text: /*
   * Copyright (C) 2005 - 2012 MaNGOS <http://www.getmangos.com/>
   *
   * Copyright (C) 2008 - 2012 Trinity <http://www.trinitycore.org/>
   *
   * Copyright (C) 2010 - 2012 ArkCORE <http://www.arkania.net/>
   *
   * 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, write to the Free Software
   * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
   */
  
  #ifndef _PLAYER_H
  #define _PLAYER_H
  
  #include "AchievementMgr.h"
  #include "Battleground.h"
  #include "Bag.h"
  #include "Common.h"
  #include "DatabaseEnv.h"
  #include "DBCEnums.h"
  #include "GroupReference.h"
  #include "ItemPrototype.h"
  #include "Item.h"
  #include "MapReference.h"
  #include "NPCHandler.h"
  #include "Pet.h"
  #include "QuestDef.h"
  #include "ReputationMgr.h"
  #include "Unit.h"
  #include "Util.h"                                           // for Tokens typedef
  #include "WorldSession.h"
  #include "Group.h"
  
  #include<string>
  #include<vector>
  
  struct Mail;
  class Channel;
  class Creature;
  class DynamicObject;
  class OutdoorPvP;
  class Pet;
  class PlayerMenu;
  class PlayerSocial;
  class SpellCastTargets;
  class UpdateMask;
  class Player_Bot;
  
  typedef std::deque<Mail*> PlayerMails;
  
  #define PLAYER_MAX_SKILLS           127
  #define PLAYER_MAX_DAILY_QUESTS     25
  #define PLAYER_EXPLORED_ZONES_SIZE  144
  #define PLAYER_DEFAULT_CONQUEST_POINTS_WEEK_CAP 1350
  
  // Note: SPELLMOD_* values is aura types in fact
  enum SpellModType
  {
      SPELLMOD_FLAT = 107,          // SPELL_AURA_ADD_FLAT_MODIFIER
      SPELLMOD_PCT = 108
  // SPELL_AURA_ADD_PCT_MODIFIER
  };
  
  // 2^n values, Player::m_isunderwater is a bitmask. These are Trinity internal values, they are never send to any client
  enum PlayerUnderwaterState
  {
      UNDERWATER_NONE = 0x00, UNDERWATER_INWATER = 0x01,          // terrain type is water and player is afflicted by it
      UNDERWATER_INLAVA = 0x02,          // terrain type is lava and player is afflicted by it
      UNDERWATER_INSLIME = 0x04,          // terrain type is lava and player is afflicted by it
      UNDERWARER_INDARKWATER = 0x08,          // terrain type is dark water and player is afflicted by it
  
      UNDERWATER_EXIST_TIMERS = 0x10
  };
  
  enum BuyBankSlotResult
  {
      ERR_BANKSLOT_FAILED_TOO_MANY = 0, ERR_BANKSLOT_INSUFFICIENT_FUNDS = 1, ERR_BANKSLOT_NOTBANKER = 2, ERR_BANKSLOT_OK = 3
  };
  
  enum TrainerBuySpellResult
  {
      ERR_TRAINER_UNAVAILABLE = 0, ERR_TRAINER_NOT_ENOUGH_MONEY = 1, ERR_TRAINER_OK = 2,
  };
  
  enum PlayerSpellState
  {
      PLAYERSPELL_UNCHANGED = 0, PLAYERSPELL_CHANGED = 1, PLAYERSPELL_NEW = 2, PLAYERSPELL_REMOVED = 3, PLAYERSPELL_TEMPORARY = 4
  };
  
  struct PlayerSpell
  {
      PlayerSpellState state :8;
      bool active :1;          // show in spellbook
      bool dependent :1;          // learned as result another spell learn, skill grow, quest reward, etc
      bool disabled :1;          // first rank has been learned in result talent learn but currently talent unlearned, save max learned ranks
  };
  
  struct PlayerTalent
  {
      PlayerSpellState state :8;
      uint8 spec :8;
  };
  
  enum PlayerCurrencyState
  {
      PLAYERCURRENCY_UNCHANGED = 0, PLAYERCURRENCY_CHANGED = 1, PLAYERCURRENCY_NEW = 2, PLAYERCURRENCY_REMOVED = 3
  };
  
  struct PlayerCurrency
  {
      PlayerCurrencyState state;
      uint32 totalCount;
      uint32 weekCount;
  };
  
  #define PLAYER_CURRENCY_PRECISION   100
  
  // Spell modifier (used for modify other spells)
  struct SpellModifier
  {
      SpellModifier (Aura * _ownerAura = NULL) :
              charges(0), ownerAura(_ownerAura)
      {
      }
      SpellModOp op :8;
      SpellModType type :8;
      int16 charges :16;
      int32 value;
      flag96 mask;
      uint32 spellId;
      Aura * const ownerAura;
  };
  
  typedef UNORDERED_MAP<uint32, PlayerTalent*> PlayerTalentMap;
  typedef UNORDERED_MAP<uint32, PlayerSpell*> PlayerSpellMap;
  typedef UNORDERED_MAP<uint32, PlayerCurrency> PlayerCurrenciesMap;
  typedef std::list<SpellModifier*> SpellModList;
  
  struct SpellCooldown
  {
      time_t end;
      uint16 itemid;
  };
  
  typedef std::map<uint32, SpellCooldown> SpellCooldowns;
  
  typedef UNORDERED_MAP<uint32 /*instanceId*/, time_t/*releaseTime*/> InstanceTimeMap;
  
  enum TrainerSpellState
  {
      TRAINER_SPELL_GREEN = 01, TRAINER_SPELL_RED = 02, TRAINER_SPELL_GRAY = 00, TRAINER_SPELL_GREEN_DISABLED = 10
  // custom value, not send to client: formally green but learn not allowed
  };
  
  enum TalentBranchSpec
  {
      BS_WARRIOR_ARMS = 746, BS_WARRIOR_FURY = 815, BS_WARRIOR_PROTECTION = 845, BS_PALADIN_HOLY = 831, BS_PALADIN_PROTECTION = 839, BS_PALADIN_RETRIBUTION = 855, BS_HUNTER_BEAST_MASTERY = 811, BS_HUNTER_MARKMANSHIP = 807, BS_HUNTER_SURVIVAL = 809, BG_ROGUE_ASSASINATION = 182, BS_ROGUE_COMBAT = 181, BS_ROGUE_SUBTLETY = 183, BS_PRIEST_DISCIPLINE = 760, BS_PRIEST_HOLY = 813, BS_PRIEST_SHADOW = 759, BS_DEATH_KNIGHT_BLOOD = 398, BS_DEATH_KNIGHT_FROST = 399, BS_DEATH_KNIGHT_UNHOLY = 400, BS_SHAMAN_ELEMENTAL = 261, BS_SHAMAN_ENCHANCEMENT = 263, BS_SHAMAN_RESTORATION = 262, BS_MAGE_ARCANE = 799, BS_MAGE_FIRE = 851, BS_MAGE_FROST = 823, BS_WARLOCK_AFFLICTION = 871, BS_WARLOCK_DEMONOLOGY = 867, BS_WARLOCK_DESTRUCTION = 865, BS_DRUID_BALANCE = 752, BS_DRUID_FERAL_COMBAT = 750, BS_DRUID_RESTORATION = 748
  };
  
  enum ActionButtonUpdateState
  {
      ACTIONBUTTON_UNCHANGED = 0, ACTIONBUTTON_CHANGED = 1, ACTIONBUTTON_NEW = 2, ACTIONBUTTON_DELETED = 3
  };
  
  enum ActionButtonType
  {
      ACTION_BUTTON_SPELL = 0x00, ACTION_BUTTON_C = 0x01,          // click?
      ACTION_BUTTON_EQSET = 0x20, ACTION_BUTTON_MACRO = 0x40, ACTION_BUTTON_CMACRO = ACTION_BUTTON_C | ACTION_BUTTON_MACRO, ACTION_BUTTON_ITEM = 0x80
  };
  
  #define ACTION_BUTTON_ACTION(X) (uint32(X) & 0x00FFFFFF)
  #define ACTION_BUTTON_TYPE(X)   ((uint32(X) & 0xFF000000) >> 24)
  #define MAX_ACTION_BUTTON_ACTION_VALUE (0x00FFFFFF+1)
  
  struct ActionButton
  {
      ActionButton () :
              packedData(0), uState(ACTIONBUTTON_NEW)
      {
      }
  
      uint32 packedData;
      ActionButtonUpdateState uState;
  
      // helpers
      ActionButtonType GetType () const
      {
          return ActionButtonType(ACTION_BUTTON_TYPE(packedData));
      }
      uint32 GetAction () const
      {
          return ACTION_BUTTON_ACTION(packedData);
      }
      void SetActionAndType (uint32 action, ActionButtonType type)
      {
          uint32 newData = action | (uint32(type) << 24);
          if (newData != packedData || uState == ACTIONBUTTON_DELETED)
          {
              packedData = newData;
              if (uState != ACTIONBUTTON_NEW)
                  uState = ACTIONBUTTON_CHANGED;
          }
      }
  };
  
  #define  MAX_ACTION_BUTTONS 144                             //checked in 3.2.0
  typedef std::map<uint8, ActionButton> ActionButtonList;
  
  struct PlayerCreateInfoItem
  {
      PlayerCreateInfoItem (uint32 id, uint32 amount) :
              item_id(id), item_amount(amount)
      {
      }
  
      uint32 item_id;
      uint32 item_amount;
  };
  
  typedef std::list<PlayerCreateInfoItem> PlayerCreateInfoItems;
  
  struct PlayerClassLevelInfo
  {
      PlayerClassLevelInfo () :
              basehealth(0), basemana(0)
      {
      }
      uint16 basehealth;
      uint16 basemana;
  };
  
  struct PlayerClassInfo
  {
      PlayerClassInfo () :
              levelInfo(NULL)
      {
      }
  
      PlayerClassLevelInfo* levelInfo;          //[level-1] 0..MaxPlayerLevel-1
  };
  
  struct PlayerLevelInfo
  {
      PlayerLevelInfo ()
      {
          for (uint8 i = 0; i < MAX_STATS; ++i)
              stats[i] = 0;
      }
  
      uint8 stats[MAX_STATS];
  };
  
  typedef std::list<uint32> PlayerCreateInfoSpells;
  
  struct PlayerCreateInfoAction
  {
      PlayerCreateInfoAction () :
              button(0), type(0), action(0)
      {
      }
      PlayerCreateInfoAction (uint8 _button, uint32 _action, uint8 _type) :
              button(_button), type(_type), action(_action)
      {
      }
  
      uint8 button;
      uint8 type;
      uint32 action;
  };
  
  typedef std::list<PlayerCreateInfoAction> PlayerCreateInfoActions;
  
  struct PlayerInfo
  {
      // existence checked by displayId != 0
      PlayerInfo () :
              displayId_m(0), displayId_f(0), levelInfo(NULL)
      {
      }
  
      uint32 mapId;
      uint32 areaId;
      float positionX;
      float positionY;
      float positionZ;
      float orientation;
      uint16 displayId_m;
      uint16 displayId_f;
      PlayerCreateInfoItems item;
      PlayerCreateInfoSpells spell;
      PlayerCreateInfoActions action;
  
      PlayerLevelInfo* levelInfo;          //[level-1] 0..MaxPlayerLevel-1
  };
  
  struct PvPInfo
  {
      PvPInfo () :
              inHostileArea(false), inNoPvPArea(false), inFFAPvPArea(false), endTimer(0)
      {
      }
  
      bool inHostileArea;
      bool inNoPvPArea;
      bool inFFAPvPArea;
      time_t endTimer;
  };
  
  struct DuelInfo
  {
      DuelInfo () :
              initiator(NULL), opponent(NULL), startTimer(0), startTime(0), outOfBound(0)
      {
      }
  
      Player *initiator;
      Player *opponent;
      time_t startTimer;
      time_t startTime;
      time_t outOfBound;
  };
  
  struct Areas
  {
      uint32 areaID;
      uint32 areaFlag;
      float x1;
      float x2;
      float y1;
      float y2;
  };
  
  #define MAX_RUNES       6
  
  enum RuneCooldowns
  
  {
      RUNE_BASE_COOLDOWN = 10000, RUNE_MISS_COOLDOWN = 1500,
  // cooldown applied on runes when the spell misses
  };
  
  enum RuneType
  {
      RUNE_BLOOD = 0, RUNE_UNHOLY = 1, RUNE_FROST = 2, RUNE_DEATH = 3, NUM_RUNE_TYPES = 4
  };
  
  struct RuneInfo
  {
      uint8 BaseRune;
      uint8 CurrentRune;
      uint32 Cooldown;
      AuraEffect const * ConvertAura;
  };
  
  struct Runes
  {
      RuneInfo runes[MAX_RUNES];
      uint8 runeState;          // mask of available runes
      RuneType lastUsedRune;
  
      void SetRuneState (uint8 index, bool set = true)
      {
          if (set)
              runeState |= (1 << index);          // usable
          else
              runeState &= ~(1 << index);          // on cooldown
      }
  };
  
  struct EnchantDuration
  {
      EnchantDuration () :
              item(NULL), slot(MAX_ENCHANTMENT_SLOT), leftduration(0)
      {
      }
      ;
      EnchantDuration (Item * _item, EnchantmentSlot _slot, uint32 _leftduration) :
              item(_item), slot(_slot), leftduration(_leftduration)
      {
          ASSERT(item);
      }
      ;
  
      Item * item;
      EnchantmentSlot slot;
      uint32 leftduration;
  };
  
  typedef std::list<EnchantDuration> EnchantDurationList;
  typedef std::list<Item*> ItemDurationList;
  
  enum PlayerMovementType
  {
      MOVE_ROOT = 1, MOVE_UNROOT = 2, MOVE_WATER_WALK = 3, MOVE_LAND_WALK = 4
  };
  
  enum DrunkenState
  {
      DRUNKEN_SOBER = 0, DRUNKEN_TIPSY = 1, DRUNKEN_DRUNK = 2, DRUNKEN_SMASHED = 3
  };
  
  #define MAX_DRUNKEN   4
  
  enum PlayerFlags
  {
      PLAYER_FLAGS_GROUP_LEADER = 0x00000001, PLAYER_FLAGS_AFK = 0x00000002, PLAYER_FLAGS_DND = 0x00000004, PLAYER_FLAGS_GM = 0x00000008, PLAYER_FLAGS_GHOST = 0x00000010, PLAYER_FLAGS_RESTING = 0x00000020, PLAYER_FLAGS_UNK7 = 0x00000040, PLAYER_FLAGS_UNK8 = 0x00000080,          // pre-3.0.3 PLAYER_FLAGS_FFA_PVP flag for FFA PVP state
      PLAYER_FLAGS_CONTESTED_PVP = 0x00000100,          // Player has been involved in a PvP combat and will be attacked by contested guards
      PLAYER_FLAGS_IN_PVP = 0x00000200, PLAYER_FLAGS_HIDE_HELM = 0x00000400, PLAYER_FLAGS_HIDE_CLOAK = 0x00000800, PLAYER_FLAGS_UNK13 = 0x00001000,          // played long time
      PLAYER_FLAGS_UNK14 = 0x00002000,          // played too long time
      PLAYER_FLAGS_UNK15 = 0x00004000, PLAYER_FLAGS_DEVELOPER = 0x00008000,          // <Dev> prefix for something?
      PLAYER_FLAGS_UNK17 = 0x00010000,          // pre-3.0.3 PLAYER_FLAGS_SANCTUARY flag for player entered sanctuary
      PLAYER_FLAGS_UNK18 = 0x00020000,          // taxi benchmark mode (on/off) (2.0.1)
      PLAYER_FLAGS_PVP_TIMER = 0x00040000,          // 3.0.2, pvp timer active (after you disable pvp manually)
      PLAYER_FLAGS_UNK20 = 0x00080000, PLAYER_FLAGS_UNK21 = 0x00100000, PLAYER_FLAGS_UNK22 = 0x00200000, PLAYER_FLAGS_UNK23 = 0x00400000, PLAYER_ALLOW_ONLY_ABILITY = 0x00800000,          // used by bladestorm and killing spree
      PLAYER_FLAGS_UNK25 = 0x01000000,          // disabled all melee ability on tab include autoattack
      PLAYER_FLAGS_NO_XP_GAIN = 0x02000000, PLAYER_FLAGS_UNK26 = 0x04000000, PLAYER_FLAGS_UNK27 = 0x08000000, PLAYER_FLAGS_GLEVEL_ENABLED = 0x10000000,
  };
  
  // used for PLAYER__FIELD_KNOWN_TITLES field (uint64), (1<<bit_index) without (-1)
  // can't use enum for uint64 values
  #define PLAYER_TITLE_DISABLED              UI64LIT(0x0000000000000000)
  #define PLAYER_TITLE_NONE                  UI64LIT(0x0000000000000001)
  #define PLAYER_TITLE_PRIVATE               UI64LIT(0x0000000000000002) // 1
  #define PLAYER_TITLE_CORPORAL              UI64LIT(0x0000000000000004) // 2
  #define PLAYER_TITLE_SERGEANT_A            UI64LIT(0x0000000000000008) // 3
  #define PLAYER_TITLE_MASTER_SERGEANT       UI64LIT(0x0000000000000010) // 4
  #define PLAYER_TITLE_SERGEANT_MAJOR        UI64LIT(0x0000000000000020) // 5
  #define PLAYER_TITLE_KNIGHT                UI64LIT(0x0000000000000040) // 6
  #define PLAYER_TITLE_KNIGHT_LIEUTENANT     UI64LIT(0x0000000000000080) // 7
  #define PLAYER_TITLE_KNIGHT_CAPTAIN        UI64LIT(0x0000000000000100) // 8
  #define PLAYER_TITLE_KNIGHT_CHAMPION       UI64LIT(0x0000000000000200) // 9
  #define PLAYER_TITLE_LIEUTENANT_COMMANDER  UI64LIT(0x0000000000000400) // 10
  #define PLAYER_TITLE_COMMANDER             UI64LIT(0x0000000000000800) // 11
  #define PLAYER_TITLE_MARSHAL               UI64LIT(0x0000000000001000) // 12
  #define PLAYER_TITLE_FIELD_MARSHAL         UI64LIT(0x0000000000002000) // 13
  #define PLAYER_TITLE_GRAND_MARSHAL         UI64LIT(0x0000000000004000) // 14
  #define PLAYER_TITLE_SCOUT                 UI64LIT(0x0000000000008000) // 15
  #define PLAYER_TITLE_GRUNT                 UI64LIT(0x0000000000010000) // 16
  #define PLAYER_TITLE_SERGEANT_H            UI64LIT(0x0000000000020000) // 17
  #define PLAYER_TITLE_SENIOR_SERGEANT       UI64LIT(0x0000000000040000) // 18
  #define PLAYER_TITLE_FIRST_SERGEANT        UI64LIT(0x0000000000080000) // 19
  #define PLAYER_TITLE_STONE_GUARD           UI64LIT(0x0000000000100000) // 20
  #define PLAYER_TITLE_BLOOD_GUARD           UI64LIT(0x0000000000200000) // 21
  #define PLAYER_TITLE_LEGIONNAIRE           UI64LIT(0x0000000000400000) // 22
  #define PLAYER_TITLE_CENTURION             UI64LIT(0x0000000000800000) // 23
  #define PLAYER_TITLE_CHAMPION              UI64LIT(0x0000000001000000) // 24
  #define PLAYER_TITLE_LIEUTENANT_GENERAL    UI64LIT(0x0000000002000000) // 25
  #define PLAYER_TITLE_GENERAL               UI64LIT(0x0000000004000000) // 26
  #define PLAYER_TITLE_WARLORD               UI64LIT(0x0000000008000000) // 27
  #define PLAYER_TITLE_HIGH_WARLORD          UI64LIT(0x0000000010000000) // 28
  #define PLAYER_TITLE_GLADIATOR             UI64LIT(0x0000000020000000) // 29
  #define PLAYER_TITLE_DUELIST               UI64LIT(0x0000000040000000) // 30
  #define PLAYER_TITLE_RIVAL                 UI64LIT(0x0000000080000000) // 31
  #define PLAYER_TITLE_CHALLENGER            UI64LIT(0x0000000100000000) // 32
  #define PLAYER_TITLE_SCARAB_LORD           UI64LIT(0x0000000200000000) // 33
  #define PLAYER_TITLE_CONQUEROR             UI64LIT(0x0000000400000000) // 34
  #define PLAYER_TITLE_JUSTICAR              UI64LIT(0x0000000800000000) // 35
  #define PLAYER_TITLE_CHAMPION_OF_THE_NAARU UI64LIT(0x0000001000000000) // 36
  #define PLAYER_TITLE_MERCILESS_GLADIATOR   UI64LIT(0x0000002000000000) // 37
  #define PLAYER_TITLE_OF_THE_SHATTERED_SUN  UI64LIT(0x0000004000000000) // 38
  #define PLAYER_TITLE_HAND_OF_ADAL          UI64LIT(0x0000008000000000) // 39
  #define PLAYER_TITLE_VENGEFUL_GLADIATOR    UI64LIT(0x0000010000000000) // 40
  #define KNOWN_TITLES_SIZE   6
  #define MAX_TITLE_INDEX     (KNOWN_TITLES_SIZE*64)          // 3 uint64 fields
  // used in PLAYER_FIELD_BYTES values
  enum PlayerFieldByteFlags
  {
      PLAYER_FIELD_BYTE_TRACK_STEALTHED = 0x00000002, PLAYER_FIELD_BYTE_RELEASE_TIMER = 0x00000008,          // Display time till auto release spirit
      PLAYER_FIELD_BYTE_NO_RELEASE_WINDOW = 0x00000010
  // Display no "release spirit" window at all
  };
  
  // used in PLAYER_FIELD_BYTES2 values
  enum PlayerFieldByte2Flags
  {
      PLAYER_FIELD_BYTE2_NONE = 0x00, PLAYER_FIELD_BYTE2_STEALTH = 0x20, PLAYER_FIELD_BYTE2_INVISIBILITY_GLOW = 0x40
  };
  
  enum ActivateTaxiReplies
  {
      ERR_TAXIOK = 0, ERR_TAXIUNSPECIFIEDSERVERERROR = 1, ERR_TAXINOSUCHPATH = 2, ERR_TAXINOTENOUGHMONEY = 3, ERR_TAXITOOFARAWAY = 4, ERR_TAXINOVENDORNEARBY = 5, ERR_TAXINOTVISITED = 6, ERR_TAXIPLAYERBUSY = 7, ERR_TAXIPLAYERALREADYMOUNTED = 8, ERR_TAXIPLAYERSHAPESHIFTED = 9, ERR_TAXIPLAYERMOVING = 10, ERR_TAXISAMENODE = 11, ERR_TAXINOTSTANDING = 12
  };
  
  enum MirrorTimerType
  {
      FATIGUE_TIMER = 0, BREATH_TIMER = 1, FIRE_TIMER = 2
  };
  #define MAX_TIMERS      3
  #define DISABLED_MIRROR_TIMER   -1
  
  // 2^n values
  enum PlayerExtraFlags
  {
      // gm abilities
      PLAYER_EXTRA_GM_ON = 0x0001, PLAYER_EXTRA_ACCEPT_WHISPERS = 0x0004, PLAYER_EXTRA_TAXICHEAT = 0x0008, PLAYER_EXTRA_GM_INVISIBLE = 0x0010, PLAYER_EXTRA_GM_CHAT = 0x0020,          // Show GM badge in chat messages
      PLAYER_EXTRA_HAS_310_FLYER = 0x0040,          // Marks if player already has 310% speed flying mount
  
      // other states
      PLAYER_EXTRA_PVP_DEATH = 0x0100,          // store PvP death status until corpse creating.
      PLAYER_EXTRA_WORGEN_FORM = 0x0200
  // Player is in worgen form.
  };
  
  // 2^n values
  enum AtLoginFlags
  {
      AT_LOGIN_NONE = 0x00, AT_LOGIN_RENAME = 0x01, AT_LOGIN_RESET_SPELLS = 0x02, AT_LOGIN_RESET_TALENTS = 0x04, AT_LOGIN_CUSTOMIZE = 0x08, AT_LOGIN_RESET_PET_TALENTS = 0x10, AT_LOGIN_FIRST = 0x20, AT_LOGIN_CHANGE_FACTION = 0x40, AT_LOGIN_CHANGE_RACE = 0x80
  };
  
  typedef std::map<uint32, QuestStatusData> QuestStatusMap;
  typedef std::set<uint32> RewardedQuestSet;
  
  //               quest,  keep
  typedef std::map<uint32, bool> QuestStatusSaveMap;
  
  enum QuestSlotOffsets
  {
      QUEST_ID_OFFSET = 0, QUEST_STATE_OFFSET = 1, QUEST_COUNTS_OFFSET = 2, QUEST_TIME_OFFSET = 4
  };
  
  #define MAX_QUEST_OFFSET 5
  
  enum QuestSlotStateMask
  {
      QUEST_STATE_NONE = 0x0000, QUEST_STATE_COMPLETE = 0x0001, QUEST_STATE_FAIL = 0x0002
  };
  
  enum SkillUpdateState
  {
      SKILL_UNCHANGED = 0, SKILL_CHANGED = 1, SKILL_NEW = 2, SKILL_DELETED = 3
  };
  
  struct SkillStatusData
  {
      SkillStatusData (uint8 _pos, SkillUpdateState _uState) :
              pos(_pos), uState(_uState)
      {
      }
      uint8 pos;
      SkillUpdateState uState;
  };
  
  typedef UNORDERED_MAP<uint32, SkillStatusData> SkillStatusMap;
  
  class Quest;
  class Spell;
  class Item;
  class WorldSession;
  
  enum PlayerSlots
  {
      // first slot for item stored (in any way in player m_items data)
      PLAYER_SLOT_START = 0,
      // last+1 slot for item stored (in any way in player m_items data)
      PLAYER_SLOT_END = 150, PLAYER_SLOTS_COUNT = (PLAYER_SLOT_END - PLAYER_SLOT_START)
  };
  
  #define INVENTORY_SLOT_BAG_0    255
  
  enum EquipmentSlots          // 19 slots
  {
      EQUIPMENT_SLOT_START = 0, EQUIPMENT_SLOT_HEAD = 0, EQUIPMENT_SLOT_NECK = 1, EQUIPMENT_SLOT_SHOULDERS = 2, EQUIPMENT_SLOT_BODY = 3, EQUIPMENT_SLOT_CHEST = 4, EQUIPMENT_SLOT_WAIST = 5, EQUIPMENT_SLOT_LEGS = 6, EQUIPMENT_SLOT_FEET = 7, EQUIPMENT_SLOT_WRISTS = 8, EQUIPMENT_SLOT_HANDS = 9, EQUIPMENT_SLOT_FINGER1 = 10, EQUIPMENT_SLOT_FINGER2 = 11, EQUIPMENT_SLOT_TRINKET1 = 12, EQUIPMENT_SLOT_TRINKET2 = 13, EQUIPMENT_SLOT_BACK = 14, EQUIPMENT_SLOT_MAINHAND = 15, EQUIPMENT_SLOT_OFFHAND = 16, EQUIPMENT_SLOT_RANGED = 17, EQUIPMENT_SLOT_TABARD = 18, EQUIPMENT_SLOT_END = 19
  };
  
  enum InventorySlots          // 4 slots
  {
      INVENTORY_SLOT_BAG_START = 19, INVENTORY_SLOT_BAG_END = 23
  };
  
  enum InventoryPackSlots          // 16 slots
  {
      INVENTORY_SLOT_ITEM_START = 23, INVENTORY_SLOT_ITEM_END = 39
  };
  
  enum BankItemSlots          // 28 slots
  {
      BANK_SLOT_ITEM_START = 39, BANK_SLOT_ITEM_END = 67
  };
  
  enum BankBagSlots          // 7 slots
  {
      BANK_SLOT_BAG_START = 67, BANK_SLOT_BAG_END = 74
  };
  
  enum BuyBackSlots          // 12 slots
  {
      // stored in m_buybackitems
      BUYBACK_SLOT_START = 74, BUYBACK_SLOT_END = 86
  };
  
  enum KeyRingSlots          // 32 slots
  {
      KEYRING_SLOT_START = 86, KEYRING_SLOT_END = 118
  };
  
  enum CurrencyTokenSlots          // 32 slots
  {
      CURRENCYTOKEN_SLOT_START = 118, CURRENCYTOKEN_SLOT_END = 150
  };
  
  enum EquipmentSetUpdateState
  {
      EQUIPMENT_SET_UNCHANGED = 0, EQUIPMENT_SET_CHANGED = 1, EQUIPMENT_SET_NEW = 2, EQUIPMENT_SET_DELETED = 3
  };
  
  struct EquipmentSet
  {
      EquipmentSet () :
              Guid(0), state(EQUIPMENT_SET_NEW)
      {
          for (uint8 i = 0; i < EQUIPMENT_SLOT_END; ++i)
              Items[i] = 0;
      }
  
      uint64 Guid;
      std::string Name;
      std::string IconName;
      uint32 Items[EQUIPMENT_SLOT_END];
      EquipmentSetUpdateState state;
  };
  
  #define MAX_EQUIPMENT_SET_INDEX 10                          // client limit
  typedef std::map<uint32, EquipmentSet> EquipmentSets;
  
  struct ItemPosCount
  {
      ItemPosCount (uint16 _pos, uint32 _count) :
              pos(_pos), count(_count)
      {
      }
      bool isContainedIn (std::vector<ItemPosCount> const& vec) const;
      uint16 pos;
      uint32 count;
  };
  typedef std::vector<ItemPosCount> ItemPosCountVec;
  
  enum TradeSlots
  {
      TRADE_SLOT_COUNT = 7, TRADE_SLOT_TRADED_COUNT = 6, TRADE_SLOT_NONTRADED = 6
  };
  
  enum TransferAbortReason
  {
      TRANSFER_ABORT_NONE = 0x00, TRANSFER_ABORT_ERROR = 0x01, TRANSFER_ABORT_MAX_PLAYERS = 0x02,          // Transfer Aborted: instance is full
      TRANSFER_ABORT_NOT_FOUND = 0x03,          // Transfer Aborted: instance not found
      TRANSFER_ABORT_TOO_MANY_INSTANCES = 0x04,          // You have entered too many instances recently.
      TRANSFER_ABORT_ZONE_IN_COMBAT = 0x06,          // Unable to zone in while an encounter is in progress.
      TRANSFER_ABORT_INSUF_EXPAN_LVL = 0x07,          // You must have <TBC, WotLK> expansion installed to access this area.
      TRANSFER_ABORT_DIFFICULTY = 0x08,          // <Normal, Heroic, Epic> difficulty mode is not available for %s.
      TRANSFER_ABORT_UNIQUE_MESSAGE = 0x09,          // Until you've escaped TLK's grasp, you cannot leave this place!
      TRANSFER_ABORT_TOO_MANY_REALM_INSTANCES = 0x0A,          // Additional instances cannot be launched, please try again later.
      TRANSFER_ABORT_NEED_GROUP = 0x0B,          // 3.1
      TRANSFER_ABORT_NOT_FOUND2 = 0x0C,          // 3.1
      TRANSFER_ABORT_NOT_FOUND3 = 0x0D,          // 3.1
      TRANSFER_ABORT_NOT_FOUND4 = 0x0E,          // 3.2
      TRANSFER_ABORT_REALM_ONLY = 0x0F,          // All players on party must be from the same realm.
      TRANSFER_ABORT_MAP_NOT_ALLOWED = 0x10,
  // Map can't be entered at this time.
  };
  
  enum InstanceResetWarningType
  {
      RAID_INSTANCE_WARNING_HOURS = 1,          // WARNING! %s is scheduled to reset in %d hour(s).
      RAID_INSTANCE_WARNING_MIN = 2,          // WARNING! %s is scheduled to reset in %d minute(s)!
      RAID_INSTANCE_WARNING_MIN_SOON = 3,          // WARNING! %s is scheduled to reset in %d minute(s). Please exit the zone or you will be returned to your bind location!
      RAID_INSTANCE_WELCOME = 4,          // Welcome to %s. This raid instance is scheduled to reset in %s.
      RAID_INSTANCE_EXPIRED = 5
  };
  
  // PLAYER_FIELD_ARENA_TEAM_INFO_1_1 offsets
  enum ArenaTeamInfoType
  {
      ARENA_TEAM_ID = 0, ARENA_TEAM_TYPE = 1,          // new in 3.2 - team type?
      ARENA_TEAM_MEMBER = 2,          // 0 - captain, 1 - member
      ARENA_TEAM_GAMES_WEEK = 3, ARENA_TEAM_GAMES_SEASON = 4, ARENA_TEAM_WINS_SEASON = 5, ARENA_TEAM_PERSONAL_RATING = 6, ARENA_TEAM_END = 7
  };
  
  class InstanceSave;
  
  enum RestType
  {
      REST_TYPE_NO = 0, REST_TYPE_IN_TAVERN = 1, REST_TYPE_IN_CITY = 2
  };
  
  enum DuelCompleteType
  {
      DUEL_INTERRUPTED = 0, DUEL_WON = 1, DUEL_FLED = 2
  };
  
  enum TeleportToOptions
  {
      TELE_TO_GM_MODE = 0x01, TELE_TO_NOT_LEAVE_TRANSPORT = 0x02, TELE_TO_NOT_LEAVE_COMBAT = 0x04, TELE_TO_NOT_UNSUMMON_PET = 0x08, TELE_TO_SPELL = 0x10,
  };
  
  /// Type of environmental damages
  enum EnviromentalDamage
  {
      DAMAGE_EXHAUSTED = 0, DAMAGE_DROWNING = 1, DAMAGE_FALL = 2, DAMAGE_LAVA = 3, DAMAGE_SLIME = 4, DAMAGE_FIRE = 5, DAMAGE_FALL_TO_VOID = 6
  // custom case for fall without durability loss
  };
  
  enum PlayedTimeIndex
  {
      PLAYED_TIME_TOTAL = 0, PLAYED_TIME_LEVEL = 1
  };
  
  #define MAX_PLAYED_TIME_INDEX 2
  
  // used at player loading query list preparing, and later result selection
  enum PlayerLoginQueryIndex
  {
      PLAYER_LOGIN_QUERY_LOADFROM = 0, PLAYER_LOGIN_QUERY_LOADGROUP = 1, PLAYER_LOGIN_QUERY_LOADBOUNDINSTANCES = 2, PLAYER_LOGIN_QUERY_LOADAURAS = 3, PLAYER_LOGIN_QUERY_LOADSPELLS = 4, PLAYER_LOGIN_QUERY_LOADQUESTSTATUS = 5, PLAYER_LOGIN_QUERY_LOADDAILYQUESTSTATUS = 6, PLAYER_LOGIN_QUERY_LOADREPUTATION = 7, PLAYER_LOGIN_QUERY_LOADINVENTORY = 8, PLAYER_LOGIN_QUERY_LOADACTIONS = 9, PLAYER_LOGIN_QUERY_LOADMAILCOUNT = 10, PLAYER_LOGIN_QUERY_LOADMAILDATE = 11, PLAYER_LOGIN_QUERY_LOADSOCIALLIST = 12, PLAYER_LOGIN_QUERY_LOADHOMEBIND = 13, PLAYER_LOGIN_QUERY_LOADSPELLCOOLDOWNS = 14, PLAYER_LOGIN_QUERY_LOADDECLINEDNAMES = 15, PLAYER_LOGIN_QUERY_LOADGUILD = 16, PLAYER_LOGIN_QUERY_LOADARENAINFO = 17, PLAYER_LOGIN_QUERY_LOADACHIEVEMENTS = 18, PLAYER_LOGIN_QUERY_LOADCRITERIAPROGRESS = 19, PLAYER_LOGIN_QUERY_LOADEQUIPMENTSETS = 20, PLAYER_LOGIN_QUERY_LOADBGDATA = 21, PLAYER_LOGIN_QUERY_LOADGLYPHS = 22, PLAYER_LOGIN_QUERY_LOADTALENTS = 23, PLAYER_LOGIN_QUERY_LOADACCOUNTDATA = 24, PLAYER_LOGIN_QUERY_LOADSKILLS = 25, PLAYER_LOGIN_QUERY_LOADWEKLYQUESTSTATUS = 26, PLAYER_LOGIN_QUERY_LOADRANDOMBG = 27, PLAYER_LOGIN_QUERY_LOADARENASTATS = 28, PLAYER_LOGIN_QUERY_LOADBANNED = 29, PLAYER_LOGIN_QUERY_LOADQUESTSTATUSREW = 30, PLAYER_LOGIN_QUERY_LOADINSTANCELOCKTIMES = 31, PLAYER_LOGIN_QUERY_LOADTALENTBRANCHSPECS = 32, PLAYER_LOGIN_QUERY_LOADPETSLOT = 33, PLAYER_LOGIN_QUERY_LOAD_CURRENCY = 34, PLAYER_LOGIN_QUERY_LOAD_CP_WEEK_CAP = 35, MAX_PLAYER_LOGIN_QUERY
  };
  
  enum PlayerDelayedOperations
  {
      DELAYED_SAVE_PLAYER = 0x01, DELAYED_RESURRECT_PLAYER = 0x02, DELAYED_SPELL_CAST_DESERTER = 0x04, DELAYED_BG_MOUNT_RESTORE = 0x08,          ///< Flag to restore mount state after teleport from BG
      DELAYED_BG_TAXI_RESTORE = 0x10,          ///< Flag to restore taxi state after teleport from BG
      DELAYED_END
  };
  
  // Player summoning auto-decline time (in secs)
  #define MAX_PLAYER_SUMMON_DELAY                   (2*MINUTE)
  #define MAX_MONEY_AMOUNT                       (0x7FFFFFFF-1)
  
  struct InstancePlayerBind
  {
      InstanceSave *save;
      bool perm;
      /* permanent PlayerInstanceBinds are created in Raid/Heroic instances for players
       that aren't already permanently bound when they are inside when a boss is killed
       or when they enter an instance that the group leader is permanently bound to. */
      InstancePlayerBind () :
              save(NULL), perm(false)
      {
      }
  };
  
  enum DungeonStatusFlag
  {
      DUNGEON_STATUSFLAG_NORMAL = 0x01, DUNGEON_STATUSFLAG_HEROIC = 0x02,
  
      RAID_STATUSFLAG_10MAN_NORMAL = 0x01, RAID_STATUSFLAG_25MAN_NORMAL = 0x02, RAID_STATUSFLAG_10MAN_HEROIC = 0x04, RAID_STATUSFLAG_25MAN_HEROIC = 0x08
  };
  
  struct AccessRequirement
  {
      uint8 levelMin;
      uint8 levelMax;
      uint32 item;
      uint32 item2;
      uint32 quest_A;
      uint32 quest_H;
      uint32 achievement;
      std::string questFailedText;
  };
  
  enum CharDeleteMethod
  {
      CHAR_DELETE_REMOVE = 0,          // Completely remove from the database
      CHAR_DELETE_UNLINK = 1
  // The character gets unlinked from the account,
  // the name gets freed up and appears as deleted ingame
  };
  
  enum CurrencyItems
  {
      ITEM_HONOR_POINTS_ID = 43308, ITEM_ARENA_POINTS_ID = 43307
  };
  
  enum ConquestPointsSources
  {
      CP_SOURCE_ARENA = 0, CP_SOURCE_RATED_BG = 1, CP_SOURCE_MAX
  };
  
  class PlayerTaxi
  {
  public:
      PlayerTaxi ();
      ~PlayerTaxi ()
      {
      }
      // Nodes
      void InitTaxiNodesForLevel (uint32 race, uint32 chrClass, uint8 level);
      void LoadTaxiMask (const char* data);
  
      bool IsTaximaskNodeKnown (uint32 nodeidx) const
      {
          uint8 field = uint8((nodeidx - 1) / 32);
          uint32 submask = 1 << ((nodeidx - 1) % 32);
          return (m_taximask[field] & submask) == submask;
      }
      bool SetTaximaskNode (uint32 nodeidx)
      {
          uint8 field = uint8((nodeidx - 1) / 32);
          uint32 submask = 1 << ((nodeidx - 1) % 32);
          if ((m_taximask[field] & submask) != submask)
          {
              m_taximask[field] |= submask;
              return true;
          }
          else
              return false;
      }
      void AppendTaximaskTo (ByteBuffer& data, bool all);
  
      // Destinations
      bool LoadTaxiDestinationsFromString (const std::string& values, uint32 team);
      std::string SaveTaxiDestinationsToString ();
  
      void ClearTaxiDestinations ()
      {
          m_TaxiDestinations.clear();
      }
      void AddTaxiDestination (uint32 dest)
      {
          m_TaxiDestinations.push_back(dest);
      }
      uint32 GetTaxiSource () const
      {
          return m_TaxiDestinations.empty() ? 0 : m_TaxiDestinations.front();
      }
      uint32 GetTaxiDestination () const
      {
          return m_TaxiDestinations.size() < 2 ? 0 : m_TaxiDestinations[1];
      }
      uint32 GetCurrentTaxiPath () const;
      uint32 NextTaxiDestination ()
      {
          m_TaxiDestinations.pop_front();
          return GetTaxiDestination();
      }
      bool empty () const
      {
          return m_TaxiDestinations.empty();
      }
  
      friend std::ostringstream& operator<< (std::ostringstream& ss, PlayerTaxi const& taxi);
  private:
      TaxiMask m_taximask;
      std::deque<uint32> m_TaxiDestinations;
  };
  
  std::ostringstream& operator<< (std::ostringstream& ss, PlayerTaxi const& taxi);
  
  class Player;
  
  /// Holder for Battleground data
  struct BGData
  {
      BGData () :
              bgInstanceID(0), bgTypeID(BATTLEGROUND_TYPE_NONE), bgAfkReportedCount(0), bgAfkReportedTimer(0), bgTeam(0), mountSpell(0)
      {
          ClearTaxiPath();
      }
  
      uint32 bgInstanceID;          ///< This variable is set to bg->m_InstanceID,
                                    ///  when player is teleported to BG - (it is battleground's GUID)
      BattlegroundTypeId bgTypeID;
  
      std::set<uint32> bgAfkReporter;
      uint8 bgAfkReportedCount;
      time_t bgAfkReportedTimer;
  
      uint32 bgTeam;          ///< What side the player will be added to
  
      uint32 mountSpell;
      uint32 taxiPath[2];
  
      WorldLocation joinPos;          ///< From where player entered BG
  
      void ClearTaxiPath ()
      {
          taxiPath[0] = taxiPath[1] = 0;
      }
      bool HasTaxiPath () const
      {
          return taxiPath[0] && taxiPath[1];
      }
  };
  
  class TradeData
  {
  public:
      // constructors
      TradeData (Player* player, Player* trader) :
              m_player(player), m_trader(trader), m_accepted(false), m_acceptProccess(false), m_money(0), m_spell(0)
      {
      }
  
      Player* GetTrader () const
      {
          return m_trader;
      }
      TradeData* GetTraderData () const;
  
      Item* GetItem (TradeSlots slot) const;
      bool HasItem (uint64 item_guid) const;
      void SetItem (TradeSlots slot, Item* item);
  
      uint32 GetSpell () const
      {
          return m_spell;
      }
      void SetSpell (uint32 spell_id, Item* castItem = NULL);
  
      Item* GetSpellCastItem () const;
      bool HasSpellCastItem () const
      {
          return m_spellCastItem != 0;
      }
  
      uint32 GetMoney () const
      {
          return m_money;
      }
      void SetMoney (uint32 money);
  
      bool IsAccepted () const
      {
          return m_accepted;
      }
      void SetAccepted (bool state, bool crosssend = false);
  
      bool IsInAcceptProcess () const
      {
          return m_acceptProccess;
      }
      void SetInAcceptProcess (bool state)
      {
          m_acceptProccess = state;
      }
  
  private:
      // internal functions
  
      void Update (bool for_trader = true);
  
  private:
      // fields
  
      Player* m_player;          // Player who own of this TradeData
      Player* m_trader;          // Player who trade with m_player
  
      bool m_accepted;          // m_player press accept for trade list
      bool m_acceptProccess;          // one from player/trader press accept and this processed
  
      uint32 m_money;          // m_player place money to trade
  
      uint32 m_spell;          // m_player apply spell to non-traded slot item
      uint64 m_spellCastItem;          // applied spell casted by item use
  
      uint64 m_items[TRADE_SLOT_COUNT];          // traded itmes from m_player side including non-traded slot
  };
  
  struct AnticheatData
  {
      uint32 lastOpcode;
      MovementInfo lastMovementInfo;
      bool disableACCheck;
      uint32 disableACCheckTimer;
      uint32 total_reports;
      uint32 type_reports[5];
      uint32 average;
      uint64 creation_time;
  };
  
  class KillRewarder
  {
  public:
      KillRewarder (Player* killer, Unit* victim, bool isBattleGround);
  
      void Reward ();
  
  private:
      void _InitXP (Player* player);
      void _InitGroupData ();
  
      void _RewardHonor (Player* player);
      void _RewardXP (Player* player, float rate);
      void _RewardOnKill (Player* player, float rate);
      void _RewardKillCredit (Player* player);
      void _RewardPlayer (Player* player, bool isDungeon);
      void _RewardGroup ();
  
      Player* _killer;
      Unit* _victim;
      bool _isBattleGround;
  
      bool _isPvP;
  
      Group* _group;
      float _groupRate;
      uint8 _maxLevel;
      Player* _maxNotGrayMember;
      uint32 _count;
      uint32 _sumLevel;
      bool _isFullXP;
  
      uint32 _xp;
  };
  
  class Player: public Unit, public GridObject<Player>
  {
      friend class WorldSession;
      friend void Item::AddToUpdateQueueOf (Player *player);
      friend void Item::RemoveFromUpdateQueueOf (Player *player);
  public:
      explicit Player (WorldSession *session);
      explicit Player (WorldSession &);
      ~Player ();
  
      AnticheatData anticheatData;
  
      void CleanupsBeforeDelete (bool finalCleanup = true);
  
      static UpdateMask updateVisualBits;
      static void InitVisibleBits ();
  
      void AddToWorld ();
      void RemoveFromWorld ();
  
      bool TeleportTo (uint32 mapid, float x, float y, float z, float orientation, uint32 options = 0);
      void TeleportOutOfMap (Map *oldMap);
  
      bool TeleportTo (WorldLocation const &loc, uint32 options = 0)
      {
          return TeleportTo(loc.GetMapId(), loc.GetPositionX(), loc.GetPositionY(), loc.GetPositionZ(), loc.GetOrientation(), options);
      }
  
      bool TeleportToBGEntryPoint ();
  
      void SetSummonPoint (uint32 mapid, float x, float y, float z)
      {
          m_summon_expire = time(NULL) + MAX_PLAYER_SUMMON_DELAY;
          m_summon_mapid = mapid;
          m_summon_x = x;
          m_summon_y = y;
          m_summon_z = z;
      }
      void SummonIfPossible (bool agree);
  
      bool Create (uint32 guidlow, const std::string& name, uint8 race, uint8 class_, uint8 gender, uint8 skin, uint8 face, uint8 hairStyle, uint8 hairColor, uint8 facialHair, uint8 outfitId);
  
      void Update (uint32 time);
  
      static bool BuildEnumData (QueryResult result, WorldPacket * p_data);
  
      virtual uint8 getClass () const = 0;
  
      void SetInWater (bool apply);
  
      bool IsInWater () const
      {
          return m_isInWater;
      }
      bool IsUnderWater () const;
      bool IsFalling ()
      {
          return GetPositionZ() < m_lastFallZ;
      }
  
      void SendInitialPacketsBeforeAddToMap ();
      void SendInitialPacketsAfterAddToMap ();
      void SendTransferAborted (uint32 mapid, TransferAbortReason reason, uint8 arg = 0);
      void SendInstanceResetWarning (uint32 mapid, Difficulty difficulty, uint32 time);
  
      Creature* GetNPCIfCanInteractWith (uint64 guid, uint32 npcflagmask);
      GameObject* GetGameObjectIfCanInteractWith (uint64 guid, GameobjectTypes type) const;
  
      bool ToggleAFK ();
      bool ToggleDND ();
      bool isAFK () const
      {
          return HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_AFK);
      }
      bool isDND () const
      {
          return HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_DND);
      }
      uint8 chatTag () const;
      std::string afkMsg;
      std::string dndMsg;
  
      uint32 GetBarberShopCost (uint8 newhairstyle, uint8 newhaircolor, uint8 newfacialhair, BarberShopStyleEntry const* newSkin = NULL);
  
      PlayerSocial *GetSocial ()
      {
          return m_social;
      }
  
      PlayerTaxi m_taxi;
      void InitTaxiNodesForLevel ()
      {
          m_taxi.InitTaxiNodesForLevel(getRace(), getClass(), getLevel());
      }
      bool ActivateTaxiPathTo (std::vector<uint32> const& nodes, Creature* npc = NULL, uint32 spellid = 0);
      bool ActivateTaxiPathTo (uint32 taxi_path_id, uint32 spellid = 0);
      void CleanupAfterTaxiFlight ();
      void ContinueTaxiFlight ();
      // mount_id can be used in scripting calls
      bool isAcceptWhispers () const
      {
          return m_ExtraFlags & PLAYER_EXTRA_ACCEPT_WHISPERS;
      }
      void SetAcceptWhispers (bool on)
      {
          if (on)
              m_ExtraFlags |= PLAYER_EXTRA_ACCEPT_WHISPERS;
          else
              m_ExtraFlags &= ~PLAYER_EXTRA_ACCEPT_WHISPERS;
      }
      bool isGameMaster () const
      {
          return m_ExtraFlags & PLAYER_EXTRA_GM_ON;
      }
      void SetGameMaster (bool on);
      bool isGMChat () const
      {
          return GetSession()->GetSecurity() >= SEC_MODERATOR && (m_ExtraFlags & PLAYER_EXTRA_GM_CHAT);
      }
      void SetGMChat (bool on)
      {
          if (on)
              m_ExtraFlags |= PLAYER_EXTRA_GM_CHAT;
          else
              m_ExtraFlags &= ~PLAYER_EXTRA_GM_CHAT;
      }
      bool isTaxiCheater () const
      {
          return m_ExtraFlags & PLAYER_EXTRA_TAXICHEAT;
      }
      void SetTaxiCheater (bool on)
      {
          if (on)
              m_ExtraFlags |= PLAYER_EXTRA_TAXICHEAT;
          else
              m_ExtraFlags &= ~PLAYER_EXTRA_TAXICHEAT;
      }
      bool isGMVisible () const
      {
          return !(m_ExtraFlags & PLAYER_EXTRA_GM_INVISIBLE);
      }
      void SetGMVisible (bool on);
      bool Has310Flyer (bool checkAllSpells, uint32 excludeSpellId = 0);
      void SetHas310Flyer (bool on)
      {
          if (on)
              m_ExtraFlags |= PLAYER_EXTRA_HAS_310_FLYER;
          else
              m_ExtraFlags &= ~PLAYER_EXTRA_HAS_310_FLYER;
      }
      void SetPvPDeath (bool on)
      {
          if (on)
              m_ExtraFlags |= PLAYER_EXTRA_PVP_DEATH;
          else
              m_ExtraFlags &= ~PLAYER_EXTRA_PVP_DEATH;
      }
  
      void GiveXP (uint32 xp, Unit* victim, float group_rate = 1.0f);
      void GiveLevel (uint8 level);
  
      void InitStatsForLevel (bool reapplyMods = false);
  
      // Played Time Stuff
      time_t m_logintime;
      time_t m_Last_tick;
      time_t m_Save_Time;
      uint32 m_Played_time[MAX_PLAYED_TIME_INDEX];
      uint32 GetTotalPlayedTime ()
      {
          return m_Played_time[PLAYED_TIME_TOTAL];
      }
      uint32 GetLevelPlayedTime ()
      {
          return m_Played_time[PLAYED_TIME_LEVEL];
      }
  
      void setDeathState (DeathState s);          // overwrite Unit::setDeathState
  
      void InnEnter (time_t time, uint32 mapid, float x, float y, float z)
      {
          inn_pos_mapid = mapid;
          inn_pos_x = x;
          inn_pos_y = y;
          inn_pos_z = z;
          time_inn_enter = time;
      }
  
      float GetRestBonus () const
      {
          return m_rest_bonus;
      }
      void SetRestBonus (float rest_bonus_new);
  
      RestType GetRestType () const
      {
          return rest_type;
      }
      void SetRestType (RestType n_r_type)
      {
          rest_type = n_r_type;
      }
  
      uint32 GetHonorableKills ()
      {
          return GetUInt16Value(PLAYER_FIELD_KILLS, 0);
      }
      void BroadcastMessage (const char* str, ...);
  
      uint32 GetInnPosMapId () const
      {
          return inn_pos_mapid;
      }
      float GetInnPosX () const
      {
          return inn_pos_x;
      }
      float GetInnPosY () const
      {
          return inn_pos_y;
      }
      float GetInnPosZ () const
      {
          return inn_pos_z;
      }
  
      time_t GetTimeInnEnter () const
      {
          return time_inn_enter;
      }
      void UpdateInnerTime (time_t time)
      {
          time_inn_enter = time;
      }
  
      Pet* GetPet () const;
      Pet* SummonPet (uint32 entry, float x, float y, float z, float ang, PetType petType, uint32 despwtime, PetSlot slotID = PET_SLOT_UNK_SLOT);
      void RemovePet (Pet* pet, PetSlot mode, bool returnreagent = false);
      uint32 GetPhaseMaskForSpawn () const;          // used for proper set phase for DB at GM-mode creature/GO spawn
  
      void Say (const std::string& text, const uint32 language);
      void Yell (const std::string& text, const uint32 language);
      void TextEmote (const std::string& text);
      void Whisper (const std::string& text, const uint32 language, uint64 receiver);
      void BuildPlayerChat (WorldPacket *data, uint8 msgtype, const std::string& text, uint32 language) const;
  
      /*********************************************************/
      /***                    STORAGE SYSTEM                 ***/
      /*********************************************************/
  
      void SetVirtualItemSlot (uint8 i, Item* item);
      void SetSheath (SheathState sheathed);          // overwrite Unit version
      uint8 FindEquipSlot (ItemPrototype const* proto, uint32 slot, bool swap) const;
      uint32 GetItemCount (uint32 item, bool inBankAlso = false, Item* skipItem = NULL) const;
      uint32 GetItemCountWithLimitCategory (uint32 limitCategory, Item* skipItem = NULL) const;
      Item* GetItemByGuid (uint64 guid) const;
      Item* GetItemByEntry (uint32 entry) const;
      Item* GetItemByPos (uint16 pos) const;
      Item* GetItemByPos (uint8 bag, uint8 slot) const;
      inline Item* GetUseableItemByPos (uint8 bag, uint8 slot) const          //Does additional check for disarmed weapons
      {
          if (!CanUseAttackType(GetAttackBySlot(slot)))
              return NULL;
          return GetItemByPos(bag, slot);
      }
      Item* GetWeaponForAttack (WeaponAttackType attackType, bool useable = false) const;
      Item* GetShield (bool useable = false) const;
      static uint8 GetAttackBySlot (uint8 slot);          // MAX_ATTACK if not weapon slot
      std::vector<Item *> &GetItemUpdateQueue ()
      {
          return m_itemUpdateQueue;
      }
      static bool IsInventoryPos (uint16 pos)
      {
          return IsInventoryPos(pos >> 8, pos & 255);
      }
      static bool IsInventoryPos (uint8 bag, uint8 slot);
      static bool IsEquipmentPos (uint16 pos)
      {
          return IsEquipmentPos(pos >> 8, pos & 255);
      }
      static bool IsEquipmentPos (uint8 bag, uint8 slot);
      static bool IsBagPos (uint16 pos);
      static bool IsBankPos (uint16 pos)
      {
          return IsBankPos(pos >> 8, pos & 255);
      }
      static bool IsBankPos (uint8 bag, uint8 slot);
      bool IsValidPos (uint16 pos, bool explicit_pos)
      {
          return IsValidPos(pos >> 8, pos & 255, explicit_pos);
      }
      bool IsValidPos (uint8 bag, uint8 slot, bool explicit_pos);
      uint8 GetBankBagSlotCount () const
      {
          return GetByteValue(PLAYER_BYTES_2, 2);
      }
      void SetBankBagSlotCount (uint8 count)
      {
          SetByteValue(PLAYER_BYTES_2, 2, count);
      }
      bool HasItemCount (uint32 item, uint32 count, bool inBankAlso = false) const;
      bool HasItemFitToSpellRequirements (SpellEntry const* spellInfo, Item const* ignoreItem = NULL);
      bool CanNoReagentCast (SpellEntry const* spellInfo) const;
      bool HasItemOrGemWithIdEquipped (uint32 item, uint32 count, uint8 except_slot = NULL_SLOT) const;
      bool HasItemOrGemWithLimitCategoryEquipped (uint32 limitCategory, uint32 count, uint8 except_slot = NULL_SLOT) const;
      uint8 CanTakeMoreSimilarItems (Item* pItem) const
      {
          return _CanTakeMoreSimilarItems(pItem->GetEntry(), pItem->GetCount(), pItem);
      }
      uint8 CanTakeMoreSimilarItems (uint32 entry, uint32 count) const
      {
          return _CanTakeMoreSimilarItems(entry, count, NULL);
      }
      uint8 CanStoreNewItem (uint8 bag, uint8 slot, ItemPosCountVec& dest, uint32 item, uint32 count, uint32* no_space_count = NULL) const
      {
          return _CanStoreItem(bag, slot, dest, item, count, NULL, false, no_space_count);
      }
      uint8 CanStoreItem (uint8 bag, uint8 slot, ItemPosCountVec& dest, Item *pItem, bool swap = false) const
      {
          if (!pItem)
              return EQUIP_ERR_ITEM_NOT_FOUND;
          uint32 count = pItem->GetCount();
          return _CanStoreItem(bag, slot, dest, pItem->GetEntry(), count, pItem, swap, NULL);
      }
      uint8 CanStoreItems (Item **pItem, int count) const;
      uint8 CanEquipNewItem (uint8 slot, uint16 &dest, uint32 item, bool swap) const;
      uint8 CanEquipItem (uint8 slot, uint16 &dest, Item *pItem, bool swap, bool not_loading = true) const;
  
      uint8 CanEquipUniqueItem (Item * pItem, uint8 except_slot = NULL_SLOT, uint32 limit_count = 1) const;
      uint8 CanEquipUniqueItem (ItemPrototype const* itemProto, uint8 except_slot = NULL_SLOT, uint32 limit_count = 1) const;
      uint8 CanUnequipItems (uint32 item, uint32 count) const;
      uint8 CanUnequipItem (uint16 src, bool swap) const;
      uint8 CanBankItem (uint8 bag, uint8 slot, ItemPosCountVec& dest, Item *pItem, bool swap, bool not_loading = true) const;
      uint8 CanUseItem (Item *pItem, bool not_loading = true) const;
      bool HasItemTotemCategory (uint32 TotemCategory) const;
      uint8 CanUseItem (ItemPrototype const *pItem) const;
      uint8 CanUseAmmo (uint32 item) const;
      Item* StoreNewItem (ItemPosCountVec const& pos, uint32 item, bool update, int32 randomPropertyId = 0, AllowedLooterSet* allowedLooters = NULL);
      Item* StoreItem (ItemPosCountVec const& pos, Item *pItem, bool update);
      Item* EquipNewItem (uint16 pos, uint32 item, bool update);
      Item* EquipItem (uint16 pos, Item *pItem, bool update);
      void AutoUnequipOffhandIfNeed (bool force = false);
      bool StoreNewItemInBestSlots (uint32 item_id, uint32 item_count);
      void AutoStoreLoot (uint8 bag, uint8 slot, uint32 loot_id, LootStore const& store, bool broadcast = false);
      void AutoStoreLoot (uint32 loot_id, LootStore const& store, bool broadcast = false)
      {
          AutoStoreLoot(NULL_BAG, NULL_SLOT, loot_id, store, broadcast);
      }
      void StoreLootItem (uint8 lootSlot, Loot* loot);
  
      uint8 _CanTakeMoreSimilarItems (uint32 entry, uint32 count, Item* pItem, uint32* no_space_count = NULL) const;
      uint8 _CanStoreItem (uint8 bag, uint8 slot, ItemPosCountVec& dest, uint32 entry, uint32 count, Item *pItem = NULL, bool swap = false, uint32* no_space_count = NULL) const;
  
      void AddRefundReference (uint32 it);
      void DeleteRefundReference (uint32 it);
  
      void SendCurrencies () const;
      uint32 GetCurrency (uint32 id) const;
      bool HasCurrency (uint32 id, uint32 count) const;
      void SetCurrency (uint32 id, uint32 count);
      void ModifyCurrency (uint32 id, int32 count);
  
      void ApplyEquipCooldown (Item * pItem);
      void SetAmmo (uint32 item);
      void RemoveAmmo ();
      float GetAmmoDPS () const
      {
          return m_ammoDPS;
      }
      bool CheckAmmoCompatibility (const ItemPrototype *ammo_proto) const;
      void QuickEquipItem (uint16 pos, Item *pItem);
      void VisualizeItem (uint8 slot, Item *pItem);
      void SetVisibleItemSlot (uint8 slot, Item *pItem);
      Item* BankItem (ItemPosCountVec const& dest, Item *pItem, bool update)
      {
          return StoreItem(dest, pItem, update);
      }
      Item* BankItem (uint16 pos, Item *pItem, bool update);
      void RemoveItem (uint8 bag, uint8 slot, bool update);
      void MoveItemFromInventory (uint8 bag, uint8 slot, bool update);
      // in trade, auction, guild bank, mail....
      void MoveItemToInventory (ItemPosCountVec const& dest, Item* pItem, bool update, bool in_characterInventoryDB = false);
      // in trade, guild bank, mail....
      void RemoveItemDependentAurasAndCasts (Item * pItem);
      void DestroyItem (uint8 bag, uint8 slot, bool update);
      void DestroyItemCount (uint32 item, uint32 count, bool update, bool unequip_check = false);
      void DestroyItemCount (Item* item, uint32& count, bool update);
      void DestroyConjuredItems (bool update);
      void DestroyZoneLimitedItem (bool update, uint32 new_zone);
      void SplitItem (uint16 src, uint16 dst, uint32 count);
      void SwapItem (uint16 src, uint16 dst);
      void AddItemToBuyBackSlot (Item *pItem);
      Item* GetItemFromBuyBackSlot (uint32 slot);
      void RemoveItemFromBuyBackSlot (uint32 slot, bool del);
      uint32 GetMaxKeyringSize () const
      {
          return KEYRING_SLOT_END - KEYRING_SLOT_START;
      }
      void SendEquipError (uint8 msg, Item* pItem, Item *pItem2 = NULL, uint32 itemid = 0);
      void SendBuyError (uint8 msg, Creature* pCreature, uint32 item, uint32 param);
      void SendSellError (uint8 msg, Creature* pCreature, uint64 guid, uint32 param);
      void AddWeaponProficiency (uint32 newflag)
      {
          m_WeaponProficiency |= newflag;
      }
      void AddArmorProficiency (uint32 newflag)
      {
          m_ArmorProficiency |= newflag;
      }
      uint32 GetWeaponProficiency () const
      {
          return m_WeaponProficiency;
      }
      uint32 GetArmorProficiency () const
      {
          return m_ArmorProficiency;
      }
      bool IsUseEquipedWeapon (bool mainhand) const
      {
          // disarm applied only to mainhand weapon
          return !IsInFeralForm() && (!mainhand || !HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_DISARMED));
      }
      bool IsTwoHandUsed () const
      {
          Item* mainItem = GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND);
          return mainItem && mainItem->GetProto()->InventoryType == INVTYPE_2HWEAPON && !CanTitanGrip();
      }
      void SendNewItem (Item *item, uint32 count, bool received, bool created, bool broadcast = false);
      bool BuyItemFromVendorSlot (uint64 vendorguid, uint32 vendorslot, uint32 item, uint8 count, uint8 bag, uint8 slot);
      bool _StoreOrEquipNewItem (uint32 vendorslot, uint32 item, uint8 count, uint8 bag, uint8 slot, int32 price, ItemPrototype const *pProto, Creature *pVendor, VendorItem const* crItem, bool bStore);
  
      float GetReputationPriceDiscount (Creature const* pCreature) const;
  
      Player* GetTrader () const
      {
          return m_trade ? m_trade->GetTrader() : NULL;
      }
      TradeData* GetTradeData () const
      {
          return m_trade;
      }
      void TradeCancel (bool sendback);
  
      void UpdateEnchantTime (uint32 time);
      void UpdateSoulboundTradeItems ();
      void RemoveTradeableItem (Item* item);
      void UpdateItemDuration (uint32 time, bool realtimeonly = false);
      void AddEnchantmentDurations (Item *item);
      void RemoveEnchantmentDurations (Item *item);
      void RemoveArenaEnchantments (EnchantmentSlot slot);
      void AddEnchantmentDuration (Item *item, EnchantmentSlot slot, uint32 duration);
      void ApplyEnchantment (Item *item, EnchantmentSlot slot, bool apply, bool apply_dur = true, bool ignore_condition = false);
      void ApplyEnchantment (Item *item, bool apply);
      void ApplyItemReforge (Item *item, bool apply);
      void UpdateSkillEnchantments (uint16 skill_id, uint16 curr_value, uint16 new_value);
      void SendEnchantmentDurations ();
      void BuildEnchantmentsInfoData (WorldPacket *data);
      void AddItemDurations (Item *item);
      void RemoveItemDurations (Item *item);
      void SendItemDurations ();
      void LoadCorpse ();
      void LoadPet ();
  
      bool AddItem (uint32 itemId, uint32 count);
  
      /*********************************************************/
      /***                    GOSSIP SYSTEM                  ***/
      /*********************************************************/
  
      void PrepareGossipMenu (WorldObject *pSource, uint32 menuId = 0, bool showQuests = false);
      void SendPreparedGossip (WorldObject *pSource);
      void OnGossipSelect (WorldObject *pSource, uint32 gossipListId, uint32 menuId);
  
      uint32 GetGossipTextId (uint32 menuId);
      uint32 GetGossipTextId (WorldObject *pSource);
      uint32 GetDefaultGossipMenuForSource (WorldObject *pSource);
  
      /*********************************************************/
      /***                    QUEST SYSTEM                   ***/
      /*********************************************************/
  
      int32 GetQuestLevel (Quest const* pQuest) const
      {
          return pQuest && (pQuest->GetQuestLevel() > 0) ? pQuest->GetQuestLevel() : getLevel();
      }
  
      void PrepareQuestMenu (uint64 guid);
      void SendPreparedQuest (uint64 guid);
      bool IsActiveQuest (uint32 quest_id) const;
      Quest const *GetNextQuest (uint64 guid, Quest const *pQuest);
      bool CanSeeStartQuest (Quest const *pQuest);
      bool CanTakeQuest (Quest const *pQuest, bool msg);
      bool CanAddQuest (Quest const *pQuest, bool msg);
      bool CanCompleteQuest (uint32 quest_id);
      bool CanCompleteRepeatableQuest (Quest const *pQuest);
      bool CanRewardQuest (Quest const *pQuest, bool msg);
      bool CanRewardQuest (Quest const *pQuest, uint32 reward, bool msg);
      void AddQuest (Quest const *pQuest, Object *questGiver);
      void CompleteQuest (uint32 quest_id);
      void IncompleteQuest (uint32 quest_id);
      void RewardQuest (Quest const *pQuest, uint32 reward, Object* questGiver, bool announce = true);
      void FailQuest (uint32 quest_id);
      bool SatisfyQuestSkillOrClass (Quest const* qInfo, bool msg);
      bool SatisfyQuestLevel (Quest const* qInfo, bool msg);
      bool SatisfyQuestLog (bool msg);
      bool SatisfyQuestPreviousQuest (Quest const* qInfo, bool msg);
      bool SatisfyQuestRace (Quest const* qInfo, bool msg);
      bool SatisfyQuestReputation (Quest const* qInfo, bool msg);
      bool SatisfyQuestStatus (Quest const* qInfo, bool msg);
      bool SatisfyQuestConditions (Quest const* qInfo, bool msg);
      bool SatisfyQuestTimed (Quest const* qInfo, bool msg);
      bool SatisfyQuestExclusiveGroup (Quest const* qInfo, bool msg);
      bool SatisfyQuestNextChain (Quest const* qInfo, bool msg);
      bool SatisfyQuestPrevChain (Quest const* qInfo, bool msg);
      bool SatisfyQuestDay (Quest const* qInfo, bool msg);
      bool SatisfyQuestWeek (Quest const* qInfo, bool msg);
      bool GiveQuestSourceItem (Quest const *pQuest);
      bool TakeQuestSourceItem (uint32 quest_id, bool msg);
      bool GetQuestRewardStatus (uint32 quest_id) const;
      QuestStatus GetQuestStatus (uint32 quest_id) const;
      void SetQuestStatus (uint32 quest_id, QuestStatus status);
      void RemoveActiveQuest (uint32 quest_id);
      void RemoveRewardedQuest (uint32 quest_id);
  
      void SetDailyQuestStatus (uint32 quest_id);
      void SetWeeklyQuestStatus (uint32 quest_id);
      void ResetDailyQuestStatus ();
      void ResetWeeklyQuestStatus ();
  
      void ResetCurrencyWeekCap ();
      void UpdateMaxWeekRating (ConquestPointsSources source, uint8 slot);
  
      uint16 FindQuestSlot (uint32 quest_id) const;
      uint32 GetQuestSlotQuestId (uint16 slot) const
      {
          return GetUInt32Value(PLAYER_QUEST_LOG_1_1 + slot * MAX_QUEST_OFFSET + QUEST_ID_OFFSET);
      }
      uint32 GetQuestSlotState (uint16 slot) const
      {
          return GetUInt32Value(PLAYER_QUEST_LOG_1_1 + slot * MAX_QUEST_OFFSET + QUEST_STATE_OFFSET);
      }
      uint16 GetQuestSlotCounter (uint16 slot, uint8 counter) const
      {
          return (uint16) (GetUInt64Value(PLAYER_QUEST_LOG_1_1 + slot * MAX_QUEST_OFFSET + QUEST_COUNTS_OFFSET) >> (counter * 16));
      }
      uint32 GetQuestSlotTime (uint16 slot) const
      {
          return GetUInt32Value(PLAYER_QUEST_LOG_1_1 + slot * MAX_QUEST_OFFSET + QUEST_TIME_OFFSET);
      }
      void SetQuestSlot (uint16 slot, uint32 quest_id, uint32 timer = 0)
      {
          SetUInt32Value(PLAYER_QUEST_LOG_1_1 + slot * MAX_QUEST_OFFSET + QUEST_ID_OFFSET, quest_id);
          SetUInt32Value(PLAYER_QUEST_LOG_1_1 + slot * MAX_QUEST_OFFSET + QUEST_STATE_OFFSET, 0);
          SetUInt32Value(PLAYER_QUEST_LOG_1_1 + slot * MAX_QUEST_OFFSET + QUEST_COUNTS_OFFSET, 0);
          SetUInt32Value(PLAYER_QUEST_LOG_1_1 + slot * MAX_QUEST_OFFSET + QUEST_COUNTS_OFFSET + 1, 0);
          SetUInt32Value(PLAYER_QUEST_LOG_1_1 + slot * MAX_QUEST_OFFSET + QUEST_TIME_OFFSET, timer);
      }
      void SetQuestSlotCounter (uint16 slot, uint8 counter, uint16 count)
      {
          uint64 val = GetUInt64Value(PLAYER_QUEST_LOG_1_1 + slot * MAX_QUEST_OFFSET + QUEST_COUNTS_OFFSET);
          val &= ~((uint64) 0xFFFF << (counter * 16));
          val |= ((uint64) count << (counter * 16));
          SetUInt64Value(PLAYER_QUEST_LOG_1_1 + slot * MAX_QUEST_OFFSET + QUEST_COUNTS_OFFSET, val);
      }
      void SetQuestSlotState (uint16 slot, uint32 state)
      {
          SetFlag(PLAYER_QUEST_LOG_1_1 + slot * MAX_QUEST_OFFSET + QUEST_STATE_OFFSET, state);
      }
      void RemoveQuestSlotState (uint16 slot, uint32 state)
      {
          RemoveFlag(PLAYER_QUEST_LOG_1_1 + slot * MAX_QUEST_OFFSET + QUEST_STATE_OFFSET, state);
      }
      void SetQuestSlotTimer (uint16 slot, uint32 timer)
      {
          SetUInt32Value(PLAYER_QUEST_LOG_1_1 + slot * MAX_QUEST_OFFSET + QUEST_TIME_OFFSET, timer);
      }
      void SwapQuestSlot (uint16 slot1, uint16 slot2)
      {
          for (int i = 0; i < MAX_QUEST_OFFSET; ++i)
          {
              uint32 temp1 = GetUInt32Value(PLAYER_QUEST_LOG_1_1 + MAX_QUEST_OFFSET * slot1 + i);
              uint32 temp2 = GetUInt32Value(PLAYER_QUEST_LOG_1_1 + MAX_QUEST_OFFSET * slot2 + i);
  
              SetUInt32Value(PLAYER_QUEST_LOG_1_1 + MAX_QUEST_OFFSET * slot1 + i, temp2);
              SetUInt32Value(PLAYER_QUEST_LOG_1_1 + MAX_QUEST_OFFSET * slot2 + i, temp1);
          }
      }
      uint16 GetReqKillOrCastCurrentCount (uint32 quest_id, int32 entry);
      void AreaExploredOrEventHappens (uint32 questId);
      void GroupEventHappens (uint32 questId, WorldObject const* pEventObject);
      void ItemAddedQuestCheck (uint32 entry, uint32 count);
      void ItemRemovedQuestCheck (uint32 entry, uint32 count);
      void KilledMonster (CreatureInfo const* cInfo, uint64 guid);
      void KilledMonsterCredit (uint32 entry, uint64 guid);
      void KilledPlayerCredit ();
      void CastedCreatureOrGO (uint32 entry, uint64 guid, uint32 spell_id);
      void TalkedToCreature (uint32 entry, uint64 guid);
      void MoneyChanged (uint32 value);
      void ReputationChanged (FactionEntry const* factionEntry);
      void ReputationChanged2 (FactionEntry const* factionEntry);
      bool HasQuestForItem (uint32 itemid) const;
      bool HasQuestForGO (int32 GOId) const;
      void UpdateForQuestWorldObjects ();
      bool CanShareQuest (uint32 quest_id) const;
  
      uint32 GetGuildMoneyModifier ()
      {
          return m_GuildMoneyModifier;
      }
      uint32 SetGuildMoneyModifier (uint32 m_GuildMoneyMod)
      {
          return m_GuildMoneyModifier = m_GuildMoneyMod;
      }
  
      void SendQuestComplete (uint32 quest_id);
      void SendQuestReward (Quest const *pQuest, uint32 XP, Object* questGiver);
      void SendQuestFailed (uint32 quest_id);
      void SendQuestWindowClose (uint32 questId);
      void SendQuestTimerFailed (uint32 quest_id);
      void SendCanTakeQuestResponse (uint32 msg);
      void SendQuestConfirmAccept (Quest const* pQuest, Player* pReceiver);
      void SendPushToPartyResponse (Player *pPlayer, uint32 msg);
      void SendQuestUpdateAddItem (Quest const* pQuest, uint32 item_idx, uint16 count);
      void SendQuestUpdateAddCreatureOrGo (Quest const* pQuest, uint64 guid, uint32 creatureOrGO_idx, uint16 old_count, uint16 add_count);
      void SendQuestUpdateAddPlayer (Quest const* quest, uint16 old_count, uint16 add_count);
  
      uint64 GetDivider ()
      {
          return m_divider;
      }
      void SetDivider (uint64 guid)
      {
          m_divider = guid;
      }
  
      uint32 GetInGameTime ()
      {
          return m_ingametime;
      }
  
      void SetInGameTime (uint32 time)
      {
          m_ingametime = time;
      }
  
      void AddTimedQuest (uint32 quest_id)
      {
          m_timedquests.insert(quest_id);
      }
      void RemoveTimedQuest (uint32 quest_id)
      {
          m_timedquests.erase(quest_id);
      }
  
      /*********************************************************/
      /***                   LOAD SYSTEM                     ***/
      /*********************************************************/
  
      static Player* LoadFromDB (uint32 guid, SQLQueryHolder * holder, WorldSession * session);
      bool _LoadFromDB (uint32 guid, SQLQueryHolder * holder, PreparedQueryResult & result);
      bool isBeingLoaded () const
      {
          return GetSession()->PlayerLoading();
      }
  
      void Initialize (uint32 guid);
      static uint32 GetUInt32ValueFromArray (Tokens const& data, uint16 index);
      static float GetFloatValueFromArray (Tokens const& data, uint16 index);
      static uint32 GetZoneIdFromDB (uint64 guid);
      static uint32 GetLevelFromDB (uint64 guid);
      static bool LoadPositionFromDB (uint32& mapid, float& x, float& y, float& z, float& o, bool& in_flight, uint64 guid);
  
      /*********************************************************/
      /***                   SAVE SYSTEM                     ***/
      /*********************************************************/
  
      void SaveToDB ();
      void SaveInventoryAndGoldToDB (SQLTransaction& trans);          // fast save function for item/money cheating preventing
      void SaveGoldToDB (SQLTransaction& trans);
  
      static void SetUInt32ValueInArray (Tokens& data, uint16 index, uint32 value);
      static void SetFloatValueInArray (Tokens& data, uint16 index, float value);
      static void Customize (uint64 guid, uint8 gender, uint8 skin, uint8 face, uint8 hairStyle, uint8 hairColor, uint8 facialHair);
      static void SavePositionInDB (uint32 mapid, float x, float y, float z, float o, uint32 zone, uint64 guid);
  
      static void DeleteFromDB (uint64 playerguid, uint32 accountId, bool updateRealmChars = true, bool deleteFinally = false);
      static void DeleteOldCharacters ();
      static void DeleteOldCharacters (uint32 keepDays);
  
      bool m_mailsLoaded;
      bool m_mailsUpdated;
  
      void SetBindPoint (uint64 guid);
      void SendTalentWipeConfirm (uint64 guid);
      void ResetPetTalents ();
      void CalcRage (uint32 damage, bool attacker);
      void RegenerateAll ();
      void Regenerate (Powers power);
      void RegenerateHealth ();
      void setRegenTimerCount (uint32 time)
      {
          m_regenTimerCount = time;
      }
      void setWeaponChangeTimer (uint32 time)
      {
          m_weaponChangeTimer = time;
      }
  
      uint32 GetMoney () const
      {
          return GetUInt32Value(PLAYER_FIELD_COINAGE);
      }
      void ModifyMoney (int32 d);
      bool HasEnoughMoney (uint32 amount) const
      {
          return (GetMoney() >= amount);
      }
      bool HasEnoughMoney (int32 amount) const
      {
          if (amount > 0)
              return (GetMoney() >= uint32(amount));
          return true;
      }
  
      void SetMoney (uint32 value)
      {
          SetUInt32Value(PLAYER_FIELD_COINAGE, value);
          MoneyChanged(value);
          UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_GOLD_VALUE_OWNED);
      }
  
      RewardedQuestSet& getRewardedQuests ()
      {
          return m_RewardedQuests;
      }
      QuestStatusMap& getQuestStatusMap ()
      {
          return m_QuestStatus;
      }
      ;
  
      const uint64& GetSelection () const
      {
          return m_curSelection;
      }
      Unit *GetSelectedUnit () const;
      Player *GetSelectedPlayer () const;
      void SetSelection (const uint64 &guid)
      {
          m_curSelection = guid;
          SetUInt64Value(UNIT_FIELD_TARGET, guid);
      }
  
      uint8 GetComboPoints ()
      {
          return m_comboPoints;
      }
      const uint64& GetComboTarget () const
      {
          return m_comboTarget;
      }
  
      void AddComboPoints (Unit* target, int8 count, Spell * spell = NULL);
      void GainSpellComboPoints (int8 count);
      void ClearComboPoints ();
      void SendComboPoints ();
  
      void SendMailResult (uint32 mailId, MailResponseType mailAction, MailResponseResult mailError, uint32 equipError = 0, uint32 item_guid = 0, uint32 item_count = 0);
      void SendNewMail ();
      void UpdateNextMailTimeAndUnreads ();
      void AddNewMailDeliverTime (time_t deliver_time);
      bool IsMailsLoaded () const
      {
          return m_mailsLoaded;
      }
  
      void RemoveMail (uint32 id);
  
      void AddMail (Mail* mail)
      {
          m_mail.push_front(mail);
      }          // for call from WorldSession::SendMailTo
      uint32 GetMailSize ()
      {
          return m_mail.size();
      }
      Mail* GetMail (uint32 id);
  
      PlayerMails::iterator GetMailBegin ()
      {
          return m_mail.begin();
      }
      PlayerMails::iterator GetMailEnd ()
      {
          return m_mail.end();
      }
  
      /*********************************************************/
      /*** MAILED ITEMS SYSTEM ***/
      /*********************************************************/
  
      uint8 unReadMails;
      time_t m_nextMailDelivereTime;
  
      typedef UNORDERED_MAP<uint32, Item*> ItemMap;
  
      ItemMap mMitems;          //template defined in objectmgr.cpp
  
      Item* GetMItem(uint32 id)
      {
          ItemMap::const_iterator itr = mMitems.find(id);
          return itr != mMitems.end() ? itr->second : NULL;
      }
  
      void AddMItem(Item* it)
      {
          ASSERT(it);
          //ASSERT deleted, because items can be added before loading
          mMitems[it->GetGUIDLow()] = it;
      }
  
      bool RemoveMItem(uint32 id)
      {
          return mMitems.erase(id) ? true : false;
      }
  
      void PetSpellInitialize();
      void CharmSpellInitialize();
      void PossessSpellInitialize();
      void VehicleSpellInitialize();
      void SendRemoveControlBar();
      bool HasSpell(uint32 spell) const;
      bool HasActiveSpell(uint32 spell) const;          // show in spellbook
      TrainerSpellState GetTrainerSpellState(TrainerSpell const* trainer_spell) const;
      bool IsSpellFitByClassAndRace(uint32 spell_id) const;
      bool IsNeedCastPassiveSpellAtLearn(SpellEntry const* spellInfo) const;
  
      void SendProficiency(ItemClass itemClass, uint32 itemSubclassMask);
      void SendInitialSpells();
      bool addSpell(uint32 spell_id, bool active, bool learning, bool dependent, bool disabled);
      void learnSpell(uint32 spell_id, bool dependent);
      void removeSpell(uint32 spell_id, bool disabled = false, bool learn_low_rank = true);
      void resetSpells(bool myClassOnly = false);
      void learnDefaultSpells();
      void learnQuestRewardedSpells();
      void learnQuestRewardedSpells(Quest const* quest);
      void learnSpellHighRank(uint32 spellid);
      void AddTemporarySpell(uint32 spellId);
      void RemoveTemporarySpell(uint32 spellId);
      void SetReputation(uint32 factionentry, uint32 value);
      uint32 GetReputation(uint32 factionentry);
      std::string GetGuildName();
      uint32 GetFreeTalentPoints() const
      {   return m_freeTalentPoints;}
      void SetFreeTalentPoints(uint32 points)
      {   m_freeTalentPoints = points;}
      bool resetTalents(bool no_cost = false);
      uint32 resetTalentsCost() const;
      void InitTalentForLevel();
      void BuildPlayerTalentsInfoData(WorldPacket *data);
      void BuildPetTalentsInfoData(WorldPacket *data);
      void SendTalentsInfoData(bool pet);
      void LearnTalent(uint32 talentId, uint32 talentRank, bool one = true);
      void LearnPetTalent(uint64 petGuid, uint32 talentId, uint32 talentRank);
  
      bool AddTalent(uint32 spell, uint8 spec, bool learning);
      bool HasTalent(uint32 spell_id, uint8 spec) const;
  
      void SetTalentBranchSpec(uint32 branchSpec, uint8 spec)
      {   m_branchSpec[spec] = branchSpec;}
      uint32 GetTalentBranchSpec(uint8 spec) const
      {   return m_branchSpec[spec];}
  
      uint32 CalculateTalentsPoints() const;
  
      // Dual Spec
      void UpdateSpecCount(uint8 count);
      uint32 GetActiveSpec()
      {   return m_activeSpec;}
      void SetActiveSpec(uint8 spec)
      {   m_activeSpec = spec;}
      uint8 GetSpecsCount()
      {   return m_specsCount;}
      void SetSpecsCount(uint8 count)
      {   m_specsCount = count;}
      void ActivateSpec(uint8 spec);
  
      void InitGlyphsForLevel();
      void SetGlyphSlot(uint8 slot, uint32 slottype)
      {
          ASSERT(slot < MAX_GLYPH_SLOT_INDEX);          // prevent updatefields corruption
          SetUInt32Value(PLAYER_FIELD_GLYPH_SLOTS_1 + slot, slottype);
      }
      uint32 GetGlyphSlot(uint8 slot)
      {   return GetUInt32Value(PLAYER_FIELD_GLYPH_SLOTS_1 + slot);}
      void SetGlyph(uint8 slot, uint32 glyph)
      {
          m_Glyphs[m_activeSpec][slot] = glyph;
          SetUInt32Value(PLAYER_FIELD_GLYPHS_1 + slot, glyph);
      }
      uint32 GetGlyph(uint8 slot)
      {   return m_Glyphs[m_activeSpec][slot];}
  
      uint32 GetFreePrimaryProfessionPoints() const
      {   return GetUInt32Value(PLAYER_CHARACTER_POINTS);}
      void SetFreePrimaryProfessions(uint16 profs)
      {   SetUInt32Value(PLAYER_CHARACTER_POINTS, profs);}
      void InitPrimaryProfessions();
  
      PlayerSpellMap const& GetSpellMap() const
      {   return m_spells;}
      PlayerSpellMap & GetSpellMap()
      {   return m_spells;}
  
      SpellCooldowns const& GetSpellCooldownMap() const
      {   return m_spellCooldowns;}
  
      void AddSpellMod(SpellModifier* mod, bool apply);
      bool IsAffectedBySpellmod(SpellEntry const *spellInfo, SpellModifier *mod, Spell * spell = NULL);
      template <class T> T ApplySpellMod(uint32 spellId, SpellModOp op, T &basevalue, Spell * spell = NULL);
      void RemoveSpellMods(Spell * spell);
      void RestoreSpellMods(Spell *spell, uint32 ownerAuraId=0);
      void DropModCharge(SpellModifier * mod, Spell * spell);
      void SetSpellModTakingSpell(Spell* spell, bool apply);
  
      static uint32 const infinityCooldownDelay = MONTH;          // used for set "infinity cooldowns" for spells and check
      static uint32 const infinityCooldownDelayCheck = MONTH/2;
      bool HasSpellCooldown(uint32 spell_id) const
      {
          SpellCooldowns::const_iterator itr = m_spellCooldowns.find(spell_id);
          return itr != m_spellCooldowns.end() && itr->second.end > time(NULL);
      }
      uint32 GetSpellCooldownDelay(uint32 spell_id) const
      {
          SpellCooldowns::const_iterator itr = m_spellCooldowns.find(spell_id);
          time_t t = time(NULL);
          return uint32(itr != m_spellCooldowns.end() && itr->second.end > t ? itr->second.end - t : 0);
      }
      void AddSpellAndCategoryCooldowns(SpellEntry const* spellInfo, uint32 itemId, Spell* spell = NULL, bool infinityCooldown = false);
      void AddSpellCooldown(uint32 spell_id, uint32 itemid, time_t end_time);
      void SendCooldownEvent(SpellEntry const *spellInfo, uint32 itemId = 0, Spell* spell = NULL);
      void ProhibitSpellScholl(SpellSchoolMask idSchoolMask, uint32 unTimeMs);
      void RemoveSpellCooldown(uint32 spell_id, bool update = false);
      void RemoveSpellCategoryCooldown(uint32 cat, bool update = false);
      void SendClearCooldown(uint32 spell_id, Unit* target);
      void UpdateSpellCooldown(uint32 spell_id, int32 amount);
  
      void RemoveCategoryCooldown(uint32 cat);
      void RemoveArenaSpellCooldowns(bool removeActivePetCooldowns = false);
      void RemoveAllSpellCooldown();
      void _LoadSpellCooldowns(PreparedQueryResult result);
      void _SaveSpellCooldowns(SQLTransaction& trans);
      void SetLastPotionId(uint32 item_id)
      {   m_lastPotionId = item_id;}
      void UpdatePotionCooldown(Spell* spell = NULL);
  
      // global cooldown
      void AddGlobalCooldown(SpellEntry const *spellInfo, Spell *spell);
      bool HasGlobalCooldown(SpellEntry const *spellInfo) const;
      void RemoveGlobalCooldown(SpellEntry const *spellInfo);
  
      void setResurrectRequestData(uint64 guid, uint32 mapId, float X, float Y, float Z, uint32 health, uint32 mana)
      {
          m_resurrectGUID = guid;
          m_resurrectMap = mapId;
          m_resurrectX = X;
          m_resurrectY = Y;
          m_resurrectZ = Z;
          m_resurrectHealth = health;
          m_resurrectMana = mana;
      }
      void clearResurrectRequestData()
      {   setResurrectRequestData(0, 0, 0.0f, 0.0f, 0.0f, 0, 0);}
      bool isRessurectRequestedBy(uint64 guid) const
      {   return m_resurrectGUID == guid;}
      bool isRessurectRequested() const
      {   return m_resurrectGUID != 0;}
      void ResurectUsingRequestData();
  
      uint8 getCinematic()
      {
          return m_cinematic;
      }
      void setCinematic(uint8 cine)
      {
          m_cinematic = cine;
      }
  
      ActionButton* addActionButton(uint8 button, uint32 action, uint8 type);
      void removeActionButton(uint8 button);
      ActionButton const* GetActionButton(uint8 button);
      void SendInitialActionButtons() const
      {   SendActionButtons(1);}
      void SendActionButtons(uint32 state) const;
      bool IsActionButtonDataValid(uint8 button, uint32 action, uint8 type);
  
      PvPInfo pvpInfo;
      void UpdatePvPState(bool onlyFFA = false);
      void SetPvP(bool state)
      {
          Unit::SetPvP(state);
          for (ControlList::iterator itr = m_Controlled.begin(); itr != m_Controlled.end(); ++itr)
          (*itr)->SetPvP(state);
      }
      void UpdatePvP(bool state, bool override=false);
      void UpdateZone(uint32 newZone, uint32 newArea);
      void UpdateArea(uint32 newArea);
  
      void UpdateZoneDependentAuras(uint32 zone_id);          // zones
      void UpdateAreaDependentAuras(uint32 area_id);// subzones
  
      void UpdateAfkReport(time_t currTime);
      void UpdatePvPFlag(time_t currTime);
      void UpdateContestedPvP(uint32 currTime);
      void SetContestedPvPTimer(uint32 newTime)
      {   m_contestedPvPTimer = newTime;}
      void ResetContestedPvP()
      {
          ClearUnitState(UNIT_STAT_ATTACK_PLAYER);
          RemoveFlag(PLAYER_FLAGS, PLAYER_FLAGS_CONTESTED_PVP);
          m_contestedPvPTimer = 0;
      }
  
      /** todo: -maybe move UpdateDuelFlag+DuelComplete to independent DuelHandler.. **/
      DuelInfo *duel;
      void UpdateDuelFlag(time_t currTime);
      void CheckDuelDistance(time_t currTime);
      void DuelComplete(DuelCompleteType type);
      void SendDuelCountdown(uint32 counter);
  
      bool IsGroupVisibleFor(Player const* p) const;
      bool IsInSameGroupWith(Player const* p) const;
      bool IsInSameRaidWith(Player const* p) const
      {   return p == this || (GetGroup() != NULL && GetGroup() == p->GetGroup());}
      void UninviteFromGroup();
      static void RemoveFromGroup(Group* group, uint64 guid, RemoveMethod method = GROUP_REMOVEMETHOD_DEFAULT, uint64 kicker = 0 , const char* reason = NULL);
      void RemoveFromGroup(RemoveMethod method = GROUP_REMOVEMETHOD_DEFAULT)
      {   RemoveFromGroup(GetGroup(), GetGUID(), method);}
      void SendUpdateToOutOfRangeGroupMembers();
  
      void SetInGuild(uint32 GuildId);
      void SetRank(uint8 rankId)
      {   SetUInt32Value(PLAYER_GUILDRANK, rankId);}
      uint8 GetRank()
      {   return uint8(GetUInt32Value(PLAYER_GUILDRANK));}
      void SetGuildIdInvited(uint32 GuildId)
      {   m_GuildIdInvited = GuildId;}
      uint32 GetGuildId()
      {   return m_guildId;}
      static uint32 GetGuildIdFromDB(uint64 guid);
      static uint8 GetRankFromDB(uint64 guid);
      int GetGuildIdInvited()
      {   return m_GuildIdInvited;}
      static void RemovePetitionsAndSigns(uint64 guid, uint32 type);
  
      // Arena Team
      void SetInArenaTeam(uint32 ArenaTeamId, uint8 slot, uint8 type)
      {
          SetArenaTeamInfoField(slot, ARENA_TEAM_ID, ArenaTeamId);
          SetArenaTeamInfoField(slot, ARENA_TEAM_TYPE, type);
      }
      void SetArenaTeamInfoField(uint8 slot, ArenaTeamInfoType type, uint32 value)
      {
          SetUInt32Value(PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + (slot * ARENA_TEAM_END) + type, value);
      }
      uint32 GetArenaTeamId(uint8 slot)
      {   return GetUInt32Value(PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + (slot * ARENA_TEAM_END) + ARENA_TEAM_ID);}
      uint32 GetArenaPersonalRating(uint8 slot)
      {   return GetUInt32Value(PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + (slot * ARENA_TEAM_END) + ARENA_TEAM_PERSONAL_RATING);}
      static uint32 GetArenaTeamIdFromDB(uint64 guid, uint8 slot);
      void SetArenaTeamIdInvited(uint32 ArenaTeamId)
      {   m_ArenaTeamIdInvited = ArenaTeamId;}
      uint32 GetArenaTeamIdInvited()
      {   return m_ArenaTeamIdInvited;}
      static void LeaveAllArenaTeams(uint64 guid);
  
      Difficulty GetDifficulty(bool isRaid) const
      {   return isRaid ? m_raidDifficulty : m_dungeonDifficulty;}
      Difficulty GetDungeonDifficulty() const
      {   return m_dungeonDifficulty;}
      Difficulty GetRaidDifficulty() const
      {   return m_raidDifficulty;}
      Difficulty GetStoredRaidDifficulty() const
      {   return m_raidMapDifficulty;}          // only for use in difficulty packet after exiting to raid map
      void SetDungeonDifficulty(Difficulty dungeon_difficulty)
      {   m_dungeonDifficulty = dungeon_difficulty;}
      void SetRaidDifficulty(Difficulty raid_difficulty)
      {   m_raidDifficulty = raid_difficulty;}
      void StoreRaidMapDifficulty()
      {   m_raidMapDifficulty = GetMap()->GetDifficulty();}
  
      bool UpdateSkill(uint32 skill_id, uint32 step);
      bool UpdateSkillPro(uint16 SkillId, int32 Chance, uint32 step);
  
      bool UpdateCraftSkill(uint32 spellid);
      bool UpdateGatherSkill(uint32 SkillId, uint32 SkillValue, uint32 RedLevel, uint32 Multiplicator = 1);
      bool UpdateFishingSkill();
  
      uint32 GetBaseDefenseSkillValue() const
      {   return GetBaseSkillValue(SKILL_DEFENSE);}
      uint32 GetBaseWeaponSkillValue(WeaponAttackType attType) const;
  
      uint32 GetSpellByProto(ItemPrototype *proto);
  
      float GetHealthBonusFromStamina();
      float GetManaBonusFromIntellect();
  
      bool UpdateStats(Stats stat);
      bool UpdateAllStats();
      void UpdateResistances(uint32 school);
      void UpdateArmor();
      void UpdateSpellPower();
      void UpdateMaxHealth();
      void UpdateMaxPower(Powers power);
      void ApplyFeralAPBonus(int32 amount, bool apply);
      void UpdateAttackPowerAndDamage(bool ranged = false);
      void UpdateShieldBlockValue();
      void UpdateDamagePhysical(WeaponAttackType attType);
      void ApplySpellPowerBonus(int32 amount, bool apply);
      void UpdateSpellDamageAndHealingBonus();
      void ApplyRatingMod(CombatRating cr, int32 value, bool apply);
      void UpdateRating(CombatRating cr);
      void UpdateAllRatings();
  
      void CalculateMinMaxDamage(WeaponAttackType attType, bool normalized, bool addTotalPct, float& min_damage, float& max_damage);
  
      void UpdateDefenseBonusesMod();
      inline void RecalculateRating(CombatRating cr)
      {   ApplyRatingMod(cr, 0, true);}
      float GetMeleeCritFromAgility();
      float GetDodgeFromAgility();
      float GetSpellCritFromIntellect();
      float OCTRegenMPPerSpirit();
      float GetRatingCoefficient(CombatRating cr) const;
      float GetRatingBonusValue(CombatRating cr) const;
      uint32 GetBaseSpellPowerBonus()
      {   return m_spellPowerFromIntellect + m_baseSpellPower;}
      int32 GetSpellPenetrationItemMod() const
      {   return m_spellPenetrationItemMod;}
  
      float GetExpertiseDodgeOrParryReduction(WeaponAttackType attType) const;
      void UpdateBlockPercentage();
      void UpdateCritPercentage(WeaponAttackType attType);
      void UpdateAllCritPercentages();
      void UpdateParryPercentage();
      void UpdateDodgePercentage();
      void UpdateMeleeHitChances();
      void UpdateRangedHitChances();
      void UpdateSpellHitChances();
  
      void UpdateMastery();
      float GetMasteryPoints()
      {   return CaclulateMasteryFromMasteryRating(m_baseRatingValue[CR_MASTERY]);}
      float CaclulateMasteryFromMasteryRating(int32 curr_rating)
      {   return float(curr_rating * 0.0055779569892473f);}
      int32 CaclulateMasteryRatingFromMastery(float curr_mastery)
      {   return int32(curr_mastery / 0.0055779569892473f);}
      void RemoveOrAddMasterySpells();
  
      void UpdateAllSpellCritChances();
      void UpdateSpellCritChance(uint32 school);
      void UpdateArmorPenetration(int32 amount);
      void UpdateExpertise(WeaponAttackType attType);
      void ApplyManaRegenBonus(int32 amount, bool apply);
      void ApplyHealthRegenBonus(int32 amount, bool apply);
      void UpdateManaRegen();
  
      const uint64& GetLootGUID() const
      {   return m_lootGuid;}
      void SetLootGUID(const uint64 &guid)
      {   m_lootGuid = guid;}
  
      void RemovedInsignia(Player* looterPlr);
  
      WorldSession* GetSession() const
      {   return m_session;}
  
      void BuildCreateUpdateBlockForPlayer(UpdateData *data, Player *target) const;
      void DestroyForPlayer(Player *target, bool anim = false) const;
      void SendPlayerMoneyNotify(Player* player, uint32 Money, uint32 Modifier);
      void SendLogXPGain(uint32 GivenXP, Unit* victim, uint32 BonusXP, bool recruitAFriend = false, float group_rate=1.0f);
  
      // notifiers
      void SendAttackSwingCantAttack();
      void SendAttackSwingCancelAttack();
      void SendAttackSwingDeadTarget();
      void SendAttackSwingNotInRange();
      void SendAttackSwingBadFacingAttack();
      void SendAutoRepeatCancel(Unit *target);
      void SendExplorationExperience(uint32 Area, uint32 Experience);
  
      void SendDungeonDifficulty(bool IsInGroup);
      void SendRaidDifficulty(bool IsInGroup, int32 forcedDifficulty = -1);
      void ResetInstances(uint8 method, bool isRaid);
      void SendResetInstanceSuccess(uint32 MapId);
      void SendResetInstanceFailed(uint32 reason, uint32 MapId);
      void SendResetFailedNotify(uint32 mapid);
  
      virtual bool SetPosition(float x, float y, float z, float orientation, bool teleport = false);
      bool SetPosition(const Position &pos, bool teleport = false)
      {   return SetPosition(pos.GetPositionX(), pos.GetPositionY(), pos.GetPositionZ(), pos.GetOrientation(), teleport);}
      void UpdateUnderwaterState(Map * m, float x, float y, float z);
  
      void SendMessageToSet(WorldPacket *data, bool self)
      {   SendMessageToSetInRange(data, GetVisibilityRange(), self);};          // overwrite Object::SendMessageToSet
      void SendMessageToSetInRange(WorldPacket *data, float fist, bool self);// overwrite Object::SendMessageToSetInRange
      void SendMessageToSetInRange(WorldPacket *data, float dist, bool self, bool own_team_only);
      void SendMessageToSet(WorldPacket *data, Player const* skipped_rcvr);
  
      void SendTeleportPacket(Position &oldPos);
      void SendTeleportAckPacket();
  
      Corpse *GetCorpse() const;
      void SpawnCorpseBones();
      void CreateCorpse();
      bool FallGround(uint8 FallMode = 0);
      void KillPlayer();
      uint32 GetResurrectionSpellId();
      void ResurrectPlayer(float restore_percent, bool applySickness = false);
      void BuildPlayerRepop();
      void RepopAtGraveyard();
  
      void DurabilityLossAll(double percent, bool inventory);
      void DurabilityLoss(Item* item, double percent);
      void DurabilityPointsLossAll(int32 points, bool inventory);
      void DurabilityPointsLoss(Item* item, int32 points);
      void DurabilityPointLossForEquipSlot(EquipmentSlots slot);
      uint32 DurabilityRepairAll(bool cost, float discountMod, bool guildBank);
      uint32 DurabilityRepair(uint16 pos, bool cost, float discountMod, bool guildBank);
  
      void UpdateMirrorTimers();
      void StopMirrorTimers()
      {
          StopMirrorTimer(FATIGUE_TIMER);
          StopMirrorTimer(BREATH_TIMER);
          StopMirrorTimer(FIRE_TIMER);
      }
  
      void SetMovement(PlayerMovementType pType);
  
      bool CanJoinConstantChannelInZone(ChatChannelsEntry const* channel, AreaTableEntry const* zone);
  
      void JoinedChannel(Channel *c);
      void LeftChannel(Channel *c);
      void CleanupChannels();
      void UpdateLocalChannels(uint32 newZone);
      void LeaveLFGChannel();
  
      void UpdateDefense();
      void UpdateWeaponSkill (WeaponAttackType attType);
      void UpdateCombatSkills(Unit *pVictim, WeaponAttackType attType, bool defence);
  
      void SetSkill(uint16 id, uint16 step, uint16 currVal, uint16 maxVal);
      uint16 GetMaxSkillValue(uint32 skill) const;          // max + perm. bonus + temp bonus
      uint16 GetPureMaxSkillValue(uint32 skill) const;// max
      uint16 GetSkillValue(uint32 skill) const;// skill value + perm. bonus + temp bonus
      uint16 GetBaseSkillValue(uint32 skill) const;// skill value + perm. bonus
      uint16 GetPureSkillValue(uint32 skill) const;// skill value
      int16 GetSkillPermBonusValue(uint32 skill) const;
      int16 GetSkillTempBonusValue(uint32 skill) const;
      uint16 GetSkillStep(uint16 skill) const;// 0...6
      bool HasSkill(uint32 skill) const;
      void learnSkillRewardedSpells(uint32 id, uint32 value);
  
      WorldLocation& GetTeleportDest()
      {   return m_teleport_dest;}
      bool IsBeingTeleported() const
      {   return mSemaphoreTeleport_Near || mSemaphoreTeleport_Far;}
      bool IsBeingTeleportedNear() const
      {   return mSemaphoreTeleport_Near;}
      bool IsBeingTeleportedFar() const
      {   return mSemaphoreTeleport_Far;}
      void SetSemaphoreTeleportNear(bool semphsetting)
      {   mSemaphoreTeleport_Near = semphsetting;}
      void SetSemaphoreTeleportFar(bool semphsetting)
      {   mSemaphoreTeleport_Far = semphsetting;}
      void ProcessDelayedOperations();
  
      void CheckAreaExploreAndOutdoor(void);
  
      static uint32 TeamForRace(uint8 race);
      uint32 GetTeam() const
      {   return m_team;}
      TeamId GetTeamId() const
      {   return m_team == ALLIANCE ? TEAM_ALLIANCE : TEAM_HORDE;}
      void setFactionForRace(uint8 race);
  
      void InitDisplayIds();
  
      bool IsAtGroupRewardDistance(WorldObject const* pRewardSource) const;
      bool IsAtRecruitAFriendDistance(WorldObject const* pOther) const;
      void RewardPlayerAndGroupAtKill(Unit* victim, bool isBattleGround);
      void RewardPlayerAndGroupAtEvent(uint32 creature_id, WorldObject* pRewardSource);
      bool isHonorOrXPTarget(Unit* pVictim);
  
      bool GetsRecruitAFriendBonus(bool forXP);
      uint8 GetGrantableLevels()
      {   return GetByteValue(PLAYER_FIELD_BYTES, 1);}
  
      ReputationMgr& GetReputationMgr()
      {   return m_reputationMgr;}
      ReputationMgr const& GetReputationMgr() const
      {   return m_reputationMgr;}
      ReputationRank GetReputationRank(uint32 faction_id) const;
      void RewardOnKill(Unit *victim, float rate);
      void RewardReputation(Quest const *pQuest);
  
      void UpdateSkillsForLevel();
      void UpdateSkillsToMaxSkillsForLevel();          // for .levelup
      void ModifySkillBonus(uint32 skillid, int32 val, bool talent);
  
      /*********************************************************/
      /***                  PVP SYSTEM                       ***/
      /*********************************************************/
      void UpdateHonorFields();
      bool RewardHonor(Unit *pVictim, uint32 groupsize, int32 honor = -1, bool pvptoken = false);
      uint32 GetMaxPersonalArenaRatingRequirement(uint32 minarenaslot);
  
      //End of PvP System
  
      inline SpellCooldowns GetSpellCooldowns() const
      {   return m_spellCooldowns;}
  
      void SetDrunkValue(uint16 newDrunkValue, uint32 itemid=0);
      uint16 GetDrunkValue() const
      {   return m_drunk;}
      static DrunkenState GetDrunkenstateByValue(uint16 value);
  
      uint32 GetDeathTimer() const
      {   return m_deathTimer;}
      uint32 GetCorpseReclaimDelay(bool pvp) const;
      void UpdateCorpseReclaimDelay();
      void SendCorpseReclaimDelay(bool load = false);
  
      uint32 GetShieldBlockValue() const;          // overwrite Unit version (virtual)
      bool CanParry() const
      {   return m_canParry;}
      void SetCanParry(bool value);
      bool CanBlock() const
      {   return m_canBlock;}
      void SetCanBlock(bool value);
      bool CanTitanGrip() const
      {   return m_canTitanGrip;}
      void SetCanTitanGrip(bool value)
      {   m_canTitanGrip = value;}
      bool CanTameExoticPets() const
      {   return isGameMaster() || HasAuraType(SPELL_AURA_ALLOW_TAME_PET_TYPE);}
  
      void SetRegularAttackTime();
      void SetBaseModValue(BaseModGroup modGroup, BaseModType modType, float value)
      {   m_auraBaseMod[modGroup][modType] = value;}
      void HandleBaseModValue(BaseModGroup modGroup, BaseModType modType, float amount, bool apply);
      float GetBaseModValue(BaseModGroup modGroup, BaseModType modType) const;
      float GetTotalBaseModValue(BaseModGroup modGroup) const;
      float GetTotalPercentageModValue(BaseModGroup modGroup) const
      {   return m_auraBaseMod[modGroup][FLAT_MOD] + m_auraBaseMod[modGroup][PCT_MOD];}
      void _ApplyAllStatBonuses();
      void _RemoveAllStatBonuses();
  
      void ResetAllPowers();
  
      void _ApplyWeaponDependentAuraMods(Item *item, WeaponAttackType attackType, bool apply);
      void _ApplyWeaponDependentAuraCritMod(Item *item, WeaponAttackType attackType, AuraEffect const * aura, bool apply);
      void _ApplyWeaponDependentAuraDamageMod(Item *item, WeaponAttackType attackType, AuraEffect const * aura, bool apply);
  
      void _ApplyItemMods(Item *item, uint8 slot, bool apply);
      void _RemoveAllItemMods();
      void _ApplyAllItemMods();
      void _ApplyAllLevelScaleItemMods(bool apply);
      void _ApplyItemBonuses(ItemPrototype const *proto, uint8 slot, bool apply, bool only_level_scale = false);
      void _ApplyWeaponDamage(uint8 slot, ItemPrototype const *proto, ScalingStatValuesEntry const *ssv, bool apply);
      void _ApplyAmmoBonuses();
      bool EnchantmentFitsRequirements(uint32 enchantmentcondition, int8 slot);
      void ToggleMetaGemsActive(uint8 exceptslot, bool apply);
      void CorrectMetaGemEnchants(uint8 slot, bool apply);
      void InitDataForForm(bool reapplyMods = false);
  
      void ApplyItemEquipSpell(Item *item, bool apply, bool form_change = false);
      void ApplyEquipSpell(SpellEntry const* spellInfo, Item* item, bool apply, bool form_change = false);
      void UpdateEquipSpellsAtFormChange();
      void CastItemCombatSpell(Unit *target, WeaponAttackType attType, uint32 procVictim, uint32 procEx);
      void CastItemUseSpell(Item *item, SpellCastTargets const& targets, uint8 cast_count);
      void CastItemCombatSpell(Unit *target, WeaponAttackType attType, uint32 procVictim, uint32 procEx, Item *item, ItemPrototype const * proto);
  
      void SendEquipmentSetList();
      void SetEquipmentSet(uint32 index, EquipmentSet eqset);
      void DeleteEquipmentSet(uint64 setGuid);
  
      void SetEmoteState(uint32 anim_id);
      uint32 GetEmoteState()
      {   return m_emote;}
  
      void SendInitWorldStates(uint32 zone, uint32 area);
      void SendUpdateWorldState(uint32 Field, uint32 Value);
      void SendDirectMessage(WorldPacket *data);
      void SendBGWeekendWorldStates();
  
      void SendAurasForTarget(Unit *target);
  
      PlayerMenu* PlayerTalkClass;
      std::vector<ItemSetEffect *> ItemSetEff;
  
      void SendLoot(uint64 guid, LootType loot_type);
      void SendLootRelease(uint64 guid);
      void SendNotifyLootItemRemoved(uint8 lootSlot);
      void SendNotifyLootMoneyRemoved();
  
      /*********************************************************/
      /***               BATTLEGROUND SYSTEM                 ***/
      /*********************************************************/
  
      bool InBattleground() const
      {   return m_bgData.bgInstanceID != 0;}
      bool InArena() const;
      uint32 GetBattlegroundId() const
      {   return m_bgData.bgInstanceID;}
      BattlegroundTypeId GetBattlegroundTypeId() const
      {   return m_bgData.bgTypeID;}
      Battleground* GetBattleground() const;
  
      bool InBattlegroundQueue() const
      {
          for (uint8 i = 0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; ++i)
          if (m_bgBattlegroundQueueID[i].bgQueueTypeId != BATTLEGROUND_QUEUE_NONE)
          return true;
          return false;
      }
  
      BattlegroundQueueTypeId GetBattlegroundQueueTypeId(uint32 index) const
      {   return m_bgBattlegroundQueueID[index].bgQueueTypeId;}
      uint32 GetBattlegroundQueueIndex(BattlegroundQueueTypeId bgQueueTypeId) const
      {
          for (uint8 i = 0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; ++i)
          if (m_bgBattlegroundQueueID[i].bgQueueTypeId == bgQueueTypeId)
          return i;
          return PLAYER_MAX_BATTLEGROUND_QUEUES;
      }
      bool IsInvitedForBattlegroundQueueType(BattlegroundQueueTypeId bgQueueTypeId) const
      {
          for (uint8 i = 0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; ++i)
          if (m_bgBattlegroundQueueID[i].bgQueueTypeId == bgQueueTypeId)
          return m_bgBattlegroundQueueID[i].invitedToInstance != 0;
          return false;
      }
      bool InBattlegroundQueueForBattlegroundQueueType(BattlegroundQueueTypeId bgQueueTypeId) const
      {
          return GetBattlegroundQueueIndex(bgQueueTypeId) < PLAYER_MAX_BATTLEGROUND_QUEUES;
      }
  
      void SetBattlegroundId(uint32 val, BattlegroundTypeId bgTypeId)
      {
          m_bgData.bgInstanceID = val;
          m_bgData.bgTypeID = bgTypeId;
      }
      uint32 AddBattlegroundQueueId(BattlegroundQueueTypeId val)
      {
          for (uint8 i=0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; ++i)
          {
              if (m_bgBattlegroundQueueID[i].bgQueueTypeId == BATTLEGROUND_QUEUE_NONE || m_bgBattlegroundQueueID[i].bgQueueTypeId == val)
              {
                  m_bgBattlegroundQueueID[i].bgQueueTypeId = val;
                  m_bgBattlegroundQueueID[i].invitedToInstance = 0;
                  return i;
              }
          }
          return PLAYER_MAX_BATTLEGROUND_QUEUES;
      }
      bool HasFreeBattlegroundQueueId()
      {
          for (uint8 i=0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; ++i)
          if (m_bgBattlegroundQueueID[i].bgQueueTypeId == BATTLEGROUND_QUEUE_NONE)
          return true;
          return false;
      }
      void RemoveBattlegroundQueueId(BattlegroundQueueTypeId val)
      {
          for (uint8 i=0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; ++i)
          {
              if (m_bgBattlegroundQueueID[i].bgQueueTypeId == val)
              {
                  m_bgBattlegroundQueueID[i].bgQueueTypeId = BATTLEGROUND_QUEUE_NONE;
                  m_bgBattlegroundQueueID[i].invitedToInstance = 0;
                  return;
              }
          }
      }
      void SetInviteForBattlegroundQueueType(BattlegroundQueueTypeId bgQueueTypeId, uint32 instanceId)
      {
          for (uint8 i=0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; ++i)
          if (m_bgBattlegroundQueueID[i].bgQueueTypeId == bgQueueTypeId)
          m_bgBattlegroundQueueID[i].invitedToInstance = instanceId;
      }
      bool IsInvitedForBattlegroundInstance(uint32 instanceId) const
      {
          for (uint8 i=0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; ++i)
          if (m_bgBattlegroundQueueID[i].invitedToInstance == instanceId)
          return true;
          return false;
      }
      WorldLocation const& GetBattlegroundEntryPoint() const
      {   return m_bgData.joinPos;}
      void SetBattlegroundEntryPoint();
  
      void SetBGTeam(uint32 team)
      {   m_bgData.bgTeam = team;}
      uint32 GetBGTeam() const
      {   return m_bgData.bgTeam ? m_bgData.bgTeam : GetTeam();}
  
      void LeaveBattleground(bool teleportToEntryPoint = true);
      bool CanJoinToBattleground() const;
      bool CanReportAfkDueToLimit();
      void ReportedAfkBy(Player* reporter);
      void ClearAfkReports()
      {   m_bgData.bgAfkReporter.clear();}
  
      bool GetBGAccessByLevel(BattlegroundTypeId bgTypeId) const;
      bool isTotalImmunity();
      bool CanUseBattlegroundObject();
      bool isTotalImmune();
      bool CanCaptureTowerPoint();
  
      bool GetRandomWinner()
      {   return m_IsBGRandomWinner;}
      void SetRandomWinner(bool isWinner);
  
      /*********************************************************/
      /***               OUTDOOR PVP SYSTEM                  ***/
      /*********************************************************/
  
      OutdoorPvP * GetOutdoorPvP() const;
      // returns true if the player is in active state for outdoor pvp objective capturing, false otherwise
      bool IsOutdoorPvPActive();
  
      /*********************************************************/
      /***                    REST SYSTEM                    ***/
      /*********************************************************/
  
      bool isRested() const
      {   return GetRestTime() >= 10*IN_MILLISECONDS;}
      uint32 GetXPRestBonus(uint32 xp);
      uint32 GetRestTime() const
      {   return m_restTime;}
      void SetRestTime(uint32 v)
      {   m_restTime = v;}
  
      /*********************************************************/
      /***              ENVIROMENTAL SYSTEM                  ***/
      /*********************************************************/
  
      uint32 EnvironmentalDamage(EnviromentalDamage type, uint32 damage);
  
      /*********************************************************/
      /***               FLOOD FILTER SYSTEM                 ***/
      /*********************************************************/
  
      void UpdateSpeakTime();
      bool CanSpeak() const;
      void ChangeSpeakTime(int utime);
  
      /*********************************************************/
      /***                 VARIOUS SYSTEMS                   ***/
      /*********************************************************/
      void UpdateFallInformationIfNeed(MovementInfo const& minfo, uint32 opcode);
      Unit *m_mover;
      WorldObject *m_seer;
      void SetFallInformation(uint32 time, float z)
      {
          m_lastFallTime = time;
          m_lastFallZ = z;
      }
      void HandleFall(MovementInfo const& movementInfo);
  
      bool IsKnowHowFlyIn(uint32 mapid, uint32 zone) const;
  
      void SetClientControl(Unit* target, uint8 allowMove);
  
      void SetMover(Unit* target)
      {
          m_mover->m_movedPlayer = NULL;
          m_mover = target;
          m_mover->m_movedPlayer = this;
      }
      void SetSeer(WorldObject *target)
      {   m_seer = target;}
      void SetViewpoint(WorldObject *target, bool apply);
      WorldObject* GetViewpoint() const;
      void StopCastingCharm();
      void StopCastingBindSight();
  
      uint32 GetSaveTimer() const
      {   return m_nextSave;}
      void SetSaveTimer(uint32 timer)
      {   m_nextSave = timer;}
  
      // Recall position
      uint32 m_recallMap;
      float m_recallX;
      float m_recallY;
      float m_recallZ;
      float m_recallO;
      void SaveRecallPosition();
  
      void SetHomebind(WorldLocation const& loc, uint32 area_id);
  
      uint32 m_ConditionErrorMsgId;
  
      // Homebind coordinates
      uint32 m_homebindMapId;
      uint16 m_homebindAreaId;
      float m_homebindX;
      float m_homebindY;
      float m_homebindZ;
  
      WorldLocation GetStartPosition() const;
  
      // current pet slot
      PetSlot m_currentPetSlot;
      uint32 m_petSlotUsed;
  
      void setPetSlotUsed(PetSlot slot, bool used)
      {
          if (used)
          m_petSlotUsed |= (1 << uint32(slot));
          else
          m_petSlotUsed &= ~(1 << uint32(slot));
      }
  
      PetSlot getSlotForNewPet()
      {
          // Some changes here.
          uint32 last_known = 0;
          // Call Pet Spells.
          // 883, 83242, 83243, 83244, 83245
          //  1     2      3      4      5
          if (HasSpell(83245))
          {
              last_known = 5;
          }
          else if (HasSpell(83244))
          {
              last_known = 4;
          }
          else if (HasSpell(83243))
          {
              last_known = 3;
          }
          else if (HasSpell(83242))
          {
              last_known = 2;
          }
          else if (HasSpell(883))
          {
              last_known = 1;
          }
  
          for (uint32 i = uint32(PET_SLOT_HUNTER_FIRST); i < last_known; i++)
          {
              if ((m_petSlotUsed & (1 << i)) == 0)
  
              return PetSlot(i);
          }
  
          // If there is no slots available, then we should point that out
          return PET_SLOT_FULL_LIST;//(PetSlot)last_known;
      }
  
      void SendToManyPets(Player *pl);
  
      // currently visible objects at player client
      typedef std::set<uint64> ClientGUIDs;
      ClientGUIDs m_clientGUIDs;
  
      bool HaveAtClient(WorldObject const* u) const
      {   return u == this || m_clientGUIDs.find(u->GetGUID()) != m_clientGUIDs.end();}
  
      bool isValid() const;
  
      bool IsVisibleGloballyFor(Player* pl) const;
  
      void SendInitialVisiblePackets(Unit* target);
      void UpdateObjectVisibility(bool forced = true);
      void UpdateVisibilityForPlayer();
      void UpdateVisibilityOf(WorldObject* target);
      void UpdateTriggerVisibility();
  
      template<class T>
      void UpdateVisibilityOf(T* target, UpdateData& data, std::set<Unit*>& visibleNow);
  
      uint8 m_forced_speed_changes[MAX_MOVE_TYPE];
  
      bool HasAtLoginFlag(AtLoginFlags f) const
      {   return m_atLoginFlags & f;}
      void SetAtLoginFlag(AtLoginFlags f)
      {   m_atLoginFlags |= f;}
      void RemoveAtLoginFlag(AtLoginFlags f, bool in_db_also = false);
  
      bool isUsingLfg();
  
      typedef std::set<uint32> DFQuestsDoneList;
      DFQuestsDoneList m_DFQuests;
  
      // Temporarily removed pet cache
      uint32 GetTemporaryUnsummonedPetNumber() const
      {   return m_temporaryUnsummonedPetNumber;}
      void SetTemporaryUnsummonedPetNumber(uint32 petnumber)
      {   m_temporaryUnsummonedPetNumber = petnumber;}
      void UnsummonPetTemporaryIfAny();
      void ResummonPetTemporaryUnSummonedIfAny();
      bool IsPetNeedBeTemporaryUnsummoned() const
      {   return !IsInWorld() || !isAlive() || IsMounted() /*+in flight*/;}
  
      void SendCinematicStart(uint32 CinematicSequenceId);
      void SendMovieStart(uint32 MovieId);
      void SendClearFocus(Unit* target);
  
      //Worgen Transformations
      bool isInWorgenForm();
      void setInHumanForm();
      void setInWorgenForm(uint32 form = UNIT_FLAG2_WORGEN_TRANSFORM);
      bool toggleWorgenForm(uint32 form = UNIT_FLAG2_WORGEN_TRANSFORM);
  
      /*********************************************************/
      /***                 INSTANCE SYSTEM                   ***/
      /*********************************************************/
  
      typedef UNORDERED_MAP< uint32 /*mapId*/, InstancePlayerBind > BoundInstancesMap;
  
      void UpdateHomebindTime(uint32 time);
  
      uint32 m_HomebindTimer;
      bool m_InstanceValid;
      // permanent binds and solo binds by difficulty
      BoundInstancesMap m_boundInstances[MAX_DIFFICULTY];
      InstancePlayerBind* GetBoundInstance(uint32 mapid, Difficulty difficulty);
      BoundInstancesMap& GetBoundInstances(Difficulty difficulty)
      {   return m_boundInstances[difficulty];}
      InstanceSave * GetInstanceSave(uint32 mapid, bool raid);
      void UnbindInstance(uint32 mapid, Difficulty difficulty, bool unload = false);
      void UnbindInstance(BoundInstancesMap::iterator &itr, Difficulty difficulty, bool unload = false);
      InstancePlayerBind* BindToInstance(InstanceSave *save, bool permanent, bool load = false);
      void BindToInstance();
      void SetPendingBind(InstanceSave* save, uint32 bindTimer)
      {   _pendingBind = save; _pendingBindTimer = bindTimer;}
      bool HasPendingBind() const
      {   return _pendingBind != NULL;}
      void SendRaidInfo();
      void SendSavedInstances();
      static void ConvertInstancesToGroup(Player *player, Group *group = NULL, uint64 player_guid = 0);
      bool Satisfy(AccessRequirement const* ar, uint32 target_map, bool report = false);
      bool CheckInstanceLoginValid();
      bool CheckInstanceCount(uint32 instanceId) const
      {
          if (_instanceResetTimes.size() < sWorld->getIntConfig(CONFIG_MAX_INSTANCES_PER_HOUR))
          return true;
          return _instanceResetTimes.find(instanceId) != _instanceResetTimes.end();
      }
  
      void AddInstanceEnterTime(uint32 instanceId, time_t enterTime)
      {
          if (_instanceResetTimes.find(instanceId) == _instanceResetTimes.end())
          _instanceResetTimes.insert(InstanceTimeMap::value_type(instanceId, enterTime + HOUR));
      }
  
      // last used pet number (for BG's)
      uint32 GetLastPetNumber() const
      {   return m_lastpetnumber;}
      void SetLastPetNumber(uint32 petnumber)
      {   m_lastpetnumber = petnumber;}
  
      /*********************************************************/
      /***                   GROUP SYSTEM                    ***/
      /*********************************************************/
  
      Group * GetGroupInvite()
      {   return m_groupInvite;}
      void SetGroupInvite(Group *group)
      {   m_groupInvite = group;}
      Group * GetGroup()
      {   return m_group.getTarget();}
      const Group * GetGroup() const
      {   return (const Group*)m_group.getTarget();}
      GroupReference& GetGroupRef()
      {   return m_group;}
      void SetGroup(Group *group, int8 subgroup = -1);
      uint8 GetSubGroup() const
      {   return m_group.getSubGroup();}
      uint32 GetGroupUpdateFlag() const
      {   return m_groupUpdateMask;}
      void SetGroupUpdateFlag(uint32 flag)
      {   m_groupUpdateMask |= flag;}
      const uint64& GetAuraUpdateMaskForRaid() const
      {   return m_auraRaidUpdateMask;}
      void SetAuraUpdateMaskForRaid(uint8 slot)
      {   m_auraRaidUpdateMask |= (uint64(1) << slot);}
      Player* GetNextRandomRaidMember(float radius);
      PartyResult CanUninviteFromGroup() const;
      uint8 GetRoles()
      {
          if (Group* grp = GetGroup())
          {
              return grp->GetRoles(GetGUID());
          }
          return 0;
      }
      void SetRoles(uint8 _roles)
      {
          if (Group* grp = GetGroup())
          {
              grp->SetRoles(GetGUID(), _roles);
          }
      }
  
      // Battleground Group System
      void SetBattlegroundRaid(Group *group, int8 subgroup = -1);
      void RemoveFromBattlegroundRaid();
      Group * GetOriginalGroup()
      {   return m_originalGroup.getTarget();}
      GroupReference& GetOriginalGroupRef()
      {   return m_originalGroup;}
      uint8 GetOriginalSubGroup() const
      {   return m_originalGroup.getSubGroup();}
      void SetOriginalGroup(Group *group, int8 subgroup = -1);
  
      void SetPassOnGroupLoot(bool bPassOnGroupLoot)
      {   m_bPassOnGroupLoot = bPassOnGroupLoot;}
      bool GetPassOnGroupLoot() const
      {   return m_bPassOnGroupLoot;}
  
      MapReference &GetMapRef()
      {   return m_mapRef;}
  
      // Set map to player and add reference
      void SetMap(Map * map);
      void ResetMap();
  
      bool isAllowedToLoot(const Creature* creature);
  
      DeclinedName const* GetDeclinedNames() const
      {   return m_declinedname;}
      uint8 GetRunesState() const
      {   return m_runes->runeState;}
      RuneType GetBaseRune(uint8 index) const
      {   return RuneType(m_runes->runes[index].BaseRune);}
      RuneType GetCurrentRune(uint8 index) const
      {   return RuneType(m_runes->runes[index].CurrentRune);}
      uint32 GetRuneCooldown(uint8 index) const
      {   return m_runes->runes[index].Cooldown;}
      uint32 GetRuneBaseCooldown(uint8 index);
      bool IsBaseRuneSlotsOnCooldown(RuneType runeType) const;
      RuneType GetLastUsedRune()
      {   return m_runes->lastUsedRune;}
      void SetLastUsedRune(RuneType type)
      {   m_runes->lastUsedRune = type;}
      void SetBaseRune(uint8 index, RuneType baseRune)
      {   m_runes->runes[index].BaseRune = baseRune;}
      void SetCurrentRune(uint8 index, RuneType currentRune)
      {   m_runes->runes[index].CurrentRune = currentRune;}
      void SetRuneCooldown(uint8 index, uint32 cooldown)
      {   if (index >= MAX_RUNES) return; m_runes->runes[index].Cooldown = cooldown; m_runes->SetRuneState(index, (cooldown == 0) ? true : false);}
      void SetRuneConvertAura(uint8 index, AuraEffect const * aura)
      {   m_runes->runes[index].ConvertAura = aura;}
      void AddRuneByAuraEffect(uint8 index, RuneType newType, AuraEffect const * aura)
      {   SetRuneConvertAura(index, aura); ConvertRune(index, newType);}
      void RemoveRunesByAuraEffect(AuraEffect const * aura);
      void RestoreBaseRune(uint8 index);
      void ConvertRune(uint8 index, RuneType newType);
      void ResyncRunes(uint8 count);
      void AddRunePower(uint8 index);
      void InitRunes();
  
      AchievementMgr& GetAchievementMgr()
      {   return m_achievementMgr;}
      AchievementMgr const& GetAchievementMgr() const
      {   return m_achievementMgr;}
      void UpdateAchievementCriteria(AchievementCriteriaTypes type, uint32 miscvalue1 = 0, uint32 miscvalue2 = 0, Unit *unit = NULL, uint32 time = 0);
      void CompletedAchievement(AchievementEntry const* entry, bool ignoreGMAllowAchievementConfig = false);
      bool HasAchieved(uint32 entry);
  
      bool HasTitle(uint32 bitIndex);
      bool HasTitle(CharTitlesEntry const* title)
      {   return HasTitle(title->bit_index);}
      void SetTitle(CharTitlesEntry const* title, bool lost = false);
  
      //bool isActiveObject() const { return true; }
      bool canSeeSpellClickOn(Creature const* creature) const;
  
      uint32 GetChampioningFaction() const
      {   return m_ChampioningFaction;}
      uint32 GetChampioningFactionDungeonLevel() const
      {   return m_ChampioningFactionDungeonLevel;}
      void SetChampioningFaction(uint32 faction, uint32 dungeonLevel = 0)
      {
          m_ChampioningFaction = faction;
          m_ChampioningFactionDungeonLevel = dungeonLevel;
      }
      Spell * m_spellModTakingSpell;
  
      float GetAverageItemLevel();
      bool isDebugAreaTriggers;
  
  protected:
      uint32 m_GuildMoneyModifier;
      uint32 m_AreaID;
      uint32 m_regenTimerCount;
      uint32 m_holyPowerRegenTimerCount;          // Holy power updates ticks at every 10s thats wy we need this.
      float m_powerFraction[MAX_POWERS];
      uint32 m_contestedPvPTimer;
  
      /*********************************************************/
      /***               BATTLEGROUND SYSTEM                 ***/
      /*********************************************************/
  
      /*
       this is an array of BG queues (BgTypeIDs) in which is player
       */
      struct BgBattlegroundQueueID_Rec
      {
          BattlegroundQueueTypeId bgQueueTypeId;
          uint32 invitedToInstance;
      };
  
      BgBattlegroundQueueID_Rec m_bgBattlegroundQueueID[PLAYER_MAX_BATTLEGROUND_QUEUES];
      BGData m_bgData;
  
      bool m_IsBGRandomWinner;
  
      /*********************************************************/
      /***                    QUEST SYSTEM                   ***/
      /*********************************************************/
  
      //We allow only one timed quest active at the same time. Below can then be simple value instead of set.
      typedef std::set<uint32> QuestSet;
      QuestSet m_timedquests;
      QuestSet m_weeklyquests;
  
      uint64 m_divider;
      uint32 m_ingametime;
  
      /*********************************************************/
      /***                   LOAD SYSTEM                     ***/
      /*********************************************************/
  
      void _LoadActions(PreparedQueryResult result);
      void _LoadAuras(PreparedQueryResult result, uint32 timediff);
      void _LoadGlyphAuras();
      void _LoadBoundInstances(PreparedQueryResult result);
      void _LoadInventory(PreparedQueryResult result, uint32 timediff);
      void _LoadMailInit(PreparedQueryResult resultUnread, PreparedQueryResult resultDelivery);
      void _LoadMail();
      void _LoadMailedItems(Mail *mail);
      void _LoadQuestStatus(PreparedQueryResult result);
      void _LoadQuestStatusRewarded(PreparedQueryResult result);
      void _LoadDailyQuestStatus(PreparedQueryResult result);
      void _LoadWeeklyQuestStatus(PreparedQueryResult result);
      void _LoadRandomBGStatus(PreparedQueryResult result);
      void _LoadGroup(PreparedQueryResult result);
      void _LoadSkills(PreparedQueryResult result);
      void _LoadSpells(PreparedQueryResult result);
      void _LoadFriendList(PreparedQueryResult result);
      bool _LoadHomeBind(PreparedQueryResult result);
      void _LoadDeclinedNames(PreparedQueryResult result);
      void _LoadArenaTeamInfo(PreparedQueryResult result);
      void _LoadArenaStatsInfo(PreparedQueryResult result);
      void _LoadEquipmentSets(PreparedQueryResult result);
      void _LoadBGData(PreparedQueryResult result);
      void _LoadGlyphs(PreparedQueryResult result);
      void _LoadTalents(PreparedQueryResult result);
      void _LoadInstanceTimeRestrictions(PreparedQueryResult result);
      void _LoadTalentBranchSpecs(PreparedQueryResult result);
      void _LoadCurrency(PreparedQueryResult result);
      void _LoadConquestPointsWeekCap(PreparedQueryResult result);
  
      /*********************************************************/
      /***                   SAVE SYSTEM                     ***/
      /*********************************************************/
  
      void _SaveActions(SQLTransaction& trans);
      void _SaveAuras(SQLTransaction& trans);
      void _SaveInventory(SQLTransaction& trans);
      void _SaveMail(SQLTransaction& trans);
      void _SaveQuestStatus(SQLTransaction& trans);
      void _SaveDailyQuestStatus(SQLTransaction& trans);
      void _SaveWeeklyQuestStatus(SQLTransaction& trans);
      void _SaveSkills(SQLTransaction& trans);
      void _SaveSpells(SQLTransaction& trans);
      void _SaveEquipmentSets(SQLTransaction& trans);
      void _SaveBGData(SQLTransaction& trans);
      void _SaveGlyphs(SQLTransaction& trans);
      void _SaveTalents(SQLTransaction& trans);
      void _SaveTalentBranchSpecs(SQLTransaction& trans);
      void _SaveCurrency();
      void _SaveConquestPointsWeekCap();
      void _SaveStats(SQLTransaction& trans);
      void _SaveInstanceTimeRestrictions(SQLTransaction& trans);
  
      void _SetCreateBits(UpdateMask *updateMask, Player *target) const;
      void _SetUpdateBits(UpdateMask *updateMask, Player *target) const;
  
      /*********************************************************/
      /***              ENVIRONMENTAL SYSTEM                 ***/
      /*********************************************************/
      void HandleSobering();
      void SendMirrorTimer(MirrorTimerType Type, uint32 MaxValue, uint32 CurrentValue, int32 Regen);
      void StopMirrorTimer(MirrorTimerType Type);
      void HandleDrowning(uint32 time_diff);
      int32 getMaxTimer(MirrorTimerType timer);
  
      /*********************************************************/
      /***                  HONOR SYSTEM                     ***/
      /*********************************************************/
      time_t m_lastHonorUpdateTime;
  
      void outDebugValues() const;
      uint64 m_lootGuid;
  
      uint32 m_team;
      uint32 m_nextSave;
      time_t m_speakTime;
      uint32 m_speakCount;
      Difficulty m_dungeonDifficulty;
      Difficulty m_raidDifficulty;
      Difficulty m_raidMapDifficulty;
  
      uint32 m_atLoginFlags;
  
      Item* m_items[PLAYER_SLOTS_COUNT];
      uint32 m_currentBuybackSlot;
      PlayerCurrenciesMap m_currencies;
      uint32 _GetCurrencyWeekCap(const CurrencyTypesEntry* currency) const;
      uint32 _GetCurrencyTotalCap(const CurrencyTypesEntry* currency) const;
  
      uint16 m_maxWeekRating[CP_SOURCE_MAX];
      uint16 m_conquestPointsWeekCap[CP_SOURCE_MAX];          // without *PLAYER_CURRENCY_PRECISION!
  
      std::vector<Item*> m_itemUpdateQueue;
      bool m_itemUpdateQueueBlocked;
  
      uint32 m_ExtraFlags;
      uint64 m_curSelection;
  
      uint64 m_comboTarget;
      int8 m_comboPoints;
  
      QuestStatusMap m_QuestStatus;
      QuestStatusSaveMap m_QuestStatusSave;
  
      RewardedQuestSet m_RewardedQuests;
      QuestStatusSaveMap m_RewardedQuestsSave;
  
      SkillStatusMap mSkillStatus;
  
      uint32 m_GuildIdInvited;
      uint32 m_ArenaTeamIdInvited;
  
      PlayerMails m_mail;
      PlayerSpellMap m_spells;
      PlayerTalentMap *m_talents[MAX_TALENT_SPECS];
      uint32 m_lastPotionId;// last used health/mana potion in combat, that block next potion use
  
      uint8 m_activeSpec;
      uint8 m_specsCount;
      uint32 m_branchSpec[MAX_TALENT_SPECS];
      uint32 m_freeTalentPoints;
  
      uint32 m_emote;
  
      uint32 m_Glyphs[MAX_TALENT_SPECS][MAX_GLYPH_SLOT_INDEX];
  
      ActionButtonList m_actionButtons;
  
      float m_auraBaseMod[BASEMOD_END][MOD_END];
      int16 m_baseRatingValue[MAX_COMBAT_RATING];
      uint32 m_baseFeralAP;
      uint32 m_baseManaRegen;
      uint32 m_baseHealthRegen;
      uint32 m_baseSpellPower;
      int32 m_spellPenetrationItemMod;
  
      uint32 m_spellPowerFromIntellect;
  
      SpellModList m_spellMods[MAX_SPELLMOD];
      //uint32 m_pad;
  //        Spell * m_spellModTakingSpell;  // Spell for which charges are dropped in spell::finish
  
      EnchantDurationList m_enchantDuration;
      ItemDurationList m_itemDuration;
      ItemDurationList m_itemSoulboundTradeable;
  
      void ResetTimeSync();
      void SendTimeSync();
  
      uint64 m_resurrectGUID;
      uint32 m_resurrectMap;
      float m_resurrectX, m_resurrectY, m_resurrectZ;
      uint32 m_resurrectHealth, m_resurrectMana;
  
      WorldSession *m_session;
  
      typedef std::list<Channel*> JoinedChannelsList;
      JoinedChannelsList m_channels;
  
      uint8 m_cinematic;
  
      TradeData* m_trade;
  
      bool m_DailyQuestChanged;
      bool m_WeeklyQuestChanged;
      time_t m_lastDailyQuestTime;
  
      uint32 m_drunkTimer;
      uint16 m_drunk;
      uint32 m_weaponChangeTimer;
  
      uint32 m_zoneUpdateId;
      uint32 m_zoneUpdateTimer;
      uint32 m_areaUpdateId;
  
      uint32 m_deathTimer;
      time_t m_deathExpireTime;
  
      uint32 m_restTime;
  
      uint32 m_WeaponProficiency;
      uint32 m_ArmorProficiency;
      bool m_canParry;
      bool m_canBlock;
      bool m_canTitanGrip;
      uint8 m_swingErrorMsg;
      float m_ammoDPS;
  
      ////////////////////Rest System/////////////////////
      time_t time_inn_enter;
      uint32 inn_pos_mapid;
      float inn_pos_x;
      float inn_pos_y;
      float inn_pos_z;
      float m_rest_bonus;
      RestType rest_type;
      ////////////////////Rest System/////////////////////
      uint32 m_resetTalentsCost;
      time_t m_resetTalentsTime;
      uint32 m_usedTalentCount;
      uint32 m_questRewardTalentCount;
  
      // Social
      PlayerSocial *m_social;
      uint32 m_guildId;
  
      // Groups
      GroupReference m_group;
      GroupReference m_originalGroup;
      Group *m_groupInvite;
      uint32 m_groupUpdateMask;
      uint64 m_auraRaidUpdateMask;
      bool m_bPassOnGroupLoot;
  
      // last used pet number (for BG's)
      uint32 m_lastpetnumber;
  
      // Player summoning
      time_t m_summon_expire;
      uint32 m_summon_mapid;
      float m_summon_x;
      float m_summon_y;
      float m_summon_z;
  
      DeclinedName *m_declinedname;
      Runes *m_runes;
      EquipmentSets m_EquipmentSets;
  
      bool canSeeAlways(WorldObject const* obj) const;
  
      bool isAlwaysDetectableFor(WorldObject const* seer) const;
  private:
      // internal common parts for CanStore/StoreItem functions
      uint8 _CanStoreItem_InSpecificSlot(uint8 bag, uint8 slot, ItemPosCountVec& dest, ItemPrototype const *pProto, uint32& count, bool swap, Item *pSrcItem) const;
      uint8 _CanStoreItem_InBag(uint8 bag, ItemPosCountVec& dest, ItemPrototype const *pProto, uint32& count, bool merge, bool non_specialized, Item *pSrcItem, uint8 skip_bag, uint8 skip_slot) const;
      uint8 _CanStoreItem_InInventorySlots(uint8 slot_begin, uint8 slot_end, ItemPosCountVec& dest, ItemPrototype const *pProto, uint32& count, bool merge, Item *pSrcItem, uint8 skip_bag, uint8 skip_slot) const;
      Item* _StoreItem(uint16 pos, Item *pItem, uint32 count, bool clone, bool update);
  
      std::set<uint32> m_refundableItems;
      void SendRefundInfo(Item* item);
      void RefundItem(Item* item);
  
      int32 CalculateReputationGain(uint32 creatureOrQuestLevel, int32 rep, int32 faction, bool for_quest, bool noQuestBonus = false);
      void AdjustQuestReqItemCount(Quest const* pQuest, QuestStatusData& questStatusData);
  
      bool IsCanDelayTeleport() const
      {   return m_bCanDelayTeleport;}
      void SetCanDelayTeleport(bool setting)
      {   m_bCanDelayTeleport = setting;}
      bool IsHasDelayedTeleport() const
      {   return m_bHasDelayedTeleport;}
      void SetDelayedTeleportFlag(bool setting)
      {   m_bHasDelayedTeleport = setting;}
  
      void ScheduleDelayedOperation(uint32 operation)
      {
          if (operation < DELAYED_END)
          m_DelayedOperations |= operation;
      }
  
      MapReference m_mapRef;
  
      void UpdateCharmedAI();
  
      uint32 m_lastFallTime;
      float m_lastFallZ;
  
      int32 m_MirrorTimer[MAX_TIMERS];
      uint8 m_MirrorTimerFlags;
      uint8 m_MirrorTimerFlagsLast;
      bool m_isInWater;
  
      // Current teleport data
      WorldLocation m_teleport_dest;
      uint32 m_teleport_options;
      bool mSemaphoreTeleport_Near;
      bool mSemaphoreTeleport_Far;
  
      uint32 m_DelayedOperations;
      bool m_bCanDelayTeleport;
      bool m_bHasDelayedTeleport;
  
      // Temporary removed pet cache
      uint32 m_temporaryUnsummonedPetNumber;
      uint32 m_oldpetspell;
  
      AchievementMgr m_achievementMgr;
      ReputationMgr m_reputationMgr;
  
      SpellCooldowns m_spellCooldowns;
      std::map<uint32, uint32> m_globalCooldowns;// whole start recovery category stored in one
  
      uint32 m_ChampioningFaction;
      uint32 m_ChampioningFactionDungeonLevel;
  
      uint32 m_timeSyncCounter;
      uint32 m_timeSyncTimer;
      uint32 m_timeSyncClient;
      uint32 m_timeSyncServer;
  
      InstanceTimeMap _instanceResetTimes;
      InstanceSave* _pendingBind;
      uint32 _pendingBindTimer;
  };
  
  class Player_bot: public Player
  {
  public:
      ~Player_bot ()
      {
      }
      ;
      const uint64 GetGUID ()
      {
      }
      Player_bot (WorldSession * session) :
              Player(session)
      {
      }
      Player_bot (WorldSession &session) :
              Player(session)
      {
      }
      ;
      virtual uint8 getClass () const
      {
          return CLASS_DEATH_KNIGHT;
      }
  };
  
  void AddItemsSetItem (Player*player, Item *item);
  void RemoveItemsSetItem (Player*player, ItemPrototype const *proto);
  
  // "the bodies of template functions must be made available in a header file"
  template<class T> T Player::ApplySpellMod (uint32 spellId, SpellModOp op, T &basevalue, Spell * spell)
  {
      SpellEntry const *spellInfo = sSpellStore.LookupEntry(spellId);
      if (!spellInfo)
          return 0;
      float totalmul = 1.0f;
      int32 totalflat = 0;
  
      // Drop charges for triggering spells instead of triggered ones
      if (m_spellModTakingSpell)
          spell = m_spellModTakingSpell;
  
      for (SpellModList::iterator itr = m_spellMods[op].begin(); itr != m_spellMods[op].end(); ++itr)
      {
          SpellModifier *mod = *itr;
  
          // Charges can be set only for mods with auras
          if (!mod->ownerAura)
              ASSERT(mod->charges == 0);
  
          if (!IsAffectedBySpellmod(spellInfo, mod, spell))
              continue;
  
          if (mod->type == SPELLMOD_FLAT)
              totalflat += mod->value;
          else if (mod->type == SPELLMOD_PCT)
          {
              // skip percent mods for null basevalue (most important for spell mods with charges)
              if (basevalue == T(0))
                  continue;
  
              // special case (skip >10sec spell casts for instant cast setting)
              if (mod->op == SPELLMOD_CASTING_TIME && basevalue >= T(10000) && mod->value <= -100)
                  continue;
  
              totalmul *= 1.0f + (float) mod->value / 100.0f;
          }
  
          DropModCharge(mod, spell);
      }
      float diff = (float) basevalue * (totalmul - 1.0f) + (float) totalflat;
      basevalue = T((float) basevalue + diff);
      return T(diff);
  }
  #endif
  