/*
 * Copyright (C) 2005-2008 MaNGOS <http://www.mangosproject.org/>
 *
 * Copyright (C) 2008 Trinity <http://www.trinitycore.org/>
 *
 * 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
 */

#include "MapManager.h"
#include "Player.h"
#include "GridNotifiers.h"
#include "WorldSession.h"
#include "Log.h"
#include "GridStates.h"
#include "CellImpl.h"
#include "InstanceData.h"
#include "Map.h"
#include "GridNotifiersImpl.h"
#include "Config/ConfigEnv.h"
#include "Transports.h"
#include "ObjectAccessor.h"
#include "ObjectMgr.h"
#include "World.h"
#include "ScriptCalls.h"
#include "Group.h"

#include "MapInstanced.h"
#include "InstanceSaveMgr.h"
#include "VMapFactory.h"

#define DEFAULT_GRID_EXPIRY     300
#define MAX_GRID_LOAD_TIME      50

// magic *.map header
const char MAP_MAGIC[] = "MAP_2.00";

GridState* si_GridStates[MAX_GRID_STATE];

Map::~Map()
{
    UnloadAll(true);
}

bool Map::ExistMap(uint32 mapid,int x,int y)
{
    int len = sWorld.GetDataPath().length()+strlen("maps/%03u%02u%02u.map")+1;
    char* tmp = new char[len];
    snprintf(tmp, len, (char *)(sWorld.GetDataPath()+"maps/%03u%02u%02u.map").c_str(),mapid,x,y);

    FILE *pf=fopen(tmp,"rb");

    if(!pf)
    {
        sLog.outError("Check existing of map file '%s': not exist!",tmp);
        delete[] tmp;
        return false;
    }

    char magic[8];
    fread(magic,1,8,pf);
    if(strncmp(MAP_MAGIC,magic,8))
    {
        sLog.outError("Map file '%s' is non-compatible version (outdated?). Please, create new using ad.exe program.",tmp);
        delete [] tmp;
        fclose(pf);                                         //close file before return
        return false;
    }

    delete [] tmp;
    fclose(pf);

    return true;
}

bool Map::ExistVMap(uint32 mapid,int x,int y)
{
    if(VMAP::IVMapManager* vmgr = VMAP::VMapFactory::createOrGetVMapManager())
    {
        if(vmgr->isMapLoadingEnabled())
        {
                                                            // x and y are swaped !! => fixed now
            bool exists = vmgr->existsMap((sWorld.GetDataPath()+ "vmaps").c_str(),  mapid, x,y);
            if(!exists)
            {
                std::string name = vmgr->getDirFileName(mapid,x,y);
                sLog.outError("VMap file '%s' is missing or point to wrong version vmap file, redo vmaps with latest vmap_assembler.exe program", (sWorld.GetDataPath()+"vmaps/"+name).c_str());
                return false;
            }
        }
    }

    return true;
}

void Map::LoadVMap(int x,int y)
{
                                                            // x and y are swaped !!
    int vmapLoadResult = VMAP::VMapFactory::createOrGetVMapManager()->loadMap((sWorld.GetDataPath()+ "vmaps").c_str(),  GetId(), x,y);
    switch(vmapLoadResult)
    {
        case VMAP::VMAP_LOAD_RESULT_OK:
            sLog.outDetail("VMAP loaded name:%s, id:%d, x:%d, y:%d (vmap rep.: x:%d, y:%d)", GetMapName(), GetId(), x,y, x,y);
            break;
        case VMAP::VMAP_LOAD_RESULT_ERROR:
            sLog.outDetail("Could not load VMAP name:%s, id:%d, x:%d, y:%d (vmap rep.: x:%d, y:%d)", GetMapName(), GetId(), x,y, x,y);
            break;
        case VMAP::VMAP_LOAD_RESULT_IGNORED:
            DEBUG_LOG("Ignored VMAP name:%s, id:%d, x:%d, y:%d (vmap rep.: x:%d, y:%d)", GetMapName(), GetId(), x,y, x,y);
            break;
    }
}

void Map::LoadMap(uint32 mapid, uint32 instanceid, int x,int y)
{
    if( instanceid != 0 )
    {
        if(GridMaps[x][y])
            return;

        Map* baseMap = const_cast<Map*>(MapManager::Instance().GetBaseMap(mapid));

        // load gridmap for base map
        if (!baseMap->GridMaps[x][y])
            baseMap->EnsureGridCreated(GridPair(63-x,63-y));

//+++        if (!baseMap->GridMaps[x][y])  don't check for GridMaps[gx][gy], we need the management for vmaps
//            return;

        ((MapInstanced*)(baseMap))->AddGridMapReference(GridPair(x,y));
        baseMap->SetUnloadFlag(GridPair(63-x,63-y), false);
        GridMaps[x][y] = baseMap->GridMaps[x][y];
        return;
    }

    //map already load, delete it before reloading (Is it neccessary? Do we really need the abilty the reload maps during runtime?)
    if(GridMaps[x][y])
    {
        sLog.outDetail("Unloading already loaded map %u before reloading.",mapid);
        delete (GridMaps[x][y]);
        GridMaps[x][y]=NULL;
    }

    // map file name
    char *tmp=NULL;
    // Pihhan: dataPath length + "maps/" + 3+2+2+ ".map" length may be > 32 !
    int len = sWorld.GetDataPath().length()+strlen("maps/%03u%02u%02u.map")+1;
    tmp = new char[len];
    snprintf(tmp, len, (char *)(sWorld.GetDataPath()+"maps/%03u%02u%02u.map").c_str(),mapid,x,y);
    sLog.outDetail("Loading map %s",tmp);
    // loading data
    FILE *pf=fopen(tmp,"rb");
    if(!pf)
    {
        delete [] tmp;
        return;
    }

    char magic[8];
    fread(magic,1,8,pf);
    if(strncmp(MAP_MAGIC,magic,8))
    {
        sLog.outError("Map file '%s' is non-compatible version (outdated?). Please, create new using ad.exe program.",tmp);
        delete [] tmp;
        fclose(pf);                                         //close file before return
        return;
    }
    delete []  tmp;

    GridMap * buf= new GridMap;
    fread(buf,1,sizeof(GridMap),pf);
    fclose(pf);

    GridMaps[x][y] = buf;
}

void Map::LoadMapAndVMap(uint32 mapid, uint32 instanceid, int x,int y)
{
    LoadMap(mapid,instanceid,x,y);
    if(instanceid == 0)
        LoadVMap(x, y);                                     // Only load the data for the base map
}

void Map::InitStateMachine()
{
    si_GridStates[GRID_STATE_INVALID] = new InvalidState;
    si_GridStates[GRID_STATE_ACTIVE] = new ActiveState;
    si_GridStates[GRID_STATE_IDLE] = new IdleState;
    si_GridStates[GRID_STATE_REMOVAL] = new RemovalState;
}

void Map::DeleteStateMachine()
{
    delete si_GridStates[GRID_STATE_INVALID];
    delete si_GridStates[GRID_STATE_ACTIVE];
    delete si_GridStates[GRID_STATE_IDLE];
    delete si_GridStates[GRID_STATE_REMOVAL];
}

Map::Map(uint32 id, time_t expiry, uint32 InstanceId, uint8 SpawnMode)
  : i_id(id), i_gridExpiry(expiry), i_mapEntry (sMapStore.LookupEntry(id)),
 i_InstanceId(InstanceId), i_spawnMode(SpawnMode), m_unloadTimer(0)
{
    for(unsigned int idx=0; idx < MAX_NUMBER_OF_GRIDS; ++idx)
    {
        for(unsigned int j=0; j < MAX_NUMBER_OF_GRIDS; ++j)
        {
            //z code
            GridMaps[idx][j] =NULL;
            setNGrid(NULL, idx, j);
        }
    }
}

// Template specialization of utility methods
template<class T>
void Map::AddToGrid(T* obj, NGridType *grid, Cell const& cell)
{
    (*grid)(cell.CellX(), cell.CellY()).template AddGridObject<T>(obj, obj->GetGUID());
}

template<>
void Map::AddToGrid(Player* obj, NGridType *grid, Cell const& cell)
{
    (*grid)(cell.CellX(), cell.CellY()).AddWorldObject(obj, obj->GetGUID());
}

template<>
void Map::AddToGrid(Corpse *obj, NGridType *grid, Cell const& cell)
{
    // add to world object registry in grid
    if(obj->GetType()!=CORPSE_BONES)
    {
        (*grid)(cell.CellX(), cell.CellY()).AddWorldObject(obj, obj->GetGUID());
    }
    // add to grid object store
    else
    {
        (*grid)(cell.CellX(), cell.CellY()).AddGridObject(obj, obj->GetGUID());
    }
}

template<>
void Map::AddToGrid(Creature* obj, NGridType *grid, Cell const& cell)
{
    // add to world object registry in grid
    if(obj->isPet())
    {
        (*grid)(cell.CellX(), cell.CellY()).AddWorldObject<Creature>(obj, obj->GetGUID());
        obj->SetCurrentCell(cell);
    }
    // add to grid object store
    else
    {
        (*grid)(cell.CellX(), cell.CellY()).AddGridObject<Creature>(obj, obj->GetGUID());
        obj->SetCurrentCell(cell);
    }
}

template<class T>
void Map::RemoveFromGrid(T* obj, NGridType *grid, Cell const& cell)
{
    (*grid)(cell.CellX(), cell.CellY()).template RemoveGridObject<T>(obj, obj->GetGUID());
}

template<>
void Map::RemoveFromGrid(Player* obj, NGridType *grid, Cell const& cell)
{
    (*grid)(cell.CellX(), cell.CellY()).RemoveWorldObject(obj, obj->GetGUID());
}

template<>
void Map::RemoveFromGrid(Corpse *obj, NGridType *grid, Cell const& cell)
{
    // remove from world object registry in grid
    if(obj->GetType()!=CORPSE_BONES)
    {
        (*grid)(cell.CellX(), cell.CellY()).RemoveWorldObject(obj, obj->GetGUID());
    }
    // remove from grid object store
    else
    {
        (*grid)(cell.CellX(), cell.CellY()).RemoveGridObject(obj, obj->GetGUID());
    }
}

template<>
void Map::RemoveFromGrid(Creature* obj, NGridType *grid, Cell const& cell)
{
    // remove from world object registry in grid
    if(obj->isPet())
    {
        (*grid)(cell.CellX(), cell.CellY()).RemoveWorldObject<Creature>(obj, obj->GetGUID());
    }
    // remove from grid object store
    else
    {
        (*grid)(cell.CellX(), cell.CellY()).RemoveGridObject<Creature>(obj, obj->GetGUID());
    }
}

template<class T>
void Map::DeleteFromWorld(T* obj)
{
    // Note: In case resurrectable corpse and pet its removed from gloabal lists in own destructors
    delete obj;
}

template<class T>
void Map::AddNotifier(T* , Cell const& , CellPair const& )
{
}

template<>
void Map::AddNotifier(Player* obj, Cell const& cell, CellPair const& cellpair)
{
    PlayerRelocationNotify(obj,cell,cellpair);
}

template<>
void Map::AddNotifier(Creature* obj, Cell const& cell, CellPair const& cellpair)
{
    CreatureRelocationNotify(obj,cell,cellpair);
}

void
Map::EnsureGridCreated(const GridPair &p)
{
    if(!getNGrid(p.x_coord, p.y_coord))
    {
        Guard guard(*this);
        if(!getNGrid(p.x_coord, p.y_coord))
        {
            setNGrid(new NGridType(p.x_coord*MAX_NUMBER_OF_GRIDS + p.y_coord, p.x_coord, p.y_coord, i_gridExpiry, sWorld.getConfig(CONFIG_GRID_UNLOAD)),
                p.x_coord, p.y_coord);

            // build a linkage between this map and NGridType
            buildNGridLinkage(getNGrid(p.x_coord, p.y_coord));

            getNGrid(p.x_coord, p.y_coord)->SetGridState(GRID_STATE_IDLE);

            //z coord
            int gx=63-p.x_coord;
            int gy=63-p.y_coord;

            if(!GridMaps[gx][gy])
                Map::LoadMapAndVMap(i_id,i_InstanceId,gx,gy);
        }
    }
}

void
Map::EnsureGridLoadedForPlayer(const Cell &cell, Player *player, bool add_player)
{
    EnsureGridCreated(GridPair(cell.GridX(), cell.GridY()));
    NGridType *grid = getNGrid(cell.GridX(), cell.GridY());

    assert(grid != NULL);
    if( !isGridObjectDataLoaded(cell.GridX(), cell.GridY()) )
    {
        if( player != NULL )
        {
            player->SendDelayResponse(MAX_GRID_LOAD_TIME);
            DEBUG_LOG("Player %s enter cell[%u,%u] triggers of loading grid[%u,%u] on map %u", player->GetName(), cell.CellX(), cell.CellY(), cell.GridX(), cell.GridY(), i_id);
        }
        else
        {
            DEBUG_LOG("Player nearby triggers of loading grid [%u,%u] on map %u", cell.GridX(), cell.GridY(), i_id);
        }

        ObjectGridLoader loader(*grid, this, cell);
        loader.LoadN();
        setGridObjectDataLoaded(true, cell.GridX(), cell.GridY());

        // Add resurrectable corpses to world object list in grid
        ObjectAccessor::Instance().AddCorpsesToGrid(GridPair(cell.GridX(),cell.GridY()),(*grid)(cell.CellX(), cell.CellY()), this);

        ResetGridExpiry(*getNGrid(cell.GridX(), cell.GridY()), 0.1f);
        grid->SetGridState(GRID_STATE_ACTIVE);

        if( add_player && player != NULL )
            (*grid)(cell.CellX(), cell.CellY()).AddWorldObject(player, player->GetGUID());
    }
    else if( player && add_player )
        AddToGrid(player,grid,cell);
}

void
Map::LoadGrid(const Cell& cell, bool no_unload)
{
    EnsureGridCreated(GridPair(cell.GridX(), cell.GridY()));
    NGridType *grid = getNGrid(cell.GridX(), cell.GridY());

    assert(grid != NULL);
    if( !isGridObjectDataLoaded(cell.GridX(), cell.GridY()) )
    {
        ObjectGridLoader loader(*grid, this, cell);
        loader.LoadN();

        // Add resurrectable corpses to world object list in grid
        ObjectAccessor::Instance().AddCorpsesToGrid(GridPair(cell.GridX(),cell.GridY()),(*grid)(cell.CellX(), cell.CellY()), this);

        setGridObjectDataLoaded(true,cell.GridX(), cell.GridY());
        if(no_unload)
            getNGrid(cell.GridX(), cell.GridY())->setUnloadFlag(false);
    }
    LoadVMap(63-cell.GridX(),63-cell.GridY());
}

bool Map::Add(Player *player)
{
    player->SetInstanceId(this->GetInstanceId());

    // update player state for other player and visa-versa
    CellPair p = Trinity::ComputeCellPair(player->GetPositionX(), player->GetPositionY());
    Cell cell(p);
    EnsureGridLoadedForPlayer(cell, player, true);
    player->AddToWorld();

    SendInitSelf(player);
    SendInitTransports(player);

    UpdatePlayerVisibility(player,cell,p);
    UpdateObjectsVisibilityFor(player,cell,p);

    AddNotifier(player,cell,p);
    return true;
}

template<class T>
void
Map::Add(T *obj)
{
    CellPair p = Trinity::ComputeCellPair(obj->GetPositionX(), obj->GetPositionY());

    assert(obj);

    if(p.x_coord >= TOTAL_NUMBER_OF_CELLS_PER_MAP || p.y_coord >= TOTAL_NUMBER_OF_CELLS_PER_MAP )
    {
        sLog.outError("Map::Add: Object " I64FMTD " have invalid coordinates X:%f Y:%f grid cell [%u:%u]", obj->GetGUID(), obj->GetPositionX(), obj->GetPositionY(), p.x_coord, p.y_coord);
        return;
    }

    Cell cell(p);
    EnsureGridCreated(GridPair(cell.GridX(), cell.GridY()));
    NGridType *grid = getNGrid(cell.GridX(), cell.GridY());
    assert( grid != NULL );

    AddToGrid(obj,grid,cell);
    obj->AddToWorld();

    DEBUG_LOG("Object %u enters grid[%u,%u]", GUID_LOPART(obj->GetGUID()), cell.GridX(), cell.GridY());

    UpdateObjectVisibility(obj,cell,p);

    AddNotifier(obj,cell,p);
}

void Map::MessageBroadcast(Player *player, WorldPacket *msg, bool to_self)
{
    CellPair p = Trinity::ComputeCellPair(player->GetPositionX(), player->GetPositionY());

    if(p.x_coord >= TOTAL_NUMBER_OF_CELLS_PER_MAP || p.y_coord >= TOTAL_NUMBER_OF_CELLS_PER_MAP )
    {
        sLog.outError("Map::MessageBroadcast: Player (GUID: %u) have invalid coordinates X:%f Y:%f grid cell [%u:%u]", player->GetGUIDLow(), player->GetPositionX(), player->GetPositionY(), p.x_coord, p.y_coord);
        return;
    }

    Cell cell(p);
    cell.data.Part.reserved = ALL_DISTRICT;

    if( !loaded(GridPair(cell.data.Part.grid_x, cell.data.Part.grid_y)) )
        return;

    Trinity::MessageDeliverer post_man(*player, msg, to_self);
    TypeContainerVisitor<Trinity::MessageDeliverer, WorldTypeMapContainer > message(post_man);
    CellLock<ReadGuard> cell_lock(cell, p);
    cell_lock->Visit(cell_lock, message, *this);
}

void Map::MessageBroadcast(WorldObject *obj, WorldPacket *msg)
{
    CellPair p = Trinity::ComputeCellPair(obj->GetPositionX(), obj->GetPositionY());

    if(p.x_coord >= TOTAL_NUMBER_OF_CELLS_PER_MAP || p.y_coord >= TOTAL_NUMBER_OF_CELLS_PER_MAP )
    {
        sLog.outError("Map::MessageBroadcast: Object " I64FMTD " have invalid coordinates X:%f Y:%f grid cell [%u:%u]", obj->GetGUID(), obj->GetPositionX(), obj->GetPositionY(), p.x_coord, p.y_coord);
        return;
    }

    Cell cell(p);
    cell.data.Part.reserved = ALL_DISTRICT;
    cell.SetNoCreate();

    if( !loaded(GridPair(cell.data.Part.grid_x, cell.data.Part.grid_y)) )
        return;

    Trinity::ObjectMessageDeliverer post_man(msg);
    TypeContainerVisitor<Trinity::ObjectMessageDeliverer, WorldTypeMapContainer > message(post_man);
    CellLock<ReadGuard> cell_lock(cell, p);
    cell_lock->Visit(cell_lock, message, *this);
}

void Map::MessageDistBroadcast(Player *player, WorldPacket *msg, float dist, bool to_self, bool own_team_only)
{
    CellPair p = Trinity::ComputeCellPair(player->GetPositionX(), player->GetPositionY());

    if(p.x_coord >= TOTAL_NUMBER_OF_CELLS_PER_MAP || p.y_coord >= TOTAL_NUMBER_OF_CELLS_PER_MAP )
    {
        sLog.outError("Map::MessageBroadcast: Player (GUID: %u) have invalid coordinates X:%f Y:%f grid cell [%u:%u]", player->GetGUIDLow(), player->GetPositionX(), player->GetPositionY(), p.x_coord, p.y_coord);
        return;
    }

    Cell cell(p);
    cell.data.Part.reserved = ALL_DISTRICT;

    if( !loaded(GridPair(cell.data.Part.grid_x, cell.data.Part.grid_y)) )
        return;

    Trinity::MessageDistDeliverer post_man(*player, msg, dist, to_self, own_team_only);
    TypeContainerVisitor<Trinity::MessageDistDeliverer , WorldTypeMapContainer > message(post_man);
    CellLock<ReadGuard> cell_lock(cell, p);
    cell_lock->Visit(cell_lock, message, *this);
}

void Map::MessageDistBroadcast(WorldObject *obj, WorldPacket *msg, float dist)
{
    CellPair p = Trinity::ComputeCellPair(obj->GetPositionX(), obj->GetPositionY());

    if(p.x_coord >= TOTAL_NUMBER_OF_CELLS_PER_MAP || p.y_coord >= TOTAL_NUMBER_OF_CELLS_PER_MAP )
    {
        sLog.outError("Map::MessageBroadcast: Object " I64FMTD " have invalid coordinates X:%f Y:%f grid cell [%u:%u]", obj->GetGUID(), obj->GetPositionX(), obj->GetPositionY(), p.x_coord, p.y_coord);
        return;
    }

    Cell cell(p);
    cell.data.Part.reserved = ALL_DISTRICT;
    cell.SetNoCreate();

    if( !loaded(GridPair(cell.data.Part.grid_x, cell.data.Part.grid_y)) )
        return;

    Trinity::ObjectMessageDistDeliverer post_man(*obj, msg,dist);
    TypeContainerVisitor<Trinity::ObjectMessageDistDeliverer, WorldTypeMapContainer > message(post_man);
    CellLock<ReadGuard> cell_lock(cell, p);
    cell_lock->Visit(cell_lock, message, *this);
}

bool Map::loaded(const GridPair &p) const
{
    return ( getNGrid(p.x_coord, p.y_coord) && isGridObjectDataLoaded(p.x_coord, p.y_coord) );
}

void Map::Update(const uint32 &t_diff)
{
    // Don't unload grids if it's battleground, since we may have manually added GOs,creatures, those doesn't load from DB at grid re-load !
    // This isn't really bother us, since as soon as we have instanced BG-s, the whole map unloads as the BG gets ended
    if (IsBattleGroundOrArena())
        return;

    for (GridRefManager<NGridType>::iterator i = GridRefManager<NGridType>::begin(); i != GridRefManager<NGridType>::end(); )
    {
        NGridType *grid = i->getSource();
        GridInfo *info = i->getSource()->getGridInfoRef();
        ++i;                                                // The update might delete the map and we need the next map before the iterator gets invalid
        assert(grid->GetGridState() >= 0 && grid->GetGridState() < MAX_GRID_STATE);
        si_GridStates[grid->GetGridState()]->Update(*this, *grid, *info, grid->getX(), grid->getY(), t_diff);
    }
}

void InstanceMap::Update(const uint32& t_diff)
{
    Map::Update(t_diff);

    if(i_data)
        i_data->Update(t_diff);
}


void Map::Remove(Player *player, bool remove)
{
    CellPair p = Trinity::ComputeCellPair(player->GetPositionX(), player->GetPositionY());
    if(p.x_coord >= TOTAL_NUMBER_OF_CELLS_PER_MAP || p.y_coord >= TOTAL_NUMBER_OF_CELLS_PER_MAP)
    {
        // invalid coordinates
        player->RemoveFromWorld();

        if( remove )
            DeleteFromWorld(player);

        return;
    }

    Cell cell(p);

    if( !getNGrid(cell.data.Part.grid_x, cell.data.Part.grid_y) )
    {
        sLog.outError("Map::Remove() i_grids was NULL x:%d, y:%d",cell.data.Part.grid_x,cell.data.Part.grid_y);
        return;
    }

    DEBUG_LOG("Remove player %s from grid[%u,%u]", player->GetName(), cell.GridX(), cell.GridY());
    NGridType *grid = getNGrid(cell.GridX(), cell.GridY());
    assert(grid != NULL);

    player->RemoveFromWorld();
    RemoveFromGrid(player,grid,cell);

    SendRemoveTransports(player);

    UpdateObjectsVisibilityFor(player,cell,p);

    if( remove )
        DeleteFromWorld(player);
}

bool Map::RemoveBones(uint64 guid, float x, float y)
{
    if (IsRemovalGrid(x, y))
    {
        Corpse * corpse = ObjectAccessor::Instance().GetObjectInWorld(GetId(), x, y, guid, (Corpse*)NULL);
        if(corpse && corpse->GetTypeId() == TYPEID_CORPSE && corpse->GetType() == CORPSE_BONES)
            corpse->DeleteBonesFromWorld();
        else
            return false;
    }
    return true;
}

template<class T>
void
Map::Remove(T *obj, bool remove)
{
    CellPair p = Trinity::ComputeCellPair(obj->GetPositionX(), obj->GetPositionY());
    if(p.x_coord >= TOTAL_NUMBER_OF_CELLS_PER_MAP || p.y_coord >= TOTAL_NUMBER_OF_CELLS_PER_MAP )
    {
        sLog.outError("Map::Remove: Object " I64FMTD " have invalid coordinates X:%f Y:%f grid cell [%u:%u]", obj->GetGUID(), obj->GetPositionX(), obj->GetPositionY(), p.x_coord, p.y_coord);
        return;
    }

    Cell cell(p);
    if( !loaded(GridPair(cell.data.Part.grid_x, cell.data.Part.grid_y)) )
        return;

    DEBUG_LOG("Remove object " I64FMTD " from grid[%u,%u]", obj->GetGUID(), cell.data.Part.grid_x, cell.data.Part.grid_y);
    NGridType *grid = getNGrid(cell.GridX(), cell.GridY());
    assert( grid != NULL );

    obj->RemoveFromWorld();
    RemoveFromGrid(obj,grid,cell);

    UpdateObjectVisibility(obj,cell,p);

    if( remove )
    {
        // if option set then object already saved at this moment
        if(!sWorld.getConfig(CONFIG_SAVE_RESPAWN_TIME_IMMEDIATLY))
            obj->SaveRespawnTime();
        DeleteFromWorld(obj);
    }
}

void
Map::PlayerRelocation(Player *player, float x, float y, float z, float orientation)
{
    assert(player);

    CellPair old_val = Trinity::ComputeCellPair(player->GetPositionX(), player->GetPositionY());
    CellPair new_val = Trinity::ComputeCellPair(x, y);

    Cell old_cell(old_val);
    Cell new_cell(new_val);
    new_cell |= old_cell;
    bool same_cell = (new_cell == old_cell);

    player->Relocate(x, y, z, orientation);

    if( old_cell.DiffGrid(new_cell) || old_cell.DiffCell(new_cell) )
    {
        DEBUG_LOG("Player %s relocation grid[%u,%u]cell[%u,%u]->grid[%u,%u]cell[%u,%u]", player->GetName(), old_cell.GridX(), old_cell.GridY(), old_cell.CellX(), old_cell.CellY(), new_cell.GridX(), new_cell.GridY(), new_cell.CellX(), new_cell.CellY());

        // update player position for group at taxi flight
        if(player->GetGroup() && player->isInFlight())
            player->SetGroupUpdateFlag(GROUP_UPDATE_FLAG_POSITION);

        NGridType* oldGrid = getNGrid(old_cell.GridX(), old_cell.GridY());
        RemoveFromGrid(player, oldGrid,old_cell);
        if( !old_cell.DiffGrid(new_cell) )
            AddToGrid(player, oldGrid,new_cell);

        if( old_cell.DiffGrid(new_cell) )
            EnsureGridLoadedForPlayer(new_cell, player, true);
    }

    // if move then update what player see and who seen
    UpdatePlayerVisibility(player,new_cell,new_val);
    UpdateObjectsVisibilityFor(player,new_cell,new_val);
    PlayerRelocationNotify(player,new_cell,new_val);
    NGridType* newGrid = getNGrid(new_cell.GridX(), new_cell.GridY());
    if( !same_cell && newGrid->GetGridState()!= GRID_STATE_ACTIVE )
    {
        ResetGridExpiry(*newGrid, 0.1f);
        newGrid->SetGridState(GRID_STATE_ACTIVE);
    }
}

void
Map::CreatureRelocation(Creature *creature, float x, float y, float z, float ang)
{
    assert(CheckGridIntegrity(creature,false));

    Cell old_cell = creature->GetCurrentCell();

    CellPair new_val = Trinity::ComputeCellPair(x, y);
    Cell new_cell(new_val);

    // delay creature move for grid/cell to grid/cell moves
    if( old_cell.DiffCell(new_cell) || old_cell.DiffGrid(new_cell) )
    {
        #ifdef TRINITY_DEBUG
        if((sLog.getLogFilter() & LOG_FILTER_CREATURE_MOVES)==0)
            sLog.outDebug("Creature (GUID: %u Entry: %u) added to moving list from grid[%u,%u]cell[%u,%u] to grid[%u,%u]cell[%u,%u].", creature->GetGUIDLow(), creature->GetEntry(), old_cell.GridX(), old_cell.GridY(), old_cell.CellX(), old_cell.CellY(), new_cell.GridX(), new_cell.GridY(), new_cell.CellX(), new_cell.CellY());
        #endif
        AddCreatureToMoveList(creature,x,y,z,ang);
        // in diffcell/diffgrid case notifiers called at finishing move creature in Map::MoveAllCreaturesInMoveList
    }
    else
    {
        creature->Relocate(x, y, z, ang);
        CreatureRelocationNotify(creature,new_cell,new_val);
    }
    assert(CheckGridIntegrity(creature,true));
}

void Map::AddCreatureToMoveList(Creature *c, float x, float y, float z, float ang)
{
    if(!c)
        return;

    i_creaturesToMove[c] = CreatureMover(x,y,z,ang);
}

void Map::MoveAllCreaturesInMoveList()
{
    while(!i_creaturesToMove.empty())
    {
        // get data and remove element;
        CreatureMoveList::iterator iter = i_creaturesToMove.begin();
        Creature* c = iter->first;
        CreatureMover cm = iter->second;
        i_creaturesToMove.erase(iter);

        // calculate cells
        CellPair new_val = Trinity::ComputeCellPair(cm.x, cm.y);
        Cell new_cell(new_val);

        // do move or do move to respawn or remove creature if previous all fail
        if(CreatureCellRelocation(c,new_cell))
        {
            // update pos
            c->Relocate(cm.x, cm.y, cm.z, cm.ang);
            CreatureRelocationNotify(c,new_cell,new_cell.cellPair());
        }
        else
        {
            // if creature can't be move in new cell/grid (not loaded) move it to repawn cell/grid
            // creature coordinates will be updated and notifiers send
            if(!CreatureRespawnRelocation(c))
            {
                // ... or unload (if respawn grid also not loaded)
                #ifdef TRINITY_DEBUG
                if((sLog.getLogFilter() & LOG_FILTER_CREATURE_MOVES)==0)
                    sLog.outDebug("Creature (GUID: %u Entry: %u ) can't be move to unloaded respawn grid.",c->GetGUIDLow(),c->GetEntry());
                #endif
                c->CleanupsBeforeDelete();
                AddObjectToRemoveList(c);
            }
        }
    }
}

bool Map::CreatureCellRelocation(Creature *c, Cell new_cell)
{
    Cell const& old_cell = c->GetCurrentCell();
    if(!old_cell.DiffGrid(new_cell) )                       // in same grid
    {
        // if in same cell then none do
        if(old_cell.DiffCell(new_cell))
        {
            #ifdef TRINITY_DEBUG
            if((sLog.getLogFilter() & LOG_FILTER_CREATURE_MOVES)==0)
                sLog.outDebug("Creature (GUID: %u Entry: %u) moved in grid[%u,%u] from cell[%u,%u] to cell[%u,%u].", c->GetGUIDLow(), c->GetEntry(), old_cell.GridX(), old_cell.GridY(), old_cell.CellX(), old_cell.CellY(), new_cell.CellX(), new_cell.CellY());
            #endif

            if( !old_cell.DiffGrid(new_cell) )
            {
                RemoveFromGrid(c,getNGrid(old_cell.GridX(), old_cell.GridY()),old_cell);
                AddToGrid(c,getNGrid(new_cell.GridX(), new_cell.GridY()),new_cell);
                c->SetCurrentCell(new_cell);
            }
        }
        else
        {
            #ifdef TRINITY_DEBUG
            if((sLog.getLogFilter() & LOG_FILTER_CREATURE_MOVES)==0)
                sLog.outDebug("Creature (GUID: %u Entry: %u) move in same grid[%u,%u]cell[%u,%u].", c->GetGUIDLow(), c->GetEntry(), old_cell.GridX(), old_cell.GridY(), old_cell.CellX(), old_cell.CellY());
            #endif
        }
    }
    else                                                    // in diff. grids
    if(loaded(GridPair(new_cell.GridX(), new_cell.GridY())))
    {
        #ifdef TRINITY_DEBUG
        if((sLog.getLogFilter() & LOG_FILTER_CREATURE_MOVES)==0)
            sLog.outDebug("Creature (GUID: %u Entry: %u) moved from grid[%u,%u]cell[%u,%u] to grid[%u,%u]cell[%u,%u].", c->GetGUIDLow(), c->GetEntry(), old_cell.GridX(), old_cell.GridY(), old_cell.CellX(), old_cell.CellY(), new_cell.GridX(), new_cell.GridY(), new_cell.CellX(), new_cell.CellY());
        #endif

        RemoveFromGrid(c,getNGrid(old_cell.GridX(), old_cell.GridY()),old_cell);
        {
            EnsureGridCreated(GridPair(new_cell.GridX(), new_cell.GridY()));
            AddToGrid(c,getNGrid(new_cell.GridX(), new_cell.GridY()),new_cell);
        }
    }
    else
    {
        #ifdef TRINITY_DEBUG
        if((sLog.getLogFilter() & LOG_FILTER_CREATURE_MOVES)==0)
            sLog.outDebug("Creature (GUID: %u Entry: %u) attempt move from grid[%u,%u]cell[%u,%u] to unloaded grid[%u,%u]cell[%u,%u].", c->GetGUIDLow(), c->GetEntry(), old_cell.GridX(), old_cell.GridY(), old_cell.CellX(), old_cell.CellY(), new_cell.GridX(), new_cell.GridY(), new_cell.CellX(), new_cell.CellY());
        #endif
        return false;
    }

    return true;
}

bool Map::CreatureRespawnRelocation(Creature *c)
{
    float resp_x, resp_y, resp_z, resp_o;
    c->GetRespawnCoord(resp_x, resp_y, resp_z, &resp_o);

    CellPair resp_val = Trinity::ComputeCellPair(resp_x, resp_y);
    Cell resp_cell(resp_val);

    c->CombatStop();
    c->GetMotionMaster()->Clear();

    #ifdef TRINITY_DEBUG
    if((sLog.getLogFilter() & LOG_FILTER_CREATURE_MOVES)==0)
        sLog.outDebug("Creature (GUID: %u Entry: %u) will moved from grid[%u,%u]cell[%u,%u] to respawn grid[%u,%u]cell[%u,%u].", c->GetGUIDLow(), c->GetEntry(), c->GetCurrentCell().GridX(), c->GetCurrentCell().GridY(), c->GetCurrentCell().CellX(), c->GetCurrentCell().CellY(), resp_cell.GridX(), resp_cell.GridY(), resp_cell.CellX(), resp_cell.CellY());
    #endif

    // teleport it to respawn point (like normal respawn if player see)
    if(CreatureCellRelocation(c,resp_cell))
    {
        c->Relocate(resp_x, resp_y, resp_z, resp_o);
        c->GetMotionMaster()->Initialize();                 // prevent possible problems with default move generators
        CreatureRelocationNotify(c,resp_cell,resp_cell.cellPair());
        return true;
    }
    else
        return false;
}

bool Map::UnloadGrid(const uint32 &x, const uint32 &y, bool pForce)
{
    NGridType *grid = getNGrid(x, y);
    assert( grid != NULL);

    {
        if(!pForce && ObjectAccessor::Instance().PlayersNearGrid(x, y, i_id, i_InstanceId) )
            return false;

        DEBUG_LOG("Unloading grid[%u,%u] for map %u", x,y, i_id);
        ObjectGridUnloader unloader(*grid);

        // Finish creature moves, remove and delete all creatures with delayed remove before moving to respawn grids
        // Must know real mob position before move
        DoDelayedMovesAndRemoves();

        // move creatures to respawn grids if this is diff.grid or to remove list
        unloader.MoveToRespawnN();

        // Finish creature moves, remove and delete all creatures with delayed remove before unload
        DoDelayedMovesAndRemoves();

        unloader.UnloadN();
        delete getNGrid(x, y);
        setNGrid(NULL, x, y);
    }
    int gx=63-x;
    int gy=63-y;

    // delete grid map, but don't delete if it is from parent map (and thus only reference)
    //+++if (GridMaps[gx][gy]) don't check for GridMaps[gx][gy], we might have to unload vmaps
    {
        if (i_InstanceId == 0)
        {
            if(GridMaps[gx][gy]) delete (GridMaps[gx][gy]);
            // x and y are swaped
            VMAP::VMapFactory::createOrGetVMapManager()->unloadMap(GetId(), gy, gx);
        }
        else
            ((MapInstanced*)(MapManager::Instance().GetBaseMap(i_id)))->RemoveGridMapReference(GridPair(gx, gy));
        GridMaps[gx][gy] = NULL;
    }
    DEBUG_LOG("Unloading grid[%u,%u] for map %u finished", x,y, i_id);
    return true;
}

void Map::UnloadAll(bool pForce)
{
    // clear all delayed moves, useless anyway do this moves before map unload.
    i_creaturesToMove.clear();

    for (GridRefManager<NGridType>::iterator i = GridRefManager<NGridType>::begin(); i != GridRefManager<NGridType>::end(); )
    {
        NGridType &grid(*i->getSource());
        ++i;
        UnloadGrid(grid.getX(), grid.getY(), pForce);       // deletes the grid and removes it from the GridRefManager
    }
}

float Map::GetHeight(float x, float y, float z, bool pUseVmaps) const
{
    GridPair p = Trinity::ComputeGridPair(x, y);

    // half opt method
    int gx=(int)(32-x/SIZE_OF_GRIDS);                       //grid x
    int gy=(int)(32-y/SIZE_OF_GRIDS);                       //grid y

    float lx=MAP_RESOLUTION*(32 -x/SIZE_OF_GRIDS - gx);
    float ly=MAP_RESOLUTION*(32 -y/SIZE_OF_GRIDS - gy);

    // ensure GridMap is loaded
    const_cast<Map*>(this)->EnsureGridCreated(GridPair(63-gx,63-gy));

    // find raw .map surface under Z coordinates
    float mapHeight;
    if(GridMap* gmap = GridMaps[gx][gy])
    {
        int lx_int = (int)lx;
        int ly_int = (int)ly;

        float zi[4];
        // Probe 4 nearest points (except border cases)
        zi[0] = gmap->Z[lx_int][ly_int];
        zi[1] = lx < MAP_RESOLUTION-1 ? gmap->Z[lx_int+1][ly_int] : zi[0];
        zi[2] = ly < MAP_RESOLUTION-1 ? gmap->Z[lx_int][ly_int+1] : zi[0];
        zi[3] = lx < MAP_RESOLUTION-1 && ly < MAP_RESOLUTION-1 ? gmap->Z[lx_int+1][ly_int+1] : zi[0];
        // Recalculate them like if their x,y positions were in the range 0,1
        float b[4];
        b[0] = zi[0];
        b[1] = zi[1]-zi[0];
        b[2] = zi[2]-zi[0];
        b[3] = zi[0]-zi[1]-zi[2]+zi[3];
        // Normalize the dx and dy to be in range 0..1
        float fact_x = lx - lx_int;
        float fact_y = ly - ly_int;
        // Use the simplified bilinear equation, as described in [url="http://en.wikipedia.org/wiki/Bilinear_interpolation"]http://en.wikipedia.org/wiki/Bilinear_interpolation[/url]
        float _mapheight = b[0] + (b[1]*fact_x) + (b[2]*fact_y) + (b[3]*fact_x*fact_y);

        // look from a bit higher pos to find the floor, ignore under surface case
        if(z + 2.0f > _mapheight)
            mapHeight = _mapheight;
        else
            mapHeight = VMAP_INVALID_HEIGHT_VALUE;
    }
    else
        mapHeight = VMAP_INVALID_HEIGHT_VALUE;

    float vmapHeight;
    if(pUseVmaps)
    {
        VMAP::IVMapManager* vmgr = VMAP::VMapFactory::createOrGetVMapManager();
        if(vmgr->isHeightCalcEnabled())
        {
            // look from a bit higher pos to find the floor
            vmapHeight = vmgr->getHeight(GetId(), x, y, z + 2.0f);
        }
        else
            vmapHeight = VMAP_INVALID_HEIGHT_VALUE;
    }
    else
        vmapHeight = VMAP_INVALID_HEIGHT_VALUE;

    // mapHeight set for any above raw ground Z or <= INVALID_HEIGHT
    // vmapheight set for any under Z value or <= INVALID_HEIGHT

    if( vmapHeight > INVALID_HEIGHT )
    {
        if( mapHeight > INVALID_HEIGHT )
        {
            // we have mapheight and vmapheight and must select more appropriate

            // we are already under the surface or vmap height above map heigt
            // or if the distance of the vmap height is less the land height distance
            if( z < mapHeight || vmapHeight > mapHeight || fabs(mapHeight-z) > fabs(vmapHeight-z) )
                return vmapHeight;
            else
                return mapHeight;                           // better use .map surface height

        }
        else
            return vmapHeight;                              // we have only vmapHeight (if have)
    }
    else
    {
        if(!pUseVmaps)
            return mapHeight;                               // explicitly use map data (if have)
        else if(mapHeight > INVALID_HEIGHT && (z < mapHeight + 2 || z == MAX_HEIGHT))
            return mapHeight;                               // explicitly use map data if original z < mapHeight but map found (z+2 > mapHeight)
        else
            return VMAP_INVALID_HEIGHT_VALUE;               // we not have any height
    }
}

uint16 Map::GetAreaFlag(float x, float y ) const
{
    //local x,y coords
    float lx,ly;
    int gx,gy;
    GridPair p = Trinity::ComputeGridPair(x, y);

    // half opt method
    gx=(int)(32-x/SIZE_OF_GRIDS) ;                          //grid x
    gy=(int)(32-y/SIZE_OF_GRIDS);                           //grid y

    lx=16*(32 -x/SIZE_OF_GRIDS - gx);
    ly=16*(32 -y/SIZE_OF_GRIDS - gy);
    //DEBUG_LOG("my %d %d si %d %d",gx,gy,p.x_coord,p.y_coord);

    // ensure GridMap is loaded
    const_cast<Map*>(this)->EnsureGridCreated(GridPair(63-gx,63-gy));

    if(GridMaps[gx][gy])
        return GridMaps[gx][gy]->area_flag[(int)(lx)][(int)(ly)];
    // this used while not all *.map files generated (instances)
    else
        return GetAreaFlagByMapId(i_id);
}

uint8 Map::GetTerrainType(float x, float y ) const
{
    //local x,y coords
    float lx,ly;
    int gx,gy;

    // half opt method
    gx=(int)(32-x/SIZE_OF_GRIDS) ;                          //grid x
    gy=(int)(32-y/SIZE_OF_GRIDS);                           //grid y

    lx=16*(32 -x/SIZE_OF_GRIDS - gx);
    ly=16*(32 -y/SIZE_OF_GRIDS - gy);

    // ensure GridMap is loaded
    const_cast<Map*>(this)->EnsureGridCreated(GridPair(63-gx,63-gy));

    if(GridMaps[gx][gy])
        return GridMaps[gx][gy]->terrain_type[(int)(lx)][(int)(ly)];
    else
        return 0;

}

float Map::GetWaterLevel(float x, float y ) const
{
    //local x,y coords
    float lx,ly;
    int gx,gy;

    // half opt method
    gx=(int)(32-x/SIZE_OF_GRIDS) ;                          //grid x
    gy=(int)(32-y/SIZE_OF_GRIDS);                           //grid y

    lx=128*(32 -x/SIZE_OF_GRIDS - gx);
    ly=128*(32 -y/SIZE_OF_GRIDS - gy);

    // ensure GridMap is loaded
    const_cast<Map*>(this)->EnsureGridCreated(GridPair(63-gx,63-gy));

    if(GridMaps[gx][gy])
        return GridMaps[gx][gy]->liquid_level[(int)(lx)][(int)(ly)];
    else
        return 0;
}

uint32 Map::GetAreaId(uint16 areaflag,uint32 map_id)
{
    AreaTableEntry const *entry = GetAreaEntryByAreaFlagAndMap(areaflag,map_id);

    if (entry)
        return entry->ID;
    else
        return 0;
}

uint32 Map::GetZoneId(uint16 areaflag,uint32 map_id)
{
    AreaTableEntry const *entry = GetAreaEntryByAreaFlagAndMap(areaflag,map_id);

    if( entry )
        return ( entry->zone != 0 ) ? entry->zone : entry->ID;
    else
        return 0;
}

bool Map::IsInWater(float x, float y, float pZ) const
{
    // This method is called too often to use vamps for that (4. parameter = false).
    // The pZ pos is taken anyway for future use
    float z = GetHeight(x,y,pZ,false);                      // use .map base surface height

    // underground or instance without vmap
    if(z <= INVALID_HEIGHT)
        return false;

    float water_z = GetWaterLevel(x,y);
    uint8 flag = GetTerrainType(x,y);
    return (z < (water_z-2)) && (flag & 0x01);
}

bool Map::IsUnderWater(float x, float y, float z) const
{
    float water_z = GetWaterLevel(x,y);
    uint8 flag = GetTerrainType(x,y);
    return (z < (water_z-2)) && (flag & 0x01);
}

bool Map::CheckGridIntegrity(Creature* c, bool moved) const
{
    Cell const& cur_cell = c->GetCurrentCell();

    CellPair xy_val = Trinity::ComputeCellPair(c->GetPositionX(), c->GetPositionY());
    Cell xy_cell(xy_val);
    if(xy_cell != cur_cell)
    {
        sLog.outError("ERROR: %s (GUID: %u) X: %f Y: %f (%s) in grid[%u,%u]cell[%u,%u] instead grid[%u,%u]cell[%u,%u]",
            (c->GetTypeId()==TYPEID_PLAYER ? "Player" : "Creature"),c->GetGUIDLow(),
            c->GetPositionX(),c->GetPositionY(),(moved ? "final" : "original"),
            cur_cell.GridX(), cur_cell.GridY(), cur_cell.CellX(), cur_cell.CellY(),
            xy_cell.GridX(),  xy_cell.GridY(),  xy_cell.CellX(),  xy_cell.CellY());
        return true;                                        // not crash at error, just output error in debug mode
    }

    return true;
}

const char* Map::GetMapName() const
{
    return i_mapEntry ? i_mapEntry->name[sWorld.GetDefaultDbcLocale()] : "UNNAMEDMAP\x0";
}

void Map::UpdateObjectVisibility( WorldObject* obj, Cell cell, CellPair cellpair)
{
    cell.data.Part.reserved = ALL_DISTRICT;
    cell.SetNoCreate();
    Trinity::VisibleChangesNotifier notifier(*obj);
    TypeContainerVisitor<Trinity::VisibleChangesNotifier, WorldTypeMapContainer > player_notifier(notifier);
    CellLock<GridReadGuard> cell_lock(cell, cellpair);
    cell_lock->Visit(cell_lock, player_notifier, *this);
}

void Map::UpdatePlayerVisibility( Player* player, Cell cell, CellPair cellpair )
{
    cell.data.Part.reserved = ALL_DISTRICT;

    Trinity::PlayerNotifier pl_notifier(*player);
    TypeContainerVisitor<Trinity::PlayerNotifier, WorldTypeMapContainer > player_notifier(pl_notifier);

    CellLock<ReadGuard> cell_lock(cell, cellpair);
    cell_lock->Visit(cell_lock, player_notifier, *this);
}

void Map::UpdateObjectsVisibilityFor( Player* player, Cell cell, CellPair cellpair )
{
    Trinity::VisibleNotifier notifier(*player);

    cell.data.Part.reserved = ALL_DISTRICT;
    cell.SetNoCreate();
    TypeContainerVisitor<Trinity::VisibleNotifier, WorldTypeMapContainer > world_notifier(notifier);
    TypeContainerVisitor<Trinity::VisibleNotifier, GridTypeMapContainer  > grid_notifier(notifier);
    CellLock<GridReadGuard> cell_lock(cell, cellpair);
    cell_lock->Visit(cell_lock, world_notifier, *this);
    cell_lock->Visit(cell_lock, grid_notifier,  *this);

    // send data
    notifier.Notify();
}

void Map::PlayerRelocationNotify( Player* player, Cell cell, CellPair cellpair )
{
    CellLock<ReadGuard> cell_lock(cell, cellpair);
    Trinity::PlayerRelocationNotifier relocationNotifier(*player);
    cell.data.Part.reserved = ALL_DISTRICT;

    TypeContainerVisitor<Trinity::PlayerRelocationNotifier, GridTypeMapContainer >  p2grid_relocation(relocationNotifier);
    TypeContainerVisitor<Trinity::PlayerRelocationNotifier, WorldTypeMapContainer > p2world_relocation(relocationNotifier);

    cell_lock->Visit(cell_lock, p2grid_relocation, *this);
    cell_lock->Visit(cell_lock, p2world_relocation, *this);
}

void Map::CreatureRelocationNotify(Creature *creature, Cell cell, CellPair cellpair)
{
    CellLock<ReadGuard> cell_lock(cell, cellpair);
    Trinity::CreatureRelocationNotifier relocationNotifier(*creature);
    cell.data.Part.reserved = ALL_DISTRICT;
    cell.SetNoCreate();                                     // not trigger load unloaded grids at notifier call

    TypeContainerVisitor<Trinity::CreatureRelocationNotifier, WorldTypeMapContainer > c2world_relocation(relocationNotifier);
    TypeContainerVisitor<Trinity::CreatureRelocationNotifier, GridTypeMapContainer >  c2grid_relocation(relocationNotifier);

    cell_lock->Visit(cell_lock, c2world_relocation, *this);
    cell_lock->Visit(cell_lock, c2grid_relocation, *this);
}

void Map::SendInitSelf( Player * player )
{
    sLog.outDetail("Creating player data for himself %u", player->GetGUIDLow());

    UpdateData data;

    bool hasTransport = false;

    // attach to player data current transport data
    if(Transport* transport = player->GetTransport())
    {
        hasTransport = true;
        transport->BuildCreateUpdateBlockForPlayer(&data, player);
    }

    // build data for self presence in world at own client (one time for map)
    player->BuildCreateUpdateBlockForPlayer(&data, player);

    // build other passengers at transport also (they always visible and marked as visible and will not send at visibility update at add to map
    if(Transport* transport = player->GetTransport())
    {
        for(Transport::PlayerSet::const_iterator itr = transport->GetPassengers().begin();itr!=transport->GetPassengers().end();++itr)
        {
            if(player!=(*itr) && player->HaveAtClient(*itr))
            {
                hasTransport = true;
                (*itr)->BuildCreateUpdateBlockForPlayer(&data, player);
            }
        }
    }

    WorldPacket packet;
    data.BuildPacket(&packet, hasTransport);
    player->GetSession()->SendPacket(&packet);
}

void Map::SendInitTransports( Player * player )
{
    // Hack to send out transports
    MapManager::TransportMap& tmap = MapManager::Instance().m_TransportsByMap;

    // no transports at map
    if (tmap.find(player->GetMapId()) == tmap.end())
        return;

    UpdateData transData;

    MapManager::TransportSet& tset = tmap[player->GetMapId()];

    bool hasTransport = false;

    for (MapManager::TransportSet::iterator i = tset.begin(); i != tset.end(); ++i)
    {
        if((*i) != player->GetTransport())                  // send data for current transport in other place
        {
            hasTransport = true;
            (*i)->BuildCreateUpdateBlockForPlayer(&transData, player);
        }
    }

    WorldPacket packet;
    transData.BuildPacket(&packet, hasTransport);
    player->GetSession()->SendPacket(&packet);
}

void Map::SendRemoveTransports( Player * player )
{
    // Hack to send out transports
    MapManager::TransportMap& tmap = MapManager::Instance().m_TransportsByMap;

    // no transports at map
    if (tmap.find(player->GetMapId()) == tmap.end())
        return;

    UpdateData transData;

    MapManager::TransportSet& tset = tmap[player->GetMapId()];

    // except used transport
    for (MapManager::TransportSet::iterator i = tset.begin(); i != tset.end(); ++i)
        if(player->GetTransport() != (*i))
            (*i)->BuildOutOfRangeUpdateBlock(&transData);

    WorldPacket packet;
    transData.BuildPacket(&packet);
    player->GetSession()->SendPacket(&packet);
}

inline void Map::setNGrid(NGridType *grid, uint32 x, uint32 y)
{
    if(x >= MAX_NUMBER_OF_GRIDS || y >= MAX_NUMBER_OF_GRIDS)
    {
        sLog.outError("map::setNGrid() Invalid grid coordinates found: %d, %d!",x,y);
        assert(false);
    }
    i_grids[x][y] = grid;
}

void Map::DoDelayedMovesAndRemoves()
{
    MoveAllCreaturesInMoveList();
    RemoveAllObjectsInRemoveList();
}

void Map::AddObjectToRemoveList(WorldObject *obj)
{
    assert(obj->GetMapId()==GetId() && obj->GetInstanceId()==GetInstanceId());

    i_objectsToRemove.insert(obj);
    //sLog.outDebug("Object (GUID: %u TypeId: %u ) added to removing list.",obj->GetGUIDLow(),obj->GetTypeId());
}

void Map::RemoveAllObjectsInRemoveList()
{
    if(i_objectsToRemove.empty())
        return;

    //sLog.outDebug("Object remover 1 check.");
    while(!i_objectsToRemove.empty())
    {
        WorldObject* obj = *i_objectsToRemove.begin();
        i_objectsToRemove.erase(i_objectsToRemove.begin());

        switch(obj->GetTypeId())
        {
            case TYPEID_CORPSE:
            {
                Corpse* corpse = ObjectAccessor::Instance().GetCorpse(*obj, obj->GetGUID());
                if (!corpse)
                    sLog.outError("ERROR: Try delete corpse/bones %u that not in map", obj->GetGUIDLow());
                else
                    Remove(corpse,true);
                break;
            }
        case TYPEID_DYNAMICOBJECT:
            Remove((DynamicObject*)obj,true);
            break;
        case TYPEID_GAMEOBJECT:
            Remove((GameObject*)obj,true);
            break;
        case TYPEID_UNIT:
            Remove((Creature*)obj,true);
            break;
        default:
            sLog.outError("Non-grid object (TypeId: %u) in grid object removing list, ignored.",obj->GetTypeId());
            break;
        }
    }
    //sLog.outDebug("Object remover 2 check.");
}

bool Map::CanUnload(const uint32 &diff)
{
    if(!m_unloadTimer) return false;
    if(m_unloadTimer < diff) return true;
    m_unloadTimer -= diff;
    return false;
}

template void Map::Add(Corpse *);
template void Map::Add(Creature *);
template void Map::Add(GameObject *);
template void Map::Add(DynamicObject *);

template void Map::Remove(Corpse *,bool);
template void Map::Remove(Creature *,bool);
template void Map::Remove(GameObject *, bool);
template void Map::Remove(DynamicObject *, bool);

/* ******* Dungeon Instance Maps ******* */

InstanceMap::InstanceMap(uint32 id, time_t expiry, uint32 InstanceId, uint8 SpawnMode)
  : Map(id, expiry, InstanceId, SpawnMode), i_data(NULL),
    m_resetAfterUnload(false), m_unloadWhenEmpty(false)
{
    // the timer is started by default, and stopped when the first player joins
    // this make sure it gets unloaded if for some reason no player joins
    m_unloadTimer = std::max(sWorld.getConfig(CONFIG_INSTANCE_UNLOAD_DELAY), (uint32)MIN_UNLOAD_DELAY);
}

InstanceMap::~InstanceMap()
{
    if(i_data)
    {
        delete i_data;
        i_data = NULL;
    }
}

/*
    Do map specific checks to see if the player can enter
*/
bool InstanceMap::CanEnter(Player *player)
{
    if(std::find(i_Players.begin(),i_Players.end(),player)!=i_Players.end())
    {
        sLog.outError("InstanceMap::CanEnter - player %s(%u) already in map %d,%d,%d!", player->GetName(), player->GetGUIDLow(), GetId(), GetInstanceId(), GetSpawnMode());
        assert(false);
        return false;
    }

    // cannot enter if the instance is full (player cap), GMs don't count
    InstanceTemplate const* iTemplate = objmgr.GetInstanceTemplate(GetId());
    if (!player->isGameMaster() && GetPlayersCountExceptGMs() >= iTemplate->maxPlayers)
    {
        sLog.outDetail("MAP: Instance '%u' of map '%s' cannot have more than '%u' players. Player '%s' rejected", GetInstanceId(), GetMapName(), iTemplate->maxPlayers, player->GetName());
        player->SendTransferAborted(GetId(), TRANSFER_ABORT_MAX_PLAYERS);
        return false;
    }

    // cannot enter while players in the instance are in combat
    Group *pGroup = player->GetGroup();
    if(pGroup && pGroup->InCombatToInstance(GetInstanceId()) && player->isAlive() && player->GetMapId() != GetId())
    {
        player->SendTransferAborted(GetId(), TRANSFER_ABORT_ZONE_IN_COMBAT);
        return false;
    }

    return Map::CanEnter(player);
}

/*
    Do map specific checks and add the player to the map if successful.
*/
bool InstanceMap::Add(Player *player)
{
    // TODO: Not sure about checking player level: already done in HandleAreaTriggerOpcode
    // GMs still can teleport player in instance.
    // Is it needed?

    {
        Guard guard(*this);
        if(!CanEnter(player))
            return false;

        // get or create an instance save for the map
        InstanceSave *mapSave = sInstanceSaveManager.GetInstanceSave(GetInstanceId());
        if(!mapSave)
        {
            sLog.outDetail("InstanceMap::Add: creating instance save for map %d spawnmode %d with instance id %d", GetId(), GetSpawnMode(), GetInstanceId());
            mapSave = sInstanceSaveManager.AddInstanceSave(GetId(), GetInstanceId(), GetSpawnMode(), 0, true);
        }

        // check for existing instance binds
        InstancePlayerBind *playerBind = player->GetBoundInstance(GetId(), GetSpawnMode());
        if(playerBind && playerBind->perm)
        {
            // cannot enter other instances if bound permanently
            if(playerBind->save != mapSave)
            {
                sLog.outError("InstanceMap::Add: player %s(%d) is permanently bound to instance %d,%d,%d,%d,%d,%d but he is being put in instance %d,%d,%d,%d,%d,%d", player->GetName(), player->GetGUIDLow(), playerBind->save->GetMapId(), playerBind->save->GetInstanceId(), playerBind->save->GetDifficulty(), playerBind->save->GetPlayerCount(), playerBind->save->GetGroupCount(), playerBind->save->CanReset(), mapSave->GetMapId(), mapSave->GetInstanceId(), mapSave->GetDifficulty(), mapSave->GetPlayerCount(), mapSave->GetGroupCount(), mapSave->CanReset());
                assert(false);
            }
        }
        else
        {
            Group *pGroup = player->GetGroup();
            if(pGroup)
            {
                // solo saves should be reset when entering a group
                InstanceGroupBind *groupBind = pGroup->GetBoundInstance(GetId(), GetSpawnMode());
                if(playerBind)
                {
                    sLog.outError("InstanceMap::Add: player %s(%d) is being put in instance %d,%d,%d,%d,%d,%d but he is in group %d and is bound to instance %d,%d,%d,%d,%d,%d!", player->GetName(), player->GetGUIDLow(), mapSave->GetMapId(), mapSave->GetInstanceId(), mapSave->GetDifficulty(), mapSave->GetPlayerCount(), mapSave->GetGroupCount(), mapSave->CanReset(), GUID_LOPART(pGroup->GetLeaderGUID()), playerBind->save->GetMapId(), playerBind->save->GetInstanceId(), playerBind->save->GetDifficulty(), playerBind->save->GetPlayerCount(), playerBind->save->GetGroupCount(), playerBind->save->CanReset());
                    if(groupBind) sLog.outError("InstanceMap::Add: the group is bound to instance %d,%d,%d,%d,%d,%d", groupBind->save->GetMapId(), groupBind->save->GetInstanceId(), groupBind->save->GetDifficulty(), groupBind->save->GetPlayerCount(), groupBind->save->GetGroupCount(), groupBind->save->CanReset());
                    assert(false);
                }
                // bind to the group or keep using the group save
                if(!groupBind)
                    pGroup->BindToInstance(mapSave, false);
                else
                {
                    // cannot jump to a different instance without resetting it
                    if(groupBind->save != mapSave)
                    {
                        sLog.outError("InstanceMap::Add: player %s(%d) is being put in instance %d,%d,%d but he is in group %d which is bound to instance %d,%d,%d!", player->GetName(), player->GetGUIDLow(), mapSave->GetMapId(), mapSave->GetInstanceId(), mapSave->GetDifficulty(), GUID_LOPART(pGroup->GetLeaderGUID()), groupBind->save->GetMapId(), groupBind->save->GetInstanceId(), groupBind->save->GetDifficulty());
                        if(mapSave)
                            sLog.outError("MapSave players: %d, group count: %d", mapSave->GetPlayerCount(), mapSave->GetGroupCount());
                        else
                            sLog.outError("MapSave NULL");
                        if(groupBind->save)
                            sLog.outError("GroupBind save players: %d, group count: %d", groupBind->save->GetPlayerCount(), groupBind->save->GetGroupCount());
                        else
                            sLog.outError("GroupBind save NULL");
                        assert(false);
                    }
                    // if the group/leader is permanently bound to the instance
                    // players also become permanently bound when they enter
                    if(groupBind->perm)
                    {
                        WorldPacket data(SMSG_INSTANCE_SAVE_CREATED, 4);
                        data << uint32(0);
                        player->GetSession()->SendPacket(&data);
                        player->BindToInstance(mapSave, true);
                    }
                }
            }
            else
            {
                // set up a solo bind or continue using it
                if(!playerBind)
                    player->BindToInstance(mapSave, false);
                else
                    // cannot jump to a different instance without resetting it
                    assert(playerBind->save == mapSave);
            }
        }

        if(i_data) i_data->OnPlayerEnter(player);
        SetResetSchedule(false);

        i_Players.push_back(player);
        player->SendInitWorldStates();
        sLog.outDetail("MAP: Player '%s' entered the instance '%u' of map '%s'", player->GetName(), GetInstanceId(), GetMapName());
        // initialize unload state
        m_unloadTimer = 0;
        m_resetAfterUnload = false;
        m_unloadWhenEmpty = false;
    }

    // this will acquire the same mutex so it cannot be in the previous block
    Map::Add(player);
    return true;
}

void InstanceMap::Remove(Player *player, bool remove)
{
    sLog.outDetail("MAP: Removing player '%s' from instance '%u' of map '%s' before relocating to other map", player->GetName(), GetInstanceId(), GetMapName());
    i_Players.remove(player);
    SetResetSchedule(true);
    if(!m_unloadTimer && i_Players.empty())
        m_unloadTimer = m_unloadWhenEmpty ? MIN_UNLOAD_DELAY : std::max(sWorld.getConfig(CONFIG_INSTANCE_UNLOAD_DELAY), (uint32)MIN_UNLOAD_DELAY);
    Map::Remove(player, remove);
}

Creature * Map::GetCreatureInMap(uint64 guid)
{
    Creature * obj = HashMapHolder<Creature>::Find(guid);
    if(obj && obj->GetInstanceId() != GetInstanceId()) obj = NULL;
    return obj;
}

GameObject * Map::GetGameObjectInMap(uint64 guid)
{
    GameObject * obj = HashMapHolder<GameObject>::Find(guid);
    if(obj && obj->GetInstanceId() != GetInstanceId()) obj = NULL;
    return obj;
}

void InstanceMap::CreateInstanceData(bool load)
{
    if(i_data != NULL)
        return;

    InstanceTemplate const* mInstance = objmgr.GetInstanceTemplate(GetId());
    if (mInstance)
    {
        i_script = mInstance->script;
        i_data = Script->CreateInstanceData(this);
    }

    if(!i_data)
        return;

    if(load)
    {
        // TODO: make a global storage for this
        QueryResult* result = CharacterDatabase.PQuery("SELECT data FROM instance WHERE map = '%u' AND id = '%u'", GetId(), i_InstanceId);
        if (result)
        {
            Field* fields = result->Fetch();
            const char* data = fields[0].GetString();
            if(data)
            {
                sLog.outDebug("Loading instance data for `%s` with id %u", i_script.c_str(), i_InstanceId);
                i_data->Load(data);
            }
            delete result;
        }
    }
    else
    {
        sLog.outDebug("New instance data, \"%s\" ,initialized!",i_script.c_str());
        i_data->Initialize();
    }
}

/*
    Returns true if there are no players in the instance
*/
bool InstanceMap::Reset(uint8 method)
{
    // note: since the map may not be loaded when the instance needs to be reset
    // the instance must be deleted from the DB by InstanceSaveManager

    if(!i_Players.empty())
    {
        if(method == INSTANCE_RESET_ALL)
        {
            // notify the players to leave the instance so it can be reset
            for(PlayerList::iterator itr = i_Players.begin(); itr != i_Players.end(); ++itr)
                (*itr)->SendResetFailedNotify(GetId());
        }
        else
        {
            if(method == INSTANCE_RESET_GLOBAL)
            {
                // set the homebind timer for players inside (1 minute)
                for(PlayerList::iterator itr = i_Players.begin(); itr != i_Players.end(); ++itr)
                    (*itr)->m_InstanceValid = false;
            }

            // the unload timer is not started
            // instead the map will unload immediately after the players have left
            m_unloadWhenEmpty = true;
            m_resetAfterUnload = true;
        }
    }
    else
    {
        // unloaded at next update
        m_unloadTimer = MIN_UNLOAD_DELAY;
        m_resetAfterUnload = true;
    }

    return i_Players.empty();
}

uint32 InstanceMap::GetPlayersCountExceptGMs() const
{
    uint32 count = 0;
    for(PlayerList::const_iterator itr = i_Players.begin(); itr != i_Players.end(); ++itr)
        if(!(*itr)->isGameMaster())
            ++count;
    return count;
}

void InstanceMap::PermBindAllPlayers(Player *player)
{
    InstanceSave *save = sInstanceSaveManager.GetInstanceSave(GetInstanceId());
    if(!save)
    {
        sLog.outError("Cannot bind players, no instance save available for map!\n");
        return;
    }

    Group *group = player->GetGroup();
    // group members outside the instance group don't get bound
    for(PlayerList::iterator itr = i_Players.begin(); itr != i_Players.end(); ++itr)
    {
        if(*itr)
        {
            // players inside an instance cannot be bound to other instances
            // some players may already be permanently bound, in this case nothing happens
            InstancePlayerBind *bind = (*itr)->GetBoundInstance(save->GetMapId(), save->GetDifficulty());
            if(!bind || !bind->perm)
            {
                (*itr)->BindToInstance(save, true);
                WorldPacket data(SMSG_INSTANCE_SAVE_CREATED, 4);
                data << uint32(0);
                (*itr)->GetSession()->SendPacket(&data);
            }

            // if the leader is not in the instance the group will not get a perm bind
            if(group && group->GetLeaderGUID() == (*itr)->GetGUID())
                group->BindToInstance(save, true);
        }
    }
}

time_t InstanceMap::GetResetTime()
{
    InstanceSave *save = sInstanceSaveManager.GetInstanceSave(GetInstanceId());
    return save ? save->GetDifficulty() : DIFFICULTY_NORMAL;
}

void InstanceMap::UnloadAll(bool pForce)
{
    if(!i_Players.empty())
    {
        sLog.outError("InstanceMap::UnloadAll: there are still players in the instance at unload, should not happen!");
        for(PlayerList::iterator itr = i_Players.begin(); itr != i_Players.end(); ++itr)
            if(*itr) (*itr)->TeleportTo((*itr)->m_homebindMapId, (*itr)->m_homebindX, (*itr)->m_homebindY, (*itr)->m_homebindZ, (*itr)->GetOrientation());
    }

    if(m_resetAfterUnload == true)
        objmgr.DeleteRespawnTimeForInstance(GetInstanceId());

    Map::UnloadAll(pForce);
}

void InstanceMap::SendResetWarnings(uint32 timeLeft)
{
    for(PlayerList::iterator itr = i_Players.begin(); itr != i_Players.end(); ++itr)
        (*itr)->SendInstanceResetWarning(GetId(), timeLeft);
}

void InstanceMap::SetResetSchedule(bool on)
{
    // only for normal instances
    // the reset time is only scheduled when there are no payers inside
    // it is assumed that the reset time will rarely (if ever) change while the reset is scheduled
    if(i_Players.empty() && !IsRaid() && !IsHeroic())
    {
        InstanceSave *save = sInstanceSaveManager.GetInstanceSave(GetInstanceId());
        if(!save) sLog.outError("InstanceMap::SetResetSchedule: cannot turn schedule %s, no save available for instance %d of %d", on ? "on" : "off", GetInstanceId(), GetId());
        else sInstanceSaveManager.ScheduleReset(on, save->GetResetTime(), InstanceSaveManager::InstResetEvent(0, GetId(), GetInstanceId()));
    }
}

void InstanceMap::SendToPlayers(WorldPacket const* data) const
{
    for(PlayerList::const_iterator itr = i_Players.begin(); itr != i_Players.end(); ++itr)
        (*itr)->GetSession()->SendPacket(data);
}

/* ******* Battleground Instance Maps ******* */

BattleGroundMap::BattleGroundMap(uint32 id, time_t expiry, uint32 InstanceId)
  : Map(id, expiry, InstanceId, DIFFICULTY_NORMAL)
{
}

BattleGroundMap::~BattleGroundMap()
{
}

bool BattleGroundMap::CanEnter(Player * player)
{
    if(std::find(i_Players.begin(),i_Players.end(),player)!=i_Players.end())
    {
        sLog.outError("BGMap::CanEnter - player %u already in map!", player->GetGUIDLow());
        assert(false);
        return false;
    }

    if(player->GetBattleGroundId() != GetInstanceId())
        return false;

    // player number limit is checked in bgmgr, no need to do it here

    return Map::CanEnter(player);
}

bool BattleGroundMap::Add(Player * player)
{
    {
        Guard guard(*this);
        if(!CanEnter(player))
            return false;
        i_Players.push_back(player);
        // reset instance validity, battleground maps do not homebind
        player->m_InstanceValid = true;
    }
    return Map::Add(player);
}

void BattleGroundMap::Remove(Player *player, bool remove)
{
    sLog.outDetail("MAP: Removing player '%s' from bg '%u' of map '%s' before relocating to other map", player->GetName(), GetInstanceId(), GetMapName());
    i_Players.remove(player);
    Map::Remove(player, remove);
}

void BattleGroundMap::SetUnload()
{
    m_unloadTimer = MIN_UNLOAD_DELAY;
}

void BattleGroundMap::UnloadAll(bool pForce)
{
    while(!i_Players.empty())
    {
        PlayerList::iterator itr = i_Players.begin();
        Player * plr = *itr;
        if(plr) (plr)->TeleportTo((*itr)->m_homebindMapId, (*itr)->m_homebindX, (*itr)->m_homebindY, (*itr)->m_homebindZ, (*itr)->GetOrientation());
        // TeleportTo removes the player from this map (if the map exists) -> calls BattleGroundMap::Remove -> invalidates the iterator.
        // just in case, remove the player from the list explicitly here as well to prevent a possible infinite loop
        // note that this remove is not needed if the code works well in other places
        i_Players.remove(plr);
    }

    Map::UnloadAll(pForce);
}
