i);
        if (pItem && IsTotemCategoryCompatiableWith(pItem->GetTemplate(), TotemCategory))
            return true;
    }
    for (uint8 i = KEYRING_SLOT_START; i < CURRENCYTOKEN_SLOT_END; ++i)
    {
        pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i);
        if (pItem && IsTotemCategoryCompatiableWith(pItem->GetTemplate(), TotemCategory))
            return true;
    }
    for (uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
    {
        if (Bag* pBag = GetBagByPos(i))
        {
            for (uint32 j = 0; j < pBag->GetBagSize(); ++j)
            {
                pItem = GetItemByPos(i, j);
                if (pItem && IsTotemCategoryCompatiableWith(pItem->GetTemplate(), TotemCategory))
                    return true;
            }
        }
    }
    return false;
}

bool Player::IsTotemCategoryCompatiableWith(const ItemTemplate* pProto, uint32 requiredTotemCategoryId) const
{ 
    if (requiredTotemCategoryId == 0)
        return true;
    if (pProto->TotemCategory == 0)
        return false;

    TotemCategoryEntry const* itemEntry = sTotemCategoryStore.LookupEntry(pProto->TotemCategory);
    if (!itemEntry)
        return false;
    TotemCategoryEntry const* reqEntry = sTotemCategoryStore.LookupEntry(requiredTotemCategoryId);
    if (!reqEntry)
        return false;

    if (itemEntry->categoryType != reqEntry->categoryType)
        return false;

    if ((itemEntry->categoryMask & reqEntry->categoryMask) != reqEntry->categoryMask)
        return false;

    // xinef: check skill requirements, needed for enchants!
    if (pProto->RequiredSkill)
        if (this->GetSkillValue(pProto->RequiredSkill) < pProto->RequiredSkillRank)
            return false;

    return true;
}

InventoryResult Player::CanStoreItem_InSpecificSlot(uint8 bag, uint8 slot, ItemPosCountVec &dest, ItemTemplate const* pProto, uint32& count, bool swap, Item* pSrcItem) const
{ 
    Item* pItem2 = GetItemByPos(bag, slot);

    // ignore move item (this slot will be empty at move)
    if (pItem2 == pSrcItem)
        pItem2 = NULL;

    uint32 need_space;

    if (pSrcItem && pSrcItem->IsNotEmptyBag() && !IsBagPos(uint16(bag) << 8 | slot))
        return EQUIP_ERR_CAN_ONLY_DO_WITH_EMPTY_BAGS;

    // empty specific slot - check item fit to slot
    if (!pItem2 || swap)
    {
        if (bag == INVENTORY_SLOT_BAG_0)
        {
            // keyring case
            if (slot >= KEYRING_SLOT_START && slot < KEYRING_SLOT_START+GetMaxKeyringSize() && !(pProto->BagFamily & BAG_FAMILY_MASK_KEYS))
                return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;

            // currencytoken case
            if (slot >= CURRENCYTOKEN_SLOT_START && slot < CURRENCYTOKEN_SLOT_END && !(pProto->IsCurrencyToken()))
                return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;

            // prevent cheating
            if ((slot >= BUYBACK_SLOT_START && slot < BUYBACK_SLOT_END) || slot >= PLAYER_SLOT_END)
                return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
        }
        else
        {
            Bag* pBag = GetBagByPos(bag);
            if (!pBag)
                return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;

            ItemTemplate const* pBagProto = pBag->GetTemplate();
            if (!pBagProto)
                return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;

            if (slot >= pBagProto->ContainerSlots)
                return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;

            if (!ItemCanGoIntoBag(pProto, pBagProto))
                return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
        }

        // non empty stack with space
        need_space = pProto->GetMaxStackSize();
    }
    // non empty slot, check item type
    else
    {
        // can be merged at least partly
        InventoryResult res  = pItem2->CanBeMergedPartlyWith(pProto);
        if (res != EQUIP_ERR_OK)
            return res;

        // free stack space or infinity
        need_space = pProto->GetMaxStackSize() - pItem2->GetCount();
    }

    if (need_space > count)
        need_space = count;

    ItemPosCount newPosition = ItemPosCount((bag << 8) | slot, need_space);
    if (!newPosition.isContainedIn(dest))
    {
        dest.push_back(newPosition);
        count -= need_space;
    }
    return EQUIP_ERR_OK;
}

InventoryResult Player::CanStoreItem_InBag(uint8 bag, ItemPosCountVec &dest, ItemTemplate const* pProto, uint32& count, bool merge, bool non_specialized, Item* pSrcItem, uint8 skip_bag, uint8 skip_slot) const
{ 
    // skip specific bag already processed in first called CanStoreItem_InBag
    if (bag == skip_bag)
        return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;

    // skip not existed bag or self targeted bag
    Bag* pBag = GetBagByPos(bag);
    if (!pBag || pBag == pSrcItem || (pSrcItem && (pSrcItem->GetGUID() == pBag->GetGUID())) )
        return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;

    if (pSrcItem && pSrcItem->IsNotEmptyBag())
        return EQUIP_ERR_CAN_ONLY_DO_WITH_EMPTY_BAGS;

    ItemTemplate const* pBagProto = pBag->GetTemplate();
    if (!pBagProto)
        return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;

    // specialized bag mode or non-specilized
    if (non_specialized != (pBagProto->Class == ITEM_CLASS_CONTAINER && pBagProto->SubClass == ITEM_SUBCLASS_CONTAINER))
        return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;

    if (!ItemCanGoIntoBag(pProto, pBagProto))
        return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;

    for (uint32 j = 0; j < pBag->GetBagSize(); j++)
    {
        // skip specific slot already processed in first called CanStoreItem_InSpecificSlot
        if (j == skip_slot)
            continue;

        Item* pItem2 = GetItemByPos(bag, j);

        // ignore move item (this slot will be empty at move)
        if (pItem2 == pSrcItem)
            pItem2 = NULL;

        // if merge skip empty, if !merge skip non-empty
        if ((pItem2 != NULL) != merge)
            continue;

        uint32 need_space = pProto->GetMaxStackSize();

        if (pItem2)
        {
            // can be merged at least partly
            uint8 res  = pItem2->CanBeMergedPartlyWith(pProto);
            if (res != EQUIP_ERR_OK)
                continue;

            // descrease at current stacksize
            need_space -= pItem2->GetCount();
        }

        if (need_space > count)
            need_space = count;

        ItemPosCount newPosition = ItemPosCount((bag << 8) | j, need_space);
        if (!newPosition.isContainedIn(dest))
        {
            dest.push_back(newPosition);
            count -= need_space;

            if (count==0)
                return EQUIP_ERR_OK;
        }
    }
    return EQUIP_ERR_OK;
}

InventoryResult Player::CanStoreItem_InInventorySlots(uint8 slot_begin, uint8 slot_end, ItemPosCountVec &dest, ItemTemplate const* pProto, uint32& count, bool merge, Item* pSrcItem, uint8 skip_bag, uint8 skip_slot) const
{ 
    //this is never called for non-bag slots so we can do this
    if (pSrcItem && pSrcItem->IsNotEmptyBag())
        return EQUIP_ERR_CAN_ONLY_DO_WITH_EMPTY_BAGS;

    for (uint32 j = slot_begin; j < slot_end; j++)
    {
        // skip specific slot already processed in first called CanStoreItem_InSpecificSlot
        if (INVENTORY_SLOT_BAG_0 == skip_bag && j == skip_slot)
            continue;

        Item* pItem2 = GetItemByPos(INVENTORY_SLOT_BAG_0, j);

        // ignore move item (this slot will be empty at move)
        if (pItem2 == pSrcItem)
            pItem2 = NULL;

        // if merge skip empty, if !merge skip non-empty
        if ((pItem2 != NULL) != merge)
            continue;

        uint32 need_space = pProto->GetMaxStackSize();

        if (pItem2)
        {
            // can be merged at least partly
            uint8 res  = pItem2->CanBeMergedPartlyWith(pProto);
            if (res != EQUIP_ERR_OK)
                continue;

            // descrease at current stacksize
            need_space -= pItem2->GetCount();
        }

        if (need_space > count)
            need_space = count;

        ItemPosCount newPosition = ItemPosCount((INVENTORY_SLOT_BAG_0 << 8) | j, need_space);
        if (!newPosition.isContainedIn(dest))
        {
            dest.push_back(newPosition);
            count -= need_space;

            if (count==0)
                return EQUIP_ERR_OK;
        }
    }
    return EQUIP_ERR_OK;
}

InventoryResult Player::CanStoreItem(uint8 bag, uint8 slot, ItemPosCountVec &dest, uint32 entry, uint32 count, Item* pItem, bool swap, uint32* no_space_count) const
{ 
    ;//sLog->outDebug(LOG_FILTER_PLAYER_ITEMS, "STORAGE: CanStoreItem bag = %u, slot = %u, item = %u, count = %u", bag, slot, entry, count);

    ItemTemplate const* pProto = sObjectMgr->GetItemTemplate(entry);
    if (!pProto)
    {
        if (no_space_count)
            *no_space_count = count;
        return swap ? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED :EQUIP_ERR_ITEM_NOT_FOUND;
    }

    if (pItem)
    {
        // you bad chet0rz, wpe pro
        if( bag == NULL_BAG && slot == NULL_SLOT )
            if( pItem->IsBag() && pItem->IsNotEmptyBag() )
                return EQUIP_ERR_CAN_ONLY_DO_WITH_EMPTY_BAGS;

        // Xinef: Removed next bullshit loot generated check
        if (pItem->GetGUID() == GetLootGUID())
        {
            if (no_space_count)
                *no_space_count = count;
            return EQUIP_ERR_ALREADY_LOOTED;
        }

        if (pItem->IsBindedNotWith(this))
        {
            if (no_space_count)
                *no_space_count = count;
            return EQUIP_ERR_DONT_OWN_THAT_ITEM;
        }
    }

    // check count of items (skip for auto move for same player from bank)
    uint32 no_similar_count = 0;                            // can't store this amount similar items
    InventoryResult res = CanTakeMoreSimilarItems(entry, count, pItem, &no_similar_count);
    if (res != EQUIP_ERR_OK)
    {
        if (count == no_similar_count)
        {
            if (no_space_count)
                *no_space_count = no_similar_count;
            return res;
        }
        count -= no_similar_count;
    }

    // in specific slot
    if (bag != NULL_BAG && slot != NULL_SLOT)
    {
        res = CanStoreItem_InSpecificSlot(bag, slot, dest, pProto, count, swap, pItem);
        if (res != EQUIP_ERR_OK)
        {
            if (no_space_count)
                *no_space_count = count + no_similar_count;
            return res;
        }

        if (count == 0)
        {
            if (no_similar_count == 0)
                return EQUIP_ERR_OK;

            if (no_space_count)
                *no_space_count = count + no_similar_count;
            return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
        }
    }

    // not specific slot or have space for partly store only in specific slot

    // in specific bag
    if (bag != NULL_BAG)
    {
        // search stack in bag for merge to
        if (pProto->Stackable != 1)
        {
            if (bag == INVENTORY_SLOT_BAG_0)               // inventory
            {
                res = CanStoreItem_InInventorySlots(KEYRING_SLOT_START, CURRENCYTOKEN_SLOT_END, dest, pProto, count, true, pItem, bag, slot);
                if (res != EQUIP_ERR_OK)
                {
                    if (no_space_count)
                        *no_space_count = count + no_similar_count;
                    return res;
                }

                if (count == 0)
                {
                    if (no_similar_count == 0)
                        return EQUIP_ERR_OK;

                    if (no_space_count)
                        *no_space_count = count + no_similar_count;
                    return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
                }

                res = CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START, INVENTORY_SLOT_ITEM_END, dest, pProto, count, true, pItem, bag, slot);
                if (res != EQUIP_ERR_OK)
                {
                    if (no_space_count)
                        *no_space_count = count + no_similar_count;
                    return res;
                }

                if (count == 0)
                {
                    if (no_similar_count == 0)
                        return EQUIP_ERR_OK;

                    if (no_space_count)
                        *no_space_count = count + no_similar_count;
                    return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
                }
            }
            else                                            // equipped bag
            {
                // we need check 2 time (specialized/non_specialized), use NULL_BAG to prevent skipping bag
                res = CanStoreItem_InBag(bag, dest, pProto, count, true, false, pItem, NULL_BAG, slot);
                if (res != EQUIP_ERR_OK)
                    res = CanStoreItem_InBag(bag, dest, pProto, count, true, true, pItem, NULL_BAG, slot);

                if (res != EQUIP_ERR_OK)
                {
                    if (no_space_count)
                        *no_space_count = count + no_similar_count;
                    return res;
                }

                if (count == 0)
                {
                    if (no_similar_count == 0)
                        return EQUIP_ERR_OK;

                    if (no_space_count)
                        *no_space_count = count + no_similar_count;
                    return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
                }
            }
        }

        // search free slot in bag for place to
        if (bag == INVENTORY_SLOT_BAG_0)                     // inventory
        {
            // search free slot - keyring case
            if (pProto->BagFamily & BAG_FAMILY_MASK_KEYS)
            {
                uint32 keyringSize = GetMaxKeyringSize();
                res = CanStoreItem_InInventorySlots(KEYRING_SLOT_START, KEYRING_SLOT_START+keyringSize, dest, pProto, count, false, pItem, bag, slot);
                if (res != EQUIP_ERR_OK)
                {
                    if (no_space_count)
                        *no_space_count = count + no_similar_count;
                    return res;
                }

                if (count == 0)
                {
                    if (no_similar_count == 0)
                        return EQUIP_ERR_OK;

                    if (no_space_count)
                        *no_space_count = count + no_similar_count;
                    return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
                }

                res = CanStoreItem_InInventorySlots(CURRENCYTOKEN_SLOT_START, CURRENCYTOKEN_SLOT_END, dest, pProto, count, false, pItem, bag, slot);
                if (res != EQUIP_ERR_OK)
                {
                    if (no_space_count)
                        *no_space_count = count + no_similar_count;
                    return res;
                }

                if (count == 0)
                {
                    if (no_similar_count == 0)
                        return EQUIP_ERR_OK;

                    if (no_space_count)
                        *no_space_count = count + no_similar_count;
                    return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
                }
            }
            else if (pProto->IsCurrencyToken())
            {
                res = CanStoreItem_InInventorySlots(CURRENCYTOKEN_SLOT_START, CURRENCYTOKEN_SLOT_END, dest, pProto, count, false, pItem, bag, slot);
                if (res != EQUIP_ERR_OK)
                {
                    if (no_space_count)
                        *no_space_count = count + no_similar_count;
                    return res;
                }

                if (count == 0)
                {
                    if (no_similar_count == 0)
                        return EQUIP_ERR_OK;

                    if (no_space_count)
                        *no_space_count = count + no_similar_count;
                    return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
                }
            }

            res = CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START, INVENTORY_SLOT_ITEM_END, dest, pProto, count, false, pItem, bag, slot);
            if (res != EQUIP_ERR_OK)
            {
                if (no_space_count)
                    *no_space_count = count + no_similar_count;
                return res;
            }

            if (count == 0)
            {
                if (no_similar_count == 0)
                    return EQUIP_ERR_OK;

                if (no_space_count)
                    *no_space_count = count + no_similar_count;
                return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
            }
        }
        else                                                // equipped bag
        {
            res = CanStoreItem_InBag(bag, dest, pProto, count, false, false, pItem, NULL_BAG, slot);
            if (res != EQUIP_ERR_OK)
                res = CanStoreItem_InBag(bag, dest, pProto, count, false, true, pItem, NULL_BAG, slot);

            if (res != EQUIP_ERR_OK)
            {
                if (no_space_count)
                    *no_space_count = count + no_similar_count;
                return res;
            }

            if (count == 0)
            {
                if (no_similar_count == 0)
                    return EQUIP_ERR_OK;

                if (no_space_count)
                    *no_space_count = count + no_similar_count;
                return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
            }
        }
    }

    // not specific bag or have space for partly store only in specific bag

    // search stack for merge to
    if (pProto->Stackable != 1)
    {
        res = CanStoreItem_InInventorySlots(KEYRING_SLOT_START, CURRENCYTOKEN_SLOT_END, dest, pProto, count, true, pItem, bag, slot);
        if (res != EQUIP_ERR_OK)
        {
            if (no_space_count)
                *no_space_count = count + no_similar_count;
            return res;
        }

        if (count == 0)
        {
            if (no_similar_count == 0)
                return EQUIP_ERR_OK;

            if (no_space_count)
                *no_space_count = count + no_similar_count;
            return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
        }

        res = CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START, INVENTORY_SLOT_ITEM_END, dest, pProto, count, true, pItem, bag, slot);
        if (res != EQUIP_ERR_OK)
        {
            if (no_space_count)
                *no_space_count = count + no_similar_count;
            return res;
        }

        if (count == 0)
        {
            if (no_similar_count == 0)
                return EQUIP_ERR_OK;

            if (no_space_count)
                *no_space_count = count + no_similar_count;
            return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
        }

        if (pProto->BagFamily)
        {
            for (uint32 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
            {
                res = CanStoreItem_InBag(i, dest, pProto, count, true, false, pItem, bag, slot);
                if (res != EQUIP_ERR_OK)
                    continue;

                if (count == 0)
                {
                    if (no_similar_count == 0)
                        return EQUIP_ERR_OK;

                    if (no_space_count)
                        *no_space_count = count + no_similar_count;
                    return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
                }
            }
        }

        for (uint32 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
        {
            res = CanStoreItem_InBag(i, dest, pProto, count, true, true, pItem, bag, slot);
            if (res != EQUIP_ERR_OK)
                continue;

            if (count == 0)
            {
                if (no_similar_count == 0)
                    return EQUIP_ERR_OK;

                if (no_space_count)
                    *no_space_count = count + no_similar_count;
                return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
            }
        }
    }

    // search free slot - special bag case
    if (pProto->BagFamily)
    {
        if (pProto->BagFamily & BAG_FAMILY_MASK_KEYS)
        {
            uint32 keyringSize = GetMaxKeyringSize();
            res = CanStoreItem_InInventorySlots(KEYRING_SLOT_START, KEYRING_SLOT_START+keyringSize, dest, pProto, count, false, pItem, bag, slot);
            if (res != EQUIP_ERR_OK)
            {
                if (no_space_count)
                    *no_space_count = count + no_similar_count;
                return res;
            }

            if (count == 0)
            {
                if (no_similar_count == 0)
                    return EQUIP_ERR_OK;

                if (no_space_count)
                    *no_space_count = count + no_similar_count;
                return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
            }
        }
        else if (pProto->IsCurrencyToken())
        {
            res = CanStoreItem_InInventorySlots(CURRENCYTOKEN_SLOT_START, CURRENCYTOKEN_SLOT_END, dest, pProto, count, false, pItem, bag, slot);
            if (res != EQUIP_ERR_OK)
            {
                if (no_space_count)
                    *no_space_count = count + no_similar_count;
                return res;
            }

            if (count == 0)
            {
                if (no_similar_count == 0)
                    return EQUIP_ERR_OK;

                if (no_space_count)
                    *no_space_count = count + no_similar_count;
                return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
            }
        }

        for (uint32 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
        {
            res = CanStoreItem_InBag(i, dest, pProto, count, false, false, pItem, bag, slot);
            if (res != EQUIP_ERR_OK)
                continue;

            if (count == 0)
            {
                if (no_similar_count == 0)
                    return EQUIP_ERR_OK;

                if (no_space_count)
                    *no_space_count = count + no_similar_count;
                return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
            }
        }
    }

    if (pItem && pItem->IsNotEmptyBag())
        return EQUIP_ERR_NONEMPTY_BAG_OVER_OTHER_BAG;

    // search free slot
    res = CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START, INVENTORY_SLOT_ITEM_END, dest, pProto, count, false, pItem, bag, slot);
    if (res != EQUIP_ERR_OK)
    {
        if (no_space_count)
            *no_space_count = count + no_similar_count;
        return res;
    }

    if (count == 0)
    {
        if (no_similar_count == 0)
            return EQUIP_ERR_OK;

        if (no_space_count)
            *no_space_count = count + no_similar_count;
        return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
    }

    for (uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
    {
        res = CanStoreItem_InBag(i, dest, pProto, count, false, true, pItem, bag, slot);
        if (res != EQUIP_ERR_OK)
            continue;

        if (count == 0)
        {
            if (no_similar_count == 0)
                return EQUIP_ERR_OK;

            if (no_space_count)
                *no_space_count = count + no_similar_count;
            return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
        }
    }

    if (no_space_count)
        *no_space_count = count + no_similar_count;

    return EQUIP_ERR_INVENTORY_FULL;
}

//////////////////////////////////////////////////////////////////////////
InventoryResult Player::CanStoreItems(Item** pItems, int count) const
{ 
    Item* pItem2;

    // fill space table
    int inv_slot_items[INVENTORY_SLOT_ITEM_END - INVENTORY_SLOT_ITEM_START];
    int inv_bags[INVENTORY_SLOT_BAG_END - INVENTORY_SLOT_BAG_START][MAX_BAG_SIZE];
    int inv_keys[KEYRING_SLOT_END - KEYRING_SLOT_START];
    int inv_tokens[CURRENCYTOKEN_SLOT_END - CURRENCYTOKEN_SLOT_START];

    memset(inv_slot_items, 0, sizeof(int) * (INVENTORY_SLOT_ITEM_END - INVENTORY_SLOT_ITEM_START));
    memset(inv_bags, 0, sizeof(int) * (INVENTORY_SLOT_BAG_END - INVENTORY_SLOT_BAG_START) * MAX_BAG_SIZE);
    memset(inv_keys, 0, sizeof(int) * (KEYRING_SLOT_END - KEYRING_SLOT_START));
    memset(inv_tokens, 0, sizeof(int) * (CURRENCYTOKEN_SLOT_END - CURRENCYTOKEN_SLOT_START));

    for (uint8 i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++)
    {
        pItem2 = GetItemByPos(INVENTORY_SLOT_BAG_0, i);
        if (pItem2 && !pItem2->IsInTrade())
            inv_slot_items[i - INVENTORY_SLOT_ITEM_START] = pItem2->GetCount();
    }

    for (uint8 i = KEYRING_SLOT_START; i < KEYRING_SLOT_END; i++)
    {
        pItem2 = GetItemByPos(INVENTORY_SLOT_BAG_0, i);
        if (pItem2 && !pItem2->IsInTrade())
            inv_keys[i - KEYRING_SLOT_START] = pItem2->GetCount();
    }

    for (uint8 i = CURRENCYTOKEN_SLOT_START; i < CURRENCYTOKEN_SLOT_END; i++)
    {
        pItem2 = GetItemByPos(INVENTORY_SLOT_BAG_0, i);
        if (pItem2 && !pItem2->IsInTrade())
            inv_tokens[i - CURRENCYTOKEN_SLOT_START] = pItem2->GetCount();
    }

    for (uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
        if (Bag* pBag = GetBagByPos(i))
            for (uint32 j = 0; j < pBag->GetBagSize(); j++)
            {
                pItem2 = GetItemByPos(i, j);
                if (pItem2 && !pItem2->IsInTrade())
                    inv_bags[i - INVENTORY_SLOT_BAG_START][j] = pItem2->GetCount();
            }

    // check free space for all items
    for (int k = 0; k < count; ++k)
    {
        Item* pItem = pItems[k];

        // no item
        if (!pItem)
            continue;

        ;//sLog->outDebug(LOG_FILTER_PLAYER_ITEMS, "STORAGE: CanStoreItems %i. item = %u, count = %u", k + 1, pItem->GetEntry(), pItem->GetCount());
        ItemTemplate const* pProto = pItem->GetTemplate();

        // strange item
        if (!pProto)
            return EQUIP_ERR_ITEM_NOT_FOUND;

        // Xinef: Removed next bullshit loot generated check
        if (pItem->GetGUID() == GetLootGUID())
            return EQUIP_ERR_ALREADY_LOOTED;

        // item it 'bind'
        if (pItem->IsBindedNotWith(this))
            return EQUIP_ERR_DONT_OWN_THAT_ITEM;

        ItemTemplate const* pBagProto;

        // item is 'one item only'
        InventoryResult res = CanTakeMoreSimilarItems(pItem);
        if (res != EQUIP_ERR_OK)
            return res;

        // search stack for merge to
        if (pProto->Stackable != 1)
        {
            bool b_found = false;

            for (uint8 t = KEYRING_SLOT_START; t < KEYRING_SLOT_END; ++t)
            {
                pItem2 = GetItemByPos(INVENTORY_SLOT_BAG_0, t);
                if (pItem2 && pItem2->CanBeMergedPartlyWith(pProto) == EQUIP_ERR_OK && inv_keys[t-KEYRING_SLOT_START] + pItem->GetCount() <= pProto->GetMaxStackSize())
                {
                    inv_keys[t-KEYRING_SLOT_START] += pItem->GetCount();
                    b_found = true;
                    break;
                }
            }
            if (b_found)
                continue;

            for (int t = CURRENCYTOKEN_SLOT_START; t < CURRENCYTOKEN_SLOT_END; ++t)
            {
                pItem2 = GetItemByPos(INVENTORY_SLOT_BAG_0, t);
                if (pItem2 && pItem2->CanBeMergedPartlyWith(pProto) == EQUIP_ERR_OK && inv_tokens[t-CURRENCYTOKEN_SLOT_START] + pItem->GetCount() <= pProto->GetMaxStackSize())
                {
                    inv_tokens[t-CURRENCYTOKEN_SLOT_START] += pItem->GetCount();
                    b_found = true;
                    break;
                }
            }
            if (b_found)
                continue;

            for (int t = INVENTORY_SLOT_ITEM_START; t < INVENTORY_SLOT_ITEM_END; ++t)
            {
                pItem2 = GetItemByPos(INVENTORY_SLOT_BAG_0, t);
                if (pItem2 && pItem2->CanBeMergedPartlyWith(pProto) == EQUIP_ERR_OK && inv_slot_items[t-INVENTORY_SLOT_ITEM_START] + pItem->GetCount() <= pProto->GetMaxStackSize())
                {
                    inv_slot_items[t-INVENTORY_SLOT_ITEM_START] += pItem->GetCount();
                    b_found = true;
                    break;
                }
            }
            if (b_found)
                continue;

            for (int t = INVENTORY_SLOT_BAG_START; !b_found && t < INVENTORY_SLOT_BAG_END; ++t)
            {
                if (Bag* bag = GetBagByPos(t))
                {
                    if (ItemCanGoIntoBag(pItem->GetTemplate(), bag->GetTemplate()))
                    {
                        for (uint32 j = 0; j < bag->GetBagSize(); j++)
                        {
                            pItem2 = GetItemByPos(t, j);
                            if (pItem2 && pItem2->CanBeMergedPartlyWith(pProto) == EQUIP_ERR_OK && inv_bags[t-INVENTORY_SLOT_BAG_START][j] + pItem->GetCount() <= pProto->GetMaxStackSize())
                            {
                                inv_bags[t-INVENTORY_SLOT_BAG_START][j] += pItem->GetCount();
                                b_found = true;
                                break;
                            }
                        }
                    }
                }
            }
            if (b_found)
                continue;
        }

        // special bag case
        if (pProto->BagFamily)
        {
            bool b_found = false;
            if (pProto->BagFamily & BAG_FAMILY_MASK_KEYS)
            {
                uint32 keyringSize = GetMaxKeyringSize();
                for (uint32 t = KEYRING_SLOT_START; t < KEYRING_SLOT_START+keyringSize; ++t)
                {
                    if (inv_keys[t-KEYRING_SLOT_START] == 0)
                    {
                        inv_keys[t-KEYRING_SLOT_START] = 1;
                        b_found = true;
                        break;
                    }
                }
            }

            if (b_found)
                continue;

            if (pProto->IsCurrencyToken())
            {
                for (uint32 t = CURRENCYTOKEN_SLOT_START; t < CURRENCYTOKEN_SLOT_END; ++t)
                {
                    if (inv_tokens[t-CURRENCYTOKEN_SLOT_START] == 0)
                    {
                        inv_tokens[t-CURRENCYTOKEN_SLOT_START] = 1;
                        b_found = true;
                        break;
                    }
                }
            }

            if (b_found)
                continue;

            for (int t = INVENTORY_SLOT_BAG_START; !b_found && t < INVENTORY_SLOT_BAG_END; ++t)
            {
                if (Bag* bag = GetBagByPos(t))
                {
                    pBagProto = bag->GetTemplate();

                    // not plain container check
                    if (pBagProto && (pBagProto->Class != ITEM_CLASS_CONTAINER || pBagProto->SubClass != ITEM_SUBCLASS_CONTAINER) &&
                        ItemCanGoIntoBag(pProto, pBagProto))
                    {
                        for (uint32 j = 0; j < bag->GetBagSize(); j++)
                        {
                            if (inv_bags[t-INVENTORY_SLOT_BAG_START][j] == 0)
                            {
                                inv_bags[t-INVENTORY_SLOT_BAG_START][j] = 1;
                                b_found = true;
                                break;
                            }
                        }
                    }
                }
            }
            if (b_found)
                continue;
        }

        // search free slot
        bool b_found = false;
        for (int t = INVENTORY_SLOT_ITEM_START; t < INVENTORY_SLOT_ITEM_END; ++t)
        {
            if (inv_slot_items[t-INVENTORY_SLOT_ITEM_START] == 0)
            {
                inv_slot_items[t-INVENTORY_SLOT_ITEM_START] = 1;
                b_found = true;
                break;
            }
        }
        if (b_found)
            continue;

        // search free slot in bags
        for (int t = INVENTORY_SLOT_BAG_START; !b_found && t < INVENTORY_SLOT_BAG_END; ++t)
        {
            if (Bag* bag = GetBagByPos(t))
            {
                pBagProto = bag->GetTemplate();

                // special bag already checked
                if (pBagProto && (pBagProto->Class != ITEM_CLASS_CONTAINER || pBagProto->SubClass != ITEM_SUBCLASS_CONTAINER))
                    continue;

                for (uint32 j = 0; j < bag->GetBagSize(); j++)
                {
                    if (inv_bags[t-INVENTORY_SLOT_BAG_START][j] == 0)
                    {
                        inv_bags[t-INVENTORY_SLOT_BAG_START][j] = 1;
                        b_found = true;
                        break;
                    }
                }
            }
        }

        // no free slot found?
        if (!b_found)
            return EQUIP_ERR_INVENTORY_FULL;
    }

    return EQUIP_ERR_OK;
}

//////////////////////////////////////////////////////////////////////////
InventoryResult Player::CanEquipNewItem(uint8 slot, uint16 &dest, uint32 item, bool swap) const
{ 
    dest = 0;
    Item* pItem = Item::CreateItem(item, 1, this);
    if (pItem)
    {
        InventoryResult result = CanEquipItem(slot, dest, pItem, swap);
        delete pItem;
        return result;
    }

    return EQUIP_ERR_ITEM_NOT_FOUND;
}

InventoryResult Player::CanEquipItem(uint8 slot, uint16 &dest, Item* pItem, bool swap, bool not_loading) const
{ 
    dest = 0;
    if (pItem)
    {
        ;//sLog->outDebug(LOG_FILTER_PLAYER_ITEMS, "STORAGE: CanEquipItem slot = %u, item = %u, count = %u", slot, pItem->GetEntry(), pItem->GetCount());
        ItemTemplate const* pProto = pItem->GetTemplate();
        if (pProto)
        {
            // item used
            if (pItem->m_lootGenerated)
                return EQUIP_ERR_ALREADY_LOOTED;

            if (pItem->IsBindedNotWith(this))
                return EQUIP_ERR_DONT_OWN_THAT_ITEM;

            // check count of items (skip for auto move for same player from bank)
            InventoryResult res = CanTakeMoreSimilarItems(pItem);
            if (res != EQUIP_ERR_OK)
                return res;

            // check this only in game
            if (not_loading)
            {
                // May be here should be more stronger checks; STUNNED checked
                // ROOT, CONFUSED, DISTRACTED, FLEEING this needs to be checked.
                if (HasUnitState(UNIT_STATE_STUNNED))
                    return EQUIP_ERR_YOU_ARE_STUNNED;

                // do not allow equipping gear except weapons, offhands, projectiles, relics in
                // - combat
                // - in-progress arenas
                if (!pProto->CanChangeEquipStateInCombat())
                {
                    if (IsInCombat())
                        return EQUIP_ERR_NOT_IN_COMBAT;

                    if (Battleground* bg = GetBattleground())
                        if (bg->isArena() && bg->GetStatus() == STATUS_IN_PROGRESS)
                            return EQUIP_ERR_NOT_DURING_ARENA_MATCH;
                }

                if (IsInCombat()&& (pProto->Class == ITEM_CLASS_WEAPON || pProto->InventoryType == INVTYPE_RELIC) && m_weaponChangeTimer != 0)
                    return EQUIP_ERR_CANT_DO_RIGHT_NOW;         // maybe exist better err

                if (IsNonMeleeSpellCast(false))
                    return EQUIP_ERR_CANT_DO_RIGHT_NOW;
            }

            ScalingStatDistributionEntry const* ssd = pProto->ScalingStatDistribution ? sScalingStatDistributionStore.LookupEntry(pProto->ScalingStatDistribution) : 0;
            // check allowed level (extend range to upper values if MaxLevel more or equal max player level, this let GM set high level with 1...max range items)
            if (ssd && ssd->MaxLevel < DEFAULT_MAX_LEVEL && ssd->MaxLevel < getLevel())
                return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED;

            uint8 eslot = FindEquipSlot(pProto, slot, swap);
            if (eslot == NULL_SLOT)
                return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED;

            // Xinef: dont allow to equip items on disarmed slot
            if (!CanUseAttackType(GetAttackBySlot(eslot)))
                return EQUIP_ERR_NOT_WHILE_DISARMED;

            res = CanUseItem(pItem, not_loading);
            if (res != EQUIP_ERR_OK)
                return res;

            if (!swap && GetItemByPos(INVENTORY_SLOT_BAG_0, eslot))
                return EQUIP_ERR_NO_EQUIPMENT_SLOT_AVAILABLE;

            // if we are swapping 2 equiped items, CanEquipUniqueItem check
            // should ignore the item we are trying to swap, and not the
            // destination item. CanEquipUniqueItem should ignore destination
            // item only when we are swapping weapon from bag
            uint8 ignore = uint8(NULL_SLOT);
            switch (eslot)
            {
                case EQUIPMENT_SLOT_MAINHAND:
                    ignore = EQUIPMENT_SLOT_OFFHAND;
                    break;
                case EQUIPMENT_SLOT_OFFHAND:
                    ignore = EQUIPMENT_SLOT_MAINHAND;
                    break;
                case EQUIPMENT_SLOT_FINGER1:
                    ignore = EQUIPMENT_SLOT_FINGER2;
                    break;
                case EQUIPMENT_SLOT_FINGER2:
                    ignore = EQUIPMENT_SLOT_FINGER1;
                    break;
                case EQUIPMENT_SLOT_TRINKET1:
                    ignore = EQUIPMENT_SLOT_TRINKET2;
                    break;
                case EQUIPMENT_SLOT_TRINKET2:
                    ignore = EQUIPMENT_SLOT_TRINKET1;
                    break;
            }

            if (ignore == uint8(NULL_SLOT) || pItem != GetItemByPos(INVENTORY_SLOT_BAG_0, ignore))
                ignore = eslot;

            InventoryResult res2 = CanEquipUniqueItem(pItem, swap ? ignore : uint8(NULL_SLOT));
            if (res2 != EQUIP_ERR_OK)
                return res2;

            // check unique-equipped special item classes
            if (pProto->Class == ITEM_CLASS_QUIVER)
                for (uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
                    if (Item* pBag = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
                        if (pBag != pItem)
                            if (ItemTemplate const* pBagProto = pBag->GetTemplate())
                                if (pBagProto->Class == pProto->Class && (!swap || pBag->GetSlot() != eslot))
                                    return (pBagProto->SubClass == ITEM_SUBCLASS_AMMO_POUCH)
                                        ? EQUIP_ERR_CAN_EQUIP_ONLY1_AMMOPOUCH
                                        : EQUIP_ERR_CAN_EQUIP_ONLY1_QUIVER;

            uint32 type = pProto->InventoryType;

            if (eslot == EQUIPMENT_SLOT_OFFHAND)
            {
                // Do not allow polearm to be equipped in the offhand (rare case for the only 1h polearm 41750)
                // xinef: same for fishing poles
                if (type == INVTYPE_WEAPON && (pProto->SubClass == ITEM_SUBCLASS_WEAPON_POLEARM || pProto->SubClass == ITEM_SUBCLASS_WEAPON_FISHING_POLE))
                    return EQUIP_ERR_ITEM_DOESNT_GO_TO_SLOT;

                else if (type == INVTYPE_WEAPON || type == INVTYPE_WEAPONOFFHAND)
                {
                    if (!CanDualWield())
                        return EQUIP_ERR_CANT_DUAL_WIELD;
                }
                else if (type == INVTYPE_2HWEAPON)
                {
                    if (!CanDualWield() || !CanTitanGrip())
                        return EQUIP_ERR_CANT_DUAL_WIELD;
                }

                if (IsTwoHandUsed())
                    return EQUIP_ERR_CANT_EQUIP_WITH_TWOHANDED;
            }

            // equip two-hand weapon case (with possible unequip 2 items)
            if (type == INVTYPE_2HWEAPON)
            {
                if (eslot == EQUIPMENT_SLOT_OFFHAND)
                {
                    if (!CanTitanGrip())
                        return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED;
                }
                else if (eslot != EQUIPMENT_SLOT_MAINHAND)
                    return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED;

                if (!CanTitanGrip())
                {
                    // offhand item must can be stored in inventory for offhand item and it also must be unequipped
                    Item* offItem = GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND);
                    ItemPosCountVec off_dest;
                    if (offItem && (!not_loading ||
                        CanUnequipItem(uint16(INVENTORY_SLOT_BAG_0) << 8 | EQUIPMENT_SLOT_OFFHAND, false) != EQUIP_ERR_OK ||
                        CanStoreItem(NULL_BAG, NULL_SLOT, off_dest, offItem, false) != EQUIP_ERR_OK))
                        return swap ? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED : EQUIP_ERR_INVENTORY_FULL;
                }
            }
            dest = ((INVENTORY_SLOT_BAG_0 << 8) | eslot);
            return EQUIP_ERR_OK;
        }
    }

    return !swap ? EQUIP_ERR_ITEM_NOT_FOUND : EQUIP_ERR_ITEMS_CANT_BE_SWAPPED;
}

InventoryResult Player::CanUnequipItem(uint16 pos, bool swap) const
{ 
    // Applied only to equipped items and bank bags
    if (!IsEquipmentPos(pos) && !IsBagPos(pos))
        return EQUIP_ERR_OK;

    Item* pItem = GetItemByPos(pos);

    // Applied only to existed equipped item
    if (!pItem)
        return EQUIP_ERR_OK;

    ;//sLog->outDebug(LOG_FILTER_PLAYER_ITEMS, "STORAGE: CanUnequipItem slot = %u, item = %u, count = %u", pos, pItem->GetEntry(), pItem->GetCount());

    ItemTemplate const* pProto = pItem->GetTemplate();
    if (!pProto)
        return EQUIP_ERR_ITEM_NOT_FOUND;

    // item used
    if (pItem->m_lootGenerated)
        return EQUIP_ERR_ALREADY_LOOTED;

    // do not allow unequipping gear except weapons, offhands, projectiles, relics in
    // - combat
    // - in-progress arenas
    if (!pProto->CanChangeEquipStateInCombat())
    {
        if (IsInCombat())
            return EQUIP_ERR_NOT_IN_COMBAT;

        if (Battleground* bg = GetBattleground())
            if (bg->isArena() && bg->GetStatus() == STATUS_IN_PROGRESS)
                return EQUIP_ERR_NOT_DURING_ARENA_MATCH;
    }

    // Xinef: dont allow to unequip items on disarmed slot
    if (!CanUseAttackType(GetAttackBySlot(pItem->GetSlot())))
        return EQUIP_ERR_NOT_WHILE_DISARMED;

    if (!swap && pItem->IsNotEmptyBag())
        return EQUIP_ERR_CAN_ONLY_DO_WITH_EMPTY_BAGS;

    return EQUIP_ERR_OK;
}

InventoryResult Player::CanBankItem(uint8 bag, uint8 slot, ItemPosCountVec &dest, Item* pItem, bool swap, bool not_loading) const
{ 
    if (!pItem)
        return swap ? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED : EQUIP_ERR_ITEM_NOT_FOUND;

    uint32 count = pItem->GetCount();

    ;//sLog->outDebug(LOG_FILTER_PLAYER_ITEMS, "STORAGE: CanBankItem bag = %u, slot = %u, item = %u, count = %u", bag, slot, pItem->GetEntry(), pItem->GetCount());
    ItemTemplate const* pProto = pItem->GetTemplate();
    if (!pProto)
        return swap ? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED : EQUIP_ERR_ITEM_NOT_FOUND;

    // Xinef: Removed next bullshit loot generated check
    if (pItem->GetGUID() == GetLootGUID())
        return EQUIP_ERR_ALREADY_LOOTED;

    if (pItem->IsBindedNotWith(this))
        return EQUIP_ERR_DONT_OWN_THAT_ITEM;

    // Currency tokens are not supposed to be swapped out of their hidden bag
    uint8 pItemslot = pItem->GetSlot();
    if (pItemslot >= CURRENCYTOKEN_SLOT_START && pItemslot < CURRENCYTOKEN_SLOT_END)
    {
        sLog->outError("Possible hacking attempt: Player %s [guid: %u] tried to move token [guid: %u, entry: %u] out of the currency bag!",
                GetName().c_str(), GetGUIDLow(), pItem->GetGUIDLow(), pProto->ItemId);
        return EQUIP_ERR_ITEMS_CANT_BE_SWAPPED;
    }

    // check count of items (skip for auto move for same player from bank)
    InventoryResult res = CanTakeMoreSimilarItems(pItem);
    if (res != EQUIP_ERR_OK)
        return res;

    // in specific slot
    if (bag != NULL_BAG && slot != NULL_SLOT)
    {
        if (slot >= BANK_SLOT_BAG_START && slot < BANK_SLOT_BAG_END)
        {
            if (!pItem->IsBag())
                return EQUIP_ERR_ITEM_DOESNT_GO_TO_SLOT;

            if (slot - BANK_SLOT_BAG_START >= GetBankBagSlotCount())
                return EQUIP_ERR_MUST_PURCHASE_THAT_BAG_SLOT;

            res = CanUseItem(pItem, not_loading);
            if (res != EQUIP_ERR_OK)
                return res;
        }

        res = CanStoreItem_InSpecificSlot(bag, slot, dest, pProto, count, swap, pItem);
        if (res != EQUIP_ERR_OK)
            return res;

        if (count == 0)
            return EQUIP_ERR_OK;
    }

    // not specific slot or have space for partly store only in specific slot

    // in specific bag
    if (bag != NULL_BAG)
    {
        if (pItem->IsNotEmptyBag())
            return EQUIP_ERR_NONEMPTY_BAG_OVER_OTHER_BAG;

        // search stack in bag for merge to
        if (pProto->Stackable != 1)
        {
            if (bag == INVENTORY_SLOT_BAG_0)
            {
                res = CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START, BANK_SLOT_ITEM_END, dest, pProto, count, true, pItem, bag, slot);
                if (res != EQUIP_ERR_OK)
                    return res;

                if (count == 0)
                    return EQUIP_ERR_OK;
            }
            else
            {
                res = CanStoreItem_InBag(bag, dest, pProto, count, true, false, pItem, NULL_BAG, slot);
                if (res != EQUIP_ERR_OK)
                    res = CanStoreItem_InBag(bag, dest, pProto, count, true, true, pItem, NULL_BAG, slot);

                if (res != EQUIP_ERR_OK)
                    return res;

                if (count == 0)
                    return EQUIP_ERR_OK;
            }
        }

        // search free slot in bag
        if (bag == INVENTORY_SLOT_BAG_0)
        {
            res = CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START, BANK_SLOT_ITEM_END, dest, pProto, count, false, pItem, bag, slot);
            if (res != EQUIP_ERR_OK)
                return res;

            if (count == 0)
                return EQUIP_ERR_OK;
        }
        else
        {
            res = CanStoreItem_InBag(bag, dest, pProto, count, false, false, pItem, NULL_BAG, slot);
            if (res != EQUIP_ERR_OK)
                res = CanStoreItem_InBag(bag, dest, pProto, count, false, true, pItem, NULL_BAG, slot);

            if (res != EQUIP_ERR_OK)
                return res;

            if (count == 0)
                return EQUIP_ERR_OK;
        }
    }

    // not specific bag or have space for partly store only in specific bag

    // search stack for merge to
    if (pProto->Stackable != 1)
    {
        // in slots
        res = CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START, BANK_SLOT_ITEM_END, dest, pProto, count, true, pItem, bag, slot);
        if (res != EQUIP_ERR_OK)
            return res;

        if (count == 0)
            return EQUIP_ERR_OK;

        // in special bags
        if (pProto->BagFamily)
        {
            for (uint8 i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++)
            {
                res = CanStoreItem_InBag(i, dest, pProto, count, true, false, pItem, bag, slot);
                if (res != EQUIP_ERR_OK)
                    continue;

                if (count == 0)
                    return EQUIP_ERR_OK;
            }
        }

        for (uint8 i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++)
        {
            res = CanStoreItem_InBag(i, dest, pProto, count, true, true, pItem, bag, slot);
            if (res != EQUIP_ERR_OK)
                continue;

            if (count == 0)
                return EQUIP_ERR_OK;
        }
    }

    // search free place in special bag
    if (pProto->BagFamily)
    {
        for (uint8 i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++)
        {
            res = CanStoreItem_InBag(i, dest, pProto, count, false, false, pItem, bag, slot);
            if (res != EQUIP_ERR_OK)
                continue;

            if (count == 0)
                return EQUIP_ERR_OK;
        }
    }

    // search free space
    res = CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START, BANK_SLOT_ITEM_END, dest, pProto, count, false, pItem, bag, slot);
    if (res != EQUIP_ERR_OK)
        return res;

    if (count == 0)
        return EQUIP_ERR_OK;

    for (uint8 i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++)
    {
        res = CanStoreItem_InBag(i, dest, pProto, count, false, true, pItem, bag, slot);
        if (res != EQUIP_ERR_OK)
            continue;

        if (count == 0)
            return EQUIP_ERR_OK;
    }
    return EQUIP_ERR_BANK_FULL;
}

InventoryResult Player::CanUseItem(Item* pItem, bool not_loading) const
{ 
    if (pItem)
    {
        ;//sLog->outDebug(LOG_FILTER_PLAYER_ITEMS, "STORAGE: CanUseItem item = %u", pItem->GetEntry());

        if (!IsAlive() && not_loading)
            return EQUIP_ERR_YOU_ARE_DEAD;

        //if (isStunned())
        //    return EQUIP_ERR_YOU_ARE_STUNNED;

        ItemTemplate const* pProto = pItem->GetTemplate();
        if (pProto)
        {
            if (pItem->IsBindedNotWith(this))
                return EQUIP_ERR_DONT_OWN_THAT_ITEM;

            InventoryResult res = CanUseItem(pProto);
            if (res != EQUIP_ERR_OK)
                return res;

            if (pItem->GetSkill() != 0)
            {
                bool allowEquip = false;
                uint32 itemSkill = pItem->GetSkill();
                // Armor that is binded to account can "morph" from plate to mail, etc. if skill is not learned yet.
                if (pProto->Quality == ITEM_QUALITY_HEIRLOOM && pProto->Class == ITEM_CLASS_ARMOR && !HasSkill(itemSkill))
                {
                    // TODO: when you right-click already equipped item it throws EQUIP_ERR_NO_REQUIRED_PROFICIENCY.

                    // In fact it's a visual bug, everything works properly... I need sniffs of operations with
                    // binded to account items from off server.

                    switch (getClass())
                    {
                        case CLASS_HUNTER:
                        case CLASS_SHAMAN:
                            allowEquip = (itemSkill == SKILL_MAIL);
                            break;
                        case CLASS_PALADIN:
                        case CLASS_WARRIOR:
                            allowEquip = (itemSkill == SKILL_PLATE_MAIL);
                            break;
                    }
                }
                if (!allowEquip && GetSkillValue(itemSkill) == 0)
                    return EQUIP_ERR_NO_REQUIRED_PROFICIENCY;
            }

            if (pProto->RequiredReputationFaction && uint32(GetReputationRank(pProto->RequiredReputationFaction)) < pProto->RequiredReputationRank)
                return EQUIP_ERR_CANT_EQUIP_REPUTATION;

            return EQUIP_ERR_OK;
        }
    }
    return EQUIP_ERR_ITEM_NOT_FOUND;
}

InventoryResult Player::CanUseItem(ItemTemplate const* proto) const
{ 
    // Used by group, function NeedBeforeGreed, to know if a prototype can be used by a player

    if (proto)
    {
        if ((proto->Flags2 & ITEM_FLAGS_EXTRA_HORDE_ONLY) && GetTeamId() != TEAM_HORDE)
            return EQUIP_ERR_YOU_CAN_NEVER_USE_THAT_ITEM;

        if ((proto->Flags2 & ITEM_FLAGS_EXTRA_ALLIANCE_ONLY) && GetTeamId() != TEAM_ALLIANCE)
            return EQUIP_ERR_YOU_CAN_NEVER_USE_THAT_ITEM;

        if ((proto->AllowableClass & getClassMask()) == 0 || (proto->AllowableRace & getRaceMask()) == 0)
            return EQUIP_ERR_YOU_CAN_NEVER_USE_THAT_ITEM;

        if (proto->RequiredSkill != 0)
        {
            if (GetSkillValue(proto->RequiredSkill) == 0)
                return EQUIP_ERR_NO_REQUIRED_PROFICIENCY;
            else if (GetSkillValue(proto->RequiredSkill) < proto->RequiredSkillRank)
                return EQUIP_ERR_CANT_EQUIP_SKILL;
        }

        if (proto->RequiredSpell != 0 && !HasSpell(proto->RequiredSpell))
            return EQUIP_ERR_NO_REQUIRED_PROFICIENCY;

        if (getLevel() < proto->RequiredLevel)
            return EQUIP_ERR_CANT_EQUIP_LEVEL_I;

        // If World Event is not active, prevent using event dependant items
        if (proto->HolidayId && !IsHolidayActive((HolidayIds)proto->HolidayId))
            return EQUIP_ERR_CANT_DO_RIGHT_NOW;

        return EQUIP_ERR_OK;
    }

    return EQUIP_ERR_ITEM_NOT_FOUND;
}

InventoryResult Player::CanRollForItemInLFG(ItemTemplate const* proto, WorldObject const* lootedObject) const
{ 
    if (!GetGroup() || !GetGroup()->isLFGGroup())
        return EQUIP_ERR_OK;    // not in LFG group

    // check if looted object is inside the lfg dungeon
    Map const* map = lootedObject->GetMap();
    if (!sLFGMgr->inLfgDungeonMap(GetGroup()->GetGUID(), map->GetId(), map->GetDifficulty()))
        return EQUIP_ERR_OK;

    if (!proto)
        return EQUIP_ERR_ITEM_NOT_FOUND;
   // Used by group, function NeedBeforeGreed, to know if a prototype can be used by a player

    const static uint32 item_weapon_skills[MAX_ITEM_SUBCLASS_WEAPON] =
    {
        SKILL_AXES,     SKILL_2H_AXES,  SKILL_BOWS,          SKILL_GUNS,      SKILL_MACES,
        SKILL_2H_MACES, SKILL_POLEARMS, SKILL_SWORDS,        SKILL_2H_SWORDS, 0,
        SKILL_STAVES,   0,              0,                   SKILL_FIST_WEAPONS,   0,
        SKILL_DAGGERS,  SKILL_THROWN,   SKILL_ASSASSINATION, SKILL_CROSSBOWS, SKILL_WANDS,
        SKILL_FISHING
    }; //Copy from function Item::GetSkill()

    if ((proto->AllowableClass & getClassMask()) == 0 || (proto->AllowableRace & getRaceMask()) == 0)
        return EQUIP_ERR_YOU_CAN_NEVER_USE_THAT_ITEM;

    if (proto->RequiredSpell != 0 && !HasSpell(proto->RequiredSpell))
        return EQUIP_ERR_NO_REQUIRED_PROFICIENCY;

    if (proto->RequiredSkill != 0)
    {
        if (!GetSkillValue(proto->RequiredSkill))
            return EQUIP_ERR_NO_REQUIRED_PROFICIENCY;
        else if (GetSkillValue(proto->RequiredSkill) < proto->RequiredSkillRank)
            return EQUIP_ERR_CANT_EQUIP_SKILL;
    }

    uint8 _class = getClass();

    if (proto->Class == ITEM_CLASS_WEAPON && GetSkillValue(item_weapon_skills[proto->SubClass]) == 0)
        return EQUIP_ERR_NO_REQUIRED_PROFICIENCY;

    if (proto->Class == ITEM_CLASS_ARMOR && proto->SubClass > ITEM_SUBCLASS_ARMOR_MISC && proto->SubClass < ITEM_SUBCLASS_ARMOR_BUCKLER && proto->InventoryType != INVTYPE_CLOAK)
    {
        if (_class == CLASS_WARRIOR || _class == CLASS_PALADIN || _class == CLASS_DEATH_KNIGHT)
        {
            if (getLevel() < 40)
            {
                if (proto->SubClass != ITEM_SUBCLASS_ARMOR_MAIL)
                    return EQUIP_ERR_CANT_DO_RIGHT_NOW;
            }
            else if (proto->SubClass != ITEM_SUBCLASS_ARMOR_PLATE)
                return EQUIP_ERR_CANT_DO_RIGHT_NOW;
        }
        else if (_class == CLASS_HUNTER || _class == CLASS_SHAMAN)
        {
            if (getLevel() < 40)
            {
                if (proto->SubClass != ITEM_SUBCLASS_ARMOR_LEATHER)
                    return EQUIP_ERR_CANT_DO_RIGHT_NOW;
            }
            else if (proto->SubClass != ITEM_SUBCLASS_ARMOR_MAIL)
                return EQUIP_ERR_CANT_DO_RIGHT_NOW;
        }

        if (_class == CLASS_ROGUE || _class == CLASS_DRUID)
            if (proto->SubClass != ITEM_SUBCLASS_ARMOR_LEATHER)
                return EQUIP_ERR_CANT_DO_RIGHT_NOW;

        if (_class == CLASS_MAGE || _class == CLASS_PRIEST || _class == CLASS_WARLOCK)
            if (proto->SubClass != ITEM_SUBCLASS_ARMOR_CLOTH)
                return EQUIP_ERR_CANT_DO_RIGHT_NOW;
    }

    return EQUIP_ERR_OK;
}

InventoryResult Player::CanUseAmmo(uint32 item) const
{ 
    ;//sLog->outDebug(LOG_FILTER_PLAYER_ITEMS, "STORAGE: CanUseAmmo item = %u", item);
    if (!IsAlive())
        return EQUIP_ERR_YOU_ARE_DEAD;
    //if (isStunned())
    //    return EQUIP_ERR_YOU_ARE_STUNNED;
    ItemTemplate const* pProto = sObjectMgr->GetItemTemplate(item);
    if (pProto)
    {
        if (pProto->InventoryType!= INVTYPE_AMMO)
            return EQUIP_ERR_ONLY_AMMO_CAN_GO_HERE;

        InventoryResult res = CanUseItem(pProto);
        if (res != EQUIP_ERR_OK)
            return res;

        /*if (GetReputationMgr().GetReputation() < pProto->RequiredReputation)
        return EQUIP_ERR_CANT_EQUIP_REPUTATION;
        */

        // Requires No Ammo
        if (HasAura(46699))
            return EQUIP_ERR_BAG_FULL6;

        return EQUIP_ERR_OK;
    }
    return EQUIP_ERR_ITEM_NOT_FOUND;
}

void Player::SetAmmo(uint32 item)
{ 
    if (!item)
        return;

    // already set
    if (GetUInt32Value(PLAYER_AMMO_ID) == item)
        return;

    // check ammo
    if (item)
    {
        InventoryResult msg = CanUseAmmo(item);
        if (msg != EQUIP_ERR_OK)
        {
            SendEquipError(msg, NULL, NULL, item);
            return;
        }
    }

    SetUInt32Value(PLAYER_AMMO_ID, item);

    _ApplyAmmoBonuses();
}

void Player::RemoveAmmo()
{ 
    SetUInt32Value(PLAYER_AMMO_ID, 0);

    m_ammoDPS = 0.0f;

    if (CanModifyStats())
        UpdateDamagePhysical(RANGED_ATTACK);
}

Item* Player::StoreNewItem(ItemPosCountVec const& dest, uint32 item, bool update, int32 randomPropertyId)
{ 
    AllowedLooterSet allowedLooters;
    return StoreNewItem(dest, item, update, randomPropertyId, allowedLooters);
}

// Return stored item (if stored to stack, it can diff. from pItem). And pItem ca be deleted in this case.
Item* Player::StoreNewItem(ItemPosCountVec const& dest, uint32 item, bool update, int32 randomPropertyId, AllowedLooterSet& allowedLooters)
{ 
    uint32 count = 0;
    for (ItemPosCountVec::const_iterator itr = dest.begin(); itr != dest.end(); ++itr)
        count += itr->count;

    Item* pItem = Item::CreateItem(item, count, this);
    if (pItem)
    {
        // pussywizard: obtaining blue or better items saves to db
        if (ItemTemplate const* pProto = sObjectMgr->GetItemTemplate(item))
            if (pProto->Quality >= ITEM_QUALITY_RARE)
                AdditionalSavingAddMask(ADDITIONAL_SAVING_INVENTORY_AND_GOLD);

        ItemAddedQuestCheck(item, count);
        UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_RECEIVE_EPIC_ITEM, item, count);
        UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_OWN_ITEM, item, count);
        if (randomPropertyId)
            pItem->SetItemRandomProperties(randomPropertyId);
        pItem = StoreItem(dest, pItem, update);


        if (allowedLooters.size() > 1 && pItem->GetTemplate()->GetMaxStackSize() == 1 && pItem->IsSoulBound())
        {
            pItem->SetSoulboundTradeable(allowedLooters);
            pItem->SetUInt32Value(ITEM_FIELD_CREATE_PLAYED_TIME, GetTotalPlayedTime());
            AddTradeableItem(pItem);

            // save data
            std::ostringstream ss;
            AllowedLooterSet::const_iterator itr = allowedLooters.begin();
            ss << *itr;
            for (++itr; itr != allowedLooters.end(); ++itr)
                ss << ' ' << *itr;

            PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_INS_ITEM_BOP_TRADE);
            stmt->setUInt32(0, pItem->GetGUIDLow());
            stmt->setString(1, ss.str());
            CharacterDatabase.Execute(stmt);
        }
    }
    return pItem;
}

Item* Player::StoreItem(ItemPosCountVec const& dest, Item* pItem, bool update)
{ 
    if (!pItem)
        return NULL;

    Item* lastItem = pItem;
    const ItemTemplate *proto = pItem->GetTemplate();

    for (ItemPosCountVec::const_iterator itr = dest.begin(); itr != dest.end();)
    {
        uint16 pos = itr->pos;
        uint32 count = itr->count;

        ++itr;

        if (itr == dest.end())
        {
            lastItem = _StoreItem(pos, pItem, count, false, update);
            break;
        }

        lastItem = _StoreItem(pos, pItem, count, true, update);
    }

    // cast after item storing - some checks in checkcast requires item to be present!!
    if (lastItem)
        for (uint8 i = 0; i < MAX_ITEM_PROTO_SPELLS; ++i)
            if (proto->Spells[i].SpellTrigger == ITEM_SPELLTRIGGER_ON_NO_DELAY_USE && proto->Spells[i].SpellId > 0) // On obtain trigger
                if (!HasAura(proto->Spells[i].SpellId))
                    CastSpell(this, proto->Spells[i].SpellId, true, lastItem);

    return lastItem;
}

// Return stored item (if stored to stack, it can diff. from pItem). And pItem ca be deleted in this case.
Item* Player::_StoreItem(uint16 pos, Item* pItem, uint32 count, bool clone, bool update)
{ 
    if (!pItem)
        return NULL;

    uint8 bag = pos >> 8;
    uint8 slot = pos & 255;

    ;//sLog->outDebug(LOG_FILTER_PLAYER_ITEMS, "STORAGE: StoreItem bag = %u, slot = %u, item = %u, count = %u, guid = %u", bag, slot, pItem->GetEntry(), count, pItem->GetGUIDLow());

    Item* pItem2 = GetItemByPos(bag, slot);

    if (!pItem2)
    {
        if (clone)
            pItem = pItem->CloneItem(count, this);
        else
            pItem->SetCount(count);

        if (!pItem)
            return NULL;

        if (pItem->GetTemplate()->Bonding == BIND_WHEN_PICKED_UP ||
            pItem->GetTemplate()->Bonding == BIND_QUEST_ITEM ||
            (pItem->GetTemplate()->Bonding == BIND_WHEN_EQUIPED && IsBagPos(pos)))
            pItem->SetBinding(true);

        Bag* pBag = (bag == INVENTORY_SLOT_BAG_0) ? NULL : GetBagByPos(bag);
        if (!pBag)
        {
            m_items[slot] = pItem;
            SetUInt64Value(PLAYER_FIELD_INV_SLOT_HEAD + (slot * 2), pItem->GetGUID());
            pItem->SetUInt64Value(ITEM_FIELD_CONTAINED, GetGUID());
            pItem->SetUInt64Value(ITEM_FIELD_OWNER, GetGUID());

            pItem->SetSlot(slot);
            pItem->SetContainer(NULL);

            // need update known currency
            if (slot >= CURRENCYTOKEN_SLOT_START && slot < CURRENCYTOKEN_SLOT_END)
                AddKnownCurrency(pItem->GetEntry());
        }
        else
            pBag->StoreItem(slot, pItem, update);

        if (IsInWorld() && update)
        {
            pItem->AddToWorld();
            pItem->SendUpdateToPlayer(this);
        }

        pItem->SetState(ITEM_CHANGED, this);
        if (pBag)
            pBag->SetState(ITEM_CHANGED, this);

        AddEnchantmentDurations(pItem);
        AddItemDurations(pItem);

        return pItem;
    }
    else
    {
        if (pItem2->GetTemplate()->Bonding == BIND_WHEN_PICKED_UP ||
            pItem2->GetTemplate()->Bonding == BIND_QUEST_ITEM ||
            (pItem2->GetTemplate()->Bonding == BIND_WHEN_EQUIPED && IsBagPos(pos)))
            pItem2->SetBinding(true);

        pItem2->SetCount(pItem2->GetCount() + count);
        if (IsInWorld() && update)
            pItem2->SendUpdateToPlayer(this);

        if (!clone)
        {
            // delete item (it not in any slot currently)
            if (IsInWorld() && update)
            {
                pItem->RemoveFromWorld();
                pItem->DestroyForPlayer(this);
            }

            RemoveEnchantmentDurations(pItem);
            RemoveItemDurations(pItem);

            pItem->SetOwnerGUID(GetGUID());                 // prevent error at next SetState in case trade/mail/buy from vendor
            pItem->SetNotRefundable(this);
            pItem->ClearSoulboundTradeable(this);
            RemoveTradeableItem(pItem);
            pItem->SetState(ITEM_REMOVED, this);
        }

        AddEnchantmentDurations(pItem2);

        pItem2->SetState(ITEM_CHANGED, this);

        return pItem2;
    }
}

Item* Player::EquipNewItem(uint16 pos, uint32 item, bool update)
{ 
    if (Item* pItem = Item::CreateItem(item, 1, this))
    {
        // pussywizard: obtaining blue or better items saves to db
        if (ItemTemplate const* pProto = sObjectMgr->GetItemTemplate(item))
            if (pProto->Quality >= ITEM_QUALITY_RARE)
                AdditionalSavingAddMask(ADDITIONAL_SAVING_INVENTORY_AND_GOLD);

        ItemAddedQuestCheck(item, 1);
        UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_RECEIVE_EPIC_ITEM, item, 1);
        return EquipItem(pos, pItem, update);
    }

    return NULL;
}

Item* Player::EquipItem(uint16 pos, Item* pItem, bool update)
{ 
    AddEnchantmentDurations(pItem);
    AddItemDurations(pItem);

    uint8 bag = pos >> 8;
    uint8 slot = pos & 255;

    Item* pItem2 = GetItemByPos(bag, slot);

    if (!pItem2)
    {
        VisualizeItem(slot, pItem);

        if (IsAlive())
        {
            ItemTemplate const* pProto = pItem->GetTemplate();

            // item set bonuses applied only at equip and removed at unequip, and still active for broken items
            if (pProto && pProto->ItemSet)
                AddItemsSetItem(this, pItem);

            _ApplyItemMods(pItem, slot, true);

            if (pProto && IsInCombat() && (pProto->Class == ITEM_CLASS_WEAPON || pProto->InventoryType == INVTYPE_RELIC) && m_weaponChangeTimer == 0)
            {
                uint32 cooldownSpell = getClass() == CLASS_ROGUE ? 6123 : 6119;
                SpellInfo const* spellProto = sSpellMgr->GetSpellInfo(cooldownSpell);

                if (!spellProto)
                    sLog->outError("Weapon switch cooldown spell %u couldn't be found in Spell.dbc", cooldownSpell);
                else
                {
                    m_weaponChangeTimer = spellProto->StartRecoveryTime;

                    GetGlobalCooldownMgr().AddGlobalCooldown(spellProto, m_weaponChangeTimer);

                    WorldPacket data;
                    BuildCooldownPacket(data, SPELL_COOLDOWN_FLAG_INCLUDE_GCD, cooldownSpell, 0);
                    GetSession()->SendPacket(&data);
                }
            }
        }

        if (IsInWorld() && update)
        {
            pItem->AddToWorld();
            pItem->SendUpdateToPlayer(this);
        }

        ApplyEquipCooldown(pItem);

         // update expertise and armor penetration - passive auras may need it

        if (slot == EQUIPMENT_SLOT_MAINHAND)
            UpdateExpertise(BASE_ATTACK);

        else if (slot == EQUIPMENT_SLOT_OFFHAND)
            UpdateExpertise(OFF_ATTACK);

        switch (slot)
        {
            case EQUIPMENT_SLOT_MAINHAND:
            case EQUIPMENT_SLOT_OFFHAND:
            case EQUIPMENT_SLOT_RANGED:
                RecalculateRating(CR_ARMOR_PENETRATION);
            default:
                break;
        }
    }
    else
    {
        pItem2->SetCount(pItem2->GetCount() + pItem->GetCount());
        if (IsInWorld() && update)
            pItem2->SendUpdateToPlayer(this);

        // delete item (it not in any slot currently)
        //pItem->DeleteFromDB();
        if (IsInWorld() && update)
        {
            pItem->RemoveFromWorld();
            pItem->DestroyForPlayer(this);
        }

        RemoveEnchantmentDurations(pItem);
        RemoveItemDurations(pItem);

        pItem->SetOwnerGUID(GetGUID());                     // prevent error at next SetState in case trade/mail/buy from vendor
        pItem->SetNotRefundable(this);
        pItem->ClearSoulboundTradeable(this);
        RemoveTradeableItem(pItem);
        pItem->SetState(ITEM_REMOVED, this);
        pItem2->SetState(ITEM_CHANGED, this);

        ApplyEquipCooldown(pItem2);

        return pItem2;
    }

    // only for full equip instead adding to stack
    UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_EQUIP_ITEM, pItem->GetEntry());
    UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_EQUIP_EPIC_ITEM, pItem->GetEntry(), slot);

    return pItem;
}

void Player::QuickEquipItem(uint16 pos, Item* pItem)
{ 
    if (pItem)
    {
        AddEnchantmentDurations(pItem);
        AddItemDurations(pItem);

        uint8 slot = pos & 255;
        VisualizeItem(slot, pItem);

        if (IsInWorld())
        {
            pItem->AddToWorld();
            pItem->SendUpdateToPlayer(this);
        }

        UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_EQUIP_ITEM, pItem->GetEntry());
        UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_EQUIP_EPIC_ITEM, pItem->GetEntry(), slot);
    }
}

void Player::SetVisibleItemSlot(uint8 slot, Item* pItem)
{ 
    if (pItem)
    {
        SetUInt32Value(PLAYER_VISIBLE_ITEM_1_ENTRYID + (slot * 2), pItem->GetEntry());
        SetUInt16Value(PLAYER_VISIBLE_ITEM_1_ENCHANTMENT + (slot * 2), 0, pItem->GetEnchantmentId(PERM_ENCHANTMENT_SLOT));
        SetUInt16Value(PLAYER_VISIBLE_ITEM_1_ENCHANTMENT + (slot * 2), 1, pItem->GetEnchantmentId(TEMP_ENCHANTMENT_SLOT));
    }
    else
    {
        SetUInt32Value(PLAYER_VISIBLE_ITEM_1_ENTRYID + (slot * 2), 0);
        SetUInt32Value(PLAYER_VISIBLE_ITEM_1_ENCHANTMENT + (slot * 2), 0);
    }
}

void Player::VisualizeItem(uint8 slot, Item* pItem)
{ 
    if (!pItem)
        return;

    // check also  BIND_WHEN_PICKED_UP and BIND_QUEST_ITEM for .additem or .additemset case by GM (not binded at adding to inventory)
    if (pItem->GetTemplate()->Bonding == BIND_WHEN_EQUIPED || pItem->GetTemplate()->Bonding == BIND_WHEN_PICKED_UP || pItem->GetTemplate()->Bonding == BIND_QUEST_ITEM)
        pItem->SetBinding(true);

    ;//sLog->outDebug(LOG_FILTER_PLAYER_ITEMS, "STORAGE: EquipItem slot = %u, item = %u", slot, pItem->GetEntry());

    m_items[slot] = pItem;
    SetUInt64Value(PLAYER_FIELD_INV_SLOT_HEAD + (slot * 2), pItem->GetGUID());
    pItem->SetUInt64Value(ITEM_FIELD_CONTAINED, GetGUID());
    pItem->SetUInt64Value(ITEM_FIELD_OWNER, GetGUID());
    pItem->SetSlot(slot);
    pItem->SetContainer(NULL);

    if (slot < EQUIPMENT_SLOT_END)
        SetVisibleItemSlot(slot, pItem);

    pItem->SetState(ITEM_CHANGED, this);
}

void Player::RemoveItem(uint8 bag, uint8 slot, bool update, bool swap)
{ 
    // note: removeitem does not actually change the item
    // it only takes the item out of storage temporarily
    // note2: if removeitem is to be used for delinking
    // the item must be removed from the player's updatequeue

    Item* pItem = GetItemByPos(bag, slot);
    if (pItem)
    {
        ;//sLog->outDebug(LOG_FILTER_PLAYER_ITEMS, "STORAGE: RemoveItem bag = %u, slot = %u, item = %u", bag, slot, pItem->GetEntry());

        RemoveEnchantmentDurations(pItem);
        RemoveItemDurations(pItem);
        RemoveTradeableItem(pItem);

        if (bag == INVENTORY_SLOT_BAG_0)
        {
            if (slot < INVENTORY_SLOT_BAG_END)
            {
                ItemTemplate const* pProto = pItem->GetTemplate();
                // item set bonuses applied only at equip and removed at unequip, and still active for broken items

                if (pProto && pProto->ItemSet)
                    RemoveItemsSetItem(this, pProto);

                _ApplyItemMods(pItem, slot, false);

                // remove item dependent auras and casts (only weapon and armor slots)
                if (slot < EQUIPMENT_SLOT_END)
                {
                    // Xinef: Ensure that this function is called for places with swap=true
                    if (!swap)
                        RemoveItemDependentAurasAndCasts(pItem);

                    // remove held enchantments, update expertise
                    if (slot == EQUIPMENT_SLOT_MAINHAND)
                    {
                        if (pItem->GetItemSuffixFactor())
                        {
                            pItem->ClearEnchantment(PROP_ENCHANTMENT_SLOT_3);
                            pItem->ClearEnchantment(PROP_ENCHANTMENT_SLOT_4);
                        }
                        else
                        {
                            pItem->ClearEnchantment(PROP_ENCHANTMENT_SLOT_0);
                            pItem->ClearEnchantment(PROP_ENCHANTMENT_SLOT_1);
                        }

                        UpdateExpertise(BASE_ATTACK);
                    }
                    else if (slot == EQUIPMENT_SLOT_OFFHAND)
                        UpdateExpertise(OFF_ATTACK);
                    // update armor penetration - passive auras may need it
                    switch (slot)
                    {
                        case EQUIPMENT_SLOT_MAINHAND:
                        case EQUIPMENT_SLOT_OFFHAND:
                        case EQUIPMENT_SLOT_RANGED:
                            RecalculateRating(CR_ARMOR_PENETRATION);
                        default:
                            break;
                    }
                }
            }

            m_items[slot] = NULL;
            SetUInt64Value(PLAYER_FIELD_INV_SLOT_HEAD + (slot * 2), 0);

            if (slot < EQUIPMENT_SLOT_END)
                SetVisibleItemSlot(slot, NULL);
        }
        else if (Bag* pBag = GetBagByPos(bag))
            pBag->RemoveItem(slot, update);

        pItem->SetUInt64Value(ITEM_FIELD_CONTAINED, 0);
        // pItem->SetUInt64Value(ITEM_FIELD_OWNER, 0); not clear owner at remove (it will be set at store). This used in mail and auction code
        pItem->SetSlot(NULL_SLOT);
        if (IsInWorld() && update)
            pItem->SendUpdateToPlayer(this);
    }
}

// Common operation need to remove item from inventory without delete in trade, auction, guild bank, mail....
void Player::MoveItemFromInventory(uint8 bag, uint8 slot, bool update)
{ 
    if (Item* it = GetItemByPos(bag, slot))
    {
        ItemRemovedQuestCheck(it->GetEntry(), it->GetCount());
        RemoveItem(bag, slot, update);
        UpdateTitansGrip();
        it->SetNotRefundable(this, false);
        it->RemoveFromUpdateQueueOf(this);
        if (it->IsInWorld())
        {
            it->RemoveFromWorld();
            it->DestroyForPlayer(this);
        }
    }
}

// Common operation need to add item from inventory without delete in trade, guild bank, mail....
void Player::MoveItemToInventory(ItemPosCountVec const& dest, Item* pItem, bool update, bool in_characterInventoryDB)
{ 
    // update quest counters
    ItemAddedQuestCheck(pItem->GetEntry(), pItem->GetCount());
    UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_RECEIVE_EPIC_ITEM, pItem->GetEntry(), pItem->GetCount());

    // store item
    Item* pLastItem = StoreItem(dest, pItem, update);

    // only set if not merged to existed stack (pItem can be deleted already but we can compare pointers any way)
    if (pLastItem == pItem)
    {
        // update owner for last item (this can be original item with wrong owner
        if (pLastItem->GetOwnerGUID() != GetGUID())
            pLastItem->SetOwnerGUID(GetGUID());

        // if this original item then it need create record in inventory
        // in case trade we already have item in other player inventory
        pLastItem->SetState(in_characterInventoryDB ? ITEM_CHANGED : ITEM_NEW, this);

        if (pLastItem->HasFlag(ITEM_FIELD_FLAGS, ITEM_FLAG_BOP_TRADEABLE))
            AddTradeableItem(pLastItem);
    }
}

void Player::DestroyItem(uint8 bag, uint8 slot, bool update)
{ 
    Item* pItem = GetItemByPos(bag, slot);
    if (pItem)
    {
        ;//sLog->outDebug(LOG_FILTER_PLAYER_ITEMS, "STORAGE: DestroyItem bag = %u, slot = %u, item = %u", bag, slot, pItem->GetEntry());
        // Also remove all contained items if the item is a bag.
        // This if () prevents item saving crashes if the condition for a bag to be empty before being destroyed was bypassed somehow.
        if (pItem->IsNotEmptyBag())
            for (uint8 i = 0; i < MAX_BAG_SIZE; ++i)
                DestroyItem(slot, i, update);

        if (pItem->HasFlag(ITEM_FIELD_FLAGS, ITEM_FLAG_WRAPPED))
        {
            PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_GIFT);

            stmt->setUInt32(0, pItem->GetGUIDLow());

            CharacterDatabase.Execute(stmt);
        }

        RemoveEnchantmentDurations(pItem);
        RemoveItemDurations(pItem);

        pItem->SetNotRefundable(this);
        pItem->ClearSoulboundTradeable(this);
        RemoveTradeableItem(pItem);

        const ItemTemplate* proto = pItem->GetTemplate();
        for (uint8 i = 0; i < MAX_ITEM_PROTO_SPELLS; ++i)
            if (proto->Spells[i].SpellTrigger == ITEM_SPELLTRIGGER_ON_NO_DELAY_USE && proto->Spells[i].SpellId > 0) // On obtain trigger
                RemoveAurasDueToSpell(proto->Spells[i].SpellId);

        ItemRemovedQuestCheck(pItem->GetEntry(), pItem->GetCount());

        if (bag == INVENTORY_SLOT_BAG_0)
        {
            SetUInt64Value(PLAYER_FIELD_INV_SLOT_HEAD + (slot * 2), 0);

            // equipment and equipped bags can have applied bonuses
            if (slot < INVENTORY_SLOT_BAG_END)
            {
                ItemTemplate const* pProto = pItem->GetTemplate();

                // item set bonuses applied only at equip and removed at unequip, and still active for broken items
                if (pProto && pProto->ItemSet)
                    RemoveItemsSetItem(this, pProto);

                _ApplyItemMods(pItem, slot, false);
            }

            if (slot < EQUIPMENT_SLOT_END)
            {
                // remove item dependent auras and casts (only weapon and armor slots)
                RemoveItemDependentAurasAndCasts(pItem);

                // update expertise and armor penetration - passive auras may need it
                switch (slot)
                {
                    case EQUIPMENT_SLOT_MAINHAND:
                    case EQUIPMENT_SLOT_OFFHAND:
                    case EQUIPMENT_SLOT_RANGED:
                        RecalculateRating(CR_ARMOR_PENETRATION);
                    default:
                        break;
                }

                if (slot == EQUIPMENT_SLOT_MAINHAND)
                    UpdateExpertise(BASE_ATTACK);
                else if (slot == EQUIPMENT_SLOT_OFFHAND)
                    UpdateExpertise(OFF_ATTACK);

                // equipment visual show
                SetVisibleItemSlot(slot, NULL);
            }

            m_items[slot] = NULL;
        }
        else if (Bag* pBag = GetBagByPos(bag))
            pBag->RemoveItem(slot, update);

        // Xinef: item is removed, remove loot from storage if any
        if (proto->Flags & ITEM_PROTO_FLAG_OPENABLE)
            sLootItemStorage->RemoveStoredLoot(pItem->GetGUIDLow());

        if (IsInWorld() && update)
        {
            pItem->RemoveFromWorld();
            pItem->DestroyForPlayer(this);
        }

        //pItem->SetOwnerGUID(0);
        pItem->SetUInt64Value(ITEM_FIELD_CONTAINED, 0);
        pItem->SetSlot(NULL_SLOT);
        pItem->SetState(ITEM_REMOVED, this);
    }
}

void Player::DestroyItemCount(uint32 itemEntry, uint32 count, bool update, bool unequip_check)
{ 
    ;//sLog->outDebug(LOG_FILTER_PLAYER_ITEMS, "STORAGE: DestroyItemCount item = %u, count = %u", itemEntry, count);
    uint32 remcount = 0;

    // in inventory
    for (uint8 i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; ++i)
    {
        if (Item* item = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
        {
            if (item->GetEntry() == itemEntry && !item->IsInTrade())
            {
                if (item->GetCount() + remcount <= count)
                {
                    // all items in inventory can unequipped
                    remcount += item->GetCount();
                    DestroyItem(INVENTORY_SLOT_BAG_0, i, update);

                    if (remcount >= count)
                        return;
                }
                else
                {
                    ItemRemovedQuestCheck(item->GetEntry(), count - remcount);
                    item->SetCount(item->GetCount() - count + remcount);
                    if (IsInWorld() && update)
                        item->SendUpdateToPlayer(this);
                    item->SetState(ITEM_CHANGED, this);
                    return;
                }
            }
        }
    }

    for (uint8 i = KEYRING_SLOT_START; i < CURRENCYTOKEN_SLOT_END; ++i)
    {
        if (Item* item = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
        {
            if (item->GetEntry() == itemEntry && !item->IsInTrade())
            {
                if (item->GetCount() + remcount <= count)
                {
                    // all keys can be unequipped
                    remcount += item->GetCount();
                    DestroyItem(INVENTORY_SLOT_BAG_0, i, update);

                    if (remcount >= count)
                        return;
                }
                else
                {
                    ItemRemovedQuestCheck(item->GetEntry(), count - remcount);
                    item->SetCount(item->GetCount() - count + remcount);
                    if (IsInWorld() && update)
                        item->SendUpdateToPlayer(this);
                    item->SetState(ITEM_CHANGED, this);
                    return;
                }
            }
        }
    }

    // in inventory bags
    for (uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
    {
        if (Bag* bag = GetBagByPos(i))
        {
            for (uint32 j = 0; j < bag->GetBagSize(); j++)
            {
                if (Item* item = bag->GetItemByPos(j))
                {
                    if (item->GetEntry() == itemEntry && !item->IsInTrade())
                    {
                        // all items in bags can be unequipped
                        if (item->GetCount() + remcount <= count)
                        {
                            remcount += item->GetCount();
                            DestroyItem(i, j, update);

                            if (remcount >= count)
                                return;
                        }
                        else
                        {
                            ItemRemovedQuestCheck(item->GetEntry(), count - remcount);
                            item->SetCount(item->GetCount() - count + remcount);
                            if (IsInWorld() && update)
                                item->SendUpdateToPlayer(this);
                            item->SetState(ITEM_CHANGED, this);
                            return;
                        }
                    }
                }
            }
        }
    }

    // in equipment and bag list
    for (uint8 i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_BAG_END; i++)
    {
        if (Item* item = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
        {
            if (item && item->GetEntry() == itemEntry && !item->IsInTrade())
            {
                if (item->GetCount() + remcount <= count)
                {
                    if (!unequip_check || CanUnequipItem(INVENTORY_SLOT_BAG_0 << 8 | i, false) == EQUIP_ERR_OK)
                    {
                        remcount += item->GetCount();
                        DestroyItem(INVENTORY_SLOT_BAG_0, i, update);

                        if (remcount >= count)
                            return;
                    }
                }
                else
                {
                    ItemRemovedQuestCheck(item->GetEntry(), count - remcount);
                    item->SetCount(item->GetCount() - count + remcount);
                    if (IsInWorld() && update)
                        item->SendUpdateToPlayer(this);
                    item->SetState(ITEM_CHANGED, this);
                    return;
                }
            }
        }
    }

    // in bank
    for (uint8 i = BANK_SLOT_ITEM_START; i < BANK_SLOT_ITEM_END; i++)
    {
        if (Item* item = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
        {
            if (item->GetEntry() == itemEntry && !item->IsInTrade())
            {
                if (item->GetCount() + remcount <= count)
                {
                    remcount += item->GetCount();
                    DestroyItem(INVENTORY_SLOT_BAG_0, i, update);
                    if (remcount >= count)
                        return;
                }
                else
                {
                    ItemRemovedQuestCheck(item->GetEntry(), count - remcount);
                    item->SetCount(item->GetCount() - count + remcount);
                    if (IsInWorld() && update)
                        item->SendUpdateToPlayer(this);
                    item->SetState(ITEM_CHANGED, this);
                    return;
                }
            }
        }
    }

    // in bank bags
    for (uint8 i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++)
    {
        if (Bag* bag = GetBagByPos(i))
        {
            for (uint32 j = 0; j < bag->GetBagSize(); j++)
            {
                if (Item* item = bag->GetItemByPos(j))
                {
                    if (item->GetEntry() == itemEntry && !item->IsInTrade())
                    {
                        // all items in bags can be unequipped
                        if (item->GetCount() + remcount <= count)
                        {
                            remcount += item->GetCount();
                            DestroyItem(i, j, update);

                            if (remcount >= count)
                                return;
                        }
                        else
                        {
                            ItemRemovedQuestCheck(item->GetEntry(), count - remcount);
                            item->SetCount(item->GetCount() - count + remcount);
                            if (IsInWorld() && update)
                                item->SendUpdateToPlayer(this);
                            item->SetState(ITEM_CHANGED, this);
                            return;
                        }
                    }
                }
            }
        }
    }
}

void Player::DestroyZoneLimitedItem(bool update, uint32 new_zone)
{ 
    ;//sLog->outDebug(LOG_FILTER_PLAYER_ITEMS, "STORAGE: DestroyZoneLimitedItem in map %u and area %u", GetMapId(), new_zone);

    // in inventory
    for (uint8 i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++)
        if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
            if (pItem->IsLimitedToAnotherMapOrZone(GetMapId(), new_zone))
                DestroyItem(INVENTORY_SLOT_BAG_0, i, update);

    for (uint8 i = KEYRING_SLOT_START; i < CURRENCYTOKEN_SLOT_END; ++i)
        if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
            if (pItem->IsLimitedToAnotherMapOrZone(GetMapId(), new_zone))
                DestroyItem(INVENTORY_SLOT_BAG_0, i, update);

    // in inventory bags
    for (uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
        if (Bag* pBag = GetBagByPos(i))
            for (uint32 j = 0; j < pBag->GetBagSize(); j++)
                if (Item* pItem = pBag->GetItemByPos(j))
                    if (pItem->IsLimitedToAnotherMapOrZone(GetMapId(), new_zone))
                        DestroyItem(i, j, update);

    // in equipment and bag list
    for (uint8 i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_BAG_END; i++)
        if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
            if (pItem->IsLimitedToAnotherMapOrZone(GetMapId(), new_zone))
                DestroyItem(INVENTORY_SLOT_BAG_0, i, update);
}

void Player::DestroyConjuredItems(bool update)
{ 
    // used when entering arena
    // destroys all conjured items
    ;//sLog->outDebug(LOG_FILTER_PLAYER_ITEMS, "STORAGE: DestroyConjuredItems");

    // in inventory
    for (uint8 i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++)
        if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
            if (pItem->IsConjuredConsumable())
                DestroyItem(INVENTORY_SLOT_BAG_0, i, update);

    // in inventory bags
    for (uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
        if (Bag* pBag = GetBagByPos(i))
            for (uint32 j = 0; j < pBag->GetBagSize(); j++)
                if (Item* pItem = pBag->GetItemByPos(j))
                    if (pItem->IsConjuredConsumable())
                        DestroyItem(i, j, update);

    // in equipment and bag list
    for (uint8 i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_BAG_END; i++)
        if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
            if (pItem->IsConjuredConsumable())
                DestroyItem(INVENTORY_SLOT_BAG_0, i, update);
}

Item* Player::GetItemByEntry(uint32 entry) const
{ 
    // in inventory
    for (int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; ++i)
        if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
            if (pItem->GetEntry() == entry)
                return pItem;

    for (uint8 i = KEYRING_SLOT_START; i < CURRENCYTOKEN_SLOT_END; ++i)
        if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
            if (pItem->GetEntry() == entry)
                return pItem;

    for (int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
        if (Bag* pBag = GetBagByPos(i))
            for (uint32 j = 0; j < pBag->GetBagSize(); ++j)
                if (Item* pItem = pBag->GetItemByPos(j))
                    if (pItem->GetEntry() == entry)
                        return pItem;

    for (int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_BAG_END; ++i)
        if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
            if (pItem->GetEntry() == entry)
                return pItem;

    return NULL;
}

void Player::DestroyItemCount(Item* pItem, uint32 &count, bool update)
{ 
    if (!pItem)
        return;

    ;//sLog->outDebug(LOG_FILTER_PLAYER_ITEMS, "STORAGE: DestroyItemCount item (GUID: %u, Entry: %u) count = %u", pItem->GetGUIDLow(), pItem->GetEntry(), count);

    if (pItem->GetCount() <= count)
    {
        count -= pItem->GetCount();

        DestroyItem(pItem->GetBagSlot(), pItem->GetSlot(), update);
    }
    else
    {
        ItemRemovedQuestCheck(pItem->GetEntry(), count);
        pItem->SetCount(pItem->GetCount() - count);
        count = 0;
        if (IsInWorld() && update)
            pItem->SendUpdateToPlayer(this);
        pItem->SetState(ITEM_CHANGED, this);
    }
}

void Player::SplitItem(uint16 src, uint16 dst, uint32 count)
{ 
    uint8 srcbag = src >> 8;
    uint8 srcslot = src & 255;

    uint8 dstbag = dst >> 8;
    uint8 dstslot = dst & 255;

    Item* pSrcItem = GetItemByPos(srcbag, srcslot);
    if (!pSrcItem)
    {
        SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, pSrcItem, NULL);
        return;
    }

    if (pSrcItem->m_lootGenerated)                           // prevent split looting item (item
    {
        //best error message found for attempting to split while looting
        SendEquipError(EQUIP_ERR_COULDNT_SPLIT_ITEMS, pSrcItem, NULL);
        return;
    }

    // not let split all items (can be only at cheating)
    if (pSrcItem->GetCount() == count)
    {
        SendEquipError(EQUIP_ERR_COULDNT_SPLIT_ITEMS, pSrcItem, NULL);
        return;
    }

    // not let split more existed items (can be only at cheating)
    if (pSrcItem->GetCount() < count)
    {
        SendEquipError(EQUIP_ERR_TRIED_TO_SPLIT_MORE_THAN_COUNT, pSrcItem, NULL);
        return;
    }

    //! If trading
    if (TradeData* tradeData = GetTradeData())
    {
        //! If current item is in trade window (only possible with packet spoofing - silent return)
        if (tradeData->GetTradeSlotForItem(pSrcItem->GetGUID()) != TRADE_SLOT_INVALID)
            return;
    }

    ;//sLog->outDebug(LOG_FILTER_PLAYER_ITEMS, "STORAGE: SplitItem bag = %u, slot = %u, item = %u, count = %u", dstbag, dstslot, pSrcItem->GetEntry(), count);
    Item* pNewItem = pSrcItem->CloneItem(count, this);
    if (!pNewItem)
    {
        SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, pSrcItem, NULL);
        return;
    }

    if (IsInventoryPos(dst))
    {
        // change item amount before check (for unique max count check)
        pSrcItem->SetCount(pSrcItem->GetCount() - count);

        ItemPosCountVec dest;
        InventoryResult msg = CanStoreItem(dstbag, dstslot, dest, pNewItem, false);
        if (msg != EQUIP_ERR_OK)
        {
            delete pNewItem;
            pSrcItem->SetCount(pSrcItem->GetCount() + count);
            SendEquipError(msg, pSrcItem, NULL);
            return;
        }

        if (IsInWorld())
            pSrcItem->SendUpdateToPlayer(this);
        pSrcItem->SetState(ITEM_CHANGED, this);
        StoreItem(dest, pNewItem, true);
    }
    else if (IsBankPos(dst))
    {
        // change item amount before check (for unique max count check)
        pSrcItem->SetCount(pSrcItem->GetCount() - count);

        ItemPosCountVec dest;
        InventoryResult msg = CanBankItem(dstbag, dstslot, dest, pNewItem, false);
        if (msg != EQUIP_ERR_OK)
        {
            delete pNewItem;
            pSrcItem->SetCount(pSrcItem->GetCount() + count);
            SendEquipError(msg, pSrcItem, NULL);
            return;
        }

        if (IsInWorld())
            pSrcItem->SendUpdateToPlayer(this);
        pSrcItem->SetState(ITEM_CHANGED, this);
        BankItem(dest, pNewItem, true);
    }
    else if (IsEquipmentPos(dst))
    {
        // change item amount before check (for unique max count check), provide space for splitted items
        pSrcItem->SetCount(pSrcItem->GetCount() - count);

        uint16 dest;
        InventoryResult msg = CanEquipItem(dstslot, dest, pNewItem, false);
        if (msg != EQUIP_ERR_OK)
        {
            delete pNewItem;
            pSrcItem->SetCount(pSrcItem->GetCount() + count);
            SendEquipError(msg, pSrcItem, NULL);
            return;
        }

        if (IsInWorld())
            pSrcItem->SendUpdateToPlayer(this);
        pSrcItem->SetState(ITEM_CHANGED, this);
        EquipItem(dest, pNewItem, true);
        AutoUnequipOffhandIfNeed();
    }
}

void Player::SwapItem(uint16 src, uint16 dst)
{ 
    uint8 srcbag = src >> 8;
    uint8 srcslot = src & 255;

    uint8 dstbag = dst >> 8;
    uint8 dstslot = dst & 255;

    Item* pSrcItem = GetItemByPos(srcbag, srcslot);
    Item* pDstItem = GetItemByPos(dstbag, dstslot);

    if (!pSrcItem)
        return;

    ;//sLog->outDebug(LOG_FILTER_PLAYER_ITEMS, "STORAGE: SwapItem bag = %u, slot = %u, item = %u", dstbag, dstslot, pSrcItem->GetEntry());

    if (!IsAlive())
    {
        SendEquipError(EQUIP_ERR_YOU_ARE_DEAD, pSrcItem, pDstItem);
        return;
    }

    // SRC checks

    if (GetLootGUID() == pSrcItem->GetGUID())                           // prevent swap looting item
    {
        //best error message found for attempting to swap while looting
        SendEquipError(EQUIP_ERR_CANT_DO_RIGHT_NOW, pSrcItem, NULL);
        return;
    }

    // check unequip potability for equipped items and bank bags
    if (IsEquipmentPos(src) || IsBagPos(src))
    {
        // bags can be swapped with empty bag slots, or with empty bag (items move possibility checked later)
        InventoryResult msg = CanUnequipItem(src, !IsBagPos(src) || IsBagPos(dst) || (pDstItem && pDstItem->ToBag() && pDstItem->ToBag()->IsEmpty()));
        if (msg != EQUIP_ERR_OK)
        {
            SendEquipError(msg, pSrcItem, pDstItem);
            return;
        }
    }

    // anti-wpe
    if (pSrcItem->IsBag() && pSrcItem->IsNotEmptyBag() && !IsBagPos(dst))
    {
        SendEquipError(EQUIP_ERR_CAN_ONLY_DO_WITH_EMPTY_BAGS, pSrcItem, pDstItem);
        return;
    }

    // prevent put equipped/bank bag in self
    if (IsBagPos(src) && srcslot == dstbag)
    {
        SendEquipError(EQUIP_ERR_NONEMPTY_BAG_OVER_OTHER_BAG, pSrcItem, pDstItem);
        return;
    }

    // prevent equipping bag in the same slot from its inside
    if (IsBagPos(dst) && srcbag == dstslot)
    {
        SendEquipError(EQUIP_ERR_ITEMS_CANT_BE_SWAPPED, pSrcItem, pDstItem);
        return;
    }

    // DST checks

    if (pDstItem)
    {
        // Xinef: Removed next bullshit loot generated check
        if (pDstItem->GetGUID() == GetLootGUID())                       // prevent swap looting item
        {
            //best error message found for attempting to swap while looting
            SendEquipError(EQUIP_ERR_CANT_DO_RIGHT_NOW, pDstItem, NULL);
            return;
        }

        // check unequip potability for equipped items and bank bags
        if (IsEquipmentPos(dst) || IsBagPos(dst))
        {
            // bags can be swapped with empty bag slots, or with empty bag (items move possibility checked later)
            InventoryResult msg = CanUnequipItem(dst, !IsBagPos(dst) || IsBagPos(src) || (pSrcItem->ToBag() && pSrcItem->ToBag()->IsEmpty()));
            if (msg != EQUIP_ERR_OK)
            {
                SendEquipError(msg, pSrcItem, pDstItem);
                return;
            }
        }
    }

    // NOW this is or item move (swap with empty), or swap with another item (including bags in bag possitions)
    // or swap empty bag with another empty or not empty bag (with items exchange)

    // Move case
    if (!pDstItem)
    {
        if (IsInventoryPos(dst))
        {
            ItemPosCountVec dest;
            InventoryResult msg = CanStoreItem(dstbag, dstslot, dest, pSrcItem, false);
            if (msg != EQUIP_ERR_OK)
            {
                SendEquipError(msg, pSrcItem, NULL);
                return;
            }

            RemoveItem(srcbag, srcslot, true);
            StoreItem(dest, pSrcItem, true);
            UpdateTitansGrip();
            if (IsBankPos(src))
                ItemAddedQuestCheck(pSrcItem->GetEntry(), pSrcItem->GetCount());
        }
        else if (IsBankPos(dst))
        {
            ItemPosCountVec dest;
            InventoryResult msg = CanBankItem(dstbag, dstslot, dest, pSrcItem, false);
            if (msg != EQUIP_ERR_OK)
            {
                SendEquipError(msg, pSrcItem, NULL);
                return;
            }

            RemoveItem(srcbag, srcslot, true);
            BankItem(dest, pSrcItem, true);
            UpdateTitansGrip();
            ItemRemovedQuestCheck(pSrcItem->GetEntry(), pSrcItem->GetCount());
        }
        else if (IsEquipmentPos(dst))
        {
            uint16 dest;
            InventoryResult msg = CanEquipItem(dstslot, dest, pSrcItem, false);
            if (msg != EQUIP_ERR_OK)
            {
                SendEquipError(msg, pSrcItem, NULL);
                return;
            }

            RemoveItem(srcbag, srcslot, true);
            EquipItem(dest, pSrcItem, true);
            AutoUnequipOffhandIfNeed();
        }

        return;
    }

    // attempt merge to / fill target item
    if (!pSrcItem->IsBag() && !pDstItem->IsBag())
    {
        InventoryResult msg;
        ItemPosCountVec sDest;
        uint16 eDest = 0;
        if (IsInventoryPos(dst))
            msg = CanStoreItem(dstbag, dstslot, sDest, pSrcItem, false);
        else if (IsBankPos(dst))
            msg = CanBankItem(dstbag, dstslot, sDest, pSrcItem, false);
        else if (IsEquipmentPos(dst))
            msg = CanEquipItem(dstslot, eDest, pSrcItem, false);
        else
            return;

        // can be merge/fill
        if (msg == EQUIP_ERR_OK)
        {
            if (pSrcItem->GetCount() + pDstItem->GetCount() <= pSrcItem->GetTemplate()->GetMaxStackSize())
            {
                RemoveItem(srcbag, srcslot, true);

                if (IsInventoryPos(dst))
                    StoreItem(sDest, pSrcItem, true);
                else if (IsBankPos(dst))
                    BankItem(sDest, pSrcItem, true);
                else if (IsEquipmentPos(dst))
                {
                    EquipItem(eDest, pSrcItem, true);
                    AutoUnequipOffhandIfNeed();
                }
            }
            else
            {
                pSrcItem->SetCount(pSrcItem->GetCount() + pDstItem->GetCount() - pSrcItem->GetTemplate()->GetMaxStackSize());
                pDstItem->SetCount(pSrcItem->GetTemplate()->GetMaxStackSize());
                pSrcItem->SetState(ITEM_CHANGED, this);
                pDstItem->SetState(ITEM_CHANGED, this);
                if (IsInWorld())
                {
                    pSrcItem->SendUpdateToPlayer(this);
                    pDstItem->SendUpdateToPlayer(this);
                }
            }
            SendRefundInfo(pDstItem);
            return;
        }
    }

    // impossible merge/fill, do real swap
    InventoryResult msg = EQUIP_ERR_OK;

    // check src->dest move possibility
    ItemPosCountVec sDest;
    uint16 eDest = 0;
    if (IsInventoryPos(dst))
        msg = CanStoreItem(dstbag, dstslot, sDest, pSrcItem, true);
    else if (IsBankPos(dst))
        msg = CanBankItem(dstbag, dstslot, sDest, pSrcItem, true);
    else if (IsEquipmentPos(dst))
    {
        msg = CanEquipItem(dstslot, eDest, pSrcItem, true);
        if (msg == EQUIP_ERR_OK)
            msg = CanUnequipItem(eDest, true);
    }

    if (msg != EQUIP_ERR_OK)
    {
        SendEquipError(msg, pSrcItem, pDstItem);
        return;
    }

    // check dest->src move possibility
    ItemPosCountVec sDest2;
    uint16 eDest2 = 0;
    if (IsInventoryPos(src))
        msg = CanStoreItem(srcbag, srcslot, sDest2, pDstItem, true);
    else if (IsBankPos(src))
        msg = CanBankItem(srcbag, srcslot, sDest2, pDstItem, true);
    else if (IsEquipmentPos(src))
    {
        msg = CanEquipItem(srcslot, eDest2, pDstItem, true);
        if (msg == EQUIP_ERR_OK)
            msg = CanUnequipItem(eDest2, true);
    }

    if (msg != EQUIP_ERR_OK)
    {
        SendEquipError(msg, pDstItem, pSrcItem);
        return;
    }

    // Check bag swap with item exchange (one from empty in not bag possition (equipped (not possible in fact) or store)
    if (Bag* srcBag = pSrcItem->ToBag())
    {
        if (Bag* dstBag = pDstItem->ToBag())
        {
            Bag* emptyBag = NULL;
            Bag* fullBag = NULL;
            if (srcBag->IsEmpty() && !IsBagPos(src))
            {
                emptyBag = srcBag;
                fullBag  = dstBag;
            }
            else if (dstBag->IsEmpty() && !IsBagPos(dst))
            {
                emptyBag = dstBag;
                fullBag  = srcBag;
            }

            // bag swap (with items exchange) case
            if (emptyBag && fullBag)
            {
                ItemTemplate const* emptyProto = emptyBag->GetTemplate();

                uint32 count = 0;

                for (uint32 i=0; i < fullBag->GetBagSize(); ++i)
                {
                    Item* bagItem = fullBag->GetItemByPos(i);
                    if (!bagItem)
                        continue;

                    ItemTemplate const* bagItemProto = bagItem->GetTemplate();
                    if (!bagItemProto || !ItemCanGoIntoBag(bagItemProto, emptyProto))
                    {
                        // one from items not go to empty target bag
                        SendEquipError(EQUIP_ERR_NONEMPTY_BAG_OVER_OTHER_BAG, pSrcItem, pDstItem);
                        return;
                    }

                    ++count;
                }

                if (count > emptyBag->GetBagSize())
                {
                    // too small targeted bag
                    SendEquipError(EQUIP_ERR_ITEMS_CANT_BE_SWAPPED, pSrcItem, pDstItem);
                    return;
                }

                // Items swap
                count = 0;                                      // will pos in new bag
                for (uint32 i = 0; i< fullBag->GetBagSize(); ++i)
                {
                    Item* bagItem = fullBag->GetItemByPos(i);
                    if (!bagItem)
                        continue;

                    fullBag->RemoveItem(i, true);
                    emptyBag->StoreItem(count, bagItem, true);
                    bagItem->SetState(ITEM_CHANGED, this);

                    ++count;
                }
            }
        }
    }

    // now do moves, remove...
    RemoveItem(dstbag, dstslot, false, true);
    RemoveItem(srcbag, srcslot, false, true);

    // add to dest
    if (IsInventoryPos(dst))
        StoreItem(sDest, pSrcItem, true);
    else if (IsBankPos(dst))
        BankItem(sDest, pSrcItem, true);
    else if (IsEquipmentPos(dst))
        EquipItem(eDest, pSrcItem, true);

    // add to src
    if (IsInventoryPos(src))
        StoreItem(sDest2, pDstItem, true);
    else if (IsBankPos(src))
        BankItem(sDest2, pDstItem, true);
    else if (IsEquipmentPos(src))
        EquipItem(eDest2, pDstItem, true);
    
    // Xinef: Call this here after all needed items are equipped
    RemoveItemDependentAurasAndCasts((Item*)NULL);

    // if player is moving bags and is looting an item inside this bag
    // release the loot
    if (GetLootGUID())
    {
        bool released = false;
        if (IsBagPos(src))
        {
            Bag* bag = pSrcItem->ToBag();
            for (uint32 i = 0; i < bag->GetBagSize(); ++i)
            {
                if (Item* bagItem = bag->GetItemByPos(i))
                {
                    // Xinef: Removed next bullshit loot generated check
                    if (bagItem->GetGUID() == GetLootGUID())
                    {
                        m_session->DoLootRelease(GetLootGUID());
                        released = true;                    // so we don't need to look at dstBag
                        break;
                    }
                }
            }
        }

        if (!released && IsBagPos(dst) && pDstItem)
        {
            Bag* bag = pDstItem->ToBag();
            for (uint32 i = 0; i < bag->GetBagSize(); ++i)
            {
                if (Item* bagItem = bag->GetItemByPos(i))
                {
                    // Xinef: Removed next bullshit loot generated check
                    if (bagItem->GetGUID() == GetLootGUID())
                    {
                        m_session->DoLootRelease(GetLootGUID());
                        released = true;                    // not realy needed here
                        break;
                    }
                }
            }
        }
    }

    AutoUnequipOffhandIfNeed();
}

void Player::AddItemToBuyBackSlot(Item* pItem)
{ 
    if (pItem)
    {
        uint32 slot = m_currentBuybackSlot;
        // if current back slot non-empty search oldest or free
        if (m_items[slot])
        {
            uint32 oldest_time = GetUInt32Value(PLAYER_FIELD_BUYBACK_TIMESTAMP_1);
            uint32 oldest_slot = BUYBACK_SLOT_START;

            for (uint32 i = BUYBACK_SLOT_START+1; i < BUYBACK_SLOT_END; ++i)
            {
                // found empty
                if (!m_items[i])
                {
                    slot = i;
                    break;
                }

                uint32 i_time = GetUInt32Value(PLAYER_FIELD_BUYBACK_TIMESTAMP_1 + i - BUYBACK_SLOT_START);

                if (oldest_time > i_time)
                {
                    oldest_time = i_time;
                    oldest_slot = i;
                }
            }

            // find oldest
            slot = oldest_slot;
        }

        RemoveItemFromBuyBackSlot(slot, true);
        ;//sLog->outDebug(LOG_FILTER_PLAYER_ITEMS, "STORAGE: AddItemToBuyBackSlot item = %u, slot = %u", pItem->GetEntry(), slot);

        m_items[slot] = pItem;
        time_t base = time(NULL);
        uint32 etime = uint32(base - m_logintime + (30 * 3600));
        uint32 eslot = slot - BUYBACK_SLOT_START;

        SetUInt64Value(PLAYER_FIELD_VENDORBUYBACK_SLOT_1 + (eslot * 2), pItem->GetGUID());
        if (ItemTemplate const* proto = pItem->GetTemplate())
            SetUInt32Value(PLAYER_FIELD_BUYBACK_PRICE_1 + eslot, proto->SellPrice * pItem->GetCount());
        else
            SetUInt32Value(PLAYER_FIELD_BUYBACK_PRICE_1 + eslot, 0);
        SetUInt32Value(PLAYER_FIELD_BUYBACK_TIMESTAMP_1 + eslot, (uint32)etime);

        // move to next (for non filled list is move most optimized choice)
        if (m_currentBuybackSlot < BUYBACK_SLOT_END - 1)
            ++m_currentBuybackSlot;
    }
}

Item* Player::GetItemFromBuyBackSlot(uint32 slot)
{ 
    ;//sLog->outDebug(LOG_FILTER_PLAYER_ITEMS, "STORAGE: GetItemFromBuyBackSlot slot = %u", slot);
    if (slot >= BUYBACK_SLOT_START && slot < BUYBACK_SLOT_END)
        return m_items[slot];
    return NULL;
}

void Player::RemoveItemFromBuyBackSlot(uint32 slot, bool del)
{ 
    ;//sLog->outDebug(LOG_FILTER_PLAYER_ITEMS, "STORAGE: RemoveItemFromBuyBackSlot slot = %u", slot);
    if (slot >= BUYBACK_SLOT_START && slot < BUYBACK_SLOT_END)
    {
        Item* pItem = m_items[slot];
        if (pItem)
        {
            pItem->RemoveFromWorld();
            if (del)
                pItem->SetState(ITEM_REMOVED, this);
        }

        m_items[slot] = NULL;

        uint32 eslot = slot - BUYBACK_SLOT_START;
        SetUInt64Value(PLAYER_FIELD_VENDORBUYBACK_SLOT_1 + (eslot * 2), 0);
        SetUInt32Value(PLAYER_FIELD_BUYBACK_PRICE_1 + eslot, 0);
        SetUInt32Value(PLAYER_FIELD_BUYBACK_TIMESTAMP_1 + eslot, 0);

        // if current backslot is filled set to now free slot
        if (m_items[m_currentBuybackSlot])
            m_currentBuybackSlot = slot;
    }
}

void Player::SendEquipError(InventoryResult msg, Item* pItem, Item* pItem2, uint32 itemid)
{ 
    ;//sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: Sent SMSG_INVENTORY_CHANGE_FAILURE (%u)", msg);
    WorldPacket data(SMSG_INVENTORY_CHANGE_FAILURE, (msg == EQUIP_ERR_CANT_EQUIP_LEVEL_I ? 22 : 18));
    data << uint8(msg);

    if (msg != EQUIP_ERR_OK)
    {
        data << uint64(pItem ? pItem->GetGUID() : 0);
        data << uint64(pItem2 ? pItem2->GetGUID() : 0);
        data << uint8(0);                                   // bag type subclass, used with EQUIP_ERR_EVENT_AUTOEQUIP_BIND_CONFIRM and EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG2

        switch (msg)
        {
            case EQUIP_ERR_CANT_EQUIP_LEVEL_I:
            case EQUIP_ERR_PURCHASE_LEVEL_TOO_LOW:
            {
                ItemTemplate const* proto = pItem ? pItem->GetTemplate() : sObjectMgr->GetItemTemplate(itemid);
                data << uint32(proto ? proto->RequiredLevel : 0);
                break;
            }
            case EQUIP_ERR_EVENT_AUTOEQUIP_BIND_CONFIRM:    // no idea about this one...
            {
                data << uint64(0); // item guid
                data << uint32(0); // slot
                data << uint64(0); // container
                break;
            }
            case EQUIP_ERR_ITEM_MAX_LIMIT_CATEGORY_COUNT_EXCEEDED:
            case EQUIP_ERR_ITEM_MAX_LIMIT_CATEGORY_SOCKETED_EXCEEDED:
            case EQUIP_ERR_ITEM_MAX_LIMIT_CATEGORY_EQUIPPED_EXCEEDED:
            {
                ItemTemplate const* proto = pItem ? pItem->GetTemplate() : sObjectMgr->GetItemTemplate(itemid);
                data << uint32(proto ? proto->ItemLimitCategory : 0);
                break;
            }
            default:
                break;
        }
    }
    GetSession()->SendPacket(&data);
}

void Player::SendBuyError(BuyResult msg, Creature* creature, uint32 item, uint32 param)
{ 
    ;//sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: Sent SMSG_BUY_FAILED");
    WorldPacket data(SMSG_BUY_FAILED, (8+4+4+1));
    data << uint64(creature ? creature->GetGUID() : 0);
    data << uint32(item);
    if (param > 0)
        data << uint32(param);
    data << uint8(msg);
    GetSession()->SendPacket(&data);
}

void Player::SendSellError(SellResult msg, Creature* creature, uint64 guid, uint32 param)
{ 
    ;//sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: Sent SMSG_SELL_ITEM");
    WorldPacket data(SMSG_SELL_ITEM, (8+8+(param?4:0)+1));  // last check 2.0.10
    data << uint64(creature ? creature->GetGUID() : 0);
    data << uint64(guid);
    if (param > 0)
        data << uint32(param);
    data << uint8(msg);
    GetSession()->SendPacket(&data);
}

void Player::TradeCancel(bool sendback)
{ 
    if (m_trade)
    {
        Player* trader = m_trade->GetTrader();

        // send yellow "Trade canceled" message to both traders
        if (sendback)
            GetSession()->SendCancelTrade();

        trader->GetSession()->SendCancelTrade();

        // cleanup
        delete m_trade;
        m_trade = NULL;
        delete trader->m_trade;
        trader->m_trade = NULL;
    }
}

void Player::UpdateSoulboundTradeItems()
{  
    TRINITY_GUARD(ACE_Thread_Mutex, m_soulboundTradableLock);
    if (m_itemSoulboundTradeable.empty())
        return;

    // also checks for garbage data
    for (ItemDurationList::iterator itr = m_itemSoulboundTradeable.begin(); itr != m_itemSoulboundTradeable.end();)
    {
        ASSERT(*itr);
        if ((*itr)->GetOwnerGUID() != GetGUID())
        {
            m_itemSoulboundTradeable.erase(itr++);
            continue;
        }
        if ((*itr)->CheckSoulboundTradeExpire())
        {
            m_itemSoulboundTradeable.erase(itr++);
            continue;
        }
        ++itr;
    }
}

void Player::AddTradeableItem(Item* item)
{  
    TRINITY_GUARD(ACE_Thread_Mutex, m_soulboundTradableLock);
    m_itemSoulboundTradeable.push_back(item);
}

//TODO: should never allow an item to be added to m_itemSoulboundTradeable twice
void Player::RemoveTradeableItem(Item* item)
{  
    TRINITY_GUARD(ACE_Thread_Mutex, m_soulboundTradableLock);
    m_itemSoulboundTradeable.remove(item);
}

void Player::UpdateItemDuration(uint32 time, bool realtimeonly)
{ 
    if (m_itemDuration.empty())
        return;

    ;//sLog->outDebug(LOG_FILTER_PLAYER_ITEMS, "Player::UpdateItemDuration(%u, %u)", time, realtimeonly);

    for (ItemDurationList::const_iterator itr = m_itemDuration.begin(); itr != m_itemDuration.end();)
    {
        Item* item = *itr;
        ++itr;                                              // current element can be erased in UpdateDuration

        if (!realtimeonly || item->GetTemplate()->FlagsCu & ITEM_FLAGS_CU_DURATION_REAL_TIME)
            item->UpdateDuration(this, time);
    }
}

void Player::UpdateEnchantTime(uint32 time)
{ 
    for (EnchantDurationList::iterator itr = m_enchantDuration.begin(), next; itr != m_enchantDuration.end(); itr=next)
    {
        ASSERT(itr->item);
        next = itr;
        if (!itr->item->GetEnchantmentId(itr->slot))
        {
            next = m_enchantDuration.erase(itr);
        }
        else if (itr->leftduration <= time)
        {
            ApplyEnchantment(itr->item, itr->slot, false, false);
            itr->item->ClearEnchantment(itr->slot);
            next = m_enchantDuration.erase(itr);
        }
        else if (itr->leftduration > time)
        {
            itr->leftduration -= time;
            ++next;
        }
    }
}

void Player::AddEnchantmentDurations(Item* item)
{ 
    for (int x = 0; x < MAX_ENCHANTMENT_SLOT; ++x)
    {
        if (!item->GetEnchantmentId(EnchantmentSlot(x)))
            continue;

        uint32 duration = item->GetEnchantmentDuration(EnchantmentSlot(x));
        if (duration > 0)
            AddEnchantmentDuration(item, EnchantmentSlot(x), duration);
    }
}

void Player::RemoveEnchantmentDurations(Item* item)
{ 
    for (EnchantDurationList::iterator itr = m_enchantDuration.begin(); itr != m_enchantDuration.end();)
    {
        if (itr->item == item)
        {
            // save duration in item
            item->SetEnchantmentDuration(EnchantmentSlot(itr->slot), itr->leftduration, this);
            itr = m_enchantDuration.erase(itr);
        }
        else
            ++itr;
    }
}

void Player::RemoveEnchantmentDurationsReferences(Item* item)
{ 
    for (EnchantDurationList::iterator itr = m_enchantDuration.begin(); itr != m_enchantDuration.end();)
    {
        if (itr->item == item)
            itr = m_enchantDuration.erase(itr);
        else
            ++itr;
    }
}

void Player::RemoveArenaEnchantments(EnchantmentSlot slot)
{ 
    // remove enchantments from equipped items first to clean up the m_enchantDuration list
    for (EnchantDurationList::iterator itr = m_enchantDuration.begin(), next; itr != m_enchantDuration.end(); itr = next)
    {
        next = itr;
        if (itr->slot == slot)
        {
            if (itr->item && itr->item->GetEnchantmentId(slot))
            {
                // Poisons and DK runes are enchants which are allowed on arenas
                if (sSpellMgr->IsArenaAllowedEnchancment(itr->item->GetEnchantmentId(slot)))
                {
                    ++next;
                    continue;
                }
                // remove from stats
                ApplyEnchantment(itr->item, slot, false, false);
                // remove visual
                itr->item->ClearEnchantment(slot);
            }
            // remove from update list
            next = m_enchantDuration.erase(itr);
        }
        else
            ++next;
    }

    // Xinef: check arena allowed enchantments :)
    // remove enchants from inventory items
    // NOTE: no need to remove these from stats, since these aren't equipped
    // in inventory
    for (uint8 i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; ++i)
        if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
            if (uint32 enchId = pItem->GetEnchantmentId(slot))
                if (!sSpellMgr->IsArenaAllowedEnchancment(enchId))
                    pItem->ClearEnchantment(slot);

    // in inventory bags
    for (uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
        if (Bag* pBag = GetBagByPos(i))
            for (uint32 j = 0; j < pBag->GetBagSize(); j++)
                if (Item* pItem = pBag->GetItemByPos(j))
                    if (uint32 enchId = pItem->GetEnchantmentId(slot))
                        if (!sSpellMgr->IsArenaAllowedEnchancment(enchId))
                            pItem->ClearEnchantment(slot);
}

// duration == 0 will remove item enchant
void Player::AddEnchantmentDuration(Item* item, EnchantmentSlot slot, uint32 duration)
{ 
    if (!item)
        return;

    if (slot >= MAX_ENCHANTMENT_SLOT)
        return;

    for (EnchantDurationList::iterator itr = m_enchantDuration.begin(); itr != m_enchantDuration.end(); ++itr)
    {
        if (itr->item == item && itr->slot == slot)
        {
            itr->item->SetEnchantmentDuration(itr->slot, itr->leftduration, this);
            m_enchantDuration.erase(itr);
            break;
        }
    }
    if (item && duration > 0)
    {
        GetSession()->SendItemEnchantTimeUpdate(GetGUID(), item->GetGUID(), slot, uint32(duration/1000));
        m_enchantDuration.push_back(EnchantDuration(item, slot, duration));
    }
}

void Player::ApplyEnchantment(Item* item, bool apply)
{ 
    for (uint32 slot = 0; slot < MAX_ENCHANTMENT_SLOT; ++slot)
        ApplyEnchantment(item, EnchantmentSlot(slot), apply);
}

void Player::ApplyEnchantment(Item* item, EnchantmentSlot slot, bool apply, bool apply_dur, bool ignore_condition)
{ 
    if (!item || !item->IsEquipped())
        return;

    if (slot >= MAX_ENCHANTMENT_SLOT)
        return;

    uint32 enchant_id = item->GetEnchantmentId(slot);
    if (!enchant_id)
        return;

    SpellItemEnchantmentEntry const* pEnchant = sSpellItemEnchantmentStore.LookupEntry(enchant_id);
    if (!pEnchant)
        return;

    if (!ignore_condition && pEnchant->EnchantmentCondition && !EnchantmentFitsRequirements(pEnchant->EnchantmentCondition, -1))
        return;

    if (pEnchant->requiredLevel > getLevel())
        return;

    if (pEnchant->requiredSkill > 0 && pEnchant->requiredSkillValue > GetSkillValue(pEnchant->requiredSkill))
        return;

    // If we're dealing with a gem inside a prismatic socket we need to check the prismatic socket requirements
    // rather than the gem requirements itself. If the socket has no color it is a prismatic socket.
    if ((slot == SOCK_ENCHANTMENT_SLOT || slot == SOCK_ENCHANTMENT_SLOT_2 || slot == SOCK_ENCHANTMENT_SLOT_3)
        && !item->GetTemplate()->Socket[slot-SOCK_ENCHANTMENT_SLOT].Color)
    {
        // Check if the requirements for the prismatic socket are met before applying the gem stats
         SpellItemEnchantmentEntry const* pPrismaticEnchant = sSpellItemEnchantmentStore.LookupEntry(item->GetEnchantmentId(PRISMATIC_ENCHANTMENT_SLOT));
         if (!pPrismaticEnchant || (pPrismaticEnchant->requiredSkill > 0 && pPrismaticEnchant->requiredSkillValue > GetSkillValue(pPrismaticEnchant->requiredSkill)))
             return;
    }

    if (!item->IsBroken())
    {
        for (int s = 0; s < MAX_ITEM_ENCHANTMENT_EFFECTS; ++s)
        {
            uint32 enchant_display_type = pEnchant->type[s];
            uint32 enchant_amount = pEnchant->amount[s];
            uint32 enchant_spell_id = pEnchant->spellid[s];

            switch (enchant_display_type)
            {
                case ITEM_ENCHANTMENT_TYPE_NONE:
                    break;
                case ITEM_ENCHANTMENT_TYPE_COMBAT_SPELL:
                    // processed in Player::CastItemCombatSpell
                    break;
                case ITEM_ENCHANTMENT_TYPE_DAMAGE:
                    if (item->GetSlot() == EQUIPMENT_SLOT_MAINHAND)
                        HandleStatModifier(UNIT_MOD_DAMAGE_MAINHAND, TOTAL_VALUE, float(enchant_amount), apply);
                    else if (item->GetSlot() == EQUIPMENT_SLOT_OFFHAND)
                        HandleStatModifier(UNIT_MOD_DAMAGE_OFFHAND, TOTAL_VALUE, float(enchant_amount), apply);
                    else if (item->GetSlot() == EQUIPMENT_SLOT_RANGED)
                        HandleStatModifier(UNIT_MOD_DAMAGE_RANGED, TOTAL_VALUE, float(enchant_amount), apply);
                    break;
                case ITEM_ENCHANTMENT_TYPE_EQUIP_SPELL:
                    if (enchant_spell_id)
                    {
                        if (apply)
                        {
                            int32 basepoints = 0;
                            // Random Property Exist - try found basepoints for spell (basepoints depends from item suffix factor)
                            if (item->GetItemRandomPropertyId())
                            {
                                ItemRandomSuffixEntry const* item_rand = sItemRandomSuffixStore.LookupEntry(abs(item->GetItemRandomPropertyId()));
                                if (item_rand)
                                {
                                    // Search enchant_amount
                                    for (int k = 0; k < MAX_ITEM_ENCHANTMENT_EFFECTS; ++k)
                                    {
                                        if (item_rand->enchant_id[k] == enchant_id)
                                        {
                                            basepoints = int32((item_rand->prefix[k] * item->GetItemSuffixFactor()) / 10000);
                                            break;
                                        }
                                    }
                                }
                            }
                            // Cast custom spell vs all equal basepoints got from enchant_amount
                            if (basepoints)
                                CastCustomSpell(this, enchant_spell_id, &basepoints, &basepoints, &basepoints, true, item);
                            else
                                CastSpell(this, enchant_spell_id, true, item);
                        }
                        else
                            RemoveAurasDueToItemSpell(enchant_spell_id, item->GetGUID());
                    }
                    break;
                case ITEM_ENCHANTMENT_TYPE_RESISTANCE:
                    if (!enchant_amount)
                    {
                        ItemRandomSuffixEntry const* item_rand = sItemRandomSuffixStore.LookupEntry(abs(item->GetItemRandomPropertyId()));
                        if (item_rand)
                        {
                            for (int k = 0; k < MAX_ITEM_ENCHANTMENT_EFFECTS; ++k)
                            {
                                if (item_rand->enchant_id[k] == enchant_id)
                                {
                                    enchant_amount = uint32((item_rand->prefix[k] * item->GetItemSuffixFactor()) / 10000);
                                    break;
                                }
                            }
                        }
                    }

                    HandleStatModifier(UnitMods(UNIT_MOD_RESISTANCE_START + enchant_spell_id), TOTAL_VALUE, float(enchant_amount), apply);
                    break;
                case ITEM_ENCHANTMENT_TYPE_STAT:
                {
                    if (!enchant_amount)
                    {
                        ItemRandomSuffixEntry const* item_rand_suffix = sItemRandomSuffixStore.LookupEntry(abs(item->GetItemRandomPropertyId()));
                        if (item_rand_suffix)
                        {
                            for (int k = 0; k < MAX_ITEM_ENCHANTMENT_EFFECTS; ++k)
                            {
                                if (item_rand_suffix->enchant_id[k] == enchant_id)
                                {
                                    enchant_amount = uint32((item_rand_suffix->prefix[k] * item->GetItemSuffixFactor()) / 10000);
                                    break;
                                }
                            }
                        }
                    }

                    ;//sLog->outDebug(LOG_FILTER_PLAYER_ITEMS, "Adding %u to stat nb %u", enchant_amount, enchant_spell_id);
                    switch (enchant_spell_id)
                    {
                        case ITEM_MOD_MANA:
                            ;//sLog->outDebug(LOG_FILTER_PLAYER_ITEMS, "+ %u MANA", enchant_amount);
                            HandleStatModifier(UNIT_MOD_MANA, BASE_VALUE, float(enchant_amount), apply);
                            break;
                        case ITEM_MOD_HEALTH:
                            ;//sLog->outDebug(LOG_FILTER_PLAYER_ITEMS, "+ %u HEALTH", enchant_amount);
                            HandleStatModifier(UNIT_MOD_HEALTH, BASE_VALUE, float(enchant_amount), apply);
                            break;
                        case ITEM_MOD_AGILITY:
                            ;//sLog->outDebug(LOG_FILTER_PLAYER_ITEMS, "+ %u AGILITY", enchant_amount);
                            HandleStatModifier(UNIT_MOD_STAT_AGILITY, TOTAL_VALUE, float(enchant_amount), apply);
                            ApplyStatBuffMod(STAT_AGILITY, (float)enchant_amount, apply);
                            break;
                        case ITEM_MOD_STRENGTH:
                            ;//sLog->outDebug(LOG_FILTER_PLAYER_ITEMS, "+ %u STRENGTH", enchant_amount);
                            HandleStatModifier(UNIT_MOD_STAT_STRENGTH, TOTAL_VALUE, float(enchant_amount), apply);
                            ApplyStatBuffMod(STAT_STRENGTH, (float)enchant_amount, apply);
                            break;
                        case ITEM_MOD_INTELLECT:
                            ;//sLog->outDebug(LOG_FILTER_PLAYER_ITEMS, "+ %u INTELLECT", enchant_amount);
                            HandleStatModifier(UNIT_MOD_STAT_INTELLECT, TOTAL_VALUE, float(enchant_amount), apply);
                            ApplyStatBuffMod(STAT_INTELLECT, (float)enchant_amount, apply);
                            break;
                        case ITEM_MOD_SPIRIT:
                            ;//sLog->outDebug(LOG_FILTER_PLAYER_ITEMS, "+ %u SPIRIT", enchant_amount);
                            HandleStatModifier(UNIT_MOD_STAT_SPIRIT, TOTAL_VALUE, float(enchant_amount), apply);
                            ApplyStatBuffMod(STAT_SPIRIT, (float)enchant_amount, apply);
                            break;
                        case ITEM_MOD_STAMINA:
                            ;//sLog->outDebug(LOG_FILTER_PLAYER_ITEMS, "+ %u STAMINA", enchant_amount);
                            HandleStatModifier(UNIT_MOD_STAT_STAMINA, TOTAL_VALUE, float(enchant_amount), apply);
                            ApplyStatBuffMod(STAT_STAMINA, (float)enchant_amount, apply);
                            break;
                        case ITEM_MOD_DEFENSE_SKILL_RATING:
                            ApplyRatingMod(CR_DEFENSE_SKILL, enchant_amount, apply);
                            ;//sLog->outDebug(LOG_FILTER_PLAYER_ITEMS, "+ %u DEFENCE", enchant_amount);
                            break;
                        case  ITEM_MOD_DODGE_RATING:
                            ApplyRatingMod(CR_DODGE, enchant_amount, apply);
                            ;//sLog->outDebug(LOG_FILTER_PLAYER_ITEMS, "+ %u DODGE", enchant_amount);
                            break;
                        case ITEM_MOD_PARRY_RATING:
                            ApplyRatingMod(CR_PARRY, enchant_amount, apply);
                            ;//sLog->outDebug(LOG_FILTER_PLAYER_ITEMS, "+ %u PARRY", enchant_amount);
                            break;
                        case ITEM_MOD_BLOCK_RATING:
                            ApplyRatingMod(CR_BLOCK, enchant_amount, apply);
                            ;//sLog->outDebug(LOG_FILTER_PLAYER_ITEMS, "+ %u SHIELD_BLOCK", enchant_amount);
                            break;
                        case ITEM_MOD_HIT_MELEE_RATING:
                            ApplyRatingMod(CR_HIT_MELEE, enchant_amount, apply);
                            ;//sLog->outDebug(LOG_FILTER_PLAYER_ITEMS, "+ %u MELEE_HIT", enchant_amount);
                            break;
                        case ITEM_MOD_HIT_RANGED_RATING:
                            ApplyRatingMod(CR_HIT_RANGED, enchant_amount, apply);
                            ;//sLog->outDebug(LOG_FILTER_PLAYER_ITEMS, "+ %u RANGED_HIT", enchant_amount);
                            break;
                        case ITEM_MOD_HIT_SPELL_RATING:
                            ApplyRatingMod(CR_HIT_SPELL, enchant_amount, apply);
                            ;//sLog->outDebug(LOG_FILTER_PLAYER_ITEMS, "+ %u SPELL_HIT", enchant_amount);
                            break;
                        case ITEM_MOD_CRIT_MELEE_RATING:
                            ApplyRatingMod(CR_CRIT_MELEE, enchant_amount, apply);
                            ;//sLog->outDebug(LOG_FILTER_PLAYER_ITEMS, "+ %u MELEE_CRIT", enchant_amount);
                            break;
                        case ITEM_MOD_CRIT_RANGED_RATING:
                            ApplyRatingMod(CR_CRIT_RANGED, enchant_amount, apply);
                            ;//sLog->outDebug(LOG_FILTER_PLAYER_ITEMS, "+ %u RANGED_CRIT", enchant_amount);
                            break;
                        case ITEM_MOD_CRIT_SPELL_RATING:
                            ApplyRatingMod(CR_CRIT_SPELL, enchant_amount, apply);
                            ;//sLog->outDebug(LOG_FILTER_PLAYER_ITEMS, "+ %u SPELL_CRIT", enchant_amount);
                            break;
//                        Values from ITEM_STAT_MELEE_HA_RATING to ITEM_MOD_HASTE_RANGED_RATING are never used
//                        in Enchantments
//                        case ITEM_MOD_HIT_TAKEN_MELEE_RATING:
//                            ApplyRatingMod(CR_HIT_TAKEN_MELEE, enchant_amount, apply);
//                            break;
//                        case ITEM_MOD_HIT_TAKEN_RANGED_RATING:
//                            ApplyRatingMod(CR_HIT_TAKEN_RANGED, enchant_amount, apply);
//                            break;
//                        case ITEM_MOD_HIT_TAKEN_SPELL_RATING:
//                            ApplyRatingMod(CR_HIT_TAKEN_SPELL, enchant_amount, apply);
//                            break;
//                        case ITEM_MOD_CRIT_TAKEN_MELEE_RATING:
//                            ApplyRatingMod(CR_CRIT_TAKEN_MELEE, enchant_amount, apply);
//                            break;
//                        case ITEM_MOD_CRIT_TAKEN_RANGED_RATING:
//                            ApplyRatingMod(CR_CRIT_TAKEN_RANGED, enchant_amount, apply);
//                            break;
//                        case ITEM_MOD_CRIT_TAKEN_SPELL_RATING:
//                            ApplyRatingMod(CR_CRIT_TAKEN_SPELL, enchant_amount, apply);
//                            break;
//                        case ITEM_MOD_HASTE_MELEE_RATING:
//                            ApplyRatingMod(CR_HASTE_MELEE, enchant_amount, apply);
//                            break;
                        case ITEM_MOD_HASTE_RANGED_RATING:
                            ApplyRatingMod(CR_HASTE_RANGED, enchant_amount, apply);
                            break;
                        case ITEM_MOD_HASTE_SPELL_RATING:
                            ApplyRatingMod(CR_HASTE_SPELL, enchant_amount, apply);
                            break;
                        case ITEM_MOD_HIT_RATING:
                            ApplyRatingMod(CR_HIT_MELEE, enchant_amount, apply);
                            ApplyRatingMod(CR_HIT_RANGED, enchant_amount, apply);
                            ApplyRatingMod(CR_HIT_SPELL, enchant_amount, apply);
                            ;//sLog->outDebug(LOG_FILTER_PLAYER_ITEMS, "+ %u HIT", enchant_amount);
                            break;
                        case ITEM_MOD_CRIT_RATING:
                            ApplyRatingMod(CR_CRIT_MELEE, enchant_amount, apply);
                            ApplyRatingMod(CR_CRIT_RANGED, enchant_amount, apply);
                            ApplyRatingMod(CR_CRIT_SPELL, enchant_amount, apply);
                            ;//sLog->outDebug(LOG_FILTER_PLAYER_ITEMS, "+ %u CRITICAL", enchant_amount);
                            break;
//                        Values ITEM_MOD_HIT_TAKEN_RATING and ITEM_MOD_CRIT_TAKEN_RATING are never used in Enchantment
//                        case ITEM_MOD_HIT_TAKEN_RATING:
//                            ApplyRatingMod(CR_HIT_TAKEN_MELEE, enchant_amount, apply);
//                            ApplyRatingMod(CR_HIT_TAKEN_RANGED, enchant_amount, apply);
//                            ApplyRatingMod(CR_HIT_TAKEN_SPELL, enchant_amount, apply);
//                            break;
//                        case ITEM_MOD_CRIT_TAKEN_RATING:
//                            ApplyRatingMod(CR_CRIT_TAKEN_MELEE, enchant_amount, apply);
//                            ApplyRatingMod(CR_CRIT_TAKEN_RANGED, enchant_amount, apply);
//                            ApplyRatingMod(CR_CRIT_TAKEN_SPELL, enchant_amount, apply);
//                            break;
                        case ITEM_MOD_RESILIENCE_RATING:
                            ApplyRatingMod(CR_CRIT_TAKEN_MELEE, enchant_amount, apply);
                            ApplyRatingMod(CR_CRIT_TAKEN_RANGED, enchant_amount, apply);
                            ApplyRatingMod(CR_CRIT_TAKEN_SPELL, enchant_amount, apply);
                            ;//sLog->outDebug(LOG_FILTER_PLAYER_ITEMS, "+ %u RESILIENCE", enchant_amount);
                            break;
                        case ITEM_MOD_HASTE_RATING:
                            ApplyRatingMod(CR_HASTE_MELEE, enchant_amount, apply);
                            ApplyRatingMod(CR_HASTE_RANGED, enchant_amount, apply);
                            ApplyRatingMod(CR_HASTE_SPELL, enchant_amount, apply);
                            ;//sLog->outDebug(LOG_FILTER_PLAYER_ITEMS, "+ %u HASTE", enchant_amount);
                            break;
                        case ITEM_MOD_EXPERTISE_RATING:
                            ApplyRatingMod(CR_EXPERTISE, enchant_amount, apply);
                            ;//sLog->outDebug(LOG_FILTER_PLAYER_ITEMS, "+ %u EXPERTISE", enchant_amount);
                            break;
                        case ITEM_MOD_ATTACK_POWER:
                            HandleStatModifier(UNIT_MOD_ATTACK_POWER, TOTAL_VALUE, float(enchant_amount), apply);
                            HandleStatModifier(UNIT_MOD_ATTACK_POWER_RANGED, TOTAL_VALUE, float(enchant_amount), apply);
                            ;//sLog->outDebug(LOG_FILTER_PLAYER_ITEMS, "+ %u ATTACK_POWER", enchant_amount);
                            break;
                        case ITEM_MOD_RANGED_ATTACK_POWER:
                            HandleStatModifier(UNIT_MOD_ATTACK_POWER_RANGED, TOTAL_VALUE, float(enchant_amount), apply);
                            ;//sLog->outDebug(LOG_FILTER_PLAYER_ITEMS, "+ %u RANGED_ATTACK_POWER", enchant_amount);
                            break;
//                        case ITEM_MOD_FERAL_ATTACK_POWER:
//                            ApplyFeralAPBonus(enchant_amount, apply);
//                            ;//sLog->outDebug(LOG_FILTER_PLAYER_ITEMS, "+ %u FERAL_ATTACK_POWER", enchant_amount);
//                            break;
                        case ITEM_MOD_MANA_REGENERATION:
                            ApplyManaRegenBonus(enchant_amount, apply);
                            ;//sLog->outDebug(LOG_FILTER_PLAYER_ITEMS, "+ %u MANA_REGENERATION", enchant_amount);
                            break;
                        case ITEM_MOD_ARMOR_PENETRATION_RATING:
                            ApplyRatingMod(CR_ARMOR_PENETRATION, enchant_amount, apply);
                            ;//sLog->outDebug(LOG_FILTER_PLAYER_ITEMS, "+ %u ARMOR PENETRATION", enchant_amount);
                            break;
                        case ITEM_MOD_SPELL_POWER:
                            ApplySpellPowerBonus(enchant_amount, apply);
                            ;//sLog->outDebug(LOG_FILTER_PLAYER_ITEMS, "+ %u SPELL_POWER", enchant_amount);
                            break;
                        case ITEM_MOD_HEALTH_REGEN:
                            ApplyHealthRegenBonus(enchant_amount, apply);
                            ;//sLog->outDebug(LOG_FILTER_PLAYER_ITEMS, "+ %u HEALTH_REGENERATION", enchant_amount);
                            break;
                        case ITEM_MOD_SPELL_PENETRATION:
                            ApplySpellPenetrationBonus(enchant_amount, apply);
                            ;//sLog->outDebug(LOG_FILTER_PLAYER_ITEMS, "+ %u SPELL_PENETRATION", enchant_amount);
                            break;
                        case ITEM_MOD_BLOCK_VALUE:
                            HandleBaseModValue(SHIELD_BLOCK_VALUE, FLAT_MOD, float(enchant_amount), apply);
                            ;//sLog->outDebug(LOG_FILTER_PLAYER_ITEMS, "+ %u BLOCK_VALUE", enchant_amount);
                            break;
                        case ITEM_MOD_SPELL_HEALING_DONE:   // deprecated
                        case ITEM_MOD_SPELL_DAMAGE_DONE:    // deprecated
                        default:
                            break;
                    }
                    break;
                }
                case ITEM_ENCHANTMENT_TYPE_TOTEM:           // Shaman Rockbiter Weapon
                {
                    if (getClass() == CLASS_SHAMAN)
                    {
                        float addValue = 0.0f;
                        if (item->GetSlot() == EQUIPMENT_SLOT_MAINHAND)
                        {
                            addValue = float(enchant_amount * item->GetTemplate()->Delay / 1000.0f);
                            HandleStatModifier(UNIT_MOD_DAMAGE_MAINHAND, TOTAL_VALUE, addValue, apply);
                        }
                        else if (item->GetSlot() == EQUIPMENT_SLOT_OFFHAND)
                        {
                            addValue = float(enchant_amount * item->GetTemplate()->Delay / 1000.0f);
                            HandleStatModifier(UNIT_MOD_DAMAGE_OFFHAND, TOTAL_VALUE, addValue, apply);
                        }
                    }
                    break;
                }
                case ITEM_ENCHANTMENT_TYPE_USE_SPELL:
                    // processed in Player::CastItemUseSpell
                    break;
                case ITEM_ENCHANTMENT_TYPE_PRISMATIC_SOCKET:
                    // nothing do..
                    break;
                default:
                    sLog->outError("Unknown item enchantment (id = %d) display type: %d", enchant_id, enchant_display_type);
                    break;
            }                                               /*switch (enchant_display_type)*/
        }                                                   /*for*/
    }

    // visualize enchantment at player and equipped items
    if (slot == PERM_ENCHANTMENT_SLOT)
        SetUInt16Value(PLAYER_VISIBLE_ITEM_1_ENCHANTMENT + (item->GetSlot() * 2), 0, apply ? item->GetEnchantmentId(slot) : 0);

    if (slot == TEMP_ENCHANTMENT_SLOT)
        SetUInt16Value(PLAYER_VISIBLE_ITEM_1_ENCHANTMENT + (item->GetSlot() * 2), 1, apply ? item->GetEnchantmentId(slot) : 0);

    if (apply_dur)
    {
        if (apply)
        {
            // set duration
            uint32 duration = item->GetEnchantmentDuration(slot);
            if (duration > 0)
                AddEnchantmentDuration(item, slot, duration);
        }
        else
        {
            // duration == 0 will remove EnchantDuration
            AddEnchantmentDuration(item, slot, 0);
        }
    }
}

void Player::UpdateSkillEnchantments(uint16 skill_id, uint16 curr_value, uint16 new_value)
{ 
    for (uint8 i = 0; i < INVENTORY_SLOT_BAG_END; ++i)
    {
        if (m_items[i])
        {
            for (uint8 slot = 0; slot < MAX_ENCHANTMENT_SLOT; ++slot)
            {
                uint32 ench_id = m_items[i]->GetEnchantmentId(EnchantmentSlot(slot));
                if (!ench_id)
                    continue;

                SpellItemEnchantmentEntry const* Enchant = sSpellItemEnchantmentStore.LookupEntry(ench_id);
                if (!Enchant)
                    return;

                if (Enchant->requiredSkill == skill_id)
                {
                    // Checks if the enchantment needs to be applied or removed
                    if (curr_value < Enchant->requiredSkillValue && new_value >= Enchant->requiredSkillValue)
                        ApplyEnchantment(m_items[i], EnchantmentSlot(slot), true);
                    else if (new_value < Enchant->requiredSkillValue && curr_value >= Enchant->requiredSkillValue)
                        ApplyEnchantment(m_items[i], EnchantmentSlot(slot), false);
                }

                // If we're dealing with a gem inside a prismatic socket we need to check the prismatic socket requirements
                // rather than the gem requirements itself. If the socket has no color it is a prismatic socket.
                if ((slot == SOCK_ENCHANTMENT_SLOT || slot == SOCK_ENCHANTMENT_SLOT_2 || slot == SOCK_ENCHANTMENT_SLOT_3)
                    && !m_items[i]->GetTemplate()->Socket[slot-SOCK_ENCHANTMENT_SLOT].Color)
                {
                    SpellItemEnchantmentEntry const* pPrismaticEnchant = sSpellItemEnchantmentStore.LookupEntry(m_items[i]->GetEnchantmentId(PRISMATIC_ENCHANTMENT_SLOT));

                    if (pPrismaticEnchant && pPrismaticEnchant->requiredSkill == skill_id)
                    {
                        if (curr_value < pPrismaticEnchant->requiredSkillValue && new_value >= pPrismaticEnchant->requiredSkillValue)
                            ApplyEnchantment(m_items[i], EnchantmentSlot(slot), true);
                        else if (new_value < pPrismaticEnchant->requiredSkillValue && curr_value >= pPrismaticEnchant->requiredSkillValue)
                            ApplyEnchantment(m_items[i], EnchantmentSlot(slot), false);
                    }
                }
            }
        }
    }
}

void Player::SendEnchantmentDurations()
{ 
    for (EnchantDurationList::const_iterator itr = m_enchantDuration.begin(); itr != m_enchantDuration.end(); ++itr)
    {
        GetSession()->SendItemEnchantTimeUpdate(GetGUID(), itr->item->GetGUID(), itr->slot, uint32(itr->leftduration) / 1000);
    }
}

void Player::SendItemDurations()
{ 
    for (ItemDurationList::const_iterator itr = m_itemDuration.begin(); itr != m_itemDuration.end(); ++itr)
    {
        (*itr)->SendTimeUpdate(this);
    }
}

void Player::SendNewItem(Item* item, uint32 count, bool received, bool created, bool broadcast)
{ 
    if (!item)                                               // prevent crash
        return;

                                                            // last check 2.0.10
    WorldPacket data(SMSG_ITEM_PUSH_RESULT, (8+4+4+4+1+4+4+4+4+4));
    data << uint64(GetGUID());                              // player GUID
    data << uint32(received);                               // 0=looted, 1=from npc
    data << uint32(created);                                // 0=received, 1=created
    data << uint32(1);                                      // bool print error to chat
    data << uint8(item->GetBagSlot());                      // bagslot
                                                            // item slot, but when added to stack: 0xFFFFFFFF
    data << uint32((item->GetCount() == count) ? item->GetSlot() : -1);
    data << uint32(item->GetEntry());                       // item id
    data << uint32(item->GetItemSuffixFactor());            // SuffixFactor
    data << int32(item->GetItemRandomPropertyId());         // random item property id
    data << uint32(count);                                  // count of items
    data << uint32(GetItemCount(item->GetEntry()));         // count of items in inventory

    if (broadcast && GetGroup())
        GetGroup()->BroadcastPacket(&data, true);
    else
        GetSession()->SendPacket(&data);
}

/*********************************************************/
/***                    GOSSIP SYSTEM                  ***/
/*********************************************************/

void Player::PrepareGossipMenu(WorldObject* source, uint32 menuId /*= 0*/, bool showQuests /*= false*/)
{  
    PlayerMenu* menu = PlayerTalkClass;
    menu->ClearMenus();

    menu->GetGossipMenu().SetMenuId(menuId);

    GossipMenuItemsMapBounds menuItemBounds = sObjectMgr->GetGossipMenuItemsMapBounds(menuId);

    // if default menuId and no menu options exist for this, use options from default options
    if (menuItemBounds.first == menuItemBounds.second && menuId == GetDefaultGossipMenuForSource(source))
        menuItemBounds = sObjectMgr->GetGossipMenuItemsMapBounds(0);

    uint32 npcflags = 0;

    if (source->GetTypeId() == TYPEID_UNIT)
    {
        npcflags = source->GetUInt32Value(UNIT_NPC_FLAGS);
        if (showQuests && npcflags & UNIT_NPC_FLAG_QUESTGIVER)
            PrepareQuestMenu(source->GetGUID());
    }
    else if (source->GetTypeId() == TYPEID_GAMEOBJECT)
        if (showQuests && source->ToGameObject()->GetGoType() == GAMEOBJECT_TYPE_QUESTGIVER)
            PrepareQuestMenu(source->GetGUID());

    for (GossipMenuItemsContainer::const_iterator itr = menuItemBounds.first; itr != menuItemBounds.second; ++itr)
    {
        bool canTalk = true;
        if (!sConditionMgr->IsObjectMeetToConditions(this, source, itr->second.Conditions))
            continue;

        if (Creature* creature = source->ToCreature())
        {
            if (!(itr->second.OptionNpcflag & npcflags))
                continue;

            switch (itr->second.OptionType)
            {
                case GOSSIP_OPTION_ARMORER:
                    canTalk = false;                       // added in special mode
                    break;
                case GOSSIP_OPTION_SPIRITHEALER:
                    if (!isDead())
                        canTalk = false;
                    break;
                case GOSSIP_OPTION_VENDOR:
                {
                    VendorItemData const* vendorItems = creature->GetVendorItems();
                    if (!vendorItems || vendorItems->Empty())
                    {
                        sLog->outErrorDb("Creature %u (Entry: %u) have UNIT_NPC_FLAG_VENDOR but have empty trading item list.", creature->GetGUIDLow(), creature->GetEntry());
                        canTalk = false;
                    }
                    break;
                }
                case GOSSIP_OPTION_LEARNDUALSPEC:
                    if (!(GetSpecsCount() == 1 && creature->isCanTrainingAndResetTalentsOf(this) && !(getLevel() < sWorld->getIntConfig(CONFIG_MIN_DUALSPEC_LEVEL))))
                        canTalk = false;
                    break;
                case GOSSIP_OPTION_UNLEARNTALENTS:
                    if (!creature->isCanTrainingAndResetTalentsOf(this))
                        canTalk = false;
                    break;
                case GOSSIP_OPTION_UNLEARNPETTALENTS:
                    if (!GetPet() || GetPet()->getPetType() != HUNTER_PET || GetPet()->m_spells.size() <= 1 || creature->GetCreatureTemplate()->trainer_type != TRAINER_TYPE_PETS || creature->GetCreatureTemplate()->trainer_class != CLASS_HUNTER)
                        canTalk = false;
                    break;
                case GOSSIP_OPTION_TAXIVENDOR:
                    if (GetSession()->SendLearnNewTaxiNode(creature))
                        return;
                    break;
                case GOSSIP_OPTION_BATTLEFIELD:
                    if (!creature->isCanInteractWithBattleMaster(this, false))
                        canTalk = false;
                    break;
                case GOSSIP_OPTION_STABLEPET:
                    if (getClass() != CLASS_HUNTER)
                        canTalk = false;
                    break;
                case GOSSIP_OPTION_QUESTGIVER:
                    canTalk = false;
                    break;
                case GOSSIP_OPTION_TRAINER:
                case GOSSIP_OPTION_GOSSIP:
                case GOSSIP_OPTION_SPIRITGUIDE:
                case GOSSIP_OPTION_INNKEEPER:
                case GOSSIP_OPTION_BANKER:
                case GOSSIP_OPTION_PETITIONER:
                case GOSSIP_OPTION_TABARDDESIGNER:
                case GOSSIP_OPTION_AUCTIONEER:
                    break;                                  // no checks
                case GOSSIP_OPTION_OUTDOORPVP:
                    if (!sOutdoorPvPMgr->CanTalkTo(this, creature, itr->second))
                        canTalk = false;
                    break;
                default:
                    sLog->outErrorDb("Creature entry %u has unknown gossip option %u for menu %u", creature->GetEntry(), itr->second.OptionType, itr->second.MenuId);
                    canTalk = false;
                    break;
            }
        }
        else if (GameObject* go = source->ToGameObject())
        {
            switch (itr->second.OptionType)
            {
                case GOSSIP_OPTION_GOSSIP:
                    if (go->GetGoType() != GAMEOBJECT_TYPE_QUESTGIVER && go->GetGoType() != GAMEOBJECT_TYPE_GOOBER)
                        canTalk = false;
                    break;
                default:
                    canTalk = false;
                    break;
            }
        }

        if (canTalk)
        {
            menu->GetGossipMenu().AddMenuItem(itr->second.OptionIndex, itr->second.OptionIcon, itr->second.OptionText, 0, itr->second.OptionType, itr->second.BoxText, itr->second.BoxMoney, itr->second.BoxCoded);
            menu->GetGossipMenu().AddGossipMenuItemData(itr->second.OptionIndex, itr->second.ActionMenuId, itr->second.ActionPoiId);
        }
    }
}

void Player::SendPreparedGossip(WorldObject* source)
{ 
    if (!source)
        return;

    if (source->GetTypeId() == TYPEID_UNIT)
    {
        // in case no gossip flag and quest menu not empty, open quest menu (client expect gossip menu with this flag)
        if (!source->ToCreature()->HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_GOSSIP) && !PlayerTalkClass->GetQuestMenu().Empty())
        {
            SendPreparedQuest(source->GetGUID());
            return;
        }
    }
    else if (source->GetTypeId() == TYPEID_GAMEOBJECT)
    {
        // probably need to find a better way here
        if (!PlayerTalkClass->GetGossipMenu().GetMenuId() && !PlayerTalkClass->GetQuestMenu().Empty())
        {
            SendPreparedQuest(source->GetGUID());
            return;
        }
    }

    // in case non empty gossip menu (that not included quests list size) show it
    // (quest entries from quest menu will be included in list)

    uint32 textId = GetGossipTextId(source);

    if (uint32 menuId = PlayerTalkClass->GetGossipMenu().GetMenuId())
        textId = GetGossipTextId(menuId, source);

    PlayerTalkClass->SendGossipMenu(textId, source->GetGUID());
}

void Player::OnGossipSelect(WorldObject* source, uint32 gossipListId, uint32 menuId)
{ 
    GossipMenu& gossipMenu = PlayerTalkClass->GetGossipMenu();

    // if not same, then something funky is going on
    if (menuId != gossipMenu.GetMenuId())
        return;

    GossipMenuItem const* item = gossipMenu.GetItem(gossipListId);
    if (!item)
        return;

    uint32 gossipOptionId = item->OptionType;
    uint64 guid = source->GetGUID();

    if (source->GetTypeId() == TYPEID_GAMEOBJECT)
    {
        if (gossipOptionId > GOSSIP_OPTION_QUESTGIVER)
        {
            sLog->outError("Player guid %u request invalid gossip option for GameObject entry %u", GetGUIDLow(), source->GetEntry());
            return;
        }
    }

    GossipMenuItemData const* menuItemData = gossipMenu.GetItemData(gossipListId);
    if (!menuItemData)
        return;

    int32 cost = int32(item->BoxMoney);
    if (!HasEnoughMoney(cost))
    {
        SendBuyError(BUY_ERR_NOT_ENOUGHT_MONEY, 0, 0, 0);
        PlayerTalkClass->SendCloseGossip();
        return;
    }

    switch (gossipOptionId)
    {
        case GOSSIP_OPTION_GOSSIP:
        {
            if (menuItemData->GossipActionPoi)
                PlayerTalkClass->SendPointOfInterest(menuItemData->GossipActionPoi);

            if (menuItemData->GossipActionMenuId)
            {
                PrepareGossipMenu(source, menuItemData->GossipActionMenuId);
                SendPreparedGossip(source);
            }

            break;
        }
        case GOSSIP_OPTION_OUTDOORPVP:
            sOutdoorPvPMgr->HandleGossipOption(this, source->GetGUID(), gossipListId);
            break;
        case GOSSIP_OPTION_SPIRITHEALER:
            if (isDead())
                source->ToCreature()->CastSpell(source->ToCreature(), 17251, true, NULL, NULL, GetGUID());
            break;
        case GOSSIP_OPTION_QUESTGIVER:
            PrepareQuestMenu(guid);
            SendPreparedQuest(guid);
            break;
        case GOSSIP_OPTION_VENDOR:
        case GOSSIP_OPTION_ARMORER:
            GetSession()->SendListInventory(guid);
            break;
        case GOSSIP_OPTION_STABLEPET:
            GetSession()->SendStablePet(guid);
            break;
        case GOSSIP_OPTION_TRAINER:
            GetSession()->SendTrainerList(guid);
            break;
        case GOSSIP_OPTION_LEARNDUALSPEC:
            if (GetSpecsCount() == 1 && getLevel() >= sWorld->getIntConfig(CONFIG_MIN_DUALSPEC_LEVEL))
            {
                // Cast spells that teach dual spec
                // Both are also ImplicitTarget self and must be cast by player
                CastSpell(this, 63680, true, NULL, NULL, GetGUID());
                CastSpell(this, 63624, true, NULL, NULL, GetGUID());

                // Should show another Gossip text with "Congratulations..."
                PlayerTalkClass->SendCloseGossip();
            }
            break;
        case GOSSIP_OPTION_UNLEARNTALENTS:
            PlayerTalkClass->SendCloseGossip();
            SendTalentWipeConfirm(guid);
            break;
        case GOSSIP_OPTION_UNLEARNPETTALENTS:
            PlayerTalkClass->SendCloseGossip();
            ResetPetTalents();
            break;
        case GOSSIP_OPTION_TAXIVENDOR:
            GetSession()->SendTaxiMenu(source->ToCreature());
            break;
        case GOSSIP_OPTION_INNKEEPER:
            PlayerTalkClass->SendCloseGossip();
            SetBindPoint(guid);
            break;
        case GOSSIP_OPTION_BANKER:
            GetSession()->SendShowBank(guid);
            break;
        case GOSSIP_OPTION_PETITIONER:
            PlayerTalkClass->SendCloseGossip();
            GetSession()->SendPetitionShowList(guid);
            break;
        case GOSSIP_OPTION_TABARDDESIGNER:
            PlayerTalkClass->SendCloseGossip();
            GetSession()->SendTabardVendorActivate(guid);
            break;
        case GOSSIP_OPTION_AUCTIONEER:
            GetSession()->SendAuctionHello(guid, source->ToCreature());
            break;
        case GOSSIP_OPTION_SPIRITGUIDE:
            PrepareGossipMenu(source);
            SendPreparedGossip(source);
            break;
        case GOSSIP_OPTION_BATTLEFIELD:
        {
            BattlegroundTypeId bgTypeId = sBattlegroundMgr->GetBattleMasterBG(source->GetEntry());

            if (bgTypeId == BATTLEGROUND_TYPE_NONE)
            {
                sLog->outError("a user (guid %u) requested battlegroundlist from a npc who is no battlemaster", GetGUIDLow());
                return;
            }

            GetSession()->SendBattleGroundList(guid, bgTypeId);
            break;
        }
    }

    ModifyMoney(-cost);
}

uint32 Player::GetGossipTextId(WorldObject* source)
{ 
    if (!source)
        return DEFAULT_GOSSIP_MESSAGE;

    return GetGossipTextId(GetDefaultGossipMenuForSource(source), source);
}

uint32 Player::GetGossipTextId(uint32 menuId, WorldObject* source)
{ 
    uint32 textId = DEFAULT_GOSSIP_MESSAGE;

    if (!menuId)
        return textId;

    GossipMenusMapBounds menuBounds = sObjectMgr->GetGossipMenusMapBounds(menuId);

    for (GossipMenusContainer::const_iterator itr = menuBounds.first; itr != menuBounds.second; ++itr)
    {
        if (sConditionMgr->IsObjectMeetToConditions(this, source, itr->second.conditions))
            textId = itr->second.text_id;
    }

    return textId;
}

uint32 Player::GetDefaultGossipMenuForSource(WorldObject* source)
{
    switch (source->GetTypeId())
    {
        case TYPEID_UNIT:
            return source->ToCreature()->GetCreatureTemplate()->GossipMenuId;
        case TYPEID_GAMEOBJECT:
            return source->ToGameObject()->GetGOInfo()->GetGossipMenuId();
        default:
            break;
    }

    return 0;
}

/*********************************************************/
/***                    QUEST SYSTEM                   ***/
/*********************************************************/

void Player::PrepareQuestMenu(uint64 guid)
{  
    QuestRelationBounds objectQR;
    QuestRelationBounds objectQIR;

    // pets also can have quests
    Creature* creature = ObjectAccessor::GetCreatureOrPetOrVehicle(*this, guid);
    if (creature)
    {
        objectQR  = sObjectMgr->GetCreatureQuestRelationBounds(creature->GetEntry());
        objectQIR = sObjectMgr->GetCreatureQuestInvolvedRelationBounds(creature->GetEntry());
    }
    else
    {
        //we should obtain map pointer from GetMap() in 99% of cases. Special case
        //only for quests which cast teleport spells on player
        Map* _map = IsInWorld() ? GetMap() : sMapMgr->FindMap(GetMapId(), GetInstanceId());
        ASSERT(_map);
        GameObject* pGameObject = _map->GetGameObject(guid);
        if (pGameObject)
        {
            objectQR  = sObjectMgr->GetGOQuestRelationBounds(pGameObject->GetEntry());
            objectQIR = sObjectMgr->GetGOQuestInvolvedRelationBounds(pGameObject->GetEntry());
        }
        else
            return;
    }

    QuestMenu &qm = PlayerTalkClass->GetQuestMenu();
    qm.ClearMenu();

    for (QuestRelations::const_iterator i = objectQIR.first; i != objectQIR.second; ++i)
    {
        uint32 quest_id = i->second;
        QuestStatus status = GetQuestStatus(quest_id);
        if (status == QUEST_STATUS_COMPLETE)
            qm.AddMenuItem(quest_id, 4);
        else if (status == QUEST_STATUS_INCOMPLETE)
            qm.AddMenuItem(quest_id, 4);
        //else if (status == QUEST_STATUS_AVAILABLE)
        //    qm.AddMenuItem(quest_id, 2);
    }

    for (QuestRelations::const_iterator i = objectQR.first; i != objectQR.second; ++i)
    {
        uint32 quest_id = i->second;
        Quest const* quest = sObjectMgr->GetQuestTemplate(quest_id);
        if (!quest)
            continue;

        if (!CanTakeQuest(quest, false))
            continue;

        if (quest->IsAutoComplete())
            qm.AddMenuItem(quest_id, 4);
        else if (GetQuestStatus(quest_id) == QUEST_STATUS_NONE)
            qm.AddMenuItem(quest_id, 2);
    }
}

void Player::SendPreparedQuest(uint64 guid)
{ 
    QuestMenu& questMenu = PlayerTalkClass->GetQuestMenu();
    if (questMenu.Empty())
        return;

    // single element case
    if (questMenu.GetMenuItemCount() == 1)
    {
        QuestMenuItem const& qmi0 = questMenu.GetItem(0);
        uint32 questId = qmi0.QuestId;

        // Auto open -- maybe also should verify there is no greeting
        if (Quest const* quest = sObjectMgr->GetQuestTemplate(questId))
        {
            if (qmi0.QuestIcon == 4)
                PlayerTalkClass->SendQuestGiverRequestItems(quest, guid, CanRewardQuest(quest, false), true);
            // Send completable on repeatable and autoCompletable quest if player don't have quest
            /// @todo verify if check for !quest->IsDaily() is really correct (possibly not)
            else
            {
                Object* object = ObjectAccessor::GetObjectByTypeMask(*this, guid, TYPEMASK_UNIT | TYPEMASK_GAMEOBJECT | TYPEMASK_ITEM);
                if (!object || (!object->hasQuest(questId) && !object->hasInvolvedQuest(questId)))
                {
                    PlayerTalkClass->SendCloseGossip();
                    return;
                }

                if (quest->IsAutoAccept() && CanAddQuest(quest, true) && CanTakeQuest(quest, true))
                    AddQuestAndCheckCompletion(quest, object);

                if ((quest->IsAutoComplete() && quest->IsRepeatable() && !quest->IsDailyOrWeekly()) || quest->HasFlag(QUEST_FLAGS_AUTOCOMPLETE))
                    PlayerTalkClass->SendQuestGiverRequestItems(quest, guid, CanCompleteRepeatableQuest(quest), true);
                else
                    PlayerTalkClass->SendQuestGiverQuestDetails(quest, guid, true);
            }
        }
    }
    // multiple entries
    else
    {
        QEmote qe;
        qe._Delay = 0;
        qe._Emote = 0;
        std::string title = "";

        // need pet case for some quests
        Creature* creature = ObjectAccessor::GetCreatureOrPetOrVehicle(*this, guid);
        if (creature)
        {
            uint32 textid = GetGossipTextId(creature);
            GossipText const* gossiptext = sObjectMgr->GetGossipText(textid);
            if (!gossiptext)
            {
                qe._Delay = 0;                              //TEXTEMOTE_MESSAGE;              //zyg: player emote
                qe._Emote = 0;                              //TEXTEMOTE_HELLO;                //zyg: NPC emote
                title = "";
            }
            else
            {
                qe = gossiptext->Options[0].Emotes[0];

                if (!gossiptext->Options[0].Text_0.empty())
                {
                    title = gossiptext->Options[0].Text_0;
                }
                else
                {
                    title = gossiptext->Options[0].Text_1;
                }
            }
        }
        PlayerTalkClass->SendQuestGiverQuestList(qe, title, guid);
    }
}

bool Player::IsActiveQuest(uint32 quest_id) const
{ 
    return m_QuestStatus.find(quest_id) != m_QuestStatus.end();
}

Quest const* Player::GetNextQuest(uint64 guid, Quest const* quest)
{ 
    QuestRelationBounds objectQR;

    Creature* creature = ObjectAccessor::GetCreatureOrPetOrVehicle(*this, guid);
    if (creature)
        objectQR  = sObjectMgr->GetCreatureQuestRelationBounds(creature->GetEntry());
    else
    {
        //we should obtain map pointer from GetMap() in 99% of cases. Special case
        //only for quests which cast teleport spells on player
        Map* _map = IsInWorld() ? GetMap() : sMapMgr->FindMap(GetMapId(), GetInstanceId());
        ASSERT(_map);
        GameObject* pGameObject = _map->GetGameObject(guid);
        if (pGameObject)
            objectQR  = sObjectMgr->GetGOQuestRelationBounds(pGameObject->GetEntry());
        else
            return NULL;
    }

    uint32 nextQuestID = quest->GetNextQuestInChain();
    for (QuestRelations::const_iterator itr = objectQR.first; itr != objectQR.second; ++itr)
    {
        if (itr->second == nextQuestID)
            return sObjectMgr->GetQuestTemplate(nextQuestID);
    }

    return NULL;
}

bool Player::CanSeeStartQuest(Quest const* quest)
{ 
    if (!DisableMgr::IsDisabledFor(DISABLE_TYPE_QUEST, quest->GetQuestId(), this) && SatisfyQuestClass(quest, false) && SatisfyQuestRace(quest, false) &&
        SatisfyQuestSkill(quest, false) && SatisfyQuestExclusiveGroup(quest, false) && SatisfyQuestReputation(quest, false) &&
        SatisfyQuestPreviousQuest(quest, false) && SatisfyQuestNextChain(quest, false) &&
        SatisfyQuestPrevChain(quest, false) && SatisfyQuestDay(quest, false) && SatisfyQuestWeek(quest, false) &&
        SatisfyQuestMonth(quest, false) && SatisfyQuestSeasonal(quest, false))
    {
        return getLevel() + sWorld->getIntConfig(CONFIG_QUEST_HIGH_LEVEL_HIDE_DIFF) >= quest->GetMinLevel();
    }

    return false;
}

bool Player::CanTakeQuest(Quest const* quest, bool msg)
{ 
    return !DisableMgr::IsDisabledFor(DISABLE_TYPE_QUEST, quest->GetQuestId(), this)
        && SatisfyQuestStatus(quest, msg) && SatisfyQuestExclusiveGroup(quest, msg)
        && SatisfyQuestClass(quest, msg) && SatisfyQuestRace(quest, msg) && SatisfyQuestLevel(quest, msg)
        && SatisfyQuestSkill(quest, msg) && SatisfyQuestReputation(quest, msg)
        && SatisfyQuestPreviousQuest(quest, msg) && SatisfyQuestTimed(quest, msg)
        && SatisfyQuestNextChain(quest, msg) && SatisfyQuestPrevChain(quest, msg)
        && SatisfyQuestDay(quest, msg) && SatisfyQuestWeek(quest, msg)
        && SatisfyQuestMonth(quest, msg) && SatisfyQuestSeasonal(quest, msg)
        && SatisfyQuestConditions(quest, msg);
}

bool Player::CanAddQuest(Quest const* quest, bool msg)
{ 
    if (!SatisfyQuestLog(msg))
        return false;

    uint32 srcitem = quest->GetSrcItemId();
    if (srcitem > 0)
    {
        uint32 count = quest->GetSrcItemCount();
        ItemPosCountVec dest;
        InventoryResult msg2 = CanStoreNewItem(NULL_BAG, NULL_SLOT, dest, srcitem, count);

        // player already have max number (in most case 1) source item, no additional item needed and quest can be added.
        if (msg2 == EQUIP_ERR_CANT_CARRY_MORE_OF_THIS)
            return true;
        else if (msg2 != EQUIP_ERR_OK)
        {
            SendEquipError(msg2, NULL, NULL, srcitem);
            return false;
        }
    }
    return true;
}

bool Player::CanCompleteQuest(uint32 quest_id, const QuestStatusData* q_savedStatus)
{  
    if (quest_id)
    {
        Quest const* qInfo = sObjectMgr->GetQuestTemplate(quest_id);
        if (!qInfo)
            return false;

        // Xinef: take seasonals into account
        if(!qInfo->IsRepeatable() && !qInfo->IsSeasonal() && IsQuestRewarded(quest_id))
            return false;                                   // not allow re-complete quest

        // auto complete quest
        if ((qInfo->IsAutoComplete() || qInfo->GetFlags() & QUEST_FLAGS_AUTOCOMPLETE) && CanTakeQuest(qInfo, false))
            return true;

        QuestStatusData q_status;
        if (q_savedStatus)
            q_status = *q_savedStatus;
        else
        {
            QuestStatusMap::const_iterator itr = m_QuestStatus.find(quest_id);
            if (itr == m_QuestStatus.end())
                return false;

            q_status = itr->second;
        }

        if (q_status.Status == QUEST_STATUS_INCOMPLETE)
        {
            if (qInfo->HasSpecialFlag(QUEST_SPECIAL_FLAGS_DELIVER))
            {
                for (uint8 i = 0; i < QUEST_ITEM_OBJECTIVES_COUNT; i++)
                {
                    if (qInfo->RequiredItemCount[i]!= 0 && q_status.ItemCount[i] < qInfo->RequiredItemCount[i])
                        return false;
                }
            }

            if (qInfo->HasSpecialFlag(QUEST_SPECIAL_FLAGS_KILL | QUEST_SPECIAL_FLAGS_CAST | QUEST_SPECIAL_FLAGS_SPEAKTO))
            {
                for (uint8 i = 0; i < QUEST_OBJECTIVES_COUNT; i++)
                {
                    if (qInfo->RequiredNpcOrGo[i] == 0)
                        continue;

                    if (qInfo->RequiredNpcOrGoCount[i] != 0 && q_status.CreatureOrGOCount[i] < qInfo->RequiredNpcOrGoCount[i])
                        return false;
                }
            }

            if (qInfo->HasSpecialFlag(QUEST_SPECIAL_FLAGS_PLAYER_KILL))
                if (qInfo->GetPlayersSlain() != 0 && q_status.PlayerCount < qInfo->GetPlayersSlain())
                    return false;

            if (qInfo->HasSpecialFlag(QUEST_SPECIAL_FLAGS_EXPLORATION_OR_EVENT) && !q_status.Explored)
                return false;

            if (qInfo->HasSpecialFlag(QUEST_SPECIAL_FLAGS_TIMED) && q_status.Timer == 0)
                return false;

            if (qInfo->GetRewOrReqMoney() < 0)
            {
                if (!HasEnoughMoney(-qInfo->GetRewOrReqMoney()))
                    return false;
            }

            uint32 repFacId = qInfo->GetRepObjectiveFaction();
            if (repFacId && GetReputationMgr().GetReputation(repFacId) < qInfo->GetRepObjectiveValue())
                return false;

            return true;
        }
    }
    return false;
}

bool Player::CanCompleteRepeatableQuest(Quest const* quest)
{ 
    // Solve problem that player don't have the quest and try complete it.
    // if repeatable she must be able to complete event if player don't have it.
    // Seem that all repeatable quest are DELIVER Flag so, no need to add more.
    if (!CanTakeQuest(quest, false))
        return false;

    if (quest->HasSpecialFlag(QUEST_SPECIAL_FLAGS_DELIVER))
        for (uint8 i = 0; i < QUEST_ITEM_OBJECTIVES_COUNT; i++)
            if (quest->RequiredItemId[i] && quest->RequiredItemCount[i] && !HasItemCount(quest->RequiredItemId[i], quest->RequiredItemCount[i]))
                return false;

    if (!CanRewardQuest(quest, false))
        return false;

    return true;
}

bool Player::CanRewardQuest(Quest const* quest, bool msg)
{ 
    // not auto complete quest and not completed quest (only cheating case, then ignore without message)
    if (!quest->IsDFQuest() && !quest->IsAutoComplete() && !(quest->GetFlags() & QUEST_FLAGS_AUTOCOMPLETE) && GetQuestStatus(quest->GetQuestId()) != QUEST_STATUS_COMPLETE)
        return false;

    // daily quest can't be rewarded (25 daily quest already completed)
    if (!SatisfyQuestDay(quest, true) || !SatisfyQuestWeek(quest, true) || !SatisfyQuestMonth(quest, true) || !SatisfyQuestSeasonal(quest, true))
        return false;

    // rewarded and not repeatable quest (only cheating case, then ignore without message)
    if (GetQuestRewardStatus(quest->GetQuestId()))
        return false;

    // prevent receive reward with quest items in bank
    if (quest->HasSpecialFlag(QUEST_SPECIAL_FLAGS_DELIVER))
    {
        for (uint8 i = 0; i < QUEST_ITEM_OBJECTIVES_COUNT; i++)
        {
            if (quest->RequiredItemCount[i]!= 0 &&
                GetItemCount(quest->RequiredItemId[i]) < quest->RequiredItemCount[i])
            {
                if (msg)
                    SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, NULL, NULL, quest->RequiredItemId[i]);
                return false;
            }
        }
    }

    // prevent receive reward with low money and GetRewOrReqMoney() < 0
    if (quest->GetRewOrReqMoney() < 0 && !HasEnoughMoney(-quest->GetRewOrReqMoney()))
        return false;

    return true;
}

void Player::AddQuestAndCheckCompletion(Quest const* quest, Object* questGiver)
{ 
    AddQuest(quest, questGiver);

    if (CanCompleteQuest(quest->GetQuestId()))
        CompleteQuest(quest->GetQuestId());

    if (!questGiver)
        return;

    switch (questGiver->GetTypeId())
    {
        case TYPEID_UNIT:
            sScriptMgr->OnQuestAccept(this, (questGiver->ToCreature()), quest);
            questGiver->ToCreature()->AI()->sQuestAccept(this, quest);
            break;
        case TYPEID_ITEM:
        case TYPEID_CONTAINER:
        {
            Item* item = (Item*)questGiver;
            sScriptMgr->OnQuestAccept(this, item, quest);

            // destroy not required for quest finish quest starting item
            bool destroyItem = true;
            for (int i = 0; i < QUEST_ITEM_OBJECTIVES_COUNT; ++i)
            {
                if (quest->RequiredItemId[i] == item->GetEntry() && item->GetTemplate()->MaxCount > 0)
                {
                    destroyItem = false;
                    break;
                }
            }

            if (destroyItem)
                DestroyItem(item->GetBagSlot(), item->GetSlot(), true);

            break;
        }
        case TYPEID_GAMEOBJECT:
            sScriptMgr->OnQuestAccept(this, questGiver->ToGameObject(), quest);
            questGiver->ToGameObject()->AI()->QuestAccept(this, quest);
            break;
        default:
            break;
    }
}

bool Player::CanRewardQuest(Quest const* quest, uint32 reward, bool msg)
{ 
    // prevent receive reward with quest items in bank or for not completed quest
    if (!CanRewardQuest(quest, msg))
        return false;

    ItemPosCountVec dest;
    if (quest->GetRewChoiceItemsCount() > 0)
    {
        if (quest->RewardChoiceItemId[reward])
        {
            InventoryResult res = CanStoreNewItem(NULL_BAG, NULL_SLOT, dest, quest->RewardChoiceItemId[reward], quest->RewardChoiceItemCount[reward]);
            if (res != EQUIP_ERR_OK)
            {
                SendEquipError(res, NULL, NULL, quest->RewardChoiceItemId[reward]);
                return false;
            }
        }
    }

    if (quest->GetRewItemsCount() > 0)
    {
        for (uint32 i = 0; i < quest->GetRewItemsCount(); ++i)
        {
            if (quest->RewardItemId[i])
            {
                InventoryResult res = CanStoreNewItem(NULL_BAG, NULL_SLOT, dest, quest->RewardItemId[i], quest->RewardItemIdCount[i]);
                if (res != EQUIP_ERR_OK)
                {
                    SendEquipError(res, NULL, NULL, quest->RewardItemId[i]);
                    return false;
                }
            }
        }
    }

    return true;
}

void Player::AddQuest(Quest const* quest, Object* questGiver)
{ 
    uint16 log_slot = FindQuestSlot(0);

    if (log_slot >= MAX_QUEST_LOG_SIZE) // Player does not have any free slot in the quest log
        return;

    uint32 quest_id = quest->GetQuestId();

    // if not exist then created with set uState == NEW and rewarded=false
    QuestStatusData& questStatusData = m_QuestStatus[quest_id];

    // check for repeatable quests status reset
    questStatusData.Status = QUEST_STATUS_INCOMPLETE;
    questStatusData.Explored = false;

    if (quest->HasSpecialFlag(QUEST_SPECIAL_FLAGS_DELIVER))
    {
        for (uint8 i = 0; i < QUEST_ITEM_OBJECTIVES_COUNT; ++i)
            questStatusData.ItemCount[i] = 0;
    }

    if (quest->HasSpecialFlag(QUEST_SPECIAL_FLAGS_KILL | QUEST_SPECIAL_FLAGS_CAST | QUEST_SPECIAL_FLAGS_SPEAKTO))
    {
        for (uint8 i = 0; i < QUEST_OBJECTIVES_COUNT; ++i)
            questStatusData.CreatureOrGOCount[i] = 0;
    }

    if (quest->HasSpecialFlag(QUEST_SPECIAL_FLAGS_PLAYER_KILL))
        questStatusData.PlayerCount = 0;

    GiveQuestSourceItem(quest);
    AdjustQuestReqItemCount(quest, questStatusData);

    if (quest->GetRepObjectiveFaction())
        if (FactionEntry const* factionEntry = sFactionStore.LookupEntry(quest->GetRepObjectiveFaction()))
            GetReputationMgr().SetVisible(factionEntry);

    if (quest->GetRepObjectiveFaction2())
        if (FactionEntry const* factionEntry = sFactionStore.LookupEntry(quest->GetRepObjectiveFaction2()))
            GetReputationMgr().SetVisible(factionEntry);

    uint32 qtime = 0;
    if (quest->HasSpecialFlag(QUEST_SPECIAL_FLAGS_TIMED))
    {
        uint32 limittime = quest->GetLimitTime();

        // shared timed quest
        if (questGiver && questGiver->GetTypeId() == TYPEID_PLAYER)
            limittime = questGiver->ToPlayer()->getQuestStatusMap()[quest_id].Timer / IN_MILLISECONDS;

        AddTimedQuest(quest_id);
        questStatusData.Timer = limittime * IN_MILLISECONDS;
        qtime = static_cast<uint32>(time(NULL)) + limittime;
    }
    else
        questStatusData.Timer = 0;

    if (quest->HasFlag(QUEST_FLAGS_FLAGS_PVP))
    {
        pvpInfo.IsHostile = true;
        UpdatePvPState();
    }

    SetQuestSlot(log_slot, quest_id, qtime);

    m_QuestStatusSave[quest_id] = true;

    StartTimedAchievement(ACHIEVEMENT_TIMED_TYPE_QUEST, quest_id);

    SendQuestUpdate(quest_id);

    // Xinef: area auras may change on quest accept!
    UpdateZoneDependentAuras(GetZoneId());
    UpdateAreaDependentAuras(GetAreaId());
}

void Player::CompleteQuest(uint32 quest_id)
{ 
    if (quest_id)
    {
        SetQuestStatus(quest_id, QUEST_STATUS_COMPLETE);

        uint16 log_slot = FindQuestSlot(quest_id);
        if (log_slot < MAX_QUEST_LOG_SIZE)
            SetQuestSlotState(log_slot, QUEST_STATE_COMPLETE);

        if (Quest const* qInfo = sObjectMgr->GetQuestTemplate(quest_id))
        {
            if (qInfo->HasFlag(QUEST_FLAGS_TRACKING))
                RewardQuest(qInfo, 0, this, false);
            else
                SendQuestComplete(quest_id);
        }

        // Xinef: area auras may change on quest completion!
        UpdateZoneDependentAuras(GetZoneId());
        UpdateAreaDependentAuras(GetAreaId());
        AdditionalSavingAddMask(ADDITIONAL_SAVING_INVENTORY_AND_GOLD | ADDITIONAL_SAVING_QUEST_STATUS);
    }
}

void Player::IncompleteQuest(uint32 quest_id)
{ 
    if (quest_id)
    {
        SetQuestStatus(quest_id, QUEST_STATUS_INCOMPLETE);

        uint16 log_slot = FindQuestSlot(quest_id);
        if (log_slot < MAX_QUEST_LOG_SIZE)
            RemoveQuestSlotState(log_slot, QUEST_STATE_COMPLETE);

        // Xinef: area auras may change on quest completion!
        UpdateZoneDependentAuras(GetZoneId());
        UpdateAreaDependentAuras(GetAreaId());
        AdditionalSavingAddMask(ADDITIONAL_SAVING_QUEST_STATUS);
    }
}

void Player::RewardQuest(Quest const* quest, uint32 reward, Object* questGiver, bool announce)
{ 
    //this THING should be here to protect code from quest, which cast on player far teleport as a reward
    //should work fine, cause far teleport will be executed in Player::Update()
    SetMustDelayTeleport(true);

    uint32 quest_id = quest->GetQuestId();

    for (uint8 i = 0; i < QUEST_ITEM_OBJECTIVES_COUNT; ++i)
        if (quest->RequiredItemId[i])
            DestroyItemCount(quest->RequiredItemId[i], quest->RequiredItemCount[i], true);

    for (uint8 i = 0; i < QUEST_SOURCE_ITEM_IDS_COUNT; ++i)
    {
        if (quest->RequiredSourceItemId[i])
        {
            uint32 count = quest->RequiredSourceItemCount[i];
            DestroyItemCount(quest->RequiredSourceItemId[i], count ? count : 9999, true);
        }
    }

    RemoveTimedQuest(quest_id);

    std::vector<std::pair<uint32, uint32> > problematicItems;

    if (quest->GetRewChoiceItemsCount() > 0)
    {
        if (uint32 itemId = quest->RewardChoiceItemId[reward])
        {
            ItemPosCountVec dest;
            if (CanStoreNewItem(NULL_BAG, NULL_SLOT, dest, itemId, quest->RewardChoiceItemCount[reward]) == EQUIP_ERR_OK)
            {
                Item* item = StoreNewItem(dest, itemId, true, Item::GenerateItemRandomPropertyId(itemId));
                SendNewItem(item, quest->RewardChoiceItemCount[reward], true, false);
            }
            else
                problematicItems.push_back(std::pair<uint32, uint32>(itemId, quest->RewardChoiceItemCount[reward]));
        }
    }

    if (quest->GetRewItemsCount() > 0)
    {
        for (uint32 i = 0; i < quest->GetRewItemsCount(); ++i)
        {
            if (uint32 itemId = quest->RewardItemId[i])
            {
                ItemPosCountVec dest;
                if (CanStoreNewItem(NULL_BAG, NULL_SLOT, dest, itemId, quest->RewardItemIdCount[i]) == EQUIP_ERR_OK)
                {
                    Item* item = StoreNewItem(dest, itemId, true, Item::GenerateItemRandomPropertyId(itemId));
                    SendNewItem(item, quest->RewardItemIdCount[i], true, false);
                }
                else
                    problematicItems.push_back(std::pair<uint32, uint32>(itemId, quest->RewardItemIdCount[i]));
            }
        }
    }

    // Xinef: send items that couldn't be added properly by mail
    if (!problematicItems.empty())
    {
        SQLTransaction trans = CharacterDatabase.BeginTransaction();
        MailSender sender(MAIL_CREATURE, 34337 /* The Postmaster */ );
        MailDraft draft("Recovered Item", "We recovered a lost item in the twisting nether and noted that it was yours.$B$BPlease find said object enclosed."); // This is the text used in Cataclysm, it probably wasn't changed.
        
        for (std::vector<std::pair<uint32, uint32> >::const_iterator itr = problematicItems.begin(); itr != problematicItems.end(); ++itr)
        {
            if(Item* item = Item::CreateItem(itr->first, itr->second))
            {
                item->SaveToDB(trans);
                draft.AddItem(item);
            }
        }

        draft.SendMailTo(trans, MailReceiver(this, this->GetGUIDLow()), sender);
        CharacterDatabase.CommitTransaction(trans);
    }

    RewardReputation(quest);

    uint16 log_slot = FindQuestSlot(quest_id);
    if (log_slot < MAX_QUEST_LOG_SIZE)
        SetQuestSlot(log_slot, 0);

    bool rewarded = IsQuestRewarded(quest_id) && !quest->IsDFQuest();

    // Not give XP in case already completed once repeatable quest
    uint32 XP = rewarded ? 0 : uint32(quest->XPValue(this)*sWorld->getRate(RATE_XP_QUEST));

    // handle SPELL_AURA_MOD_XP_QUEST_PCT auras
    Unit::AuraEffectList const& ModXPPctAuras = GetAuraEffectsByType(SPELL_AURA_MOD_XP_QUEST_PCT);
    for (Unit::AuraEffectList::const_iterator i = ModXPPctAuras.begin(); i != ModXPPctAuras.end(); ++i)
        AddPct(XP, (*i)->GetAmount());

    int32 moneyRew = 0;
    if (getLevel() < sWorld->getIntConfig(CONFIG_MAX_PLAYER_LEVEL))
        GiveXP(XP, NULL);
    else
        moneyRew = int32(quest->GetRewMoneyMaxLevel() * sWorld->getRate(RATE_DROP_MONEY));

    // Give player extra money if GetRewOrReqMoney > 0 and get ReqMoney if negative
    if (quest->GetRewOrReqMoney())
        moneyRew += quest->GetRewOrReqMoney();

    if (moneyRew)
    {
        ModifyMoney(moneyRew);

        if (moneyRew > 0)
            UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_MONEY_FROM_QUEST_REWARD, uint32(moneyRew));
    }

    // honor reward
    if (uint32 honor = quest->CalculateHonorGain(getLevel()))
        RewardHonor(NULL, 0, honor);

    // title reward
    if (quest->GetCharTitleId())
    {
        if (CharTitlesEntry const* titleEntry = sCharTitlesStore.LookupEntry(quest->GetCharTitleId()))
            SetTitle(titleEntry);
    }

    if (quest->GetBonusTalents())
    {
        m_questRewardTalentCount+=quest->GetBonusTalents();
        InitTalentForLevel();
    }

    if (quest->GetRewArenaPoints())
        ModifyArenaPoints(quest->GetRewArenaPoints());

    // Send reward mail
    if (uint32 mail_template_id = quest->GetRewMailTemplateId())
    {
        //- TODO: Poor design of mail system
        SQLTransaction trans = CharacterDatabase.BeginTransaction();
        MailDraft(mail_template_id).SendMailTo(trans, this, questGiver, MAIL_CHECK_MASK_HAS_BODY, quest->GetRewMailDelaySecs());
        CharacterDatabase.CommitTransaction(trans);
    }

    if (quest->IsDaily() || quest->IsDFQuest())
    {
        SetDailyQuestStatus(quest_id);
        if (quest->IsDaily())
        {
            UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_DAILY_QUEST, quest_id);
            UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_DAILY_QUEST_DAILY, quest_id);
        }
    }
    else if (quest->IsWeekly())
        SetWeeklyQuestStatus(quest_id);
    else if (quest->IsMonthly())
        SetMonthlyQuestStatus(quest_id);
    else if (quest->IsSeasonal())
        SetSeasonalQuestStatus(quest_id);

    RemoveActiveQuest(quest_id, false);
    m_RewardedQuests.insert(quest_id);
    m_RewardedQuestsSave[quest_id] = true;

    if (announce)
        SendQuestReward(quest, XP);

    // cast spells after mark quest complete (some spells have quest completed state requirements in spell_area data)
    if (quest->GetRewSpellCast() > 0)
    {
        SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(quest->GetRewSpellCast());
        if (questGiver->isType(TYPEMASK_UNIT) && !spellInfo->HasEffect(SPELL_EFFECT_LEARN_SPELL) && !spellInfo->HasEffect(SPELL_EFFECT_CREATE_ITEM) && !spellInfo->IsSelfCast())
        {
            if (Creature* creature = GetMap()->GetCreature(questGiver->GetGUID()))
                creature->CastSpell(this, quest->GetRewSpellCast(), true);
        }
        else
            CastSpell(this, quest->GetRewSpellCast(), true);
    }
    else if (quest->GetRewSpell() > 0)
    {
        SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(quest->GetRewSpell());
        if (questGiver->isType(TYPEMASK_UNIT) && !spellInfo->HasEffect(SPELL_EFFECT_LEARN_SPELL) && !spellInfo->HasEffect(SPELL_EFFECT_CREATE_ITEM) && !spellInfo->IsSelfCast())
        {
            if (Creature* creature = GetMap()->GetCreature(questGiver->GetGUID()))
                creature->CastSpell(this, quest->GetRewSpell(), true);
        }
        else
            CastSpell(this, quest->GetRewSpell(), true);
    }

    if (quest->GetZoneOrSort() > 0)
        UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUESTS_IN_ZONE, quest->GetZoneOrSort());
    UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUEST_COUNT);
    UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUEST, quest->GetQuestId());

    // pussywizard: replaced partial save with full save
    SaveToDB(false, false);

    if (quest->HasFlag(QUEST_FLAGS_FLAGS_PVP))
    {
        pvpInfo.IsHostile = pvpInfo.IsInHostileArea || HasPvPForcingQuest();
        UpdatePvPState();
    }

    SendQuestUpdate(quest_id);

    //lets remove flag for delayed teleports
    SetMustDelayTeleport(false);

    // Xinef: area auras may change on quest completion!
    UpdateZoneDependentAuras(GetZoneId());
    UpdateAreaDependentAuras(GetAreaId());
}

void Player::FailQuest(uint32 questId)
{ 
    if (Quest const* quest = sObjectMgr->GetQuestTemplate(questId))
    {
        QuestStatus qStatus = GetQuestStatus(questId);
        // xinef: if quest is marked as failed, dont do it again
        if (qStatus != QUEST_STATUS_INCOMPLETE)
            return;

        SetQuestStatus(questId, QUEST_STATUS_FAILED);

        uint16 log_slot = FindQuestSlot(questId);

        if (log_slot < MAX_QUEST_LOG_SIZE)
        {
            SetQuestSlotTimer(log_slot, 1);
            SetQuestSlotState(log_slot, QUEST_STATE_FAIL);
        }

        if (quest->HasSpecialFlag(QUEST_SPECIAL_FLAGS_TIMED))
        {
            QuestStatusData& q_status = m_QuestStatus[questId];

            RemoveTimedQuest(questId);
            q_status.Timer = 0;

            SendQuestTimerFailed(questId);
        }
        else
            SendQuestFailed(questId);

        // Destroy quest items on quest failure.
        for (uint8 i = 0; i < QUEST_OBJECTIVES_COUNT; ++i)
            if (quest->RequiredItemId[i] > 0 && quest->RequiredItemCount[i] > 0)
                // Destroy items received on starting the quest.
                DestroyItemCount(quest->RequiredItemId[i], quest->RequiredItemCount[i], true, true);
        for (uint8 i = 0; i < QUEST_SOURCE_ITEM_IDS_COUNT; ++i)
            if (quest->RequiredSourceItemId[i] > 0 && quest->RequiredSourceItemCount[i] > 0)
                // Destroy items received during the quest.
                DestroyItemCount(quest->RequiredSourceItemId[i], quest->RequiredSourceItemCount[i], true, true);
    }
}

bool Player::SatisfyQuestSkill(Quest const* qInfo, bool msg) const
{ 
    uint32 skill = qInfo->GetRequiredSkill();

    // skip 0 case RequiredSkill
    if (skill == 0)
        return true;

    // check skill value
    if (GetSkillValue(skill) < qInfo->GetRequiredSkillValue())
    {
        if (msg)
            SendCanTakeQuestResponse(INVALIDREASON_DONT_HAVE_REQ);

        return false;
    }

    return true;
}

bool Player::SatisfyQuestLevel(Quest const* qInfo, bool msg) const
{ 
    if (getLevel() < qInfo->GetMinLevel())
    {
        if (msg)
            SendCanTakeQuestResponse(INVALIDREASON_QUEST_FAILED_LOW_LEVEL);
        return false;
    }
    else if (qInfo->GetMaxLevel() > 0 && getLevel() > qInfo->GetMaxLevel())
    {
        if (msg)
            SendCanTakeQuestResponse(INVALIDREASON_DONT_HAVE_REQ); // There doesn't seem to be a specific response for too high player level
        return false;
    }
    return true;
}

bool Player::SatisfyQuestLog(bool msg)
{ 
    // exist free slot
    if (FindQuestSlot(0) < MAX_QUEST_LOG_SIZE)
        return true;

    if (msg)
    {
        WorldPacket data(SMSG_QUESTLOG_FULL, 0);
        GetSession()->SendPacket(&data);
        ;//sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: Sent SMSG_QUESTLOG_FULL");
    }
    return false;
}

bool Player::SatisfyQuestPreviousQuest(Quest const* qInfo, bool msg) const
{ 
    // No previous quest (might be first quest in a series)
    if (qInfo->prevQuests.empty())
        return true;

    for (Quest::PrevQuests::const_iterator iter = qInfo->prevQuests.begin(); iter != qInfo->prevQuests.end(); ++iter)
    {
        uint32 prevId = abs(*iter);

        Quest const* qPrevInfo = sObjectMgr->GetQuestTemplate(prevId);

        if (qPrevInfo)
        {
            // If any of the positive previous quests completed, return true
            if (*iter > 0 && IsQuestRewarded(prevId) && (!qPrevInfo->IsSeasonal() || !SatisfyQuestSeasonal(qPrevInfo, false)))
            {
                // skip one-from-all exclusive group
                if (qPrevInfo->GetExclusiveGroup() >= 0)
                    return true;

                // each-from-all exclusive group (< 0)
                // can be start if only all quests in prev quest exclusive group completed and rewarded
                ObjectMgr::ExclusiveQuestGroupsBounds range(sObjectMgr->mExclusiveQuestGroups.equal_range(qPrevInfo->GetExclusiveGroup()));

                for (; range.first != range.second; ++range.first)
                {
                    uint32 exclude_Id = range.first->second;

                    // skip checked quest id, only state of other quests in group is interesting
                    if (exclude_Id == prevId)
                        continue;

                    // alternative quest from group also must be completed and rewarded(reported)

                    Quest const* qExcludeInfo = sObjectMgr->GetQuestTemplate(exclude_Id);
                    if (!IsQuestRewarded(exclude_Id) || (qExcludeInfo->IsSeasonal() && SatisfyQuestSeasonal(qExcludeInfo, false)))
                    {
                        if (msg)
                            SendCanTakeQuestResponse(INVALIDREASON_DONT_HAVE_REQ);
                        return false;
                    }
                }
                return true;
            }

            // If any of the negative previous quests active, return true
            if (*iter < 0 && GetQuestStatus(prevId) != QUEST_STATUS_NONE)
            {
                // skip one-from-all exclusive group
                if (qPrevInfo->GetExclusiveGroup() >= 0)
                    return true;

                // each-from-all exclusive group (< 0)
                // can be start if only all quests in prev quest exclusive group active
                ObjectMgr::ExclusiveQuestGroupsBounds range(sObjectMgr->mExclusiveQuestGroups.equal_range(qPrevInfo->GetExclusiveGroup()));

                for (; range.first != range.second; ++range.first)
                {
                    uint32 exclude_Id = range.first->second;

                    // skip checked quest id, only state of other quests in group is interesting
                    if (exclude_Id == prevId)
                        continue;

                    // alternative quest from group also must be active
                    if (GetQuestStatus(exclude_Id) != QUEST_STATUS_NONE)
                    {
                        if (msg)
                            SendCanTakeQuestResponse(INVALIDREASON_DONT_HAVE_REQ);
                        return false;
                    }
                }
                return true;
            }
        }
    }

    // Has only positive prev. quests in non-rewarded state
    // and negative prev. quests in non-active state
    if (msg)
        SendCanTakeQuestResponse(INVALIDREASON_DONT_HAVE_REQ);

    return false;
}

bool Player::SatisfyQuestClass(Quest const* qInfo, bool msg) const
{ 
    uint32 reqClass = qInfo->GetRequiredClasses();

    if (reqClass == 0)
        return true;

    if ((reqClass & getClassMask()) == 0)
    {
        if (msg)
            SendCanTakeQuestResponse(INVALIDREASON_DONT_HAVE_REQ);

        return false;
    }

    return true;
}

bool Player::SatisfyQuestRace(Quest const* qInfo, bool msg) const
{ 
    uint32 reqraces = qInfo->GetRequiredRaces();
    if (reqraces == 0)
        return true;
    if ((reqraces & getRaceMask()) == 0)
    {
        if (msg)
            SendCanTakeQuestResponse(INVALIDREASON_QUEST_FAILED_WRONG_RACE);
        return false;
    }
    return true;
}

bool Player::SatisfyQuestReputation(Quest const* qInfo, bool msg) const
{ 
    uint32 fIdMin = qInfo->GetRequiredMinRepFaction();      //Min required rep
    if (fIdMin && GetReputationMgr().GetReputation(fIdMin) < qInfo->GetRequiredMinRepValue())
    {
        if (msg)
            SendCanTakeQuestResponse(INVALIDREASON_DONT_HAVE_REQ);
        return false;
    }

    uint32 fIdMax = qInfo->GetRequiredMaxRepFaction();      //Max required rep
    if (fIdMax && GetReputationMgr().GetReputation(fIdMax) >= qInfo->GetRequiredMaxRepValue())
    {
        if (msg)
            SendCanTakeQuestResponse(INVALIDREASON_DONT_HAVE_REQ);
        return false;
    }

    // ReputationObjective2 does not seem to be an objective requirement but a requirement
    // to be able to accept the quest
    uint32 fIdObj = qInfo->GetRepObjectiveFaction2();
    if (fIdObj && GetReputationMgr().GetReputation(fIdObj) >= qInfo->GetRepObjectiveValue2())
    {
        if (msg)
            SendCanTakeQuestResponse(INVALIDREASON_DONT_HAVE_REQ);
        return false;
    }

    return true;
}

bool Player::SatisfyQuestStatus(Quest const* qInfo, bool msg) const
{ 
    if (GetQuestStatus(qInfo->GetQuestId()) != QUEST_STATUS_NONE)
    {
        if (msg)
            SendCanTakeQuestResponse(INVALIDREASON_QUEST_ALREADY_ON);
        return false;
    }
    return true;
}

bool Player::SatisfyQuestConditions(Quest const* qInfo, bool msg)
{ 
    ConditionList conditions = sConditionMgr->GetConditionsForNotGroupedEntry(CONDITION_SOURCE_TYPE_QUEST_ACCEPT, qInfo->GetQuestId());
    if (!sConditionMgr->IsObjectMeetToConditions(this, conditions))
    {
        if (msg)
            SendCanTakeQuestResponse(INVALIDREASON_DONT_HAVE_REQ);
        ;//sLog->outDebug(LOG_FILTER_CONDITIONSYS, "Player::SatisfyQuestConditions: conditions not met for quest %u", qInfo->GetQuestId());
        return false;
    }
    return true;
}

bool Player::SatisfyQuestTimed(Quest const* qInfo, bool msg) const
{ 
    if (!m_timedquests.empty() && qInfo->HasSpecialFlag(QUEST_SPECIAL_FLAGS_TIMED))
    {
        if (msg)
            SendCanTakeQuestResponse(INVALIDREASON_QUEST_ONLY_ONE_TIMED);
        return false;
    }
    return true;
}

bool Player::SatisfyQuestExclusiveGroup(Quest const* qInfo, bool msg) const
{ 
    // non positive exclusive group, if > 0 then can be start if any other quest in exclusive group already started/completed
    if (qInfo->GetExclusiveGroup() <= 0)
        return true;

    ObjectMgr::ExclusiveQuestGroupsBounds range(sObjectMgr->mExclusiveQuestGroups.equal_range(qInfo->GetExclusiveGroup()));

    for (; range.first != range.second; ++range.first)
    {
        uint32 exclude_Id = range.first->second;

        // skip checked quest id, only state of other quests in group is interesting
        if (exclude_Id == qInfo->GetQuestId())
            continue;

        // not allow have daily quest if daily quest from exclusive group already recently completed
        Quest const* Nquest = sObjectMgr->GetQuestTemplate(exclude_Id);
        if (!SatisfyQuestDay(Nquest, false) || !SatisfyQuestWeek(Nquest, false) || !SatisfyQuestSeasonal(Nquest, false))
        {
            if (msg)
                SendCanTakeQuestResponse(INVALIDREASON_DONT_HAVE_REQ);

            return false;
        }

        // alternative quest already started or completed - but don't check rewarded states if both are repeatable
        if (GetQuestStatus(exclude_Id) != QUEST_STATUS_NONE || (!(qInfo->IsRepeatable() && Nquest->IsRepeatable()) && !Nquest->IsSeasonal() && IsQuestRewarded(exclude_Id))) // pussywizard: added !Nquest->IsSeasonal() because seasonal quests are considered rewarded only if finished this year, this is checked above in SatisfyQuestSeasonal
        {
            if (msg)
                SendCanTakeQuestResponse(INVALIDREASON_DONT_HAVE_REQ);
            return false;
        }
    }
    return true;
}

bool Player::SatisfyQuestNextChain(Quest const* qInfo, bool msg) const
{ 
    uint32 nextQuest = qInfo->GetNextQuestInChain();
    if (!nextQuest)
        return true;

    // next quest in chain already started or completed
    if (GetQuestStatus(nextQuest) != QUEST_STATUS_NONE) // GetQuestStatus returns QUEST_STATUS_COMPLETED for rewarded quests
    {
        if (msg)
            SendCanTakeQuestResponse(INVALIDREASON_DONT_HAVE_REQ);
        return false;
    }

    // check for all quests further up the chain
    // only necessary if there are quest chains with more than one quest that can be skipped
    //return SatisfyQuestNextChain(qInfo->GetNextQuestInChain(), msg);
    return true;
}

bool Player::SatisfyQuestPrevChain(Quest const* qInfo, bool msg) const
{ 
    // No previous quest in chain
    if (qInfo->prevChainQuests.empty())
        return true;

    for (Quest::PrevChainQuests::const_iterator iter = qInfo->prevChainQuests.begin(); iter != qInfo->prevChainQuests.end(); ++iter)
    {
        QuestStatusMap::const_iterator itr = m_QuestStatus.find(*iter);

        // If any of the previous quests in chain active, return false
        if (itr != m_QuestStatus.end() && itr->second.Status != QUEST_STATUS_NONE)
        {
            if (msg)
                SendCanTakeQuestResponse(INVALIDREASON_DONT_HAVE_REQ);
            return false;
        }

        // check for all quests further down the chain
        // only necessary if there are quest chains with more than one quest that can be skipped
        //if (!SatisfyQuestPrevChain(prevId, msg))
        //    return false;
    }

    // No previous quest in chain active
    return true;
}

bool Player::SatisfyQuestDay(Quest const* qInfo, bool msg) const
{ 
    if (!qInfo->IsDaily() && !qInfo->IsDFQuest())
        return true;

    if (qInfo->IsDFQuest())
    {
        if (!m_DFQuests.empty())
            return false;

        return true;
    }

    bool have_slot = false;
    for (uint32 quest_daily_idx = 0; quest_daily_idx < PLAYER_MAX_DAILY_QUESTS; ++quest_daily_idx)
    {
        uint32 id = GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx);
        if (qInfo->GetQuestId() == id)
            return false;

        if (!id)
            have_slot = true;
    }

    if (!have_slot)
    {
        if (msg)
            SendCanTakeQuestResponse(INVALIDREASON_DAILY_QUESTS_REMAINING);
        return false;
    }

    return true;
}

bool Player::SatisfyQuestWeek(Quest const* qInfo, bool /*msg*/) const
{ 
    if (!qInfo->IsWeekly() || m_weeklyquests.empty())
        return true;

    // if not found in cooldown list
    return m_weeklyquests.find(qInfo->GetQuestId()) == m_weeklyquests.end();
}

bool Player::SatisfyQuestSeasonal(Quest const* qInfo, bool /*msg*/) const
{ 
    if (!qInfo->IsSeasonal() || m_seasonalquests.empty())
        return true;

    Player::SeasonalEventQuestMap::iterator itr = ((Player*)this)->m_seasonalquests.find(qInfo->GetEventIdForQuest());

    if (itr == m_seasonalquests.end() || itr->second.empty())
        return true;

    // if not found in cooldown list
    return itr->second.find(qInfo->GetQuestId()) == itr->second.end();
}

bool Player::SatisfyQuestMonth(Quest const* qInfo, bool /*msg*/) const
{ 
    if (!qInfo->IsMonthly() || m_monthlyquests.empty())
        return true;

    // if not found in cooldown list
    return m_monthlyquests.find(qInfo->GetQuestId()) == m_monthlyquests.end();
}

bool Player::GiveQuestSourceItem(Quest const* quest)
{ 
    uint32 srcitem = quest->GetSrcItemId();
    if (srcitem > 0)
    {
        uint32 count = quest->GetSrcItemCount();
        if (count <= 0)
            count = 1;

        ItemPosCountVec dest;
        InventoryResult msg = CanStoreNewItem(NULL_BAG, NULL_SLOT, dest, srcitem, count);
        if (msg == EQUIP_ERR_OK)
        {
            Item* item = StoreNewItem(dest, srcitem, true);
            SendNewItem(item, count, true, false);
            return true;
        }
        // player already have max amount required item, just report success
        else if (msg == EQUIP_ERR_CANT_CARRY_MORE_OF_THIS)
            return true;
        else
            SendEquipError(msg, NULL, NULL, srcitem);
        return false;
    }

    return true;
}

bool Player::TakeQuestSourceItem(uint32 questId, bool msg)
{ 
    Quest const* quest = sObjectMgr->GetQuestTemplate(questId);
    if (quest)
    {
        uint32 srcItemId = quest->GetSrcItemId();
        ItemTemplate const* item = sObjectMgr->GetItemTemplate(srcItemId);

        if (srcItemId > 0)
        {
            uint32 count = quest->GetSrcItemCount();
            if (count <= 0)
                count = 1;

            // exist two cases when destroy source quest item not possible:
            // a) non un-equippable item (equipped non-empty bag, for example)
            // b) when quest is started from an item and item also is needed in
            // the end as RequiredItemId
            InventoryResult res = CanUnequipItems(srcItemId, count);
            if (res != EQUIP_ERR_OK)
            {
                if (msg)
                    SendEquipError(res, NULL, NULL, srcItemId);
                return false;
            }

            bool destroyItem = true;
            for (uint8 n = 0; n < QUEST_ITEM_OBJECTIVES_COUNT; ++n)
                if (item->StartQuest == questId && srcItemId == quest->RequiredItemId[n])
                    destroyItem = false;

            if (destroyItem)
                DestroyItemCount(srcItemId, count, true, true);
        }
    }

    return true;
}

bool Player::GetQuestRewardStatus(uint32 quest_id) const
{ 
    Quest const* qInfo = sObjectMgr->GetQuestTemplate(quest_id);
    if (qInfo)
    {
        if (qInfo->IsSeasonal())
            return !SatisfyQuestSeasonal(qInfo, false);

        // for repeatable quests: rewarded field is set after first reward only to prevent getting XP more than once
        if (!qInfo->IsRepeatable())
            return IsQuestRewarded(quest_id);
    }
    return false;
}

QuestStatus Player::GetQuestStatus(uint32 quest_id) const
{ 
    if (quest_id)
    {
        QuestStatusMap::const_iterator itr = m_QuestStatus.find(quest_id);
        if (itr != m_QuestStatus.end())
            return itr->second.Status;

        if (Quest const* qInfo = sObjectMgr->GetQuestTemplate(quest_id))
        {
            if (qInfo->IsSeasonal())
                return SatisfyQuestSeasonal(qInfo, false) ? QUEST_STATUS_NONE : QUEST_STATUS_REWARDED;

            if (!qInfo->IsRepeatable() && IsQuestRewarded(quest_id))
                return QUEST_STATUS_REWARDED;
        }
    }
    return QUEST_STATUS_NONE;
}

bool Player::CanShareQuest(uint32 quest_id) const
{ 
    Quest const* qInfo = sObjectMgr->GetQuestTemplate(quest_id);
    if (qInfo && qInfo->HasFlag(QUEST_FLAGS_SHARABLE))
    {
        QuestStatusMap::const_iterator itr = m_QuestStatus.find(quest_id);
        if (itr != m_QuestStatus.end())
        {
            if (itr->second.Status != QUEST_STATUS_INCOMPLETE)
                return false;

            // pussywizard: in pool and not currently available (wintergrasp weekly, dalaran weekly) - can't share
            if (sPoolMgr->IsPartOfAPool<Quest>(quest_id) && !sPoolMgr->IsSpawnedObject<Quest>(quest_id))
                return false;

            return true;
        }
    }
    return false;
}

void Player::SetQuestStatus(uint32 questId, QuestStatus status, bool update /*= true*/)
{ 
    if (sObjectMgr->GetQuestTemplate(questId))
    {
        m_QuestStatus[questId].Status = status;
        m_QuestStatusSave[questId] = true;
    }

    if (update)
        SendQuestUpdate(questId);
}

void Player::RemoveActiveQuest(uint32 questId, bool update /*= true*/)
{ 
    QuestStatusMap::iterator itr = m_QuestStatus.find(questId);
    if (itr != m_QuestStatus.end())
    {
        m_QuestStatus.erase(itr);
        m_QuestStatusSave[questId] = false;
    }

    if (update)
        SendQuestUpdate(questId);

    // Xinef: area auras may change on quest remove!
    UpdateZoneDependentAuras(GetZoneId());
    UpdateAreaDependentAuras(GetAreaId());
    AdditionalSavingAddMask(ADDITIONAL_SAVING_QUEST_STATUS);
}

void Player::RemoveRewardedQuest(uint32 questId, bool update /*= true*/)
{ 
    RewardedQuestSet::iterator rewItr = m_RewardedQuests.find(questId);
    if (rewItr != m_RewardedQuests.end())
    {
        m_RewardedQuests.erase(rewItr);
        m_RewardedQuestsSave[questId] = false;
    }

    if (update)
        SendQuestUpdate(questId);
}

void Player::SendQuestUpdate(uint32 questId)
{ 
    uint32 zone = 0, area = 0;
    // xinef: shittness fixup
    uint32 oldSpellId = 0;
    
    SpellAreaForQuestMapBounds saBounds = sSpellMgr->GetSpellAreaForQuestMapBounds(questId);
    if (saBounds.first != saBounds.second)
    {
        GetZoneAndAreaId(zone, area);

        for (SpellAreaForAreaMap::const_iterator itr = saBounds.first; itr != saBounds.second; ++itr)
        {
            // xinef: spell was already casted, skip different areas with same spell
            if (itr->second->spellId == oldSpellId)
                continue;
            if (itr->second->autocast && itr->second->IsFitToRequirements(this, zone, area))
                if (!HasAura(itr->second->spellId))
                {
                    CastSpell(this, itr->second->spellId, true);
                    oldSpellId = itr->second->spellId;
                }
        }
    }
    
    saBounds = sSpellMgr->GetSpellAreaForQuestEndMapBounds(questId);

    // xinef: shittness fixup
    uint32 skipSpellId = 0;
    oldSpellId = 0;
    if (saBounds.first != saBounds.second)
    {
        if (!zone || !area)
            GetZoneAndAreaId(zone, area);

        for (SpellAreaForAreaMap::const_iterator itr = saBounds.first; itr != saBounds.second; ++itr)
        {
            // xinef: skip spell for which condition is already fulfilled
            if (itr->second->spellId == skipSpellId)
                continue;
            skipSpellId = 0;

            // xinef: spells are sorted, if no condition is fulfilled remove aura
            if (oldSpellId && oldSpellId != itr->second->spellId)
            {
                RemoveAurasDueToSpell(oldSpellId);
                oldSpellId = 0;
            }

            if (!itr->second->IsFitToRequirements(this, zone, area))
            {
                //RemoveAurasDueToSpell(itr->second->spellId);
                oldSpellId = itr->second->spellId;
            }
            else
            {
                skipSpellId = itr->second->spellId;
                oldSpellId = 0;
            }
        }

        // xinef: check if we have something to remove yet
        if (oldSpellId)
            RemoveAurasDueToSpell(oldSpellId);
    }

    UpdateForQuestWorldObjects();
}

QuestGiverStatus Player::GetQuestDialogStatus(Object* questgiver)
{ 
    QuestRelationBounds qr;
    QuestRelationBounds qir;

    switch (questgiver->GetTypeId())
    {
        case TYPEID_GAMEOBJECT:
        {
            QuestGiverStatus questStatus = QuestGiverStatus(sScriptMgr->GetDialogStatus(this, questgiver->ToGameObject()));
            if (questStatus != DIALOG_STATUS_SCRIPTED_NO_STATUS)
                return questStatus;
            qr = sObjectMgr->GetGOQuestRelationBounds(questgiver->GetEntry());
            qir = sObjectMgr->GetGOQuestInvolvedRelationBounds(questgiver->GetEntry());
            break;
        }
        case TYPEID_UNIT:
        {
            QuestGiverStatus questStatus = QuestGiverStatus(sScriptMgr->GetDialogStatus(this, questgiver->ToCreature()));
            if (questStatus != DIALOG_STATUS_SCRIPTED_NO_STATUS)
                return questStatus;
            qr = sObjectMgr->GetCreatureQuestRelationBounds(questgiver->GetEntry());
            qir = sObjectMgr->GetCreatureQuestInvolvedRelationBounds(questgiver->GetEntry());
            break;
        }
        default:
            // it's impossible, but check
            //TC_LOG_ERROR("entities.player.quest", "GetQuestDialogStatus called for unexpected type %u", questgiver->GetTypeId());
            return DIALOG_STATUS_NONE;
    }

    QuestGiverStatus result = DIALOG_STATUS_NONE;

    for (QuestRelations::const_iterator i = qir.first; i != qir.second; ++i)
    {
        QuestGiverStatus result2 = DIALOG_STATUS_NONE;
        uint32 questId = i->second;
        Quest const* quest = sObjectMgr->GetQuestTemplate(questId);
        if (!quest)
            continue;

        ConditionList conditions = sConditionMgr->GetConditionsForNotGroupedEntry(CONDITION_SOURCE_TYPE_QUEST_SHOW_MARK, quest->GetQuestId());
        if (!sConditionMgr->IsObjectMeetToConditions(this, conditions))
            continue;

        QuestStatus status = GetQuestStatus(questId);
        if ((status == QUEST_STATUS_COMPLETE && !GetQuestRewardStatus(questId)) ||
            (quest->IsAutoComplete() && CanTakeQuest(quest, false)))
        {
            if (quest->IsAutoComplete() && quest->IsRepeatable() && !quest->IsDailyOrWeekly())
                result2 = DIALOG_STATUS_REWARD_REP;
            else
                result2 = DIALOG_STATUS_REWARD;
        }
        else if (status == QUEST_STATUS_INCOMPLETE)
            result2 = DIALOG_STATUS_INCOMPLETE;

        if (result2 > result)
            result = result2;
    }

    for (QuestRelations::const_iterator i = qr.first; i != qr.second; ++i)
    {
        QuestGiverStatus result2 = DIALOG_STATUS_NONE;
        uint32 questId = i->second;
        Quest const* quest = sObjectMgr->GetQuestTemplate(questId);
        if (!quest)
            continue;

        ConditionList conditions = sConditionMgr->GetConditionsForNotGroupedEntry(CONDITION_SOURCE_TYPE_QUEST_SHOW_MARK, quest->GetQuestId());
        if (!sConditionMgr->IsObjectMeetToConditions(this, conditions))
            continue;

        QuestStatus status = GetQuestStatus(questId);
        if (status == QUEST_STATUS_NONE)
        {
            if (CanSeeStartQuest(quest))
            {
                if (SatisfyQuestLevel(quest, false))
                {
                    if (quest->IsAutoComplete())
                        result2 = DIALOG_STATUS_REWARD_REP;
                    else if (getLevel() <= (GetQuestLevel(quest) + sWorld->getIntConfig(CONFIG_QUEST_LOW_LEVEL_HIDE_DIFF)))
                    {
                        if (quest->IsDaily())
                            result2 = DIALOG_STATUS_AVAILABLE_REP;
                        else
                            result2 = DIALOG_STATUS_AVAILABLE;
                    }
                    else
                        result2 = DIALOG_STATUS_LOW_LEVEL_AVAILABLE;
                }
                else
                    result2 = DIALOG_STATUS_UNAVAILABLE;
            }
        }

        if (result2 > result)
            result = result2;
    }

    return result;
}

// not used in Trinity, but used in scripting code
uint16 Player::GetReqKillOrCastCurrentCount(uint32 quest_id, int32 entry)
{ 
    Quest const* qInfo = sObjectMgr->GetQuestTemplate(quest_id);
    if (!qInfo)
        return 0;

    for (uint8 j = 0; j < QUEST_OBJECTIVES_COUNT; ++j)
        if (qInfo->RequiredNpcOrGo[j] == entry)
            return m_QuestStatus[quest_id].CreatureOrGOCount[j];

    return 0;
}

void Player::AdjustQuestReqItemCount(Quest const* quest, QuestStatusData& questStatusData)
{ 
    if (quest->HasSpecialFlag(QUEST_SPECIAL_FLAGS_DELIVER))
    {
        for (uint8 i = 0; i < QUEST_ITEM_OBJECTIVES_COUNT; ++i)
        {
            uint32 reqitemcount = quest->RequiredItemCount[i];
            if (reqitemcount != 0)
            {
                uint32 curitemcount = GetItemCount(quest->RequiredItemId[i], true);

                questStatusData.ItemCount[i] = std::min(curitemcount, reqitemcount);
                m_QuestStatusSave[quest->GetQuestId()] = true;
            }
        }
    }
}

uint16 Player::FindQuestSlot(uint32 quest_id) const
{ 
    for (uint16 i = 0; i < MAX_QUEST_LOG_SIZE; ++i)
        if (GetQuestSlotQuestId(i) == quest_id)
            return i;

    return MAX_QUEST_LOG_SIZE;
}

void Player::AreaExploredOrEventHappens(uint32 questId)
{ 
    if (questId)
    {
        uint16 log_slot = FindQuestSlot(questId);
        QuestStatusData* q_status = NULL;
        if (log_slot < MAX_QUEST_LOG_SIZE)
        {
            q_status = &m_QuestStatus[questId];

            // xinef: added failed check
            if (!q_status->Explored && q_status->Status != QUEST_STATUS_FAILED)
            {
                q_status->Explored = true;
                m_QuestStatusSave[questId] = true;

                // xinef: if we cannot complete quest send exploration succeded
                if (!CanCompleteQuest(questId, q_status))
                    SendQuestComplete(questId);
            }
        }
        if (CanCompleteQuest(questId, q_status))
            CompleteQuest(questId);
        else
            AdditionalSavingAddMask(ADDITIONAL_SAVING_QUEST_STATUS);
    }
}

//not used in Trinityd, function for external script library
void Player::GroupEventHappens(uint32 questId, WorldObject const* pEventObject)
{ 
    if (Group* group = GetGroup())
    {
        for (GroupReference* itr = group->GetFirstMember(); itr != NULL; itr = itr->next())
        {
            Player* player = itr->GetSource();

            // for any leave or dead (with not released body) group member at appropriate distance
            if (player && player->IsAtGroupRewardDistance(pEventObject) && !player->GetCorpse())
                player->AreaExploredOrEventHappens(questId);
        }
    }
    else
        AreaExploredOrEventHappens(questId);
}

void Player::ItemAddedQuestCheck(uint32 entry, uint32 count)
{ 
    for (uint8 i = 0; i < MAX_QUEST_LOG_SIZE; ++i)
    {
        uint32 questid = GetQuestSlotQuestId(i);
        if (questid == 0)
            continue;

        QuestStatusData& q_status = m_QuestStatus[questid];

        if (q_status.Status != QUEST_STATUS_INCOMPLETE)
            continue;

        Quest const* qInfo = sObjectMgr->GetQuestTemplate(questid);
        if (!qInfo || !qInfo->HasSpecialFlag(QUEST_SPECIAL_FLAGS_DELIVER))
            continue;

        for (uint8 j = 0; j < QUEST_ITEM_OBJECTIVES_COUNT; ++j)
        {
            uint32 reqitem = qInfo->RequiredItemId[j];
            if (reqitem == entry)
            {
                uint32 reqitemcount = qInfo->RequiredItemCount[j];
                uint16 curitemcount = q_status.ItemCount[j];
                if (curitemcount < reqitemcount)
                {
                    q_status.ItemCount[j] = std::min<uint16>(q_status.ItemCount[j] + count, reqitemcount);
                    m_QuestStatusSave[questid] = true;
                }
                if (CanCompleteQuest(questid))
                    CompleteQuest(questid);
                else
                    AdditionalSavingAddMask(ADDITIONAL_SAVING_INVENTORY_AND_GOLD | ADDITIONAL_SAVING_QUEST_STATUS);
                return;
            }
        }
    }
    UpdateForQuestWorldObjects();
}

void Player::ItemRemovedQuestCheck(uint32 entry, uint32 count)
{ 
    for (uint8 i = 0; i < MAX_QUEST_LOG_SIZE; ++i)
    {
        uint32 questid = GetQuestSlotQuestId(i);
        if (!questid)
            continue;

        Quest const* qInfo = sObjectMgr->GetQuestTemplate(questid);
        if (!qInfo)
            continue;

        if (!qInfo->HasSpecialFlag(QUEST_SPECIAL_FLAGS_DELIVER))
            continue;

        for (uint8 j = 0; j < QUEST_ITEM_OBJECTIVES_COUNT; ++j)
        {
            uint32 reqitem = qInfo->RequiredItemId[j];
            if (reqitem == entry)
            {
                QuestStatusData& q_status = m_QuestStatus[questid];
                uint32 reqitemcount = qInfo->RequiredItemCount[j];
                uint16 curitemcount = q_status.ItemCount[j];

                if (q_status.ItemCount[j] >= reqitemcount) // we may have more than what the status shows
                    curitemcount = GetItemCount(entry, false);

                uint16 newItemCount = (count > curitemcount) ? 0 : curitemcount - count;
                newItemCount = std::min<uint16>(newItemCount, reqitemcount);
                if (newItemCount != q_status.ItemCount[j])
                {
                    q_status.ItemCount[j] = newItemCount;
                    m_QuestStatusSave[questid] = true;
                    IncompleteQuest(questid);
                }
                return;
            }
        }
    }
    UpdateForQuestWorldObjects();
}

void Player::KilledMonster(CreatureTemplate const* cInfo, uint64 guid)
{ 
    ASSERT(cInfo);

    if (cInfo->Entry)
        KilledMonsterCredit(cInfo->Entry, guid);

    for (uint8 i = 0; i < MAX_KILL_CREDIT; ++i)
        if (cInfo->KillCredit[i])
            KilledMonsterCredit(cInfo->KillCredit[i], 0);
}

void Player::KilledMonsterCredit(uint32 entry, uint64 guid)
{ 
    uint16 addkillcount = 1;
    uint32 real_entry = entry;
    if (guid)
    {
        Creature* killed = GetMap()->GetCreature(guid);
        if (killed && killed->GetEntry())
            real_entry = killed->GetEntry();
    }

    StartTimedAchievement(ACHIEVEMENT_TIMED_TYPE_CREATURE, real_entry);   // MUST BE CALLED FIRST
    UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_KILL_CREATURE, real_entry, addkillcount, guid ? GetMap()->GetCreature(guid) : NULL);

    for (uint8 i = 0; i < MAX_QUEST_LOG_SIZE; ++i)
    {
        uint32 questid = GetQuestSlotQuestId(i);
        if (!questid)
            continue;

        Quest const* qInfo = sObjectMgr->GetQuestTemplate(questid);
        if (!qInfo)
            continue;
        // just if !ingroup || !noraidgroup || raidgroup
        // xinef: or is pvp quest, and player in BG/BF group
        QuestStatusData& q_status = m_QuestStatus[questid];
        if (q_status.Status == QUEST_STATUS_INCOMPLETE && (!GetGroup() || !GetGroup()->isRaidGroup() || qInfo->IsAllowedInRaid(GetMap()->GetDifficulty()) ||
            (qInfo->IsPVPQuest() && (GetGroup()->isBFGroup() || GetGroup()->isBGGroup()))))
        {
            if (qInfo->HasSpecialFlag(QUEST_SPECIAL_FLAGS_KILL) /*&& !qInfo->HasSpecialFlag(QUEST_SPECIAL_FLAGS_CAST)*/)
            {
                for (uint8 j = 0; j < QUEST_OBJECTIVES_COUNT; ++j)
                {
                    // skip GO activate objective or none
                    if (qInfo->RequiredNpcOrGo[j] <= 0)
                        continue;

                    uint32 reqkill = qInfo->RequiredNpcOrGo[j];

                    if (reqkill == real_entry)
                    {
                        uint32 reqkillcount = qInfo->RequiredNpcOrGoCount[j];
                        uint16 curkillcount = q_status.CreatureOrGOCount[j];
                        if (curkillcount < reqkillcount)
                        {
                            q_status.CreatureOrGOCount[j] = curkillcount + addkillcount;

                            m_QuestStatusSave[questid] = true;

                            SendQuestUpdateAddCreatureOrGo(qInfo, guid, j, curkillcount, addkillcount);
                        }
                        if (CanCompleteQuest(questid))
                            CompleteQuest(questid);
                        else
                            AdditionalSavingAddMask(ADDITIONAL_SAVING_QUEST_STATUS);

                        // same objective target can be in many active quests, but not in 2 objectives for single quest (code optimization).
                        break;
                    }
                }
            }
        }
    }
}

void Player::KilledPlayerCredit()
{ 
    uint16 addkillcount = 1;

    for (uint8 i = 0; i < MAX_QUEST_LOG_SIZE; ++i)
    {
        uint32 questid = GetQuestSlotQuestId(i);
        if (!questid)
            continue;

        Quest const* qInfo = sObjectMgr->GetQuestTemplate(questid);
        if (!qInfo)
            continue;
        // just if !ingroup || !noraidgroup || raidgroup
        QuestStatusData& q_status = m_QuestStatus[questid];
        if (q_status.Status == QUEST_STATUS_INCOMPLETE && (!GetGroup() || !GetGroup()->isRaidGroup() || qInfo->IsAllowedInRaid(GetMap()->GetDifficulty())))
        {
            // Xinef: PvP Killing quest require player to be in same zone as quest zone (only 2 quests so no doubt, can be extended to conditions in cata ;s)
            if (qInfo->HasSpecialFlag(QUEST_SPECIAL_FLAGS_PLAYER_KILL) && GetZoneId() == qInfo->GetZoneOrSort())
            {
                uint32 reqkill = qInfo->GetPlayersSlain();
                uint16 curkill = q_status.PlayerCount;

                if (curkill < reqkill)
                {
                    q_status.PlayerCount = curkill + addkillcount;

                    m_QuestStatusSave[questid] = true;

                    SendQuestUpdateAddPlayer(qInfo, curkill, addkillcount);
                }

                if (CanCompleteQuest(questid))
                    CompleteQuest(questid);

                break;
            }
        }
    }
}

void Player::KillCreditGO(uint32 entry, uint64 guid)
{ 
    bool isCreature = IS_CRE_OR_VEH_GUID(guid);

    uint16 addCastCount = 1;
    for (uint8 i = 0; i < MAX_QUEST_LOG_SIZE; ++i)
    {
        uint32 questid = GetQuestSlotQuestId(i);
        if (!questid)
            continue;

        Quest const* qInfo = sObjectMgr->GetQuestTemplate(questid);
        if (!qInfo)
            continue;

        QuestStatusData& q_status = m_QuestStatus[questid];

        if (q_status.Status == QUEST_STATUS_INCOMPLETE)
        {
            if (qInfo->HasSpecialFlag(QUEST_SPECIAL_FLAGS_CAST) /*&& !qInfo->HasSpecialFlag(QUEST_SPECIAL_FLAGS_KILL)*/)
            {
                for (uint8 j = 0; j < QUEST_OBJECTIVES_COUNT; ++j)
                {
                    uint32 reqTarget = 0;

                    // GO activate objective
                    if (qInfo->RequiredNpcOrGo[j] < 0)
                        // checked at quest_template loading
                        reqTarget = - qInfo->RequiredNpcOrGo[j];

                    // other not this creature/GO related objectives
                    if (reqTarget != entry)
                        continue;

                    uint32 reqCastCount = qInfo->RequiredNpcOrGoCount[j];
                    uint16 curCastCount = q_status.CreatureOrGOCount[j];
                    if (curCastCount < reqCastCount)
                    {
                        q_status.CreatureOrGOCount[j] = curCastCount + addCastCount;

                        m_QuestStatusSave[questid] = true;

                        SendQuestUpdateAddCreatureOrGo(qInfo, guid, j, curCastCount, addCastCount);
                    }

                    if (CanCompleteQuest(questid))
                        CompleteQuest(questid);
                    else
                        AdditionalSavingAddMask(ADDITIONAL_SAVING_QUEST_STATUS);

                    // same objective target can be in many active quests, but not in 2 objectives for single quest (code optimization).
                    break;
                }
            }
        }
    }
}

void Player::TalkedToCreature(uint32 entry, uint64 guid)
{ 
    uint16 addTalkCount = 1;
    for (uint8 i = 0; i < MAX_QUEST_LOG_SIZE; ++i)
    {
        uint32 questid = GetQuestSlotQuestId(i);
        if (!questid)
            continue;

        Quest const* qInfo = sObjectMgr->GetQuestTemplate(questid);
        if (!qInfo)
            continue;

        QuestStatusData& q_status = m_QuestStatus[questid];

        if (q_status.Status == QUEST_STATUS_INCOMPLETE)
        {
            if (qInfo->HasSpecialFlag(QUEST_SPECIAL_FLAGS_KILL | QUEST_SPECIAL_FLAGS_CAST | QUEST_SPECIAL_FLAGS_SPEAKTO))
            {
                for (uint8 j = 0; j < QUEST_OBJECTIVES_COUNT; ++j)
                {
                                                            // skip Gameobject objectives
                    if (qInfo->RequiredNpcOrGo[j] < 0)
                        continue;

                    uint32 reqTarget = 0;

                    if (qInfo->RequiredNpcOrGo[j] > 0)    // creature activate objectives
                                                            // checked at quest_template loading
                        reqTarget = qInfo->RequiredNpcOrGo[j];
                    else
                        continue;

                    if (reqTarget == entry)
                    {
                        uint32 reqTalkCount = qInfo->RequiredNpcOrGoCount[j];
                        uint16 curTalkCount = q_status.CreatureOrGOCount[j];
                        if (curTalkCount < reqTalkCount)
                        {
                            q_status.CreatureOrGOCount[j] = curTalkCount + addTalkCount;

                            m_QuestStatusSave[questid] = true;

                            SendQuestUpdateAddCreatureOrGo(qInfo, guid, j, curTalkCount, addTalkCount);
                        }
                        if (CanCompleteQuest(questid))
                            CompleteQuest(questid);
                        else
                            AdditionalSavingAddMask(ADDITIONAL_SAVING_QUEST_STATUS);

                        // same objective target can be in many active quests, but not in 2 objectives for single quest (code optimization).
                        continue;
                    }
                }
            }
        }
    }
}

void Player::MoneyChanged(uint32 count)
{ 
    for (uint8 i = 0; i < MAX_QUEST_LOG_SIZE; ++i)
    {
        uint32 questid = GetQuestSlotQuestId(i);
        if (!questid)
            continue;

        Quest const* qInfo = sObjectMgr->GetQuestTemplate(questid);
        if (qInfo && qInfo->GetRewOrReqMoney() < 0)
        {
            QuestStatusData& q_status = m_QuestStatus[questid];

            if (q_status.Status == QUEST_STATUS_INCOMPLETE)
            {
                if (int32(count) >= -qInfo->GetRewOrReqMoney())
                {
                    if (CanCompleteQuest(questid))
                        CompleteQuest(questid);
                }
            }
            else if (q_status.Status == QUEST_STATUS_COMPLETE)
            {
                if (int32(count) < -qInfo->GetRewOrReqMoney())
                    IncompleteQuest(questid);
            }
        }
    }
}

void Player::ReputationChanged(FactionEntry const* factionEntry)
{ 
    for (uint8 i = 0; i < MAX_QUEST_LOG_SIZE; ++i)
    {
        if (uint32 questid = GetQuestSlotQuestId(i))
        {
            if (Quest const* qInfo = sObjectMgr->GetQuestTemplate(questid))
            {
                if (qInfo->GetRepObjectiveFaction() == factionEntry->ID)
                {
                    QuestStatusData& q_status = m_QuestStatus[questid];
                    if (q_status.Status == QUEST_STATUS_INCOMPLETE)
                    {
                        if (GetReputationMgr().GetReputation(factionEntry) >= qInfo->GetRepObjectiveValue())
                            if (CanCompleteQuest(questid))
                                CompleteQuest(questid);
                    }
                    else if (q_status.Status == QUEST_STATUS_COMPLETE)
                    {
                        if (GetReputationMgr().GetReputation(factionEntry) < qInfo->GetRepObjectiveValue())
                            IncompleteQuest(questid);
                    }
                }
            }
        }
    }
}

void Player::ReputationChanged2(FactionEntry const* factionEntry)
{ 
    for (uint8 i = 0; i < MAX_QUEST_LOG_SIZE; ++i)
    {
        if (uint32 questid = GetQuestSlotQuestId(i))
        {
            if (Quest const* qInfo = sObjectMgr->GetQuestTemplate(questid))
            {
                if (qInfo->GetRepObjectiveFaction2() == factionEntry->ID)
                {
                    QuestStatusData& q_status = m_QuestStatus[questid];
                    if (q_status.Status == QUEST_STATUS_INCOMPLETE)
                    {
                        if (GetReputationMgr().GetReputation(factionEntry) >= qInfo->GetRepObjectiveValue2())
                            if (CanCompleteQuest(questid))
                                CompleteQuest(questid);
                    }
                    else if (q_status.Status == QUEST_STATUS_COMPLETE)
                    {
                        if (GetReputationMgr().GetReputation(factionEntry) < qInfo->GetRepObjectiveValue2())
                            IncompleteQuest(questid);
                    }
                }
            }
        }
    }
}

bool Player::HasQuestForItem(uint32 itemid) const
{ 
    for (uint8 i = 0; i < MAX_QUEST_LOG_SIZE; ++i)
    {
        uint32 questid = GetQuestSlotQuestId(i);
        if (questid == 0)
            continue;

        QuestStatusMap::const_iterator qs_itr = m_QuestStatus.find(questid);
        if (qs_itr == m_QuestStatus.end())
            continue;

        QuestStatusData const& q_status = qs_itr->second;

        if (q_status.Status == QUEST_STATUS_INCOMPLETE)
        {
            Quest const* qinfo = sObjectMgr->GetQuestTemplate(questid);
            if (!qinfo)
                continue;

            // hide quest if player is in raid-group and quest is no raid quest
            if (GetGroup() && GetGroup()->isRaidGroup() && !qinfo->IsAllowedInRaid(GetMap()->GetDifficulty()))
                if (!InBattleground()) //there are two ways.. we can make every bg-quest a raidquest, or add this code here.. i don't know if this can be exploited by other quests, but i think all other quests depend on a specific area.. but keep this in mind, if something strange happens later
                    continue;

            // There should be no mixed ReqItem/ReqSource drop
            // This part for ReqItem drop
            for (uint8 j = 0; j < QUEST_ITEM_OBJECTIVES_COUNT; ++j)
            {
                if (itemid == qinfo->RequiredItemId[j] && q_status.ItemCount[j] < qinfo->RequiredItemCount[j])
                    return true;
            }
            // This part - for ReqSource
            for (uint8 j = 0; j < QUEST_SOURCE_ITEM_IDS_COUNT; ++j)
            {
                // examined item is a source item
                if (qinfo->RequiredSourceItemId[j] == itemid)
                {
                    ItemTemplate const* pProto = sObjectMgr->GetItemTemplate(itemid);

                    // 'unique' item
                    if (pProto->MaxCount && int32(GetItemCount(itemid, true)) < pProto->MaxCount)
                        return true;

                    // allows custom amount drop when not 0
                    if (qinfo->RequiredSourceItemCount[j])
                    {
                        if (GetItemCount(itemid, true) < qinfo->RequiredSourceItemCount[j])
                            return true;
                    } else if (GetItemCount(itemid, true) < pProto->GetMaxStackSize())
                        return true;
                }
            }
        }
    }
    return false;
}

void Player::SendQuestComplete(uint32 quest_id)
{ 
    if (quest_id)
    {
        WorldPacket data(SMSG_QUESTUPDATE_COMPLETE, 4);
        data << uint32(quest_id);
        GetSession()->SendPacket(&data);
        ;//sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: Sent SMSG_QUESTUPDATE_COMPLETE quest = %u", quest_id);
    }
}

void Player::SendQuestReward(Quest const* quest, uint32 XP)
{ 
    uint32 questid = quest->GetQuestId();
    ;//sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: Sent SMSG_QUESTGIVER_QUEST_COMPLETE quest = %u", questid);
    sGameEventMgr->HandleQuestComplete(questid);
    WorldPacket data(SMSG_QUESTGIVER_QUEST_COMPLETE, (4+4+4+4+4));
    data << uint32(questid);

    if (getLevel() < sWorld->getIntConfig(CONFIG_MAX_PLAYER_LEVEL))
    {
        data << uint32(XP);
        data << uint32(quest->GetRewOrReqMoney());
    }
    else
    {
        data << uint32(0);
        data << uint32(quest->GetRewOrReqMoney() + int32(quest->GetRewMoneyMaxLevel() * sWorld->getRate(RATE_DROP_MONEY)));
    }

    data << uint32(10 * quest->CalculateHonorGain(GetQuestLevel(quest)));
    data << uint32(quest->GetBonusTalents());              // bonus talents
    data << uint32(quest->GetRewArenaPoints());
    GetSession()->SendPacket(&data);
}

void Player::SendQuestFailed(uint32 questId, InventoryResult reason)
{ 
    if (questId)
    {
        WorldPacket data(SMSG_QUESTGIVER_QUEST_FAILED, 4 + 4);
        data << uint32(questId);
        data << uint32(reason);                             // failed reason (valid reasons: 4, 16, 50, 17, 74, other values show default message)
        GetSession()->SendPacket(&data);
        ;//sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: Sent SMSG_QUESTGIVER_QUEST_FAILED");
    }
}

void Player::SendQuestTimerFailed(uint32 quest_id)
{ 
    if (quest_id)
    {
        WorldPacket data(SMSG_QUESTUPDATE_FAILEDTIMER, 4);
        data << uint32(quest_id);
        GetSession()->SendPacket(&data);
        ;//sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: Sent SMSG_QUESTUPDATE_FAILEDTIMER");
    }
}

void Player::SendCanTakeQuestResponse(uint32 msg) const
{ 
    WorldPacket data(SMSG_QUESTGIVER_QUEST_INVALID, 4);
    data << uint32(msg);
    GetSession()->SendPacket(&data);
    ;//sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: Sent SMSG_QUESTGIVER_QUEST_INVALID");
}

void Player::SendQuestConfirmAccept(const Quest* quest, Player* pReceiver)
{ 
    if (pReceiver)
    {
        WorldPacket data(SMSG_QUEST_CONFIRM_ACCEPT, (4 + quest->GetTitle().size() + 8));
        data << uint32(quest->GetQuestId());
        data << quest->GetTitle();
        data << uint64(GetGUID());
        pReceiver->GetSession()->SendPacket(&data);

        ;//sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: Sent SMSG_QUEST_CONFIRM_ACCEPT");
    }
}

void Player::SendPushToPartyResponse(Player* player, uint8 msg)
{ 
    if (player)
    {
        WorldPacket data(MSG_QUEST_PUSH_RESULT, (8+1));
        data << uint64(player->GetGUID());
        data << uint8(msg);                                 // valid values: 0-8
        GetSession()->SendPacket(&data);
        ;//sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: Sent MSG_QUEST_PUSH_RESULT");
    }
}

void Player::SendQuestUpdateAddItem(Quest const* /*quest*/, uint32 /*item_idx*/, uint16 /*count*/)
{ 
    WorldPacket data(SMSG_QUESTUPDATE_ADD_ITEM, 0);
    ;//sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: Sent SMSG_QUESTUPDATE_ADD_ITEM");
    //data << quest->RequiredItemId[item_idx];
    //data << count;
    GetSession()->SendPacket(&data);
}

void Player::SendQuestUpdateAddCreatureOrGo(Quest const* quest, uint64 guid, uint32 creatureOrGO_idx, uint16 old_count, uint16 add_count)
{ 
    ASSERT(old_count + add_count < 65536 && "mob/GO count store in 16 bits 2^16 = 65536 (0..65536)");

    int32 entry = quest->RequiredNpcOrGo[ creatureOrGO_idx ];
    if (entry < 0)
        // client expected gameobject template id in form (id|0x80000000)
        entry = (-entry) | 0x80000000;

    WorldPacket data(SMSG_QUESTUPDATE_ADD_KILL, (4*4+8));
    ;//sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: Sent SMSG_QUESTUPDATE_ADD_KILL");
    data << uint32(quest->GetQuestId());
    data << uint32(entry);
    data << uint32(old_count + add_count);
    data << uint32(quest->RequiredNpcOrGoCount[ creatureOrGO_idx ]);
    data << uint64(guid);
    GetSession()->SendPacket(&data);

    uint16 log_slot = FindQuestSlot(quest->GetQuestId());
    if (log_slot < MAX_QUEST_LOG_SIZE)
        SetQuestSlotCounter(log_slot, creatureOrGO_idx, GetQuestSlotCounter(log_slot, creatureOrGO_idx)+add_count);
}

void Player::SendQuestUpdateAddPlayer(Quest const* quest, uint16 old_count, uint16 add_count)
{ 
    ASSERT(old_count + add_count < 65536 && "player count store in 16 bits");

    WorldPacket data(SMSG_QUESTUPDATE_ADD_PVP_KILL, (3*4));
    ;//sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: Sent SMSG_QUESTUPDATE_ADD_PVP_KILL");
    data << uint32(quest->GetQuestId());
    data << uint32(old_count + add_count);
    data << uint32(quest->GetPlayersSlain());
    GetSession()->SendPacket(&data);

    uint16 log_slot = FindQuestSlot(quest->GetQuestId());
    if (log_slot < MAX_QUEST_LOG_SIZE)
        SetQuestSlotCounter(log_slot, QUEST_PVP_KILL_SLOT, GetQuestSlotCounter(log_slot, QUEST_PVP_KILL_SLOT) + add_count);
}

bool Player::HasPvPForcingQuest() const
{ 
    for (uint8 i = 0; i < MAX_QUEST_LOG_SIZE; ++i)
    {
        uint32 questId = GetQuestSlotQuestId(i);
        if (questId == 0)
            continue;

        Quest const* quest = sObjectMgr->GetQuestTemplate(questId);
        if (!quest)
            continue;

        if (quest->HasFlag(QUEST_FLAGS_FLAGS_PVP))
            return true;
    }

    return false;
}

/*********************************************************/
/***                   LOAD SYSTEM                     ***/
/*********************************************************/

void Player::Initialize(uint32 guid)
{ 
    Object::_Create(guid, 0, HIGHGUID_PLAYER);
}

void Player::_LoadDeclinedNames(PreparedQueryResult result)
{ 
    if (!result)
        return;

    delete m_declinedname;
    m_declinedname = new DeclinedName;
    for (uint8 i = 0; i < MAX_DECLINED_NAME_CASES; ++i)
        m_declinedname->name[i] = (*result)[i].GetString();
}

void Player::_LoadArenaTeamInfo()
{ 
    memset((void*)&m_uint32Values[PLAYER_FIELD_ARENA_TEAM_INFO_1_1], 0, sizeof(uint32) * MAX_ARENA_SLOT * ARENA_TEAM_END);

    for (uint8 slot = 0; slot <= 2; ++slot)
        if (uint32 arenaTeamId = Player::GetArenaTeamIdFromStorage(GetGUIDLow(), slot))
        {
            ArenaTeam* arenaTeam = sArenaTeamMgr->GetArenaTeamById(arenaTeamId);
            if (!arenaTeam) // some shit, should be assert, but just ignore
                continue;
            ArenaTeamMember const* member = arenaTeam->GetMember(GetGUID());
            if (!member) // some shit, should be assert, but just ignore
                continue;

            SetArenaTeamInfoField(slot, ARENA_TEAM_ID, arenaTeamId);
            SetArenaTeamInfoField(slot, ARENA_TEAM_TYPE, arenaTeam->GetType());
            SetArenaTeamInfoField(slot, ARENA_TEAM_MEMBER, (arenaTeam->GetCaptain() == GetGUID()) ? 0 : 1);
            SetArenaTeamInfoField(slot, ARENA_TEAM_GAMES_WEEK, member->WeekGames);
            SetArenaTeamInfoField(slot, ARENA_TEAM_GAMES_SEASON, member->SeasonGames);
            SetArenaTeamInfoField(slot, ARENA_TEAM_WINS_SEASON, member->SeasonWins);
            SetArenaTeamInfoField(slot, ARENA_TEAM_PERSONAL_RATING, member->PersonalRating);
        }
}

void Player::_LoadEquipmentSets(PreparedQueryResult result)
{ 
    // SetPQuery(PLAYER_LOGIN_QUERY_LOADEQUIPMENTSETS,   "SELECT setguid, setindex, name, iconname, item0, item1, item2, item3, item4, item5, item6, item7, item8, item9, item10, item11, item12, item13, item14, item15, item16, item17, item18 FROM character_equipmentsets WHERE guid = '%u' ORDER BY setindex", GUID_LOPART(m_guid));
    if (!result)
        return;

    uint32 count = 0;
    do
    {
        Field* fields = result->Fetch();
        EquipmentSet eqSet;

        eqSet.Guid      = fields[0].GetUInt64();
        uint8 index    = fields[1].GetUInt8();
        eqSet.Name      = fields[2].GetString();
        eqSet.IconName  = fields[3].GetString();
        eqSet.IgnoreMask = fields[4].GetUInt32();
        eqSet.state     = EQUIPMENT_SET_UNCHANGED;

        for (uint32 i = 0; i < EQUIPMENT_SLOT_END; ++i)
            eqSet.Items[i] = fields[5+i].GetUInt32();

        m_EquipmentSets[index] = eqSet;

        ++count;

        if (count >= MAX_EQUIPMENT_SET_INDEX)                // client limit
            break;
    }
    while (result->NextRow());
}

void Player::_LoadEntryPointData(PreparedQueryResult result)
{ 
    if (!result)
        return;

    Field* fields = result->Fetch();
    m_entryPointData.joinPos      = WorldLocation(fields[4].GetUInt32(),  // Map
                                                  fields[0].GetFloat(),   // X
                                                  fields[1].GetFloat(),   // Y
                                                  fields[2].GetFloat(),   // Z
                                                  fields[3].GetFloat());  // Orientation

    std::string taxi = fields[5].GetString();
    if (!taxi.empty())
    {
        Tokenizer tokens(taxi, ' ');
        for (Tokenizer::const_iterator iter = tokens.begin(); iter != tokens.end(); ++iter)
        {
            uint32 node = uint32(atol(*iter));
            m_entryPointData.taxiPath.push_back(node);
        }

        // Check integrity
        if (m_entryPointData.taxiPath.size() < 3)
            m_entryPointData.ClearTaxiPath();
    }

    m_entryPointData.mountSpell   = fields[6].GetUInt32();
}

bool Player::LoadPositionFromDB(uint32& mapid, float& x, float& y, float& z, float& o, bool& in_flight, uint64 guid)
{
    PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHAR_POSITION);
    stmt->setUInt32(0, GUID_LOPART(guid));
    PreparedQueryResult result = CharacterDatabase.Query(stmt);

    if (!result)
        return false;

    Field* fields = result->Fetch();

    x = fields[0].GetFloat();
    y = fields[1].GetFloat();
    z = fields[2].GetFloat();
    o = fields[3].GetFloat();
    mapid = fields[4].GetUInt16();
    in_flight = !fields[5].GetString().empty();

    return true;
}

void Player::SetHomebind(WorldLocation const& loc, uint32 areaId)
{ 
    loc.GetPosition(m_homebindX, m_homebindY, m_homebindZ);
    m_homebindMapId = loc.GetMapId();
    m_homebindAreaId = areaId;

    // update sql homebind
    PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_PLAYER_HOMEBIND);
    stmt->setUInt16(0, m_homebindMapId);
    stmt->setUInt16(1, m_homebindAreaId);
    stmt->setFloat (2, m_homebindX);
    stmt->setFloat (3, m_homebindY);
    stmt->setFloat (4, m_homebindZ);
    stmt->setUInt32(5, GetGUIDLow());
    CharacterDatabase.Execute(stmt);
}

uint32 Player::GetUInt32ValueFromArray(Tokenizer const& data, uint16 index)
{
    if (index >= data.size())
        return 0;

    return (uint32)atoi(data[index]);
}

float Player::GetFloatValueFromArray(Tokenizer const& data, uint16 index)
{
    float result;
    uint32 temp = Player::GetUInt32ValueFromArray(data, index);
    memcpy(&result, &temp, sizeof(result));

    return result;
}

bool Player::isBeingLoaded() const
{ 
    return GetSession()->PlayerLoading();
}

bool Player::LoadFromDB(uint32 guid, SQLQueryHolder *holder)
{ 
    ////                                                     0     1        2     3     4        5      6    7      8     9           10              11
    //QueryResult* result = CharacterDatabase.PQuery("SELECT guid, account, name, race, class, gender, level, xp, money, playerBytes, playerBytes2, playerFlags, "
     // 12          13          14          15   16           17        18        19         20         21          22           23                 24
    //"position_x, position_y, position_z, map, orientation, taximask, cinematic, totaltime, leveltime, rest_bonus, logout_time, is_logout_resting, resettalents_cost, "
    // 25                 26       27       28       29       30         31           32             33        34    35      36                 37         38
    //"resettalents_time, trans_x, trans_y, trans_z, trans_o, transguid, extra_flags, stable_slots, at_login, zone, online, death_expire_time, taxi_path, instance_mode_mask, "
    // 39           40                41                 42                    43          44          45              46           47               48              49
    //"arenaPoints, totalHonorPoints, todayHonorPoints, yesterdayHonorPoints, totalKills, todayKills, yesterdayKills, chosenTitle, knownCurrencies, watchedFaction, drunk, "
    // 50      51      52      53      54      55      56      57      58           59         60          61             62              63      64           65          66
    //"health, power1, power2, power3, power4, power5, power6, power7, instance_id, speccount, activespec, exploredZones, equipmentCache, ammoId, knownTitles, actionBars, grantableLevels FROM characters WHERE guid = '%u'", guid);
    PreparedQueryResult result = holder->GetPreparedResult(PLAYER_LOGIN_QUERY_LOAD_FROM);

    if (!result)
    {
        sLog->outError("Player (GUID: %u) not found in table `characters`, can't load. ", guid);
        return false;
    }

    Field* fields = result->Fetch();

    uint32 dbAccountId = fields[1].GetUInt32();

    // check if the character's account in the db and the logged in account match.
    // player should be able to load/delete character only with correct account!
    if (dbAccountId != GetSession()->GetAccountId())
    {
        sLog->outError("Player (GUID: %u) loading from wrong account (is: %u, should be: %u)", guid, GetSession()->GetAccountId(), dbAccountId);
        return false;
    }

    if (holder->GetPreparedResult(PLAYER_LOGIN_QUERY_LOAD_BANNED))
    {
        sLog->outError("Player (GUID: %u) is banned, can't load.", guid);
        return false;
    }

    Object::_Create(guid, 0, HIGHGUID_PLAYER);

    m_name = fields[2].GetString();

    // check name limitations
    if (ObjectMgr::CheckPlayerName(m_name) != CHAR_NAME_SUCCESS ||
        (AccountMgr::IsPlayerAccount(GetSession()->GetSecurity()) && sObjectMgr->IsReservedName(m_name)))
    {
        PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_ADD_AT_LOGIN_FLAG);
        stmt->setUInt16(0, uint16(AT_LOGIN_RENAME));
        stmt->setUInt32(1, guid);
        CharacterDatabase.Execute(stmt);
        return false;
    }

    // overwrite possible wrong/corrupted guid
    SetUInt64Value(OBJECT_FIELD_GUID, MAKE_NEW_GUID(guid, 0, HIGHGUID_PLAYER));

    uint8 Gender = fields[5].GetUInt8();
    if (!IsValidGender(Gender))
    {
        sLog->outError("Player (GUID: %u) has wrong gender (%hu), can't be loaded.", guid, Gender);
        return false;
    }

    // overwrite some data fields
    uint32 bytes0 = 0;
    bytes0 |= fields[3].GetUInt8();                         // race
    bytes0 |= fields[4].GetUInt8() << 8;                    // class
    bytes0 |= Gender << 16;                                 // gender
    SetUInt32Value(UNIT_FIELD_BYTES_0, bytes0);

    SetUInt32Value(UNIT_FIELD_LEVEL, fields[6].GetUInt8());
    SetUInt32Value(PLAYER_XP, fields[7].GetUInt32());

    _LoadIntoDataField(fields[61].GetCString(), PLAYER_EXPLORED_ZONES_1, PLAYER_EXPLORED_ZONES_SIZE);
    _LoadIntoDataField(fields[64].GetCString(), PLAYER__FIELD_KNOWN_TITLES, KNOWN_TITLES_SIZE*2);

    SetObjectScale(1.0f);
    SetFloatValue(UNIT_FIELD_HOVERHEIGHT, 1.0f);

    // load achievements before anything else to prevent multiple gains for the same achievement/criteria on every loading (as loading does call UpdateAchievementCriteria)
    m_achievementMgr->LoadFromDB(holder->GetPreparedResult(PLAYER_LOGIN_QUERY_LOAD_ACHIEVEMENTS), holder->GetPreparedResult(PLAYER_LOGIN_QUERY_LOAD_CRITERIA_PROGRESS));

    uint32 money = fields[8].GetUInt32();
    if (money > MAX_MONEY_AMOUNT)
        money = MAX_MONEY_AMOUNT;
    SetMoney(money);

    SetUInt32Value(PLAYER_BYTES, fields[9].GetUInt32());
    SetUInt32Value(PLAYER_BYTES_2, fields[10].GetUInt32());
    SetByteValue(PLAYER_BYTES_3, 0, fields[5].GetUInt8());
    SetByteValue(PLAYER_BYTES_3, 1, fields[49].GetUInt8());
    SetUInt32Value(PLAYER_FLAGS, fields[11].GetUInt32());
    SetInt32Value(PLAYER_FIELD_WATCHED_FACTION_INDEX, fields[48].GetUInt32());

    SetUInt64Value(PLAYER_FIELD_KNOWN_CURRENCIES, fields[47].GetUInt64());

    SetUInt32Value(PLAYER_AMMO_ID, fields[63].GetUInt32());

    // set which actionbars the client has active - DO NOT REMOVE EVER AGAIN (can be changed though, if it does change fieldwise)
    SetByteValue(PLAYER_FIELD_BYTES, 2, fields[65].GetUInt8());

    InitDisplayIds();

    // cleanup inventory related item value fields (its will be filled correctly in _LoadInventory)
    for (uint8 slot = EQUIPMENT_SLOT_START; slot < EQUIPMENT_SLOT_END; ++slot)
    {
        SetUInt64Value(PLAYER_FIELD_INV_SLOT_HEAD + (slot * 2), 0);
        SetVisibleItemSlot(slot, NULL);

        delete m_items[slot];
        m_items[slot] = NULL;
    }

    ;//sLog->outDebug(LOG_FILTER_PLAYER_LOADING, "Load Basic value of player %s is: ", m_name.c_str());
    outDebugValues();

    //Need to call it to initialize m_team (m_team can be calculated from race)
    //Other way is to saves m_team into characters table.
    setFactionForRace(getRace());

    // pussywizard: create empty instance bind containers if necessary
    sInstanceSaveMgr->PlayerCreateBoundInstancesMaps(guid);

    // load home bind and check in same time class/race pair, it used later for restore broken positions
    if (!_LoadHomeBind(holder->GetPreparedResult(PLAYER_LOGIN_QUERY_LOAD_HOME_BIND)))
        return false;

    InitPrimaryProfessions();                               // to max set before any spell loaded

    // init saved position, and fix it later if problematic
    uint32 transLowGUID = fields[30].GetUInt32();
    Relocate(fields[12].GetFloat(), fields[13].GetFloat(), fields[14].GetFloat(), fields[16].GetFloat());
    uint32 mapId = fields[15].GetUInt16();
    uint32 instanceId = fields[58].GetUInt32();

    uint32 dungeonDiff = fields[38].GetUInt8() & 0x0F;
    if (dungeonDiff >= MAX_DUNGEON_DIFFICULTY)
        dungeonDiff = DUNGEON_DIFFICULTY_NORMAL;
    uint32 raidDiff = (fields[38].GetUInt8() >> 4) & 0x0F;
    if (raidDiff >= MAX_RAID_DIFFICULTY)
        raidDiff = RAID_DIFFICULTY_10MAN_NORMAL;
    SetDungeonDifficulty(Difficulty(dungeonDiff));          // may be changed in _LoadGroup
    SetRaidDifficulty(Difficulty(raidDiff));                // may be changed in _LoadGroup

    std::string taxi_nodes = fields[37].GetString();

#define RelocateToHomebind(){ mapId = m_homebindMapId; instanceId = 0; Relocate(m_homebindX, m_homebindY, m_homebindZ); }

    _LoadGroup();

    _LoadArenaTeamInfo();

    SetArenaPoints(fields[39].GetUInt32());

    SetHonorPoints(fields[40].GetUInt32());
    SetUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION, fields[41].GetUInt32());
    SetUInt32Value(PLAYER_FIELD_YESTERDAY_CONTRIBUTION, fields[42].GetUInt32());
    SetUInt32Value(PLAYER_FIELD_LIFETIME_HONORABLE_KILLS, fields[43].GetUInt32());
    SetUInt16Value(PLAYER_FIELD_KILLS, 0, fields[44].GetUInt16());
    SetUInt16Value(PLAYER_FIELD_KILLS, 1, fields[45].GetUInt16());

    _LoadInstanceTimeRestrictions(holder->GetPreparedResult(PLAYER_LOGIN_QUERY_LOAD_INSTANCE_LOCK_TIMES));
    _LoadEntryPointData(holder->GetPreparedResult(PLAYER_LOGIN_QUERY_LOAD_ENTRY_POINT));

    GetSession()->SetPlayer(this);
    MapEntry const* mapEntry = sMapStore.LookupEntry(mapId);

    // pussywizard: group changed difficulty when player was offline, teleport to the enterance of new difficulty
    if (mapEntry && (mapEntry->IsNonRaidDungeon() && dungeonDiff != GetDungeonDifficulty() || mapEntry->IsRaid() && raidDiff != GetRaidDifficulty()))
    {
        bool fixed = false;
        if (uint32 destInstId = sInstanceSaveMgr->PlayerGetDestinationInstanceId(this, mapId, GetDifficulty(mapEntry->IsRaid())))
        {
            instanceId = destInstId;
            if (AreaTrigger const* at = sObjectMgr->GetMapEntranceTrigger(mapId))
            {
                Relocate(at->target_X, at->target_Y, at->target_Z, at->target_Orientation);
                fixed = true;
            }
        }
        if (!fixed)
        {
            RelocateToHomebind();
            mapEntry = sMapStore.LookupEntry(mapId);
        }
    }

    if (!mapEntry || !IsPositionValid())
    {
        sLog->outError("Player (guidlow %d) have invalid coordinates (MapId: %u X: %f Y: %f Z: %f O: %f). Teleport to default race/class locations.", guid, mapId, GetPositionX(), GetPositionY(), GetPositionZ(), GetOrientation());
        RelocateToHomebind();
    }
    // Player was saved in Arena or Bg
    else if (mapEntry->IsBattlegroundOrArena())
    {
        // xinef: resurrect player, cant log in dead without corpse
        {
            if (HasAuraType(SPELL_AURA_SPIRIT_OF_REDEMPTION))
                RemoveAurasByType(SPELL_AURA_MOD_SHAPESHIFT);
            if (!IsAlive())
                ResurrectPlayer(1.0f);
        }

        const WorldLocation& _loc = GetEntryPoint();
        mapId = _loc.GetMapId();
        instanceId = 0;

        if (mapId == MAPID_INVALID)
        {
            RelocateToHomebind();
        }
        else
        {
            Relocate(&_loc);

            // xinef: restore taxi flight from entry point data
            if (m_entryPointData.HasTaxiPath())
            {
                for (size_t i = 0; i < m_entryPointData.taxiPath.size() - 1; ++i)
                    m_taxi.AddTaxiDestination(m_entryPointData.taxiPath[i]);
                m_taxi.SetTaxiSegment(m_entryPointData.taxiPath[m_entryPointData.taxiPath.size() - 1]);

                m_entryPointData.ClearTaxiPath();
            }
        }
    }
    // currently we do not support transport in bg
    else if (transLowGUID)
    {
        uint64 transGUID = MAKE_NEW_GUID(transLowGUID, 0, HIGHGUID_MO_TRANSPORT);
        GameObject* transGO = HashMapHolder<GameObject>::Find(transGUID);
        if (!transGO) // pussywizard: if not MotionTransport, look for StaticTransport
        {
            transGUID = MAKE_NEW_GUID(transLowGUID, 0, HIGHGUID_TRANSPORT);
            transGO = HashMapHolder<GameObject>::Find(transGUID);
        }
        if (transGO)
            if (transGO->IsInWorld() && transGO->FindMap()) // pussywizard: must be on map, for one world tick transport is not in map and has old GetMapId(), player would be added to old map and to the transport, multithreading crashfix
                m_transport = transGO->ToTransport();

        if (m_transport) 
        {
            float x = fields[26].GetFloat(), y = fields[27].GetFloat(), z = fields[28].GetFloat(), o = fields[29].GetFloat();
            m_movementInfo.transport.guid = transGUID;
            m_movementInfo.transport.pos.Relocate(x, y, z, o);
            m_transport->CalculatePassengerPosition(x, y, z, &o);

            if (!Trinity::IsValidMapCoord(x, y, z, o) || std::fabs(m_movementInfo.transport.pos.GetPositionX()) > 75.0f || std::fabs(m_movementInfo.transport.pos.GetPositionY()) > 75.0f || std::fabs(m_movementInfo.transport.pos.GetPositionZ()) > 75.0f)
            {
                m_transport = NULL;
                m_movementInfo.transport.Reset();
                m_movementInfo.RemoveMovementFlag(MOVEMENTFLAG_ONTRANSPORT);
                RelocateToHomebind();
            }
            else
            {
                Relocate(x, y, z, o);
                mapId = m_transport->GetMapId();
                m_transport->AddPassenger(this);
                AddUnitMovementFlag(MOVEMENTFLAG_ONTRANSPORT);
            }
        }
        else
        {
            bool fixed = false;
            if (mapEntry->Instanceable())
                if (AreaTrigger const* at = sObjectMgr->GetMapEntranceTrigger(mapId))
                {
                    fixed = true;
                    Relocate(at->target_X, at->target_Y, at->target_Z, at->target_Orientation);
                }
            if (!fixed)
                RelocateToHomebind();
        }
    }
    // currently we do not support taxi in instance
    else if (!taxi_nodes.empty())
    {
        instanceId = 0;
        if (!m_taxi.LoadTaxiDestinationsFromString(taxi_nodes, GetTeamId()))
        {
            // xinef: could no load valid data for taxi, relocate to homebind and clear
            m_taxi.ClearTaxiDestinations();
            RelocateToHomebind();
        }
    }

    // Map could be changed before
    mapEntry = sMapStore.LookupEntry(mapId);
    // client without expansion support
    if (mapEntry)
    {
        if (GetSession()->Expansion() < mapEntry->Expansion())
        {
            ;//sLog->outDebug(LOG_FILTER_PLAYER_LOADING, "Player %s using client without required expansion tried login at non accessible map %u", GetName().c_str(), mapId);
            RelocateToHomebind();
        }

        // check whether player was unbound or is bound to another instance
        if (instanceId)
        {
            InstanceSave* save = sInstanceSaveMgr->PlayerGetInstanceSave(GetGUIDLow(), mapId, GetDifficulty(mapEntry->IsRaid()));
            if (!save || save->GetInstanceId() != instanceId)
                instanceId = 0;
        }
    }

    // if the player is in an instance and it has been reset in the meantime teleport him to the entrance
    if ((instanceId && !sInstanceSaveMgr->GetInstanceSave(instanceId) && !mapEntry->IsBattlegroundOrArena()) || (!instanceId && mapEntry->IsDungeon()))
    {
        AreaTrigger const* at = sObjectMgr->GetMapEntranceTrigger(mapId);
        if (at)
            Relocate(at->target_X, at->target_Y, at->target_Z, at->target_Orientation);
        else
            RelocateToHomebind();
    }

    // NOW player must have valid map
    // load the player's map here if it's not already loaded
    Map* map = sMapMgr->CreateMap(mapId, this);

    if (!map)
    {
        instanceId = 0;
        AreaTrigger const* at = sObjectMgr->GetGoBackTrigger(mapId);
        if (at)
        {
            sLog->outError("Player (guidlow %d) is teleported to gobacktrigger (Map: %u X: %f Y: %f Z: %f O: %f).", guid, mapId, GetPositionX(), GetPositionY(), GetPositionZ(), GetOrientation());
            Relocate(at->target_X, at->target_Y, at->target_Z, GetOrientation());
            mapId = at->target_mapId;
        }
        else
        {
            sLog->outError("Player (guidlow %d) is teleported to home (Map: %u X: %f Y: %f Z: %f O: %f).", guid, mapId, GetPositionX(), GetPositionY(), GetPositionZ(), GetOrientation());
            RelocateToHomebind();
        }

        map = sMapMgr->CreateMap(mapId, this);
        if (!map)
        {
            PlayerInfo const* info = sObjectMgr->GetPlayerInfo(getRace(), getClass());
            mapId = info->mapId;
            Relocate(info->positionX, info->positionY, info->positionZ, 0.0f);
            sLog->outError("Player (guidlow %d) have invalid coordinates (X: %f Y: %f Z: %f O: %f). Teleport to default race/class locations.", guid, GetPositionX(), GetPositionY(), GetPositionZ(), GetOrientation());
            map = sMapMgr->CreateMap(mapId, this);
            if (!map)
            {
                sLog->outError("Player (guidlow %d) has invalid default map coordinates (X: %f Y: %f Z: %f O: %f). or instance couldn't be created", guid, GetPositionX(), GetPositionY(), GetPositionZ(), GetOrientation());
                return false;
            }
        }
    }

    SetMap(map);
    StoreRaidMapDifficulty();

    SaveRecallPosition();

    time_t now = time(NULL);
    time_t logoutTime = time_t(fields[22].GetUInt32());

    // since last logout (in seconds)
    uint32 time_diff = uint32(now - logoutTime); //uint64 is excessive for a time_diff in seconds.. uint32 allows for 136~ year difference.

    // set value, including drunk invisibility detection
    // calculate sobering. after 15 minutes logged out, the player will be sober again
    uint8 newDrunkValue = 0;
    if (time_diff < uint32(GetDrunkValue()) * 9)
        newDrunkValue = GetDrunkValue() - time_diff / 9;

    SetDrunkValue(newDrunkValue);

    m_cinematic = fields[18].GetUInt8();
    m_Played_time[PLAYED_TIME_TOTAL]= fields[19].GetUInt32();
    m_Played_time[PLAYED_TIME_LEVEL]= fields[20].GetUInt32();

    m_resetTalentsCost = fields[24].GetUInt32();
    m_resetTalentsTime = time_t(fields[25].GetUInt32());

    m_taxi.LoadTaxiMask(fields[17].GetCString());            // must be before InitTaxiNodesForLevel

    uint32 extraflags = fields[31].GetUInt16();

    m_stableSlots = fields[32].GetUInt8();
    if (m_stableSlots > MAX_PET_STABLES)
    {
        sLog->outError("Player can have not more %u stable slots, but have in DB %u", MAX_PET_STABLES, uint32(m_stableSlots));
        m_stableSlots = MAX_PET_STABLES;
    }

    m_atLoginFlags = fields[33].GetUInt16();

    if (HasAtLoginFlag(AT_LOGIN_RENAME))
    {
        sLog->outError("Player (GUID: %u) tried to login while forced to rename, can't load.'", GetGUIDLow());
        return false;
    }

    // Honor system
    // Update Honor kills data
    m_lastHonorUpdateTime = logoutTime;
    UpdateHonorFields();

    m_deathExpireTime = time_t(fields[36].GetUInt32());

    if (m_deathExpireTime > now + MAX_DEATH_COUNT * DEATH_EXPIRE_STEP)
        m_deathExpireTime = now + MAX_DEATH_COUNT * DEATH_EXPIRE_STEP - 1;

    // clear channel spell data (if saved at channel spell casting)
    SetUInt64Value(UNIT_FIELD_CHANNEL_OBJECT, 0);
    SetUInt32Value(UNIT_CHANNEL_SPELL, 0);

    // clear charm/summon related fields
    SetOwnerGUID(0);
    SetUInt64Value(UNIT_FIELD_CHARMEDBY, 0);
    SetUInt64Value(UNIT_FIELD_CHARM, 0);
    SetUInt64Value(UNIT_FIELD_SUMMON, 0);
    SetUInt64Value(PLAYER_FARSIGHT, 0);
    SetCreatorGUID(0);

    RemoveFlag(UNIT_FIELD_FLAGS_2, UNIT_FLAG2_FORCE_MOVEMENT);

    // reset some aura modifiers before aura apply
    SetUInt32Value(PLAYER_TRACK_CREATURES, 0);
    SetUInt32Value(PLAYER_TRACK_RESOURCES, 0);

    // make sure the unit is considered not in duel for proper loading
    SetUInt64Value(PLAYER_DUEL_ARBITER, 0);
    SetUInt32Value(PLAYER_DUEL_TEAM, 0);

    // reset stats before loading any modifiers
    InitStatsForLevel();
    InitGlyphsForLevel();
    InitTaxiNodesForLevel();
    InitRunes();

    // make sure the unit is considered out of combat for proper loading
    ClearInCombat();

    // rest bonus can only be calculated after InitStatsForLevel()
    _restBonus = fields[21].GetFloat();

    if (time_diff > 0)
    {
        //speed collect rest bonus in offline, in logout, far from tavern, city (section/in hour)
        float bubble0 = 0.031f;
        //speed collect rest bonus in offline, in logout, in tavern, city (section/in hour)
        float bubble1 = 0.125f;
        float bubble = fields[23].GetUInt8() > 0
            ? bubble1*sWorld->getRate(RATE_REST_OFFLINE_IN_TAVERN_OR_CITY)
            : bubble0*sWorld->getRate(RATE_REST_OFFLINE_IN_WILDERNESS);

        SetRestBonus(GetRestBonus()+ time_diff*((float)GetUInt32Value(PLAYER_NEXT_LEVEL_XP)/72000)*bubble);
    }

    // load skills after InitStatsForLevel because it triggering aura apply also
    _LoadSkills(holder->GetPreparedResult(PLAYER_LOGIN_QUERY_LOAD_SKILLS));
    UpdateSkillsForLevel(); //update skills after load, to make sure they are correctly update at player load

    // apply original stats mods before spell loading or item equipment that call before equip _RemoveStatsMods()

    //mails are loaded only when needed ;-) - when player in game click on mailbox.
    //_LoadMail();

    m_specsCount = fields[59].GetUInt8();
    m_activeSpec = fields[60].GetUInt8();

    learnDefaultSpells(); // pussywizard: move before loading spells and talents
    _LoadSpells(holder->GetPreparedResult(PLAYER_LOGIN_QUERY_LOAD_SPELLS));
    _LoadTalents(holder->GetPreparedResult(PLAYER_LOGIN_QUERY_LOAD_TALENTS));

    _LoadGlyphs(holder->GetPreparedResult(PLAYER_LOGIN_QUERY_LOAD_GLYPHS));
    _LoadAuras(holder->GetPreparedResult(PLAYER_LOGIN_QUERY_LOAD_AURAS), time_diff);
    _LoadGlyphAuras();
    // add ghost flag (must be after aura load: PLAYER_FLAGS_GHOST set in aura)
    if (HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_GHOST))
    {
        m_deathState = DEAD;
        AddUnitState(UNIT_STATE_ISOLATED);
    }

    // pussywizard: remove auras that are removed at map change (after _LoadAuras)
    RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_CHANGE_MAP);

    // after spell load, learn rewarded spell if need also
    _LoadQuestStatus(holder->GetPreparedResult(PLAYER_LOGIN_QUERY_LOAD_QUEST_STATUS));
    _LoadQuestStatusRewarded(holder->GetPreparedResult(PLAYER_LOGIN_QUERY_LOAD_QUEST_STATUS_REW));
    _LoadDailyQuestStatus(holder->GetPreparedResult(PLAYER_LOGIN_QUERY_LOAD_DAILY_QUEST_STATUS));
    _LoadWeeklyQuestStatus(holder->GetPreparedResult(PLAYER_LOGIN_QUERY_LOAD_WEEKLY_QUEST_STATUS));
    _LoadSeasonalQuestStatus(holder->GetPreparedResult(PLAYER_LOGIN_QUERY_LOAD_SEASONAL_QUEST_STATUS));
    _LoadMonthlyQuestStatus(holder->GetPreparedResult(PLAYER_LOGIN_QUERY_LOAD_MONTHLY_QUEST_STATUS));
    _LoadRandomBGStatus(holder->GetPreparedResult(PLAYER_LOGIN_QUERY_LOAD_RANDOM_BG));

    // after spell and quest load
    InitTalentForLevel();

    // must be before inventory (some items required reputation check)
    m_reputationMgr->LoadFromDB(holder->GetPreparedResult(PLAYER_LOGIN_QUERY_LOAD_REPUTATION));

    // xinef: load mails before inventory, so problematic items can be added to already loaded mails
    // unread mails and next delivery time, actual mails not loaded
    _LoadMailInit(holder->GetPreparedResult(PLAYER_LOGIN_QUERY_LOAD_MAIL_COUNT), holder->GetPreparedResult(PLAYER_LOGIN_QUERY_LOAD_MAIL_DATE));

    // pussywizard:
    _LoadMailAsynch(holder->GetPreparedResult(PLAYER_LOGIN_QUERY_LOAD_MAIL));

    _LoadInventory(holder->GetPreparedResult(PLAYER_LOGIN_QUERY_LOAD_INVENTORY), time_diff);

    // update items with duration and realtime
    UpdateItemDuration(time_diff, true);

    _LoadActions(holder->GetPreparedResult(PLAYER_LOGIN_QUERY_LOAD_ACTIONS));

    m_social = sSocialMgr->LoadFromDB(holder->GetPreparedResult(PLAYER_LOGIN_QUERY_LOAD_SOCIAL_LIST), GetGUIDLow());

    // check PLAYER_CHOSEN_TITLE compatibility with PLAYER__FIELD_KNOWN_TITLES
    // note: PLAYER__FIELD_KNOWN_TITLES updated at quest status loaded
    uint32 curTitle = fields[46].GetUInt32();
    if (curTitle && !HasTitle(curTitle))
        curTitle = 0;

    SetUInt32Value(PLAYER_CHOSEN_TITLE, curTitle);

    // has to be called after last Relocate() in Player::LoadFromDB
    SetFallInformation(time(NULL), GetPositionZ());

    _LoadSpellCooldowns(holder->GetPreparedResult(PLAYER_LOGIN_QUERY_LOAD_SPELL_COOLDOWNS));

    // Spell code allow apply any auras to dead character in load time in aura/spell/item loading
    // Do now before stats re-calculation cleanup for ghost state unexpected auras
    if (!IsAlive())
        RemoveAllAurasOnDeath();
    else
        RemoveAllAurasRequiringDeadTarget();

    //apply all stat bonuses from items and auras
    SetCanModifyStats(true);
    UpdateAllStats();

    // restore remembered power/health values (but not more max values)
    uint32 savedHealth = fields[50].GetUInt32();
    SetHealth(savedHealth > GetMaxHealth() ? GetMaxHealth() : savedHealth);
    for (uint8 i = 0; i < MAX_POWERS; ++i)
    {
        uint32 savedPower = fields[51+i].GetUInt32();
        SetPower(Powers(i), savedPower > GetMaxPower(Powers(i)) ? GetMaxPower(Powers(i)) : savedPower);
    }

    ;//sLog->outDebug(LOG_FILTER_PLAYER_LOADING, "The value of player %s after load item and aura is: ", m_name.c_str());
    outDebugValues();

    // GM state
    if (!AccountMgr::IsPlayerAccount(GetSession()->GetSecurity()))
    {
        switch (sWorld->getIntConfig(CONFIG_GM_LOGIN_STATE))
        {
            default:
            case 0:                      break;             // disable
            case 1: SetGameMaster(true); break;             // enable
            case 2:                                         // save state
                if (extraflags & PLAYER_EXTRA_GM_ON)
                    SetGameMaster(true);
                break;
        }

        switch (sWorld->getIntConfig(CONFIG_GM_VISIBLE_STATE))
        {
            default:
            case 0: SetGMVisible(false); break;             // invisible
            case 1:                      break;             // visible
            case 2:                                         // save state
                if (extraflags & PLAYER_EXTRA_GM_INVISIBLE)
                    SetGMVisible(false);
                break;
        }

        switch (sWorld->getIntConfig(CONFIG_GM_CHAT))
        {
            default:
            case 0:                  break;                 // disable
            case 1: SetGMChat(true); break;                 // enable
            case 2:                                         // save state
                if (extraflags & PLAYER_EXTRA_GM_CHAT)
                    SetGMChat(true);
                break;
        }

        switch (sWorld->getIntConfig(CONFIG_GM_WHISPERING_TO))
        {
            default:
            case 0:                          break;         // disable
            case 1: SetAcceptWhispers(true); break;         // enable
            case 2:                                         // save state
                if (extraflags & PLAYER_EXTRA_ACCEPT_WHISPERS)
                    SetAcceptWhispers(true);
                break;
        }
    }

    // RaF stuff.
    m_grantableLevels = fields[66].GetUInt8();
    if (GetSession()->IsARecruiter() || (GetSession()->GetRecruiterId() != 0))
        SetFlag(UNIT_DYNAMIC_FLAGS, UNIT_DYNFLAG_REFER_A_FRIEND);

    if (m_grantableLevels > 0)
        SetByteValue(PLAYER_FIELD_BYTES, 1, 0x01);

    _LoadDeclinedNames(holder->GetPreparedResult(PLAYER_LOGIN_QUERY_LOAD_DECLINED_NAMES));

    //m_achievementMgr->CheckAllAchievementCriteria(); // pussywizard: ZOMG! disabled this bullshit

    _LoadEquipmentSets(holder->GetPreparedResult(PLAYER_LOGIN_QUERY_LOAD_EQUIPMENT_SETS));

    _LoadBrewOfTheMonth(holder->GetPreparedResult(PLAYER_LOGIN_QUERY_LOAD_BREW_OF_THE_MONTH));

    // Players are immune to taunt
    ApplySpellImmune(0, IMMUNITY_STATE, SPELL_AURA_MOD_TAUNT, true);
    ApplySpellImmune(0, IMMUNITY_EFFECT, SPELL_EFFECT_ATTACK_ME, true);

    // Init charm info
    PrepareCharmAISpells();

    // Fix aurastate auras, depending on health!
    // Set aurastate manualy, prevents aura switching
    if (HealthBelowPct(20))
        SetFlag(UNIT_FIELD_AURASTATE, 1<<(AURA_STATE_HEALTHLESS_20_PERCENT-1));
    if (HealthBelowPct(35))
        SetFlag(UNIT_FIELD_AURASTATE, 1<<(AURA_STATE_HEALTHLESS_35_PERCENT-1));
    if (HealthAbovePct(75))
        SetFlag(UNIT_FIELD_AURASTATE, 1<<(AURA_STATE_HEALTH_ABOVE_75_PERCENT-1));
    
    // unapply aura stats if dont meet requirements
     AuraApplicationMap const& Auras = GetAppliedAuras();
    for (AuraApplicationMap::const_iterator itr = Auras.begin(); itr != Auras.end(); ++itr)
    {
        // we assume that all auras are applied now, aurastate was modfied MANUALY preventing any apply/unapply state switching
        Aura* aura = itr->second->GetBase();
        SpellInfo const* m_spellInfo = aura->GetSpellInfo();
        if (m_spellInfo->CasterAuraState != AURA_STATE_HEALTHLESS_20_PERCENT &&
            m_spellInfo->CasterAuraState != AURA_STATE_HEALTHLESS_35_PERCENT &&
            m_spellInfo->CasterAuraState != AURA_STATE_HEALTH_ABOVE_75_PERCENT)
            continue;

        if (!HasAuraState((AuraStateType)m_spellInfo->CasterAuraState))
            aura->HandleAllEffects(itr->second, AURA_EFFECT_HANDLE_REAL, false);
    }
    return true;
}

bool Player::isAllowedToLoot(const Creature* creature)
{ 
    if (!creature->isDead() || !creature->IsDamageEnoughForLootingAndReward())
        return false;

    if (HasPendingBind())
        return false;

    const Loot* loot = &creature->loot;
    if (loot->isLooted()) // nothing to loot or everything looted.
        return false;

    Group* thisGroup = GetGroup();
    if (!thisGroup)
        return this == creature->GetLootRecipient();
    else if (thisGroup != creature->GetLootRecipientGroup())
        return false;

    switch (thisGroup->GetLootMethod())
    {
        case MASTER_LOOT:
        case FREE_FOR_ALL:
            return true;
        case ROUND_ROBIN:
            // may only loot if the player is the loot roundrobin player
            // or if there are free/quest/conditional item for the player
            if (loot->roundRobinPlayer == 0 || loot->roundRobinPlayer == GetGUID())
                return true;

            return loot->hasItemFor(this);
        case GROUP_LOOT:
        case NEED_BEFORE_GREED:
            // may only loot if the player is the loot roundrobin player
            // or item over threshold (so roll(s) can be launched)
            // or if there are free/quest/conditional item for the player
            if (loot->roundRobinPlayer == 0 || loot->roundRobinPlayer == GetGUID())
                return true;

            if (loot->hasOverThresholdItem())
                return true;

            return loot->hasItemFor(this);
    }

    return false;
}

void Player::_LoadActions(PreparedQueryResult result)
{ 
    m_actionButtons.clear();

    if (result)
    {
        do
        {
            Field* fields = result->Fetch();
            uint8 button = fields[0].GetUInt8();
            uint32 action = fields[1].GetUInt32();
            uint8 type = fields[2].GetUInt8();

            if (ActionButton* ab = addActionButton(button, action, type))
                ab->uState = ACTIONBUTTON_UNCHANGED;
            else
            {
                ;//sLog->outError("ActionButton loading problem, will be deleted from db...");

                // Will deleted in DB at next save (it can create data until save but marked as deleted)
                m_actionButtons[button].uState = ACTIONBUTTON_DELETED;
            }
        } while (result->NextRow());
    }
}

void Player::_LoadAuras(PreparedQueryResult result, uint32 timediff)
{ 
    ;//sLog->outDebug(LOG_FILTER_PLAYER_LOADING, "Loading auras for player %u", GetGUIDLow());

    /*                                                           0       1        2         3                 4         5      6       7         8              9            10
    QueryResult* result = CharacterDatabase.PQuery("SELECT caster_guid, spell, effect_mask, recalculate_mask, stackcount, amount0, amount1, amount2, base_amount0, base_amount1, base_amount2,
                                                        11          12          13
                                                    maxduration, remaintime, remaincharges FROM character_aura WHERE guid = '%u'", GetGUIDLow());
    */

    if (result)
    {
        do
        {
            Field* fields = result->Fetch();
            int32 damage[3];
            int32 baseDamage[3];
            uint64 caster_guid = fields[0].GetUInt64();
            uint32 spellid = fields[1].GetUInt32();
            uint8 effmask = fields[2].GetUInt8();
            uint8 recalculatemask = fields[3].GetUInt8();
            uint8 stackcount = fields[4].GetUInt8();
            damage[0] = fields[5].GetInt32();
            damage[1] = fields[6].GetInt32();
            damage[2] = fields[7].GetInt32();
            baseDamage[0] = fields[8].GetInt32();
            baseDamage[1] = fields[9].GetInt32();
            baseDamage[2] = fields[10].GetInt32();
            int32 maxduration = fields[11].GetInt32();
            int32 remaintime = fields[12].GetInt32();
            uint8 remaincharges = fields[13].GetUInt8();

            SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spellid);
            if (!spellInfo)
            {
                sLog->outError("Unknown aura (spellid %u), ignore.", spellid);
                continue;
            }

            // Xinef: leave this
            if (spellInfo->HasAura(SPELL_AURA_MOUNTED))
            {
                SetMountBlockId(spellInfo->Id);
                continue;
            }

            // negative effects should continue counting down after logout
            if (remaintime != -1 && ((!spellInfo->IsPositive() && spellInfo->Id != 15007) || spellInfo->HasAttribute(SPELL_ATTR4_FADES_WHILE_LOGGED_OUT))) // Xinef: resurrection sickness should not tick when logged off
            {
                if (remaintime/IN_MILLISECONDS <= int32(timediff))
                    continue;

                remaintime -= timediff*IN_MILLISECONDS;
            }

            // prevent wrong values of remaincharges
            if (spellInfo->ProcCharges)
            {
                // we have no control over the order of applying auras and modifiers allow auras
                // to have more charges than value in SpellInfo
                if (remaincharges <= 0/* || remaincharges > spellproto->procCharges*/)
                    remaincharges = spellInfo->ProcCharges;
            }
            else
                remaincharges = 0;

            if (Aura* aura = Aura::TryCreate(spellInfo, effmask, this, NULL, &baseDamage[0], NULL, caster_guid))
            {
                if (!aura->CanBeSaved())
                {
                    aura->Remove();
                    continue;
                }

                aura->SetLoadedState(maxduration, remaintime, remaincharges, stackcount, recalculatemask, &damage[0]);
                aura->ApplyForTargets();
                ;//sLog->outDetail("Added aura spellid %u, effectmask %u", spellInfo->Id, effmask);
            }
        }
        while (result->NextRow());
    }
}

void Player::_LoadGlyphAuras()
{ 
    for (uint8 i = 0; i < MAX_GLYPH_SLOT_INDEX; ++i)
    {
        if (uint32 glyph = GetGlyph(i))
        {
            if (GlyphPropertiesEntry const* glyphEntry = sGlyphPropertiesStore.LookupEntry(glyph))
            {
                if (GlyphSlotEntry const* glyphSlotEntry = sGlyphSlotStore.LookupEntry(GetGlyphSlot(i)))
                {
                    const SpellInfo* spellInfo = sSpellMgr->GetSpellInfo(glyphEntry->SpellId);
                    if (glyphEntry->TypeFlags == glyphSlotEntry->TypeFlags)
                    {
                        if (!spellInfo->Stances)
                            CastSpell(this, glyphEntry->SpellId, TriggerCastFlags(TRIGGERED_FULL_MASK&~(TRIGGERED_IGNORE_SHAPESHIFT|TRIGGERED_IGNORE_CASTER_AURASTATE)));
                        continue;
                    }
                    else
                        sLog->outError("Player %s has glyph with typeflags %u in slot with typeflags %u, removing.", m_name.c_str(), glyphEntry->TypeFlags, glyphSlotEntry->TypeFlags);
                }
                else
                    sLog->outError("Player %s has not existing glyph slot entry %u on index %u", m_name.c_str(), GetGlyphSlot(i), i);
            }
            else
                sLog->outError("Player %s has not existing glyph entry %u on index %u", m_name.c_str(), glyph, i);

            // On any error remove glyph
            SetGlyph(i, 0, true);
        }
    }
}

void Player::LoadCorpse()
{ 
    if (IsAlive())
        sObjectAccessor->ConvertCorpseForPlayer(GetGUID());
    else
    {
        if (Corpse* corpse = GetCorpse())
            ApplyModFlag(PLAYER_FIELD_BYTES, PLAYER_FIELD_BYTE_RELEASE_TIMER, corpse && !sMapStore.LookupEntry(corpse->GetMapId())->Instanceable());
        else
            //Prevent Dead Player login without corpse
            ResurrectPlayer(0.5f);
    }
}

void Player::_LoadInventory(PreparedQueryResult result, uint32 timeDiff)
{ 
    //QueryResult* result = CharacterDatabase.PQuery("SELECT data, text, bag, slot, item, item_template FROM character_inventory JOIN item_instance ON character_inventory.item = item_instance.guid WHERE character_inventory.guid = '%u' ORDER BY bag, slot", GetGUIDLow());
    //NOTE: the "order by `bag`" is important because it makes sure
    //the bagMap is filled before items in the bags are loaded
    //NOTE2: the "order by `slot`" is needed because mainhand weapons are (wrongly?)
    //expected to be equipped before offhand items (TODO: fixme)

    if (result)
    {
        uint32 zoneId = GetZoneId(true);

        std::map<uint32, Bag*> bagMap;                               // fast guid lookup for bags
        std::map<uint32, Item*> invalidBagMap;                       // fast guid lookup for bags
        std::list<Item*> problematicItems;
        SQLTransaction trans = CharacterDatabase.BeginTransaction();

        // Prevent items from being added to the queue while loading
        m_itemUpdateQueueBlocked = true;
        do
        {
            Field* fields = result->Fetch();
            if (Item* item = _LoadItem(trans, zoneId, timeDiff, fields))
            {
                uint32 bagGuid  = fields[11].GetUInt32();
                uint8  slot     = fields[12].GetUInt8();

                uint8 err = EQUIP_ERR_OK;
                // Item is not in bag
                if (!bagGuid)
                {
                    item->SetContainer(NULL);
                    item->SetSlot(slot);

                    if (IsInventoryPos(INVENTORY_SLOT_BAG_0, slot))
                    {
                        ItemPosCountVec dest;
                        err = CanStoreItem(INVENTORY_SLOT_BAG_0, slot, dest, item, false);
                        if (err == EQUIP_ERR_OK)
                            item = StoreItem(dest, item, true);
                    }
                    else if (IsEquipmentPos(INVENTORY_SLOT_BAG_0, slot))
                    {
                        uint16 dest;
                        err = CanEquipItem(slot, dest, item, false, false);
                        if (err == EQUIP_ERR_OK)
                            QuickEquipItem(dest, item);
                    }
                    else if (IsBankPos(INVENTORY_SLOT_BAG_0, slot))
                    {
                        ItemPosCountVec dest;
                        err = CanBankItem(INVENTORY_SLOT_BAG_0, slot, dest, item, false, false);
                        if (err == EQUIP_ERR_OK)
                            item = BankItem(dest, item, true);
                    }

                    // Remember bags that may contain items in them
                    if (err == EQUIP_ERR_OK)
                    {
                        if (IsBagPos(item->GetPos()))
                            if (Bag* pBag = item->ToBag())
                                bagMap[item->GetGUIDLow()] = pBag;
                    }
                    else
                        if (IsBagPos(item->GetPos()))
                            if (item->IsBag())
                                invalidBagMap[item->GetGUIDLow()] = item;
                }
                else
                {
                    item->SetSlot(NULL_SLOT);
                    // Item is in the bag, find the bag
                    std::map<uint32, Bag*>::iterator itr = bagMap.find(bagGuid);
                    if (itr != bagMap.end())
                    {
                        ItemPosCountVec dest;
                        err = CanStoreItem(itr->second->GetSlot(), slot, dest, item);
                        if (err == EQUIP_ERR_OK)
                            item = StoreItem(dest, item, true);
                    }
                    else if (invalidBagMap.find(bagGuid) != invalidBagMap.end())
                    {
                        std::map<uint32, Item*>::iterator itr = invalidBagMap.find(bagGuid);
                        if (std::find(problematicItems.begin(), problematicItems.end(),itr->second) != problematicItems.end())
                            err = EQUIP_ERR_INT_BAG_ERROR;
                    }
                    else
                    {
                        sLog->outError("Player::_LoadInventory: player (GUID: %u, name: '%s') has item (GUID: %u, entry: %u) which doesnt have a valid bag (Bag GUID: %u, slot: %u). Possible cheat?",
                            GetGUIDLow(), GetName().c_str(), item->GetGUIDLow(), item->GetEntry(), bagGuid, slot);
                        item->DeleteFromInventoryDB(trans);
                        delete item;
                        continue;
                    }

                }

                // Item's state may have changed after storing
                if (err == EQUIP_ERR_OK)
                    item->SetState(ITEM_UNCHANGED, this);
                else
                {
                    sLog->outError("Player::_LoadInventory: player (GUID: %u, name: '%s') has item (GUID: %u, entry: %u) which can't be loaded into inventory (Bag GUID: %u, slot: %u) by reason %u. Item will be sent by mail.",
                        GetGUIDLow(), GetName().c_str(), item->GetGUIDLow(), item->GetEntry(), bagGuid, slot, err);
                    item->DeleteFromInventoryDB(trans);
                    problematicItems.push_back(item);
                }
            }
        } while (result->NextRow());

        m_itemUpdateQueueBlocked = false;

        // Send problematic items by mail
        while (!problematicItems.empty())
        {
            std::string subject = GetSession()->GetTrinityString(LANG_NOT_EQUIPPED_ITEM);

            MailDraft draft(subject, "There were problems with equipping item(s).");
            for (uint8 i = 0; !problematicItems.empty() && i < MAX_MAIL_ITEMS; ++i)
            {
                draft.AddItem(problematicItems.front());
                problematicItems.pop_front();
            }
            draft.SendMailTo(trans, this, MailSender(this, MAIL_STATIONERY_GM), MAIL_CHECK_MASK_COPIED);
        }
        CharacterDatabase.CommitTransaction(trans);
    }
    //if (IsAlive())
    _ApplyAllItemMods();
}

Item* Player::_LoadItem(SQLTransaction& trans, uint32 zoneId, uint32 timeDiff, Field* fields)
{ 
    Item* item = NULL;
    uint32 itemGuid  = fields[13].GetUInt32();
    uint32 itemEntry = fields[14].GetUInt32();
    if (ItemTemplate const* proto = sObjectMgr->GetItemTemplate(itemEntry))
    {
        bool remove = false;
        item = NewItemOrBag(proto);
        if (item->LoadFromDB(itemGuid, GetGUID(), fields, itemEntry))
        {
            PreparedStatement* stmt = NULL;

            // Do not allow to have item limited to another map/zone in alive state
            if (IsAlive() && item->IsLimitedToAnotherMapOrZone(GetMapId(), zoneId))
            {
                ;//sLog->outDebug(LOG_FILTER_PLAYER_LOADING, "Player::_LoadInventory: player (GUID: %u, name: '%s', map: %u) has item (GUID: %u, entry: %u) limited to another map (%u). Deleting item.",
                //    GetGUIDLow(), GetName().c_str(), GetMapId(), item->GetGUIDLow(), item->GetEntry(), zoneId);
                remove = true;
            }
            // "Conjured items disappear if you are logged out for more than 15 minutes"
            else if (timeDiff > 15 * MINUTE && proto->Flags & ITEM_PROTO_FLAG_CONJURED)
            {
                ;//sLog->outDebug(LOG_FILTER_PLAYER_LOADING, "Player::_LoadInventory: player (GUID: %u, name: '%s', diff: %u) has conjured item (GUID: %u, entry: %u) with expired lifetime (15 minutes). Deleting item.",
                //    GetGUIDLow(), GetName().c_str(), timeDiff, item->GetGUIDLow(), item->GetEntry());
                remove = true;
            }
            else if (item->HasFlag(ITEM_FIELD_FLAGS, ITEM_FLAG_REFUNDABLE))
            {
                if (item->GetPlayedTime() > (2 * HOUR))
                {
                    ;//sLog->outDebug(LOG_FILTER_PLAYER_LOADING, "Player::_LoadInventory: player (GUID: %u, name: '%s') has item (GUID: %u, entry: %u) with expired refund time (%u). Deleting refund data and removing refundable flag.",
                    //    GetGUIDLow(), GetName().c_str(), item->GetGUIDLow(), item->GetEntry(), item->GetPlayedTime());

                    stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_ITEM_REFUND_INSTANCE);
                    stmt->setUInt32(0, item->GetGUIDLow());
                    trans->Append(stmt);

                    item->RemoveFlag(ITEM_FIELD_FLAGS, ITEM_FLAG_REFUNDABLE);
                }
                else
                {
                    // xinef: zomg! sync query
                    stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_ITEM_REFUNDS);
                    stmt->setUInt32(0, item->GetGUIDLow());
                    stmt->setUInt32(1, GetGUIDLow());
                    if (PreparedQueryResult result = CharacterDatabase.Query(stmt))
                    {
                        item->SetRefundRecipient((*result)[0].GetUInt32());
                        item->SetPaidMoney((*result)[1].GetUInt32());
                        item->SetPaidExtendedCost((*result)[2].GetUInt16());
                        AddRefundReference(item->GetGUIDLow());
                    }
                    else
                    {
                        ;//sLog->outDebug(LOG_FILTER_PLAYER_LOADING, "Player::_LoadInventory: player (GUID: %u, name: '%s') has item (GUID: %u, entry: %u) with refundable flags, but without data in item_refund_instance. Removing flag.",
                        //    GetGUIDLow(), GetName().c_str(), item->GetGUIDLow(), item->GetEntry());
                        item->RemoveFlag(ITEM_FIELD_FLAGS, ITEM_FLAG_REFUNDABLE);
                    }
                }
            }
            else if (item->HasFlag(ITEM_FIELD_FLAGS, ITEM_FLAG_BOP_TRADEABLE))
            {
                stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_ITEM_BOP_TRADE);
                stmt->setUInt32(0, item->GetGUIDLow());
                if (PreparedQueryResult result = CharacterDatabase.Query(stmt))
                {
                    std::string strGUID = (*result)[0].GetString();
                    Tokenizer GUIDlist(strGUID, ' ');
                    AllowedLooterSet looters;
                    for (Tokenizer::const_iterator itr = GUIDlist.begin(); itr != GUIDlist.end(); ++itr)
                        looters.insert(atol(*itr));

                    if (looters.size() > 1 && item->GetTemplate()->GetMaxStackSize() == 1 && item->IsSoulBound())
                    {
                        item->SetSoulboundTradeable(looters);
                        AddTradeableItem(item);
                    }
                    else
                        item->ClearSoulboundTradeable(this);
                }
                else
                {
                    ;//sLog->outDebug(LOG_FILTER_PLAYER_LOADING, "Player::_LoadInventory: player (GUID: %u, name: '%s') has item (GUID: %u, entry: %u) with ITEM_FLAG_BOP_TRADEABLE flag, but without data in item_soulbound_trade_data. Removing flag.",
                    //    GetGUIDLow(), GetName().c_str(), item->GetGUIDLow(), item->GetEntry());
                    item->RemoveFlag(ITEM_FIELD_FLAGS, ITEM_FLAG_BOP_TRADEABLE);
                }
            }
            else if (proto->HolidayId)
            {
                remove = true;
                GameEventMgr::GameEventDataMap const& events = sGameEventMgr->GetEventMap();
                GameEventMgr::ActiveEvents const& activeEventsList = sGameEventMgr->GetActiveEventList();
                for (GameEventMgr::ActiveEvents::const_iterator itr = activeEventsList.begin(); itr != activeEventsList.end(); ++itr)
                {
                    if (uint32(events[*itr].holiday_id) == proto->HolidayId)
                    {
                        remove = false;
                        break;
                    }
                }
            }
        }
        else
        {
            sLog->outError("Player::_LoadInventory: player (GUID: %u, name: '%s') has broken item (GUID: %u, entry: %u) in inventory. Deleting item.",
                GetGUIDLow(), GetName().c_str(), itemGuid, itemEntry);
            remove = true;
        }
        // Remove item from inventory if necessary
        if (remove)
        {
            Item::DeleteFromInventoryDB(trans, itemGuid);
            item->FSetState(ITEM_REMOVED);
            item->SaveToDB(trans);                           // it also deletes item object!
            item = NULL;
        }
    }
    else
    {
        sLog->outError("Player::_LoadInventory: player (GUID: %u, name: '%s') has unknown item (entry: %u) in inventory. Deleting item.",
            GetGUIDLow(), GetName().c_str(), itemEntry);
        Item::DeleteFromInventoryDB(trans, itemGuid);
        Item::DeleteFromDB(trans, itemGuid);
    }
    return item;
}

// load mailed item which should receive current player
void Player::_LoadMailedItems(Mail* mail)
{ 
    // data needs to be at first place for Item::LoadFromDB
    PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_MAILITEMS);
    stmt->setUInt32(0, mail->messageID);
    PreparedQueryResult result = CharacterDatabase.Query(stmt);
    if (!result)
        return;

    do
    {
        Field* fields = result->Fetch();

        uint32 itemGuid = fields[11].GetUInt32();
        uint32 itemTemplate = fields[12].GetUInt32();

        mail->AddItem(itemGuid, itemTemplate);

        ItemTemplate const* proto = sObjectMgr->GetItemTemplate(itemTemplate);

        if (!proto)
        {
            sLog->outError("Player %u has unknown item_template (ProtoType) in mailed items(GUID: %u template: %u) in mail (%u), deleted.", GetGUIDLow(), itemGuid, itemTemplate, mail->messageID);

            stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_INVALID_MAIL_ITEM);
            stmt->setUInt32(0, itemGuid);
            CharacterDatabase.Execute(stmt);

            stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_ITEM_INSTANCE);
            stmt->setUInt32(0, itemGuid);
            CharacterDatabase.Execute(stmt);
            continue;
        }

        Item* item = NewItemOrBag(proto);

        if (!item->LoadFromDB(itemGuid, MAKE_NEW_GUID(fields[13].GetUInt32(), 0, HIGHGUID_PLAYER), fields, itemTemplate))
        {
            sLog->outError("Player::_LoadMailedItems - Item in mail (%u) doesn't exist !!!! - item guid: %u, deleted from mail", mail->messageID, itemGuid);

            stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_MAIL_ITEM);
            stmt->setUInt32(0, itemGuid);
            CharacterDatabase.Execute(stmt);

            item->FSetState(ITEM_REMOVED);

            SQLTransaction temp = SQLTransaction(NULL);
            item->SaveToDB(temp);                               // it also deletes item object !
            continue;
        }

        AddMItem(item);
    }
    while (result->NextRow());
}

void Player::_LoadMailInit(PreparedQueryResult resultUnread, PreparedQueryResult resultDelivery)
{ 
    //set a count of unread mails
    //QueryResult* resultMails = CharacterDatabase.PQuery("SELECT COUNT(id) FROM mail WHERE receiver = '%u' AND (checked & 1)=0 AND deliver_time <= '" UI64FMTD "'", GUID_LOPART(playerGuid), (uint64)cTime);
    if (resultUnread)
        unReadMails = uint8((*resultUnread)[0].GetUInt64());

    // store nearest delivery time (it > 0 and if it < current then at next player update SendNewMaill will be called)
    //resultMails = CharacterDatabase.PQuery("SELECT MIN(deliver_time) FROM mail WHERE receiver = '%u' AND (checked & 1)=0", GUID_LOPART(playerGuid));
    if (resultDelivery)
        m_nextMailDelivereTime = time_t((*resultDelivery)[0].GetUInt32());
}

void Player::_LoadMailAsynch(PreparedQueryResult result)
{ 
    m_mail.clear();
    uint32 prevMailID = 0;
    Mail* m = NULL;
    if (result)
    {
        do
        {
            Field* fields = result->Fetch();
            if (fields[14].GetUInt32() != prevMailID)
            {
                if (m)
                    m_mail.push_back(m);

                m = new Mail;

                m->messageID      = fields[14].GetUInt32();
                m->messageType    = fields[15].GetUInt8();
                m->sender         = fields[16].GetUInt32();
                m->receiver       = fields[17].GetUInt32();
                m->subject        = fields[18].GetString();
                m->body           = fields[19].GetString();
                bool has_items    = fields[20].GetBool();
                m->expire_time    = time_t(fields[21].GetUInt32());
                m->deliver_time   = time_t(fields[22].GetUInt32());
                m->money          = fields[23].GetUInt32();
                m->COD            = fields[24].GetUInt32();
                m->checked        = fields[25].GetUInt8();
                m->stationery     = fields[26].GetUInt8();
                m->mailTemplateId = fields[27].GetInt16();

                if (m->mailTemplateId && !sMailTemplateStore.LookupEntry(m->mailTemplateId))
                {
                    sLog->outError("Player::_LoadMail - Mail (%u) have not existed MailTemplateId (%u), remove at load", m->messageID, m->mailTemplateId);
                    m->mailTemplateId = 0;
                }

                m->state = MAIL_STATE_UNCHANGED;
            }

            if (m && fields[20].GetBool() /*has_items*/ && fields[12].GetUInt32() /*itemEntry*/)
            {
                uint32 itemGuid = fields[11].GetUInt32();
                uint32 itemTemplate = fields[12].GetUInt32();

                m->AddItem(itemGuid, itemTemplate);

                ItemTemplate const* proto = sObjectMgr->GetItemTemplate(itemTemplate);

                if (!proto)
                {
                    sLog->outError("Player %u has unknown item_template (ProtoType) in mailed items(GUID: %u template: %u) in mail (%u), deleted.", GetGUIDLow(), itemGuid, itemTemplate, m->messageID);

                    PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_INVALID_MAIL_ITEM);
                    stmt->setUInt32(0, itemGuid);
                    CharacterDatabase.Execute(stmt);

                    stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_ITEM_INSTANCE);
                    stmt->setUInt32(0, itemGuid);
                    CharacterDatabase.Execute(stmt);
                    continue;
                }

                Item* item = NewItemOrBag(proto);

                if (!item->LoadFromDB(itemGuid, MAKE_NEW_GUID(fields[13].GetUInt32(), 0, HIGHGUID_PLAYER), fields, itemTemplate))
                {
                    sLog->outError("Player::_LoadMailedItems - Item in mail (%u) doesn't exist !!!! - item guid: %u, deleted from mail", m->messageID, itemGuid);

                    PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_MAIL_ITEM);
                    stmt->setUInt32(0, itemGuid);
                    CharacterDatabase.Execute(stmt);

                    item->FSetState(ITEM_REMOVED);

                    SQLTransaction temp = SQLTransaction(NULL);
                    item->SaveToDB(temp);                               // it also deletes item object !
                    continue;
                }

                AddMItem(item);
            }

            prevMailID = fields[14].GetUInt32();
        }
        while (result->NextRow());

        m_mail.push_back(m);
    }
    // Xinef: this is stored during storage initialization
    sWorld->UpdateGlobalPlayerMails(GetGUIDLow(), m_mail.size(), false);
    m_mailsLoaded = true;
}

void Player::_LoadMail()
{ 
    m_mail.clear();

    PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_MAIL);
    stmt->setUInt32(0, GetGUIDLow());
    PreparedQueryResult result = CharacterDatabase.Query(stmt);

    if (result)
    {
        do
        {
            Field* fields = result->Fetch();
            Mail* m = new Mail;

            m->messageID      = fields[0].GetUInt32();
            m->messageType    = fields[1].GetUInt8();
            m->sender         = fields[2].GetUInt32();
            m->receiver       = fields[3].GetUInt32();
            m->subject        = fields[4].GetString();
            m->body           = fields[5].GetString();
            bool has_items    = fields[6].GetBool();
            m->expire_time    = time_t(fields[7].GetUInt32());
            m->deliver_time   = time_t(fields[8].GetUInt32());
            m->money          = fields[9].GetUInt32();
            m->COD            = fields[10].GetUInt32();
            m->checked        = fields[11].GetUInt8();
            m->stationery     = fields[12].GetUInt8();
            m->mailTemplateId = fields[13].GetInt16();

            if (m->mailTemplateId && !sMailTemplateStore.LookupEntry(m->mailTemplateId))
            {
                sLog->outError("Player::_LoadMail - Mail (%u) have not existed MailTemplateId (%u), remove at load", m->messageID, m->mailTemplateId);
                m->mailTemplateId = 0;
            }

            m->state = MAIL_STATE_UNCHANGED;

            if (has_items)
                _LoadMailedItems(m);

            m_mail.push_back(m);
        }
        while (result->NextRow());
    }
    m_mailsLoaded = true;
}

void Player::LoadPet()
{ 
    //fixme: the pet should still be loaded if the player is not in world
    // just not added to the map
    if (IsInWorld())
    {
        Pet::LoadPetFromDB(this, PET_LOAD_SUMMON_PET, 0, 0, true);
    }
}

void Player::_LoadQuestStatus(PreparedQueryResult result)
{ 
    uint16 slot = 0;

    ////                                                       0      1       2        3        4           5          6         7           8           9           10
    //QueryResult* result = CharacterDatabase.PQuery("SELECT quest, status, explored, timer, mobcount1, mobcount2, mobcount3, mobcount4, itemcount1, itemcount2, itemcount3,
    //                                                    11           12
    //                                                itemcount4, playercount FROM character_queststatus WHERE guid = '%u'", GetGUIDLow());

    if (result)
    {
        do
        {
            Field* fields = result->Fetch();

            uint32 quest_id = fields[0].GetUInt32();
                                                            // used to be new, no delete?
            Quest const* quest = sObjectMgr->GetQuestTemplate(quest_id);
            if (quest)
            {
                // find or create
                QuestStatusData& questStatusData = m_QuestStatus[quest_id];

                uint8 qstatus = fields[1].GetUInt8();
                if (qstatus < MAX_QUEST_STATUS)
                    questStatusData.Status = QuestStatus(qstatus);
                else
                {
                    questStatusData.Status = QUEST_STATUS_INCOMPLETE;
                    sLog->outError("Player %s (GUID: %u) has invalid quest %d status (%u), replaced by QUEST_STATUS_INCOMPLETE(3).",
                        GetName().c_str(), GetGUIDLow(), quest_id, qstatus);
                }

                questStatusData.Explored = (fields[2].GetUInt8() > 0);

                time_t quest_time = time_t(fields[3].GetUInt32());

                if (quest->HasSpecialFlag(QUEST_SPECIAL_FLAGS_TIMED) && !GetQuestRewardStatus(quest_id))
                {
                    AddTimedQuest(quest_id);

                    if (quest_time <= sWorld->GetGameTime())
                        questStatusData.Timer = 1;
                    else
                        questStatusData.Timer = uint32((quest_time - sWorld->GetGameTime()) * IN_MILLISECONDS);
                }
                else
                    quest_time = 0;

                questStatusData.CreatureOrGOCount[0] = fields[4].GetUInt16();
                questStatusData.CreatureOrGOCount[1] = fields[5].GetUInt16();
                questStatusData.CreatureOrGOCount[2] = fields[6].GetUInt16();
                questStatusData.CreatureOrGOCount[3] = fields[7].GetUInt16();
                questStatusData.ItemCount[0] = fields[8].GetUInt16();
                questStatusData.ItemCount[1] = fields[9].GetUInt16();
                questStatusData.ItemCount[2] = fields[10].GetUInt16();
                questStatusData.ItemCount[3] = fields[11].GetUInt16();
                questStatusData.PlayerCount = fields[12].GetUInt16();

                // add to quest log
                if (slot < MAX_QUEST_LOG_SIZE && questStatusData.Status != QUEST_STATUS_NONE)
                {
                    SetQuestSlot(slot, quest_id, uint32(quest_time)); // cast can't be helped

                    if (questStatusData.Status == QUEST_STATUS_COMPLETE)
                        SetQuestSlotState(slot, QUEST_STATE_COMPLETE);
                    else if (questStatusData.Status == QUEST_STATUS_FAILED)
                        SetQuestSlotState(slot, QUEST_STATE_FAIL);

                    for (uint8 idx = 0; idx < QUEST_OBJECTIVES_COUNT; ++idx)
                        if (questStatusData.CreatureOrGOCount[idx])
                            SetQuestSlotCounter(slot, idx, questStatusData.CreatureOrGOCount[idx]);

                    if (questStatusData.PlayerCount)
                        SetQuestSlotCounter(slot, QUEST_PVP_KILL_SLOT, questStatusData.PlayerCount);

                    ++slot;
                }

                ;//sLog->outDebug(LOG_FILTER_PLAYER_LOADING, "Quest status is {%u} for quest {%u} for player (GUID: %u)", questStatusData.Status, quest_id, GetGUIDLow());
            }
        }
        while (result->NextRow());
    }

    // clear quest log tail
    for (uint16 i = slot; i < MAX_QUEST_LOG_SIZE; ++i)
        SetQuestSlot(i, 0);
}

void Player::_LoadQuestStatusRewarded(PreparedQueryResult result)
{ 
    // SELECT quest FROM character_queststatus_rewarded WHERE guid = ?

    if (result)
    {
        m_RewardedQuests.rehash(result->GetRowCount());
        do
        {
            Field* fields = result->Fetch();

            uint32 quest_id = fields[0].GetUInt32();
                                                            // used to be new, no delete?
            Quest const* quest = sObjectMgr->GetQuestTemplate(quest_id);
            if (quest)
            {
                // learn rewarded spell if unknown
                learnQuestRewardedSpells(quest);

                // set rewarded title if any
                if (quest->GetCharTitleId())
                {
                    if (CharTitlesEntry const* titleEntry = sCharTitlesStore.LookupEntry(quest->GetCharTitleId()))
                        SetTitle(titleEntry);
                }

                if (quest->GetBonusTalents())
                    m_questRewardTalentCount += quest->GetBonusTalents();
            }

            m_RewardedQuests.insert(quest_id);
        }
        while (result->NextRow());
    }
}

void Player::_LoadDailyQuestStatus(PreparedQueryResult result)
{ 
    for (uint32 quest_daily_idx = 0; quest_daily_idx < PLAYER_MAX_DAILY_QUESTS; ++quest_daily_idx)
        SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx, 0);

    m_DFQuests.clear();

    //QueryResult* result = CharacterDatabase.PQuery("SELECT quest, time FROM character_queststatus_daily WHERE guid = '%u'", GetGUIDLow());

    if (result)
    {
        uint32 quest_daily_idx = 0;

        do
        {
            Field* fields = result->Fetch();
            if (Quest const* qQuest = sObjectMgr->GetQuestTemplate(fields[0].GetUInt32()))
            {
                if (qQuest->IsDFQuest())
                {
                    m_DFQuests.insert(qQuest->GetQuestId());
                    m_lastDailyQuestTime = time_t(fields[1].GetUInt32());
                    continue;
                }
            }

            if (quest_daily_idx >= PLAYER_MAX_DAILY_QUESTS)  // max amount with exist data in query
            {
                sLog->outError("Player (GUID: %u) have more 25 daily quest records in `charcter_queststatus_daily`", GetGUIDLow());
                break;
            }

            uint32 quest_id = fields[0].GetUInt32();

            // save _any_ from daily quest times (it must be after last reset anyway)
            m_lastDailyQuestTime = time_t(fields[1].GetUInt32());

            Quest const* quest = sObjectMgr->GetQuestTemplate(quest_id);
            if (!quest)
                continue;

            SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx, quest_id);
            ++quest_daily_idx;

            ;//sLog->outDebug(LOG_FILTER_PLAYER_LOADING, "Daily quest (%u) cooldown for player (GUID: %u)", quest_id, GetGUIDLow());
        }
        while (result->NextRow());
    }

    m_DailyQuestChanged = false;
}

void Player::_LoadWeeklyQuestStatus(PreparedQueryResult result)
{ 
    m_weeklyquests.clear();

    if (result)
    {
        do
        {
            Field* fields = result->Fetch();
            uint32 quest_id = fields[0].GetUInt32();
            Quest const* quest = sObjectMgr->GetQuestTemplate(quest_id);
            if (!quest)
                continue;

            m_weeklyquests.insert(quest_id);
            ;//sLog->outDebug(LOG_FILTER_PLAYER_LOADING, "Weekly quest {%u} cooldown for player (GUID: %u)", quest_id, GetGUIDLow());
        }
        while (result->NextRow());
    }

    m_WeeklyQuestChanged = false;
}

void Player::_LoadSeasonalQuestStatus(PreparedQueryResult result)
{ 
    m_seasonalquests.clear();

    if (result)
    {
        do
        {
            Field* fields = result->Fetch();
            uint32 quest_id = fields[0].GetUInt32();
            uint32 event_id = fields[1].GetUInt32();
            Quest const* quest = sObjectMgr->GetQuestTemplate(quest_id);
            if (!quest)
                continue;

            m_seasonalquests[event_id].insert(quest_id);
            ;//sLog->outDebug(LOG_FILTER_PLAYER_LOADING, "Seasonal quest {%u} cooldown for player (GUID: %u)", quest_id, GetGUIDLow());
        }
        while (result->NextRow());
    }

    m_SeasonalQuestChanged = false;
}

void Player::_LoadMonthlyQuestStatus(PreparedQueryResult result)
{ 
    m_monthlyquests.clear();

    if (result)
    {
        do
        {
            Field* fields = result->Fetch();
            uint32 quest_id = fields[0].GetUInt32();
            Quest const* quest = sObjectMgr->GetQuestTemplate(quest_id);
            if (!quest)
                continue;

            m_monthlyquests.insert(quest_id);
            sLog->outDebug(LOG_FILTER_PLAYER_LOADING, "Monthly quest {%u} cooldown for player (GUID: %u)", quest_id, GetGUIDLow());
        }
        while (result->NextRow());
    }

    m_MonthlyQuestChanged = false;
}

void Player::_LoadSpells(PreparedQueryResult result)
{ 
    //QueryResult* result = CharacterDatabase.PQuery("SELECT spell, specMask FROM character_spell WHERE guid = '%u'", GetGUIDLow());

    if (result)
    {
        do
            // xinef: checked
            addSpell((*result)[0].GetUInt32(), (*result)[1].GetUInt8(), true);
        while (result->NextRow());
    }
}

void Player::_LoadGroup()
{
    if (uint32 groupId = GetGroupIdFromStorage(GetGUIDLow()))
        if (Group* group = sGroupMgr->GetGroupByGUID(groupId))
            if (group->GetMemberGroup(GetGUID()) <= MAX_RAID_SUBGROUPS)
            {
                if (group->IsLeader(GetGUID()))
                    SetFlag(PLAYER_FLAGS, PLAYER_FLAGS_GROUP_LEADER);

                uint8 subgroup = group->GetMemberGroup(GetGUID());
                SetGroup(group, subgroup);

                // the group leader may change the instance difficulty while the player is offline
                SetDungeonDifficulty(group->GetDungeonDifficulty());
                SetRaidDifficulty(group->GetRaidDifficulty());
            }

    if (!GetGroup() || !GetGroup()->IsLeader(GetGUID()))
        RemoveFlag(PLAYER_FLAGS, PLAYER_FLAGS_GROUP_LEADER);
}

void Player::BindToInstance()
{ 
    InstanceSave* mapSave = sInstanceSaveMgr->GetInstanceSave(_pendingBindId);
    if (!mapSave) //it seems sometimes mapSave is NULL, but I did not check why
        return;

    WorldPacket data(SMSG_INSTANCE_SAVE_CREATED, 4);
    data << uint32(0);
    GetSession()->SendPacket(&data);
    sInstanceSaveMgr->PlayerBindToInstance(this->GetGUIDLow(), mapSave, true, this);
}

void Player::SendRaidInfo()
{ 
    uint32 counter = 0;

    WorldPacket data(SMSG_RAID_INSTANCE_INFO, 4);

    size_t p_counter = data.wpos();
    data << uint32(counter);                                // placeholder

    time_t now = time(NULL);

    for (uint8 i = 0; i < MAX_DIFFICULTY; ++i)
    {
        BoundInstancesMap const& m_boundInstances = sInstanceSaveMgr->PlayerGetBoundInstances(GetGUIDLow(), Difficulty(i));
        for (BoundInstancesMap::const_iterator itr = m_boundInstances.begin(); itr != m_boundInstances.end(); ++itr)
        {
            if (itr->second.perm)
            {
                InstanceSave* save = itr->second.save;
                time_t resetTime = itr->second.extended ? save->GetExtendedResetTime() : save->GetResetTime();
                data << uint32(save->GetMapId());           // map id
                data << uint32(save->GetDifficulty());      // difficulty
                data << uint64(MAKE_NEW_GUID(save->GetInstanceId(), 0, HIGHGUID_INSTANCE)); // instance id
                data << uint8(1);                           // expired = 0
                data << uint8(itr->second.extended ? 1 : 0);// extended = 1
                data << uint32(resetTime >= now ? resetTime-now : 0); // reset time
                ++counter;
            }
        }
    }
    data.put<uint32>(p_counter, counter);
    GetSession()->SendPacket(&data);
}

/*
- called on every successful teleportation to a map
*/
void Player::SendSavedInstances()
{ 
    bool hasBeenSaved = false;
    WorldPacket data;

    for (uint8 i = 0; i < MAX_DIFFICULTY; ++i)
    {
        BoundInstancesMap const& m_boundInstances = sInstanceSaveMgr->PlayerGetBoundInstances(GetGUIDLow(), Difficulty(i));
        for (BoundInstancesMap::const_iterator itr = m_boundInstances.begin(); itr != m_boundInstances.end(); ++itr)
        {
            if (itr->second.perm)                               // only permanent binds are sent
            {
                hasBeenSaved = true;
                break;
            }
        }
    }

    //Send opcode 811. true or false means, whether you have current raid/heroic instances
    data.Initialize(SMSG_UPDATE_INSTANCE_OWNERSHIP);
    data << uint32(hasBeenSaved);
    GetSession()->SendPacket(&data);

    if (!hasBeenSaved)
        return;

    for (uint8 i = 0; i < MAX_DIFFICULTY; ++i)
    {
        BoundInstancesMap const& m_boundInstances = sInstanceSaveMgr->PlayerGetBoundInstances(GetGUIDLow(), Difficulty(i));
        for (BoundInstancesMap::const_iterator itr = m_boundInstances.begin(); itr != m_boundInstances.end(); ++itr)
        {
            if (itr->second.perm)
            {
                data.Initialize(SMSG_UPDATE_LAST_INSTANCE);
                data << uint32(itr->second.save->GetMapId());
                GetSession()->SendPacket(&data);
            }
        }
    }
}

bool Player::Satisfy(AccessRequirement const* ar, uint32 target_map, bool report)
{ 
    if (!IsGameMaster() && ar)
    {
        uint8 LevelMin = 0;
        uint8 LevelMax = 0;

        MapEntry const* mapEntry = sMapStore.LookupEntry(target_map);
        if (!mapEntry)
            return false;

        if (!sWorld->getBoolConfig(CONFIG_INSTANCE_IGNORE_LEVEL))
        {
            if (ar->levelMin && getLevel() < ar->levelMin)
                LevelMin = ar->levelMin;
            if (ar->levelMax && getLevel() > ar->levelMax)
                LevelMax = ar->levelMax;
        }

        uint32 missingItem = 0;
        if (ar->item)
        {
            if (!HasItemCount(ar->item, 1) &&
                (!ar->item2 || !HasItemCount(ar->item2)))
                missingItem = ar->item;
        }
        else if (ar->item2 && !HasItemCount(ar->item2))
            missingItem = ar->item2;

        if (DisableMgr::IsDisabledFor(DISABLE_TYPE_MAP, target_map, this))
        {
            GetSession()->SendAreaTriggerMessage("%s", GetSession()->GetTrinityString(LANG_INSTANCE_CLOSED));
            return false;
        }

        uint32 missingQuest = 0;
        if (GetTeamId() == TEAM_ALLIANCE && ar->quest_A && !GetQuestRewardStatus(ar->quest_A))
            missingQuest = ar->quest_A;
        else if (GetTeamId() == TEAM_HORDE && ar->quest_H && !GetQuestRewardStatus(ar->quest_H))
            missingQuest = ar->quest_H;

        uint32 missingAchievement = 0;
        Player* leader = this;
        uint64 leaderGuid = GetGroup() ? GetGroup()->GetLeaderGUID() : GetGUID();
        if (leaderGuid != GetGUID())
            leader = HashMapHolder<Player>::Find(leaderGuid);

        if (ar->achievement)
            if (!leader || !leader->HasAchieved(ar->achievement))
                missingAchievement = ar->achievement;

        Difficulty target_difficulty = GetDifficulty(mapEntry->IsRaid());
        MapDifficulty const* mapDiff = GetDownscaledMapDifficultyData(target_map, target_difficulty);
        if (LevelMin || LevelMax || missingItem || missingQuest || missingAchievement)
        {
            if (report)
            {
                if (missingQuest && !ar->questFailedText.empty())
                    ChatHandler(GetSession()).PSendSysMessage("%s", ar->questFailedText.c_str());
                else if (mapDiff->hasErrorMessage) // if (missingAchievement) covered by this case
                    SendTransferAborted(target_map, TRANSFER_ABORT_DIFFICULTY, target_difficulty);
                else if (missingItem)
                    GetSession()->SendAreaTriggerMessage(GetSession()->GetTrinityString(LANG_LEVEL_MINREQUIRED_AND_ITEM), LevelMin, sObjectMgr->GetItemTemplate(missingItem)->Name1.c_str());
                else if (LevelMin)
                    GetSession()->SendAreaTriggerMessage(GetSession()->GetTrinityString(LANG_LEVEL_MINREQUIRED), LevelMin);
            }
            return false;
        }
    }
    return true;
}

bool Player::CheckInstanceLoginValid()
{ 
    if (!GetMap())
        return false;

    if (!GetMap()->IsDungeon() || IsGameMaster())
        return true;

    if (GetMap()->IsRaid())
    {
        // cannot be in raid instance without a group
        if (!GetGroup())
            return false;
    }
    else
    {
        // cannot be in normal instance without a group and more players than 1 in instance
        if (!GetGroup() && GetMap()->GetPlayersCountExceptGMs() > 1)
            return false;
    }

    // pussywizard: check CanEnter for GetMap(), because in CanPlayerEnter it is called for a map decided before loading screen (can change)
    if (!GetMap()->CanEnter(this, true))
        return false;

    // do checks for satisfy accessreqs, instance full, encounter in progress (raid), perm bind group != perm bind player
    return sMapMgr->CanPlayerEnter(GetMap()->GetId(), this, true);
}

bool Player::CheckInstanceCount(uint32 instanceId) const
{ 
    if (_instanceResetTimes.size() < sWorld->getIntConfig(CONFIG_MAX_INSTANCES_PER_HOUR))
        return true;
    return _instanceResetTimes.find(instanceId) != _instanceResetTimes.end();
}

bool Player::_LoadHomeBind(PreparedQueryResult result)
{ 
    PlayerInfo const* info = sObjectMgr->GetPlayerInfo(getRace(), getClass());
    if (!info)
    {
        sLog->outError("Player (Name %s) has incorrect race/class pair. Can't be loaded.", GetName().c_str());
        return false;
    }

    bool ok = false;
    // SELECT mapId, zoneId, posX, posY, posZ FROM character_homebind WHERE guid = ?
    if (result)
    {
        Field* fields = result->Fetch();

        m_homebindMapId = fields[0].GetUInt16();
        m_homebindAreaId = fields[1].GetUInt16();
        m_homebindX = fields[2].GetFloat();
        m_homebindY = fields[3].GetFloat();
        m_homebindZ = fields[4].GetFloat();

        MapEntry const* bindMapEntry = sMapStore.LookupEntry(m_homebindMapId);

        // accept saved data only for valid position (and non instanceable), and accessable
        if (MapManager::IsValidMapCoord(m_homebindMapId, m_homebindX, m_homebindY, m_homebindZ) &&
            !bindMapEntry->Instanceable() && GetSession()->Expansion() >= bindMapEntry->Expansion())
            ok = true;
        else
        {
            PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_PLAYER_HOMEBIND);
            stmt->setUInt32(0, GetGUIDLow());
            CharacterDatabase.Execute(stmt);
        }
    }

    if (!ok)
    {
        m_homebindMapId = info->mapId;
        m_homebindAreaId = info->areaId;
        m_homebindX = info->positionX;
        m_homebindY = info->positionY;
        m_homebindZ = info->positionZ;

        PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_INS_PLAYER_HOMEBIND);
        stmt->setUInt32(0, GetGUIDLow());
        stmt->setUInt16(1, m_homebindMapId);
        stmt->setUInt16(2, m_homebindAreaId);
        stmt->setFloat (3, m_homebindX);
        stmt->setFloat (4, m_homebindY);
        stmt->setFloat (5, m_homebindZ);
        CharacterDatabase.Execute(stmt);
    }

    ;//sLog->outStaticDebug("Setting player home position - mapid: %u, areaid: %u, X: %f, Y: %f, Z: %f",
    //    m_homebindMapId, m_homebindAreaId, m_homebindX, m_homebindY, m_homebindZ);

    return true;
}

/*********************************************************/
/***                   SAVE SYSTEM                     ***/
/*********************************************************/

void Player::SaveToDB(bool create, bool logout)
{ 
    //lets allow only players in world to be saved
    if (IsBeingTeleportedFar())
    {
        ScheduleDelayedOperation(DELAYED_SAVE_PLAYER);
        return;
    }

    // pussywizard: full save now, so clear partial additional saves
    m_additionalSaveTimer = 0;
    m_additionalSaveMask = 0;

    // first save/honor gain after midnight will also update the player's honor fields
    UpdateHonorFields();

    ;//sLog->outDebug(LOG_FILTER_UNITS, "The value of player %s at save: ", m_name.c_str());
    outDebugValues();

    SQLTransaction trans = CharacterDatabase.BeginTransaction();

    _SaveCharacter(create, trans);

    if (m_mailsUpdated)                                     //save mails only when needed
        _SaveMail(trans);

    _SaveEntryPoint(trans);
    _SaveInventory(trans);
    _SaveQuestStatus(trans);
    _SaveDailyQuestStatus(trans);
    _SaveWeeklyQuestStatus(trans);
    _SaveSeasonalQuestStatus(trans);
    _SaveMonthlyQuestStatus(trans);
    _SaveTalents(trans);
    _SaveSpells(trans);
    _SaveSpellCooldowns(trans, logout);
    _SaveActions(trans);
    _SaveAuras(trans, logout);
    _SaveSkills(trans);
    m_achievementMgr->SaveToDB(trans);
    m_reputationMgr->SaveToDB(trans);
    _SaveEquipmentSets(trans);
    GetSession()->SaveTutorialsData(trans);                 // changed only while character in game
    _SaveGlyphs(trans);
    _SaveInstanceTimeRestrictions(trans);

    // check if stats should only be saved on logout
    // save stats can be out of transaction
    if (m_session->isLogingOut() || !sWorld->getBoolConfig(CONFIG_STATS_SAVE_ONLY_ON_LOGOUT))
        _SaveStats(trans);

    CharacterDatabase.CommitTransaction(trans);

    // save pet (hunter pet level and experience and all type pets health/mana).
    if (Pet* pet = GetPet())
        pet->SavePetToDB(PET_SAVE_AS_CURRENT, logout);

    // our: saving system
    if (!create && !logout)
    {
        // pussywizard: if it was not yet our time to save, be we are saved (additional save after important changes)
        // pussywizard: then free our original ticket in saving queue, so saving is fluent with no gaps
        SavingSystemMgr::InsertToSavingSkipListIfNeeded(m_nextSave);

        m_nextSave = SavingSystemMgr::IncreaseSavingMaxValue(1);
    }
}

// fast save function for item/money cheating preventing - save only inventory and money state
void Player::SaveInventoryAndGoldToDB(SQLTransaction& trans)
{ 
    _SaveInventory(trans);
    SaveGoldToDB(trans);
}

void Player::SaveGoldToDB(SQLTransaction& trans)
{ 
    PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UDP_CHAR_MONEY);
    stmt->setUInt32(0, GetMoney());
    stmt->setUInt32(1, GetGUIDLow());
    trans->Append(stmt);
}

void Player::_SaveActions(SQLTransaction& trans)
{ 
    PreparedStatement* stmt = NULL;

    for (ActionButtonList::iterator itr = m_actionButtons.begin(); itr != m_actionButtons.end();)
    {
        switch (itr->second.uState)
        {
            case ACTIONBUTTON_NEW:
                stmt = CharacterDatabase.GetPreparedStatement(CHAR_INS_CHAR_ACTION);
                stmt->setUInt32(0, GetGUIDLow());
                stmt->setUInt8(1, m_activeSpec);
                stmt->setUInt8(2, itr->first);
                stmt->setUInt32(3, itr->second.GetAction());
                stmt->setUInt8(4, uint8(itr->second.GetType()));
                trans->Append(stmt);

                itr->second.uState = ACTIONBUTTON_UNCHANGED;
                ++itr;
                break;
            case ACTIONBUTTON_CHANGED:
                stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_CHAR_ACTION);
                stmt->setUInt32(0, itr->second.GetAction());
                stmt->setUInt8(1, uint8(itr->second.GetType()));
                stmt->setUInt32(2,  GetGUIDLow());
                stmt->setUInt8(3, itr->first);
                stmt->setUInt8(4, m_activeSpec);
                trans->Append(stmt);

                itr->second.uState = ACTIONBUTTON_UNCHANGED;
                ++itr;
                break;
            case ACTIONBUTTON_DELETED:
                stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_ACTION_BY_BUTTON_SPEC);
                stmt->setUInt32(0, GetGUIDLow());
                stmt->setUInt8(1, itr->first);
                stmt->setUInt8(2, m_activeSpec);
                trans->Append(stmt);

                m_actionButtons.erase(itr++);
                break;
            default:
                ++itr;
                break;
        }
    }
}

void Player::_SaveAuras(SQLTransaction& trans, bool logout)
{ 
    PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_AURA);
    stmt->setUInt32(0, GetGUIDLow());
    trans->Append(stmt);

    for (AuraMap::const_iterator itr = m_ownedAuras.begin(); itr != m_ownedAuras.end(); ++itr)
    {
        if (!itr->second->CanBeSaved())
            continue;

        Aura* aura = itr->second;
        if( !logout && aura->GetDuration() < 60*IN_MILLISECONDS )
            continue;

        int32 damage[MAX_SPELL_EFFECTS];
        int32 baseDamage[MAX_SPELL_EFFECTS];
        uint8 effMask = 0;
        uint8 recalculateMask = 0;
        for (uint8 i = 0; i < MAX_SPELL_EFFECTS; ++i)
        {
            if (AuraEffect const* effect = aura->GetEffect(i))
            {
                baseDamage[i] = effect->GetBaseAmount();
                damage[i] = effect->GetAmount();
                effMask |= 1 << i;
                if (effect->CanBeRecalculated())
                    recalculateMask |= 1 << i;
            }
            else
            {
                baseDamage[i] = 0;
                damage[i] = 0;
            }
        }

        uint8 index = 0;
        stmt = CharacterDatabase.GetPreparedStatement(CHAR_INS_AURA);
        stmt->setUInt32(index++, GetGUIDLow());
        stmt->setUInt64(index++, itr->second->GetCasterGUID());
        stmt->setUInt64(index++, itr->second->GetCastItemGUID());
        stmt->setUInt32(index++, itr->second->GetId());
        stmt->setUInt8(index++, effMask);
        stmt->setUInt8(index++, recalculateMask);
        stmt->setUInt8(index++, itr->second->GetStackAmount());
        stmt->setInt32(index++, damage[0]);
        stmt->setInt32(index++, damage[1]);
        stmt->setInt32(index++, damage[2]);
        stmt->setInt32(index++, baseDamage[0]);
        stmt->setInt32(index++, baseDamage[1]);
        stmt->setInt32(index++, baseDamage[2]);
        stmt->setInt32(index++, itr->second->GetMaxDuration());
        stmt->setInt32(index++, itr->second->GetDuration());
        stmt->setUInt8(index, itr->second->GetCharges());
        trans->Append(stmt);
    }
}

void Player::_SaveInventory(SQLTransaction& trans)
{ 
    PreparedStatement* stmt = NULL;
    // force items in buyback slots to new state
    // and remove those that aren't already
    for (uint8 i = BUYBACK_SLOT_START; i < BUYBACK_SLOT_END; ++i)
    {
        Item* item = m_items[i];
        if (!item)
            continue;
        
        if (item->GetState() == ITEM_NEW)
        {
            // Xinef: item is removed, remove loot from storage if any
            if (item->GetTemplate()->Flags & ITEM_PROTO_FLAG_OPENABLE)
                sLootItemStorage->RemoveStoredLoot(item->GetGUIDLow());
            continue;
        }

        stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_INVENTORY_BY_ITEM);
        stmt->setUInt32(0, item->GetGUIDLow());
        trans->Append(stmt);

        stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_ITEM_INSTANCE);
        stmt->setUInt32(0, item->GetGUIDLow());
        trans->Append(stmt);
        m_items[i]->FSetState(ITEM_NEW);

        // Xinef: item is removed, remove loot from storage if any
        if (item->GetTemplate()->Flags & ITEM_PROTO_FLAG_OPENABLE)
            sLootItemStorage->RemoveStoredLoot(item->GetGUIDLow());
    }

    // Updated played time for refundable items. We don't do this in Player::Update because there's simply no need for it,
    // the client auto counts down in real time after having received the initial played time on the first
    // SMSG_ITEM_REFUND_INFO_RESPONSE packet.
    // Item::UpdatePlayedTime is only called when needed, which is in DB saves, and item refund info requests.
    RefundableItemsSet::iterator i_next;
    for (RefundableItemsSet::iterator itr = m_refundableItems.begin(); itr!= m_refundableItems.end(); itr = i_next)
    {
        // use copy iterator because itr may be invalid after operations in this loop
        i_next = itr;
        ++i_next;

        Item* iPtr = GetItemByGuid(MAKE_NEW_GUID(*itr, 0, HIGHGUID_ITEM));
        if (iPtr)
        {
            iPtr->UpdatePlayedTime(this);
            continue;
        }
        else
        {
            sLog->outError("Can't find item guid %u but is in refundable storage for player %u ! Removing.", *itr, GetGUIDLow());
            m_refundableItems.erase(itr);
        }
    }

    // update enchantment durations
    for (EnchantDurationList::iterator itr = m_enchantDuration.begin(); itr != m_enchantDuration.end(); ++itr)
        itr->item->SetEnchantmentDuration(itr->slot, itr->leftduration, this);

    // if no changes
    if (m_itemUpdateQueue.empty())
        return;

    uint32 lowGuid = GetGUIDLow();
    for (size_t i = 0; i < m_itemUpdateQueue.size(); ++i)
    {
        Item* item = m_itemUpdateQueue[i];
        if (!item)
            continue;

        Bag* container = item->GetContainer();
        uint32 bag_guid = container ? container->GetGUIDLow() : 0;

        if (item->GetState() != ITEM_REMOVED)
        {
            Item* test = GetItemByPos(item->GetBagSlot(), item->GetSlot());
            if (test == NULL)
            {
                uint32 bagTestGUID = 0;
                if (Item* test2 = GetItemByPos(INVENTORY_SLOT_BAG_0, item->GetBagSlot()))
                    bagTestGUID = test2->GetGUIDLow();
                sLog->outError("Player(GUID: %u Name: %s)::_SaveInventory - the bag(%u) and slot(%u) values for the item with guid %u (state %d) are incorrect, the player doesn't have an item at that position!", lowGuid, GetName().c_str(), item->GetBagSlot(), item->GetSlot(), item->GetGUIDLow(), (int32)item->GetState());
                // according to the test that was just performed nothing should be in this slot, delete
                stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_INVENTORY_BY_BAG_SLOT);
                stmt->setUInt32(0, bagTestGUID);
                stmt->setUInt8(1, item->GetSlot());
                stmt->setUInt32(2, lowGuid);
                trans->Append(stmt);

                RemoveTradeableItem(item); // pussywizard
                RemoveEnchantmentDurationsReferences(item); // pussywizard
                RemoveItemDurations(item); // pussywizard

                // also THIS item should be somewhere else, cheat attempt
                item->FSetState(ITEM_REMOVED); // we are IN updateQueue right now, can't use SetState which modifies the queue
                DeleteRefundReference(item->GetGUIDLow());
                // don't skip, let the switch delete it
                continue;
            }
            else if (test != item)
            {
                sLog->outError("Player(GUID: %u Name: %s)::_SaveInventory - the bag(%u) and slot(%u) values for the item with guid %u are incorrect, the item with guid %u is there instead!", lowGuid, GetName().c_str(), item->GetBagSlot(), item->GetSlot(), item->GetGUIDLow(), test->GetGUIDLow());
                // save all changes to the item...
                if (item->GetState() != ITEM_NEW) // only for existing items, no dupes
                    item->SaveToDB(trans);
                // ...but do not save position in invntory
                continue;
            }
        }

        switch (item->GetState())
        {
            case ITEM_NEW:
            case ITEM_CHANGED:
                stmt = CharacterDatabase.GetPreparedStatement(CHAR_REP_INVENTORY_ITEM);
                stmt->setUInt32(0, lowGuid);
                stmt->setUInt32(1, bag_guid);
                stmt->setUInt8 (2, item->GetSlot());
                stmt->setUInt32(3, item->GetGUIDLow());
                trans->Append(stmt);
                break;
            case ITEM_REMOVED:
                stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_INVENTORY_BY_ITEM);
                stmt->setUInt32(0, item->GetGUIDLow());
                trans->Append(stmt);
            case ITEM_UNCHANGED:
                break;
        }

        item->SaveToDB(trans);                                   // item have unchanged inventory record and can be save standalone
    }
    m_itemUpdateQueue.clear();
}

void Player::_SaveMail(SQLTransaction& trans)
{ 
    if (!m_mailsLoaded)
        return;

    PreparedStatement* stmt = NULL;

    for (PlayerMails::iterator itr = m_mail.begin(); itr != m_mail.end(); ++itr)
    {
        Mail* m = (*itr);
        if (m->state == MAIL_STATE_CHANGED)
        {
            stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_MAIL);
            stmt->setUInt8(0, uint8(m->HasItems() ? 1 : 0));
            stmt->setUInt32(1, uint32(m->expire_time));
            stmt->setUInt32(2, uint32(m->deliver_time));
            stmt->setUInt32(3, m->money);
            stmt->setUInt32(4, m->COD);
            stmt->setUInt8(5, uint8(m->checked));
            stmt->setUInt32(6, m->messageID);

            trans->Append(stmt);

            if (!m->removedItems.empty())
            {
                for (std::vector<uint32>::iterator itr2 = m->removedItems.begin(); itr2 != m->removedItems.end(); ++itr2)
                {
                    stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_MAIL_ITEM);
                    stmt->setUInt32(0, *itr2);
                    trans->Append(stmt);
                }
                m->removedItems.clear();
            }
            m->state = MAIL_STATE_UNCHANGED;
        }
        else if (m->state == MAIL_STATE_DELETED)
        {
            if (m->HasItems())
            {
                for (MailItemInfoVec::iterator itr2 = m->items.begin(); itr2 != m->items.end(); ++itr2)
                {
                    stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_ITEM_INSTANCE);
                    stmt->setUInt32(0, itr2->item_guid);
                    trans->Append(stmt);
                }
            }
            stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_MAIL_BY_ID);
            stmt->setUInt32(0, m->messageID);
            trans->Append(stmt);

            stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_MAIL_ITEM_BY_ID);
            stmt->setUInt32(0, m->messageID);
            trans->Append(stmt);
        }
    }

    //deallocate deleted mails...
    for (PlayerMails::iterator itr = m_mail.begin(); itr != m_mail.end();)
    {
        if ((*itr)->state == MAIL_STATE_DELETED)
        {
            Mail* m = *itr;
            m_mail.erase(itr);
            delete m;
            itr = m_mail.begin();
        }
        else
            ++itr;
    }

    m_mailsUpdated = false;
}

void Player::_SaveQuestStatus(SQLTransaction& trans)
{ 
    bool isTransaction = !trans.null();
    if (!isTransaction)
        trans = CharacterDatabase.BeginTransaction();

    QuestStatusSaveMap::iterator saveItr;
    QuestStatusMap::iterator statusItr;
    PreparedStatement* stmt = NULL;

    bool keepAbandoned = !(sWorld->GetCleaningFlags() & CharacterDatabaseCleaner::CLEANING_FLAG_QUESTSTATUS);

    for (saveItr = m_QuestStatusSave.begin(); saveItr != m_QuestStatusSave.end(); ++saveItr)
    {
        if (saveItr->second)
        {
            statusItr = m_QuestStatus.find(saveItr->first);
            if (statusItr != m_QuestStatus.end() && (keepAbandoned || statusItr->second.Status != QUEST_STATUS_NONE))
            {
                uint8 index = 0;
                stmt = CharacterDatabase.GetPreparedStatement(CHAR_REP_CHAR_QUESTSTATUS);

                stmt->setUInt32(index++, GetGUIDLow());
                stmt->setUInt32(index++, statusItr->first);
                stmt->setUInt8(index++, uint8(statusItr->second.Status));
                stmt->setBool(index++, statusItr->second.Explored);
                stmt->setUInt32(index++, uint32(statusItr->second.Timer / IN_MILLISECONDS+ sWorld->GetGameTime()));

                for (uint8 i = 0; i < 4; i++)
                    stmt->setUInt16(index++, statusItr->second.CreatureOrGOCount[i]);

                for (uint8 i = 0; i < 4; i++)
                    stmt->setUInt16(index++, statusItr->second.ItemCount[i]);

                stmt->setUInt16(index, statusItr->second.PlayerCount);
                trans->Append(stmt);
            }
        }
        else
        {
            stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_QUESTSTATUS_BY_QUEST);
            stmt->setUInt32(0, GetGUIDLow());
            stmt->setUInt32(1, saveItr->first);
            trans->Append(stmt);
        }
    }

    m_QuestStatusSave.clear();

    for (saveItr = m_RewardedQuestsSave.begin(); saveItr != m_RewardedQuestsSave.end(); ++saveItr)
    {
        if (saveItr->second)
            stmt = CharacterDatabase.GetPreparedStatement(CHAR_INS_CHAR_QUESTSTATUS_REWARDED);
        else // xinef: what the fuck is this shit? quest can be removed by spelleffect if (!keepAbandoned)
            stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_QUESTSTATUS_REWARDED_BY_QUEST);

        stmt->setUInt32(0, GetGUIDLow());
        stmt->setUInt32(1, saveItr->first);
        trans->Append(stmt);
    }

    m_RewardedQuestsSave.clear();

    if (!isTransaction)
        CharacterDatabase.CommitTransaction(trans);
}

void Player::_SaveDailyQuestStatus(SQLTransaction& trans)
{ 
    if (!m_DailyQuestChanged)
        return;

    m_DailyQuestChanged = false;

    // save last daily quest time for all quests: we need only mostly reset time for reset check anyway

    // we don't need transactions here.
    PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_QUEST_STATUS_DAILY_CHAR);
    stmt->setUInt32(0, GetGUIDLow());
    trans->Append(stmt);
    for (uint32 quest_daily_idx = 0; quest_daily_idx < PLAYER_MAX_DAILY_QUESTS; ++quest_daily_idx)
    {
        if (GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx))
        {
            stmt = CharacterDatabase.GetPreparedStatement(CHAR_INS_CHARACTER_DAILYQUESTSTATUS);
            stmt->setUInt32(0, GetGUIDLow());
            stmt->setUInt32(1, GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx));
            stmt->setUInt64(2, uint64(m_lastDailyQuestTime));
            trans->Append(stmt);
        }
    }

    if (!m_DFQuests.empty())
    {
        for (DFQuestsDoneList::iterator itr = m_DFQuests.begin(); itr != m_DFQuests.end(); ++itr)
        {
            stmt = CharacterDatabase.GetPreparedStatement(CHAR_INS_CHARACTER_DAILYQUESTSTATUS);
            stmt->setUInt32(0, GetGUIDLow());
            stmt->setUInt32(1, (*itr));
            stmt->setUInt64(2, uint64(m_lastDailyQuestTime));
            trans->Append(stmt);
        }
    }
}

void Player::_SaveWeeklyQuestStatus(SQLTransaction& trans)
{ 
    if (!m_WeeklyQuestChanged || m_weeklyquests.empty())
        return;

    // we don't need transactions here.
    PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_QUEST_STATUS_WEEKLY_CHAR);
    stmt->setUInt32(0, GetGUIDLow());
    trans->Append(stmt);

    for (QuestSet::const_iterator iter = m_weeklyquests.begin(); iter != m_weeklyquests.end(); ++iter)
    {
        uint32 quest_id  = *iter;

        stmt = CharacterDatabase.GetPreparedStatement(CHAR_INS_CHARACTER_WEEKLYQUESTSTATUS);
        stmt->setUInt32(0, GetGUIDLow());
        stmt->setUInt32(1, quest_id);
        trans->Append(stmt);
    }

    m_WeeklyQuestChanged = false;
}

void Player::_SaveSeasonalQuestStatus(SQLTransaction& trans)
{ 
    if (!m_SeasonalQuestChanged || m_seasonalquests.empty())
        return;

    // we don't need transactions here.
    PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_QUEST_STATUS_SEASONAL_CHAR);
    stmt->setUInt32(0, GetGUIDLow());
    trans->Append(stmt);

    for (SeasonalEventQuestMap::const_iterator iter = m_seasonalquests.begin(); iter != m_seasonalquests.end(); ++iter)
    {
        uint16 event_id = iter->first;
        for (SeasonalQuestSet::const_iterator itr = iter->second.begin(); itr != iter->second.end(); ++itr)
        {
            uint32 quest_id = (*itr);

            stmt = CharacterDatabase.GetPreparedStatement(CHAR_INS_CHARACTER_SEASONALQUESTSTATUS);
            stmt->setUInt32(0, GetGUIDLow());
            stmt->setUInt32(1, quest_id);
            stmt->setUInt32(2, event_id);
            trans->Append(stmt);
        }
    }

    m_SeasonalQuestChanged = false;
}

void Player::_SaveMonthlyQuestStatus(SQLTransaction& trans)
{ 
    if (!m_MonthlyQuestChanged || m_monthlyquests.empty())
        return;

    // we don't need transactions here.
    PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_QUEST_STATUS_MONTHLY_CHAR);
    stmt->setUInt32(0, GetGUIDLow());
    trans->Append(stmt);

    for (QuestSet::const_iterator iter = m_monthlyquests.begin(); iter != m_monthlyquests.end(); ++iter)
    {
        uint32 quest_id = *iter;
        stmt = CharacterDatabase.GetPreparedStatement(CHAR_INS_CHARACTER_MONTHLYQUESTSTATUS);
        stmt->setUInt32(0, GetGUIDLow());
        stmt->setUInt32(1, quest_id);
        trans->Append(stmt);
    }

    m_MonthlyQuestChanged = false;
}

void Player::_SaveSkills(SQLTransaction& trans)
{ 
    PreparedStatement* stmt = NULL;
    // we don't need transactions here.
    for (SkillStatusMap::iterator itr = mSkillStatus.begin(); itr != mSkillStatus.end();)
    {
        if (itr->second.uState == SKILL_UNCHANGED)
        {
            ++itr;
            continue;
        }

        if (itr->second.uState == SKILL_DELETED)
        {
            stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_SKILL_BY_SKILL);
            stmt->setUInt32(0, GetGUIDLow());
            stmt->setUInt32(1, itr->first);
            trans->Append(stmt);

            mSkillStatus.erase(itr++);
            continue;
        }

        uint32 valueData = GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(itr->second.pos));
        uint16 value = SKILL_VALUE(valueData);
        uint16 max = SKILL_MAX(valueData);

        switch (itr->second.uState)
        {
            case SKILL_NEW:
                stmt = CharacterDatabase.GetPreparedStatement(CHAR_INS_CHAR_SKILLS);
                stmt->setUInt32(0, GetGUIDLow());
                stmt->setUInt16(1, uint16(itr->first));
                stmt->setUInt16(2, value);
                stmt->setUInt16(3, max);
                trans->Append(stmt);

                break;
            case SKILL_CHANGED:
                stmt = CharacterDatabase.GetPreparedStatement(CHAR_UDP_CHAR_SKILLS);
                stmt->setUInt16(0, value);
                stmt->setUInt16(1, max);
                stmt->setUInt32(2, GetGUIDLow());
                stmt->setUInt16(3, uint16(itr->first));
                trans->Append(stmt);

                break;
            default:
                break;
        }
        itr->second.uState = SKILL_UNCHANGED;

        ++itr;
    }
}

void Player::_SaveSpells(SQLTransaction& trans)
{ 
    PreparedStatement* stmt = NULL;

    for (PlayerSpellMap::iterator itr = m_spells.begin(); itr != m_spells.end();)
    {
        // xinef: skip temporary spells
        if (itr->second->State == PLAYERSPELL_TEMPORARY)
        {
            ++itr;
            continue;
        }

        // xinef: Delete statement for removed / updated spell
        if (itr->second->State == PLAYERSPELL_REMOVED || itr->second->State == PLAYERSPELL_CHANGED)
        {
            stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_SPELL_BY_SPELL);
            stmt->setUInt32(0, GetGUIDLow());
            stmt->setUInt32(1, itr->first);
            trans->Append(stmt);
        }

        // xinef: insert statement for new / updated spell
        if (itr->second->State == PLAYERSPELL_NEW || itr->second->State == PLAYERSPELL_CHANGED)
        {
            stmt = CharacterDatabase.GetPreparedStatement(CHAR_INS_CHAR_SPELL);
            stmt->setUInt32(0, GetGUIDLow());
            stmt->setUInt32(1, itr->first);
            stmt->setUInt8(2, itr->second->specMask);
            trans->Append(stmt);
        }

        if (itr->second->State == PLAYERSPELL_REMOVED)
        {
            delete itr->second;
            m_spells.erase(itr++);
        }
        else
        {
            itr->second->State = PLAYERSPELL_UNCHANGED;
            ++itr;
        }
    }
}

// save player stats -- only for external usage
// real stats will be recalculated on player login
void Player::_SaveStats(SQLTransaction& trans)
{ 
    // check if stat saving is enabled and if char level is high enough
    if (!sWorld->getIntConfig(CONFIG_MIN_LEVEL_STAT_SAVE) || getLevel() < sWorld->getIntConfig(CONFIG_MIN_LEVEL_STAT_SAVE))
        return;

    PreparedStatement* stmt = NULL;

    stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_STATS);
    stmt->setUInt32(0, GetGUIDLow());
    trans->Append(stmt);

    uint8 index = 0;

    stmt = CharacterDatabase.GetPreparedStatement(CHAR_INS_CHAR_STATS);
    stmt->setUInt32(index++, GetGUIDLow());
    stmt->setUInt32(index++, GetMaxHealth());

    for (uint8 i = 0; i < MAX_POWERS; ++i)
        stmt->setUInt32(index++, GetMaxPower(Powers(i)));

    for (uint8 i = 0; i < MAX_STATS; ++i)
        stmt->setUInt32(index++, GetStat(Stats(i)));

    for (int i = 0; i < MAX_SPELL_SCHOOL; ++i)
        stmt->setUInt32(index++, GetResistance(SpellSchools(i)));

    stmt->setFloat(index++, GetFloatValue(PLAYER_BLOCK_PERCENTAGE));
    stmt->setFloat(index++, GetFloatValue(PLAYER_DODGE_PERCENTAGE));
    stmt->setFloat(index++, GetFloatValue(PLAYER_PARRY_PERCENTAGE));
    stmt->setFloat(index++, GetFloatValue(PLAYER_CRIT_PERCENTAGE));
    stmt->setFloat(index++, GetFloatValue(PLAYER_RANGED_CRIT_PERCENTAGE));
    stmt->setFloat(index++, GetFloatValue(PLAYER_SPELL_CRIT_PERCENTAGE1));
    stmt->setUInt32(index++, GetUInt32Value(UNIT_FIELD_ATTACK_POWER));
    stmt->setUInt32(index++, GetUInt32Value(UNIT_FIELD_RANGED_ATTACK_POWER));
    stmt->setUInt32(index++, GetBaseSpellPowerBonus());
    stmt->setUInt32(index++, GetUInt32Value(PLAYER_FIELD_COMBAT_RATING_1 + CR_CRIT_TAKEN_SPELL));

    trans->Append(stmt);
}

void Player::outDebugValues() const
{ 
    if (!sLog->IsOutDebug())                                  // optimize disabled debug output
        return;

    ;//sLog->outDebug(LOG_FILTER_UNITS, "HP is: \t\t\t%u\t\tMP is: \t\t\t%u", GetMaxHealth(), GetMaxPower(POWER_MANA));
    ;//sLog->outDebug(LOG_FILTER_UNITS, "AGILITY is: \t\t%f\t\tSTRENGTH is: \t\t%f", GetStat(STAT_AGILITY), GetStat(STAT_STRENGTH));
    ;//sLog->outDebug(LOG_FILTER_UNITS, "INTELLECT is: \t\t%f\t\tSPIRIT is: \t\t%f", GetStat(STAT_INTELLECT), GetStat(STAT_SPIRIT));
    ;//sLog->outDebug(LOG_FILTER_UNITS, "STAMINA is: \t\t%f", GetStat(STAT_STAMINA));
    ;//sLog->outDebug(LOG_FILTER_UNITS, "Armor is: \t\t%u\t\tBlock is: \t\t%f", GetArmor(), GetFloatValue(PLAYER_BLOCK_PERCENTAGE));
    ;//sLog->outDebug(LOG_FILTER_UNITS, "HolyRes is: \t\t%u\t\tFireRes is: \t\t%u", GetResistance(SPELL_SCHOOL_HOLY), GetResistance(SPELL_SCHOOL_FIRE));
    ;//sLog->outDebug(LOG_FILTER_UNITS, "NatureRes is: \t\t%u\t\tFrostRes is: \t\t%u", GetResistance(SPELL_SCHOOL_NATURE), GetResistance(SPELL_SCHOOL_FROST));
    ;//sLog->outDebug(LOG_FILTER_UNITS, "ShadowRes is: \t\t%u\t\tArcaneRes is: \t\t%u", GetResistance(SPELL_SCHOOL_SHADOW), GetResistance(SPELL_SCHOOL_ARCANE));
    ;//sLog->outDebug(LOG_FILTER_UNITS, "MIN_DAMAGE is: \t\t%f\tMAX_DAMAGE is: \t\t%f", GetFloatValue(UNIT_FIELD_MINDAMAGE), GetFloatValue(UNIT_FIELD_MAXDAMAGE));
    ;//sLog->outDebug(LOG_FILTER_UNITS, "MIN_OFFHAND_DAMAGE is: \t%f\tMAX_OFFHAND_DAMAGE is: \t%f", GetFloatValue(UNIT_FIELD_MINOFFHANDDAMAGE), GetFloatValue(UNIT_FIELD_MAXOFFHANDDAMAGE));
    ;//sLog->outDebug(LOG_FILTER_UNITS, "MIN_RANGED_DAMAGE is: \t%f\tMAX_RANGED_DAMAGE is: \t%f", GetFloatValue(UNIT_FIELD_MINRANGEDDAMAGE), GetFloatValue(UNIT_FIELD_MAXRANGEDDAMAGE));
    ;//sLog->outDebug(LOG_FILTER_UNITS, "ATTACK_TIME is: \t%u\t\tRANGE_ATTACK_TIME is: \t%u", GetAttackTime(BASE_ATTACK), GetAttackTime(RANGED_ATTACK));
}

/*********************************************************/
/***               FLOOD FILTER SYSTEM                 ***/
/*********************************************************/

void Player::UpdateSpeakTime(uint32 specialMessageLimit)
{ 
    // ignore chat spam protection for GMs in any mode
    if (!AccountMgr::IsPlayerAccount(GetSession()->GetSecurity()))
        return;

    time_t current = time (NULL);
    if (m_speakTime > current)
    {
        uint32 max_count = specialMessageLimit ? specialMessageLimit : sWorld->getIntConfig(CONFIG_CHATFLOOD_MESSAGE_COUNT);
        if (!max_count)
            return;

        ++m_speakCount;
        if (m_speakCount >= max_count)
        {
            // prevent overwrite mute time, if message send just before mutes set, for example.
            time_t new_mute = current + sWorld->getIntConfig(CONFIG_CHATFLOOD_MUTE_TIME);
            if (GetSession()->m_muteTime < new_mute)
                GetSession()->m_muteTime = new_mute;

            m_speakCount = 0;
        }
    }
    else
        m_speakCount = 1;

    m_speakTime = current + sWorld->getIntConfig(CONFIG_CHATFLOOD_MESSAGE_DELAY);
}

bool Player::CanSpeak() const
{ 
    return  GetSession()->m_muteTime <= time (NULL);
}

/*********************************************************/
/***              LOW LEVEL FUNCTIONS:Notifiers        ***/
/*********************************************************/

void Player::SendAttackSwingNotInRange()
{ 
    WorldPacket data(SMSG_ATTACKSWING_NOTINRANGE, 0);
    GetSession()->SendPacket(&data);
}

void Player::SavePositionInDB(uint32 mapid, float x, float y, float z, float o, uint32 zone, uint64 guid)
{
    PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_CHARACTER_POSITION);

    stmt->setFloat(0, x);
    stmt->setFloat(1, y);
    stmt->setFloat(2, z);
    stmt->setFloat(3, o);
    stmt->setUInt16(4, uint16(mapid));
    stmt->setUInt16(5, uint16(zone));
    stmt->setUInt32(6, GUID_LOPART(guid));

    CharacterDatabase.Execute(stmt);
}

void Player::SetUInt32ValueInArray(Tokenizer& tokens, uint16 index, uint32 value)
{
    char buf[11];
    snprintf(buf, 11, "%u", value);

    if (index >= tokens.size())
        return;

    tokens[index] = buf;
}

void Player::Customize(uint64 guid, uint8 gender, uint8 skin, uint8 face, uint8 hairStyle, uint8 hairColor, uint8 facialHair)
{
    // xinef: zomg! sync query
    PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHAR_PLAYERBYTES2);
    stmt->setUInt32(0, GUID_LOPART(guid));
    PreparedQueryResult result = CharacterDatabase.Query(stmt);

    if (!result)
        return;

    Field* fields = result->Fetch();

    uint32 playerBytes2 = fields[0].GetUInt32();
    playerBytes2 &= ~0xFF;
    playerBytes2 |= facialHair;

    stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_GENDER_PLAYERBYTES);

    stmt->setUInt8(0, gender);
    stmt->setUInt32(1, skin | (face << 8) | (hairStyle << 16) | (hairColor << 24));
    stmt->setUInt32(2, playerBytes2);
    stmt->setUInt32(3, GUID_LOPART(guid));

    CharacterDatabase.Execute(stmt);
}

void Player::SendAttackSwingDeadTarget()
{ 
    WorldPacket data(SMSG_ATTACKSWING_DEADTARGET, 0);
    GetSession()->SendPacket(&data);
}

void Player::SendAttackSwingCantAttack()
{ 
    WorldPacket data(SMSG_ATTACKSWING_CANT_ATTACK, 0);
    GetSession()->SendPacket(&data);
}

void Player::SendAttackSwingCancelAttack()
{ 
    WorldPacket data(SMSG_CANCEL_COMBAT, 0);
    GetSession()->SendPacket(&data);
}

void Player::SendAttackSwingBadFacingAttack()
{ 
    WorldPacket data(SMSG_ATTACKSWING_BADFACING, 0);
    GetSession()->SendPacket(&data);
}

void Player::SendAutoRepeatCancel(Unit* target)
{ 
    WorldPacket data(SMSG_CANCEL_AUTO_REPEAT, target->GetPackGUID().size());
    data.append(target->GetPackGUID());                     // may be it's target guid
    SendMessageToSet(&data, true);
}

void Player::SendExplorationExperience(uint32 Area, uint32 Experience)
{ 
    WorldPacket data(SMSG_EXPLORATION_EXPERIENCE, 8);
    data << uint32(Area);
    data << uint32(Experience);
    GetSession()->SendPacket(&data);
}

void Player::SendDungeonDifficulty(bool IsInGroup)
{ 
    uint8 val = 0x00000001;
    WorldPacket data(MSG_SET_DUNGEON_DIFFICULTY, 12);
    data << (uint32)GetDungeonDifficulty();
    data << uint32(val);
    data << uint32(IsInGroup);
    GetSession()->SendPacket(&data);
}

void Player::SendRaidDifficulty(bool IsInGroup, int32 forcedDifficulty)
{ 
    uint8 val = 0x00000001;
    WorldPacket data(MSG_SET_RAID_DIFFICULTY, 12);
    data << uint32(forcedDifficulty == -1 ? GetRaidDifficulty() : forcedDifficulty);
    data << uint32(val);
    data << uint32(IsInGroup);
    GetSession()->SendPacket(&data);
}

void Player::SendResetFailedNotify(uint32 mapid)
{ 
    WorldPacket data(SMSG_RESET_FAILED_NOTIFY, 4);
    data << uint32(mapid);
    GetSession()->SendPacket(&data);
}

/// Reset all solo instances and optionally send a message on success for each
void Player::ResetInstances(uint64 guid, uint8 method, bool isRaid)
{
    switch (method)
    {
        case INSTANCE_RESET_ALL:
            {
                Player* p = ObjectAccessor::FindPlayerInOrOutOfWorld(guid);
                if (!p || p->GetDifficulty(false) != DUNGEON_DIFFICULTY_NORMAL)
                    break;
                std::vector<InstanceSave*> toUnbind;
                BoundInstancesMap const& m_boundInstances = sInstanceSaveMgr->PlayerGetBoundInstances(p->GetGUIDLow(), Difficulty(DUNGEON_DIFFICULTY_NORMAL));
                for (BoundInstancesMap::const_iterator itr = m_boundInstances.begin(); itr != m_boundInstances.end(); ++itr)
                {
                    InstanceSave* instanceSave = itr->second.save;
                    const MapEntry* entry = sMapStore.LookupEntry(itr->first);
                    if (!entry || entry->IsRaid() || !instanceSave->CanReset())
                        continue;

                    Map* map = sMapMgr->FindMap(instanceSave->GetMapId(), instanceSave->GetInstanceId());
                    if (!map || map->ToInstanceMap()->Reset(method))
                    {
                        p->SendResetInstanceSuccess(instanceSave->GetMapId());
                        toUnbind.push_back(instanceSave);
                    }
                    else
                        p->SendResetInstanceFailed(0, instanceSave->GetMapId());
                }
                for (std::vector<InstanceSave*>::const_iterator itr = toUnbind.begin(); itr != toUnbind.end(); ++itr)
                    sInstanceSaveMgr->UnbindAllFor(*itr);
            }
            break;
        case INSTANCE_RESET_CHANGE_DIFFICULTY:
            {
                Player* p = ObjectAccessor::FindPlayerInOrOutOfWorld(guid);
                if (!p)
                    break;
                std::vector<InstanceSave*> toUnbind;
                BoundInstancesMap const& m_boundInstances = sInstanceSaveMgr->PlayerGetBoundInstances(p->GetGUIDLow(), p->GetDifficulty(isRaid));
                for (BoundInstancesMap::const_iterator itr = m_boundInstances.begin(); itr != m_boundInstances.end(); ++itr)
                {
                    InstanceSave* instanceSave = itr->second.save;
                    const MapEntry* entry = sMapStore.LookupEntry(itr->first);
                    if (!entry || entry->IsRaid() != isRaid || !instanceSave->CanReset())
                        continue;

                    Map* map = sMapMgr->FindMap(instanceSave->GetMapId(), instanceSave->GetInstanceId());
                    if (!map || map->ToInstanceMap()->Reset(method))
                    {
                        p->SendResetInstanceSuccess(instanceSave->GetMapId());
                        toUnbind.push_back(instanceSave);
                    }
                    else
                        p->SendResetInstanceFailed(0, instanceSave->GetMapId());
                }
                for (std::vector<InstanceSave*>::const_iterator itr = toUnbind.begin(); itr != toUnbind.end(); ++itr)
                    sInstanceSaveMgr->UnbindAllFor(*itr);
            }
            break;
        case INSTANCE_RESET_GROUP_JOIN:
            {
                Player* p = ObjectAccessor::FindPlayerInOrOutOfWorld(guid);
                if (!p)
                    break;
                for (uint8 d = 0; d < MAX_DIFFICULTY; ++d)
                {
                    std::vector<InstanceSave*> toUnbind;
                    BoundInstancesMap const& m_boundInstances = sInstanceSaveMgr->PlayerGetBoundInstances(p->GetGUIDLow(), Difficulty(d));
                    for (BoundInstancesMap::const_iterator itr = m_boundInstances.begin(); itr != m_boundInstances.end(); ++itr)
                    {
                        if (itr->second.perm)
                            continue;
                        InstanceSave* instanceSave = itr->second.save;
                        Map* map = sMapMgr->FindMap(instanceSave->GetMapId(), instanceSave->GetInstanceId());
                        if (!map || p->FindMap() != map)
                        {
                            //p->SendResetInstanceSuccess(instanceSave->GetMapId());
                            toUnbind.push_back(instanceSave);
                        }
                        //else
                        //  p->SendResetInstanceFailed(0, instanceSave->GetMapId());
                    }
                    for (std::vector<InstanceSave*>::const_iterator itr = toUnbind.begin(); itr != toUnbind.end(); ++itr)
                        sInstanceSaveMgr->PlayerUnbindInstance(p->GetGUIDLow(), (*itr)->GetMapId(), (*itr)->GetDifficulty(), true, p);
                }
            }
            break;
        case INSTANCE_RESET_GROUP_LEAVE:
            {
                Player* p = ObjectAccessor::FindPlayerInOrOutOfWorld(guid);
                for (uint8 d = 0; d < MAX_DIFFICULTY; ++d)
                {
                    std::vector<InstanceSave*> toUnbind;
                    BoundInstancesMap const& m_boundInstances = sInstanceSaveMgr->PlayerGetBoundInstances(GUID_LOPART(guid), Difficulty(d));
                    for (BoundInstancesMap::const_iterator itr = m_boundInstances.begin(); itr != m_boundInstances.end(); ++itr)
                    {
                        if (itr->second.perm)
                            continue;
                        InstanceSave* instanceSave = itr->second.save;
                        Map* map = sMapMgr->FindMap(instanceSave->GetMapId(), instanceSave->GetInstanceId());
                        if (!p || !map || p->FindMap() != map)
                        {
                            //p->SendResetInstanceSuccess(instanceSave->GetMapId());
                            toUnbind.push_back(instanceSave);
                        }
                        //else
                        //  p->SendResetInstanceFailed(0, instanceSave->GetMapId());
                    }
                    for (std::vector<InstanceSave*>::const_iterator itr = toUnbind.begin(); itr != toUnbind.end(); ++itr)
                        sInstanceSaveMgr->PlayerUnbindInstance(GUID_LOPART(guid), (*itr)->GetMapId(), (*itr)->GetDifficulty(), true, p);
                }
            }
            break;
    }
}

void Player::SendResetInstanceSuccess(uint32 MapId)
{ 
    WorldPacket data(SMSG_INSTANCE_RESET, 4);
    data << uint32(MapId);
    GetSession()->SendPacket(&data);
}

void Player::SendResetInstanceFailed(uint32 reason, uint32 MapId)
{ 
    /*reasons for instance reset failure:
    // 0: There are players inside the instance.
    // 1: There are players offline in your party.
    // 2>: There are players in your party attempting to zone into an instance.
    */
    WorldPacket data(SMSG_INSTANCE_RESET_FAILED, 4);
    data << uint32(reason);
    data << uint32(MapId);
    GetSession()->SendPacket(&data);
}

/*********************************************************/
/***              Update timers                        ***/
/*********************************************************/

///checks the 15 afk reports per 5 minutes limit
void Player::UpdateAfkReport(time_t currTime)
{ 
    if (m_bgData.bgAfkReportedTimer <= currTime)
    {
        m_bgData.bgAfkReportedCount = 0;
        m_bgData.bgAfkReportedTimer = currTime+5*MINUTE;
    }
}

void Player::UpdateContestedPvP(uint32 diff)
{ 
    if (!m_contestedPvPTimer||IsInCombat())
        return;
    if (m_contestedPvPTimer <= diff)
    {
        ResetContestedPvP();
    }
    else
        m_contestedPvPTimer -= diff;
}

void Player::UpdatePvPFlag(time_t currTime)
{ 
    if (!IsPvP())
        return;
    if (pvpInfo.EndTimer == 0 || pvpInfo.IsHostile)
        return;
    if (currTime < (pvpInfo.EndTimer + 300 + 5))
    {
        if (currTime > (pvpInfo.EndTimer + 4) && !HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_PVP_TIMER))
            SetFlag(PLAYER_FLAGS, PLAYER_FLAGS_PVP_TIMER);
        return;
    }

    UpdatePvP(false);
}

void Player::UpdateDuelFlag(time_t currTime)
{ 
    if (!duel || duel->startTimer == 0 || currTime < duel->startTimer + 3)
        return;

    sScriptMgr->OnPlayerDuelStart(this, duel->opponent);

    SetUInt32Value(PLAYER_DUEL_TEAM, 1);
    duel->opponent->SetUInt32Value(PLAYER_DUEL_TEAM, 2);

    duel->startTimer = 0;
    duel->startTime  = currTime;
    duel->opponent->duel->startTimer = 0;
    duel->opponent->duel->startTime  = currTime;
}

Pet* Player::GetPet() const
{ 
    if (uint64 pet_guid = GetPetGUID())
    {
        if (!IS_PET_GUID(pet_guid))
            return NULL;

        Pet* pet = ObjectAccessor::GetPet(*this, pet_guid);

        if (!pet)
            return NULL;

        if (IsInWorld() && pet)
            return pet;

        //there may be a guardian in slot
        //sLog->outError("Player::GetPet: Pet %u not exist.", GUID_LOPART(pet_guid));
        //const_cast<Player*>(this)->SetPetGUID(0);
    }

    return NULL;
}

void Player::RemovePet(Pet* pet, PetSaveMode mode, bool returnreagent)
{
    if (!pet)
        pet = GetPet();

    if (pet)
    {
        // xinef: dont save dead pet as current, save him not in slot
        if (!pet->IsAlive() && mode == PET_SAVE_AS_CURRENT && pet->getPetType() == HUNTER_PET)
            mode = PET_SAVE_NOT_IN_SLOT;

        ;//sLog->outDebug(LOG_FILTER_PETS, "RemovePet %u, %u, %u", pet->GetEntry(), mode, returnreagent);
        if (pet->m_removed)
            return;
    }

    if (returnreagent && (pet || m_temporaryUnsummonedPetNumber) && !InBattleground())
    {
        //returning of reagents only for players, so best done here
        uint32 spellId = pet ? pet->GetUInt32Value(UNIT_CREATED_BY_SPELL) : m_oldpetspell;
        SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spellId);

        if (spellInfo)
        {
            for (uint32 i = 0; i < MAX_SPELL_REAGENTS; ++i)
            {
                if (spellInfo->Reagent[i] > 0)
                {
                    ItemPosCountVec dest;                   //for succubus, voidwalker, felhunter and felguard credit soulshard when despawn reason other than death (out of range, logout)
                    InventoryResult msg = CanStoreNewItem(NULL_BAG, NULL_SLOT, dest, spellInfo->Reagent[i], spellInfo->ReagentCount[i]);
                    if (msg == EQUIP_ERR_OK)
                    {
                        Item* item = StoreNewItem(dest, spellInfo->Reagent[i], true);
                        if (IsInWorld())
                            SendNewItem(item, spellInfo->ReagentCount[i], true, false);
                    }
                }
            }
        }
        m_temporaryUnsummonedPetNumber = 0;
    }

    if (!pet || pet->GetOwnerGUID() != GetGUID())
        return;

    pet->CombatStop();

    // only if current pet in slot
    pet->SavePetToDB(mode, true);

    SetMinion(pet, false);

    pet->AddObjectToRemoveList();
    pet->m_removed = true;

    if (pet->isControlled())
    {
        WorldPacket data(SMSG_PET_SPELLS, 8);
        data << uint64(0);
        GetSession()->SendPacket(&data);

        if (GetGroup())
            SetGroupUpdateFlag(GROUP_UPDATE_PET);
    }

    if (NeedSendSpectatorData() && pet->GetCreatureTemplate()->family)
    {
        ArenaSpectator::SendCommand_UInt32Value(FindMap(), GetGUID(), "PHP", 0);
        ArenaSpectator::SendCommand_UInt32Value(FindMap(), GetGUID(), "PET", 0);
    }
}

void Player::StopCastingCharm()
{ 
    Unit* charm = GetCharm();
    if (!charm)
        return;

    if (charm->GetTypeId() == TYPEID_UNIT)
    {
        if (charm->ToCreature()->HasUnitTypeMask(UNIT_MASK_PUPPET))
            ((Puppet*)charm)->UnSummon();
        else if (charm->IsVehicle())
            ExitVehicle();
    }
    if (GetCharmGUID())
        charm->RemoveCharmAuras();

    if (GetCharmGUID())
    {
        sLog->outCrash("Player %s (GUID: " UI64FMTD " is not able to uncharm unit (GUID: " UI64FMTD " Entry: %u, Type: %u)", GetName().c_str(), GetGUID(), GetCharmGUID(), charm->GetEntry(), charm->GetTypeId());
        if (charm->GetCharmerGUID())
        {
            sLog->outCrash("Charmed unit has charmer guid " UI64FMTD, charm->GetCharmerGUID());
            ASSERT(false);
        }
        else
            SetCharm(charm, false);
    }
}

void Player::Say(const std::string& text, const uint32 language)
{ 
    WorldPacket data;
    ChatHandler::BuildChatPacket(data, CHAT_MSG_SAY, Language(language), this, this, text);
    SendMessageToSetInRange(&data, sWorld->getFloatConfig(CONFIG_LISTEN_RANGE_SAY), true);
}

void Player::Yell(const std::string& text, const uint32 language)
{ 
    WorldPacket data;
    ChatHandler::BuildChatPacket(data, CHAT_MSG_YELL, Language(language), this, this, text);
    SendMessageToSetInRange(&data, sWorld->getFloatConfig(CONFIG_LISTEN_RANGE_YELL), true);
}

void Player::TextEmote(const std::string& text)
{ 
    WorldPacket data;
    ChatHandler::BuildChatPacket(data, CHAT_MSG_EMOTE, LANG_UNIVERSAL, this, this, text);
    SendMessageToSetInRange(&data, sWorld->getFloatConfig(CONFIG_LISTEN_RANGE_TEXTEMOTE), true, !sWorld->getBoolConfig(CONFIG_ALLOW_TWO_SIDE_INTERACTION_CHAT));
}

void Player::Whisper(const std::string& text, uint32 language, uint64 receiver)
{ 
    bool isAddonMessage = language == LANG_ADDON;

    if (!isAddonMessage)                                    // if not addon data
        language = LANG_UNIVERSAL;                          // whispers should always be readable

    Player* rPlayer = ObjectAccessor::GetObjectInOrOutOfWorld(receiver, (Player*)NULL);

    WorldPacket data;
    ChatHandler::BuildChatPacket(data, CHAT_MSG_WHISPER, Language(language), this, this, text);
    rPlayer->GetSession()->SendPacket(&data);

    // rest stuff shouldn't happen in case of addon message
    if (isAddonMessage)
        return;

    ChatHandler::BuildChatPacket(data, CHAT_MSG_WHISPER_INFORM, Language(language), rPlayer, rPlayer, text);
    GetSession()->SendPacket(&data);

    if (!isAcceptWhispers() && !IsGameMaster() && !rPlayer->IsGameMaster())
    {
        SetAcceptWhispers(true);
        ChatHandler(GetSession()).SendSysMessage(LANG_COMMAND_WHISPERON);
    }

    // announce afk or dnd message
    if (rPlayer->isAFK())
        ChatHandler(GetSession()).PSendSysMessage(LANG_PLAYER_AFK, rPlayer->GetName().c_str(), rPlayer->autoReplyMsg.c_str());
    else if (rPlayer->isDND())
        ChatHandler(GetSession()).PSendSysMessage(LANG_PLAYER_DND, rPlayer->GetName().c_str(), rPlayer->autoReplyMsg.c_str());
}

void Player::PetSpellInitialize()
{ 
    Pet* pet = GetPet();

    if (!pet)
        return;

    ;//sLog->outDebug(LOG_FILTER_PETS, "Pet Spells Groups");

    CharmInfo* charmInfo = pet->GetCharmInfo();

    WorldPacket data(SMSG_PET_SPELLS, 8+2+4+4+4*MAX_UNIT_ACTION_BAR_INDEX+1+1);
    data << uint64(pet->GetGUID());
    data << uint16(pet->GetCreatureTemplate()->family);         // creature family (required for pet talents)
    data << uint32(pet->GetDuration());
    data << uint8(pet->GetReactState());
    data << uint8(charmInfo->GetCommandState());
    data << uint16(0); // Flags, mostly unknown

    // action bar loop
    charmInfo->BuildActionBar(&data);

    size_t spellsCountPos = data.wpos();

    // spells count
    uint8 addlist = 0;
    data << uint8(addlist);                                 // placeholder

    if (pet->IsPermanentPetFor(this))
    {
        // spells loop
        for (PetSpellMap::iterator itr = pet->m_spells.begin(); itr != pet->m_spells.end(); ++itr)
        {
            if (itr->second.state == PETSPELL_REMOVED)
                continue;

            data << uint32(MAKE_UNIT_ACTION_BUTTON(itr->first, itr->second.active));
            ++addlist;
        }
    }

    data.put<uint8>(spellsCountPos, addlist);

    uint8 cooldownsCount = pet->m_CreatureSpellCooldowns.size();
    data << uint8(cooldownsCount);

    uint32 curTime = World::GetGameTimeMS();

    for (CreatureSpellCooldowns::const_iterator itr = pet->m_CreatureSpellCooldowns.begin(); itr != pet->m_CreatureSpellCooldowns.end(); ++itr)
    {
        uint32 cooldown = (itr->second > curTime) ? itr->second - curTime : 0;

        data << uint32(itr->first);                         // spellid
        data << uint16(0);                                  // spell category?
        data << uint32(cooldown);                           // cooldown
        data << uint32(0);                                  // category cooldown
    }

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

void Player::PossessSpellInitialize()
{ 
    Unit* charm = GetCharm();
    if (!charm)
        return;

    CharmInfo* charmInfo = charm->GetCharmInfo();

    if (!charmInfo)
    {
        sLog->outError("Player::PossessSpellInitialize(): charm (" UI64FMTD ") has no charminfo!", charm->GetGUID());
        return;
    }

    WorldPacket data(SMSG_PET_SPELLS, 8+2+4+4+4*MAX_UNIT_ACTION_BAR_INDEX+1+1);
    data << uint64(charm->GetGUID());
    data << uint16(0);
    data << uint32(0);
    data << uint32(0);

    charmInfo->BuildActionBar(&data);

    data << uint8(0);                                       // spells count
    data << uint8(0);                                       // cooldowns count

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

void Player::VehicleSpellInitialize()
{ 
    Creature* vehicle = GetVehicleCreatureBase();
    if (!vehicle)
        return;

    uint8 cooldownCount = vehicle->m_CreatureSpellCooldowns.size();

    WorldPacket data(SMSG_PET_SPELLS, 8 + 2 + 4 + 4 + 4 * 10 + 1 + 1 + cooldownCount * (4 + 2 + 4 + 4));
    data << uint64(vehicle->GetGUID());                     // Guid
    data << uint16(0);                                      // Pet Family (0 for all vehicles)
    data << uint32(vehicle->IsSummon() ? vehicle->ToTempSummon()->GetTimer() : 0); // Duration
    // The following three segments are read by the client as one uint32
    data << uint8(vehicle->GetReactState());                // React State
    data << uint8(0);                                       // Command State
    data << uint16(0x800);                                  // DisableActions (set for all vehicles)

    for (uint32 i = 0; i < CREATURE_MAX_SPELLS; ++i)
    {
        uint32 spellId = vehicle->m_spells[i];
        SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spellId);
        if (!spellInfo)
        {
            data << uint16(0) << uint8(0) << uint8(i+8);
            continue;
        }

        ConditionList conditions = sConditionMgr->GetConditionsForVehicleSpell(vehicle->GetEntry(), spellId);
        if (!sConditionMgr->IsObjectMeetToConditions(this, vehicle, conditions))
        {
            ;//sLog->outDebug(LOG_FILTER_CONDITIONSYS, "VehicleSpellInitialize: conditions not met for Vehicle entry %u spell %u", vehicle->ToCreature()->GetEntry(), spellId);
            data << uint16(0) << uint8(0) << uint8(i+8);
            continue;
        }

        if (spellInfo->IsPassive())
            vehicle->CastSpell(vehicle, spellId, true);

        data << uint32(MAKE_UNIT_ACTION_BUTTON(spellId, i+8));
    }

    for (uint32 i = CREATURE_MAX_SPELLS; i < MAX_SPELL_CONTROL_BAR; ++i)
        data << uint32(0);

    data << uint8(0); // Auras?

    // Cooldowns
    data << uint8(cooldownCount);

    uint32 curTime = World::GetGameTimeMS();

    for (CreatureSpellCooldowns::const_iterator itr = vehicle->m_CreatureSpellCooldowns.begin(); itr != vehicle->m_CreatureSpellCooldowns.end(); ++itr)
    {
        uint32 cooldown = (itr->second > curTime) ? itr->second - curTime : 0;
        data << uint32(itr->first); // SpellId
        data << uint16(0);          // unk
        data << uint32(cooldown);   // spell cooldown
        data << uint32(0);          // category cooldown
    }

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

void Player::CharmSpellInitialize()
{ 
    Unit* charm = GetFirstControlled();
    if (!charm)
        return;

    CharmInfo* charmInfo = charm->GetCharmInfo();
    if (!charmInfo)
    {
        sLog->outError("Player::CharmSpellInitialize(): the player's charm (" UI64FMTD ") has no charminfo!", charm->GetGUID());
        return;
    }

    uint8 addlist = 0;
    if (charm->GetTypeId() != TYPEID_PLAYER)
    {
        //CreatureInfo const* cinfo = charm->ToCreature()->GetCreatureTemplate();
        //if (cinfo && cinfo->type == CREATURE_TYPE_DEMON && getClass() == CLASS_WARLOCK)
        {
            for (uint32 i = 0; i < MAX_SPELL_CHARM; ++i)
                if (charmInfo->GetCharmSpell(i)->GetAction())
                    ++addlist;
        }
    }

    WorldPacket data(SMSG_PET_SPELLS, 8+2+4+4+4*MAX_UNIT_ACTION_BAR_INDEX+1+4*addlist+1);
    data << uint64(charm->GetGUID());
    data << uint16(0);
    data << uint32(0);

    if (charm->GetTypeId() != TYPEID_PLAYER)
        data << uint8(charm->ToCreature()->GetReactState()) << uint8(charmInfo->GetCommandState()) << uint16(0);
    else
        data << uint32(0);

    charmInfo->BuildActionBar(&data);

    data << uint8(addlist);

    if (addlist)
    {
        for (uint32 i = 0; i < MAX_SPELL_CHARM; ++i)
        {
            CharmSpellInfo* cspell = charmInfo->GetCharmSpell(i);
            if (cspell->GetAction())
                data << uint32(cspell->packedData);
        }
    }

    data << uint8(0);                                       // cooldowns count

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

void Player::SendRemoveControlBar()
{ 
    WorldPacket data(SMSG_PET_SPELLS, 8);
    data << uint64(0);
    GetSession()->SendPacket(&data);
}

bool Player::HasSpellMod(SpellModifier* mod, Spell* spell)
{ 
    if (!mod || !spell)
        return false;

    return spell->m_appliedMods.find(mod->ownerAura) != spell->m_appliedMods.end();
}

bool Player::IsAffectedBySpellmod(SpellInfo const* spellInfo, SpellModifier* mod, Spell* spell)
{ 
    if (!mod || !spellInfo)
        return false;

    // Mod out of charges
    if (spell && mod->charges == -1 && spell->m_appliedMods.find(mod->ownerAura) == spell->m_appliedMods.end())
        return false;

    // +duration to infinite duration spells making them limited
    if (mod->op == SPELLMOD_DURATION && spellInfo->GetDuration() == -1)
        return false;

    return spellInfo->IsAffectedBySpellMod(mod);
}

// Binary predicate for sorting SpellModifiers
class SpellModPred
{
    public:
        SpellModPred() {}
        bool operator() (const SpellModifier* a, const SpellModifier* b) const
        {
            if (a->type != b->type)
                return a->type == SPELLMOD_FLAT;
            return a->value < b->value;
        }
};
class MageSpellModPred
{
    public:
        MageSpellModPred() {}
        bool operator() (const SpellModifier* a, const SpellModifier* b) const
        {
            if (a->type != b->type)
                return a->type == SPELLMOD_FLAT;
            if (a->spellId == 44401)
                return true;
            if (b->spellId == 44401)
                return false;
            return a->value < b->value;
        }
};

void Player::AddSpellMod(SpellModifier* mod, bool apply)
{ 
    ;//sLog->outDebug(LOG_FILTER_SPELLS_AURAS, "Player::AddSpellMod %d", mod->spellId);
    uint16 Opcode = (mod->type == SPELLMOD_FLAT) ? SMSG_SET_FLAT_SPELL_MODIFIER : SMSG_SET_PCT_SPELL_MODIFIER;

    int i = 0;
    flag96 _mask = 0;
    for (int eff = 0; eff < 96; ++eff)
    {
        if (eff != 0 && eff%32 == 0)
            _mask[i++] = 0;

        _mask[i] = uint32(1) << (eff-(32*i));
        if (mod->mask & _mask)
        {
            int32 val = 0;
            for (SpellModList::iterator itr = m_spellMods[mod->op].begin(); itr != m_spellMods[mod->op].end(); ++itr)
            {
                if ((*itr)->type == mod->type && (*itr)->mask & _mask)
                    val += (*itr)->value;
            }
            val += apply ? mod->value : -(mod->value);
            WorldPacket data(Opcode, (1+1+4));
            data << uint8(eff);
            data << uint8(mod->op);
            data << int32(val);
            SendDirectMessage(&data);
        }
    }

    if (apply)
    {
        m_spellMods[mod->op].push_back(mod);
        if (getClass() == CLASS_MAGE)
            m_spellMods[mod->op].sort(MageSpellModPred());
        else
            m_spellMods[mod->op].sort(SpellModPred());
    }
    else
    {
        m_spellMods[mod->op].remove(mod);
        // mods bound to aura will be removed in AuraEffect::~AuraEffect
        if (!mod->ownerAura)
            delete mod;
    }
}

// Restore spellmods in case of failed cast
void Player::RestoreSpellMods(Spell* spell, uint32 ownerAuraId, Aura* aura)
{ 
    if (!spell || spell->m_appliedMods.empty())
        return;

    std::list<Aura*> aurasQueue;

    for (uint8 i=0; i<MAX_SPELLMOD; ++i)
    {
        for (SpellModList::iterator itr = m_spellMods[i].begin(); itr != m_spellMods[i].end(); ++itr)
        {
            SpellModifier* mod = *itr;

            // Spellmods without aura set cannot be charged
            if (!mod->ownerAura || !mod->ownerAura->IsUsingCharges())
                continue;

            // Restore only specific owner aura mods
            if (ownerAuraId && (ownerAuraId != mod->ownerAura->GetSpellInfo()->Id))
                continue;

            if (aura && mod->ownerAura != aura)
                continue;

            // Check if mod affected this spell
            // First, check if the mod aura applied at least one spellmod to this spell
            Spell::UsedSpellMods::iterator iterMod = spell->m_appliedMods.find(mod->ownerAura);
            if (iterMod == spell->m_appliedMods.end())
                continue;
            // Second, check if the current mod is one of those applied by the mod aura
            if (!(mod->mask & spell->m_spellInfo->SpellFamilyFlags))
                continue;

            // remove from list - This will be done after all mods have been gone through
            // to ensure we iterate over all mods of an aura before removing said aura
            // from applied mods (Else, an aura with two mods on the current spell would
            // only see the first of its modifier restored)
            aurasQueue.push_back(mod->ownerAura);

            // add mod charges back to mod
            if (mod->charges == -1)
                mod->charges = 1;
            else
                mod->charges++;

            // Do not set more spellmods than available
            if (mod->ownerAura->GetCharges() < mod->charges)
                mod->charges = mod->ownerAura->GetCharges();

            // Skip this check for now - aura charges may change due to various reason
            /// @todo track these changes correctly
            //ASSERT (mod->ownerAura->GetCharges() <= mod->charges);
        }
    }

    for (std::list<Aura*>::iterator itr = aurasQueue.begin(); itr != aurasQueue.end(); ++itr)
    {
        Spell::UsedSpellMods::iterator iterMod = spell->m_appliedMods.find(*itr);
        if (iterMod != spell->m_appliedMods.end())
            spell->m_appliedMods.erase(iterMod);
    }

    // Xinef: clear the list just do be sure
    if (!ownerAuraId && !aura)
        spell->m_appliedMods.clear();
}

void Player::RestoreAllSpellMods(uint32 ownerAuraId, Aura* aura)
{ 
    for (uint32 i = 0; i < CURRENT_MAX_SPELL; ++i)
        if (m_currentSpells[i])
            RestoreSpellMods(m_currentSpells[i], ownerAuraId, aura);
}

void Player::RemoveSpellMods(Spell* spell)
{ 
    if (!spell)
        return;

    if (spell->m_appliedMods.empty())
        return;

    const SpellInfo *const spellInfo = spell->m_spellInfo;

    for (uint8 i=0; i<MAX_SPELLMOD; ++i)
    {
        for (SpellModList::const_iterator itr = m_spellMods[i].begin(); itr != m_spellMods[i].end();)
        {
            SpellModifier* mod = *itr;
            ++itr;

            // spellmods without aura set cannot be charged
            if (!mod->ownerAura || !mod->ownerAura->IsUsingCharges())
                continue;

            // check if mod affected this spell
            Spell::UsedSpellMods::iterator iterMod = spell->m_appliedMods.find(mod->ownerAura);
            if (iterMod == spell->m_appliedMods.end())
                continue;

            // remove from list
            // leave this here, if spell have two mods it will remove 2 charges - wrong
            spell->m_appliedMods.erase(iterMod);

            // MAGE T8P4 BONUS
            if( spellInfo->SpellFamilyName == SPELLFAMILY_MAGE )
            {
                const SpellInfo *sp = mod->ownerAura->GetSpellInfo();
                // Missile Barrage, Hot Streak, Brain Freeze (trigger spell - Fireball!)
                if( sp->SpellIconID == 3261 || sp->SpellIconID == 2999 || sp->SpellIconID == 2938 )
                    if( AuraEffect *aurEff = GetAuraEffectDummy(64869) )
                        if( roll_chance_i(aurEff->GetAmount()) )
                        {
                            mod->charges = 1;
                            continue;
                        }
            }

            if (mod->ownerAura->DropCharge(AURA_REMOVE_BY_EXPIRE))
                itr = m_spellMods[i].begin();
        }
    }
}

void Player::DropModCharge(SpellModifier* mod, Spell* spell)
{ 
    // don't handle spells with proc_event entry defined
    // this is a temporary workaround, because all spellmods should be handled like that
    if (sSpellMgr->GetSpellProcEvent(mod->spellId))
        return;

    if (spell && mod->ownerAura && mod->charges > 0)
    {
        if (--mod->charges == 0)
            mod->charges = -1;

        spell->m_appliedMods.insert(mod->ownerAura);
    }
}

void Player::SetSpellModTakingSpell(Spell* spell, bool apply)
{ 
    if (apply && m_spellModTakingSpell != NULL)
    {
        sLog->outMisc("Player::SetSpellModTakingSpell (A1) - %u, %u", spell->m_spellInfo->Id, m_spellModTakingSpell->m_spellInfo->Id);
        return;
        //ASSERT(m_spellModTakingSpell == NULL);
    }
    else if (!apply)
    {
        if (!m_spellModTakingSpell)
            sLog->outMisc("Player::SetSpellModTakingSpell (B1) - %u", spell->m_spellInfo->Id);
        else if (m_spellModTakingSpell != spell)
        {
            sLog->outMisc("Player::SetSpellModTakingSpell (C1) - %u, %u", spell->m_spellInfo->Id, m_spellModTakingSpell->m_spellInfo->Id);
            return;
        }
        //ASSERT(m_spellModTakingSpell && m_spellModTakingSpell == spell);
    }

    m_spellModTakingSpell = apply ? spell : NULL;
}

// send Proficiency
void Player::SendProficiency(ItemClass itemClass, uint32 itemSubclassMask)
{ 
    WorldPacket data(SMSG_SET_PROFICIENCY, 1 + 4);
    data << uint8(itemClass) << uint32(itemSubclassMask);
    GetSession()->SendPacket(&data);
}

void Player::RemovePetitionsAndSigns(uint64 guid, uint32 type)
{
    SignatureContainer* signatureStore = sPetitionMgr->GetSignatureStore();
    uint32 playerGuid = GUID_LOPART(guid);

    for (SignatureContainer::iterator itr = signatureStore->begin(); itr != signatureStore->end(); ++itr)
    {
        SignatureMap::iterator signItr = itr->second.signatureMap.find(playerGuid);
        if (signItr != itr->second.signatureMap.end())
        {
            Petition const* petition = sPetitionMgr->GetPetition(itr->first);
            if (!petition || (type != 10 && type != petition->petitionType))
                continue;

            // erase this
            itr->second.signatureMap.erase(signItr);

            uint64 ownerguid   = MAKE_NEW_GUID(petition->ownerGuid, 0, HIGHGUID_PLAYER);
            uint64 petitionguid = MAKE_NEW_GUID(petition->petitionGuid, 0, HIGHGUID_ITEM);

            // send update if charter owner in game
            Player* owner = ObjectAccessor::FindPlayerInOrOutOfWorld(ownerguid);
            if (owner)
                owner->GetSession()->SendPetitionQueryOpcode(petitionguid);
        }
    } 

    if (type == 10)
    {
        PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_ALL_PETITION_SIGNATURES);
        stmt->setUInt32(0, playerGuid);
        CharacterDatabase.Execute(stmt);
    }
    else
    {
        PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_PETITION_SIGNATURE);
        stmt->setUInt32(0, playerGuid);
        stmt->setUInt8(1, uint8(type));
        CharacterDatabase.Execute(stmt);
    }

    SQLTransaction trans = CharacterDatabase.BeginTransaction();
    if (type == 10)
    {
        PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_PETITION_BY_OWNER);
        stmt->setUInt32(0, playerGuid);
        trans->Append(stmt);

        stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_PETITION_SIGNATURE_BY_OWNER);
        stmt->setUInt32(0, playerGuid);
        trans->Append(stmt);

        // xinef: clear petition store
        sPetitionMgr->RemovePetitionByOwnerAndType(playerGuid, 0);
    }
    else
    {
        PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_PETITION_BY_OWNER_AND_TYPE);
        stmt->setUInt32(0, playerGuid);
        stmt->setUInt8(1, uint8(type));
        trans->Append(stmt);

        stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_PETITION_SIGNATURE_BY_OWNER_AND_TYPE);
        stmt->setUInt32(0, playerGuid);
        stmt->setUInt8(1, uint8(type));
        trans->Append(stmt);

        // xinef: clear petition store
        sPetitionMgr->RemovePetitionByOwnerAndType(playerGuid, uint8(type));
    }
    CharacterDatabase.CommitTransaction(trans);
}

void Player::LeaveAllArenaTeams(uint64 guid)
{
    // xinef: zomg! sync query
    PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_PLAYER_ARENA_TEAMS);
    stmt->setUInt32(0, GUID_LOPART(guid));
    PreparedQueryResult result = CharacterDatabase.Query(stmt);

    if (!result)
        return;

    do
    {
        Field* fields = result->Fetch();
        uint32 arenaTeamId = fields[0].GetUInt32();
        if (arenaTeamId != 0)
        {
            ArenaTeam* arenaTeam = sArenaTeamMgr->GetArenaTeamById(arenaTeamId);
            if (arenaTeam)
                arenaTeam->DelMember(guid, true);
        }
    }
    while (result->NextRow());
}

void Player::SetRestBonus(float rest_bonus_new)
{ 
    // Prevent resting on max level
    if (getLevel() >= sWorld->getIntConfig(CONFIG_MAX_PLAYER_LEVEL))
        rest_bonus_new = 0;

    if (rest_bonus_new < 0)
        rest_bonus_new = 0;

    float rest_bonus_max = (float)GetUInt32Value(PLAYER_NEXT_LEVEL_XP)*1.5f/2;

    if (rest_bonus_new > rest_bonus_max)
        _restBonus = rest_bonus_max;
    else
        _restBonus = rest_bonus_new;

    // update data for client
    if ((GetsRecruitAFriendBonus(true) && (GetSession()->IsARecruiter() || GetSession()->GetRecruiterId() != 0)))
        SetByteValue(PLAYER_BYTES_2, 3, REST_STATE_RAF_LINKED);
    else
    {
        if (_restBonus > 10)
            SetByteValue(PLAYER_BYTES_2, 3, REST_STATE_RESTED);
        else if (_restBonus <= 1)
            SetByteValue(PLAYER_BYTES_2, 3, REST_STATE_NOT_RAF_LINKED);
    }

    //RestTickUpdate
    SetUInt32Value(PLAYER_REST_STATE_EXPERIENCE, uint32(_restBonus));
}

bool Player::ActivateTaxiPathTo(std::vector<uint32> const& nodes, Creature* npc /*= NULL*/, uint32 spellid /*= 1*/)
{ 
    if (nodes.size() < 2)
        return false;

    // not let cheating with start flight in time of logout process || while in combat || has type state: stunned || has type state: root
    if (GetSession()->isLogingOut() || IsInCombat() || HasUnitState(UNIT_STATE_STUNNED) || HasUnitState(UNIT_STATE_ROOT))
    {
        GetSession()->SendActivateTaxiReply(ERR_TAXIPLAYERBUSY);
        return false;
    }

    if (HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_DISABLE_MOVE))
        return false;

    // taximaster case
    if (npc)
    {
        // not let cheating with start flight mounted
        if (IsMounted())
        {
            GetSession()->SendActivateTaxiReply(ERR_TAXIPLAYERALREADYMOUNTED);
            return false;
        }

        if (IsInDisallowedMountForm())
        {
            GetSession()->SendActivateTaxiReply(ERR_TAXIPLAYERSHAPESHIFTED);
            return false;
        }

        // not let cheating with start flight in time of logout process || if casting not finished || while in combat || if not use Spell's with EffectSendTaxi
        if (IsNonMeleeSpellCast(false))
        {
            GetSession()->SendActivateTaxiReply(ERR_TAXIPLAYERBUSY);
            return false;
        }
    }
    // cast case or scripted call case
    else
    {
        RemoveAurasByType(SPELL_AURA_MOUNTED);

        if (IsInDisallowedMountForm())
            RemoveAurasByType(SPELL_AURA_MOD_SHAPESHIFT);

        if (Spell* spell = GetCurrentSpell(CURRENT_GENERIC_SPELL))
            if (spell->m_spellInfo->Id != spellid)
                InterruptSpell(CURRENT_GENERIC_SPELL, false);

        InterruptSpell(CURRENT_AUTOREPEAT_SPELL, false);

        if (Spell* spell = GetCurrentSpell(CURRENT_CHANNELED_SPELL))
            if (spell->m_spellInfo->Id != spellid)
                InterruptSpell(CURRENT_CHANNELED_SPELL, true);
    }

    uint32 sourcenode = nodes[0];

    // starting node too far away (cheat?)
    TaxiNodesEntry const* node = sTaxiNodesStore.LookupEntry(sourcenode);
    if (!node)
    {
        GetSession()->SendActivateTaxiReply(ERR_TAXINOSUCHPATH);
        return false;
    }

    // check node starting pos data set case if provided
    if (node->x != 0.0f || node->y != 0.0f || node->z != 0.0f)
    {
        if (node->map_id != GetMapId() ||
            (node->x - GetPositionX())*(node->x - GetPositionX())+
            (node->y - GetPositionY())*(node->y - GetPositionY())+
            (node->z - GetPositionZ())*(node->z - GetPositionZ()) >
            (2*INTERACTION_DISTANCE)*(2*INTERACTION_DISTANCE)*(2*INTERACTION_DISTANCE))
        {
            GetSession()->SendActivateTaxiReply(ERR_TAXITOOFARAWAY);
            return false;
        }
    }
    // node must have pos if taxi master case (npc != NULL)
    else if (npc)
    {
        GetSession()->SendActivateTaxiReply(ERR_TAXIUNSPECIFIEDSERVERERROR);
        return false;
    }

    // Prepare to flight start now

    // stop combat at start taxi flight if any
    CombatStop();

    StopCastingCharm();
    StopCastingBindSight();
    ExitVehicle();

    // stop trade (client cancel trade at taxi map open but cheating tools can be used for reopen it)
    TradeCancel(true);

    // clean not finished taxi path if any
    m_taxi.ClearTaxiDestinations();

    // 0 element current node
    m_taxi.AddTaxiDestination(sourcenode);

    // fill destinations path tail
    uint32 sourcepath = 0;
    uint32 totalcost = 0;

    uint32 prevnode = sourcenode;
    uint32 lastnode = 0;

    for (uint32 i = 1; i < nodes.size(); ++i)
    {
        uint32 path, cost;

        lastnode = nodes[i];
        sObjectMgr->GetTaxiPath(prevnode, lastnode, path, cost);

        if (!path)
        {
            m_taxi.ClearTaxiDestinations();
            return false;
        }

        totalcost += cost;

        if (prevnode == sourcenode)
            sourcepath = path;

        m_taxi.AddTaxiDestination(lastnode);

        prevnode = lastnode;
    }

    // get mount model (in case non taximaster (npc == NULL) allow more wide lookup)
    //
    // Hack-Fix for Alliance not being able to use Acherus taxi. There is
    // only one mount ID for both sides. Probably not good to use 315 in case DBC nodes
    // change but I couldn't find a suitable alternative. OK to use class because only DK
    // can use this taxi.
    uint32 mount_display_id = sObjectMgr->GetTaxiMountDisplayId(sourcenode, GetTeamId(), npc == NULL || (sourcenode == 315 && getClass() == CLASS_DEATH_KNIGHT));

    // in spell case allow 0 model
    if ((mount_display_id == 0 && spellid == 0) || sourcepath == 0)
    {
        GetSession()->SendActivateTaxiReply(ERR_TAXIUNSPECIFIEDSERVERERROR);
        m_taxi.ClearTaxiDestinations();
        return false;
    }

    uint32 money = GetMoney();

    if (npc)
        totalcost = (uint32)ceil(totalcost*GetReputationPriceDiscount(npc));

    if (money < totalcost)
    {
        GetSession()->SendActivateTaxiReply(ERR_TAXINOTENOUGHMONEY);
        m_taxi.ClearTaxiDestinations();
        return false;
    }

    //Checks and preparations done, DO FLIGHT
    UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_FLIGHT_PATHS_TAKEN, 1);
    ModifyMoney(-(int32)totalcost);
    UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GOLD_SPENT_FOR_TRAVELLING, totalcost);

    // prevent stealth flight
    //RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_TALK);

    // Xinef: dont use instant flight paths if spellid is present (custom calls use spellid = 1)
    if (sWorld->getBoolConfig(CONFIG_INSTANT_TAXI) && !spellid)
    {
        TaxiNodesEntry const* lastPathNode = sTaxiNodesStore.LookupEntry(nodes[nodes.size()-1]);
        m_taxi.ClearTaxiDestinations();
        TeleportTo(lastPathNode->map_id, lastPathNode->x, lastPathNode->y, lastPathNode->z, GetOrientation());
        return false;
    }
    else
    {
        GetSession()->SendActivateTaxiReply(ERR_TAXIOK);
        GetSession()->SendDoFlight(mount_display_id, sourcepath);
    }
    return true;
}

bool Player::ActivateTaxiPathTo(uint32 taxi_path_id, uint32 spellid /*= 1*/)
{ 
    TaxiPathEntry const* entry = sTaxiPathStore.LookupEntry(taxi_path_id);
    if (!entry)
        return false;

    std::vector<uint32> nodes;

    nodes.resize(2);
    nodes[0] = entry->from;
    nodes[1] = entry->to;

    return ActivateTaxiPathTo(nodes, NULL, spellid);
}

void Player::CleanupAfterTaxiFlight()
{ 
    m_taxi.ClearTaxiDestinations();        // not destinations, clear source node
    Dismount();
    RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_DISABLE_MOVE | UNIT_FLAG_TAXI_FLIGHT);
    getHostileRefManager().setOnlineOfflineState(true);
}

void Player::ContinueTaxiFlight()
{ 
    uint32 sourceNode = m_taxi.GetTaxiSource();
    if (!sourceNode)
        return;

    ;//sLog->outDebug(LOG_FILTER_UNITS, "WORLD: Restart character %u taxi flight", GetGUIDLow());

    uint32 mountDisplayId = sObjectMgr->GetTaxiMountDisplayId(sourceNode, GetTeamId(), true);
    if (!mountDisplayId)
        return;

    uint32 path = m_taxi.GetCurrentTaxiPath();

    // search appropriate start path node
    uint32 startNode = 0;

    TaxiPathNodeList const& nodeList = sTaxiPathNodesByPath[path];

    float bestDist = SIZE_OF_GRIDS*SIZE_OF_GRIDS; // xinef: large value
    float currDist = 0.0f;

    // xinef: changed to -1, we dont want to catch last node
    for (uint32 i = 0; i < nodeList.size() - 1; ++i)
    {
        TaxiPathNodeEntry const* node = nodeList[i];
        TaxiPathNodeEntry const* nextNode = nodeList[i+1];

        // xinef: skip nodes at another map, get last valid node on current map
        if (nextNode->mapid != GetMapId() || node->mapid != GetMapId())
            continue;

        currDist = (node->x - GetPositionX())*(node->x - GetPositionX())+(node->y - GetPositionY())*(node->y - GetPositionY())+(node->z - GetPositionZ())*(node->z - GetPositionZ());
        if (currDist < bestDist)
        {
            startNode = i;
            bestDist = currDist;
        }
    }

    // xinef: no proper node was found
    if (startNode == 0)
    {
        m_taxi.ClearTaxiDestinations();
        return;
    }

    GetSession()->SendDoFlight(mountDisplayId, path, startNode);
}

void Player::ProhibitSpellSchool(SpellSchoolMask idSchoolMask, uint32 unTimeMs)
{ 
    PacketCooldowns cooldowns;
    WorldPacket data;

    for (PlayerSpellMap::const_iterator itr = m_spells.begin(); itr != m_spells.end(); ++itr)
    {
        if (itr->second->State == PLAYERSPELL_REMOVED)
            continue;
        uint32 unSpellId = itr->first;
        SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(unSpellId);
        if (!spellInfo)
        {
            ASSERT(spellInfo);
            continue;
        }

        // Not send cooldown for this spells
        if (spellInfo->IsCooldownStartedOnEvent())
            continue;

        if (spellInfo->PreventionType != SPELL_PREVENTION_TYPE_SILENCE)
            continue;

        if ((idSchoolMask & spellInfo->GetSchoolMask()) && GetSpellCooldownDelay(unSpellId) < unTimeMs)
        {
            cooldowns[unSpellId] = unTimeMs;
            AddSpellCooldown(unSpellId, 0, unTimeMs, true);
        }
    }

    if (!cooldowns.empty())
    {
        BuildCooldownPacket(data, SPELL_COOLDOWN_FLAG_NONE, cooldowns);
        GetSession()->SendPacket(&data);
    }
}

void Player::InitDataForForm(bool reapplyMods)
{ 
    ShapeshiftForm form = GetShapeshiftForm();

    SpellShapeshiftEntry const* ssEntry = sSpellShapeshiftStore.LookupEntry(form);
    if (ssEntry && ssEntry->attackSpeed)
    {
        SetAttackTime(BASE_ATTACK, ssEntry->attackSpeed);
        SetAttackTime(OFF_ATTACK, ssEntry->attackSpeed);
        SetAttackTime(RANGED_ATTACK, BASE_ATTACK_TIME);
    }
    else
        SetRegularAttackTime();

    switch (form)
    {
        case FORM_GHOUL:
        case FORM_CAT:
        {
            if (getPowerType() != POWER_ENERGY)
                setPowerType(POWER_ENERGY);
            break;
        }
        case FORM_BEAR:
        case FORM_DIREBEAR:
        {
            if (getPowerType() != POWER_RAGE)
                setPowerType(POWER_RAGE);
            break;
        }
        default:                                            // 0, for example
        {
            ChrClassesEntry const* cEntry = sChrClassesStore.LookupEntry(getClass());
            if (cEntry && cEntry->powerType < MAX_POWERS && uint32(getPowerType()) != cEntry->powerType)
                setPowerType(Powers(cEntry->powerType));
            break;
        }
    }

    // update auras at form change, ignore this at mods reapply (.reset stats/etc) when form not change.
    if (!reapplyMods)
        UpdateEquipSpellsAtFormChange();

    UpdateAttackPowerAndDamage();
    UpdateAttackPowerAndDamage(true);
}

void Player::InitDisplayIds()
{ 
    PlayerInfo const* info = sObjectMgr->GetPlayerInfo(getRace(), getClass());
    if (!info)
    {
        sLog->outError("Player %u has incorrect race/class pair. Can't init display ids.", GetGUIDLow());
        return;
    }

    uint8 gender = getGender();
    switch (gender)
    {
        case GENDER_FEMALE:
            SetDisplayId(info->displayId_f);
            SetNativeDisplayId(info->displayId_f);
            break;
        case GENDER_MALE:
            SetDisplayId(info->displayId_m);
            SetNativeDisplayId(info->displayId_m);
            break;
        default:
            sLog->outError("Invalid gender %u for player", gender);
            return;
    }
}

inline bool Player::_StoreOrEquipNewItem(uint32 vendorslot, uint32 item, uint8 count, uint8 bag, uint8 slot, int32 price, ItemTemplate const* pProto, Creature* pVendor, VendorItem const* crItem, bool bStore)
{ 
    ItemPosCountVec vDest;
    uint16 uiDest = 0;
    InventoryResult msg = bStore ?
        CanStoreNewItem(bag, slot, vDest, item, pProto->BuyCount * count) :
        CanEquipNewItem(slot, uiDest, item, false);
    if (msg != EQUIP_ERR_OK)
    {
        SendEquipError(msg, NULL, NULL, item);
        return false;
    }

    ModifyMoney(-price);

    if (crItem->ExtendedCost)                            // case for new honor system
    {
        ItemExtendedCostEntry const* iece = sItemExtendedCostStore.LookupEntry(crItem->ExtendedCost);
        if (iece->reqhonorpoints)
            ModifyHonorPoints(- int32(iece->reqhonorpoints * count));

        if (iece->reqarenapoints)
            ModifyArenaPoints(- int32(iece->reqarenapoints * count));

        for (uint8 i = 0; i < MAX_ITEM_EXTENDED_COST_REQUIREMENTS; ++i)
        {
            if (iece->reqitem[i])
                DestroyItemCount(iece->reqitem[i], (iece->reqitemcount[i] * count), true);
        }
    }

    Item* it = bStore ?
        StoreNewItem(vDest, item, true) :
        EquipNewItem(uiDest, item, true);
    if (it)
    {
        uint32 new_count = pVendor->UpdateVendorItemCurrentCount(crItem, pProto->BuyCount * count);

        WorldPacket data(SMSG_BUY_ITEM, (8+4+4+4));
        data << uint64(pVendor->GetGUID());
        data << uint32(vendorslot + 1);                   // numbered from 1 at client
        data << int32(crItem->maxcount > 0 ? new_count : 0xFFFFFFFF);
        data << uint32(count);
        GetSession()->SendPacket(&data);
        SendNewItem(it, pProto->BuyCount * count, true, false, false);

        if (!bStore)
            AutoUnequipOffhandIfNeed();

        if (pProto->Flags & ITEM_PROTO_FLAG_REFUNDABLE && crItem->ExtendedCost && pProto->GetMaxStackSize() == 1)
        {
            it->SetFlag(ITEM_FIELD_FLAGS, ITEM_FLAG_REFUNDABLE);
            it->SetRefundRecipient(GetGUIDLow());
            it->SetPaidMoney(price);
            it->SetPaidExtendedCost(crItem->ExtendedCost);
            it->SaveRefundDataToDB();
            AddRefundReference(it->GetGUIDLow());
        }
    }
    return true;
}

// Return true is the bought item has a max count to force refresh of window by caller
bool Player::BuyItemFromVendorSlot(uint64 vendorguid, uint32 vendorslot, uint32 item, uint8 count, uint8 bag, uint8 slot)
{ 
    // cheating attempt
    if (count < 1) count = 1;

    // cheating attempt
    if (slot > MAX_BAG_SIZE && slot !=NULL_SLOT)
        return false;

    if (!IsAlive())
        return false;

    ItemTemplate const* pProto = sObjectMgr->GetItemTemplate(item);
    if (!pProto)
    {
        SendBuyError(BUY_ERR_CANT_FIND_ITEM, NULL, item, 0);
        return false;
    }

    if (!(pProto->AllowableClass & getClassMask()) && pProto->Bonding == BIND_WHEN_PICKED_UP && !IsGameMaster())
    {
        SendBuyError(BUY_ERR_CANT_FIND_ITEM, NULL, item, 0);
        return false;
    }

    if (!IsGameMaster() && ((pProto->Flags2 & ITEM_FLAGS_EXTRA_HORDE_ONLY && GetTeamId() == TEAM_ALLIANCE) || (pProto->Flags2 == ITEM_FLAGS_EXTRA_ALLIANCE_ONLY && GetTeamId() == TEAM_HORDE)))
        return false;

    Creature* creature = GetNPCIfCanInteractWith(vendorguid, UNIT_NPC_FLAG_VENDOR);
    if (!creature)
    {
        ;//sLog->outDebug(LOG_FILTER_NETWORKIO, "WORLD: BuyItemFromVendor - Unit (GUID: %u) not found or you can't interact with him.", uint32(GUID_LOPART(vendorguid)));
        SendBuyError(BUY_ERR_DISTANCE_TOO_FAR, NULL, item, 0);
        return false;
    }

    ConditionList conditions = sConditionMgr->GetConditionsForNpcVendorEvent(creature->GetEntry(), item);
    if (!sConditionMgr->IsObjectMeetToConditions(this, creature, conditions))
    {
        //TC_LOG_DEBUG("condition", "BuyItemFromVendor: conditions not met for creature entry %u item %u", creature->GetEntry(), item);
        SendBuyError(BUY_ERR_CANT_FIND_ITEM, creature, item, 0);
        return false;
    }

    VendorItemData const* vItems = creature->GetVendorItems();
    if (!vItems || vItems->Empty())
    {
        SendBuyError(BUY_ERR_CANT_FIND_ITEM, creature, item, 0);
        return false;
    }

    if (vendorslot >= vItems->GetItemCount())
    {
        SendBuyError(BUY_ERR_CANT_FIND_ITEM, creature, item, 0);
        return false;
    }

    VendorItem const* crItem = vItems->GetItem(vendorslot);
    // store diff item (cheating)
    if (!crItem || crItem->item != item)
    {
        SendBuyError(BUY_ERR_CANT_FIND_ITEM, creature, item, 0);
        return false;
    }

    // check current item amount if it limited
    if (crItem->maxcount != 0)
    {
        if (creature->GetVendorItemCurrentCount(crItem) < pProto->BuyCount * count)
        {
            SendBuyError(BUY_ERR_ITEM_ALREADY_SOLD, creature, item, 0);
            return false;
        }
    }

    if (pProto->RequiredReputationFaction && (uint32(GetReputationRank(pProto->RequiredReputationFaction)) < pProto->RequiredReputationRank))
    {
        SendBuyError(BUY_ERR_REPUTATION_REQUIRE, creature, item, 0);
        return false;
    }

    if (crItem->ExtendedCost)
    {
        ItemExtendedCostEntry const* iece = sItemExtendedCostStore.LookupEntry(crItem->ExtendedCost);
        if (!iece)
        {
            sLog->outError("Item %u have wrong ExtendedCost field value %u", pProto->ItemId, crItem->ExtendedCost);
            return false;
        }

        // honor points price
        if (GetHonorPoints() < (iece->reqhonorpoints * count))
        {
            SendEquipError(EQUIP_ERR_NOT_ENOUGH_HONOR_POINTS, NULL, NULL);
            return false;
        }

        // arena points price
        if (GetArenaPoints() < (iece->reqarenapoints * count))
        {
            SendEquipError(EQUIP_ERR_NOT_ENOUGH_ARENA_POINTS, NULL, NULL);
            return false;
        }

        // item base price
        for (uint8 i = 0; i < MAX_ITEM_EXTENDED_COST_REQUIREMENTS; ++i)
        {
            if (iece->reqitem[i] && !HasItemCount(iece->reqitem[i], (iece->reqitemcount[i] * count)))
            {
                SendEquipError(EQUIP_ERR_VENDOR_MISSING_TURNINS, NULL, NULL);
                return false;
            }
        }

        // check for personal arena rating requirement
        if (GetMaxPersonalArenaRatingRequirement(iece->reqarenaslot) < iece->reqpersonalarenarating)
        {
            // probably not the proper equip err
            SendEquipError(EQUIP_ERR_CANT_EQUIP_RANK, NULL, NULL);
            return false;
        }
    }

    uint32 price = 0;
    if (crItem->IsGoldRequired(pProto) && pProto->BuyPrice > 0) //Assume price cannot be negative (do not know why it is int32)
    {
        uint32 maxCount = MAX_MONEY_AMOUNT / pProto->BuyPrice;
        if ((uint32)count > maxCount)
        {
            sLog->outError("Player %s tried to buy %u item id %u, causing overflow", GetName().c_str(), (uint32)count, pProto->ItemId);
            count = (uint8)maxCount;
        }
        price = pProto->BuyPrice * count; //it should not exceed MAX_MONEY_AMOUNT

        // reputation discount
        price = uint32(floor(price * GetReputationPriceDiscount(creature)));

        if (!HasEnoughMoney(price))
        {
            SendBuyError(BUY_ERR_NOT_ENOUGHT_MONEY, creature, item, 0);
            return false;
        }
    }

    if ((bag == NULL_BAG && slot == NULL_SLOT) || IsInventoryPos(bag, slot))
    {
        if (!_StoreOrEquipNewItem(vendorslot, item, count, bag, slot, price, pProto, creature, crItem, true))
            return false;
    }
    else if (IsEquipmentPos(bag, slot))
    {
        if (pProto->BuyCount * count != 1)
        {
            SendEquipError(EQUIP_ERR_ITEM_CANT_BE_EQUIPPED, NULL, NULL);
            return false;
        }
        if (!_StoreOrEquipNewItem(vendorslot, item, count, bag, slot, price, pProto, creature, crItem, false))
            return false;
    }
    else
    {
        SendEquipError(EQUIP_ERR_ITEM_DOESNT_GO_TO_SLOT, NULL, NULL);
        return false;
    }

    return crItem->maxcount != 0;
}

uint32 Player::GetMaxPersonalArenaRatingRequirement(uint32 minarenaslot) const
{ 
    // returns the maximal personal arena rating that can be used to purchase items requiring this condition
    // the personal rating of the arena team must match the required limit as well
    // so return max[in arenateams](min(personalrating[teamtype], teamrating[teamtype]))
    uint32 max_personal_rating = 0;
    for (uint8 i = minarenaslot; i < MAX_ARENA_SLOT; ++i)
    {
        if (ArenaTeam* at = sArenaTeamMgr->GetArenaTeamById(GetArenaTeamId(i)))
        {
            uint32 p_rating = GetArenaPersonalRating(i);
            uint32 t_rating = at->GetRating();
            p_rating = p_rating < t_rating ? p_rating : t_rating;
            if (max_personal_rating < p_rating)
                max_personal_rating = p_rating;
        }
    }
    return max_personal_rating;
}

void Player::UpdateHomebindTime(uint32 time)
{ 
    // GMs never get homebind timer online
    if (m_InstanceValid || IsGameMaster())
    {
        if (m_HomebindTimer)                                 // instance valid, but timer not reset
        {
            // hide reminder
            WorldPacket data(SMSG_RAID_GROUP_ONLY, 4+4);
            data << uint32(0);
            data << uint32(0);
            GetSession()->SendPacket(&data);
        }
        // instance is valid, reset homebind timer
        m_HomebindTimer = 0;
    }
    else if (m_HomebindTimer > 0)
    {
        if (time >= m_HomebindTimer)
        {
            // teleport to nearest graveyard
            RepopAtGraveyard();
        }
        else
            m_HomebindTimer -= time;
    }
    else
    {
        // instance is invalid, start homebind timer
        m_HomebindTimer = 60000;
        // send message to player
        WorldPacket data(SMSG_RAID_GROUP_ONLY, 4+4);
        data << uint32(m_HomebindTimer);
        data << uint32(1);
        GetSession()->SendPacket(&data);
        ;//sLog->outDebug(LOG_FILTER_MAPS, "PLAYER: Player '%s' (GUID: %u) will be teleported to homebind in 60 seconds", GetName().c_str(), GetGUIDLow());
    }
}

void Player::UpdatePvPState(bool onlyFFA)
{ 
    // TODO: should we always synchronize UNIT_FIELD_BYTES_2, 1 of controller and controlled?
    // no, we shouldn't, those are checked for affecting player by client
    if (!pvpInfo.IsInNoPvPArea && !IsGameMaster()
        && (pvpInfo.IsInFFAPvPArea || sWorld->IsFFAPvPRealm()))
    {
        if (!IsFFAPvP())
        {
            SetByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP);
            for (ControlSet::iterator itr = m_Controlled.begin(); itr != m_Controlled.end(); ++itr)
                (*itr)->SetByteValue(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP);
        }
    }
    else if (IsFFAPvP())
    {
        RemoveByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP);
        for (ControlSet::iterator itr = m_Controlled.begin(); itr != m_Controlled.end(); ++itr)
            (*itr)->RemoveByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP);
    }

    if (onlyFFA)
        return;

    if (pvpInfo.IsHostile)                               // in hostile area
    {
        if (!IsPvP() || pvpInfo.EndTimer != 0)
            UpdatePvP(true, true);
    }
    else                                                    // in friendly area
    {
        if (IsPvP() && !HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_IN_PVP) && pvpInfo.EndTimer == 0)
            pvpInfo.EndTimer = time(NULL);                     // start toggle-off
    }
}

void Player::UpdatePvP(bool state, bool _override)
{ 
    if (!state || _override)
    {
        SetPvP(state);
        pvpInfo.EndTimer = 0;
    }
    else
    {
        pvpInfo.EndTimer = time(NULL);
        SetPvP(state);
    }
    RemoveFlag(PLAYER_FLAGS, PLAYER_FLAGS_PVP_TIMER);
}

void Player::AddSpellAndCategoryCooldowns(SpellInfo const* spellInfo, uint32 itemId, Spell* spell, bool infinityCooldown)
{ 
    // init cooldown values
    uint32 cat   = 0;
    int32 rec    = -1;
    int32 catrec = -1;

    // some special item spells without correct cooldown in SpellInfo
    // cooldown information stored in item prototype
    // This used in same way in WorldSession::HandleItemQuerySingleOpcode data sending to client.

    if (itemId)
    {
        if (ItemTemplate const* proto = sObjectMgr->GetItemTemplate(itemId))
        {
            for (uint8 idx = 0; idx < MAX_ITEM_SPELLS; ++idx)
            {
                if (uint32(proto->Spells[idx].SpellId) == spellInfo->Id)
                {
                    cat    = proto->Spells[idx].SpellCategory;
                    rec    = proto->Spells[idx].SpellCooldown;
                    catrec = proto->Spells[idx].SpellCategoryCooldown;
                    break;
                }
            }
        }
    }

    // if no cooldown found above then base at DBC data
    if (rec < 0 && catrec < 0)
    {
        cat = spellInfo->GetCategory();
        rec = spellInfo->RecoveryTime;
        catrec = spellInfo->CategoryRecoveryTime;
    }

    time_t catrecTime;
    time_t recTime;

    bool needsCooldownPacket = false;

    // overwrite time for selected category
    if (infinityCooldown)
    {
        // use +MONTH as infinity mark for spell cooldown (will checked as MONTH/2 at save ans skipped)
        // but not allow ignore until reset or re-login
        catrecTime = catrec > 0 ? infinityCooldownDelay : 0;
        recTime    = rec    > 0 ? infinityCooldownDelay : catrecTime;
    }
    else
    {
        // shoot spells used equipped item cooldown values already assigned in GetAttackTime(RANGED_ATTACK)
        // prevent 0 cooldowns set by another way
        if (rec <= 0 && catrec <= 0 && (cat == 76 || (spellInfo->IsAutoRepeatRangedSpell() && spellInfo->Id != 75)))
            rec = GetAttackTime(RANGED_ATTACK);

        // Now we have cooldown data (if found any), time to apply mods
        if (rec > 0)
            ApplySpellMod(spellInfo->Id, SPELLMOD_COOLDOWN, rec, spell);

        if (catrec > 0 && !spellInfo->HasAttribute(SPELL_ATTR6_IGNORE_CATEGORY_COOLDOWN_MODS))
            ApplySpellMod(spellInfo->Id, SPELLMOD_COOLDOWN, catrec, spell);

        if (int32 cooldownMod = GetTotalAuraModifier(SPELL_AURA_MOD_COOLDOWN))
        {
            // Apply SPELL_AURA_MOD_COOLDOWN only to own spells
            if (HasSpell(spellInfo->Id))
            {
                needsCooldownPacket = true;
                rec += cooldownMod * IN_MILLISECONDS;   // SPELL_AURA_MOD_COOLDOWN does not affect category cooldows, verified with shaman shocks
            }
        }

        // replace negative cooldowns by 0
        if (rec < 0) rec = 0;
        if (catrec < 0) catrec = 0;

        // no cooldown after applying spell mods
        if (rec == 0 && catrec == 0)
            return;

        catrecTime = catrec ? catrec : 0;
        recTime    = rec ? rec : catrecTime;
    }

    // self spell cooldown
    if (recTime > 0)
    {
        AddSpellCooldown(spellInfo->Id, itemId, recTime, true, true);

        if (needsCooldownPacket)
        {
            WorldPacket data;
            BuildCooldownPacket(data, SPELL_COOLDOWN_FLAG_NONE, spellInfo->Id, rec);
            SendDirectMessage(&data);
        }
    }

    // category spells
    if (cat && catrec > 0)
    {
        SpellCategoryStore::const_iterator i_scstore = sSpellsByCategoryStore.find(cat);
        if (i_scstore != sSpellsByCategoryStore.end())
        {
            for (SpellCategorySet::const_iterator i_scset = i_scstore->second.begin(); i_scset != i_scstore->second.end(); ++i_scset)
            {
                if (*i_scset == spellInfo->Id)                    // skip main spell, already handled above
                    continue;

                AddSpellCooldown(*i_scset, itemId, catrecTime, !spellInfo->IsCooldownStartedOnEvent() && spellInfo->CategoryRecoveryTime != spellInfo->RecoveryTime && spellInfo->RecoveryTime && spellInfo->CategoryRecoveryTime); // Xinef: send category cooldowns on login if category cooldown is different from base cooldown
            }
        }
    }
}

void Player::AddSpellCooldown(uint32 spellid, uint32 itemid, uint32 end_time, bool needSendToClient, bool forceSendToSpectator)
{ 
    SpellCooldown sc;
    sc.end = World::GetGameTimeMS()+end_time;
    sc.itemid = itemid;
    sc.maxduration = end_time;
    sc.sendToSpectator = false;
    sc.needSendToClient = needSendToClient;

    if (end_time >= SPECTATOR_COOLDOWN_MIN*IN_MILLISECONDS && end_time <= SPECTATOR_COOLDOWN_MAX*IN_MILLISECONDS)
        if (NeedSendSpectatorData() && forceSendToSpectator && (itemid || HasActiveSpell(spellid)))
        {
            sc.sendToSpectator = true;
            ArenaSpectator::SendCommand_Cooldown(FindMap(), GetGUID(), "ACD", spellid, end_time/IN_MILLISECONDS, end_time/IN_MILLISECONDS);
        }
    m_spellCooldowns[spellid] = sc;
}

void Player::ModifySpellCooldown(uint32 spellId, int32 cooldown)
{
    SpellCooldowns::iterator itr = m_spellCooldowns.find(spellId);
    if (itr == m_spellCooldowns.end())
        return;

    itr->second.end += cooldown;

    WorldPacket data(SMSG_MODIFY_COOLDOWN, 4 + 8 + 4);
    data << uint32(spellId);            // Spell ID
    data << uint64(GetGUID());          // Player GUID
    data << int32(cooldown);            // Cooldown mod in milliseconds
    GetSession()->SendPacket(&data);
}

void Player::SendCooldownEvent(SpellInfo const* spellInfo, uint32 itemId /*= 0*/, Spell* spell /*= NULL*/, bool setCooldown /*= true*/)
{ 
    // start cooldowns at server side, if any
    if (setCooldown)
        AddSpellAndCategoryCooldowns(spellInfo, itemId, spell);

    // Send activate cooldown timer (possible 0) at client side
    WorldPacket data(SMSG_COOLDOWN_EVENT, 4 + 8);
    data << uint32(spellInfo->Id);
    data << uint64(GetGUID());
    SendDirectMessage(&data);
}

void Player::UpdatePotionCooldown()
{ 
    // no potion used i combat or still in combat
    if (!GetLastPotionId() || IsInCombat())
        return;

    // spell/item pair let set proper cooldown (except not existed charged spell cooldown spellmods for potions)
    if (ItemTemplate const* proto = sObjectMgr->GetItemTemplate(GetLastPotionId()))
        for (uint8 idx = 0; idx < MAX_ITEM_SPELLS; ++idx)
            if (proto->Spells[idx].SpellId && proto->Spells[idx].SpellTrigger == ITEM_SPELLTRIGGER_ON_USE)
                if (SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(proto->Spells[idx].SpellId))
                    SendCooldownEvent(spellInfo, GetLastPotionId());

    SetLastPotionId(0);
}

                                                           //slot to be excluded while counting
bool Player::EnchantmentFitsRequirements(uint32 enchantmentcondition, int8 slot)
{ 
    if (!enchantmentcondition)
        return true;

    SpellItemEnchantmentConditionEntry const* Condition = sSpellItemEnchantmentConditionStore.LookupEntry(enchantmentcondition);

    if (!Condition)
        return true;

    uint8 curcount[4] = {0, 0, 0, 0};

    //counting current equipped gem colors
    for (uint8 i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; ++i)
    {
        if (i == slot)
            continue;
        Item* pItem2 = GetItemByPos(INVENTORY_SLOT_BAG_0, i);
        if (pItem2 && !pItem2->IsBroken() && pItem2->GetTemplate()->Socket[0].Color)
        {
            for (uint32 enchant_slot = SOCK_ENCHANTMENT_SLOT; enchant_slot <= PRISMATIC_ENCHANTMENT_SLOT; ++enchant_slot)
            {
                if (enchant_slot == BONUS_ENCHANTMENT_SLOT)
                    continue;

                uint32 enchant_id = pItem2->GetEnchantmentId(EnchantmentSlot(enchant_slot));
                if (!enchant_id)
                    continue;

                SpellItemEnchantmentEntry const* enchantEntry = sSpellItemEnchantmentStore.LookupEntry(enchant_id);
                if (!enchantEntry)
                    continue;

                uint32 gemid = enchantEntry->GemID;
                if (!gemid)
                    continue;

                ItemTemplate const* gemProto = sObjectMgr->GetItemTemplate(gemid);
                if (!gemProto)
                    continue;

                GemPropertiesEntry const* gemProperty = sGemPropertiesStore.LookupEntry(gemProto->GemProperties);
                if (!gemProperty)
                    continue;

                uint8 GemColor = gemProperty->color;

                for (uint8 b = 0, tmpcolormask = 1; b < 4; b++, tmpcolormask <<= 1)
                {
                    if (tmpcolormask & GemColor)
                        ++curcount[b];
                }
            }
        }
    }

    bool activate = true;

    for (uint8 i = 0; i < 5; i++)
    {
        if (!Condition->Color[i])
            continue;

        uint32 _cur_gem = curcount[Condition->Color[i] - 1];

        // if have <CompareColor> use them as count, else use <value> from Condition
        uint32 _cmp_gem = Condition->CompareColor[i] ? curcount[Condition->CompareColor[i] - 1]: Condition->Value[i];

        switch (Condition->Comparator[i])
        {
            case 2:                                         // requires less <color> than (<value> || <comparecolor>) gems
                activate &= (_cur_gem < _cmp_gem) ? true : false;
                break;
            case 3:                                         // requires more <color> than (<value> || <comparecolor>) gems
                activate &= (_cur_gem > _cmp_gem) ? true : false;
                break;
            case 5:                                         // requires at least <color> than (<value> || <comparecolor>) gems
                activate &= (_cur_gem >= _cmp_gem) ? true : false;
                break;
        }
    }

    ;//sLog->outDebug(LOG_FILTER_PLAYER_ITEMS, "Checking Condition %u, there are %u Meta Gems, %u Red Gems, %u Yellow Gems and %u Blue Gems, Activate:%s", enchantmentcondition, curcount[0], curcount[1], curcount[2], curcount[3], activate ? "yes" : "no");

    return activate;
}

void Player::CorrectMetaGemEnchants(uint8 exceptslot, bool apply)
{ 
                                                            //cycle all equipped items
    for (uint32 slot = EQUIPMENT_SLOT_START; slot < EQUIPMENT_SLOT_END; ++slot)
    {
        //enchants for the slot being socketed are handled by Player::ApplyItemMods
        if (slot == exceptslot)
            continue;

        Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, slot);

        if (!pItem || !pItem->GetTemplate()->Socket[0].Color)
            continue;

        for (uint32 enchant_slot = SOCK_ENCHANTMENT_SLOT; enchant_slot < SOCK_ENCHANTMENT_SLOT+3; ++enchant_slot)
        {
            uint32 enchant_id = pItem->GetEnchantmentId(EnchantmentSlot(enchant_slot));
            if (!enchant_id)
                continue;

            SpellItemEnchantmentEntry const* enchantEntry = sSpellItemEnchantmentStore.LookupEntry(enchant_id);
            if (!enchantEntry)
                continue;

            uint32 condition = enchantEntry->EnchantmentCondition;
            if (condition)
            {
                                                            //was enchant active with/without item?
                bool wasactive = EnchantmentFitsRequirements(condition, apply ? exceptslot : -1);
                                                            //should it now be?
                if (wasactive ^ EnchantmentFitsRequirements(condition, apply ? -1 : exceptslot))
                {
                    // ignore item gem conditions
                                                            //if state changed, (dis)apply enchant
                    ApplyEnchantment(pItem, EnchantmentSlot(enchant_slot), !wasactive, true, true);
                }
            }
        }
    }
}

                                                            //if false -> then toggled off if was on| if true -> toggled on if was off AND meets requirements
void Player::ToggleMetaGemsActive(uint8 exceptslot, bool apply)
{ 
    //cycle all equipped items
    for (int slot = EQUIPMENT_SLOT_START; slot < EQUIPMENT_SLOT_END; ++slot)
    {
        //enchants for the slot being socketed are handled by WorldSession::HandleSocketOpcode(WorldPacket& recvData)
        if (slot == exceptslot)
            continue;

        Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, slot);

        if (!pItem || !pItem->GetTemplate()->Socket[0].Color)   //if item has no sockets or no item is equipped go to next item
            continue;

        //cycle all (gem)enchants
        for (uint32 enchant_slot = SOCK_ENCHANTMENT_SLOT; enchant_slot < SOCK_ENCHANTMENT_SLOT+3; ++enchant_slot)
        {
            uint32 enchant_id = pItem->GetEnchantmentId(EnchantmentSlot(enchant_slot));
            if (!enchant_id)                                 //if no enchant go to next enchant(slot)
                continue;

            SpellItemEnchantmentEntry const* enchantEntry = sSpellItemEnchantmentStore.LookupEntry(enchant_id);
            if (!enchantEntry)
                continue;

            //only metagems to be (de)activated, so only enchants with condition
            uint32 condition = enchantEntry->EnchantmentCondition;
            if (condition)
                ApplyEnchantment(pItem, EnchantmentSlot(enchant_slot), apply);
        }
    }
}

void Player::SetEntryPoint()
{ 
    m_entryPointData.joinPos.m_mapId = MAPID_INVALID;
    m_entryPointData.ClearTaxiPath();

    if (!m_taxi.empty())
    {
        m_entryPointData.mountSpell  = 0;
        m_entryPointData.joinPos = WorldLocation(GetMapId(), GetPositionX(), GetPositionY(), GetPositionZ(), GetOrientation());

        std::vector<uint32> const& taxi = m_taxi.GetPath();
        for (std::vector<uint32>::const_iterator itr = taxi.begin(); itr != taxi.end(); ++itr)
            m_entryPointData.taxiPath.push_back(*itr);

        m_entryPointData.taxiPath.push_back(m_taxi.GetTaxiSegment());
    }
    else
    {
        if (IsMounted())
        {
            AuraEffectList const& auras = GetAuraEffectsByType(SPELL_AURA_MOUNTED);
            if (!auras.empty())
                m_entryPointData.mountSpell = (*auras.begin())->GetId();
        }
        else
            m_entryPointData.mountSpell = 0;

        if (GetMap()->IsDungeon())
        {
            if (const WorldSafeLocsEntry* entry = sObjectMgr->GetClosestGraveyard(GetPositionX(), GetPositionY(), GetPositionZ(), GetMapId(), GetTeamId()))
                m_entryPointData.joinPos = WorldLocation(entry->map_id, entry->x, entry->y, entry->z, 0.0f);
        }
        else if (!GetMap()->IsBattlegroundOrArena())
            m_entryPointData.joinPos = WorldLocation(GetMapId(), GetPositionX(), GetPositionY(), GetPositionZ(), GetOrientation());
    }

    if (m_entryPointData.joinPos.m_mapId == MAPID_INVALID)
        m_entryPointData.joinPos = WorldLocation(m_homebindMapId, m_homebindX, m_homebindY, m_homebindZ, 0.0f);
}

void Player::LeaveBattleground(Battleground* bg)
{ 
    if (!bg)
        bg = GetBattleground();

    if (!bg)
        return;

    // xinef: reset corpse reclaim time
    m_deathExpireTime = time(NULL);

    // pussywizard: clear movement, because after porting player will move to arena cords
    GetMotionMaster()->MovementExpired();
    StopMoving();
    TeleportToEntryPoint();
}

bool Player::CanJoinToBattleground() const
{ 
    // check Deserter debuff
    if (HasAura(26013))
        return false;

    return true;
}

bool Player::CanReportAfkDueToLimit()
{ 
    // a player can complain about 15 people per 5 minutes
    if (m_bgData.bgAfkReportedCount++ >= 15)
        return false;

    return true;
}

///This player has been blamed to be inactive in a battleground
void Player::ReportedAfkBy(Player* reporter)
{ 
    Battleground* bg = GetBattleground();
    // Battleground also must be in progress!
    if (!bg || bg != reporter->GetBattleground() || GetTeamId() != reporter->GetTeamId() || bg->GetStatus() != STATUS_IN_PROGRESS)
        return;

    // Xinef: 2 minutes startup + 2 minute of match
    if (bg->GetStartTime() < 4*MINUTE*IN_MILLISECONDS)
        return;

    // check if player has 'Idle' or 'Inactive' debuff
    if (m_bgData.bgAfkReporter.find(reporter->GetGUIDLow()) == m_bgData.bgAfkReporter.end() && !HasAura(43680) && !HasAura(43681) && reporter->CanReportAfkDueToLimit())
    {
        m_bgData.bgAfkReporter.insert(reporter->GetGUIDLow());
        // 3 players have to complain to apply debuff
        if (m_bgData.bgAfkReporter.size() >= 3)
        {
            // cast 'Idle' spell
            CastSpell(this, 43680, true);
            m_bgData.bgAfkReporter.clear();
        }
    }
}

WorldLocation Player::GetStartPosition() const
{ 
    PlayerInfo const* info = sObjectMgr->GetPlayerInfo(getRace(), getClass());
    uint32 mapId = info->mapId;
    if (getClass() == CLASS_DEATH_KNIGHT && HasSpell(50977))
        return WorldLocation(0, 2352.0f, -5709.0f, 154.5f, 0.0f);
    return WorldLocation(mapId, info->positionX, info->positionY, info->positionZ, 0);
}

bool Player::IsNeverVisible() const
{ 
    if (Unit::IsNeverVisible())
        return true;

    if (GetSession()->PlayerLogout() || GetSession()->PlayerLoading())
        return true;

    return false;
}

bool Player::CanAlwaysSee(WorldObject const* obj) const
{ 
    // Always can see self
    if (m_mover == obj)
        return true;

    if (uint64 guid = GetUInt64Value(PLAYER_FARSIGHT))
        if (obj->GetGUID() == guid)
            return true;

    return false;
}

bool Player::IsAlwaysDetectableFor(WorldObject const* seer) const
{ 
    if (Unit::IsAlwaysDetectableFor(seer))
        return true;

    if (const Player* seerPlayer = seer->ToPlayer())
        if (IsGroupVisibleFor(seerPlayer))
            return !(seerPlayer->duel && seerPlayer->duel->startTime != 0 && seerPlayer->duel->opponent == this);

    return false;
}

bool Player::IsVisibleGloballyFor(Player const* u) const
{
    if (!u)
        return false;

    // Always can see self
    if (u == this)
        return true;

    // Visible units, always are visible for all players
    if (IsVisible())
        return true;

    // GMs are visible for higher gms (or players are visible for gms)
    if (!AccountMgr::IsPlayerAccount(u->GetSession()->GetSecurity()))
        return GetSession()->GetSecurity() <= u->GetSession()->GetSecurity();

    // non faction visibility non-breakable for non-GMs
    return false;
}

template<class T>
inline void UpdateVisibilityOf_helper(T* target, std::vector<Unit*>& /*v*/)
{
}

template<>
inline void UpdateVisibilityOf_helper(Creature* target, std::vector<Unit*>& v)
{
    v.push_back(target);
}

template<>
inline void UpdateVisibilityOf_helper(Player* target, std::vector<Unit*>& v)
{
    v.push_back(target);
}

template<class T>
inline void BeforeVisibilityDestroy(T* /*t*/, Player* /*p*/)
{
}

template<>
inline void BeforeVisibilityDestroy<Creature>(Creature* t, Player* p)
{
    if (p->GetPetGUID() == t->GetGUID() && t->IsPet())
        ((Pet*)t)->Remove(PET_SAVE_NOT_IN_SLOT, true);
}

void Player::UpdateVisibilityOf(WorldObject* target)
{ 
    if (HaveAtClient(target))
    {
        if (!CanSeeOrDetect(target, false, true))
        {
            if (target->GetTypeId() == TYPEID_UNIT)
                BeforeVisibilityDestroy<Creature>(target->ToCreature(), this);

            target->DestroyForPlayer(this);
            m_clientGUIDs.erase(target->GetGUID());
        }
    }
    else
    {
        if (CanSeeOrDetect(target, false, true))
        {
            target->SendUpdateToPlayer(this);
            m_clientGUIDs.insert(target->GetGUID());

            // target aura duration for caster show only if target exist at caster client
            // send data at target visibility change (adding to client)
            if (target->isType(TYPEMASK_UNIT))
                GetInitialVisiblePackets((Unit*)target);
        }
    }
}

void Player::UpdateTriggerVisibility()
{ 
    if (m_clientGUIDs.empty())
        return;

    if (!IsInWorld())
        return;

    UpdateData udata;
    WorldPacket packet;
    for (ClientGUIDs::iterator itr = m_clientGUIDs.begin(); itr != m_clientGUIDs.end(); ++itr)
    {
        if (IS_VEHICLE_GUID(*itr) || IS_CREATURE_GUID(*itr))
        {
            Creature* creature = GetMap()->GetCreature(*itr);
            // Update fields of triggers, transformed units or unselectable units (values dependent on GM state)
            if (!creature || (!creature->IsTrigger() && !creature->HasAuraType(SPELL_AURA_TRANSFORM) && !creature->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE)))
                continue;

            creature->SetFieldNotifyFlag(UF_FLAG_PUBLIC);
            creature->BuildValuesUpdateBlockForPlayer(&udata, this);
            creature->RemoveFieldNotifyFlag(UF_FLAG_PUBLIC);
        }
        else if (IS_GAMEOBJECT_GUID((*itr)))
        {
            GameObject* go = GetMap()->GetGameObject(*itr);
            if (!go)
                continue;

            go->SetFieldNotifyFlag(UF_FLAG_PUBLIC);
            go->BuildValuesUpdateBlockForPlayer(&udata, this);
            go->RemoveFieldNotifyFlag(UF_FLAG_PUBLIC);
        }
    }

    if (!udata.HasData())
        return;

    udata.BuildPacket(&packet);
    GetSession()->SendPacket(&packet);
}

void Player::GetInitialVisiblePackets(Unit* target)
{ 
    GetAurasForTarget(target);
    if (target->IsAlive())
    {
        if (target->HasUnitState(UNIT_STATE_MELEE_ATTACKING) && target->GetVictim())
            target->SendMeleeAttackStart(target->GetVictim(), this);
    }
}

template<class T>
void Player::UpdateVisibilityOf(T* target, UpdateData& data, std::vector<Unit*>& visibleNow)
{ 
    if (HaveAtClient(target))
    {
        if (!CanSeeOrDetect(target, false, true))
        {
            BeforeVisibilityDestroy<T>(target, this);

            target->BuildOutOfRangeUpdateBlock(&data);
            m_clientGUIDs.erase(target->GetGUID());
        }
    }
    else
    {
        if (CanSeeOrDetect(target, false, true))
        {
            target->BuildCreateUpdateBlockForPlayer(&data, this);
            m_clientGUIDs.insert(target->GetGUID());

            UpdateVisibilityOf_helper(target, visibleNow);
        }
    }
}

template void Player::UpdateVisibilityOf(Player*        target, UpdateData& data, std::vector<Unit*>& visibleNow);
template void Player::UpdateVisibilityOf(Creature*      target, UpdateData& data, std::vector<Unit*>& visibleNow);
template void Player::UpdateVisibilityOf(Corpse*        target, UpdateData& data, std::vector<Unit*>& visibleNow);
template void Player::UpdateVisibilityOf(GameObject*    target, UpdateData& data, std::vector<Unit*>& visibleNow);
template void Player::UpdateVisibilityOf(DynamicObject* target, UpdateData& data, std::vector<Unit*>& visibleNow);

void Player::UpdateObjectVisibility(bool forced, bool fromUpdate)
{ 
    if (!forced)
        AddToNotify(NOTIFY_VISIBILITY_CHANGED);
    else if (!isBeingLoaded())
    {
        if (!fromUpdate) // pussywizard:
        {
            bRequestForcedVisibilityUpdate = true;
            return;
        }
        Unit::UpdateObjectVisibility(true);
        UpdateVisibilityForPlayer();
    }
}

void Player::UpdateVisibilityForPlayer(bool mapChange)
{ 
    Trinity::VisibleNotifier notifier(*this, mapChange);
    m_seer->VisitNearbyObject(GetSightRange()+VISIBILITY_INC_FOR_GOBJECTS, notifier);
    notifier.SendToSelf();

    if (mapChange)
        m_last_notify_position.Relocate(-5000.0f, -5000.0f, -5000.0f, 0.0f);
}

void Player::InitPrimaryProfessions()
{ 
    SetFreePrimaryProfessions(sWorld->getIntConfig(CONFIG_MAX_PRIMARY_TRADE_SKILL));
}

bool Player::ModifyMoney(int32 amount, bool sendError /*= true*/)
{ 
    if (!amount)
        return true;

    sScriptMgr->OnPlayerMoneyChanged(this, amount);

    if (amount < 0)
        SetMoney (GetMoney() > uint32(-amount) ? GetMoney() + amount : 0);
    else
    {
        if (GetMoney() < uint32(MAX_MONEY_AMOUNT - amount))
            SetMoney(GetMoney() + amount);
        else
        {
            if (sendError)
                SendEquipError(EQUIP_ERR_TOO_MUCH_GOLD, NULL, NULL);
            return false;
        }
    }

    return true;
}

Unit* Player::GetSelectedUnit() const
{ 
    if (uint64 selectionGUID = GetUInt64Value(UNIT_FIELD_TARGET))
        return ObjectAccessor::GetUnit(*this, selectionGUID);
    return NULL;
}

Player* Player::GetSelectedPlayer() const
{ 
    if (uint64 selectionGUID = GetUInt64Value(UNIT_FIELD_TARGET))
        return ObjectAccessor::GetPlayer(*this, selectionGUID);
    return NULL;
}

void Player::SetSelection(uint64 guid)
{ 
    SetUInt64Value(UNIT_FIELD_TARGET, guid);

    if (NeedSendSpectatorData())
        ArenaSpectator::SendCommand_GUID(FindMap(), GetGUID(), "TRG", guid);
}

void Player::SendComboPoints()
{ 
    Unit* combotarget = ObjectAccessor::GetUnit(*this, m_comboTarget);
    if (combotarget)
    {
        WorldPacket data;
        if (m_mover != this)
        {
            data.Initialize(SMSG_PET_UPDATE_COMBO_POINTS, m_mover->GetPackGUID().size()+combotarget->GetPackGUID().size()+1);
            data.append(m_mover->GetPackGUID());
        }
        else
            data.Initialize(SMSG_UPDATE_COMBO_POINTS, combotarget->GetPackGUID().size()+1);
        data.append(combotarget->GetPackGUID());
        data << uint8(m_comboPoints);
        GetSession()->SendPacket(&data);
    }
}

void Player::AddComboPoints(Unit* target, int8 count)
{ 
    if (!count)
        return;

    int8 * comboPoints = &m_comboPoints;

    // without combo points lost (duration checked in aura)
    RemoveAurasByType(SPELL_AURA_RETAIN_COMBO_POINTS);

    if (target->GetGUID() == m_comboTarget)
        *comboPoints += count;
    else
    {
        if (m_comboTarget)
            if (Unit* target2 = ObjectAccessor::GetUnit(*this, m_comboTarget))
                target2->RemoveComboPointHolder(GetGUIDLow());

        m_comboTarget = target->GetGUID();
        *comboPoints = count;

        target->AddComboPointHolder(GetGUIDLow());
    }

    if (*comboPoints > 5)
        *comboPoints = 5;
    else if (*comboPoints < 0)
        *comboPoints = 0;


    SendComboPoints();
}

void Player::ClearComboPoints()
{ 
    if (!m_comboTarget)
        return;

    // without combopoints lost (duration checked in aura)
    RemoveAurasByType(SPELL_AURA_RETAIN_COMBO_POINTS);

    m_comboPoints = 0;

    SendComboPoints();

    if (Unit* target = ObjectAccessor::GetUnit(*this, m_comboTarget))
        target->RemoveComboPointHolder(GetGUIDLow());

    m_comboTarget = 0;
}

void Player::SetGroup(Group* group, int8 subgroup)
{ 
    if (group == NULL)
        m_group.unlink();
    else
    {
        // never use SetGroup without a subgroup unless you specify NULL for group
        ASSERT(subgroup >= 0);
        m_group.link(group, this);
        m_group.setSubGroup((uint8)subgroup);
    }

    UpdateObjectVisibility(false);
}

void Player::SendInitialPacketsBeforeAddToMap()
{ 
    /// Pass 'this' as argument because we're not stored in ObjectAccessor yet
    GetSocial()->SendSocialList(this);

    // guild bank list wtf?

    // Homebind
    WorldPacket data(SMSG_BINDPOINTUPDATE, 5*4);
    data << m_homebindX << m_homebindY << m_homebindZ;
    data << (uint32) m_homebindMapId;
    data << (uint32) m_homebindAreaId;
    GetSession()->SendPacket(&data);

    // SMSG_SET_PROFICIENCY
    // SMSG_SET_PCT_SPELL_MODIFIER
    // SMSG_SET_FLAT_SPELL_MODIFIER
    // SMSG_UPDATE_AURA_DURATION

    SendTalentsInfoData(false);

    // SMSG_INSTANCE_DIFFICULTY
    data.Initialize(SMSG_INSTANCE_DIFFICULTY, 4+4);
    data << uint32(GetMap()->GetDifficulty());
    data << uint32(GetMap()->GetEntry()->IsDynamicDifficultyMap() && GetMap()->IsHeroic()); // Raid dynamic difficulty
    GetSession()->SendPacket(&data);

    SendInitialSpells();

    data.Initialize(SMSG_SEND_UNLEARN_SPELLS, 4);
    data << uint32(0);                                      // count, for (count) uint32;
    GetSession()->SendPacket(&data);

    SendInitialActionButtons();
    m_reputationMgr->SendInitialReputations();
    m_achievementMgr->SendAllAchievementData();

    SendEquipmentSetList();

    data.Initialize(SMSG_LOGIN_SETTIMESPEED, 4 + 4 + 4);
    data.AppendPackedTime(sWorld->GetGameTime());
    data << float(0.01666667f);                             // game speed
    data << uint32(0);                                      // added in 3.1.2
    GetSession()->SendPacket(&data);

    GetReputationMgr().SendForceReactions();                // SMSG_SET_FORCED_REACTIONS

    // SMSG_TALENTS_INFO x 2 for pet (unspent points and talents in separate packets...)
    // SMSG_PET_GUIDS
    // SMSG_UPDATE_WORLD_STATE
    // SMSG_POWER_UPDATE

    SetMover(this);
}

void Player::SendInitialPacketsAfterAddToMap()
{ 
    UpdateVisibilityForPlayer(true);

    ResetTimeSync();
    SendTimeSync();

    CastSpell(this, 836, true);                             // LOGINEFFECT

    // set some aura effects that send packet to player client after add player to map
    // SendMessageToSet not send it to player not it map, only for aura that not changed anything at re-apply
    // same auras state lost at far teleport, send it one more time in this case also
    static const AuraType auratypes[] =
    {
        SPELL_AURA_MOD_FEAR,     SPELL_AURA_TRANSFORM,                 SPELL_AURA_WATER_WALK,
        SPELL_AURA_FEATHER_FALL, SPELL_AURA_HOVER,                     SPELL_AURA_SAFE_FALL,
        SPELL_AURA_FLY,          SPELL_AURA_MOD_INCREASE_MOUNTED_FLIGHT_SPEED, SPELL_AURA_NONE
    };
    for (AuraType const* itr = &auratypes[0]; itr && itr[0] != SPELL_AURA_NONE; ++itr)
    {
        Unit::AuraEffectList const& auraList = GetAuraEffectsByType(*itr);
        if (!auraList.empty())
            auraList.front()->HandleEffect(this, AURA_EFFECT_HANDLE_SEND_FOR_CLIENT, true);
    }

    // Fix mount shit... to tired to think, update block gets messed somewhere
    {
        if (!isBeingLoaded() && GetMountBlockId() && !HasAuraType(SPELL_AURA_MOUNTED))
        {
            AddAura(GetMountBlockId(), this);
            SetMountBlockId(0);
        }
    }

    // update zone
    uint32 newzone, newarea;
    GetZoneAndAreaId(newzone, newarea, true);
    UpdateZone(newzone, newarea);                            // also call SendInitWorldStates();

    if (HasAuraType(SPELL_AURA_MOD_STUN))
        SetMovement(MOVE_ROOT);

    // manual send package (have code in HandleEffect(this, AURA_EFFECT_HANDLE_SEND_FOR_CLIENT, true); that must not be re-applied.
    if (HasAuraType(SPELL_AURA_MOD_ROOT))
    {
        WorldPacket data2(SMSG_FORCE_MOVE_ROOT, 10);
        data2.append(GetPackGUID());
        data2 << (uint32)2;
        SendMessageToSet(&data2, true);
    }

    GetAurasForTarget(this);
    SendEnchantmentDurations();                             // must be after add to map
    SendItemDurations();                                    // must be after add to map

    // raid downscaling - send difficulty to player
    if (GetMap()->IsRaid())
    {
        if (GetMap()->GetDifficulty() != GetRaidDifficulty())
        {
            StoreRaidMapDifficulty();
            SendRaidDifficulty(GetGroup() != NULL, GetStoredRaidDifficulty());
        }
    }
    else if (GetRaidDifficulty() != GetStoredRaidDifficulty())
        SendRaidDifficulty(GetGroup() != NULL);
}

void Player::SendUpdateToOutOfRangeGroupMembers()
{ 
    if (m_groupUpdateMask == GROUP_UPDATE_FLAG_NONE)
        return;
    if (Group* group = GetGroup())
        group->UpdatePlayerOutOfRange(this);

    m_groupUpdateMask = GROUP_UPDATE_FLAG_NONE;
    m_auraRaidUpdateMask = 0;
    if (Pet* pet = GetPet())
        pet->ResetAuraUpdateMaskForRaid();
}

void Player::SendTransferAborted(uint32 mapid, TransferAbortReason reason, uint8 arg)
{
    WorldPacket data(SMSG_TRANSFER_ABORTED, 4+2);
    data << uint32(mapid);
    data << uint8(reason);                                 // transfer abort reason
    switch (reason)
    {
        case TRANSFER_ABORT_INSUF_EXPAN_LVL:
        case TRANSFER_ABORT_DIFFICULTY:
        case TRANSFER_ABORT_UNIQUE_MESSAGE:
            // these are the ONLY cases that have an extra argument in the packet!!!
            data << uint8(arg);
            break;
        default:
            break;
    }
    GetSession()->SendPacket(&data);
}

void Player::SendInstanceResetWarning(uint32 mapid, Difficulty difficulty, uint32 time, bool onEnterMap)
{ 
    // pussywizard:
    InstancePlayerBind* bind = sInstanceSaveMgr->PlayerGetBoundInstance(GetGUIDLow(), mapid, difficulty);
    if (bind && bind->extended)
    {
        if (!onEnterMap) // extended id player shouldn't be warned about lock expiration
            return;
        time += (bind->save->GetExtendedResetTime() - bind->save->GetResetTime()); // add lockout period to the time left
    }

    // type of warning, based on the time remaining until reset
    uint32 type;
    if (time > 3600)
        type = RAID_INSTANCE_WELCOME;
    else if (time > 900)
        type = RAID_INSTANCE_WARNING_HOURS;
    else if (time > 300)
        type = RAID_INSTANCE_WARNING_MIN;
    else
        type = RAID_INSTANCE_WARNING_MIN_SOON;

    WorldPacket data(SMSG_RAID_INSTANCE_MESSAGE, 4+4+4+4);
    data << uint32(type);
    data << uint32(mapid);
    data << uint32(difficulty);                             // difficulty
    data << uint32(time);
    if (type == RAID_INSTANCE_WELCOME)
    {
        data << uint8(bind && bind->perm);                  // is locked
        data << uint8(bind && bind->extended);              // is extended, ignored if prev field is 0
    }
    GetSession()->SendPacket(&data);
}

void Player::ApplyEquipCooldown(Item* pItem)
{ 
    if (pItem->HasFlag(ITEM_FIELD_FLAGS, ITEM_PROTO_FLAG_NO_EQUIP_COOLDOWN))
        return;

    for (uint8 i = 0; i < MAX_ITEM_PROTO_SPELLS; ++i)
    {
        _Spell const& spellData = pItem->GetTemplate()->Spells[i];

        // no spell
        if (!spellData.SpellId)
            continue;

        // xinef: apply hidden cooldown for procs
        if (spellData.SpellTrigger == ITEM_SPELLTRIGGER_ON_EQUIP)
        {
            // xinef: uint32(-1) special marker for proc cooldowns
            AddSpellCooldown(spellData.SpellId, uint32(-1), 30*IN_MILLISECONDS);
            continue;
        }

        // wrong triggering type (note: ITEM_SPELLTRIGGER_ON_NO_DELAY_USE not have cooldown)
        if (spellData.SpellTrigger != ITEM_SPELLTRIGGER_ON_USE)
            continue;

        // xinef: dont apply equip cooldown if spell on item has insignificant cooldown
        SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spellData.SpellId);
        if (spellData.SpellCooldown <= 3000 && spellData.SpellCategoryCooldown <= 3000 && (!spellInfo || spellInfo->RecoveryTime <= 3000 && spellInfo->CategoryRecoveryTime <= 3000))
            continue;

        // Don't replace longer cooldowns by equip cooldown if we have any.
        SpellCooldowns::iterator itr = m_spellCooldowns.find(spellData.SpellId);
        if (itr != m_spellCooldowns.end() && itr->second.itemid == pItem->GetEntry() && itr->second.end > time(NULL) + 30)
            continue;

        // xinef: dont apply eqiup cooldown for spells with this attribute
        if (spellInfo && spellInfo->HasAttribute(SPELL_ATTR0_CANT_USED_IN_COMBAT))
            continue;

        AddSpellCooldown(spellData.SpellId, pItem->GetEntry(), 30*IN_MILLISECONDS, true, true);

        WorldPacket data(SMSG_ITEM_COOLDOWN, 12);
        data << pItem->GetGUID();
        data << uint32(spellData.SpellId);
        GetSession()->SendPacket(&data);
    }
}

void Player::resetSpells()
{ 
    // not need after this call
    if (HasAtLoginFlag(AT_LOGIN_RESET_SPELLS))
        RemoveAtLoginFlag(AT_LOGIN_RESET_SPELLS, true);

    // make full copy of map (spells removed and marked as deleted at another spell remove
    // and we can't use original map for safe iterative with visit each spell at loop end
    PlayerSpellMap spellMap = GetSpellMap();

    for (PlayerSpellMap::const_iterator iter = spellMap.begin(); iter != spellMap.end(); ++iter)
        removeSpell(iter->first, SPEC_MASK_ALL, false);

    learnDefaultSpells();
    learnQuestRewardedSpells();
}

void Player::learnDefaultSpells()
{ 
    // xinef: learn default race/class spells
    PlayerInfo const* info = sObjectMgr->GetPlayerInfo(getRace(), getClass());
    for (PlayerCreateInfoSpells::const_iterator itr = info->spell.begin(); itr != info->spell.end(); ++itr)
        _addSpell(*itr, SPEC_MASK_ALL, true);
}

void Player::learnQuestRewardedSpells(Quest const* quest)
{ 
    // xinef: quest does not learn anything
    int32 spellId = quest->GetRewSpellCast();
    if (!spellId)
        return;

    SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spellId);
    if (!spellInfo)
        return;

    // xinef: find effect with learn spell and check if we have this spell
    bool found = false;
    for (uint8 i = 0; i < MAX_SPELL_EFFECTS; ++i)
        if (spellInfo->Effects[i].Effect == SPELL_EFFECT_LEARN_SPELL && spellInfo->Effects[i].TriggerSpell && !HasSpell(spellInfo->Effects[i].TriggerSpell))
        {
            // pusywizard: don't re-add profession specialties!
            if (SpellInfo const* triggeredInfo = sSpellMgr->GetSpellInfo(spellInfo->Effects[i].TriggerSpell))
                if (triggeredInfo->Effects[0].Effect == SPELL_EFFECT_TRADE_SKILL)
                    break; // pussywizard: break and not cast the spell (found is false)

            found = true;
            break;
        }

    // xinef: we know the spell, return
    if (!found)
        return;

    CastSpell(this, spellId, true);
}

void Player::learnQuestRewardedSpells()
{ 
    // learn spells received from quest completing
    for (RewardedQuestSet::const_iterator itr = m_RewardedQuests.begin(); itr != m_RewardedQuests.end(); ++itr)
    {
        Quest const* quest = sObjectMgr->GetQuestTemplate(*itr);
        if (!quest)
            continue;

        learnQuestRewardedSpells(quest);
    }
}

void Player::learnSkillRewardedSpells(uint32 skill_id, uint32 skill_value)
{ 
    uint32 raceMask  = getRaceMask();
    uint32 classMask = getClassMask();
    for (uint32 j=0; j<sSkillLineAbilityStore.GetNumRows(); ++j)
    {
        SkillLineAbilityEntry const* pAbility = sSkillLineAbilityStore.LookupEntry(j);
        if (!pAbility || pAbility->skillId != skill_id || pAbility->learnOnGetSkill != ABILITY_LEARNED_ON_GET_PROFESSION_SKILL)
            continue;
        // Check race if set
        if (pAbility->racemask && !(pAbility->racemask & raceMask))
            continue;
        // Check class if set
        if (pAbility->classmask && !(pAbility->classmask & classMask))
            continue;

        if (sSpellMgr->GetSpellInfo(pAbility->spellId))
        {
            // need unlearn spell
            if (skill_value < pAbility->req_skill_value)
                removeSpell(pAbility->spellId, SPEC_MASK_ALL, true);
            // need learn
            else
            {
                // Xinef: there is next spell and we have enough skill value to obtain it - skip current spell
                if (pAbility->req_skill_value > 1 && pAbility->forward_spellid)
                {
                    bool hasForwardSpell = false;
                    SkillLineAbilityMapBounds bounds = sSpellMgr->GetSkillLineAbilityMapBounds(pAbility->forward_spellid);
                    for (SkillLineAbilityMap::const_iterator _spell_idx = bounds.first; _spell_idx != bounds.second; ++_spell_idx)
                        if (skill_value >= _spell_idx->second->req_skill_value)
                        {
                            hasForwardSpell = true;
                            break;
                        }
                    if (hasForwardSpell)
                        continue;
                }

                addSpell(pAbility->spellId, SPEC_MASK_ALL, true, true);
            }
        }
    }
}

void Player::GetAurasForTarget(Unit* target) // pussywizard: contact before changing ANYTHING!
{
    if (!target/* || target->GetVisibleAuras()->empty()*/)                  // speedup things
        return;

    /*! Blizz sends certain movement packets sometimes even before CreateObject
        These movement packets are usually found in SMSG_COMPRESSED_MOVES
    */
    if (target->HasAuraType(SPELL_AURA_FEATHER_FALL))
        target->SendMovementFeatherFall(this);

    if (target->HasAuraType(SPELL_AURA_WATER_WALK))
        target->SendMovementWaterWalking(this);

    if (target->HasAuraType(SPELL_AURA_HOVER))
        target->SendMovementHover(this);

    WorldPacket data(SMSG_AURA_UPDATE_ALL);
    data.append(target->GetPackGUID());

    Unit::VisibleAuraMap const* visibleAuras = target->GetVisibleAuras();
    for (Unit::VisibleAuraMap::const_iterator itr = visibleAuras->begin(); itr != visibleAuras->end(); ++itr)
    {
        AuraApplication * auraApp = itr->second;
        auraApp->BuildUpdatePacket(data, false);
    }

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

void Player::SetDailyQuestStatus(uint32 quest_id)
{ 
    if (Quest const* qQuest = sObjectMgr->GetQuestTemplate(quest_id))
    {
        if (!qQuest->IsDFQuest())
        {
            for (uint32 quest_daily_idx = 0; quest_daily_idx < PLAYER_MAX_DAILY_QUESTS; ++quest_daily_idx)
            {
                if (!GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx))
                {
                    SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx, quest_id);
                    m_lastDailyQuestTime = time(NULL);              // last daily quest time
                    m_DailyQuestChanged = true;
                    break;
                }
            }
        } else
        {
            m_DFQuests.insert(quest_id);
            m_lastDailyQuestTime = time(NULL);
            m_DailyQuestChanged = true;
        }
    }
}

void Player::SetWeeklyQuestStatus(uint32 quest_id)
{ 
    m_weeklyquests.insert(quest_id);
    m_WeeklyQuestChanged = true;
}

void Player::SetSeasonalQuestStatus(uint32 quest_id)
{ 
    Quest const* quest = sObjectMgr->GetQuestTemplate(quest_id);
    if (!quest)
        return;

    m_seasonalquests[quest->GetEventIdForQuest()].insert(quest_id);
    m_SeasonalQuestChanged = true;
}

void Player::SetMonthlyQuestStatus(uint32 quest_id)
{ 
    m_monthlyquests.insert(quest_id);
    m_MonthlyQuestChanged = true;
}

void Player::ResetDailyQuestStatus()
{ 
    for (uint32 quest_daily_idx = 0; quest_daily_idx < PLAYER_MAX_DAILY_QUESTS; ++quest_daily_idx)
        SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx, 0);

    m_DFQuests.clear(); // Dungeon Finder Quests.

    // DB data deleted in caller
    m_DailyQuestChanged = false;
    m_lastDailyQuestTime = 0;
}

void Player::ResetWeeklyQuestStatus()
{ 
    if (m_weeklyquests.empty())
        return;

    m_weeklyquests.clear();
    // DB data deleted in caller
    m_WeeklyQuestChanged = false;
}

void Player::ResetSeasonalQuestStatus(uint16 event_id)
{ 
    if (m_seasonalquests.empty() || m_seasonalquests[event_id].empty())
        return;

    m_seasonalquests.erase(event_id);
    // DB data deleted in caller
    m_SeasonalQuestChanged = false;
}

void Player::ResetMonthlyQuestStatus()
{ 
    if (m_monthlyquests.empty())
        return;

    m_monthlyquests.clear();
    // DB data deleted in caller
    m_MonthlyQuestChanged = false;
}

Battleground* Player::GetBattleground(bool create) const
{
    if (GetBattlegroundId() == 0)
        return NULL;

    Battleground* bg = sBattlegroundMgr->GetBattleground(GetBattlegroundId());
    return (create || (bg && bg->FindBgMap()) ? bg : NULL);
}

bool Player::InArena() const
{ 
    Battleground* bg = GetBattleground();
    if (!bg || !bg->isArena())
        return false;

    return true;
}

void Player::SetBattlegroundId(uint32 id, BattlegroundTypeId bgTypeId, uint32 queueSlot, bool invited, bool isRandom, TeamId teamId)
{
    // if leaving current bg (and was invited) - decrease invited count for current one
    if (m_bgData.bgInstanceID && m_bgData.isInvited)
        if (Battleground* bg = sBattlegroundMgr->GetBattleground(m_bgData.bgInstanceID))
            bg->DecreaseInvitedCount(m_bgData.bgTeamId);

    // if entering new bg (and is invited) - increase invited count for new one
    if (id && invited)
        if (Battleground* bg = sBattlegroundMgr->GetBattleground(id))
            bg->IncreaseInvitedCount(teamId);

    m_bgData.bgInstanceID = id;
    m_bgData.bgTypeID = bgTypeId;
    m_bgData.bgQueueSlot = queueSlot;
    m_bgData.isInvited = invited;
    m_bgData.bgIsRandom = isRandom;

    m_bgData.bgTeamId = teamId;
    SetByteValue(PLAYER_BYTES_3, 3, uint8(teamId == TEAM_ALLIANCE ? 1 : 0));
}

bool Player::GetBGAccessByLevel(BattlegroundTypeId bgTypeId) const
{ 
    // get a template bg instead of running one
    Battleground* bgt = sBattlegroundMgr->GetBattlegroundTemplate(bgTypeId);
    if (!bgt)
        return false;

    // limit check leel to dbc compatible level range
    uint32 level = getLevel();
    if (level > DEFAULT_MAX_LEVEL)
        level = DEFAULT_MAX_LEVEL;

    if (level < bgt->GetMinLevel() || level > bgt->GetMaxLevel())
        return false;

    return true;
}

float Player::GetReputationPriceDiscount(Creature const* creature) const
{ 
    FactionTemplateEntry const* vendor_faction = creature->GetFactionTemplateEntry();
    if (!vendor_faction || !vendor_faction->faction)
        return 1.0f;

    ReputationRank rank = GetReputationRank(vendor_faction->faction);
    if (rank <= REP_NEUTRAL)
        return 1.0f;

    return 1.0f - 0.05f* (rank - REP_NEUTRAL);
}

bool Player::IsSpellFitByClassAndRace(uint32 spell_id) const
{ 
    uint32 racemask  = getRaceMask();
    uint32 classmask = getClassMask();

    SkillLineAbilityMapBounds bounds = sSpellMgr->GetSkillLineAbilityMapBounds(spell_id);
    if (bounds.first == bounds.second)
        return true;

    for (SkillLineAbilityMap::const_iterator _spell_idx = bounds.first; _spell_idx != bounds.second; ++_spell_idx)
    {
        // skip wrong race skills
        if (_spell_idx->second->racemask && (_spell_idx->second->racemask & racemask) == 0)
            continue;

        // skip wrong class skills
        if (_spell_idx->second->classmask && (_spell_idx->second->classmask & classmask) == 0)
            continue;

        return true;
    }

    return false;
}

bool Player::HasQuestForGO(int32 GOId) const
{ 
    for (uint8 i = 0; i < MAX_QUEST_LOG_SIZE; ++i)
    {
        uint32 questid = GetQuestSlotQuestId(i);
        if (questid == 0)
            continue;

        QuestStatusMap::const_iterator qs_itr = m_QuestStatus.find(questid);
        if (qs_itr == m_QuestStatus.end())
            continue;

        QuestStatusData const& qs = qs_itr->second;

        if (qs.Status == QUEST_STATUS_INCOMPLETE)
        {
            Quest const* qinfo = sObjectMgr->GetQuestTemplate(questid);
            if (!qinfo)
                continue;

            if (GetGroup() && GetGroup()->isRaidGroup() && !qinfo->IsAllowedInRaid(GetMap()->GetDifficulty()))
                continue;

            for (uint8 j = 0; j < QUEST_OBJECTIVES_COUNT; ++j)
            {
                if (qinfo->RequiredNpcOrGo[j] >= 0)       //skip non GO case
                    continue;

                if ((-1)*GOId == qinfo->RequiredNpcOrGo[j] && qs.CreatureOrGOCount[j] < qinfo->RequiredNpcOrGoCount[j])
                    return true;
            }
        }
    }
    return false;
}

void Player::UpdateForQuestWorldObjects()
{ 
    if (m_clientGUIDs.empty())
        return;

    UpdateData udata;
    WorldPacket packet;
    for (ClientGUIDs::iterator itr=m_clientGUIDs.begin(); itr != m_clientGUIDs.end(); ++itr)
    {
        if (IS_GAMEOBJECT_GUID(*itr))
        {
            if (GameObject* obj = HashMapHolder<GameObject>::Find(*itr))
                obj->BuildValuesUpdateBlockForPlayer(&udata, this);
        }
        else if (IS_CRE_OR_VEH_GUID(*itr))
        {
            Creature* obj = ObjectAccessor::GetCreatureOrPetOrVehicle(*this, *itr);
            if (!obj)
                continue;

            // check if this unit requires quest specific flags
            if (!obj->HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_SPELLCLICK))
                continue;

            SpellClickInfoMapBounds clickPair = sObjectMgr->GetSpellClickInfoMapBounds(obj->GetEntry());
            for (SpellClickInfoContainer::const_iterator _itr = clickPair.first; _itr != clickPair.second; ++_itr)
            {
                //! This code doesn't look right, but it was logically converted to condition system to do the exact
                //! same thing it did before. It definitely needs to be overlooked for intended functionality.
                ConditionList conds = sConditionMgr->GetConditionsForSpellClickEvent(obj->GetEntry(), _itr->second.spellId);
                bool buildUpdateBlock = false;
                for (ConditionList::const_iterator jtr = conds.begin(); jtr != conds.end() && !buildUpdateBlock; ++jtr)
                    if ((*jtr)->ConditionType == CONDITION_QUESTREWARDED || (*jtr)->ConditionType == CONDITION_QUESTTAKEN)
                        buildUpdateBlock = true;

                if (buildUpdateBlock)
                {
                    obj->BuildValuesUpdateBlockForPlayer(&udata, this);
                    break;
                }
            }
        }
    }
    udata.BuildPacket(&packet);
    GetSession()->SendPacket(&packet);
}

void Player::SummonIfPossible(bool agree)
{ 
    if (!agree)
    {
        m_summon_expire = 0;
        return;
    }

    // expire and auto declined
    if (m_summon_expire < time(NULL))
        return;

    // drop flag at summon
    // this code can be reached only when GM is summoning player who carries flag, because player should be immune to summoning spells when he carries flag
    if (Battleground* bg = GetBattleground())
        bg->EventPlayerDroppedFlag(this);

    m_summon_expire = 0;

    UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_ACCEPTED_SUMMONINGS, 1);

    TeleportTo(m_summon_mapid, m_summon_x, m_summon_y, m_summon_z, GetOrientation());
}

void Player::RemoveItemDurations(Item* item)
{ 
    for (ItemDurationList::iterator itr = m_itemDuration.begin(); itr != m_itemDuration.end(); ++itr)
    {
        if (*itr == item)
        {
            m_itemDuration.erase(itr);
            break;
        }
    }
}

void Player::AddItemDurations(Item* item)
{ 
    if (item->GetUInt32Value(ITEM_FIELD_DURATION))
    {
        m_itemDuration.push_back(item);
        item->SendTimeUpdate(this);
    }
}

void Player::UpdateTitansGrip()
{
    // 10% damage reduce if 2x2h weapons are used
    if (!CanTitanGrip())
        RemoveAurasDueToSpell(49152);
    else if (Aura* aur = GetAura(49152))
        aur->RecalculateAmountOfEffects();
}

void Player::AutoUnequipOffhandIfNeed(bool force /*= false*/)
{ 
    Item* offItem = GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND);
    if (!offItem)
    {
        UpdateTitansGrip();
        return;
    }

    // unequip offhand weapon if player doesn't have dual wield anymore
    if (!CanDualWield() && (offItem->GetTemplate()->InventoryType == INVTYPE_WEAPONOFFHAND || offItem->GetTemplate()->InventoryType == INVTYPE_WEAPON))
        force = true;

    // need unequip offhand for 2h-weapon without TitanGrip (in any from hands)
    if (!force && (CanTitanGrip() || (offItem->GetTemplate()->InventoryType != INVTYPE_2HWEAPON && !IsTwoHandUsed())))
    {
        UpdateTitansGrip();
        return;
    }

    ItemPosCountVec off_dest;
    uint8 off_msg = CanStoreItem(NULL_BAG, NULL_SLOT, off_dest, offItem, false);
    if (off_msg == EQUIP_ERR_OK)
    {
        RemoveItem(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND, true);
        StoreItem(off_dest, offItem, true);
    }
    else
    {
        MoveItemFromInventory(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND, true);
        SQLTransaction trans = CharacterDatabase.BeginTransaction();
        offItem->DeleteFromInventoryDB(trans);                   // deletes item from character's inventory
        offItem->SaveToDB(trans);                                // recursive and not have transaction guard into self, item not in inventory and can be save standalone

        std::string subject = GetSession()->GetTrinityString(LANG_NOT_EQUIPPED_ITEM);
        MailDraft(subject, "There were problems with equipping one or several items").AddItem(offItem).SendMailTo(trans, this, MailSender(this, MAIL_STATIONERY_GM), MAIL_CHECK_MASK_COPIED);

        CharacterDatabase.CommitTransaction(trans);
    }
    UpdateTitansGrip();
}

OutdoorPvP* Player::GetOutdoorPvP() const
{ 
    return sOutdoorPvPMgr->GetOutdoorPvPToZoneId(GetZoneId());
}

bool Player::HasItemFitToSpellRequirements(SpellInfo const* spellInfo, Item const* ignoreItem) const
{ 
    if (spellInfo->EquippedItemClass < 0)
        return true;

    // scan other equipped items for same requirements (mostly 2 daggers/etc)
    // for optimize check 2 used cases only
    switch (spellInfo->EquippedItemClass)
    {
        case ITEM_CLASS_WEAPON:
        {
            for (uint8 i= EQUIPMENT_SLOT_MAINHAND; i < EQUIPMENT_SLOT_TABARD; ++i)
                if (Item* item = GetUseableItemByPos(INVENTORY_SLOT_BAG_0, i))
                    if (item != ignoreItem && item->IsFitToSpellRequirements(spellInfo))
                        return true;
            break;
        }
        case ITEM_CLASS_ARMOR:
        {
            // tabard not have dependent spells
            for (uint8 i= EQUIPMENT_SLOT_START; i< EQUIPMENT_SLOT_MAINHAND; ++i)
                if (Item* item = GetUseableItemByPos(INVENTORY_SLOT_BAG_0, i))
                    if (item != ignoreItem && item->IsFitToSpellRequirements(spellInfo))
                        return true;

            // shields can be equipped to offhand slot
            if (Item* item = GetUseableItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND))
                if (item != ignoreItem && item->IsFitToSpellRequirements(spellInfo))
                    return true;

            // ranged slot can have some armor subclasses
            if (Item* item = GetUseableItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_RANGED))
                if (item != ignoreItem && item->IsFitToSpellRequirements(spellInfo))
                    return true;

            break;
        }
        default:
            sLog->outError("HasItemFitToSpellRequirements: Not handled spell requirement for item class %u", spellInfo->EquippedItemClass);
            break;
    }

    return false;
}

bool Player::CanNoReagentCast(SpellInfo const* spellInfo) const
{ 
    // don't take reagents for spells with SPELL_ATTR5_NO_REAGENT_WHILE_PREP
    if (spellInfo->HasAttribute(SPELL_ATTR5_NO_REAGENT_WHILE_PREP) && HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PREPARATION))
        return true;

    // Check no reagent use mask
    flag96 noReagentMask;
    noReagentMask[0] = GetUInt32Value(PLAYER_NO_REAGENT_COST_1);
    noReagentMask[1] = GetUInt32Value(PLAYER_NO_REAGENT_COST_1+1);
    noReagentMask[2] = GetUInt32Value(PLAYER_NO_REAGENT_COST_1+2);
    if (spellInfo->SpellFamilyFlags  & noReagentMask)
        return true;

    return false;
}

void Player::RemoveItemDependentAurasAndCasts(Item* pItem)
{ 
    for (AuraMap::iterator itr = m_ownedAuras.begin(); itr != m_ownedAuras.end();)
    {
        Aura* aura = itr->second;

        // skip passive (passive item dependent spells work in another way) and not self applied auras
        SpellInfo const* spellInfo = aura->GetSpellInfo();
        if (aura->IsPassive() ||  aura->GetCasterGUID() != GetGUID())
        {
            ++itr;
            continue;
        }

        // skip if not item dependent or have alternative item
        if (HasItemFitToSpellRequirements(spellInfo, pItem))
        {
            ++itr;
            continue;
        }

        // no alt item, remove aura, restart check
        RemoveOwnedAura(itr);
    }

    // currently casted spells can be dependent from item
    for (uint32 i = 0; i < CURRENT_MAX_SPELL; ++i)
        if (Spell* spell = GetCurrentSpell(CurrentSpellTypes(i)))
            if (spell->getState() != SPELL_STATE_DELAYED && !HasItemFitToSpellRequirements(spell->m_spellInfo, pItem))
                InterruptSpell(CurrentSpellTypes(i));
}

uint32 Player::GetResurrectionSpellId()
{ 
    // search priceless resurrection possibilities
    uint32 prio = 0;
    uint32 spell_id = 0;
    AuraEffectList const& dummyAuras = GetAuraEffectsByType(SPELL_AURA_DUMMY);
    for (AuraEffectList::const_iterator itr = dummyAuras.begin(); itr != dummyAuras.end(); ++itr)
    {
        // Soulstone Resurrection                           // prio: 3 (max, non death persistent)
        if (prio < 2 && (*itr)->GetSpellInfo()->SpellVisual[0] == 99 && (*itr)->GetSpellInfo()->SpellIconID == 92)
        {
            switch ((*itr)->GetId())
            {
                case 20707: spell_id =  3026; break;        // rank 1
                case 20762: spell_id = 20758; break;        // rank 2
                case 20763: spell_id = 20759; break;        // rank 3
                case 20764: spell_id = 20760; break;        // rank 4
                case 20765: spell_id = 20761; break;        // rank 5
                case 27239: spell_id = 27240; break;        // rank 6
                case 47883: spell_id = 47882; break;        // rank 7
                default:
                    sLog->outError("Unhandled spell %u: S.Resurrection", (*itr)->GetId());
                    continue;
            }

            prio = 3;
        }
        // Twisting Nether                                  // prio: 2 (max)
        else if ((*itr)->GetId() == 23701 && roll_chance_i(10))
        {
            prio = 2;
            spell_id = 23700;
        }
    }

    // Reincarnation (passive spell)  // prio: 1                  // Glyph of Renewed Life
    if (prio < 1 && HasSpell(20608) && !HasSpellCooldown(21169) && (HasAura(58059) || HasItemCount(17030)))
        spell_id = 21169;

    return spell_id;
}

// Used in triggers for check "Only to targets that grant experience or honor" req
bool Player::isHonorOrXPTarget(Unit* victim) const
{ 
    uint8 v_level = victim->getLevel();
    uint8 k_grey  = Trinity::XP::GetGrayLevel(getLevel());

    // Victim level less gray level
    if (v_level <= k_grey)
        return false;

    if (victim->GetTypeId() == TYPEID_UNIT)
    {
        if (victim->IsTotem() ||
            victim->IsPet() ||
            victim->ToCreature()->GetCreatureTemplate()->flags_extra & CREATURE_FLAG_EXTRA_NO_XP_AT_KILL)
                return false;
    }
    return true;
}

bool Player::GetsRecruitAFriendBonus(bool forXP)
{ 
    bool recruitAFriend = false;
    if (getLevel() <= sWorld->getIntConfig(CONFIG_MAX_RECRUIT_A_FRIEND_BONUS_PLAYER_LEVEL) || !forXP)
    {
        if (Group* group = this->GetGroup())
        {
            for (GroupReference* itr = group->GetFirstMember(); itr != NULL; itr = itr->next())
            {
                Player* player = itr->GetSource();
                if (!player || !player->IsInMap(this))
                    continue;

                if (!player->IsAtRecruitAFriendDistance(this))
                    continue;                               // member (alive or dead) or his corpse at req. distance

                if (forXP)
                {
                    // level must be allowed to get RaF bonus
                    if (player->getLevel() > sWorld->getIntConfig(CONFIG_MAX_RECRUIT_A_FRIEND_BONUS_PLAYER_LEVEL))
                        continue;

                    // level difference must be small enough to get RaF bonus, UNLESS we are lower level
                    if (player->getLevel() < getLevel())
                        if (uint8(getLevel() - player->getLevel()) > sWorld->getIntConfig(CONFIG_MAX_RECRUIT_A_FRIEND_BONUS_PLAYER_LEVEL_DIFFERENCE))
                            continue;
                }

                bool ARecruitedB = (player->GetSession()->GetRecruiterId() == GetSession()->GetAccountId());
                bool BRecruitedA = (GetSession()->GetRecruiterId() == player->GetSession()->GetAccountId());
                if (ARecruitedB || BRecruitedA)
                {
                    recruitAFriend = true;
                    break;
                }
            }
        }
    }
    return recruitAFriend;
}

void Player::RewardPlayerAndGroupAtKill(Unit* victim, bool isBattleGround)
{ 
    KillRewarder(this, victim, isBattleGround).Reward();
}

void Player::RewardPlayerAndGroupAtEvent(uint32 creature_id, WorldObject* pRewardSource)
{ 
    if (!pRewardSource)
        return;
    uint64 creature_guid = (pRewardSource->GetTypeId() == TYPEID_UNIT) ? pRewardSource->GetGUID() : uint64(0);

    // prepare data for near group iteration
    if (Group* group = GetGroup())
    {
        for (GroupReference* itr = group->GetFirstMember(); itr != NULL; itr = itr->next())
        {
            Player* player = itr->GetSource();
            if (!player)
                continue;

            if (!player->IsAtGroupRewardDistance(pRewardSource))
                continue;                               // member (alive or dead) or his corpse at req. distance

            // quest objectives updated only for alive group member or dead but with not released body
            if (player->IsAlive()|| !player->GetCorpse())
                player->KilledMonsterCredit(creature_id, creature_guid);
        }
    }
    else                                                    // if (!group)
        KilledMonsterCredit(creature_id, creature_guid);
}

bool Player::IsAtGroupRewardDistance(WorldObject const* pRewardSource) const
{
    if (!pRewardSource || !IsInMap(pRewardSource))
        return false;
    const WorldObject* player = GetCorpse();
    if (!player || IsAlive())
        player = this;

    if (pRewardSource->GetMap()->IsDungeon())
        return true;

    return pRewardSource->GetDistance(player) <= sWorld->getFloatConfig(CONFIG_GROUP_XP_DISTANCE);
}

bool Player::IsAtRecruitAFriendDistance(WorldObject const* pOther) const
{ 
    if (!pOther)
        return false;
    const WorldObject* player = GetCorpse();
    if (!player || IsAlive())
        player = this;

    if (player->GetMapId() != pOther->GetMapId() || player->GetInstanceId() != pOther->GetInstanceId())
        return false;

    return pOther->GetDistance(player) <= sWorld->getFloatConfig(CONFIG_MAX_RECRUIT_A_FRIEND_DISTANCE);
}

uint32 Player::GetBaseWeaponSkillValue (WeaponAttackType attType) const
{ 
    Item* item = GetWeaponForAttack(attType, true);

    // unarmed only with base attack
    if (attType != BASE_ATTACK && !item)
        return 0;

    // weapon skill or (unarmed for base attack and for fist weapons)
    uint32  skill = (item && item->GetSkill() != SKILL_FIST_WEAPONS) ? item->GetSkill() : uint32(SKILL_UNARMED);
    return GetBaseSkillValue(skill);
}

void Player::ResurectUsingRequestData()
{ 
    /// Teleport before resurrecting by player, otherwise the player might get attacked from creatures near his corpse
    TeleportTo(m_resurrectMap, m_resurrectX, m_resurrectY, m_resurrectZ, GetOrientation());

    if (IsBeingTeleported())
    {
        ScheduleDelayedOperation(DELAYED_RESURRECT_PLAYER);
        return;
    }

    ResurrectPlayer(0.0f, false);

    if (GetMaxHealth() > m_resurrectHealth)
        SetHealth(m_resurrectHealth);
    else
        SetFullHealth();

    if (GetMaxPower(POWER_MANA) > m_resurrectMana)
        SetPower(POWER_MANA, m_resurrectMana);
    else
        SetPower(POWER_MANA, GetMaxPower(POWER_MANA));

    SetPower(POWER_RAGE, 0);

    SetPower(POWER_ENERGY, GetMaxPower(POWER_ENERGY));

    SpawnCorpseBones();
}

void Player::SetClientControl(Unit* target, bool allowMove, bool packetOnly /*= false*/)
{ 
    WorldPacket data(SMSG_CLIENT_CONTROL_UPDATE, target->GetPackGUID().size()+1);
    data.append(target->GetPackGUID());
    data << uint8((allowMove && !target->HasUnitState(UNIT_STATE_FLEEING|UNIT_STATE_CONFUSED)) ? 1 : 0);
    GetSession()->SendPacket(&data);

    // We want to set the packet only
    if (packetOnly)
        return;

    if (this != target)
        SetViewpoint(target, allowMove);

    if (allowMove)
        SetMover(target);

    // Xinef: disable moving if target has disable move flag
    if (target->GetTypeId() != TYPEID_UNIT)
        return;

    if (allowMove && target->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_DISABLE_MOVE))
    {
        target->ClearUnitState(UNIT_STATE_ROOT);
        target->SetControlled(true, UNIT_STATE_ROOT);
    }
    else if (!allowMove && target->HasUnitState(UNIT_STATE_ROOT) && !target->HasUnitTypeMask(UNIT_MASK_ACCESSORY))
    {
        if (target->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_DISABLE_MOVE))
        {
            // Xinef: restore original orientation, important for shooting vehicles!
            Position pos = target->HasUnitMovementFlag(MOVEMENTFLAG_ONTRANSPORT) && target->GetTransGUID() && IS_MO_TRANSPORT_GUID(target->GetTransGUID()) ? target->ToCreature()->GetTransportHomePosition() : target->ToCreature()->GetHomePosition();
            target->SetOrientation(pos.GetOrientation());
            target->SetFacingTo(pos.GetOrientation());
            target->DisableSpline();
        }
        else
            target->SetControlled(false, UNIT_STATE_ROOT);
    }
}

void Player::SetMover(Unit* target)
{ 
    if (this != target && target->m_movedByPlayer && target->m_movedByPlayer != target && target->m_movedByPlayer != this)
    {
        sLog->outMisc("Player::SetMover (A1) - %u, %u, %u, %u, %u, %u, %u, %u", GetGUIDLow(), GetMapId(), GetInstanceId(), FindMap(), IsInWorld() ? 1 : 0, IsDuringRemoveFromWorld() ? 1 : 0, IsBeingTeleported() ? 1 : 0, isBeingLoaded() ? 1 : 0);
        sLog->outMisc("Player::SetMover (A2) - %u, %u, %u, %u, %u, %u, %u, %u, %u, %u, %u", target->GetTypeId(), target->GetEntry(), target->GetUnitTypeMask(), target->GetGUIDLow(), target->GetMapId(), target->GetInstanceId(), target->FindMap(), target->IsInWorld() ? 1 : 0, target->IsDuringRemoveFromWorld() ? 1 : 0, (target->ToPlayer() && target->ToPlayer()->IsBeingTeleported() ? 1 : 0), target->isBeingLoaded() ? 1 : 0);
        sLog->outMisc("Player::SetMover (A3) - %u, %u, %u, %u, %u, %u, %u, %u", target->m_movedByPlayer->GetGUIDLow(), target->m_movedByPlayer->GetMapId(), target->m_movedByPlayer->GetInstanceId(), target->m_movedByPlayer->FindMap(), target->m_movedByPlayer->IsInWorld() ? 1 : 0, target->m_movedByPlayer->IsDuringRemoveFromWorld() ? 1 : 0, target->m_movedByPlayer->ToPlayer()->IsBeingTeleported() ? 1 : 0, target->m_movedByPlayer->isBeingLoaded() ? 1 : 0);
    }
    if (this != target && (!target->IsInWorld() || target->IsDuringRemoveFromWorld() || GetMapId() != target->GetMapId() || GetInstanceId() != target->GetInstanceId()))
    {
        sLog->outMisc("Player::SetMover (B1) - %u, %u, %u, %u, %u, %u, %u, %u", GetGUIDLow(), GetMapId(), GetInstanceId(), FindMap(), IsInWorld() ? 1 : 0, IsDuringRemoveFromWorld() ? 1 : 0, IsBeingTeleported() ? 1 : 0, isBeingLoaded() ? 1 : 0);
        sLog->outMisc("Player::SetMover (B2) - %u, %u, %u, %u, %u, %u, %u, %u, %u, %u, %u", target->GetTypeId(), target->GetEntry(), target->GetUnitTypeMask(), target->GetGUIDLow(), target->GetMapId(), target->GetInstanceId(), target->FindMap(), target->IsInWorld() ? 1 : 0, target->IsDuringRemoveFromWorld() ? 1 : 0, (target->ToPlayer() && target->ToPlayer()->IsBeingTeleported() ? 1 : 0), target->isBeingLoaded() ? 1 : 0);
    }
    m_mover->m_movedByPlayer = NULL;
    m_mover = target;
    m_mover->m_movedByPlayer = this;
}

void Player::UpdateZoneDependentAuras(uint32 newZone)
{ 
    // Some spells applied at enter into zone (with subzones), aura removed in UpdateAreaDependentAuras that called always at zone->area update
    SpellAreaForAreaMapBounds saBounds = sSpellMgr->GetSpellAreaForAreaMapBounds(newZone);
    for (SpellAreaForAreaMap::const_iterator itr = saBounds.first; itr != saBounds.second; ++itr)
        if (itr->second->autocast && itr->second->IsFitToRequirements(this, newZone, 0))
            if (!HasAura(itr->second->spellId))
                CastSpell(this, itr->second->spellId, true);
}

void Player::UpdateAreaDependentAuras(uint32 newArea)
{ 
    // remove auras from spells with area limitations
    for (AuraMap::iterator iter = m_ownedAuras.begin(); iter != m_ownedAuras.end();)
    {
        // use m_zoneUpdateId for speed: UpdateArea called from UpdateZone or instead UpdateZone in both cases m_zoneUpdateId up-to-date
        if (iter->second->GetSpellInfo()->CheckLocation(GetMapId(), m_zoneUpdateId, newArea, this) != SPELL_CAST_OK)
            RemoveOwnedAura(iter);
        else
            ++iter;
    }

    // Xinef: check controlled auras
    if (!m_Controlled.empty())
        for (ControlSet::iterator itr = m_Controlled.begin(); itr != m_Controlled.end(); )
        {
            Unit* controlled = *itr;
            ++itr;
            if (controlled && !controlled->IsPet())
            {
                Unit::AuraMap& tAuras = controlled->GetOwnedAuras();
                for (Unit::AuraMap::iterator auraIter = tAuras.begin(); auraIter != tAuras.end();)
                {
                    if (auraIter->second->GetSpellInfo()->CheckLocation(GetMapId(), m_zoneUpdateId, newArea, NULL) != SPELL_CAST_OK)
                        controlled->RemoveOwnedAura(auraIter);
                    else
                        ++auraIter;
                }
            }
        }

    // some auras applied at subzone enter
    SpellAreaForAreaMapBounds saBounds = sSpellMgr->GetSpellAreaForAreaMapBounds(newArea);
    for (SpellAreaForAreaMap::const_iterator itr = saBounds.first; itr != saBounds.second; ++itr)
        if (itr->second->autocast && itr->second->IsFitToRequirements(this, m_zoneUpdateId, newArea))
            if (!HasAura(itr->second->spellId))
                CastSpell(this, itr->second->spellId, true);

    if (newArea == 4273 && GetVehicle() && GetPositionX() > 400) // Ulduar
    {
        switch (GetVehicleBase()->GetEntry())
        {
            case 33062:
            case 33109:
            case 33060:
                GetVehicle()->Dismiss();
                break;
        }
    }
}

uint32 Player::GetCorpseReclaimDelay(bool pvp) const
{ 
    if (pvp)
    {
        if (!sWorld->getBoolConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVP))
            return copseReclaimDelay[0];
    }
    else if (!sWorld->getBoolConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVE))
        return 0;

    time_t now = time(NULL);
    // 0..2 full period
    // should be ceil(x)-1 but not floor(x)
    uint64 count = (now < m_deathExpireTime - 1) ? (m_deathExpireTime - 1 - now) / DEATH_EXPIRE_STEP : 0;
    return copseReclaimDelay[count];
}

void Player::UpdateCorpseReclaimDelay()
{ 
    bool pvp = m_ExtraFlags & PLAYER_EXTRA_PVP_DEATH;

    if ((pvp && !sWorld->getBoolConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVP)) ||
        (!pvp && !sWorld->getBoolConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVE)))
        return;

    time_t now = time(NULL);

    if (now < m_deathExpireTime)
    {
        // full and partly periods 1..3
        uint64 count = (m_deathExpireTime - now) / DEATH_EXPIRE_STEP + 1;

        if (count < MAX_DEATH_COUNT)
            m_deathExpireTime = now+(count + 1) * DEATH_EXPIRE_STEP;
        else
            m_deathExpireTime = now + MAX_DEATH_COUNT*DEATH_EXPIRE_STEP;
    }
    else
        m_deathExpireTime = now + DEATH_EXPIRE_STEP;
}

int32 Player::CalculateCorpseReclaimDelay(bool load)
{ 
    Corpse* corpse = GetCorpse();

    if (load && !corpse)
        return -1;

    bool pvp = corpse ? corpse->GetType() == CORPSE_RESURRECTABLE_PVP : m_ExtraFlags & PLAYER_EXTRA_PVP_DEATH;

    uint32 delay;

    if (load)
    {
        if (corpse->GetGhostTime() > m_deathExpireTime)
            return -1;

        uint64 count = 0;

        if ((pvp && sWorld->getBoolConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVP)) ||
           (!pvp && sWorld->getBoolConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVE)))
        {
            count = (m_deathExpireTime - corpse->GetGhostTime()) / DEATH_EXPIRE_STEP;

            if (count >= MAX_DEATH_COUNT)
                count = MAX_DEATH_COUNT - 1;
        }

        time_t expected_time = corpse->GetGhostTime() + copseReclaimDelay[count];
        time_t now = time(NULL);

        if (now >= expected_time)
            return -1;

        delay = expected_time - now;
    }
    else
        delay = GetCorpseReclaimDelay(pvp);

    return delay * IN_MILLISECONDS;
}

void Player::SendCorpseReclaimDelay(uint32 delay)
{ 
    WorldPacket data(SMSG_CORPSE_RECLAIM_DELAY, 4);
    data << uint32(delay);
    GetSession()->SendPacket(&data);
}

Player* Player::GetNextRandomRaidMember(float radius)
{ 
    Group* group = GetGroup();
    if (!group)
        return NULL;

    std::vector<Player*> nearMembers;
    nearMembers.reserve(group->GetMembersCount());

    for (GroupReference* itr = group->GetFirstMember(); itr != NULL; itr = itr->next())
    {
        Player* Target = itr->GetSource();

        // IsHostileTo check duel and controlled by enemy
        if (Target && Target != this && IsWithinDistInMap(Target, radius) &&
            !Target->HasInvisibilityAura() && !IsHostileTo(Target))
            nearMembers.push_back(Target);
    }

    if (nearMembers.empty())
        return NULL;

    uint32 randTarget = urand(0, nearMembers.size()-1);
    return nearMembers[randTarget];
}

PartyResult Player::CanUninviteFromGroup() const
{ 
    Group const* grp = GetGroup();
    if (!grp)
        return ERR_NOT_IN_GROUP;

    if (grp->isLFGGroup())
    {
        uint64 gguid = grp->GetGUID();
        if (!sLFGMgr->GetKicksLeft(gguid))
            return ERR_PARTY_LFG_BOOT_LIMIT;

        lfg::LfgState state = sLFGMgr->GetState(gguid);
        if (state == lfg::LFG_STATE_BOOT)
            return ERR_PARTY_LFG_BOOT_IN_PROGRESS;

        if (grp->GetMembersCount() <= lfg::LFG_GROUP_KICK_VOTES_NEEDED)
            return ERR_PARTY_LFG_BOOT_TOO_FEW_PLAYERS;

        if (state == lfg::LFG_STATE_FINISHED_DUNGEON)
            return ERR_PARTY_LFG_BOOT_DUNGEON_COMPLETE;

        if (grp->isRollLootActive())
            return ERR_PARTY_LFG_BOOT_LOOT_ROLLS;

        // TODO: Should also be sent when anyone has recently left combat, with an aprox ~5 seconds timer.
        for (GroupReference const* itr = grp->GetFirstMember(); itr != NULL; itr = itr->next())
            if (itr->GetSource() && itr->GetSource()->IsInMap(this) && itr->GetSource()->IsInCombat())
                return ERR_PARTY_LFG_BOOT_IN_COMBAT;

        /* Missing support for these types
            return ERR_PARTY_LFG_BOOT_COOLDOWN_S;
            return ERR_PARTY_LFG_BOOT_NOT_ELIGIBLE_S;
        */
    }
    else
    {
        if (!grp->IsLeader(GetGUID()) && !grp->IsAssistant(GetGUID()))
            return ERR_NOT_LEADER;

        if (InBattleground())
            return ERR_INVITE_RESTRICTED;
    }

    return ERR_PARTY_RESULT_OK;
}

bool Player::isUsingLfg()
{ 
    return sLFGMgr->GetState(GetGUID()) != lfg::LFG_STATE_NONE;
}

bool Player::inRandomLfgDungeon()
{ 
    if (sLFGMgr->selectedRandomLfgDungeon(GetGUID()))
    {
        Map const* map = GetMap();
        return sLFGMgr->inLfgDungeonMap(GetGUID(), map->GetId(), map->GetDifficulty());
    }

    return false;
}

void Player::SetBattlegroundOrBattlefieldRaid(Group *group, int8 subgroup)
{ 
    //we must move references from m_group to m_originalGroup
    if (GetGroup() && (GetGroup()->isBGGroup() || GetGroup()->isBFGroup()))
    {
        sLog->outMisc("Player::SetBattlegroundOrBattlefieldRaid - current group is %s group!", (GetGroup()->isBGGroup() ? "BG" : "BF"));
        //ASSERT(false); // pussywizard: origanal group can never be bf/bg group
    }

    SetOriginalGroup(GetGroup(), GetSubGroup());

    m_group.unlink();
    m_group.link(group, this);
    m_group.setSubGroup((uint8)subgroup);
}

void Player::RemoveFromBattlegroundOrBattlefieldRaid()
{ 
    //remove existing reference
    m_group.unlink();
    if (Group* group = GetOriginalGroup())
    {
        m_group.link(group, this);
        m_group.setSubGroup(GetOriginalSubGroup());
    }
    SetOriginalGroup(NULL);
}

void Player::SetOriginalGroup(Group* group, int8 subgroup)
{ 
    if (group == NULL)
        m_originalGroup.unlink();
    else
    {
        // never use SetOriginalGroup without a subgroup unless you specify NULL for group
        ASSERT(subgroup >= 0);
        m_originalGroup.link(group, this);
        m_originalGroup.setSubGroup((uint8)subgroup);
    }
}

void Player::UpdateUnderwaterState(Map* m, float x, float y, float z)
{ 
    // pussywizard: optimization
    if (GetExactDistSq(&m_last_underwaterstate_position) < 3.0f*3.0f)
        return;
    m_last_underwaterstate_position.Relocate(m_positionX, m_positionY, m_positionZ);

    if (!IsPositionValid()) // pussywizard: crashfix if calculated grid coords would be out of range 0-64
        return;

    LiquidData liquid_status;
    ZLiquidStatus res = m->getLiquidStatus(x, y, z, MAP_ALL_LIQUIDS, &liquid_status);
    if (!res)
    {
        m_MirrorTimerFlags &= ~(UNDERWATER_INWATER | UNDERWATER_INLAVA | UNDERWATER_INSLIME | UNDERWARER_INDARKWATER);
        if (_lastLiquid && _lastLiquid->SpellId)
            RemoveAurasDueToSpell(_lastLiquid->SpellId);

        _lastLiquid = NULL;
        return;
    }

    if (uint32 liqEntry = liquid_status.entry)
    {
        LiquidTypeEntry const* liquid = sLiquidTypeStore.LookupEntry(liqEntry);
        if (_lastLiquid && _lastLiquid->SpellId && _lastLiquid->Id != liqEntry)
            RemoveAurasDueToSpell(_lastLiquid->SpellId);

        if (liquid && liquid->SpellId)
        {
            if (res & (LIQUID_MAP_UNDER_WATER | LIQUID_MAP_IN_WATER))
            {
                if (!HasAura(liquid->SpellId))
                    CastSpell(this, liquid->SpellId, true);
            }
            else
                RemoveAurasDueToSpell(liquid->SpellId);
        }

        _lastLiquid = liquid;
    }
    else if (_lastLiquid && _lastLiquid->SpellId)
    {
        RemoveAurasDueToSpell(_lastLiquid->SpellId);
        _lastLiquid = NULL;
    }


    // All liquids type - check under water position
    if (liquid_status.type_flags & (MAP_LIQUID_TYPE_WATER | MAP_LIQUID_TYPE_OCEAN | MAP_LIQUID_TYPE_MAGMA | MAP_LIQUID_TYPE_SLIME))
    {
        if (res & LIQUID_MAP_UNDER_WATER)
            m_MirrorTimerFlags |= UNDERWATER_INWATER;
        else
            m_MirrorTimerFlags &= ~UNDERWATER_INWATER;
    }

    // Allow travel in dark water on taxi or transport
    if ((liquid_status.type_flags & MAP_LIQUID_TYPE_DARK_WATER) && !IsInFlight() && !GetTransport())
        m_MirrorTimerFlags |= UNDERWARER_INDARKWATER;
    else
        m_MirrorTimerFlags &= ~UNDERWARER_INDARKWATER;

    // in lava check, anywhere in lava level
    if (liquid_status.type_flags & MAP_LIQUID_TYPE_MAGMA)
    {
        if (res & (LIQUID_MAP_UNDER_WATER | LIQUID_MAP_IN_WATER | LIQUID_MAP_WATER_WALK))
            m_MirrorTimerFlags |= UNDERWATER_INLAVA;
        else
            m_MirrorTimerFlags &= ~UNDERWATER_INLAVA;
    }
    // in slime check, anywhere in slime level
    if (liquid_status.type_flags & MAP_LIQUID_TYPE_SLIME)
    {
        if (res & (LIQUID_MAP_UNDER_WATER | LIQUID_MAP_IN_WATER | LIQUID_MAP_WATER_WALK))
            m_MirrorTimerFlags |= UNDERWATER_INSLIME;
        else
            m_MirrorTimerFlags &= ~UNDERWATER_INSLIME;
    }
}

void Player::SetCanParry(bool value)
{ 
    if (m_canParry == value)
        return;

    m_canParry = value;
    UpdateParryPercentage();
}

void Player::SetCanBlock(bool value)
{ 
    if (m_canBlock == value)
        return;

    m_canBlock = value;
    UpdateBlockPercentage();
}

void Player::SetCanTitanGrip(bool value)
{
    m_canTitanGrip = value;
}

bool ItemPosCount::isContainedIn(ItemPosCountVec const& vec) const
{
    for (ItemPosCountVec::const_iterator itr = vec.begin(); itr != vec.end(); ++itr)
        if (itr->pos == pos)
            return true;
    return false;
}

void Player::StopCastingBindSight()
{ 
    if (WorldObject* target = GetViewpoint())
    {
        if (target->isType(TYPEMASK_UNIT))
        {
            ((Unit*)target)->RemoveAurasByType(SPELL_AURA_BIND_SIGHT, GetGUID());
            ((Unit*)target)->RemoveAurasByType(SPELL_AURA_MOD_POSSESS, GetGUID());
            ((Unit*)target)->RemoveAurasByType(SPELL_AURA_MOD_POSSESS_PET, GetGUID());
        }
    }
}

void Player::SetViewpoint(WorldObject* target, bool apply)
{ 
    if (apply)
    {
        // target must be in world
        if (!target->IsInWorld())
            return;

        if (!IsInWorld() || IsDuringRemoveFromWorld())
            return;

        ;//sLog->outDebug(LOG_FILTER_MAPS, "Player::CreateViewpoint: Player %s create seer %u (TypeId: %u).", GetName().c_str(), target->GetEntry(), target->GetTypeId());

        if (!AddUInt64Value(PLAYER_FARSIGHT, target->GetGUID()))
        {
            sLog->outCrash("Player::CreateViewpoint: Player %s cannot add new viewpoint!", GetName().c_str());
            return;
        }

        // farsight dynobj or puppet may be very far away
        UpdateVisibilityOf(target);

        if (target->isType(TYPEMASK_UNIT) && !GetVehicle())
            ((Unit*)target)->AddPlayerToVision(this);
    }
    else
    {
        //must immediately set seer back otherwise may crash
        m_seer = this;

        ;//sLog->outDebug(LOG_FILTER_MAPS, "Player::CreateViewpoint: Player %s remove seer", GetName().c_str());

        if (target->isType(TYPEMASK_UNIT) && !GetVehicle())
            ((Unit*)target)->RemovePlayerFromVision(this);

        if (!RemoveUInt64Value(PLAYER_FARSIGHT, target->GetGUID()))
        {
            sLog->outCrash("Player::CreateViewpoint: Player %s cannot remove current viewpoint!", GetName().c_str());
            return;
        }

        //WorldPacket data(SMSG_CLEAR_FAR_SIGHT_IMMEDIATE, 0);
        //GetSession()->SendPacket(&data);
    }
}

WorldObject* Player::GetViewpoint() const
{ 
    if (uint64 guid = GetUInt64Value(PLAYER_FARSIGHT))
        return (WorldObject*)ObjectAccessor::GetObjectByTypeMask(*this, guid, TYPEMASK_SEER);
    return NULL;
}

bool Player::CanUseBattlegroundObject(GameObject* gameobject) const
{ 
    // It is possible to call this method will a null pointer, only skipping faction check.
    if (gameobject)
    {
        FactionTemplateEntry const* playerFaction = GetFactionTemplateEntry();
        FactionTemplateEntry const* faction = sFactionTemplateStore.LookupEntry(gameobject->GetUInt32Value(GAMEOBJECT_FACTION));

        if (playerFaction && faction && !playerFaction->IsFriendlyTo(*faction))
            return false;
    }

    // BUG: sometimes when player clicks on flag in AB - client won't send gameobject_use, only gameobject_report_use packet
    // Note: Mount, stealth and invisibility will be removed when used
    return (!isTotalImmune() &&                            // Damage immune
            !HasAura(SPELL_RECENTLY_DROPPED_FLAG) &&       // Still has recently held flag debuff
            IsAlive());                                    // Alive
}

bool Player::CanCaptureTowerPoint() const
{ 
    return (!HasStealthAura() &&                            // not stealthed
             !HasInvisibilityAura() &&                      // not invisible
             IsAlive()                                      // live player
);
}

uint32 Player::GetBarberShopCost(uint8 newhairstyle, uint8 newhaircolor, uint8 newfacialhair, BarberShopStyleEntry const* newSkin)
{ 
    uint8 level = getLevel();

    if (level > GT_MAX_LEVEL)
        level = GT_MAX_LEVEL;                               // max level in this dbc

    uint8 hairstyle = GetByteValue(PLAYER_BYTES, 2);
    uint8 haircolor = GetByteValue(PLAYER_BYTES, 3);
    uint8 facialhair = GetByteValue(PLAYER_BYTES_2, 0);
    uint8 skincolor = GetByteValue(PLAYER_BYTES, 0);

    if ((hairstyle == newhairstyle) && (haircolor == newhaircolor) && (facialhair == newfacialhair) && (!newSkin || (newSkin->hair_id == skincolor)))
        return 0;

    GtBarberShopCostBaseEntry const* bsc = sGtBarberShopCostBaseStore.LookupEntry(level - 1);

    if (!bsc)                                                // shouldn't happen
        return 0xFFFFFFFF;

    float cost = 0;

    if (hairstyle != newhairstyle)
        cost += bsc->cost;                                  // full price

    if ((haircolor != newhaircolor) && (hairstyle == newhairstyle))
        cost += bsc->cost * 0.5f;                           // +1/2 of price

    if (facialhair != newfacialhair)
        cost += bsc->cost * 0.75f;                          // +3/4 of price

    if (newSkin && skincolor != newSkin->hair_id)
        cost += bsc->cost * 0.75f;                          // +5/6 of price

    return uint32(cost);
}

void Player::InitGlyphsForLevel()
{ 
    for (uint32 i = 0; i < sGlyphSlotStore.GetNumRows(); ++i)
        if (GlyphSlotEntry const* gs = sGlyphSlotStore.LookupEntry(i))
            if (gs->Order)
                SetGlyphSlot(gs->Order - 1, gs->Id);

    uint8 level = getLevel();
    uint32 value = 0;

    // 0x3F = 0x01 | 0x02 | 0x04 | 0x08 | 0x10 | 0x20 for 80 level
    if (level >= 15)
        value |= (0x01 | 0x02);
    if (level >= 30)
        value |= 0x08;
    if (level >= 50)
        value |= 0x04;
    if (level >= 70)
        value |= 0x10;
    if (level >= 80)
        value |= 0x20;

    SetUInt32Value(PLAYER_GLYPHS_ENABLED, value);
}

bool Player::isTotalImmune() const
{ 
    AuraEffectList const& immune = GetAuraEffectsByType(SPELL_AURA_SCHOOL_IMMUNITY);

    uint32 immuneMask = 0;
    for (AuraEffectList::const_iterator itr = immune.begin(); itr != immune.end(); ++itr)
    {
        immuneMask |= (*itr)->GetMiscValue();
        if (immuneMask & SPELL_SCHOOL_MASK_ALL)            // total immunity
            return true;
    }
    return false;
}

bool Player::HasTitle(uint32 bitIndex) const
{ 
    if (bitIndex > MAX_TITLE_INDEX)
        return false;

    uint32 fieldIndexOffset = bitIndex / 32;
    uint32 flag = 1 << (bitIndex % 32);
    return HasFlag(PLAYER__FIELD_KNOWN_TITLES + fieldIndexOffset, flag);
}

void Player::SetTitle(CharTitlesEntry const* title, bool lost)
{ 
    uint32 fieldIndexOffset = title->bit_index / 32;
    uint32 flag = 1 << (title->bit_index % 32);

    if (lost)
    {
        if (!HasFlag(PLAYER__FIELD_KNOWN_TITLES + fieldIndexOffset, flag))
            return;

        RemoveFlag(PLAYER__FIELD_KNOWN_TITLES + fieldIndexOffset, flag);
    }
    else
    {
        if (HasFlag(PLAYER__FIELD_KNOWN_TITLES + fieldIndexOffset, flag))
            return;

        SetFlag(PLAYER__FIELD_KNOWN_TITLES + fieldIndexOffset, flag);
    }

    WorldPacket data(SMSG_TITLE_EARNED, 4 + 4);
    data << uint32(title->bit_index);
    data << uint32(lost ? 0 : 1);                           // 1 - earned, 0 - lost
    GetSession()->SendPacket(&data);
}

void Player::UpdateCharmedAI()
{ 
    // Xinef: maybe passed as argument?
    Unit* charmer = GetCharmer();
    CharmInfo* charmInfo = GetCharmInfo();

    // Xinef: needs more thinking, maybe kill player?
    if (!charmer || !charmInfo)
        return;

    // Xinef: we should be killed if caster enters evade mode and charm is infinite
    if (charmer->GetTypeId() == TYPEID_UNIT && charmer->ToCreature()->IsInEvadeMode())
    {
        AuraEffectList const& auras = GetAuraEffectsByType(SPELL_AURA_MOD_CHARM);
        for (AuraEffectList::const_iterator iter = auras.begin(); iter != auras.end(); ++iter)
            if ((*iter)->GetCasterGUID() == charmer->GetGUID() && (*iter)->GetBase()->IsPermanent())
            {
                Unit::DealDamage(charmer, this, GetHealth(), NULL, DIRECT_DAMAGE, SPELL_SCHOOL_MASK_NORMAL, NULL, false);
                return;
            }
    }

    Unit* target = GetVictim();
    if (target)
    {
        SetInFront(target);
        SendMovementFlagUpdate(true);
    }

    if (HasUnitState(UNIT_STATE_CASTING))
        return;

    bool Mages = getClassMask() & (1<<(CLASS_MAGE-1) | 1<<(CLASS_WARLOCK-1) | 1<<(CLASS_DRUID-1) | 1<<(CLASS_HUNTER-1) | 1<<(CLASS_PRIEST-1));

    // Xinef: charmer type specific actions
    if (charmer->GetTypeId() == TYPEID_PLAYER)
    {
        bool follow = false;
        if (!target)
        {
            if (charmInfo->GetPlayerReactState() == REACT_PASSIVE)
                follow = true;
            else if (charmInfo->GetPlayerReactState() == REACT_DEFENSIVE)
            {
                if (charmer->GetVictim())
                    target = charmer->GetVictim();
                else
                    follow = true;
            }

            if (follow)
            {
                if (!HasUnitState(UNIT_STATE_FOLLOW))
                    GetMotionMaster()->MoveFollow(charmer, PET_FOLLOW_DIST, PET_FOLLOW_ANGLE);
                return;
            }
        }
        else if (target && GetMotionMaster()->GetCurrentMovementGeneratorType() != CHASE_MOTION_TYPE)
            GetMotionMaster()->MoveChase(target, Mages ? 15 : 4);
    }
    
    if (!target || !IsValidAttackTarget(target))
    {
        target = SelectNearbyTarget(NULL, 30);
        if (!target)
        {
            if (!HasUnitState(UNIT_STATE_FOLLOW))
                GetMotionMaster()->MoveFollow(charmer, PET_FOLLOW_DIST, PET_FOLLOW_ANGLE);

            return;
        }

        GetMotionMaster()->MoveChase(target, Mages ? 15 : 4);
        Attack(target, true);
    }
    else
    {
        float Distance = GetDistance(target);
        uint8 rnd = urand(0,1);

        if (Mages)
        {
            if ((GetPower(POWER_MANA) * 100 / GetMaxPower(POWER_MANA)) < 10)
            {
                GetMotionMaster()->MoveChase(target, 4);
                return;
            }

            if (Distance <= 3)
            {
                if (urand(0,1))
                {
                    if (m_charmAISpells[SPELL_T_STUN] && !HasSpellCooldown(m_charmAISpells[SPELL_T_STUN]))
                        CastSpell(target, m_charmAISpells[SPELL_T_STUN], false);
                    else if (m_charmAISpells[SPELL_ROOT_OR_FEAR] && !HasSpellCooldown(m_charmAISpells[SPELL_ROOT_OR_FEAR]))
                        CastSpell(target, m_charmAISpells[SPELL_ROOT_OR_FEAR], false);
                    else if (m_charmAISpells[SPELL_IMMUNITY] && !HasSpellCooldown(m_charmAISpells[SPELL_IMMUNITY]))
                        CastSpell(this, m_charmAISpells[SPELL_IMMUNITY], true);
                }
                else
                {
                    switch (urand(0,1))
                    {
                    case 0:
                        if (m_charmAISpells[SPELL_INSTANT_DAMAGE+rnd] && !HasSpellCooldown(m_charmAISpells[SPELL_INSTANT_DAMAGE+rnd]))
                            CastSpell(target, m_charmAISpells[SPELL_INSTANT_DAMAGE+rnd], false);
                        break;
                    case 1:
                        if (m_charmAISpells[SPELL_DOT_DAMAGE] && !HasSpellCooldown(m_charmAISpells[SPELL_DOT_DAMAGE]))
                            CastSpell(target, m_charmAISpells[SPELL_DOT_DAMAGE], false);
                        break;
                    }
                }
            }
            else
            {
                switch (urand(0,2))
                {
                case 0:
                    if (m_charmAISpells[SPELL_HIGH_DAMAGE1+rnd] && !HasSpellCooldown(m_charmAISpells[SPELL_HIGH_DAMAGE1+rnd]))
                        CastSpell(target, m_charmAISpells[SPELL_HIGH_DAMAGE1+rnd], false);
                    break;
                case 1:         
                    if (m_charmAISpells[SPELL_INSTANT_DAMAGE+rnd] && !HasSpellCooldown(m_charmAISpells[SPELL_INSTANT_DAMAGE+rnd]))
                        CastSpell(target, m_charmAISpells[SPELL_INSTANT_DAMAGE+rnd], false);
                    break;
                case 2:
                    if (m_charmAISpells[SPELL_DOT_DAMAGE] && !HasSpellCooldown(m_charmAISpells[SPELL_DOT_DAMAGE]))
                        CastSpell(target, m_charmAISpells[SPELL_DOT_DAMAGE], false);
                    break;
                }
            }
        }
        else
        {
            if (Distance > 10)
            {
                GetMotionMaster()->MoveChase(target, 2.0f);
                if (m_charmAISpells[SPELL_T_CHARGE] && !HasSpellCooldown(m_charmAISpells[SPELL_T_CHARGE]))
                    CastSpell(target, m_charmAISpells[SPELL_T_CHARGE], false);
                else if (m_charmAISpells[SPELL_FAST_RUN] && !HasSpellCooldown(m_charmAISpells[SPELL_FAST_RUN]))
                    CastSpell(this, m_charmAISpells[SPELL_FAST_RUN], false);
            }

            if (HasUnitState(UNIT_STATE_CASTING))
                return;

            switch (urand(0,2))
            {
                case 0:
                    if (m_charmAISpells[SPELL_INSTANT_DAMAGE+rnd] && !HasSpellCooldown(m_charmAISpells[SPELL_INSTANT_DAMAGE+rnd]))
                        CastSpell(target, m_charmAISpells[SPELL_INSTANT_DAMAGE+rnd], false);
                    break;
                case 1:
                    if (m_charmAISpells[SPELL_HIGH_DAMAGE1+rnd] && !HasSpellCooldown(m_charmAISpells[SPELL_HIGH_DAMAGE1+rnd]))
                        CastSpell(target, m_charmAISpells[SPELL_HIGH_DAMAGE1+rnd], false);
                    break;
                case 2:
                    if (m_charmAISpells[SPELL_DOT_DAMAGE] && !HasSpellCooldown(m_charmAISpells[SPELL_DOT_DAMAGE]))
                        CastSpell(target, m_charmAISpells[SPELL_DOT_DAMAGE], false);
                    break;
            }
        }
    }
}

uint32 Player::GetRuneBaseCooldown(uint8 index, bool skipGrace)
{ 
    uint8 rune = GetBaseRune(index);
    uint32 cooldown = RUNE_BASE_COOLDOWN;
    if (!skipGrace)
        cooldown -= GetGracePeriod(index) < 250 ? 0 : GetGracePeriod(index)-250;    // xinef: reduce by grace period, treat first 250ms as instant use of rune

    AuraEffectList const& regenAura = GetAuraEffectsByType(SPELL_AURA_MOD_POWER_REGEN_PERCENT);
    for (AuraEffectList::const_iterator i = regenAura.begin();i != regenAura.end(); ++i)
    {
        if ((*i)->GetMiscValue() == POWER_RUNE && (*i)->GetMiscValueB() == rune)
            cooldown = cooldown*(100-(*i)->GetAmount())/100;
    }

    return cooldown;
}

void Player::RemoveRunesByAuraEffect(AuraEffect const* aura)
{ 
    for (uint8 i = 0; i < MAX_RUNES; ++i)
    {
        if (m_runes->runes[i].ConvertAura == aura)
        {
            ConvertRune(i, GetBaseRune(i));
            SetRuneConvertAura(i, NULL);
        }
    }
}

void Player::RestoreBaseRune(uint8 index)
{ 
    AuraEffect const* aura = m_runes->runes[index].ConvertAura;
    // If rune was converted by a non-pasive aura that still active we should keep it converted
    if (aura && !aura->GetSpellInfo()->HasAttribute(SPELL_ATTR0_PASSIVE))
        return;
    ConvertRune(index, GetBaseRune(index));
    SetRuneConvertAura(index, NULL);
    // Don't drop passive talents providing rune convertion
    if (!aura || aura->GetAuraType() != SPELL_AURA_CONVERT_RUNE)
        return;
    for (uint8 i = 0; i < MAX_RUNES; ++i)
    {
        if (aura == m_runes->runes[i].ConvertAura)
            return;
    }
    aura->GetBase()->Remove();
}

void Player::ConvertRune(uint8 index, RuneType newType)
{ 
    SetCurrentRune(index, newType);

    WorldPacket data(SMSG_CONVERT_RUNE, 2);
    data << uint8(index);
    data << uint8(newType);
    GetSession()->SendPacket(&data);
}

void Player::ResyncRunes(uint8 count)
{ 
    WorldPacket data(SMSG_RESYNC_RUNES, 4 + count * 2);
    data << uint32(count);
    for (uint32 i = 0; i < count; ++i)
    {
        data << uint8(GetCurrentRune(i));                   // rune type
        data << uint8(255 - (GetRuneCooldown(i) * 51));     // passed cooldown time (0-255)
    }
    GetSession()->SendPacket(&data);
}

void Player::AddRunePower(uint8 index)
{ 
    WorldPacket data(SMSG_ADD_RUNE_POWER, 4);
    data << uint32(1 << index);                             // mask (0x00-0x3F probably)
    GetSession()->SendPacket(&data);
}

static RuneType runeSlotTypes[MAX_RUNES] =
{
    /*0*/ RUNE_BLOOD,
    /*1*/ RUNE_BLOOD,
    /*2*/ RUNE_UNHOLY,
    /*3*/ RUNE_UNHOLY,
    /*4*/ RUNE_FROST,
    /*5*/ RUNE_FROST
};

void Player::InitRunes()
{ 
    if (getClass() != CLASS_DEATH_KNIGHT)
        return;

    m_runes = new Runes;

    m_runes->runeState = 0;
    m_runes->lastUsedRune = RUNE_BLOOD;

    for (uint8 i = 0; i < MAX_RUNES; ++i)
    {
        SetBaseRune(i, runeSlotTypes[i]);                              // init base types
        SetCurrentRune(i, runeSlotTypes[i]);                           // init current types
        SetRuneCooldown(i, 0);                                         // reset cooldowns
        SetGracePeriod(i, 0);                                          // xinef: reset grace period
        SetRuneConvertAura(i, NULL);
        m_runes->SetRuneState(i);
    }

    for (uint8 i = 0; i < NUM_RUNE_TYPES; ++i)
        SetFloatValue(PLAYER_RUNE_REGEN_1 + i, 0.1f);
}

bool Player::IsBaseRuneSlotsOnCooldown(RuneType runeType) const
{ 
    for (uint8 i = 0; i < MAX_RUNES; ++i)
        if (GetBaseRune(i) == runeType && GetRuneCooldown(i) == 0)
            return false;

    return true;
}

void Player::AutoStoreLoot(uint8 bag, uint8 slot, uint32 loot_id, LootStore const& store, bool broadcast)
{ 
    Loot loot;
    loot.FillLoot (loot_id, store, this, true);

    uint32 max_slot = loot.GetMaxSlotInLootFor(this);
    for (uint32 i = 0; i < max_slot; ++i)
    {
        LootItem* lootItem = loot.LootItemInSlot(i, this);

        ItemPosCountVec dest;
        InventoryResult msg = CanStoreNewItem(bag, slot, dest, lootItem->itemid, lootItem->count);
        if (msg != EQUIP_ERR_OK && slot != NULL_SLOT)
            msg = CanStoreNewItem(bag, NULL_SLOT, dest, lootItem->itemid, lootItem->count);
        if (msg != EQUIP_ERR_OK && bag != NULL_BAG)
            msg = CanStoreNewItem(NULL_BAG, NULL_SLOT, dest, lootItem->itemid, lootItem->count);
        if (msg != EQUIP_ERR_OK)
        {
            SendEquipError(msg, NULL, NULL, lootItem->itemid);
            continue;
        }

        Item* pItem = StoreNewItem(dest, lootItem->itemid, true, lootItem->randomPropertyId);
        SendNewItem(pItem, lootItem->count, false, false, broadcast);
    }
}

void Player::StoreLootItem(uint8 lootSlot, Loot* loot)
{ 
    QuestItem* qitem = NULL;
    QuestItem* ffaitem = NULL;
    QuestItem* conditem = NULL;

    LootItem* item = loot->LootItemInSlot(lootSlot, this, &qitem, &ffaitem, &conditem);

    if (!item)
    {
        SendEquipError(EQUIP_ERR_ALREADY_LOOTED, NULL, NULL);
        return;
    }

    // Xinef: exploit protection, dont allow to loot normal items if player is not master loot
    // Xinef: only quest, ffa and conditioned items
    if (!IS_ITEM_GUID(GetLootGUID()) && GetGroup() && GetGroup()->GetLootMethod() == MASTER_LOOT && GetGUID() != GetGroup()->GetMasterLooterGuid())
        if (qitem == NULL && ffaitem == NULL && conditem == NULL)
        {
            SendLootRelease(GetLootGUID());
            return;
        }

    if (!item->AllowedForPlayer(this))
    {
        SendLootRelease(GetLootGUID());
        return;
    }

    // questitems use the blocked field for other purposes
    if (!qitem && item->is_blocked)
    {
        SendLootRelease(GetLootGUID());
        return;
    }

    // xinef: dont allow protected item to be looted by someone else
    if (item->rollWinnerGUID && item->rollWinnerGUID != GetGUID())
    {
        SendLootRelease(GetLootGUID());
        return;
    }

    ItemPosCountVec dest;
    InventoryResult msg = CanStoreNewItem(NULL_BAG, NULL_SLOT, dest, item->itemid, item->count);
    if (msg == EQUIP_ERR_OK)
    {
        AllowedLooterSet looters = item->GetAllowedLooters();
        Item* newitem = StoreNewItem(dest, item->itemid, true, item->randomPropertyId, looters);

        if (qitem)
        {
            qitem->is_looted = true;
            //freeforall is 1 if everyone's supposed to get the quest item.
            if (item->freeforall || loot->GetPlayerQuestItems().size() == 1)
                SendNotifyLootItemRemoved(lootSlot);
            else
                loot->NotifyQuestItemRemoved(qitem->index);
        }
        else
        {
            if (ffaitem)
            {
                //freeforall case, notify only one player of the removal
                ffaitem->is_looted = true;
                SendNotifyLootItemRemoved(lootSlot);
            }
            else
            {
                //not freeforall, notify everyone
                if (conditem)
                    conditem->is_looted = true;
                loot->NotifyItemRemoved(lootSlot);
            }
        }

        //if only one person is supposed to loot the item, then set it to looted
        if (!item->freeforall)
            item->is_looted = true;

        --loot->unlootedCount;

        SendNewItem(newitem, uint32(item->count), false, false, true);
        UpdateLootAchievements(item, loot);

        // LootItem is being removed (looted) from the container, delete it from the DB.
        if (loot->containerId > 0)
            sLootItemStorage->RemoveStoredLootItem(loot->containerId, item->itemid, item->count);
    }
    else
        SendEquipError(msg, NULL, NULL, item->itemid);
}

void Player::UpdateLootAchievements(LootItem *item, Loot* loot)
{ 
    UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LOOT_ITEM, item->itemid, item->count);
    UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LOOT_TYPE, loot->loot_type, item->count);
    UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LOOT_EPIC_ITEM, item->itemid, item->count);
}

uint32 Player::CalculateTalentsPoints() const
{ 
    uint32 base_talent = getLevel() < 10 ? 0 : getLevel()-9;

    if (getClass() != CLASS_DEATH_KNIGHT || GetMapId() != 609)
        return uint32(base_talent * sWorld->getRate(RATE_TALENT));

    uint32 talentPointsForLevel = getLevel() < 56 ? 0 : getLevel() - 55;
    talentPointsForLevel += m_questRewardTalentCount;

    if (talentPointsForLevel > base_talent)
        talentPointsForLevel = base_talent;

    return uint32(talentPointsForLevel * sWorld->getRate(RATE_TALENT));
}

bool Player::canFlyInZone(uint32 mapid, uint32 zone) const
{
    // continent checked in SpellInfo::CheckLocation at cast and area update
    uint32 v_map = GetVirtualMapForMapAndZone(mapid, zone);
    return v_map != 571 || HasSpell(54197); // 54197 = Cold Weather Flying
}

void Player::learnSpellHighRank(uint32 spellid)
{ 
    learnSpell(spellid);

    if (uint32 next = sSpellMgr->GetNextSpellInChain(spellid))
        learnSpellHighRank(next);
}

void Player::_LoadSkills(PreparedQueryResult result)
{ 
    //                                                           0      1      2
    // SetPQuery(PLAYER_LOGIN_QUERY_LOADSKILLS,          "SELECT skill, value, max FROM character_skills WHERE guid = '%u'", GUID_LOPART(m_guid));

    uint32 count = 0;
    if (result)
    {
        do
        {
            Field* fields = result->Fetch();
            uint16 skill    = fields[0].GetUInt16();
            uint16 value    = fields[1].GetUInt16();
            uint16 max      = fields[2].GetUInt16();

            SkillLineEntry const* pSkill = sSkillLineStore.LookupEntry(skill);
            if (!pSkill)
            {
                sLog->outError("Character %u has skill %u that does not exist.", GetGUIDLow(), skill);
                continue;
            }

            // set fixed skill ranges
            switch (GetSkillRangeType(pSkill, false))
            {
                case SKILL_RANGE_LANGUAGE:                      // 300..300
                    value = max = 300;
                    break;
                case SKILL_RANGE_MONO:                          // 1..1, grey monolite bar
                    value = max = 1;
                    break;
                default:
                    break;
            }
            if (value == 0)
            {
                sLog->outError("Character %u has skill %u with value 0. Will be deleted.", GetGUIDLow(), skill);

                PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHARACTER_SKILL);

                stmt->setUInt32(0, GetGUIDLow());
                stmt->setUInt16(1, skill);

                CharacterDatabase.Execute(stmt);

                continue;
            }

            // enable unlearn button for primary professions only
            if (pSkill->categoryId == SKILL_CATEGORY_PROFESSION)
                SetUInt32Value(PLAYER_SKILL_INDEX(count), MAKE_PAIR32(skill, 1));
            else
                SetUInt32Value(PLAYER_SKILL_INDEX(count), MAKE_PAIR32(skill, 0));

            SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(count), MAKE_SKILL_VALUE(value, max));
            SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(count), 0);

            mSkillStatus.insert(SkillStatusMap::value_type(skill, SkillStatusData(count, SKILL_UNCHANGED)));

            learnSkillRewardedSpells(skill, value);

            ++count;

            if (count >= PLAYER_MAX_SKILLS)                      // client limit
            {
                sLog->outError("Character %u has more than %u skills.", GetGUIDLow(), PLAYER_MAX_SKILLS);
                break;
            }
        }
        while (result->NextRow());
    }

    for (; count < PLAYER_MAX_SKILLS; ++count)
    {
        SetUInt32Value(PLAYER_SKILL_INDEX(count), 0);
        SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(count), 0);
        SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(count), 0);
    }

    // special settings
    if (getClass() == CLASS_DEATH_KNIGHT)
    {
        uint8 base_level = std::min(getLevel(), uint8(sWorld->getIntConfig(CONFIG_START_HEROIC_PLAYER_LEVEL)));
        if (base_level < 1)
            base_level = 1;
        uint16 base_skill = (base_level-1)*5;               // 270 at starting level 55
        if (base_skill < 1)
            base_skill = 1;                                 // skill mast be known and then > 0 in any case

        if (GetPureSkillValue(SKILL_FIRST_AID) < base_skill)
            SetSkill(SKILL_FIRST_AID, 4 /*artisan*/, base_skill, 300);
        if (GetPureSkillValue(SKILL_AXES) < base_skill)
            SetSkill(SKILL_AXES, 0, base_skill, base_skill);
        if (GetPureSkillValue(SKILL_DEFENSE) < base_skill)
            SetSkill(SKILL_DEFENSE, 0, base_skill, base_skill);
        if (GetPureSkillValue(SKILL_POLEARMS) < base_skill)
            SetSkill(SKILL_POLEARMS, 0, base_skill, base_skill);
        if (GetPureSkillValue(SKILL_SWORDS) < base_skill)
            SetSkill(SKILL_SWORDS, 0, base_skill, base_skill);
        if (GetPureSkillValue(SKILL_2H_AXES) < base_skill)
            SetSkill(SKILL_2H_AXES, 0, base_skill, base_skill);
        if (GetPureSkillValue(SKILL_2H_SWORDS) < base_skill)
            SetSkill(SKILL_2H_SWORDS, 0, base_skill, base_skill);
        if (GetPureSkillValue(SKILL_UNARMED) < base_skill)
            SetSkill(SKILL_UNARMED, 0, base_skill, base_skill);
    }
}

uint32 Player::GetPhaseMaskForSpawn() const
{ 
    uint32 phase = PHASEMASK_NORMAL;
    if (!IsGameMaster())
        phase = GetPhaseMask();
    else
    {
        AuraEffectList const& phases = GetAuraEffectsByType(SPELL_AURA_PHASE);
        if (!phases.empty())
            phase = phases.front()->GetMiscValue();
    }

    // some aura phases include 1 normal map in addition to phase itself
    if (uint32 n_phase = phase & ~PHASEMASK_NORMAL)
        return n_phase;

    return PHASEMASK_NORMAL;
}

InventoryResult Player::CanEquipUniqueItem(Item* pItem, uint8 eslot, uint32 limit_count) const
{ 
    ItemTemplate const* pProto = pItem->GetTemplate();

    // proto based limitations
    if (InventoryResult res = CanEquipUniqueItem(pProto, eslot, limit_count))
        return res;

    // check unique-equipped on gems
    for (uint32 enchant_slot = SOCK_ENCHANTMENT_SLOT; enchant_slot < SOCK_ENCHANTMENT_SLOT+3; ++enchant_slot)
    {
        uint32 enchant_id = pItem->GetEnchantmentId(EnchantmentSlot(enchant_slot));
        if (!enchant_id)
            continue;
        SpellItemEnchantmentEntry const* enchantEntry = sSpellItemEnchantmentStore.LookupEntry(enchant_id);
        if (!enchantEntry)
            continue;

        ItemTemplate const* pGem = sObjectMgr->GetItemTemplate(enchantEntry->GemID);
        if (!pGem)
            continue;

        // include for check equip another gems with same limit category for not equipped item (and then not counted)
        uint32 gem_limit_count = !pItem->IsEquipped() && pGem->ItemLimitCategory
            ? pItem->GetGemCountWithLimitCategory(pGem->ItemLimitCategory) : 1;

        if (InventoryResult res = CanEquipUniqueItem(pGem, eslot, gem_limit_count))
            return res;
    }

    return EQUIP_ERR_OK;
}

InventoryResult Player::CanEquipUniqueItem(ItemTemplate const* itemProto, uint8 except_slot, uint32 limit_count) const
{ 
    // check unique-equipped on item
    if (itemProto->Flags & ITEM_PROTO_FLAG_UNIQUE_EQUIPPED)
    {
        // there is an equip limit on this item
        if (HasItemOrGemWithIdEquipped(itemProto->ItemId, 1, except_slot))
            return EQUIP_ERR_ITEM_UNIQUE_EQUIPABLE;
    }

    // check unique-equipped limit
    if (itemProto->ItemLimitCategory)
    {
        ItemLimitCategoryEntry const* limitEntry = sItemLimitCategoryStore.LookupEntry(itemProto->ItemLimitCategory);
        if (!limitEntry)
            return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED;

        // NOTE: limitEntry->mode not checked because if item have have-limit then it applied and to equip case

        if (limit_count > limitEntry->maxCount)
            return EQUIP_ERR_ITEM_MAX_LIMIT_CATEGORY_EQUIPPED_EXCEEDED;

        // there is an equip limit on this item
        if (HasItemOrGemWithLimitCategoryEquipped(itemProto->ItemLimitCategory, limitEntry->maxCount - limit_count + 1, except_slot))
            return EQUIP_ERR_ITEM_MAX_COUNT_EQUIPPED_SOCKETED;
    }

    return EQUIP_ERR_OK;
}

void Player::HandleFall(MovementInfo const& movementInfo)
{ 
    // calculate total z distance of the fall
    float z_diff = m_lastFallZ - movementInfo.pos.GetPositionZ();
    //sLog->outDebug("zDiff = %f", z_diff);

    //Players with low fall distance, Feather Fall or physical immunity (charges used) are ignored
    // 14.57 can be calculated by resolving damageperc formula below to 0
    if (z_diff >= 14.57f && !isDead() && !IsGameMaster() &&
        !HasAuraType(SPELL_AURA_HOVER) && !HasAuraType(SPELL_AURA_FEATHER_FALL) &&
        !HasAuraType(SPELL_AURA_FLY))
    {
        //Safe fall, fall height reduction
        int32 safe_fall = GetTotalAuraModifier(SPELL_AURA_SAFE_FALL);

        float damageperc = 0.018f*(z_diff-safe_fall)-0.2426f;
        uint32 original_health = GetHealth(), final_damage = 0;

        if (damageperc > 0 && !IsImmunedToDamageOrSchool(SPELL_SCHOOL_MASK_NORMAL))
        {
            uint32 damage = (uint32)(damageperc * GetMaxHealth()*sWorld->getRate(RATE_DAMAGE_FALL));

            //float height = movementInfo.pos.m_positionZ;
            //UpdateGroundPositionZ(movementInfo.pos.m_positionX, movementInfo.pos.m_positionY, height);

            if (damage > 0)
            {
                //Prevent fall damage from being more than the player maximum health
                if (damage > GetMaxHealth())
                    damage = GetMaxHealth();

                // Gust of Wind
                if (HasAura(43621))
                    damage = GetMaxHealth()/2;

                final_damage = EnvironmentalDamage(DAMAGE_FALL, damage);
            }

            //Z given by moveinfo, LastZ, FallTime, WaterZ, MapZ, Damage, Safefall reduction
            ;//sLog->outStaticDebug("FALLDAMAGE z=%f sz=%f pZ=%f FallTime=%d mZ=%f damage=%d SF=%d", movementInfo.pos.GetPositionZ(), height, GetPositionZ(), movementInfo.fallTime, height, damage, safe_fall);
        }

        // recheck alive, might have died of EnvironmentalDamage, avoid cases when player die in fact like Spirit of Redemption case
        if (IsAlive() && final_damage < original_health)
            UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_FALL_WITHOUT_DYING, uint32(z_diff*100));
    }
}

void Player::CheckAllAchievementCriteria()
{ 
    m_achievementMgr->CheckAllAchievementCriteria();
}

void Player::ResetAchievements()
{ 
    m_achievementMgr->Reset();
}

void Player::SendRespondInspectAchievements(Player* player) const
{ 
    m_achievementMgr->SendRespondInspectAchievements(player);
}

bool Player::HasAchieved(uint32 achievementId) const
{ 
    return m_achievementMgr->HasAchieved(achievementId);
}

void Player::StartTimedAchievement(AchievementCriteriaTimedTypes type, uint32 entry, uint32 timeLost/* = 0*/)
{ 
    m_achievementMgr->StartTimedAchievement(type, entry, timeLost);
}

void Player::RemoveTimedAchievement(AchievementCriteriaTimedTypes type, uint32 entry)
{ 
    m_achievementMgr->RemoveTimedAchievement(type, entry);
}

void Player::ResetAchievementCriteria(AchievementCriteriaCondition condition, uint32 value, bool evenIfCriteriaComplete /* = false*/)
{ 
    m_achievementMgr->ResetAchievementCriteria(condition, value, evenIfCriteriaComplete);
}

void Player::UpdateAchievementCriteria(AchievementCriteriaTypes type, uint32 miscValue1 /*= 0*/, uint32 miscValue2 /*= 0*/, Unit* unit /*= NULL*/)
{ 
    m_achievementMgr->UpdateAchievementCriteria(type, miscValue1, miscValue2, unit);
}

void Player::CompletedAchievement(AchievementEntry const* entry)
{ 
    m_achievementMgr->CompletedAchievement(entry);
}

void Player::LearnTalent(uint32 talentId, uint32 talentRank)
{ 
    uint32 CurTalentPoints = GetFreeTalentPoints();

    // xinef: check basic data
    if (CurTalentPoints == 0)
        return;

    if (talentRank >= MAX_TALENT_RANK)
        return;

    TalentEntry const* talentInfo = sTalentStore.LookupEntry(talentId);
    if (!talentInfo)
        return;

    TalentTabEntry const* talentTabInfo = sTalentTabStore.LookupEntry(talentInfo->TalentTab);
    if (!talentTabInfo)
        return;

    // xinef: prevent learn talent for different class (cheating)
    if ((getClassMask() & talentTabInfo->ClassMask) == 0)
        return;

    // xinef: find current talent rank
    uint32 currentTalentRank = 0;
    for (uint8 rank = 0; rank < MAX_TALENT_RANK; ++rank)
    {
        if (talentInfo->RankID[rank] && HasTalent(talentInfo->RankID[rank], GetActiveSpec()))
        {
            currentTalentRank = rank+1;
            break;
        }
    }

    // xinef: we already have same or higher rank talent learned
    if (currentTalentRank >= talentRank + 1)
        return;

    // xinef: check if we have enough free talent points
    uint32 talentPointsChange = (talentRank - currentTalentRank + 1);
    if (CurTalentPoints < talentPointsChange)
        return;

    // xinef: check if talent deponds on another talent
    if (talentInfo->DependsOn > 0)
        if (TalentEntry const* depTalentInfo = sTalentStore.LookupEntry(talentInfo->DependsOn))
        {
            bool hasEnoughRank = false;
            for (uint8 rank = talentInfo->DependsOnRank; rank < MAX_TALENT_RANK; rank++)
            {
                if (depTalentInfo->RankID[rank] != 0)
                    if (HasTalent(depTalentInfo->RankID[rank], GetActiveSpec()))
                    {
                        hasEnoughRank = true;
                        break;
                    }
            }

            // xinef: does not have enough talent points spend in required talent
            if (!hasEnoughRank)
                return;
        }

    // xinef: check amount of points spent in current talent tree
    // xinef: be smart and quick, not retarded like TC
    uint32 spentPoints = 0;
    if (talentInfo->Row > 0)
    {
        const PlayerTalentMap& talentMap = GetTalentMap();
        for (PlayerTalentMap::const_iterator itr = talentMap.begin(); itr != talentMap.end(); ++itr)
            if (TalentSpellPos const* talentPos = GetTalentSpellPos(itr->first))
                if (TalentEntry const* itrTalentInfo = sTalentStore.LookupEntry(talentPos->talent_id))
                    if (itrTalentInfo->TalentTab == talentInfo->TalentTab)
                        if (itr->second->State != PLAYERSPELL_REMOVED && itr->second->IsInSpec(GetActiveSpec())) // pussywizard
                            spentPoints += talentPos->rank+1;
    }

    // xinef: we do not have enough talent points to add talent of this tier
    if (spentPoints < (talentInfo->Row * MAX_TALENT_RANK))
        return;

    // xinef: hacking attempt, tries to learn unknown rank
    uint32 spellId = talentInfo->RankID[talentRank];
    if (spellId == 0)
        return;

    const SpellInfo* spellInfo = sSpellMgr->GetSpellInfo(spellId);
    if (!spellInfo)
        return;

    bool learned = false;

    // xinef: if talent info has special marker in dbc - add to spell book
    if (talentInfo->addToSpellBook)
        if (!spellInfo->HasAttribute(SPELL_ATTR0_PASSIVE) && !spellInfo->HasEffect(SPELL_EFFECT_LEARN_SPELL))
        {
            learnSpell(spellId);
            learned = true;
        }

    if (!learned)
        SendLearnPacket(spellId, true);

    for (uint8 i = 0; i < MAX_SPELL_EFFECTS; ++i)
        if (spellInfo->Effects[i].Effect == SPELL_EFFECT_LEARN_SPELL)
            if (sSpellMgr->IsAdditionalTalentSpell(spellInfo->Effects[i].TriggerSpell))
                learnSpell(spellInfo->Effects[i].TriggerSpell);

    addTalent(spellId, GetActiveSpecMask(), currentTalentRank);

    // xinef: update free talent points count
    m_usedTalentCount += talentPointsChange;
    SetFreeTalentPoints(CurTalentPoints - talentPointsChange);
}

void Player::LearnPetTalent(uint64 petGuid, uint32 talentId, uint32 talentRank)
{ 
    Pet* pet = GetPet();

    if (!pet)
        return;

    if (petGuid != pet->GetGUID())
        return;

    uint32 CurTalentPoints = pet->GetFreeTalentPoints();

    if (CurTalentPoints == 0)
        return;

    if (talentRank >= MAX_PET_TALENT_RANK)
        return;

    TalentEntry const* talentInfo = sTalentStore.LookupEntry(talentId);

    if (!talentInfo)
        return;

    TalentTabEntry const* talentTabInfo = sTalentTabStore.LookupEntry(talentInfo->TalentTab);

    if (!talentTabInfo)
        return;

    CreatureTemplate const* ci = pet->GetCreatureTemplate();

    if (!ci)
        return;

    CreatureFamilyEntry const* pet_family = sCreatureFamilyStore.LookupEntry(ci->family);

    if (!pet_family)
        return;

    if (pet_family->petTalentType < 0)                       // not hunter pet
        return;

    // prevent learn talent for different family (cheating)
    if (!((1 << pet_family->petTalentType) & talentTabInfo->petTalentMask))
        return;

    // find current max talent rank (0~5)
    uint8 curtalent_maxrank = 0; // 0 = not learned any rank
    for (int8 rank = MAX_TALENT_RANK-1; rank >= 0; --rank)
    {
        if (talentInfo->RankID[rank] && pet->HasSpell(talentInfo->RankID[rank]))
        {
            curtalent_maxrank = (rank + 1);
            break;
        }
    }

    // we already have same or higher talent rank learned
    if (curtalent_maxrank >= (talentRank + 1))
        return;

    // check if we have enough talent points
    if (CurTalentPoints < (talentRank - curtalent_maxrank + 1))
        return;

    // Check if it requires another talent
    if (talentInfo->DependsOn > 0)
    {
        if (TalentEntry const* depTalentInfo = sTalentStore.LookupEntry(talentInfo->DependsOn))
        {
            bool hasEnoughRank = false;
            for (uint8 rank = talentInfo->DependsOnRank; rank < MAX_TALENT_RANK; rank++)
            {
                if (depTalentInfo->RankID[rank] != 0)
                    if (pet->HasSpell(depTalentInfo->RankID[rank]))
                        hasEnoughRank = true;
            }
            if (!hasEnoughRank)
                return;
        }
    }

    // Find out how many points we have in this field
    uint32 spentPoints = 0;

    uint32 tTab = talentInfo->TalentTab;
    if (talentInfo->Row > 0)
    {
        uint32 numRows = sTalentStore.GetNumRows();
        for (uint32 i = 0; i < numRows; ++i)          // Loop through all talents.
        {
            // Someday, someone needs to revamp
            const TalentEntry* tmpTalent = sTalentStore.LookupEntry(i);
            if (tmpTalent)                                  // the way talents are tracked
            {
                if (tmpTalent->TalentTab == tTab)
                {
                    for (uint8 rank = 0; rank < MAX_TALENT_RANK; rank++)
                    {
                        if (tmpTalent->RankID[rank] != 0)
                        {
                            if (pet->HasSpell(tmpTalent->RankID[rank]))
                            {
                                spentPoints += (rank + 1);
                            }
                        }
                    }
                }
            }
        }
    }

    // not have required min points spent in talent tree
    if (spentPoints < (talentInfo->Row * MAX_PET_TALENT_RANK))
        return;

    // spell not set in talent.dbc
    uint32 spellid = talentInfo->RankID[talentRank];
    if (spellid == 0)
    {
        sLog->outError("Talent.dbc have for talent: %u Rank: %u spell id = 0", talentId, talentRank);
        return;
    }

    // already known
    if (pet->HasSpell(spellid))
        return;

    // learn! (other talent ranks will unlearned at learning)
    pet->learnSpell(spellid);
    ;//sLog->outDetail("PetTalentID: %u Rank: %u Spell: %u\n", talentId, talentRank, spellid);

    // update free talent points
    pet->SetFreeTalentPoints(CurTalentPoints - (talentRank - curtalent_maxrank + 1));
}

void Player::AddKnownCurrency(uint32 itemId)
{ 
    if (CurrencyTypesEntry const* ctEntry = sCurrencyTypesStore.LookupEntry(itemId))
        SetFlag64(PLAYER_FIELD_KNOWN_CURRENCIES, (1LL << (ctEntry->BitIndex-1)));
}

void Player::UpdateFallInformationIfNeed(MovementInfo const& minfo, uint16 opcode)
{ 
    if (m_lastFallTime >= minfo.fallTime || m_lastFallZ <= minfo.pos.GetPositionZ() || opcode == MSG_MOVE_FALL_LAND)
        SetFallInformation(minfo.fallTime, minfo.pos.GetPositionZ());
}

void Player::UnsummonPetTemporaryIfAny()
{ 
    Pet* pet = GetPet();
    if (!pet || !pet->IsInWorld())
        return;

    if (!m_temporaryUnsummonedPetNumber && pet->isControlled() && !pet->isTemporarySummoned())
    {
        m_temporaryUnsummonedPetNumber = pet->GetCharmInfo()->GetPetNumber();
        SetLastPetSpell(pet->GetUInt32Value(UNIT_CREATED_BY_SPELL));
    }

    RemovePet(pet, PET_SAVE_AS_CURRENT);
}

void Player::ResummonPetTemporaryUnSummonedIfAny()
{ 
    if (!m_temporaryUnsummonedPetNumber || IsSpectator())
        return;

    // not resummon in not appropriate state
    if (IsPetNeedBeTemporaryUnsummoned())
        return;

    if (GetPetGUID())
        return;

    if (!CanResummonPet(GetLastPetSpell()))
        return;

    Pet::LoadPetFromDB(this, PET_LOAD_SUMMON_PET, 0, m_temporaryUnsummonedPetNumber, true);
    //m_temporaryUnsummonedPetNumber = 0;
}

bool Player::CanResummonPet(uint32 spellid)
{ 
    if (getClass() == CLASS_DEATH_KNIGHT)
    {
        if (CanSeeDKPet())
            return true;
        else if (spellid == 52150)
            return false;
    }
    else if (getClass() == CLASS_HUNTER || getClass() == CLASS_MAGE)
        return true;

    if (!HasSpell(spellid))
        return false;

    return true;
}

bool Player::CanSeeSpellClickOn(Creature const* c) const
{ 
    if (!c->HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_SPELLCLICK))
        return false;

    SpellClickInfoMapBounds clickPair = sObjectMgr->GetSpellClickInfoMapBounds(c->GetEntry());
    if (clickPair.first == clickPair.second)
        return true;

    for (SpellClickInfoContainer::const_iterator itr = clickPair.first; itr != clickPair.second; ++itr)
    {
        if (!itr->second.IsFitToRequirements(this, c))
            return false;

        ConditionList conds = sConditionMgr->GetConditionsForSpellClickEvent(c->GetEntry(), itr->second.spellId);
        ConditionSourceInfo info = ConditionSourceInfo(const_cast<Player*>(this), const_cast<Creature*>(c));
        if (sConditionMgr->IsObjectMeetToConditions(info, conds))
            return true;
    }

    return false;
}

void Player::BuildPlayerTalentsInfoData(WorldPacket* data)
{ 
    *data << uint32(GetFreeTalentPoints());                 // unspentTalentPoints
    *data << uint8(m_specsCount);                           // talent group count (0, 1 or 2)
    *data << uint8(m_activeSpec);                           // talent group index (0 or 1)

    if (m_specsCount > MAX_TALENT_SPECS)
        m_specsCount = MAX_TALENT_SPECS;

    for (uint32 specIdx = 0; specIdx < m_specsCount; ++specIdx)
    {
        uint8 talentIdCount = 0;
        size_t pos = data->wpos();
        *data << uint8(talentIdCount);                      // [PH], talentIdCount

        const PlayerTalentMap& talentMap = GetTalentMap();
        for (PlayerTalentMap::const_iterator itr = talentMap.begin(); itr != talentMap.end(); ++itr)
            if (TalentSpellPos const* talentPos = GetTalentSpellPos(itr->first))
                if (itr->second->State != PLAYERSPELL_REMOVED && itr->second->IsInSpec(specIdx)) // pussywizard
                {
                    *data << uint32(talentPos->talent_id);  // Talent.dbc
                    *data << uint8(talentPos->rank);        // talentMaxRank (0-4)
                    ++talentIdCount;
                }

        data->put<uint8>(pos, talentIdCount);               // put real count

        *data << uint8(MAX_GLYPH_SLOT_INDEX);               // glyphs count

        for (uint8 i = 0; i < MAX_GLYPH_SLOT_INDEX; ++i)
            *data << uint16(m_Glyphs[specIdx][i]);          // GlyphProperties.dbc
    }
}

void Player::BuildPetTalentsInfoData(WorldPacket* data)
{ 
    uint32 unspentTalentPoints = 0;
    size_t pointsPos = data->wpos();
    *data << uint32(unspentTalentPoints);                   // [PH], unspentTalentPoints

    uint8 talentIdCount = 0;
    size_t countPos = data->wpos();
    *data << uint8(talentIdCount);                          // [PH], talentIdCount

    Pet* pet = GetPet();
    if (!pet)
        return;

    unspentTalentPoints = pet->GetFreeTalentPoints();

    data->put<uint32>(pointsPos, unspentTalentPoints);      // put real points

    CreatureTemplate const* ci = pet->GetCreatureTemplate();
    if (!ci)
        return;

    CreatureFamilyEntry const* pet_family = sCreatureFamilyStore.LookupEntry(ci->family);
    if (!pet_family || pet_family->petTalentType < 0)
        return;

    for (uint32 talentTabId = 1; talentTabId < sTalentTabStore.GetNumRows(); ++talentTabId)
    {
        TalentTabEntry const* talentTabInfo = sTalentTabStore.LookupEntry(talentTabId);
        if (!talentTabInfo)
            continue;

        if (!((1 << pet_family->petTalentType) & talentTabInfo->petTalentMask))
            continue;

        for (uint32 talentId = 0; talentId < sTalentStore.GetNumRows(); ++talentId)
        {
            TalentEntry const* talentInfo = sTalentStore.LookupEntry(talentId);
            if (!talentInfo)
                continue;

            // skip another tab talents
            if (talentInfo->TalentTab != talentTabId)
                continue;

            // find max talent rank (0~4)
            int8 curtalent_maxrank = -1;
            for (int8 rank = MAX_TALENT_RANK-1; rank >= 0; --rank)
            {
                if (talentInfo->RankID[rank] && pet->HasSpell(talentInfo->RankID[rank]))
                {
                    curtalent_maxrank = rank;
                    break;
                }
            }

            // not learned talent
            if (curtalent_maxrank < 0)
                continue;

            *data << uint32(talentInfo->TalentID);          // Talent.dbc
            *data << uint8(curtalent_maxrank);              // talentMaxRank (0-4)

            ++talentIdCount;
        }

        data->put<uint8>(countPos, talentIdCount);          // put real count

        break;
    }
}

void Player::SendTalentsInfoData(bool pet)
{ 
    WorldPacket data(SMSG_TALENTS_INFO, 50);
    data << uint8(pet ? 1 : 0);
    if (pet)
        BuildPetTalentsInfoData(&data);
    else
        BuildPlayerTalentsInfoData(&data);
    GetSession()->SendPacket(&data);
}

void Player::BuildEnchantmentsInfoData(WorldPacket* data)
{ 
    uint32 slotUsedMask = 0;
    size_t slotUsedMaskPos = data->wpos();
    *data << uint32(slotUsedMask);                          // slotUsedMask < 0x80000

    for (uint32 i = 0; i < EQUIPMENT_SLOT_END; ++i)
    {
        Item* item = GetItemByPos(INVENTORY_SLOT_BAG_0, i);

        if (!item)
            continue;

        slotUsedMask |= (1 << i);

        *data << uint32(item->GetEntry());                  // item entry

        uint16 enchantmentMask = 0;
        size_t enchantmentMaskPos = data->wpos();
        *data << uint16(enchantmentMask);                   // enchantmentMask < 0x1000

        for (uint32 j = 0; j < MAX_ENCHANTMENT_SLOT; ++j)
        {
            uint32 enchId = item->GetEnchantmentId(EnchantmentSlot(j));

            if (!enchId)
                continue;

            enchantmentMask |= (1 << j);

            *data << uint16(enchId);                        // enchantmentId?
        }

        data->put<uint16>(enchantmentMaskPos, enchantmentMask);

        *data << uint16(0);                                 // unknown
        data->appendPackGUID(item->GetUInt64Value(ITEM_FIELD_CREATOR)); // item creator
        *data << uint32(0);                                 // seed?
    }

    data->put<uint32>(slotUsedMaskPos, slotUsedMask);
}

void Player::SendEquipmentSetList()
{ 
    uint32 count = 0;
    WorldPacket data(SMSG_EQUIPMENT_SET_LIST, 4);
    size_t count_pos = data.wpos();
    data << uint32(count);                                  // count placeholder
    for (EquipmentSets::iterator itr = m_EquipmentSets.begin(); itr != m_EquipmentSets.end(); ++itr)
    {
        if (itr->second.state == EQUIPMENT_SET_DELETED)
            continue;

        data.appendPackGUID(itr->second.Guid);
        data << uint32(itr->first);
        data << itr->second.Name;
        data << itr->second.IconName;
        for (uint32 i = 0; i < EQUIPMENT_SLOT_END; ++i)
        {
            // ignored slots stored in IgnoreMask, client wants "1" as raw GUID, so no HIGHGUID_ITEM
            if (itr->second.IgnoreMask & (1 << i))
                data.appendPackGUID(uint64(1));
            else // xinef: send proper data (do not append 0 with high guid)
                data.appendPackGUID(itr->second.Items[i] > 0 ? MAKE_NEW_GUID(itr->second.Items[i], 0, HIGHGUID_ITEM) : uint64(0));
        }

        ++count;                                            // client have limit but it checked at loading and set
    }
    data.put<uint32>(count_pos, count);
    GetSession()->SendPacket(&data);
}

void Player::SetEquipmentSet(uint32 index, EquipmentSet eqset)
{ 
    if (eqset.Guid != 0)
    {
        bool found = false;

        for (EquipmentSets::iterator itr = m_EquipmentSets.begin(); itr != m_EquipmentSets.end(); ++itr)
        {
            if ((itr->second.Guid == eqset.Guid) && (itr->first == index))
            {
                found = true;
                break;
            }
        }

        if (!found)                                          // something wrong...
        {
            sLog->outError("Player %s tried to save equipment set " UI64FMTD " (index %u), but that equipment set not found!", GetName().c_str(), eqset.Guid, index);
            return;
        }
    }

    EquipmentSet& eqslot = m_EquipmentSets[index];

    EquipmentSetUpdateState old_state = eqslot.state;

    eqslot = eqset;

    if (eqset.Guid == 0)
    {
        eqslot.Guid = sObjectMgr->GenerateEquipmentSetGuid();

        WorldPacket data(SMSG_EQUIPMENT_SET_SAVED, 4 + 1);
        data << uint32(index);
        data.appendPackGUID(eqslot.Guid);
        GetSession()->SendPacket(&data);
    }

    eqslot.state = old_state == EQUIPMENT_SET_NEW ? EQUIPMENT_SET_NEW : EQUIPMENT_SET_CHANGED;
}

void Player::_SaveEquipmentSets(SQLTransaction& trans)
{ 
    for (EquipmentSets::iterator itr = m_EquipmentSets.begin(); itr != m_EquipmentSets.end();)
    {
        uint32 index = itr->first;
        EquipmentSet& eqset = itr->second;
        PreparedStatement* stmt = NULL;
        uint8 j = 0;
        switch (eqset.state)
        {
            case EQUIPMENT_SET_UNCHANGED:
                ++itr;
                break;                                      // nothing do
            case EQUIPMENT_SET_CHANGED:
                stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_EQUIP_SET);
                stmt->setString(j++, eqset.Name.c_str());
                stmt->setString(j++, eqset.IconName.c_str());
                stmt->setUInt32(j++, eqset.IgnoreMask);
                for (uint8 i=0; i<EQUIPMENT_SLOT_END; ++i)
                    stmt->setUInt32(j++, eqset.Items[i]);
                stmt->setUInt32(j++, GetGUIDLow());
                stmt->setUInt64(j++, eqset.Guid);
                stmt->setUInt32(j, index);
                trans->Append(stmt);
                eqset.state = EQUIPMENT_SET_UNCHANGED;
                ++itr;
                break;
            case EQUIPMENT_SET_NEW:
                stmt = CharacterDatabase.GetPreparedStatement(CHAR_INS_EQUIP_SET);
                stmt->setUInt32(j++, GetGUIDLow());
                stmt->setUInt64(j++, eqset.Guid);
                stmt->setUInt32(j++, index);
                stmt->setString(j++, eqset.Name.c_str());
                stmt->setString(j++, eqset.IconName.c_str());
                stmt->setUInt32(j++, eqset.IgnoreMask);
                for (uint8 i=0; i<EQUIPMENT_SLOT_END; ++i)
                    stmt->setUInt32(j++, eqset.Items[i]);
                trans->Append(stmt);
                eqset.state = EQUIPMENT_SET_UNCHANGED;
                ++itr;
                break;
            case EQUIPMENT_SET_DELETED:
                stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_EQUIP_SET);
                stmt->setUInt64(0, eqset.Guid);
                trans->Append(stmt);
                m_EquipmentSets.erase(itr++);
                break;
        }
    }
}

void Player::_SaveEntryPoint(SQLTransaction& trans)
{ 
    // xinef: dont save joinpos with invalid mapid
    MapEntry const* mEntry = sMapStore.LookupEntry(m_entryPointData.joinPos.GetMapId());
    if (!mEntry)
        return;

    PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_PLAYER_ENTRY_POINT);
    stmt->setUInt32(0, GetGUIDLow());
    trans->Append(stmt);
    stmt = CharacterDatabase.GetPreparedStatement(CHAR_INS_PLAYER_ENTRY_POINT);
    stmt->setUInt32(0, GetGUIDLow());
    stmt->setFloat (1, m_entryPointData.joinPos.GetPositionX());
    stmt->setFloat (2, m_entryPointData.joinPos.GetPositionY());
    stmt->setFloat (3, m_entryPointData.joinPos.GetPositionZ());
    stmt->setFloat (4, m_entryPointData.joinPos.GetOrientation());
    stmt->setUInt32(5, m_entryPointData.joinPos.GetMapId());

    std::ostringstream ss("");
    if (m_entryPointData.HasTaxiPath())
    {
        for (size_t i = 0; i < m_entryPointData.taxiPath.size(); ++i)
            ss << m_entryPointData.taxiPath[i] << ' '; // xinef: segment is stored as last point
    }

    stmt->setString(6, ss.str());
    stmt->setUInt32(7, m_entryPointData.mountSpell);
    trans->Append(stmt);
}

void Player::DeleteEquipmentSet(uint64 setGuid)
{ 
    for (EquipmentSets::iterator itr = m_EquipmentSets.begin(); itr != m_EquipmentSets.end(); ++itr)
    {
        if (itr->second.Guid == setGuid)
        {
            if (itr->second.state == EQUIPMENT_SET_NEW)
                m_EquipmentSets.erase(itr);
            else
                itr->second.state = EQUIPMENT_SET_DELETED;
            break;
        }
    }
}

void Player::RemoveAtLoginFlag(AtLoginFlags flags, bool persist /*= false*/)
{ 
    m_atLoginFlags &= ~flags;

    if (persist)
    {
        PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_REM_AT_LOGIN_FLAG);

        stmt->setUInt16(0, uint16(flags));
        stmt->setUInt32(1, GetGUIDLow());

        CharacterDatabase.Execute(stmt);
    }
}

void Player::SendClearCooldown(uint32 spell_id, Unit* target)
{ 
    WorldPacket data(SMSG_CLEAR_COOLDOWN, 4+8);
    data << uint32(spell_id);
    data << uint64(target->GetGUID());
    SendDirectMessage(&data);

    if (target == this && NeedSendSpectatorData())
        ArenaSpectator::SendCommand_UInt32Value(FindMap(), GetGUID(), "RCD", spell_id);
}

void Player::ResetMap()
{ 
    // this may be called during Map::Update
    // after decrement+unlink, ++m_mapRefIter will continue correctly
    // when the first element of the list is being removed
    // nocheck_prev will return the padding element of the RefManager
    // instead of NULL in the case of prev
    GetMap()->UpdateIteratorBack(this);
    Unit::ResetMap();
    GetMapRef().unlink();
}

void Player::SetMap(Map* map)
{ 
    Unit::SetMap(map);
    m_mapRef.link(map, this);
}

void Player::_SaveCharacter(bool create, SQLTransaction& trans)
{ 
    PreparedStatement* stmt = NULL;
    uint8 index = 0;

    if (create)
    {
        //! Insert query
        //! TO DO: Filter out more redundant fields that can take their default value at player create
        stmt = CharacterDatabase.GetPreparedStatement(CHAR_INS_CHARACTER);
        stmt->setUInt32(index++, GetGUIDLow());
        stmt->setUInt32(index++, GetSession()->GetAccountId());
        stmt->setString(index++, GetName());
        stmt->setUInt8(index++, getRace());
        stmt->setUInt8(index++, getClass());
        stmt->setUInt8(index++, getGender());
        stmt->setUInt8(index++, getLevel());
        stmt->setUInt32(index++, GetUInt32Value(PLAYER_XP));
        stmt->setUInt32(index++, GetMoney());
        stmt->setUInt32(index++, GetUInt32Value(PLAYER_BYTES));
        stmt->setUInt32(index++, GetUInt32Value(PLAYER_BYTES_2));
        stmt->setUInt32(index++, GetUInt32Value(PLAYER_FLAGS));
        stmt->setUInt16(index++, (uint16)GetMapId());
        stmt->setUInt32(index++, (uint32)GetInstanceId());
        stmt->setUInt8(index++, (uint8(GetDungeonDifficulty()) | uint8(GetRaidDifficulty()) << 4));
        stmt->setFloat(index++, finiteAlways(GetPositionX()));
        stmt->setFloat(index++, finiteAlways(GetPositionY()));
        stmt->setFloat(index++, finiteAlways(GetPositionZ()));
        stmt->setFloat(index++, finiteAlways(GetOrientation()));
        stmt->setFloat(index++, finiteAlways(GetTransOffsetX()));
        stmt->setFloat(index++, finiteAlways(GetTransOffsetY()));
        stmt->setFloat(index++, finiteAlways(GetTransOffsetZ()));
        stmt->setFloat(index++, finiteAlways(GetTransOffsetO()));
        uint32 transLowGUID = 0;
        if (GetTransport())
            transLowGUID = GetTransport()->GetGUIDLow();
        stmt->setUInt32(index++, transLowGUID);

        std::ostringstream ss;
        ss << m_taxi;
        stmt->setString(index++, ss.str());
        stmt->setUInt8(index++, m_cinematic);
        stmt->setUInt32(index++, m_Played_time[PLAYED_TIME_TOTAL]);
        stmt->setUInt32(index++, m_Played_time[PLAYED_TIME_LEVEL]);
        stmt->setFloat(index++, finiteAlways(_restBonus));
        stmt->setUInt32(index++, uint32(time(NULL)));
        stmt->setUInt8(index++,  (HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING) ? 1 : 0));
        //save, far from tavern/city
        //save, but in tavern/city
        stmt->setUInt32(index++, m_resetTalentsCost);
        stmt->setUInt32(index++, uint32(m_resetTalentsTime));
        stmt->setUInt16(index++, (uint16)m_ExtraFlags);
        stmt->setUInt8(index++,  m_stableSlots);
        stmt->setUInt16(index++, (uint16)m_atLoginFlags);
        stmt->setUInt16(index++, GetZoneId(true));
        stmt->setUInt32(index++, uint32(m_deathExpireTime));

        ss.str("");
        ss << m_taxi.SaveTaxiDestinationsToString();

        stmt->setString(index++, ss.str());
        stmt->setUInt32(index++, GetArenaPoints());
        stmt->setUInt32(index++, GetHonorPoints());
        stmt->setUInt32(index++, GetUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION));
        stmt->setUInt32(index++, GetUInt32Value(PLAYER_FIELD_YESTERDAY_CONTRIBUTION));
        stmt->setUInt32(index++, GetUInt32Value(PLAYER_FIELD_LIFETIME_HONORABLE_KILLS));
        stmt->setUInt16(index++, GetUInt16Value(PLAYER_FIELD_KILLS, 0));
        stmt->setUInt16(index++, GetUInt16Value(PLAYER_FIELD_KILLS, 1));
        stmt->setUInt32(index++, GetUInt32Value(PLAYER_CHOSEN_TITLE));
        stmt->setUInt64(index++, GetUInt64Value(PLAYER_FIELD_KNOWN_CURRENCIES));
        stmt->setUInt32(index++, GetUInt32Value(PLAYER_FIELD_WATCHED_FACTION_INDEX));
        stmt->setUInt8(index++, GetDrunkValue());
        stmt->setUInt32(index++, GetHealth());

        for (uint32 i = 0; i < MAX_POWERS; ++i)
            stmt->setUInt32(index++, GetPower(Powers(i)));

        stmt->setUInt32(index++, GetSession()->GetLatency());

        stmt->setUInt8(index++, m_specsCount);
        stmt->setUInt8(index++, m_activeSpec);

        ss.str("");
        for (uint32 i = 0; i < PLAYER_EXPLORED_ZONES_SIZE; ++i)
            ss << GetUInt32Value(PLAYER_EXPLORED_ZONES_1 + i) << ' ';
        stmt->setString(index++, ss.str());

        ss.str("");
        // cache equipment...
        for (uint32 i = 0; i < EQUIPMENT_SLOT_END * 2; ++i)
            ss << GetUInt32Value(PLAYER_VISIBLE_ITEM_1_ENTRYID + i) << ' ';

        // ...and bags for enum opcode
        for (uint32 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
        {
            if (Item* item = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
                ss << item->GetEntry();
            else
                ss << '0';
            ss << " 0 ";
        }

        stmt->setString(index++, ss.str());
        stmt->setUInt32(index++, GetUInt32Value(PLAYER_AMMO_ID));

        ss.str("");
        for (uint32 i = 0; i < KNOWN_TITLES_SIZE*2; ++i)
            ss << GetUInt32Value(PLAYER__FIELD_KNOWN_TITLES + i) << ' ';

        stmt->setString(index++, ss.str());
        stmt->setUInt8(index++, GetByteValue(PLAYER_FIELD_BYTES, 2));
        stmt->setUInt32(index++, m_grantableLevels);
    }
    else
    {
        // Update query
        stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_CHARACTER);
        stmt->setString(index++, GetName());
        stmt->setUInt8(index++, getRace());
        stmt->setUInt8(index++, getClass());
        stmt->setUInt8(index++, getGender());
        stmt->setUInt8(index++, getLevel());
        stmt->setUInt32(index++, GetUInt32Value(PLAYER_XP));
        stmt->setUInt32(index++, GetMoney());
        stmt->setUInt32(index++, GetUInt32Value(PLAYER_BYTES));
        stmt->setUInt32(index++, GetUInt32Value(PLAYER_BYTES_2));
        stmt->setUInt32(index++, GetUInt32Value(PLAYER_FLAGS));

        if (!IsBeingTeleported())
        {
            Difficulty dd = GetDungeonDifficulty(), rd = GetRaidDifficulty();
            if (Map* m = FindMap())
                if (m->IsDungeon())
                {
                    if (m->IsNonRaidDungeon()) dd = m->GetDifficulty();
                    else rd = m->GetDifficulty();
                }
            stmt->setUInt16(index++, (uint16)GetMapId());
            stmt->setUInt32(index++, (uint32)GetInstanceId());
            stmt->setUInt8(index++, (uint8(dd) | uint8(rd) << 4));
            stmt->setFloat(index++, finiteAlways(GetPositionX()));
            stmt->setFloat(index++, finiteAlways(GetPositionY()));
            stmt->setFloat(index++, finiteAlways(GetPositionZ()));
            stmt->setFloat(index++, finiteAlways(GetOrientation()));
        }
        else
        {
            stmt->setUInt16(index++, (uint16)GetTeleportDest().GetMapId());
            stmt->setUInt32(index++, (uint32)0);
            stmt->setUInt8(index++, (uint8(GetDungeonDifficulty()) | uint8(GetRaidDifficulty()) << 4));
            stmt->setFloat(index++, finiteAlways(GetTeleportDest().GetPositionX()));
            stmt->setFloat(index++, finiteAlways(GetTeleportDest().GetPositionY()));
            stmt->setFloat(index++, finiteAlways(GetTeleportDest().GetPositionZ()));
            stmt->setFloat(index++, finiteAlways(GetTeleportDest().GetOrientation()));
        }

        stmt->setFloat(index++, finiteAlways(GetTransOffsetX()));
        stmt->setFloat(index++, finiteAlways(GetTransOffsetY()));
        stmt->setFloat(index++, finiteAlways(GetTransOffsetZ()));
        stmt->setFloat(index++, finiteAlways(GetTransOffsetO()));
        uint32 transLowGUID = 0;
        if (GetTransport())
            transLowGUID = GetTransport()->GetGUIDLow();
        stmt->setUInt32(index++, transLowGUID);

        std::ostringstream ss;
        ss << m_taxi;
        stmt->setString(index++, ss.str());
        stmt->setUInt8(index++, m_cinematic);
        stmt->setUInt32(index++, m_Played_time[PLAYED_TIME_TOTAL]);
        stmt->setUInt32(index++, m_Played_time[PLAYED_TIME_LEVEL]);
        stmt->setFloat(index++, finiteAlways(_restBonus));
        stmt->setUInt32(index++, uint32(time(NULL)));
        stmt->setUInt8(index++,  (HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING) ? 1 : 0));
        //save, far from tavern/city
        //save, but in tavern/city
        stmt->setUInt32(index++, m_resetTalentsCost);
        stmt->setUInt32(index++, uint32(m_resetTalentsTime));
        stmt->setUInt16(index++, (uint16)m_ExtraFlags);
        stmt->setUInt8(index++,  m_stableSlots);
        stmt->setUInt16(index++, (uint16)m_atLoginFlags);
        stmt->setUInt16(index++, GetZoneId(true));
        stmt->setUInt32(index++, uint32(m_deathExpireTime));

        ss.str("");
        ss << m_taxi.SaveTaxiDestinationsToString();

        stmt->setString(index++, ss.str());
        stmt->setUInt32(index++, GetArenaPoints());
        stmt->setUInt32(index++, GetHonorPoints());
        stmt->setUInt32(index++, GetUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION));
        stmt->setUInt32(index++, GetUInt32Value(PLAYER_FIELD_YESTERDAY_CONTRIBUTION));
        stmt->setUInt32(index++, GetUInt32Value(PLAYER_FIELD_LIFETIME_HONORABLE_KILLS));
        stmt->setUInt16(index++, GetUInt16Value(PLAYER_FIELD_KILLS, 0));
        stmt->setUInt16(index++, GetUInt16Value(PLAYER_FIELD_KILLS, 1));
        stmt->setUInt32(index++, GetUInt32Value(PLAYER_CHOSEN_TITLE));
        stmt->setUInt64(index++, GetUInt64Value(PLAYER_FIELD_KNOWN_CURRENCIES));
        stmt->setUInt32(index++, GetUInt32Value(PLAYER_FIELD_WATCHED_FACTION_INDEX));
        stmt->setUInt8(index++, GetDrunkValue());
        stmt->setUInt32(index++, GetHealth());

        for (uint32 i = 0; i < MAX_POWERS; ++i)
            stmt->setUInt32(index++, GetPower(Powers(i)));

        stmt->setUInt32(index++, GetSession()->GetLatency());

        stmt->setUInt8(index++, m_specsCount);
        stmt->setUInt8(index++, m_activeSpec);

        ss.str("");
        for (uint32 i = 0; i < PLAYER_EXPLORED_ZONES_SIZE; ++i)
            ss << GetUInt32Value(PLAYER_EXPLORED_ZONES_1 + i) << ' ';
        stmt->setString(index++, ss.str());

        ss.str("");
        // cache equipment...
        for (uint32 i = 0; i < EQUIPMENT_SLOT_END * 2; ++i)
            ss << GetUInt32Value(PLAYER_VISIBLE_ITEM_1_ENTRYID + i) << ' ';

        // ...and bags for enum opcode
        for (uint32 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
        {
            if (Item* item = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
                ss << item->GetEntry();
            else
                ss << '0';
            ss << " 0 ";
        }

        stmt->setString(index++, ss.str());
        stmt->setUInt32(index++, GetUInt32Value(PLAYER_AMMO_ID));

        ss.str("");
        for (uint32 i = 0; i < KNOWN_TITLES_SIZE*2; ++i)
            ss << GetUInt32Value(PLAYER__FIELD_KNOWN_TITLES + i) << ' ';

        stmt->setString(index++, ss.str());
        stmt->setUInt8(index++, GetByteValue(PLAYER_FIELD_BYTES, 2));
        stmt->setUInt32(index++, m_grantableLevels);

        stmt->setUInt8(index++, IsInWorld() && !GetSession()->PlayerLogout() ? 1 : 0);
        // Index
        stmt->setUInt32(index++, GetGUIDLow());
    }

    trans->Append(stmt);
}

void Player::_LoadGlyphs(PreparedQueryResult result)
{ 
    // SELECT spec, glyph1, glyph2, glyph3, glyph4, glyph5, glyph6 from character_glyphs WHERE guid = '%u'
    if (!result)
        return;

    do
    {
        Field* fields = result->Fetch();

        uint8 spec = fields[0].GetUInt8();
        if (spec >= m_specsCount)
            continue;

        m_Glyphs[spec][0] = fields[1].GetUInt16();
        m_Glyphs[spec][1] = fields[2].GetUInt16();
        m_Glyphs[spec][2] = fields[3].GetUInt16();
        m_Glyphs[spec][3] = fields[4].GetUInt16();
        m_Glyphs[spec][4] = fields[5].GetUInt16();
        m_Glyphs[spec][5] = fields[6].GetUInt16();
    }
    while (result->NextRow());
}

void Player::_SaveGlyphs(SQLTransaction& trans)
{ 
    if (!NeedToSaveGlyphs())
        return;

    PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_GLYPHS);
    stmt->setUInt32(0, GetGUIDLow());
    trans->Append(stmt);

    for (uint8 spec = 0; spec < m_specsCount; ++spec)
    {
        uint8 index = 0;

        stmt = CharacterDatabase.GetPreparedStatement(CHAR_INS_CHAR_GLYPHS);
        stmt->setUInt32(index++, GetGUIDLow());
        stmt->setUInt8(index++, spec);

        for (uint8 i = 0; i < MAX_GLYPH_SLOT_INDEX; ++i)
            stmt->setUInt16(index++, uint16(m_Glyphs[spec][i]));

        trans->Append(stmt);
    }
}

void Player::_LoadTalents(PreparedQueryResult result)
{ 
    // SetPQuery(PLAYER_LOGIN_QUERY_LOADTALENTS, "SELECT spell, specMask FROM character_talent WHERE guid = '%u'", GUID_LOPART(m_guid));
    if (result)
    {
        do
        {
            // xinef: checked
            uint32 spellId = (*result)[0].GetUInt32();
            uint8 specMask = (*result)[1].GetUInt8();
            addTalent(spellId, specMask, 0);
            TalentSpellPos const* talentPos = GetTalentSpellPos(spellId);
            ASSERT(talentPos);

            // xinef: increase used talent points count
            if (GetActiveSpecMask() & specMask)
                m_usedTalentCount += talentPos->rank+1;
        }
        while (result->NextRow());
    }
}

void Player::_SaveTalents(SQLTransaction& trans)
{ 
    PreparedStatement* stmt = NULL;

    for (PlayerTalentMap::iterator itr = m_talents.begin(); itr != m_talents.end();)
    {       
        // xinef: skip temporary spells
        if (itr->second->State == PLAYERSPELL_TEMPORARY)
        {
            ++itr;
            continue;
        }

        // xinef: delete statement for removed / updated talent
        if (itr->second->State == PLAYERSPELL_REMOVED || itr->second->State == PLAYERSPELL_CHANGED)
        {
            stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_TALENT_BY_SPELL);
            stmt->setUInt32(0, GetGUIDLow());
            stmt->setUInt32(1, itr->first);
            trans->Append(stmt);
        }

        // xinef: insert statement for new / updated spell
        if (itr->second->State == PLAYERSPELL_NEW || itr->second->State == PLAYERSPELL_CHANGED)
        {
            stmt = CharacterDatabase.GetPreparedStatement(CHAR_INS_CHAR_TALENT);
            stmt->setUInt32(0, GetGUIDLow());
            stmt->setUInt32(1, itr->first);
            stmt->setUInt8(2, itr->second->specMask);
            trans->Append(stmt);
        }

        if (itr->second->State == PLAYERSPELL_REMOVED)
        {
            delete itr->second;
            m_talents.erase(itr++);
        }
        else
        {
            itr->second->State = PLAYERSPELL_UNCHANGED;
            ++itr;
        }
    }
}

void Player::UpdateSpecCount(uint8 count)
{ 
    uint32 curCount = GetSpecsCount();
    if (curCount == count)
        return;

    if (m_activeSpec >= count)
        ActivateSpec(0);

    SQLTransaction trans = CharacterDatabase.BeginTransaction();
    PreparedStatement* stmt = NULL;

    // Copy spec data
    if (count > curCount)
    {
        _SaveActions(trans); // make sure the button list is cleaned up
        for (ActionButtonList::iterator itr = m_actionButtons.begin(); itr != m_actionButtons.end(); ++itr)
        {
            stmt = CharacterDatabase.GetPreparedStatement(CHAR_INS_CHAR_ACTION);
            stmt->setUInt32(0, GetGUIDLow());
            stmt->setUInt8(1, 1);
            stmt->setUInt8(2, itr->first);
            stmt->setUInt32(3, itr->second.GetAction());
            stmt->setUInt8(4, uint8(itr->second.GetType()));
            trans->Append(stmt);
        }
    }
    // Delete spec data for removed spec.
    else if (count < curCount)
    {
        _SaveActions(trans);

        stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_ACTION_EXCEPT_SPEC);
        stmt->setUInt8(0, m_activeSpec);
        stmt->setUInt32(1, GetGUIDLow());
        trans->Append(stmt);

        m_activeSpec = 0;
    }

    CharacterDatabase.CommitTransaction(trans);

    SetSpecsCount(count);

    SendTalentsInfoData(false);
}

void Player::ActivateSpec(uint8 spec)
{
    // xinef: some basic checks
    if (GetActiveSpec() == spec)
        return;

    if (spec > GetSpecsCount())
        return;

    // xinef: interrupt currently casted spell just in case
    if (IsNonMeleeSpellCast(false))
        InterruptNonMeleeSpells(false);

    // xinef: save current actions order
    SQLTransaction trans = CharacterDatabase.BeginTransaction();
    _SaveActions(trans);
    CharacterDatabase.CommitTransaction(trans);

    // xinef: remove pet, it will be resummoned later
    if (Pet* pet = GetPet())
        RemovePet(pet, PET_SAVE_NOT_IN_SLOT);

    // xinef: remove other summoned units and clear reactives
    ClearAllReactives();
    UnsummonAllTotems();
    RemoveAllControlled();

    // xinef: let client clear his current Actions
    SendActionButtons(2);
    uint8 oldSpec = GetActiveSpec();

    // xinef: reset talent auras
    for (PlayerTalentMap::iterator itr = m_talents.begin(); itr != m_talents.end(); ++itr)
    {
        if (itr->second->State == PLAYERSPELL_REMOVED)
            continue;

        // xinef: remove all active talent auras
        if (!(itr->second->specMask & GetActiveSpecMask()))
            continue;

        _removeTalentAurasAndSpells(itr->first);

        // pussywizard: was => isn't
        if (!itr->second->IsInSpec(spec) && !itr->second->inSpellBook)
            SendLearnPacket(itr->first, false);
    }

    // xinef: remove glyph auras
    for (uint8 slot = 0; slot < MAX_GLYPH_SLOT_INDEX; ++slot)
        if (uint32 glyphId = m_Glyphs[GetActiveSpec()][slot])
            if (GlyphPropertiesEntry const* glyphEntry = sGlyphPropertiesStore.LookupEntry(glyphId))
                RemoveAurasDueToSpell(glyphEntry->SpellId);

    // xinef: set active spec as new one
    SetActiveSpec(spec);
    uint32 spentTalents = 0;

    // xinef: add talent auras
    for (PlayerTalentMap::iterator itr = m_talents.begin(); itr != m_talents.end(); ++itr)
    {
        if (itr->second->State == PLAYERSPELL_REMOVED)
            continue;

        // xinef: talent not in new spec
        if (!(itr->second->specMask & GetActiveSpecMask()))
            continue;

        // pussywizard: wasn't => is
        if (!itr->second->IsInSpec(oldSpec) && !itr->second->inSpellBook)
            SendLearnPacket(itr->first, true);

        _addTalentAurasAndSpells(itr->first);
        TalentSpellPos const* talentPos = GetTalentSpellPos(itr->first);
        spentTalents += talentPos->rank+1;
    }

    // pussywizard: remove spells that are in previous spec, but are not present in new one (or are in new spec, but not in the old one)
    for (PlayerSpellMap::iterator itr = m_spells.begin(); itr != m_spells.end(); ++itr)
    {
        if (!itr->second->Active || itr->second->State == PLAYERSPELL_REMOVED)
            continue;

        // pussywizard: was => isn't
        if (itr->second->IsInSpec(oldSpec) && !itr->second->IsInSpec(spec))
            SendLearnPacket(itr->first, false);
        // pussywizard: wasn't => is
        else if (!itr->second->IsInSpec(oldSpec) && itr->second->IsInSpec(spec))
            SendLearnPacket(itr->first, true);
    }

    // xinef: apply glyphs from second spec
    for (uint8 slot = 0; slot < MAX_GLYPH_SLOT_INDEX; ++slot)
        if (uint32 glyphId = m_Glyphs[GetActiveSpec()][slot])
            if (GlyphPropertiesEntry const* glyphEntry = sGlyphPropertiesStore.LookupEntry(glyphId))
                CastSpell(this, glyphEntry->SpellId, TriggerCastFlags(TRIGGERED_FULL_MASK&~(TRIGGERED_IGNORE_SHAPESHIFT|TRIGGERED_IGNORE_CASTER_AURASTATE)));

    m_usedTalentCount = spentTalents;
    InitTalentForLevel();

    // xinef: optimization, use callback to read the data
    PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHARACTER_ACTIONS_SPEC);
    stmt->setUInt32(0, GetGUIDLow());
    stmt->setUInt8(1, m_activeSpec);
    GetSession()->_loadActionsSwitchSpecCallback = CharacterDatabase.AsyncQuery(stmt); // FutureResult

    // xinef: reset power
    Powers pw = getPowerType();
    if (pw != POWER_MANA)
        SetPower(POWER_MANA, 0); // Mana must be 0 even if it isn't the active power type.
    SetPower(pw, 0);

    // xinef: remove titan grip if player had it set and does not have appropriate talent
    if (!HasTalent(46917, GetActiveSpec()) && m_canTitanGrip)
        SetCanTitanGrip(false);
    // xinef: remove dual wield if player does not have dual wield spell (shamans)
    if (!HasSpell(674) && m_canDualWield)
        SetCanDualWield(false);

    AutoUnequipOffhandIfNeed();

    // Xinef: Patch 3.2.0: Switching spec removes paladins spell Righteous Fury (25780)
    if (getClass() == CLASS_PALADIN)
        RemoveAurasDueToSpell(25780);

    // Xinef: Remove talented single target auras at other targets
    AuraList& scAuras = GetSingleCastAuras();
    for (AuraList::iterator iter = scAuras.begin(); iter != scAuras.end();)
    {
        Aura* aura = *iter;
        if (!HasActiveSpell(aura->GetId()) && !HasTalent(aura->GetId(), GetActiveSpec()))
        {
            aura->Remove();
            iter = scAuras.begin();
        }
        else
            ++iter;
    }
}

void Player::GetTalentTreePoints(uint8 (&specPoints)[3]) const
{
    const PlayerTalentMap& talentMap = GetTalentMap();
    for (PlayerTalentMap::const_iterator itr = talentMap.begin(); itr != talentMap.end(); ++itr)
        if (itr->second->State != PLAYERSPELL_REMOVED && itr->second->IsInSpec(GetActiveSpec()))
            if (TalentEntry const* talentInfo = sTalentStore.LookupEntry(itr->second->talentID))
                if (TalentTabEntry const* tab = sTalentTabStore.LookupEntry(talentInfo->TalentTab))
                    if (tab->tabpage < 3)
                    {
                        // find current talent rank
                        uint8 currentTalentRank = 0;
                        for (uint8 rank = 0; rank < MAX_TALENT_RANK; ++rank)
                            if (talentInfo->RankID[rank] && itr->first == talentInfo->RankID[rank])
                            {
                                currentTalentRank = rank+1;
                                break;
                            }
                        specPoints[tab->tabpage] += currentTalentRank;
                    }
}

uint8 Player::GetMostPointsTalentTree() const
{ 
    uint32 specPoints[3] = {0, 0, 0};
    const PlayerTalentMap& talentMap = GetTalentMap();
    for (PlayerTalentMap::const_iterator itr = talentMap.begin(); itr != talentMap.end(); ++itr)
        if (itr->second->State != PLAYERSPELL_REMOVED && itr->second->IsInSpec(GetActiveSpec()))
            if (TalentEntry const* talentInfo = sTalentStore.LookupEntry(itr->second->talentID))
                if (TalentTabEntry const* tab = sTalentTabStore.LookupEntry(talentInfo->TalentTab))
                    if (tab->tabpage < 3)
                    {
                        // find current talent rank
                        uint8 currentTalentRank = 0;
                        for (uint8 rank = 0; rank < MAX_TALENT_RANK; ++rank)
                            if (talentInfo->RankID[rank] && itr->first == talentInfo->RankID[rank])
                            {
                                currentTalentRank = rank+1;
                                break;
                            }
                        specPoints[tab->tabpage] += currentTalentRank;
                    }
    uint8 maxIndex = 0;
    uint8 maxCount = specPoints[0];
    for (uint8 i=1; i<3; ++i)
        if (specPoints[i] > maxCount)
        {
            maxIndex = i;
            maxCount = specPoints[i];
        }
    return maxIndex;
}

bool Player::IsHealerTalentSpec() const
{ 
    uint8 tree = GetMostPointsTalentTree();
    return (getClass() == CLASS_DRUID && tree == 2 || getClass() == CLASS_PALADIN && tree == 0 || getClass() == CLASS_PRIEST && tree <= 1 || getClass() == CLASS_SHAMAN && tree == 2);
}

void Player::ResetTimeSync()
{ 
    m_timeSyncCounter = 0;
    m_timeSyncTimer = 0;
    m_timeSyncClient = 0;
    m_timeSyncServer = World::GetGameTimeMS();
}

void Player::SendTimeSync()
{ 
    WorldPacket data(SMSG_TIME_SYNC_REQ, 4);
    data << uint32(m_timeSyncCounter++);
    GetSession()->SendPacket(&data);

    // Schedule next sync in 10 sec
    m_timeSyncTimer = 10000;
    m_timeSyncServer = World::GetGameTimeMS();
}

void Player::SetReputation(uint32 factionentry, uint32 value)
{ 
    GetReputationMgr().SetReputation(sFactionStore.LookupEntry(factionentry), value);
}
uint32 Player::GetReputation(uint32 factionentry) const
{ 
    return GetReputationMgr().GetReputation(sFactionStore.LookupEntry(factionentry));
}

std::string const& Player::GetGuildName()
{ 
    return sGuildMgr->GetGuildById(GetGuildId())->GetName();
}

void Player::SendDuelCountdown(uint32 counter)
{ 
    WorldPacket data(SMSG_DUEL_COUNTDOWN, 4);
    data << uint32(counter);                                // seconds
    GetSession()->SendPacket(&data);
}

void Player::SetIsSpectator(bool on)
{ 
    if (on)
    {
        AddAura(SPECTATOR_SPELL_SPEED, this);
        m_ExtraFlags |= PLAYER_EXTRA_SPECTATOR_ON;
        AddUnitState(UNIT_STATE_ISOLATED);
        //setFaction(1100);
        SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE);
        RemoveByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP);
        ResetContestedPvP();
        SetDisplayId(23691);
    }
    else
    {
        RemoveAurasDueToSpell(SPECTATOR_SPELL_SPEED);
        if (IsSpectator())
            ClearUnitState(UNIT_STATE_ISOLATED);
        m_ExtraFlags &= ~PLAYER_EXTRA_SPECTATOR_ON;
        RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE);
        RestoreDisplayId();

        if (!IsGameMaster())
        {
            //setFactionForRace(getRace());

            // restore FFA PvP Server state
            // Xinef: it will be removed if necessery in UpdateArea called in WorldPortOpcode
            if (sWorld->IsFFAPvPRealm())
                SetByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP);
        }
    }
}

bool Player::NeedSendSpectatorData() const
{ 
    if (FindMap() && FindMap()->IsBattleArena() && !IsSpectator())
    {
        Battleground* bg = ((BattlegroundMap*)FindMap())->GetBG();
        if (bg && bg->HaveSpectators() && bg->GetStatus() == STATUS_IN_PROGRESS && !bg->GetPlayers().empty())
            if (bg->GetPlayers().find(GetGUID()) != bg->GetPlayers().end())
                return true;
    }
    return false;
}

void Player::PrepareCharmAISpells()
{ 
    for (int i = 0; i < NUM_CAI_SPELLS; ++i)
        m_charmAISpells[i] = 0;

    uint32 damage_type[4] = {0, 0, 0, 0};
    uint32 stun_duration = 0;
    uint32 periodic_damage = 0;
    uint32 b = 0;
    uint32 temp_spell = 0;
    uint32 temp_damage = 0;

    for (PlayerSpellMap::iterator itr = m_spells.begin(); itr != m_spells.end(); ++itr)
    {
        if (itr->second->State == PLAYERSPELL_REMOVED || !itr->second->Active || !itr->second->IsInSpec(GetActiveSpec()))
            continue;

        SpellInfo const *spellInfo = sSpellMgr->GetSpellInfo(itr->first);
        if (!spellInfo)
            continue;

        if (!spellInfo->SpellFamilyName || spellInfo->IsPassive() || spellInfo->NeedsComboPoints() || (spellInfo->Stances && !spellInfo->HasAttribute(SPELL_ATTR2_NOT_NEED_SHAPESHIFT)))
            continue;

        bool allow = false;
        uint8 type = 0;
        float cast = spellInfo->CalcCastTime() / 1000.0f;
        if (cast > 3.0f)
            continue;

        for (uint8 i = 0; i < MAX_SPELL_EFFECTS; ++i)
        {
            if (spellInfo->Effects[i].Effect == SPELL_EFFECT_SCHOOL_DAMAGE)
            {
                int32 dmg = CalculateSpellDamage(this, spellInfo, i);
                uint8 offset = 0;
                if (cast)
                {
                    dmg = dmg / cast;
                    offset = 2;
                }

                if ((int32)damage_type[offset] < dmg)
                {
                    if (!m_charmAISpells[SPELL_INSTANT_DAMAGE+offset] || !spellInfo->IsHighRankOf(sSpellMgr->GetSpellInfo(m_charmAISpells[SPELL_INSTANT_DAMAGE+offset])) || urand(0,1))
                        if (damage_type[1+offset] < damage_type[offset])
                        {
                            m_charmAISpells[SPELL_INSTANT_DAMAGE2+offset] = m_charmAISpells[SPELL_INSTANT_DAMAGE+offset];
                            damage_type[1+offset] = damage_type[offset];
                        }

                    m_charmAISpells[SPELL_INSTANT_DAMAGE+offset] = spellInfo->Id;
                    damage_type[offset] = dmg;
                }
                else if ((int32)damage_type[1+offset] < dmg)
                {
                    if (m_charmAISpells[SPELL_INSTANT_DAMAGE+offset] && sSpellMgr->GetSpellInfo(m_charmAISpells[SPELL_INSTANT_DAMAGE+offset])->IsHighRankOf(spellInfo) && urand(0,1))
                        continue;

                    m_charmAISpells[SPELL_INSTANT_DAMAGE2+offset] = spellInfo->Id;
                    damage_type[1+offset] = dmg;
                }
                break;
            }
            else if (spellInfo->HasAttribute(SPELL_ATTR7_HAS_CHARGE_EFFECT))
            {
                m_charmAISpells[SPELL_T_CHARGE] = spellInfo->Id;
                break;
            }
            else if (spellInfo->Effects[i].ApplyAuraName == SPELL_AURA_MOD_INCREASE_SPEED)
            {
                m_charmAISpells[SPELL_FAST_RUN] = spellInfo->Id;
                break;
            }
            else if (spellInfo->Effects[i].ApplyAuraName == SPELL_AURA_SCHOOL_IMMUNITY)
            {
                m_charmAISpells[SPELL_IMMUNITY] = spellInfo->Id;
                break;
            }
            else if (spellInfo->Effects[i].ApplyAuraName == SPELL_AURA_PERIODIC_DAMAGE)
            {
                if( (int32)periodic_damage < CalculateSpellDamage(this, spellInfo, i) )
                {
                    m_charmAISpells[SPELL_DOT_DAMAGE] = spellInfo->Id;
                    break;
                }
            }
            else if (spellInfo->Effects[i].ApplyAuraName == SPELL_AURA_MOD_STUN)
            {
                m_charmAISpells[SPELL_T_STUN] = spellInfo->Id;
                break;
            }
            else if (spellInfo->Effects[i].ApplyAuraName == SPELL_AURA_MOD_ROOT || spellInfo->Effects[i].ApplyAuraName == SPELL_AURA_MOD_FEAR)
            {
                m_charmAISpells[SPELL_ROOT_OR_FEAR] = spellInfo->Id;
                break;
            }
        }   
    }
}

void Player::AddRefundReference(uint32 it)
{ 
    m_refundableItems.insert(it);
}

void Player::DeleteRefundReference(uint32 it)
{ 
    RefundableItemsSet::iterator itr = m_refundableItems.find(it);
    if (itr != m_refundableItems.end())
        m_refundableItems.erase(itr);
}

void Player::SendRefundInfo(Item* item)
{ 
    // This function call unsets ITEM_FLAGS_REFUNDABLE if played time is over 2 hours.
    item->UpdatePlayedTime(this);

    if (!item->HasFlag(ITEM_FIELD_FLAGS, ITEM_FLAG_REFUNDABLE))
    {
        ;//sLog->outDebug(LOG_FILTER_PLAYER_ITEMS, "Item refund: item not refundable!");
        return;
    }

    if (GetGUIDLow() != item->GetRefundRecipient()) // Formerly refundable item got traded
    {
        ;//sLog->outDebug(LOG_FILTER_PLAYER_ITEMS, "Item refund: item was traded!");
        item->SetNotRefundable(this);
        return;
    }

    ItemExtendedCostEntry const* iece = sItemExtendedCostStore.LookupEntry(item->GetPaidExtendedCost());
    if (!iece)
    {
        ;//sLog->outDebug(LOG_FILTER_PLAYER_ITEMS, "Item refund: cannot find extendedcost data.");
        return;
    }

    WorldPacket data(SMSG_ITEM_REFUND_INFO_RESPONSE, 8+4+4+4+4*4+4*4+4+4);
    data << uint64(item->GetGUID());                    // item guid
    data << uint32(item->GetPaidMoney());               // money cost
    data << uint32(iece->reqhonorpoints);               // honor point cost
    data << uint32(iece->reqarenapoints);               // arena point cost
    for (uint8 i = 0; i < MAX_ITEM_EXTENDED_COST_REQUIREMENTS; ++i)                       // item cost data
    {
        data << uint32(iece->reqitem[i]);
        data << uint32(iece->reqitemcount[i]);
    }
    data << uint32(0);
    data << uint32(GetTotalPlayedTime() - item->GetPlayedTime());
    GetSession()->SendPacket(&data);
}

bool Player::AddItem(uint32 itemId, uint32 count)
{ 
    uint32 noSpaceForCount = 0;
    ItemPosCountVec dest;
    InventoryResult msg = CanStoreNewItem(NULL_BAG, NULL_SLOT, dest, itemId, count, &noSpaceForCount);
    if (msg != EQUIP_ERR_OK)
        count -= noSpaceForCount;

    if (count == 0 || dest.empty())
    {
        // -- TODO: Send to mailbox if no space
        ChatHandler(GetSession()).PSendSysMessage("You don't have any space in your bags.");
        return false;
    }

    Item* item = StoreNewItem(dest, itemId, true, Item::GenerateItemRandomPropertyId(itemId));
    if (item)
        SendNewItem(item, count, true, false);
    else
        return false;
    return true;
}

void Player::RefundItem(Item* item)
{ 
    if (!item->HasFlag(ITEM_FIELD_FLAGS, ITEM_FLAG_REFUNDABLE))
    {
        ;//sLog->outDebug(LOG_FILTER_PLAYER_ITEMS, "Item refund: item not refundable!");
        return;
    }

    if (item->IsRefundExpired())    // item refund has expired
    {
        item->SetNotRefundable(this);
        WorldPacket data(SMSG_ITEM_REFUND_RESULT, 8+4);
        data << uint64(item->GetGUID());             // Guid
        data << uint32(10);                          // Error!
        GetSession()->SendPacket(&data);
        return;
    }

    if (GetGUIDLow() != item->GetRefundRecipient()) // Formerly refundable item got traded
    {
        ;//sLog->outDebug(LOG_FILTER_PLAYER_ITEMS, "Item refund: item was traded!");
        item->SetNotRefundable(this);
        return;
    }

    ItemExtendedCostEntry const* iece = sItemExtendedCostStore.LookupEntry(item->GetPaidExtendedCost());
    if (!iece)
    {
        ;//sLog->outDebug(LOG_FILTER_PLAYER_ITEMS, "Item refund: cannot find extendedcost data.");
        return;
    }

    bool store_error = false;
    for (uint8 i = 0; i < MAX_ITEM_EXTENDED_COST_REQUIREMENTS; ++i)
    {
        uint32 count = iece->reqitemcount[i];
        uint32 itemid = iece->reqitem[i];

        if (count && itemid)
        {
            ItemPosCountVec dest;
            InventoryResult msg = CanStoreNewItem(NULL_BAG, NULL_SLOT, dest, itemid, count);
            if (msg != EQUIP_ERR_OK)
            {
                store_error = true;
                break;
            }
         }
    }

    if (store_error)
    {
        WorldPacket data(SMSG_ITEM_REFUND_RESULT, 8+4);
        data << uint64(item->GetGUID());                 // Guid
        data << uint32(10);                              // Error!
        GetSession()->SendPacket(&data);
        return;
    }

    WorldPacket data(SMSG_ITEM_REFUND_RESULT, 8+4+4+4+4+4*4+4*4);
    data << uint64(item->GetGUID());                    // item guid
    data << uint32(0);                                  // 0, or error code
    data << uint32(item->GetPaidMoney());               // money cost
    data << uint32(iece->reqhonorpoints);               // honor point cost
    data << uint32(iece->reqarenapoints);               // arena point cost
    for (uint8 i = 0; i < MAX_ITEM_EXTENDED_COST_REQUIREMENTS; ++i) // item cost data
    {
        data << uint32(iece->reqitem[i]);
        data << uint32(iece->reqitemcount[i]);
    }
    GetSession()->SendPacket(&data);

    uint32 moneyRefund = item->GetPaidMoney();  // item-> will be invalidated in DestroyItem

    // Save all relevant data to DB to prevent desynchronisation exploits
    SQLTransaction trans = CharacterDatabase.BeginTransaction();

    // Delete any references to the refund data
    item->SetNotRefundable(this, true, &trans);

    // Destroy item
    DestroyItem(item->GetBagSlot(), item->GetSlot(), true);

    // Grant back extendedcost items
    for (uint8 i = 0; i < MAX_ITEM_EXTENDED_COST_REQUIREMENTS; ++i)
    {
        uint32 count = iece->reqitemcount[i];
        uint32 itemid = iece->reqitem[i];
        if (count && itemid)
        {
            ItemPosCountVec dest;
            InventoryResult msg = CanStoreNewItem(NULL_BAG, NULL_SLOT, dest, itemid, count);
            ASSERT(msg == EQUIP_ERR_OK); /// Already checked before
            Item* it = StoreNewItem(dest, itemid, true);
            SendNewItem(it, count, true, false, true);
        }
    }

    // Grant back money
    if (moneyRefund)
        ModifyMoney(moneyRefund); // Saved in SaveInventoryAndGoldToDB

    // Grant back Honor points
    if (uint32 honorRefund = iece->reqhonorpoints)
        ModifyHonorPoints(honorRefund, &trans);

    // Grant back Arena points
    if (uint32 arenaRefund = iece->reqarenapoints)
        ModifyArenaPoints(arenaRefund, &trans);

    SaveInventoryAndGoldToDB(trans);

    CharacterDatabase.CommitTransaction(trans);
}

void Player::SetRandomWinner(bool isWinner)
{ 
    m_IsBGRandomWinner = isWinner;
    if (m_IsBGRandomWinner)
    {
        PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_INS_BATTLEGROUND_RANDOM);
        stmt->setUInt32(0, GetGUIDLow());
        CharacterDatabase.Execute(stmt);
    }
}

void Player::_LoadRandomBGStatus(PreparedQueryResult result)
{ 
    if (result)
        m_IsBGRandomWinner = true;
}

float Player::GetAverageItemLevel()
{ 
    float sum = 0;
    uint32 count = 0;
    uint8 level = getLevel();

    for (uint8 i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; ++i)
    {
        // don't check tabard, ranged, offhand or shirt
        if (i == EQUIPMENT_SLOT_TABARD || i == EQUIPMENT_SLOT_RANGED || i == EQUIPMENT_SLOT_OFFHAND || i == EQUIPMENT_SLOT_BODY)
            continue;

        if (m_items[i] && m_items[i]->GetTemplate())
            sum += m_items[i]->GetTemplate()->GetItemLevelIncludingQuality(level);

        ++count;
    }

    return std::max<float>(0.0f, sum/(float)count);
}

float Player::GetAverageItemLevelForDF()
{ 
    float sum = 0;
    uint32 count = 0;
    uint8 level = getLevel();

    for (int i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; ++i)
    {
        // don't check tabard, ranged, offhand or shirt
        if (i == EQUIPMENT_SLOT_TABARD || i == EQUIPMENT_SLOT_RANGED || i == EQUIPMENT_SLOT_OFFHAND || i == EQUIPMENT_SLOT_BODY)
            continue;

        if (m_items[i] && m_items[i]->GetTemplate())
        {
            if (m_items[i]->GetTemplate()->Quality == ITEM_QUALITY_HEIRLOOM)
                sum += level*2.33f;
            else
                sum += m_items[i]->GetTemplate()->ItemLevel;
        }

        ++count;
    }

    return std::max(0.0f, sum / (float)count);
}

void Player::_LoadInstanceTimeRestrictions(PreparedQueryResult result)
{ 
    if (!result)
        return;

    do
    {
        Field* fields = result->Fetch();
        _instanceResetTimes.insert(InstanceTimeMap::value_type(fields[0].GetUInt32(), fields[1].GetUInt64()));
    } while (result->NextRow());
}

void Player::_LoadBrewOfTheMonth(PreparedQueryResult result)
{
    uint32 lastEventId = 0;
    if (result)
    {
        Field* fields = result->Fetch();
        lastEventId = fields[0].GetUInt32();
    }

    time_t curtime = time(NULL);
    tm localTime;
    ACE_OS::localtime_r(&curtime, &localTime);

    uint16 month = uint16(localTime.tm_mon);
    uint16 eventId = month;
    if (eventId < 9)
        eventId += 3;
    else
        eventId -= 9;

    // Brew of the Month October (first in list)
    eventId += 34;

    if (lastEventId != eventId && IsEventActive(eventId) && HasAchieved(2796 /* Brew of the Month*/))
    {
        // Send Mail
        SQLTransaction trans = CharacterDatabase.BeginTransaction();
        MailSender sender(MAIL_CREATURE, 27487 /*NPC_BREW_OF_THE_MONTH_CLUB*/);
        MailDraft draft(uint16(212 + month)); // 212 is starting template id
        draft.SendMailTo(trans, MailReceiver(this, GetGUIDLow()), sender);

        // Update Event Id
        PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_REP_BREW_OF_THE_MONTH);
        stmt->setUInt32(0, GetGUIDLow());
        stmt->setUInt32(1, uint32(eventId));
        trans->Append(stmt);

        CharacterDatabase.CommitTransaction(trans);
    }
}

void Player::_SaveInstanceTimeRestrictions(SQLTransaction& trans)
{ 
    if (_instanceResetTimes.empty())
        return;

    PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_ACCOUNT_INSTANCE_LOCK_TIMES);
    stmt->setUInt32(0, GetSession()->GetAccountId());
    trans->Append(stmt);

    for (InstanceTimeMap::const_iterator itr = _instanceResetTimes.begin(); itr != _instanceResetTimes.end(); ++itr)
    {
        stmt = CharacterDatabase.GetPreparedStatement(CHAR_INS_ACCOUNT_INSTANCE_LOCK_TIMES);
        stmt->setUInt32(0, GetSession()->GetAccountId());
        stmt->setUInt32(1, itr->first);
        stmt->setUInt64(2, itr->second);
        trans->Append(stmt);
    }
}

bool Player::IsInWhisperWhiteList(uint64 guid)
{ 
    for (WhisperListContainer::const_iterator itr = WhisperList.begin(); itr != WhisperList.end(); ++itr)
        if (*itr == guid)
            return true;

    return false;
}

bool Player::SetDisableGravity(bool disable, bool packetOnly /*= false*/)
{ 
    if (!packetOnly && !Unit::SetDisableGravity(disable))
        return false;

    WorldPacket data(disable ? SMSG_MOVE_GRAVITY_DISABLE : SMSG_MOVE_GRAVITY_ENABLE, 12);
    data.append(GetPackGUID());
    data << uint32(0);          //! movement counter
    SendDirectMessage(&data);

    data.Initialize(MSG_MOVE_GRAVITY_CHNG, 64);
    data.append(GetPackGUID());
    BuildMovementPacket(&data);
    SendMessageToSet(&data, false);
    return true;
}

bool Player::SetCanFly(bool apply, bool packetOnly /*= false*/)
{
    if (!packetOnly && !Unit::SetCanFly(apply))
        return false;

    if (!apply)
        SetFallInformation(time(NULL), GetPositionZ());

    WorldPacket data(apply ? SMSG_MOVE_SET_CAN_FLY : SMSG_MOVE_UNSET_CAN_FLY, 12);
    data.append(GetPackGUID());
    data << uint32(0);          //! movement counter
    SendDirectMessage(&data);

    data.Initialize(MSG_MOVE_UPDATE_CAN_FLY, 64);
    data.append(GetPackGUID());
    BuildMovementPacket(&data);
    SendMessageToSet(&data, false);
    return true;
}

bool Player::SetHover(bool apply, bool packetOnly /*= false*/)
{ 
    if (!packetOnly && !Unit::SetHover(apply))
        return false;

    WorldPacket data(apply ? SMSG_MOVE_SET_HOVER : SMSG_MOVE_UNSET_HOVER, 12);
    data.append(GetPackGUID());
    data << uint32(0);          //! movement counter
    SendDirectMessage(&data);

    data.Initialize(MSG_MOVE_HOVER, 64);
    data.append(GetPackGUID());
    BuildMovementPacket(&data);
    SendMessageToSet(&data, false);
    return true;
}

bool Player::SetWaterWalking(bool apply, bool packetOnly /*= false*/)
{ 
    if (!packetOnly && !Unit::SetWaterWalking(apply))
        return false;

    WorldPacket data(apply ? SMSG_MOVE_WATER_WALK : SMSG_MOVE_LAND_WALK, 12);
    data.append(GetPackGUID());
    data << uint32(0);          //! movement counter
    SendDirectMessage(&data);

    data.Initialize(MSG_MOVE_WATER_WALK, 64);
    data.append(GetPackGUID());
    BuildMovementPacket(&data);
    SendMessageToSet(&data, false);
    return true;
}

bool Player::SetFeatherFall(bool apply, bool packetOnly /*= false*/)
{ 
    // Xinef: moved inside, flag can be removed on landing and wont send appropriate packet to client when aura is removed
    if (!packetOnly/* && !Unit::SetFeatherFall(apply)*/)
    {
        Unit::SetFeatherFall(apply);
        //return false;
    }

    WorldPacket data(apply ? SMSG_MOVE_FEATHER_FALL : SMSG_MOVE_NORMAL_FALL, 12);
    data.append(GetPackGUID());
    data << uint32(0);          //! movement counter
    SendDirectMessage(&data);

    data.Initialize(MSG_MOVE_FEATHER_FALL, 64);
    data.append(GetPackGUID());
    BuildMovementPacket(&data);
    SendMessageToSet(&data, false);
    return true;
}

Guild* Player::GetGuild() const
{ 
    uint32 guildId = GetGuildId();
    return guildId ? sGuildMgr->GetGuildById(guildId) : NULL;
}

void Player::SummonPet(uint32 entry, float x, float y, float z, float ang, PetType petType, uint32 duration, uint32 createdBySpell, uint64 casterGUID, uint8 asynchLoadType)
{
    Position pos = {x, y, z, ang};
    if (!pos.IsPositionValid())
        return;

    AsynchPetSummon* asynchPetInfo = new AsynchPetSummon(entry, pos, petType, duration, createdBySpell, casterGUID);
    Pet::LoadPetFromDB(this, asynchLoadType, entry, 0, false, asynchPetInfo);
}
