/*
 * 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
 */

/** \file
    \ingroup world
*/

#include "Common.h"
//#include "WorldSocket.h"
#include "Database/DatabaseEnv.h"
#include "Config/ConfigEnv.h"
#include "SystemConfig.h"
#include "Log.h"
#include "Opcodes.h"
#include "WorldSession.h"
#include "WorldPacket.h"
#include "Weather.h"
#include "Player.h"
#include "SkillExtraItems.h"
#include "SkillDiscovery.h"
#include "World.h"
#include "AccountMgr.h"
#include "ObjectMgr.h"
#include "SpellMgr.h"
#include "Chat.h"
#include "Database/DBCStores.h"
#include "LootMgr.h"
#include "ItemEnchantmentMgr.h"
#include "MapManager.h"
#include "ScriptCalls.h"
#include "CreatureAIRegistry.h"
#include "Policies/SingletonImp.h"
#include "BattleGroundMgr.h"
#include "OutdoorPvPMgr.h"
#include "TemporarySummon.h"
#include "WaypointMovementGenerator.h"
#include "VMapFactory.h"
#include "GlobalEvents.h"
#include "GameEvent.h"
#include "Database/DatabaseImpl.h"
#include "GridNotifiersImpl.h"
#include "CellImpl.h"
#include "InstanceSaveMgr.h"
#include "WaypointManager.h"
#include "Util.h"
#include "Language.h"

INSTANTIATE_SINGLETON_1( World );

volatile bool World::m_stopEvent = false;
volatile uint32 World::m_worldLoopCounter = 0;

float World::m_MaxVisibleDistanceForCreature  = DEFAULT_VISIBILITY_DISTANCE;
float World::m_MaxVisibleDistanceForPlayer    = DEFAULT_VISIBILITY_DISTANCE;
float World::m_MaxVisibleDistanceForObject    = DEFAULT_VISIBILITY_DISTANCE;
float World::m_MaxVisibleDistanceInFlight     = DEFAULT_VISIBILITY_DISTANCE;
float World::m_VisibleUnitGreyDistance        = 0;
float World::m_VisibleObjectGreyDistance      = 0;

// ServerMessages.dbc
enum ServerMessageType
{
    SERVER_MSG_SHUTDOWN_TIME      = 1,
    SERVER_MSG_RESTART_TIME       = 2,
    SERVER_MSG_STRING             = 3,
    SERVER_MSG_SHUTDOWN_CANCELLED = 4,
    SERVER_MSG_RESTART_CANCELLED  = 5
};

struct ScriptAction
{
    uint64 sourceGUID;
    uint64 targetGUID;
    uint64 ownerGUID;                                       // owner of source if source is item
    ScriptInfo const* script;                               // pointer to static script data
};

/// World constructor
World::World()
{
    m_playerLimit = 0;
    m_allowMovement = true;
    m_ShutdownMask = 0;
    m_ShutdownTimer = 0;
    m_gameTime=time(NULL);
    m_startTime=m_gameTime;
    m_maxActiveSessionCount = 0;
    m_maxQueuedSessionCount = 0;
    m_resultQueue = NULL;
    m_NextDailyQuestReset = 0;

    m_defaultDbcLocale = LOCALE_enUS;
    m_availableDbcLocaleMask = 0;
}

/// World destructor
World::~World()
{
    ///- Empty the kicked session set
    for (std::set<WorldSession*>::iterator itr = m_kicked_sessions.begin(); itr != m_kicked_sessions.end(); ++itr)
        delete *itr;

    m_kicked_sessions.clear();

    ///- Empty the WeatherMap
    for (WeatherMap::iterator itr = m_weathers.begin(); itr != m_weathers.end(); ++itr)
        delete itr->second;

    m_weathers.clear();

    VMAP::VMapFactory::clear();

    if(m_resultQueue) delete m_resultQueue;
    
    //TODO free addSessQueue
}

/// Find a player in a specified zone
Player* World::FindPlayerInZone(uint32 zone)
{
    ///- circle through active sessions and return the first player found in the zone
    SessionMap::iterator itr;
    for (itr = m_sessions.begin(); itr != m_sessions.end(); ++itr)
    {
        if(!itr->second)
            continue;
        Player *player = itr->second->GetPlayer();
        if(!player)
            continue;
        if( player->IsInWorld() && player->GetZoneId() == zone )
        {
            // Used by the weather system. We return the player to broadcast the change weather message to him and all players in the zone.
            return player;
        }
    }
    return NULL;
}

/// Find a session by its id
WorldSession* World::FindSession(uint32 id) const
{
    SessionMap::const_iterator itr = m_sessions.find(id);

    if(itr != m_sessions.end())
        return itr->second;                                 // also can return NULL for kicked session
    else
        return NULL;
}

/// Remove a given session
bool World::RemoveSession(uint32 id)
{
    ///- Find the session, kick the user, but we can't delete session at this moment to prevent iterator invalidation
    SessionMap::iterator itr = m_sessions.find(id);

    if(itr != m_sessions.end() && itr->second)
    {
        if (itr->second->PlayerLoading())
            return false;
        itr->second->KickPlayer();
    }

    return true;
}

void World::AddSession(WorldSession* s)
{
  addSessQueue.add(s);
}

void
World::AddSession_ (WorldSession* s)
{
  ASSERT (s);

  //NOTE - Still there is race condition in WorldSession* being used in the Sockets

  ///- kick already loaded player with same account (if any) and remove session
  ///- if player is in loading and want to load again, return
  if (!RemoveSession (s->GetAccountId ()))
    {
      s->KickPlayer ();
      m_kicked_sessions.insert (s);
      return;
    }

  WorldSession* old = m_sessions[s->GetAccountId ()];
  m_sessions[s->GetAccountId ()] = s;

  // if session already exist, prepare to it deleting at next world update
  // NOTE - KickPlayer() should be called on "old" in RemoveSession()
  if (old)
    m_kicked_sessions.insert (old);

  uint32 Sessions = GetActiveAndQueuedSessionCount ();
  uint32 pLimit = GetPlayerAmountLimit ();
  uint32 QueueSize = GetQueueSize (); //number of players in the queue
  bool inQueue = false;
  //so we don't count the user trying to 
  //login as a session and queue the socket that we are using
  --Sessions;

  if (pLimit > 0 && Sessions >= pLimit && s->GetSecurity () == SEC_PLAYER )
    {
      AddQueuedPlayer (s);
      UpdateMaxSessionCounters ();
      sLog.outDetail ("PlayerQueue: Account id %u is in Queue Position (%u).", s->GetAccountId (), ++QueueSize);
      return;
    }
  
  WorldPacket packet(SMSG_AUTH_RESPONSE, 1 + 4 + 1 + 4 + 1);
  packet << uint8 (AUTH_OK);
  packet << uint32 (0); // unknown random value...
  packet << uint8 (0);
  packet << uint32 (0);
  packet << uint8 (s->Expansion () ? 1 : 0); // 0 - normal, 1 - TBC, must be set in database manually for each account
  s->SendPacket (&packet);

  UpdateMaxSessionCounters ();

  // Updates the population
  if (pLimit > 0)
    {
      float popu = GetActiveSessionCount (); //updated number of users on the server
      popu /= pLimit;
      popu *= 2;
      loginDatabase.PExecute ("UPDATE realmlist SET population = '%f' WHERE id = '%d'", popu, realmID);
      sLog.outDetail ("Server Population (%f).", popu);
    }
}

int32 World::GetQueuePos(WorldSession* sess)
{
    uint32 position = 1;

    for(Queue::iterator iter = m_QueuedPlayer.begin(); iter != m_QueuedPlayer.end(); ++iter, ++position)
        if((*iter) == sess)
            return position;

    return 0;
}

void World::AddQueuedPlayer(WorldSession* sess)
{
    m_QueuedPlayer.push_back (sess);
    
    // The 1st SMSG_AUTH_RESPONSE needs to contain other info too.
    WorldPacket packet (SMSG_AUTH_RESPONSE, 1 + 4 + 1 + 4 + 1);
    packet << uint8 (AUTH_WAIT_QUEUE);
    packet << uint32 (0); // unknown random value...
    packet << uint8 (0);
    packet << uint32 (0);
    packet << uint8 (sess->Expansion () ? 1 : 0); // 0 - normal, 1 - TBC, must be set in database manually for each account
    packet << uint32(GetQueuePos (sess));
    sess->SendPacket (&packet);
    
    //sess->SendAuthWaitQue (GetQueuePos (sess));
}

void World::RemoveQueuedPlayer(WorldSession* sess)
{
    // sessions count including queued to remove (if removed_session set)
    uint32 sessions = GetActiveSessionCount();

    uint32 position = 1;
    Queue::iterator iter = m_QueuedPlayer.begin();

    // if session not queued then we need decrease sessions count (Remove socked callet before session removing from session list)
    bool decrease_session = true;

    // search to remove and count skipped positions
    for(;iter != m_QueuedPlayer.end(); ++iter, ++position)
    {
        if(*iter==sess)
        {
            Queue::iterator iter2 = iter;
            ++iter;
            m_QueuedPlayer.erase(iter2);
            decrease_session = false;                       // removing queued session
            break;
        }
    }

    // iter point to next socked after removed or end()
    // position store position of removed socket and then new position next socket after removed

    // decrease for case session queued for removing
    if(decrease_session && sessions)
        --sessions;

    // accept first in queue
    if( (!m_playerLimit || sessions < m_playerLimit) && !m_QueuedPlayer.empty() )
    {
        WorldSession * socket = m_QueuedPlayer.front();
        socket->SendAuthWaitQue(0);
        m_QueuedPlayer.pop_front();

        // update iter to point first queued socket or end() if queue is empty now
        iter = m_QueuedPlayer.begin();
        position = 1;
    }

    // update position from iter to end()
    // iter point to first not updated socket, position store new position
    for(; iter != m_QueuedPlayer.end(); ++iter, ++position)
        (*iter)->SendAuthWaitQue(position);
}

/// Find a Weather object by the given zoneid
Weather* World::FindWeather(uint32 id) const
{
    WeatherMap::const_iterator itr = m_weathers.find(id);

    if(itr != m_weathers.end())
        return itr->second;
    else
        return 0;
}

/// Remove a Weather object for the given zoneid
void World::RemoveWeather(uint32 id)
{
    // not called at the moment. Kept for completeness
    WeatherMap::iterator itr = m_weathers.find(id);

    if(itr != m_weathers.end())
    {
        delete itr->second;
        m_weathers.erase(itr);
    }
}

/// Add a Weather object to the list
Weather* World::AddWeather(uint32 zone_id)
{
    WeatherZoneChances const* weatherChances = objmgr.GetWeatherChances(zone_id);

    // zone not have weather, ignore
    if(!weatherChances)
        return NULL;

    Weather* w = new Weather(zone_id,weatherChances);
    m_weathers[w->GetZone()] = w;
    w->ReGenerate();
    w->UpdateWeather();
    return w;
}

/// Initialize config values
void World::LoadConfigSettings(bool reload)
{
    if(reload)
    {
        if(!sConfig.Reload())
        {
            sLog.outError("World settings reload fail: can't read settings from %s.",sConfig.GetFilename().c_str());
            return;
        }
        //TODO Check if config is outdated 
    }

    ///- Read the player limit and the Message of the day from the config file
    SetPlayerLimit( sConfig.GetIntDefault("PlayerLimit", DEFAULT_PLAYER_LIMIT), true );
    SetMotd( sConfig.GetStringDefault("Motd", "Welcome to the Massive Network Game Object Server." ) );

    ///- Read all rates from the config file
    rate_values[RATE_HEALTH]      = sConfig.GetFloatDefault("Rate.Health", 1);
    if(rate_values[RATE_HEALTH] < 0)
    {
        sLog.outError("Rate.Health (%f) mustbe > 0. Using 1 instead.",rate_values[RATE_HEALTH]);
        rate_values[RATE_HEALTH] = 1;
    }
    rate_values[RATE_POWER_MANA]  = sConfig.GetFloatDefault("Rate.Mana", 1);
    if(rate_values[RATE_POWER_MANA] < 0)
    {
        sLog.outError("Rate.Mana (%f) mustbe > 0. Using 1 instead.",rate_values[RATE_POWER_MANA]);
        rate_values[RATE_POWER_MANA] = 1;
    }
    rate_values[RATE_POWER_RAGE_INCOME] = sConfig.GetFloatDefault("Rate.Rage.Income", 1);
    rate_values[RATE_POWER_RAGE_LOSS]   = sConfig.GetFloatDefault("Rate.Rage.Loss", 1);
    if(rate_values[RATE_POWER_RAGE_LOSS] < 0)
    {
        sLog.outError("Rate.Rage.Loss (%f) mustbe > 0. Using 1 instead.",rate_values[RATE_POWER_RAGE_LOSS]);
        rate_values[RATE_POWER_RAGE_LOSS] = 1;
    }
    rate_values[RATE_POWER_FOCUS] = sConfig.GetFloatDefault("Rate.Focus", 1.0f);
    rate_values[RATE_LOYALTY]     = sConfig.GetFloatDefault("Rate.Loyalty", 1.0f);
    rate_values[RATE_SKILL_DISCOVERY] = sConfig.GetFloatDefault("Rate.Skill.Discovery", 1.0f);
    rate_values[RATE_DROP_ITEM_POOR]       = sConfig.GetFloatDefault("Rate.Drop.Item.Poor", 1.0f);
    rate_values[RATE_DROP_ITEM_NORMAL]     = sConfig.GetFloatDefault("Rate.Drop.Item.Normal", 1.0f);
    rate_values[RATE_DROP_ITEM_UNCOMMON]   = sConfig.GetFloatDefault("Rate.Drop.Item.Uncommon", 1.0f);
    rate_values[RATE_DROP_ITEM_RARE]       = sConfig.GetFloatDefault("Rate.Drop.Item.Rare", 1.0f);
    rate_values[RATE_DROP_ITEM_EPIC]       = sConfig.GetFloatDefault("Rate.Drop.Item.Epic", 1.0f);
    rate_values[RATE_DROP_ITEM_LEGENDARY]  = sConfig.GetFloatDefault("Rate.Drop.Item.Legendary", 1.0f);
    rate_values[RATE_DROP_ITEM_ARTIFACT]   = sConfig.GetFloatDefault("Rate.Drop.Item.Artifact", 1.0f);
    rate_values[RATE_DROP_ITEM_REFERENCED] = sConfig.GetFloatDefault("Rate.Drop.Item.Referenced", 1.0f);
    rate_values[RATE_DROP_MONEY]  = sConfig.GetFloatDefault("Rate.Drop.Money", 1.0f);
    rate_values[RATE_XP_KILL]     = sConfig.GetFloatDefault("Rate.XP.Kill", 1.0f);
    rate_values[RATE_XP_QUEST]    = sConfig.GetFloatDefault("Rate.XP.Quest", 1.0f);
    rate_values[RATE_XP_EXPLORE]  = sConfig.GetFloatDefault("Rate.XP.Explore", 1.0f);
    rate_values[RATE_XP_PAST_70]  = sConfig.GetFloatDefault("Rate.XP.PastLevel70", 1.0f);
    rate_values[RATE_REPUTATION_GAIN]  = sConfig.GetFloatDefault("Rate.Reputation.Gain", 1.0f);
    rate_values[RATE_CREATURE_NORMAL_DAMAGE]          = sConfig.GetFloatDefault("Rate.Creature.Normal.Damage", 1.0f);
    rate_values[RATE_CREATURE_ELITE_ELITE_DAMAGE]     = sConfig.GetFloatDefault("Rate.Creature.Elite.Elite.Damage", 1.0f);
    rate_values[RATE_CREATURE_ELITE_RAREELITE_DAMAGE] = sConfig.GetFloatDefault("Rate.Creature.Elite.RAREELITE.Damage", 1.0f);
    rate_values[RATE_CREATURE_ELITE_WORLDBOSS_DAMAGE] = sConfig.GetFloatDefault("Rate.Creature.Elite.WORLDBOSS.Damage", 1.0f);
    rate_values[RATE_CREATURE_ELITE_RARE_DAMAGE]      = sConfig.GetFloatDefault("Rate.Creature.Elite.RARE.Damage", 1.0f);
    rate_values[RATE_CREATURE_NORMAL_HP]          = sConfig.GetFloatDefault("Rate.Creature.Normal.HP", 1.0f);
    rate_values[RATE_CREATURE_ELITE_ELITE_HP]     = sConfig.GetFloatDefault("Rate.Creature.Elite.Elite.HP", 1.0f);
    rate_values[RATE_CREATURE_ELITE_RAREELITE_HP] = sConfig.GetFloatDefault("Rate.Creature.Elite.RAREELITE.HP", 1.0f);
    rate_values[RATE_CREATURE_ELITE_WORLDBOSS_HP] = sConfig.GetFloatDefault("Rate.Creature.Elite.WORLDBOSS.HP", 1.0f);
    rate_values[RATE_CREATURE_ELITE_RARE_HP]      = sConfig.GetFloatDefault("Rate.Creature.Elite.RARE.HP", 1.0f);
    rate_values[RATE_CREATURE_NORMAL_SPELLDAMAGE]          = sConfig.GetFloatDefault("Rate.Creature.Normal.SpellDamage", 1.0f);
    rate_values[RATE_CREATURE_ELITE_ELITE_SPELLDAMAGE]     = sConfig.GetFloatDefault("Rate.Creature.Elite.Elite.SpellDamage", 1.0f);
    rate_values[RATE_CREATURE_ELITE_RAREELITE_SPELLDAMAGE] = sConfig.GetFloatDefault("Rate.Creature.Elite.RAREELITE.SpellDamage", 1.0f);
    rate_values[RATE_CREATURE_ELITE_WORLDBOSS_SPELLDAMAGE] = sConfig.GetFloatDefault("Rate.Creature.Elite.WORLDBOSS.SpellDamage", 1.0f);
    rate_values[RATE_CREATURE_ELITE_RARE_SPELLDAMAGE]      = sConfig.GetFloatDefault("Rate.Creature.Elite.RARE.SpellDamage", 1.0f);
    rate_values[RATE_CREATURE_AGGRO]  = sConfig.GetFloatDefault("Rate.Creature.Aggro", 1.0f);
    rate_values[RATE_REST_INGAME]                    = sConfig.GetFloatDefault("Rate.Rest.InGame", 1.0f);
    rate_values[RATE_REST_OFFLINE_IN_TAVERN_OR_CITY] = sConfig.GetFloatDefault("Rate.Rest.Offline.InTavernOrCity", 1.0f);
    rate_values[RATE_REST_OFFLINE_IN_WILDERNESS]     = sConfig.GetFloatDefault("Rate.Rest.Offline.InWilderness", 1.0f);
    rate_values[RATE_DAMAGE_FALL]  = sConfig.GetFloatDefault("Rate.Damage.Fall", 1.0f);
    rate_values[RATE_AUCTION_TIME]  = sConfig.GetFloatDefault("Rate.Auction.Time", 1.0f);
    rate_values[RATE_AUCTION_DEPOSIT] = sConfig.GetFloatDefault("Rate.Auction.Deposit", 1.0f);
    rate_values[RATE_AUCTION_CUT] = sConfig.GetFloatDefault("Rate.Auction.Cut", 1.0f);
    rate_values[RATE_HONOR] = sConfig.GetFloatDefault("Rate.Honor",1.0f);
    rate_values[RATE_MINING_AMOUNT] = sConfig.GetFloatDefault("Rate.Mining.Amount",1.0f);
    rate_values[RATE_MINING_NEXT]   = sConfig.GetFloatDefault("Rate.Mining.Next",1.0f);
    rate_values[RATE_INSTANCE_RESET_TIME] = sConfig.GetFloatDefault("Rate.InstanceResetTime",1.0f);
    rate_values[RATE_TALENT] = sConfig.GetFloatDefault("Rate.Talent",1.0f);
    if(rate_values[RATE_TALENT] < 0.0f)
    {
        sLog.outError("Rate.Talent (%f) mustbe > 0. Using 1 instead.",rate_values[RATE_TALENT]);
        rate_values[RATE_TALENT] = 1.0f;
    }
    rate_values[RATE_CORPSE_DECAY_LOOTED] = sConfig.GetFloatDefault("Rate.Corpse.Decay.Looted",0.1f);

    rate_values[RATE_TARGET_POS_RECALCULATION_RANGE] = sConfig.GetFloatDefault("TargetPosRecalculateRange",1.5f);
    if(rate_values[RATE_TARGET_POS_RECALCULATION_RANGE] < CONTACT_DISTANCE)
    {
        sLog.outError("TargetPosRecalculateRange (%f) must be >= %f. Using %f instead.",rate_values[RATE_TARGET_POS_RECALCULATION_RANGE],CONTACT_DISTANCE,CONTACT_DISTANCE);
        rate_values[RATE_TARGET_POS_RECALCULATION_RANGE] = CONTACT_DISTANCE;
    }
    else if(rate_values[RATE_TARGET_POS_RECALCULATION_RANGE] > ATTACK_DISTANCE)
    {
        sLog.outError("TargetPosRecalculateRange (%f) must be <= %f. Using %f instead.",rate_values[RATE_TARGET_POS_RECALCULATION_RANGE],ATTACK_DISTANCE,ATTACK_DISTANCE);
        rate_values[RATE_TARGET_POS_RECALCULATION_RANGE] = ATTACK_DISTANCE;
    }

    rate_values[RATE_DURABILITY_LOSS_DAMAGE] = sConfig.GetFloatDefault("DurabilityLossChance.Damage",0.5f);
    if(rate_values[RATE_DURABILITY_LOSS_DAMAGE] < 0.0f)
    {
        sLog.outError("DurabilityLossChance.Damage (%f) must be >=0. Using 0.0 instead.",rate_values[RATE_DURABILITY_LOSS_DAMAGE]);
        rate_values[RATE_DURABILITY_LOSS_DAMAGE] = 0.0f;
    }
    rate_values[RATE_DURABILITY_LOSS_ABSORB] = sConfig.GetFloatDefault("DurabilityLossChance.Absorb",0.5f);
    if(rate_values[RATE_DURABILITY_LOSS_ABSORB] < 0.0f)
    {
        sLog.outError("DurabilityLossChance.Absorb (%f) must be >=0. Using 0.0 instead.",rate_values[RATE_DURABILITY_LOSS_ABSORB]);
        rate_values[RATE_DURABILITY_LOSS_ABSORB] = 0.0f;
    }
    rate_values[RATE_DURABILITY_LOSS_PARRY] = sConfig.GetFloatDefault("DurabilityLossChance.Parry",0.05f);
    if(rate_values[RATE_DURABILITY_LOSS_PARRY] < 0.0f)
    {
        sLog.outError("DurabilityLossChance.Parry (%f) must be >=0. Using 0.0 instead.",rate_values[RATE_DURABILITY_LOSS_PARRY]);
        rate_values[RATE_DURABILITY_LOSS_PARRY] = 0.0f;
    }
    rate_values[RATE_DURABILITY_LOSS_BLOCK] = sConfig.GetFloatDefault("DurabilityLossChance.Block",0.05f);
    if(rate_values[RATE_DURABILITY_LOSS_BLOCK] < 0.0f)
    {
        sLog.outError("DurabilityLossChance.Block (%f) must be >=0. Using 0.0 instead.",rate_values[RATE_DURABILITY_LOSS_BLOCK]);
        rate_values[RATE_DURABILITY_LOSS_BLOCK] = 0.0f;
    }

    ///- Read other configuration items from the config file

    m_configs[CONFIG_COMPRESSION] = sConfig.GetIntDefault("Compression", 1);
    if(m_configs[CONFIG_COMPRESSION] < 1 || m_configs[CONFIG_COMPRESSION] > 9)
    {
        sLog.outError("Compression level (%i) must be in range 1..9. Using default compression level (1).",m_configs[CONFIG_COMPRESSION]);
        m_configs[CONFIG_COMPRESSION] = 1;
    }
    m_configs[CONFIG_ADDON_CHANNEL] = sConfig.GetBoolDefault("AddonChannel", true);
    m_configs[CONFIG_GRID_UNLOAD] = sConfig.GetBoolDefault("GridUnload", true);
    m_configs[CONFIG_INTERVAL_SAVE] = sConfig.GetIntDefault("PlayerSaveInterval", 900000);

    m_configs[CONFIG_INTERVAL_GRIDCLEAN] = sConfig.GetIntDefault("GridCleanUpDelay", 300000);
    if(m_configs[CONFIG_INTERVAL_GRIDCLEAN] < MIN_GRID_DELAY)
    {
        sLog.outError("GridCleanUpDelay (%i) must be greater %u. Use this minimal value.",m_configs[CONFIG_INTERVAL_GRIDCLEAN],MIN_GRID_DELAY);
        m_configs[CONFIG_INTERVAL_GRIDCLEAN] = MIN_GRID_DELAY;
    }
    if(reload)
        MapManager::Instance().SetGridCleanUpDelay(m_configs[CONFIG_INTERVAL_GRIDCLEAN]);

    m_configs[CONFIG_INTERVAL_MAPUPDATE] = sConfig.GetIntDefault("MapUpdateInterval", 100);
    if(m_configs[CONFIG_INTERVAL_MAPUPDATE] < MIN_MAP_UPDATE_DELAY)
    {
        sLog.outError("MapUpdateInterval (%i) must be greater %u. Use this minimal value.",m_configs[CONFIG_INTERVAL_MAPUPDATE],MIN_MAP_UPDATE_DELAY);
        m_configs[CONFIG_INTERVAL_MAPUPDATE] = MIN_MAP_UPDATE_DELAY;
    }
    if(reload)
        MapManager::Instance().SetMapUpdateInterval(m_configs[CONFIG_INTERVAL_MAPUPDATE]);

    m_configs[CONFIG_INTERVAL_CHANGEWEATHER] = sConfig.GetIntDefault("ChangeWeatherInterval", 600000);

    if(reload)
    {
        uint32 val = sConfig.GetIntDefault("WorldServerPort", DEFAULT_WORLDSERVER_PORT);
        if(val!=m_configs[CONFIG_PORT_WORLD])
            sLog.outError("WorldServerPort option can't be changed at Trinityd.conf reload, using current value (%u).",m_configs[CONFIG_PORT_WORLD]);
    }
    else
        m_configs[CONFIG_PORT_WORLD] = sConfig.GetIntDefault("WorldServerPort", DEFAULT_WORLDSERVER_PORT);

    if(reload)
    {
        uint32 val = sConfig.GetIntDefault("SocketSelectTime", DEFAULT_SOCKET_SELECT_TIME);
        if(val!=m_configs[CONFIG_SOCKET_SELECTTIME])
            sLog.outError("SocketSelectTime option can't be changed at Trinityd.conf reload, using current value (%u).",m_configs[DEFAULT_SOCKET_SELECT_TIME]);
    }
    else
        m_configs[CONFIG_SOCKET_SELECTTIME] = sConfig.GetIntDefault("SocketSelectTime", DEFAULT_SOCKET_SELECT_TIME);


    m_configs[CONFIG_GROUP_XP_DISTANCE] = sConfig.GetIntDefault("MaxGroupXPDistance", 74);
    /// \todo Add MonsterSight and GuarderSight (with meaning) in Trinityd.conf or put them as define
    m_configs[CONFIG_SIGHT_MONSTER] = sConfig.GetIntDefault("MonsterSight", 50);
    m_configs[CONFIG_SIGHT_GUARDER] = sConfig.GetIntDefault("GuarderSight", 50);

    if(reload)
    {
        uint32 val = sConfig.GetIntDefault("GameType", 0);
        if(val!=m_configs[CONFIG_GAME_TYPE])
            sLog.outError("GameType option can't be changed at Trinityd.conf reload, using current value (%u).",m_configs[CONFIG_GAME_TYPE]);
    }
    else
        m_configs[CONFIG_GAME_TYPE] = sConfig.GetIntDefault("GameType", 0);

    if(reload)
    {
        uint32 val = sConfig.GetIntDefault("RealmZone", REALM_ZONE_DEVELOPMENT);
        if(val!=m_configs[CONFIG_REALM_ZONE])
            sLog.outError("RealmZone option can't be changed at Trinityd.conf reload, using current value (%u).",m_configs[CONFIG_REALM_ZONE]);
    }
    else
        m_configs[CONFIG_REALM_ZONE] = sConfig.GetIntDefault("RealmZone", REALM_ZONE_DEVELOPMENT);

    m_configs[CONFIG_ALLOW_TWO_SIDE_ACCOUNTS] = sConfig.GetBoolDefault("AllowTwoSide.Accounts", false);
    m_configs[CONFIG_ALLOW_TWO_SIDE_INTERACTION_CHAT]    = sConfig.GetBoolDefault("AllowTwoSide.Interaction.Chat",false);
    m_configs[CONFIG_ALLOW_TWO_SIDE_INTERACTION_CHANNEL] = sConfig.GetBoolDefault("AllowTwoSide.Interaction.Channel",false);
    m_configs[CONFIG_ALLOW_TWO_SIDE_INTERACTION_GROUP]   = sConfig.GetBoolDefault("AllowTwoSide.Interaction.Group",false);
    m_configs[CONFIG_ALLOW_TWO_SIDE_INTERACTION_GUILD]   = sConfig.GetBoolDefault("AllowTwoSide.Interaction.Guild",false);
    m_configs[CONFIG_ALLOW_TWO_SIDE_INTERACTION_AUCTION]   = sConfig.GetBoolDefault("AllowTwoSide.Interaction.Auction",false);
    m_configs[CONFIG_ALLOW_TWO_SIDE_INTERACTION_MAIL]    = sConfig.GetBoolDefault("AllowTwoSide.Interaction.Mail",false);
    m_configs[CONFIG_ALLOW_TWO_SIDE_WHO_LIST] = sConfig.GetBoolDefault("AllowTwoSide.WhoList", false);
    m_configs[CONFIG_ALLOW_TWO_SIDE_ADD_FRIEND] = sConfig.GetBoolDefault("AllowTwoSide.AddFriend", false);
    m_configs[CONFIG_STRICT_PLAYER_NAMES]  = sConfig.GetIntDefault("StrictPlayerNames",  0);
    m_configs[CONFIG_STRICT_CHARTER_NAMES] = sConfig.GetIntDefault("StrictCharterNames", 0);
    m_configs[CONFIG_STRICT_PET_NAMES]     = sConfig.GetIntDefault("StrictPetNames",     0);

    m_configs[CONFIG_CHARACTERS_CREATING_DISABLED] = sConfig.GetIntDefault("CharactersCreatingDisabled", 0);

    m_configs[CONFIG_MAX_WHO] = sConfig.GetIntDefault("MaxWhoListReturns", 49);

    m_configs[CONFIG_CHARACTERS_PER_REALM] = sConfig.GetIntDefault("CharactersPerRealm", 10);
    if(m_configs[CONFIG_CHARACTERS_PER_REALM] < 1 || m_configs[CONFIG_CHARACTERS_PER_REALM] > 10)
    {
        sLog.outError("CharactersPerRealm (%i) must be in range 1..10. Set to 10.",m_configs[CONFIG_CHARACTERS_PER_REALM]);
        m_configs[CONFIG_CHARACTERS_PER_REALM] = 10;
    }

    // must be after CONFIG_CHARACTERS_PER_REALM
    m_configs[CONFIG_CHARACTERS_PER_ACCOUNT] = sConfig.GetIntDefault("CharactersPerAccount", 50);
    if(m_configs[CONFIG_CHARACTERS_PER_ACCOUNT] < m_configs[CONFIG_CHARACTERS_PER_REALM])
    {
        sLog.outError("CharactersPerAccount (%i) can't be less than CharactersPerRealm (%i).",m_configs[CONFIG_CHARACTERS_PER_ACCOUNT],m_configs[CONFIG_CHARACTERS_PER_REALM]);
        m_configs[CONFIG_CHARACTERS_PER_ACCOUNT] = m_configs[CONFIG_CHARACTERS_PER_REALM];
    }

    m_configs[CONFIG_SKIP_CINEMATICS] = sConfig.GetIntDefault("SkipCinematics", 0);
    if(m_configs[CONFIG_SKIP_CINEMATICS] < 0 || m_configs[CONFIG_SKIP_CINEMATICS] > 2)
    {
        sLog.outError("SkipCinematics (%i) must be in range 0..2. Set to 0.",m_configs[CONFIG_SKIP_CINEMATICS]);
        m_configs[CONFIG_SKIP_CINEMATICS] = 0;
    }


    if(reload)
    {
        uint32 val = sConfig.GetIntDefault("MaxPlayerLevel", 60);
        if(val!=m_configs[CONFIG_MAX_PLAYER_LEVEL])
            sLog.outError("MaxPlayerLevel option can't be changed at config reload, using current value (%u).",m_configs[CONFIG_MAX_PLAYER_LEVEL]);
    }
    else
        m_configs[CONFIG_MAX_PLAYER_LEVEL] = sConfig.GetIntDefault("MaxPlayerLevel", 60);
    if(m_configs[CONFIG_MAX_PLAYER_LEVEL] > 255)
    {
        sLog.outError("MaxPlayerLevel (%i) must be in range 1..255. Set to 255.",m_configs[CONFIG_MAX_PLAYER_LEVEL]);
        m_configs[CONFIG_MAX_PLAYER_LEVEL] = 255;
    }

    m_configs[CONFIG_START_PLAYER_LEVEL] = sConfig.GetIntDefault("StartPlayerLevel", 1);
    if(m_configs[CONFIG_START_PLAYER_LEVEL] < 1)
    {
        sLog.outError("StartPlayerLevel (%i) must be in range 1..MaxPlayerLevel(%u). Set to 1.",m_configs[CONFIG_START_PLAYER_LEVEL],m_configs[CONFIG_MAX_PLAYER_LEVEL]);
        m_configs[CONFIG_START_PLAYER_LEVEL] = 1;
    }
    else if(m_configs[CONFIG_START_PLAYER_LEVEL] > m_configs[CONFIG_MAX_PLAYER_LEVEL])
    {
        sLog.outError("StartPlayerLevel (%i) must be in range 1..MaxPlayerLevel(%u). Set to %u.",m_configs[CONFIG_START_PLAYER_LEVEL],m_configs[CONFIG_MAX_PLAYER_LEVEL],m_configs[CONFIG_MAX_PLAYER_LEVEL]);
        m_configs[CONFIG_START_PLAYER_LEVEL] = m_configs[CONFIG_MAX_PLAYER_LEVEL];
    }
    m_configs[CONFIG_MAX_HONOR_POINTS] = sConfig.GetIntDefault("MaxHonorPoints", 75000);
    m_configs[CONFIG_MAX_ARENA_POINTS] = sConfig.GetIntDefault("MaxArenaPoints", 5000);

    m_configs[CONFIG_INSTANCE_IGNORE_LEVEL] = sConfig.GetBoolDefault("Instance.IgnoreLevel", false);
    m_configs[CONFIG_INSTANCE_IGNORE_RAID]  = sConfig.GetBoolDefault("Instance.IgnoreRaid", false);

    m_configs[CONFIG_BATTLEGROUND_CAST_DESERTER]              = sConfig.GetBoolDefault("Battleground.CastDeserter", true);

    m_configs[CONFIG_CAST_UNSTUCK] = sConfig.GetBoolDefault("CastUnstuck", true);
    m_configs[CONFIG_INSTANCE_RESET_TIME_HOUR]  = sConfig.GetIntDefault("Instance.ResetTimeHour", 4);
    m_configs[CONFIG_INSTANCE_UNLOAD_DELAY] = sConfig.GetIntDefault("Instance.UnloadDelay", 1800000);

    m_configs[CONFIG_MAX_PRIMARY_TRADE_SKILL] = sConfig.GetIntDefault("MaxPrimaryTradeSkill", 2);
    m_configs[CONFIG_MIN_PETITION_SIGNS] = sConfig.GetIntDefault("MinPetitionSigns", 9);
    if(m_configs[CONFIG_MIN_PETITION_SIGNS] > 9)
    {
        sLog.outError("MinPetitionSigns (%i) must be in range 0..9. Set to 9.",m_configs[CONFIG_MIN_PETITION_SIGNS]);
        m_configs[CONFIG_MIN_PETITION_SIGNS] = 9;
    }

    m_configs[CONFIG_GM_LOGIN_STATE]       = sConfig.GetIntDefault("GM.LoginState",2);
    m_configs[CONFIG_GM_ACCEPT_TICKETS]    = sConfig.GetIntDefault("GM.AcceptTickets",2);
    m_configs[CONFIG_GM_CHAT]              = sConfig.GetIntDefault("GM.Chat",2);
    m_configs[CONFIG_GM_WISPERING_TO]      = sConfig.GetIntDefault("GM.WhisperingTo",2);

    m_configs[CONFIG_GM_IN_GM_LIST]        = sConfig.GetBoolDefault("GM.InGMList",false);
    m_configs[CONFIG_GM_IN_WHO_LIST]       = sConfig.GetBoolDefault("GM.InWhoList",false);
    m_configs[CONFIG_GM_LOG_TRADE]         = sConfig.GetBoolDefault("GM.LogTrade", false);

    m_configs[CONFIG_GROUP_VISIBILITY] = sConfig.GetIntDefault("Visibility.GroupMode",0);

    m_configs[CONFIG_MAIL_DELIVERY_DELAY] = sConfig.GetIntDefault("MailDeliveryDelay",HOUR);

    m_configs[CONFIG_UPTIME_UPDATE] = sConfig.GetIntDefault("UpdateUptimeInterval", 10);
    if(m_configs[CONFIG_UPTIME_UPDATE]<=0)
    {
        sLog.outError("UpdateUptimeInterval (%i) must be > 0, set to default 10.",m_configs[CONFIG_UPTIME_UPDATE]);
        m_configs[CONFIG_UPTIME_UPDATE] = 10;
    }
    if(reload)
    {
        m_timers[WUPDATE_UPTIME].SetInterval(m_configs[CONFIG_UPTIME_UPDATE]*MINUTE*1000);
        m_timers[WUPDATE_UPTIME].Reset();
    }

    m_configs[CONFIG_SKILL_CHANCE_ORANGE] = sConfig.GetIntDefault("SkillChance.Orange",100);
    m_configs[CONFIG_SKILL_CHANCE_YELLOW] = sConfig.GetIntDefault("SkillChance.Yellow",75);
    m_configs[CONFIG_SKILL_CHANCE_GREEN]  = sConfig.GetIntDefault("SkillChance.Green",25);
    m_configs[CONFIG_SKILL_CHANCE_GREY]   = sConfig.GetIntDefault("SkillChance.Grey",0);

    m_configs[CONFIG_SKILL_CHANCE_MINING_STEPS]  = sConfig.GetIntDefault("SkillChance.MiningSteps",75);
    m_configs[CONFIG_SKILL_CHANCE_SKINNING_STEPS]   = sConfig.GetIntDefault("SkillChance.SkinningSteps",75);

    m_configs[CONFIG_SKILL_PROSPECTING] = sConfig.GetBoolDefault("SkillChance.Prospecting",false);

    m_configs[CONFIG_SKILL_GAIN_CRAFTING]  = sConfig.GetIntDefault("SkillGain.Crafting", 1);
    if(m_configs[CONFIG_SKILL_GAIN_CRAFTING] < 0)
    {
        sLog.outError("SkillGain.Crafting (%i) can't be negative. Set to 1.",m_configs[CONFIG_SKILL_GAIN_CRAFTING]);
        m_configs[CONFIG_SKILL_GAIN_CRAFTING] = 1;
    }

    m_configs[CONFIG_SKILL_GAIN_DEFENSE]  = sConfig.GetIntDefault("SkillGain.Defense", 1);
    if(m_configs[CONFIG_SKILL_GAIN_DEFENSE] < 0)
    {
        sLog.outError("SkillGain.Defense (%i) can't be negative. Set to 1.",m_configs[CONFIG_SKILL_GAIN_DEFENSE]);
        m_configs[CONFIG_SKILL_GAIN_DEFENSE] = 1;
    }

    m_configs[CONFIG_SKILL_GAIN_GATHERING]  = sConfig.GetIntDefault("SkillGain.Gathering", 1);
    if(m_configs[CONFIG_SKILL_GAIN_GATHERING] < 0)
    {
        sLog.outError("SkillGain.Gathering (%i) can't be negative. Set to 1.",m_configs[CONFIG_SKILL_GAIN_GATHERING]);
        m_configs[CONFIG_SKILL_GAIN_GATHERING] = 1;
    }

    m_configs[CONFIG_SKILL_GAIN_WEAPON]  = sConfig.GetIntDefault("SkillGain.Weapon", 1);
    if(m_configs[CONFIG_SKILL_GAIN_WEAPON] < 0)
    {
        sLog.outError("SkillGain.Weapon (%i) can't be negative. Set to 1.",m_configs[CONFIG_SKILL_GAIN_WEAPON]);
        m_configs[CONFIG_SKILL_GAIN_WEAPON] = 1;
    }

    m_configs[CONFIG_MAX_OVERSPEED_PINGS] = sConfig.GetIntDefault("MaxOverspeedPings",2);
    if(m_configs[CONFIG_MAX_OVERSPEED_PINGS] != 0 && m_configs[CONFIG_MAX_OVERSPEED_PINGS] < 2)
    {
        sLog.outError("MaxOverspeedPings (%i) must be in range 2..infinity (or 0 to disable check. Set to 2.",m_configs[CONFIG_MAX_OVERSPEED_PINGS]);
        m_configs[CONFIG_MAX_OVERSPEED_PINGS] = 2;
    }

    m_configs[CONFIG_SAVE_RESPAWN_TIME_IMMEDIATLY] = sConfig.GetBoolDefault("SaveRespawnTimeImmediately",true);
    m_configs[CONFIG_WEATHER] = sConfig.GetBoolDefault("ActivateWeather",true);

    if(reload)
    {
        uint32 val = sConfig.GetIntDefault("Expansion",1);
        if(val!=m_configs[CONFIG_EXPANSION])
            sLog.outError("Expansion option can't be changed at Trinityd.conf reload, using current value (%u).",m_configs[CONFIG_EXPANSION]);
    }
    else
        m_configs[CONFIG_EXPANSION] = sConfig.GetIntDefault("Expansion",1);

    m_configs[CONFIG_CHATFLOOD_MESSAGE_COUNT] = sConfig.GetIntDefault("ChatFlood.MessageCount",10);
    m_configs[CONFIG_CHATFLOOD_MESSAGE_DELAY] = sConfig.GetIntDefault("ChatFlood.MessageDelay",1);
    m_configs[CONFIG_CHATFLOOD_MUTE_TIME]     = sConfig.GetIntDefault("ChatFlood.MuteTime",10);

    m_configs[CONFIG_EVENT_ANNOUNCE] = sConfig.GetIntDefault("Event.Announce",0);

    m_configs[CONFIG_CREATURE_FAMILY_ASSISTEMCE_RADIUS] = sConfig.GetIntDefault("CreatureFamilyAssistenceRadius",10);

    m_configs[CONFIG_WORLD_BOSS_LEVEL_DIFF] = sConfig.GetIntDefault("WorldBossLevelDiff",3);

    // note: disable value (-1) will assigned as 0xFFFFFFF, to prevent overflow at calculations limit it to max possible player level (255)
    m_configs[CONFIG_QUEST_LOW_LEVEL_HIDE_DIFF] = sConfig.GetIntDefault("Quests.LowLevelHideDiff",4);
    if(m_configs[CONFIG_QUEST_LOW_LEVEL_HIDE_DIFF] > 255)
        m_configs[CONFIG_QUEST_LOW_LEVEL_HIDE_DIFF] = 255;
    m_configs[CONFIG_QUEST_HIGH_LEVEL_HIDE_DIFF] = sConfig.GetIntDefault("Quests.HighLevelHideDiff",7);
    if(m_configs[CONFIG_QUEST_HIGH_LEVEL_HIDE_DIFF] > 255)
        m_configs[CONFIG_QUEST_HIGH_LEVEL_HIDE_DIFF] = 255;

    m_configs[CONFIG_RESTRICTED_LFG_CHANNEL] = sConfig.GetBoolDefault("Channel.RestrictedLfg", true);
    m_configs[CONFIG_SILENTLY_GM_JOIN_TO_CHANNEL] = sConfig.GetBoolDefault("Channel.SilentlyGMJoin", false);

    m_configs[CONFIG_TALENTS_INSPECTING] = sConfig.GetBoolDefault("TalentsInspecting", true);
    m_configs[CONFIG_CHAT_FAKE_MESSAGE_PREVENTING] = sConfig.GetBoolDefault("ChatFakeMessagePreventing", false);

    m_configs[CONFIG_CORPSE_DECAY_NORMAL] = sConfig.GetIntDefault("Corpse.Decay.NORMAL", 60);
    m_configs[CONFIG_CORPSE_DECAY_RARE] = sConfig.GetIntDefault("Corpse.Decay.RARE", 300);
    m_configs[CONFIG_CORPSE_DECAY_ELITE] = sConfig.GetIntDefault("Corpse.Decay.ELITE", 300);
    m_configs[CONFIG_CORPSE_DECAY_RAREELITE] = sConfig.GetIntDefault("Corpse.Decay.RAREELITE", 300);
    m_configs[CONFIG_CORPSE_DECAY_WORLDBOSS] = sConfig.GetIntDefault("Corpse.Decay.WORLDBOSS", 3600);

    m_configs[CONFIG_DEATH_SICKNESS_LEVEL] = sConfig.GetIntDefault("Death.SicknessLevel", 11);
    m_configs[CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVP] = sConfig.GetBoolDefault("Death.CorpseReclaimDelay.PvP", true);
    m_configs[CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVE] = sConfig.GetBoolDefault("Death.CorpseReclaimDelay.PvE", true);

    m_configs[CONFIG_THREAT_RADIUS] = sConfig.GetIntDefault("ThreatRadius", 100);

    // always use declined names in the Russian client
    m_configs[CONFIG_DECLINED_NAMES_USED] = 
        (m_configs[CONFIG_REALM_ZONE] == REALM_ZONE_RUSSIAN) ? true : sConfig.GetBoolDefault("DeclinedNames", false);

    m_configs[CONFIG_LISTEN_RANGE_SAY]       = sConfig.GetIntDefault("ListenRange.Say", 25);
    m_configs[CONFIG_LISTEN_RANGE_TEXTEMOTE] = sConfig.GetIntDefault("ListenRange.TextEmote", 25);
    m_configs[CONFIG_LISTEN_RANGE_YELL]      = sConfig.GetIntDefault("ListenRange.Yell", 300);

    m_configs[CONFIG_PLAYER_START_GOLD] = (uint32)(sConfig.GetFloatDefault("PlayerStart.Gold", 0.0f) * 10000.0f);

    if(m_configs[CONFIG_PLAYER_START_GOLD] > MAX_MONEY_AMOUNT)
        m_configs[CONFIG_PLAYER_START_GOLD] = MAX_MONEY_AMOUNT;

    m_configs[CONFIG_PLAYER_START_HONOR] = sConfig.GetIntDefault("PlayerStart.HonorPoints", 0);
    if(m_configs[CONFIG_PLAYER_START_HONOR] < 0)
        m_configs[CONFIG_PLAYER_START_HONOR] = 0;

    m_configs[CONFIG_PLAYER_START_ARENAPTS] = sConfig.GetIntDefault("PlayerStart.ArenaPoints", 0);
    if(m_configs[CONFIG_PLAYER_START_ARENAPTS] < 0)
        m_configs[CONFIG_PLAYER_START_ARENAPTS] = 0;

    m_configs[CONFIG_GM_START_LEVEL] = sConfig.GetIntDefault("GamemasterStartLevel", 1);
    if(m_configs[CONFIG_GM_START_LEVEL] < 1)
        m_configs[CONFIG_GM_START_LEVEL] = 1;

    m_configs[CONFIG_INSTANT_LOGOUT] = sConfig.GetBoolDefault("PlayerInstantLogout", false);
    m_configs[CONFIG_BG_START_MUSIC] = sConfig.GetBoolDefault("MusicInBattleground", false);
    m_configs[CONFIG_START_ALL_SPELLS] = sConfig.GetBoolDefault("PlayerStart.AllSpells", false);
    m_configs[CONFIG_HONOR_AFTER_DUEL] = sConfig.GetIntDefault("HonorPointsAfterDuel", 0);
    if(m_configs[CONFIG_HONOR_AFTER_DUEL] < 0)
        m_configs[CONFIG_HONOR_AFTER_DUEL]= 0;
    m_configs[CONFIG_START_ALL_EXPLORED] = sConfig.GetBoolDefault("PlayerStart.MapsExplored", false);
    m_configs[CONFIG_DISABLE_BREATHING] = sConfig.GetBoolDefault("DisableWaterBreath", false);
    m_configs[CONFIG_START_ALL_REP] = sConfig.GetBoolDefault("PlayerStart.AllReputation", false);
    m_configs[CONFIG_ALWAYS_MAXSKILL] = sConfig.GetBoolDefault("AlwaysMaxWeaponSkill", false);
    m_configs[CONFIG_START_ALL_TAXI] = sConfig.GetBoolDefault("PlayerStart.AllFlightPaths", false);
    m_configs[CONFIG_PVP_TOKEN_ENABLE] = sConfig.GetBoolDefault("PvPToken.Enable", false);
    m_configs[CONFIG_PVP_TOKEN_MAP_TYPE] = sConfig.GetIntDefault("PvPToken.MapAllowType", 4);
    m_configs[CONFIG_PVP_TOKEN_ID] = sConfig.GetIntDefault("PvPToken.ItemID", 29434);
    m_configs[CONFIG_PVP_TOKEN_COUNT] = sConfig.GetIntDefault("PvPToken.ItemCount", 1);
    if(m_configs[CONFIG_PVP_TOKEN_COUNT] < 1)
        m_configs[CONFIG_PVP_TOKEN_COUNT] = 1;
    m_configs[CONFIG_NO_RESET_TALENT_COST] = sConfig.GetBoolDefault("NoResetTalentsCost", false);

    m_configs[CONFIG_ARENA_MAX_RATING_DIFFERENCE] = sConfig.GetIntDefault("Arena.MaxRatingDifference", 0);
    m_configs[CONFIG_ARENA_RATING_DISCARD_TIMER] = sConfig.GetIntDefault("Arena.RatingDiscardTimer",300000);
    m_configs[CONFIG_ARENA_AUTO_DISTRIBUTE_POINTS] = sConfig.GetBoolDefault("Arena.AutoDistributePoints", false);
    m_configs[CONFIG_ARENA_AUTO_DISTRIBUTE_INTERVAL_DAYS] = sConfig.GetIntDefault("Arena.AutoDistributeInterval", 7);

    m_configs[CONFIG_BATTLEGROUND_PREMATURE_FINISH_TIMER] = sConfig.GetIntDefault("BattleGround.PrematureFinishTimer", 0);

    m_VisibleUnitGreyDistance = sConfig.GetFloatDefault("Visibility.Distance.Grey.Unit", 1);
    if(m_VisibleUnitGreyDistance >  MAX_VISIBILITY_DISTANCE)
    {
        sLog.outError("Visibility.Distance.Grey.Unit can't be greater %f",MAX_VISIBILITY_DISTANCE);
        m_VisibleUnitGreyDistance = MAX_VISIBILITY_DISTANCE;
    }
    m_VisibleObjectGreyDistance = sConfig.GetFloatDefault("Visibility.Distance.Grey.Object", 10);
    if(m_VisibleObjectGreyDistance >  MAX_VISIBILITY_DISTANCE)
    {
        sLog.outError("Visibility.Distance.Grey.Object can't be greater %f",MAX_VISIBILITY_DISTANCE);
        m_VisibleObjectGreyDistance = MAX_VISIBILITY_DISTANCE;
    }

    m_MaxVisibleDistanceForCreature      = sConfig.GetFloatDefault("Visibility.Distance.Creature",     DEFAULT_VISIBILITY_DISTANCE);
    if(m_MaxVisibleDistanceForCreature < 45*sWorld.getRate(RATE_CREATURE_AGGRO))
    {
        sLog.outError("Visibility.Distance.Creature can't be less max aggro radius %f",45*sWorld.getRate(RATE_CREATURE_AGGRO));
        m_MaxVisibleDistanceForCreature = 45*sWorld.getRate(RATE_CREATURE_AGGRO);
    }
    else if(m_MaxVisibleDistanceForCreature + m_VisibleUnitGreyDistance >  MAX_VISIBILITY_DISTANCE)
    {
        sLog.outError("Visibility. Distance .Creature can't be greater %f",MAX_VISIBILITY_DISTANCE - m_VisibleUnitGreyDistance);
        m_MaxVisibleDistanceForCreature = MAX_VISIBILITY_DISTANCE-m_VisibleUnitGreyDistance;
    }
    m_MaxVisibleDistanceForPlayer        = sConfig.GetFloatDefault("Visibility.Distance.Player",       DEFAULT_VISIBILITY_DISTANCE);
    if(m_MaxVisibleDistanceForPlayer < 45*sWorld.getRate(RATE_CREATURE_AGGRO))
    {
        sLog.outError("Visibility.Distance.Player can't be less max aggro radius %f",45*sWorld.getRate(RATE_CREATURE_AGGRO));
        m_MaxVisibleDistanceForPlayer = 45*sWorld.getRate(RATE_CREATURE_AGGRO);
    }
    else if(m_MaxVisibleDistanceForPlayer + m_VisibleUnitGreyDistance >  MAX_VISIBILITY_DISTANCE)
    {
        sLog.outError("Visibility.Distance.Player can't be greater %f",MAX_VISIBILITY_DISTANCE - m_VisibleUnitGreyDistance);
        m_MaxVisibleDistanceForPlayer = MAX_VISIBILITY_DISTANCE - m_VisibleUnitGreyDistance;
    }
    m_MaxVisibleDistanceForObject    = sConfig.GetFloatDefault("Visibility.Distance.Gameobject",   DEFAULT_VISIBILITY_DISTANCE);
    if(m_MaxVisibleDistanceForObject < INTERACTION_DISTANCE)
    {
        sLog.outError("Visibility.Distance.Object can't be less max aggro radius %f",float(INTERACTION_DISTANCE));
        m_MaxVisibleDistanceForObject = INTERACTION_DISTANCE;
    }
    else if(m_MaxVisibleDistanceForObject + m_VisibleObjectGreyDistance >  MAX_VISIBILITY_DISTANCE)
    {
        sLog.outError("Visibility.Distance.Object can't be greater %f",MAX_VISIBILITY_DISTANCE-m_VisibleObjectGreyDistance);
        m_MaxVisibleDistanceForObject = MAX_VISIBILITY_DISTANCE - m_VisibleObjectGreyDistance;
    }
    m_MaxVisibleDistanceInFlight    = sConfig.GetFloatDefault("Visibility.Distance.InFlight",      DEFAULT_VISIBILITY_DISTANCE);
    if(m_MaxVisibleDistanceInFlight + m_VisibleObjectGreyDistance > MAX_VISIBILITY_DISTANCE)
    {
        sLog.outError("Visibility.Distance.InFlight can't be greater %f",MAX_VISIBILITY_DISTANCE-m_VisibleObjectGreyDistance);
        m_MaxVisibleDistanceInFlight = MAX_VISIBILITY_DISTANCE - m_VisibleObjectGreyDistance;
    }

    ///- Read the "Data" directory from the config file
    std::string dataPath = sConfig.GetStringDefault("DataDir","./");
    if( dataPath.at(dataPath.length()-1)!='/' && dataPath.at(dataPath.length()-1)!='\\' )
        dataPath.append("/");

    if(reload)
    {
        if(dataPath!=m_dataPath)
            sLog.outError("DataDir option can't be changed at Trinityd.conf reload, using current value (%s).",m_dataPath.c_str());
    }
    else
    {
        m_dataPath = dataPath;
        sLog.outString("Using DataDir %s",m_dataPath.c_str());
    }

    std::string forbiddenmaps = sConfig.GetStringDefault("ForbiddenMaps", "");
    char * forbiddenMaps = new char[forbiddenmaps.length() + 1];
    forbiddenMaps[forbiddenmaps.length()] = 0;
    strncpy(forbiddenMaps, forbiddenmaps.c_str(), forbiddenmaps.length());
    const char * delim = ",";
    char * token = strtok(forbiddenMaps, delim);
    while(token != NULL)
    {
        int32 mapid = strtol(token, NULL, 10);
        m_forbiddenMapIds.insert(mapid);
        token = strtok(NULL,delim);
    }
    delete[] forbiddenMaps;

    bool enableLOS = sConfig.GetBoolDefault("vmap.enableLOS", false);
    bool enableHeight = sConfig.GetBoolDefault("vmap.enableHeight", false);
    std::string ignoreMapIds = sConfig.GetStringDefault("vmap.ignoreMapIds", "");
    std::string ignoreSpellIds = sConfig.GetStringDefault("vmap.ignoreSpellIds", "");
    VMAP::VMapFactory::createOrGetVMapManager()->setEnableLineOfSightCalc(enableLOS);
    VMAP::VMapFactory::createOrGetVMapManager()->setEnableHeightCalc(enableHeight);
    VMAP::VMapFactory::createOrGetVMapManager()->preventMapsFromBeingUsed(ignoreMapIds.c_str());
    VMAP::VMapFactory::preventSpellsFromBeingTestedForLoS(ignoreSpellIds.c_str());
    sLog.outString( "WORLD: VMap support included. LineOfSight:%i, getHeight:%i",enableLOS, enableHeight);
    sLog.outString( "WORLD: VMap data directory is: %svmaps",m_dataPath.c_str());
    sLog.outString( "WORLD: VMap config keys are: vmap.enableLOS, vmap.enableHeight, vmap.ignoreMapIds, vmap.ignoreSpellIds");
}

/// Initialize the World
void World::SetInitialWorldSettings()
{
    ///- Initialize the random number generator
    srand((unsigned int)time(NULL));

    ///- Initialize config settings
    LoadConfigSettings();

    ///- Init highest guids before any table loading to prevent using not initialized guids in some code.
    objmgr.SetHighestGuids();

    ///- Check the existence of the map files for all races' startup areas.
    if(   !MapManager::ExistMapAndVMap(0,-6240.32f, 331.033f)
        ||!MapManager::ExistMapAndVMap(0,-8949.95f,-132.493f)
        ||!MapManager::ExistMapAndVMap(0,-8949.95f,-132.493f)
        ||!MapManager::ExistMapAndVMap(1,-618.518f,-4251.67f)
        ||!MapManager::ExistMapAndVMap(0, 1676.35f, 1677.45f)
        ||!MapManager::ExistMapAndVMap(1, 10311.3f, 832.463f)
        ||!MapManager::ExistMapAndVMap(1,-2917.58f,-257.98f)
        ||m_configs[CONFIG_EXPANSION] && (
        !MapManager::ExistMapAndVMap(530,10349.6f,-6357.29f) || !MapManager::ExistMapAndVMap(530,-3961.64f,-13931.2f) ) )
    {
        sLog.outError("Correct *.map files not found in path '%smaps' or *.vmap/*vmdir files in '%svmaps'. Please place *.map/*.vmap/*.vmdir files in appropriate directories or correct the DataDir value in the Trinityd.conf file.",m_dataPath.c_str(),m_dataPath.c_str());
        exit(1);
    }

    ///- Loading strings. Getting no records means core load has to be canceled because no error message can be output.
    sLog.outString( "" );
    sLog.outString( "Loading Trinity strings..." );
    if (!objmgr.LoadTrinityStrings())
        exit(1);                                            // Error message displayed in function already

    ///- Update the realm entry in the database with the realm type from the config file
    //No SQL injection as values are treated as integers

    // not send custom type REALM_FFA_PVP to realm list
    uint32 server_type = IsFFAPvPRealm() ? REALM_TYPE_PVP : getConfig(CONFIG_GAME_TYPE);
    uint32 realm_zone = getConfig(CONFIG_REALM_ZONE);
    loginDatabase.PExecute("UPDATE realmlist SET icon = %u, timezone = %u WHERE id = '%d'", server_type, realm_zone, realmID);

    ///- Remove the bones after a restart
    CharacterDatabase.PExecute("DELETE FROM corpse WHERE corpse_type = '0'");

    ///- Load the DBC files
    sLog.outString("Initialize data stores...");
    LoadDBCStores(m_dataPath);
    DetectDBCLang();

    sLog.outString( "Loading InstanceTemplate" );
    objmgr.LoadInstanceTemplate();

    sLog.outString( "Loading SkillLineAbilityMultiMap Data..." );
    spellmgr.LoadSkillLineAbilityMap();

    ///- Clean up and pack instances
    sLog.outString( "Cleaning up instances..." );
    sInstanceSaveManager.CleanupInstances();                              // must be called before `creature_respawn`/`gameobject_respawn` tables

    sLog.outString( "Packing instances..." );
    sInstanceSaveManager.PackInstances();

    sLog.outString( "Loading Localization strings..." );
    objmgr.LoadCreatureLocales();
    objmgr.LoadGameObjectLocales();
    objmgr.LoadItemLocales();
    objmgr.LoadQuestLocales();
    objmgr.LoadNpcTextLocales();
    objmgr.LoadPageTextLocales();
    objmgr.SetDBCLocaleIndex(GetDefaultDbcLocale());        // Get once for all the locale index of DBC language (console/broadcasts)

    sLog.outString( "Loading Page Texts..." );
    objmgr.LoadPageTexts();

    sLog.outString( "Loading Player info in cache..." );
    objmgr.LoadPlayerInfoInCache();

    sLog.outString( "Loading Game Object Templates..." );   // must be after LoadPageTexts
    objmgr.LoadGameobjectInfo();

    sLog.outString( "Loading Spell Chain Data..." );
    spellmgr.LoadSpellChains();

    sLog.outString( "Loading Spell Elixir types..." );
    spellmgr.LoadSpellElixirs();

    sLog.outString( "Loading Spell Learn Skills..." );
    spellmgr.LoadSpellLearnSkills();                        // must be after LoadSpellChains

    sLog.outString( "Loading Spell Learn Spells..." );
    spellmgr.LoadSpellLearnSpells();

    sLog.outString( "Loading Spell Proc Event conditions..." );
    spellmgr.LoadSpellProcEvents();

    sLog.outString( "Loading Aggro Spells Definitions...");
    spellmgr.LoadSpellThreats();

    sLog.outString( "Loading NPC Texts..." );
    objmgr.LoadGossipText();

    sLog.outString( "Loading Item Random Enchantments Table..." );
    LoadRandomEnchantmentsTable();

    sLog.outString( "Loading Items..." );                   // must be after LoadRandomEnchantmentsTable and LoadPageTexts
    objmgr.LoadItemPrototypes();

    sLog.outString( "Loading Item Texts..." );
    objmgr.LoadItemTexts();

    sLog.outString( "Loading Creature Model Based Info Data..." );
    objmgr.LoadCreatureModelInfo();

    sLog.outString( "Loading Equipment templates...");
    objmgr.LoadEquipmentTemplates();

    sLog.outString( "Loading Creature templates..." );
    objmgr.LoadCreatureTemplates();

    sLog.outString( "Loading SpellsScriptTarget...");
    spellmgr.LoadSpellScriptTarget();                       // must be after LoadCreatureTemplates and LoadGameobjectInfo

    sLog.outString( "Loading Creature Reputation OnKill Data..." );
    objmgr.LoadReputationOnKill();

    sLog.outString( "Loading Pet Create Spells..." );
    objmgr.LoadPetCreateSpells();

    sLog.outString( "Loading Creature Data..." );
    objmgr.LoadCreatures();

    sLog.outString( "Loading Creature Addon Data..." );
    objmgr.LoadCreatureAddons();                            // must be after LoadCreatureTemplates() and LoadCreatures()

    sLog.outString( "Loading Creature Respawn Data..." );   // must be after PackInstances()
    objmgr.LoadCreatureRespawnTimes();

    sLog.outString( "Loading Gameobject Data..." );
    objmgr.LoadGameobjects();

    sLog.outString( "Loading Gameobject Respawn Data..." ); // must be after PackInstances()
    objmgr.LoadGameobjectRespawnTimes();

    sLog.outString( "Loading Game Event Data...");
    gameeventmgr.LoadFromDB();

    sLog.outString( "Loading Weather Data..." );
    objmgr.LoadWeatherZoneChances();

    sLog.outString( "Loading Quests..." );
    objmgr.LoadQuests();                                    // must be loaded after DBCs, creature_template, item_template, gameobject tables

    sLog.outString( "Loading Quests Relations..." );
    objmgr.LoadQuestRelations();                            // must be after quest load

    sLog.outString( "Loading AreaTrigger definitions..." );
    objmgr.LoadAreaTriggerTeleports();                      // must be after item template load

    sLog.outString( "Loading Quest Area Triggers..." );
    objmgr.LoadQuestAreaTriggers();                         // must be after LoadQuests

    sLog.outString( "Loading Tavern Area Triggers..." );
    objmgr.LoadTavernAreaTriggers();
    
    sLog.outString( "Loading AreaTrigger script names..." );
    objmgr.LoadAreaTriggerScripts();


    sLog.outString( "Loading Graveyard-zone links...");
    objmgr.LoadGraveyardZones();

    sLog.outString( "Loading Spell target coordinates..." );
    spellmgr.LoadSpellTargetPositions();

    sLog.outString( "Loading SpellAffect definitions..." );
    spellmgr.LoadSpellAffects();

    sLog.outString( "Loading spell pet auras..." );
    spellmgr.LoadSpellPetAuras();

    sLog.outString( "Loading spell extra infos...(TODO)" );
    spellmgr.LoadSpellExtraInfo();

    sLog.outString( "Loading player Create Info & Level Stats..." );
    objmgr.LoadPlayerInfo();

    sLog.outString( "Loading Exploration BaseXP Data..." );
    objmgr.LoadExplorationBaseXP();

    sLog.outString( "Loading Pet Name Parts..." );
    objmgr.LoadPetNames();

    sLog.outString( "Loading the max pet number..." );
    objmgr.LoadPetNumber();

    sLog.outString( "Loading pet level stats..." );
    objmgr.LoadPetLevelInfo();

    sLog.outString( "Loading Player Corpses..." );
    objmgr.LoadCorpses();

    sLog.outString( "Loading Disabled Spells..." );
    objmgr.LoadSpellDisabledEntrys();

    sLog.outString( "Loading Loot Tables..." );
    LoadLootTables();

    sLog.outString( "Loading Skill Discovery Table..." );
    LoadSkillDiscoveryTable();

    sLog.outString( "Loading Skill Extra Item Table..." );
    LoadSkillExtraItemTable();

    sLog.outString( "Loading Skill Fishing base level requirements..." );
    objmgr.LoadFishingBaseSkillLevel();

    ///- Load dynamic data tables from the database
    sLog.outString( "Loading Auctions..." );
    objmgr.LoadAuctionItems();
    objmgr.LoadAuctions();

    sLog.outString( "Loading Guilds..." );
    objmgr.LoadGuilds();

    sLog.outString( "Loading ArenaTeams..." );
    objmgr.LoadArenaTeams();

    sLog.outString( "Loading Groups..." );
    objmgr.LoadGroups();

    sLog.outString( "Loading ReservedNames..." );
    objmgr.LoadReservedPlayersNames();

    sLog.outString( "Loading GameObject for quests..." );
    objmgr.LoadGameObjectForQuests();

    sLog.outString( "Loading BattleMasters..." );
    objmgr.LoadBattleMastersEntry();

    sLog.outString( "Loading GameTeleports..." );
    objmgr.LoadGameTele();

    sLog.outString( "Loading Npc Text Id..." );
    objmgr.LoadNpcTextId();                                 // must be after load Creature and NpcText

    sLog.outString( "Loading vendors..." );
    objmgr.LoadVendors();                                   // must be after load CreatureTemplate and ItemTemplate

    sLog.outString( "Loading trainers..." );
    objmgr.LoadTrainerSpell();                              // must be after load CreatureTemplate

    sLog.outString( "Loading Waypoints..." );
    WaypointMgr.Load();

    ///- Handle outdated emails (delete/return)
    sLog.outString( "Returning old mails..." );
    objmgr.ReturnOrDeleteOldMails(false);

    ///- Load and initialize scripts
    sLog.outString( "Loading Scripts..." );
    objmgr.LoadQuestStartScripts();                         // must be after load Creature/Gameobject(Template/Data) and QuestTemplate
    objmgr.LoadQuestEndScripts();                           // must be after load Creature/Gameobject(Template/Data) and QuestTemplate
    objmgr.LoadSpellScripts();                              // must be after load Creature/Gameobject(Template/Data)
    objmgr.LoadGameObjectScripts();                         // must be after load Creature/Gameobject(Template/Data)
    objmgr.LoadEventScripts();                              // must be after load Creature/Gameobject(Template/Data)

    sLog.outString( "Initializing Scripts..." );
    if(!LoadScriptingModule())
        exit(1);

    ///- Initialize game time and timers
    sLog.outString( "DEBUG:: Initialize game time and timers" );
    m_gameTime = time(NULL);
    m_startTime=m_gameTime;

    tm local;
    time_t curr;
    time(&curr);
    local=*(localtime(&curr));                              // dereference and assign
    char isoDate[128];
    sprintf( isoDate, "%04d-%02d-%02d %02d:%02d:%02d",
        local.tm_year+1900, local.tm_mon+1, local.tm_mday, local.tm_hour, local.tm_min, local.tm_sec);

    WorldDatabase.PExecute("INSERT INTO uptime (startstring, starttime, uptime) VALUES('%s', %ld, 0)", isoDate, m_startTime );

    m_timers[WUPDATE_OBJECTS].SetInterval(0);
    m_timers[WUPDATE_SESSIONS].SetInterval(0);
    m_timers[WUPDATE_WEATHERS].SetInterval(1000);
    m_timers[WUPDATE_AUCTIONS].SetInterval(MINUTE*1000);    //set auction update interval to 1 minute
    m_timers[WUPDATE_UPTIME].SetInterval(m_configs[CONFIG_UPTIME_UPDATE]*MINUTE*1000);
                                                            //Update "uptime" table based on configuration entry in minutes.
    m_timers[WUPDATE_CORPSES].SetInterval(20*MINUTE*1000);  //erase corpses every 20 minutes

    //to set mailtimer to return mails every day between 4 and 5 am
    //mailtimer is increased when updating auctions
    //one second is 1000 -(tested on win system)
    mail_timer = ((((localtime( &m_gameTime )->tm_hour + 20) % 24)* HOUR * 1000) / m_timers[WUPDATE_AUCTIONS].GetInterval() );
                                                            //1440
    mail_timer_expires = ( (DAY * 1000) / (m_timers[WUPDATE_AUCTIONS].GetInterval()));
    sLog.outDebug("Mail timer set to: %u, mail return is called every %u minutes", mail_timer, mail_timer_expires);

    ///- Initilize static helper structures
    AIRegistry::Initialize();
    WaypointMovementGenerator<Creature>::Initialize();
    Player::InitVisibleBits();

    ///- Initialize MapManager
    sLog.outString( "Starting Map System" );
    MapManager::Instance().Initialize();

    ///- Initialize Battlegrounds
    sLog.outString( "Starting BattleGround System" );
    sBattleGroundMgr.CreateInitialBattleGrounds();
    sBattleGroundMgr.InitAutomaticArenaPointDistribution();

    ///- Initialize outdoor pvp
    sLog.outString( "Starting Outdoor PvP System" );
    sOutdoorPvPMgr.InitOutdoorPvP();

    //Not sure if this can be moved up in the sequence (with static data loading) as it uses MapManager
    sLog.outString( "Loading Transports..." );
    MapManager::Instance().LoadTransports();

    sLog.outString("Deleting expired bans..." );
    loginDatabase.Execute("DELETE FROM ip_banned WHERE unbandate<=UNIX_TIMESTAMP() AND unbandate<>bandate");

    sLog.outString("Calculate next daily quest reset time..." );
    InitDailyQuestResetTime();

    sLog.outString("Starting Game Event system..." );
    uint32 nextGameEvent = gameeventmgr.Initialize();
    m_timers[WUPDATE_EVENTS].SetInterval(nextGameEvent);    //depend on next event

    sLog.outString( "WORLD: World initialized" );
}
void World::DetectDBCLang()
{
    uint32 m_lang_confid = sConfig.GetIntDefault("DBC.Locale", 255);

    if(m_lang_confid != 255 && m_lang_confid >= MAX_LOCALE)
    {
        sLog.outError("Incorrect DBC.Locale! Must be >= 0 and < %d (set to 0)",MAX_LOCALE);
        m_lang_confid = LOCALE_enUS;
    }

    ChrRacesEntry const* race = sChrRacesStore.LookupEntry(1);

    std::string availableLocalsStr;

    int default_locale = MAX_LOCALE;
    for (int i = MAX_LOCALE-1; i >= 0; --i)
    {
        if ( strlen(race->name[i]) > 0)                     // check by race names
        {
            default_locale = i;
            m_availableDbcLocaleMask |= (1 << i);
            availableLocalsStr += localeNames[i];
            availableLocalsStr += " ";
        }
    }

    if( default_locale != m_lang_confid && m_lang_confid < MAX_LOCALE &&
        (m_availableDbcLocaleMask & (1 << m_lang_confid)) )
    {
        default_locale = m_lang_confid;
    }

    if(default_locale >= MAX_LOCALE)
    {
        sLog.outError("Unable to determine your DBC Locale! (corrupt DBC?)");
        exit(1);
    }

    m_defaultDbcLocale = LocaleConstant(default_locale);

    sLog.outString("Using %s DBC Locale as default. All available DBC locales: %s",localeNames[m_defaultDbcLocale],availableLocalsStr.empty() ? "<none>" : availableLocalsStr.c_str());
}

/// Update the World !
void World::Update(time_t diff)
{
    ///- Update the different timers
    for(int i = 0; i < WUPDATE_COUNT; i++)
        if(m_timers[i].GetCurrent()>=0)
            m_timers[i].Update(diff);
    else m_timers[i].SetCurrent(0);

    ///- Update the game time and check for shutdown time
    _UpdateGameTime();

    /// Handle daily quests reset time
    if(m_gameTime > m_NextDailyQuestReset)
    {
        ResetDailyQuests();
        m_NextDailyQuestReset += DAY;
    }

    /// <ul><li> Handle auctions when the timer has passed
    if (m_timers[WUPDATE_AUCTIONS].Passed())
    {
        m_timers[WUPDATE_AUCTIONS].Reset();

        ///- Update mails (return old mails with item, or delete them)
        //(tested... works on win)
        if (++mail_timer > mail_timer_expires)
        {
            mail_timer = 0;
            objmgr.ReturnOrDeleteOldMails(true);
        }

        AuctionHouseObject* AuctionMap;
        for (int i = 0; i < 3; i++)
        {
            switch (i)
            {
                case 0:
                    AuctionMap = objmgr.GetAuctionsMap( 6 );//horde
                    break;
                case 1:
                    AuctionMap = objmgr.GetAuctionsMap( 2 );//alliance
                    break;
                case 2:
                    AuctionMap = objmgr.GetAuctionsMap( 7 );//neutral
                    break;
            }

            ///- Handle expired auctions
            AuctionHouseObject::AuctionEntryMap::iterator itr,next;
            for (itr = AuctionMap->GetAuctionsBegin(); itr != AuctionMap->GetAuctionsEnd();itr = next)
            {
                next = itr;
                ++next;
                if (m_gameTime > (itr->second->time))
                {
                    ///- Either cancel the auction if there was no bidder
                    if (itr->second->bidder == 0)
                    {
                        objmgr.SendAuctionExpiredMail( itr->second );
                    }
                    ///- Or perform the transaction
                    else
                    {
                        //we should send an "item sold" message if the seller is online
                        //we send the item to the winner
                        //we send the money to the seller
                        objmgr.SendAuctionSuccessfulMail( itr->second );
                        objmgr.SendAuctionWonMail( itr->second );
                    }

                    ///- In any case clear the auction
                    //No SQL injection (Id is integer)
                    CharacterDatabase.PExecute("DELETE FROM auctionhouse WHERE id = '%u'",itr->second->Id);
                    objmgr.RemoveAItem(itr->second->item_guidlow);
                    delete itr->second;
                    AuctionMap->RemoveAuction(itr->first);
                }
            }
        }
    }

    /// <li> Handle session updates when the timer has passed
    if (m_timers[WUPDATE_SESSIONS].Passed())
    {
        m_timers[WUPDATE_SESSIONS].Reset();

        UpdateSessions(diff);
    }

    /// <li> Handle weather updates when the timer has passed
    if (m_timers[WUPDATE_WEATHERS].Passed())
    {
        m_timers[WUPDATE_WEATHERS].Reset();

        ///- Send an update signal to Weather objects
        WeatherMap::iterator itr, next;
        for (itr = m_weathers.begin(); itr != m_weathers.end(); itr = next)
        {
            next = itr;
            ++next;

            ///- and remove Weather objects for zones with no player
                                                            //As interval > WorldTick
            if(!itr->second->Update(m_timers[WUPDATE_WEATHERS].GetInterval()))
            {
                delete itr->second;
                m_weathers.erase(itr);
            }
        }
    }
    /// <li> Update uptime table
    if (m_timers[WUPDATE_UPTIME].Passed())
    {
        uint32 tmpDiff = (m_gameTime - m_startTime);
        uint32 maxClientsNum = sWorld.GetMaxActiveSessionCount();

        m_timers[WUPDATE_UPTIME].Reset();
        WorldDatabase.PExecute("UPDATE uptime SET uptime = %d, maxplayers = %d WHERE starttime = " I64FMTD, tmpDiff, maxClientsNum, uint64(m_startTime));
    }

    /// <li> Handle all other objects
    if (m_timers[WUPDATE_OBJECTS].Passed())
    {
        m_timers[WUPDATE_OBJECTS].Reset();
        ///- Update objects when the timer has passed (maps, transport, creatures,...)
        MapManager::Instance().Update(diff);                // As interval = 0

        ///- Process necessary scripts
        if (!m_scriptSchedule.empty())
            ScriptsProcess();

        sBattleGroundMgr.Update(diff);

        sOutdoorPvPMgr.Update(diff);
    }

    // execute callbacks from sql queries that were queued recently
    UpdateResultQueue();

    ///- Erase corpses once every 20 minutes
    if (m_timers[WUPDATE_CORPSES].Passed())
    {
        m_timers[WUPDATE_CORPSES].Reset();

        CorpsesErase();
    }

    ///- Process Game events when necessary
    if (m_timers[WUPDATE_EVENTS].Passed())
    {
        m_timers[WUPDATE_EVENTS].Reset();                   // to give time for Update() to be processed
        uint32 nextGameEvent = gameeventmgr.Update();
        m_timers[WUPDATE_EVENTS].SetInterval(nextGameEvent);
        m_timers[WUPDATE_EVENTS].Reset();
    }

    MapManager::Instance().DoDelayedMovesAndRemoves(); ///- Move all creatures with "delayed move" and remove and delete all objects with "delayed remove"

    // update the instance reset times
    sInstanceSaveManager.Update();

    // And last, but not least handle the issued cli commands
    ProcessCliCommands();
}

void World::ForceGameEventUpdate()
{
    m_timers[WUPDATE_EVENTS].Reset();                   // to give time for Update() to be processed
    uint32 nextGameEvent = gameeventmgr.Update();
    m_timers[WUPDATE_EVENTS].SetInterval(nextGameEvent);
    m_timers[WUPDATE_EVENTS].Reset();
}

/// Put scripts in the execution queue
void World::ScriptsStart(ScriptMapMap const& scripts, uint32 id, Object* source, Object* target)
{
    ///- Find the script map
    ScriptMapMap::const_iterator s = scripts.find(id);
    if (s == scripts.end())
        return;

    // prepare static data
    uint64 sourceGUID = source->GetGUID();
    uint64 targetGUID = target ? target->GetGUID() : (uint64)0;
    uint64 ownerGUID  = (source->GetTypeId()==TYPEID_ITEM) ? ((Item*)source)->GetOwnerGUID() : (uint64)0;

    ///- Schedule script execution for all scripts in the script map
    ScriptMap const *s2 = &(s->second);
    bool immedScript = false;
    for (ScriptMap::const_iterator iter = s2->begin(); iter != s2->end(); ++iter)
    {
        ScriptAction sa;
        sa.sourceGUID = sourceGUID;
        sa.targetGUID = targetGUID;
        sa.ownerGUID  = ownerGUID;

        sa.script = &iter->second;
        m_scriptSchedule.insert(std::pair<time_t, ScriptAction>(m_gameTime + iter->first, sa));
        if (iter->first == 0)
            immedScript = true;
    }
    ///- If one of the effects should be immediate, launch the script execution
    if (immedScript)
        ScriptsProcess();
}

void World::ScriptCommandStart(ScriptInfo const& script, uint32 delay, Object* source, Object* target)
{
    // NOTE: script record _must_ exist until command executed

    // prepare static data
    uint64 sourceGUID = source->GetGUID();
    uint64 targetGUID = target ? target->GetGUID() : (uint64)0;
    uint64 ownerGUID  = (source->GetTypeId()==TYPEID_ITEM) ? ((Item*)source)->GetOwnerGUID() : (uint64)0;

    ScriptAction sa;
    sa.sourceGUID = sourceGUID;
    sa.targetGUID = targetGUID;
    sa.ownerGUID  = ownerGUID;

    sa.script = &script;
    m_scriptSchedule.insert(std::pair<time_t, ScriptAction>(m_gameTime + delay, sa));

    ///- If effects should be immediate, launch the script execution
    if(delay == 0)
        ScriptsProcess();
}

/// Process queued scripts
void World::ScriptsProcess()
{
    if (m_scriptSchedule.empty())
        return;

    ///- Process overdue queued scripts
    std::multimap<time_t, ScriptAction>::iterator iter = m_scriptSchedule.begin();
                                                            // ok as multimap is a *sorted* associative container
    while (!m_scriptSchedule.empty() && (iter->first <= m_gameTime))
    {
        ScriptAction const& step = iter->second;

        Object* source = NULL;

        if(step.sourceGUID)
        {
            switch(GUID_HIPART(step.sourceGUID))
            {
                case HIGHGUID_ITEM:
                    // case HIGHGUID_CONTAINER: ==HIGHGUID_ITEM
                    {
                        Player* player = HashMapHolder<Player>::Find(step.ownerGUID);
                        if(player)
                            source = player->GetItemByGuid(step.sourceGUID);
                        break;
                    }
                case HIGHGUID_UNIT:
                    source = HashMapHolder<Creature>::Find(step.sourceGUID);
                    break;
                case HIGHGUID_PET:
                    source = HashMapHolder<Pet>::Find(step.sourceGUID);
                    break;
                case HIGHGUID_PLAYER:
                    source = HashMapHolder<Player>::Find(step.sourceGUID);
                    break;
                case HIGHGUID_GAMEOBJECT:
                    source = HashMapHolder<GameObject>::Find(step.sourceGUID);
                    break;
                case HIGHGUID_CORPSE:
                    source = HashMapHolder<Corpse>::Find(step.sourceGUID);
                    break;
                default:
                    sLog.outError("*_script source with unsupported high guid value %u",GUID_HIPART(step.sourceGUID));
                    break;
            }
        }

        Object* target = NULL;

        if(step.targetGUID)
        {
            switch(GUID_HIPART(step.targetGUID))
            {
                case HIGHGUID_UNIT:
                    target = HashMapHolder<Creature>::Find(step.targetGUID);
                    break;
                case HIGHGUID_PET:
                    target = HashMapHolder<Pet>::Find(step.targetGUID);
                    break;
                case HIGHGUID_PLAYER:                       // empty GUID case also
                    target = HashMapHolder<Player>::Find(step.targetGUID);
                    break;
                case HIGHGUID_GAMEOBJECT:
                    target = HashMapHolder<GameObject>::Find(step.targetGUID);
                    break;
                case HIGHGUID_CORPSE:
                    target = HashMapHolder<Corpse>::Find(step.targetGUID);
                    break;
                default:
                    sLog.outError("*_script source with unsupported high guid value %u",GUID_HIPART(step.targetGUID));
                    break;
            }
        }

        switch (step.script->command)
        {
            case SCRIPT_COMMAND_TALK:
            {
                if(!source)
                {
                    sLog.outError("SCRIPT_COMMAND_TALK call for NULL creature.");
                    break;
                }

                if(source->GetTypeId()!=TYPEID_UNIT)
                {
                    sLog.outError("SCRIPT_COMMAND_TALK call for non-creature (TypeId: %u), skipping.",source->GetTypeId());
                    break;
                }
                if(step.script->datalong > 3)
                {
                    sLog.outError("SCRIPT_COMMAND_TALK invalid chat type (%u), skipping.",step.script->datalong);
                    break;
                }

                uint64 unit_target = target ? target->GetGUID() : 0;

                //datalong 0=normal say, 1=whisper, 2=yell, 3=emote text
                switch(step.script->datalong)
                {
                    case 0:                                 // Say
                        ((Creature *)source)->Say(step.script->datatext.c_str(), LANG_UNIVERSAL, unit_target);
                        break;
                    case 1:                                 // Whisper
                        if(!unit_target)
                        {
                            sLog.outError("SCRIPT_COMMAND_TALK attempt to whisper (%u) NULL, skipping.",step.script->datalong);
                            break;
                        }
                        ((Creature *)source)->Whisper(step.script->datatext.c_str(),unit_target);
                        break;
                    case 2:                                 // Yell
                        ((Creature *)source)->Yell(step.script->datatext.c_str(), LANG_UNIVERSAL, unit_target);
                        break;
                    case 3:                                 // Emote text
                        ((Creature *)source)->TextEmote(step.script->datatext.c_str(), unit_target);
                        break;
                    default:
                        break;                              // must be already checked at load
                }
                break;
            }

            case SCRIPT_COMMAND_EMOTE:
                if(!source)
                {
                    sLog.outError("SCRIPT_COMMAND_EMOTE call for NULL creature.");
                    break;
                }

                if(source->GetTypeId()!=TYPEID_UNIT)
                {
                    sLog.outError("SCRIPT_COMMAND_EMOTE call for non-creature (TypeId: %u), skipping.",source->GetTypeId());
                    break;
                }

                ((Creature *)source)->HandleEmoteCommand(step.script->datalong);
                break;
            case SCRIPT_COMMAND_FIELD_SET:
                if(!source)
                {
                    sLog.outError("SCRIPT_COMMAND_FIELD_SET call for NULL object.");
                    break;
                }
                if(step.script->datalong <= OBJECT_FIELD_ENTRY || step.script->datalong >= source->GetValuesCount())
                {
                    sLog.outError("SCRIPT_COMMAND_FIELD_SET call for wrong field %u (max count: %u) in object (TypeId: %u).",
                        step.script->datalong,source->GetValuesCount(),source->GetTypeId());
                    break;
                }

                source->SetUInt32Value(step.script->datalong, step.script->datalong2);
                break;
            case SCRIPT_COMMAND_MOVE_TO:
                if(!source)
                {
                    sLog.outError("SCRIPT_COMMAND_MOVE_TO call for NULL creature.");
                    break;
                }

                if(source->GetTypeId()!=TYPEID_UNIT)
                {
                    sLog.outError("SCRIPT_COMMAND_MOVE_TO call for non-creature (TypeId: %u), skipping.",source->GetTypeId());
                    break;
                }
                ((Unit *)source)->SendMonsterMoveWithSpeed(step.script->x, step.script->y, step.script->z, ((Unit *)source)->GetUnitMovementFlags(), step.script->datalong2 );
                MapManager::Instance().GetMap(((Unit *)source)->GetMapId(), ((Unit *)source))->CreatureRelocation(((Creature *)source), step.script->x, step.script->y, step.script->z, 0);
                break;
            case SCRIPT_COMMAND_FLAG_SET:
                if(!source)
                {
                    sLog.outError("SCRIPT_COMMAND_FLAG_SET call for NULL object.");
                    break;
                }
                if(step.script->datalong <= OBJECT_FIELD_ENTRY || step.script->datalong >= source->GetValuesCount())
                {
                    sLog.outError("SCRIPT_COMMAND_FLAG_SET call for wrong field %u (max count: %u) in object (TypeId: %u).",
                        step.script->datalong,source->GetValuesCount(),source->GetTypeId());
                    break;
                }

                source->SetFlag(step.script->datalong, step.script->datalong2);
                break;
            case SCRIPT_COMMAND_FLAG_REMOVE:
                if(!source)
                {
                    sLog.outError("SCRIPT_COMMAND_FLAG_REMOVE call for NULL object.");
                    break;
                }
                if(step.script->datalong <= OBJECT_FIELD_ENTRY || step.script->datalong >= source->GetValuesCount())
                {
                    sLog.outError("SCRIPT_COMMAND_FLAG_REMOVE call for wrong field %u (max count: %u) in object (TypeId: %u).",
                        step.script->datalong,source->GetValuesCount(),source->GetTypeId());
                    break;
                }

                source->RemoveFlag(step.script->datalong, step.script->datalong2);
                break;

            case SCRIPT_COMMAND_TELEPORT_TO:
            {
                // accept player in any one from target/source arg
                if (!target && !source)
                {
                    sLog.outError("SCRIPT_COMMAND_TELEPORT_TO call for NULL object.");
                    break;
                }

                                                            // must be only Player
                if((!target || target->GetTypeId() != TYPEID_PLAYER) && (!source || source->GetTypeId() != TYPEID_PLAYER))
                {
                    sLog.outError("SCRIPT_COMMAND_TELEPORT_TO call for non-player (TypeIdSource: %u)(TypeIdTarget: %u), skipping.", source ? source->GetTypeId() : 0, target ? target->GetTypeId() : 0);
                    break;
                }

                Player* pSource = target && target->GetTypeId() == TYPEID_PLAYER ? (Player*)target : (Player*)source;

                pSource->TeleportTo(step.script->datalong, step.script->x, step.script->y, step.script->z, step.script->o);
                break;
            }

            case SCRIPT_COMMAND_TEMP_SUMMON_CREATURE:
            {
                if(!step.script->datalong)                  // creature not specified
                {
                    sLog.outError("SCRIPT_COMMAND_TEMP_SUMMON_CREATURE call for NULL creature.");
                    break;
                }

                if(!source)
                {
                    sLog.outError("SCRIPT_COMMAND_TEMP_SUMMON_CREATURE call for NULL world object.");
                    break;
                }

                WorldObject* summoner = dynamic_cast<WorldObject*>(source);

                if(!summoner)
                {
                    sLog.outError("SCRIPT_COMMAND_TEMP_SUMMON_CREATURE call for non-WorldObject (TypeId: %u), skipping.",source->GetTypeId());
                    break;
                }

                float x = step.script->x;
                float y = step.script->y;
                float z = step.script->z;
                float o = step.script->o;

                Creature* pCreature = summoner->SummonCreature(step.script->datalong, x, y, z, o,TEMPSUMMON_TIMED_OR_DEAD_DESPAWN,step.script->datalong2);
                if (!pCreature)
                {
                    sLog.outError("SCRIPT_COMMAND_TEMP_SUMMON failed for creature (entry: %u).",step.script->datalong);
                    break;
                }

                break;
            }

            case SCRIPT_COMMAND_RESPAWN_GAMEOBJECT:
            {
                if(!step.script->datalong)                  // gameobject not specified
                {
                    sLog.outError("SCRIPT_COMMAND_RESPAWN_GAMEOBJECT call for NULL gameobject.");
                    break;
                }

                if(!source)
                {
                    sLog.outError("SCRIPT_COMMAND_RESPAWN_GAMEOBJECT call for NULL world object.");
                    break;
                }

                WorldObject* summoner = dynamic_cast<WorldObject*>(source);

                if(!summoner)
                {
                    sLog.outError("SCRIPT_COMMAND_RESPAWN_GAMEOBJECT call for non-WorldObject (TypeId: %u), skipping.",source->GetTypeId());
                    break;
                }

                GameObject *go = NULL;
                int32 time_to_despawn = step.script->datalong2<5 ? 5 : (int32)step.script->datalong2;

                CellPair p(Trinity::ComputeCellPair(summoner->GetPositionX(), summoner->GetPositionY()));
                Cell cell(p);
                cell.data.Part.reserved = ALL_DISTRICT;

                Trinity::GameObjectWithDbGUIDCheck go_check(*summoner,step.script->datalong);
                Trinity::GameObjectSearcher<Trinity::GameObjectWithDbGUIDCheck> checker(go,go_check);

                TypeContainerVisitor<Trinity::GameObjectSearcher<Trinity::GameObjectWithDbGUIDCheck>, GridTypeMapContainer > object_checker(checker);
                CellLock<GridReadGuard> cell_lock(cell, p);
                cell_lock->Visit(cell_lock, object_checker, *MapManager::Instance().GetMap(summoner->GetMapId(), summoner));

                if ( !go )
                {
                    sLog.outError("SCRIPT_COMMAND_RESPAWN_GAMEOBJECT failed for gameobject(guid: %u).", step.script->datalong);
                    break;
                }

                if( go->GetGoType()==GAMEOBJECT_TYPE_FISHINGNODE ||
                    go->GetGoType()==GAMEOBJECT_TYPE_FISHINGNODE ||
                    go->GetGoType()==GAMEOBJECT_TYPE_DOOR        ||
                    go->GetGoType()==GAMEOBJECT_TYPE_BUTTON      ||
                    go->GetGoType()==GAMEOBJECT_TYPE_TRAP )
                {
                    sLog.outError("SCRIPT_COMMAND_RESPAWN_GAMEOBJECT can not be used with gameobject of type %u (guid: %u).", uint32(go->GetGoType()), step.script->datalong);
                    break;
                }

                if( go->isSpawned() )
                    break;                                  //gameobject already spawned

                go->SetLootState(GO_READY);
                go->SetRespawnTime(time_to_despawn);        //despawn object in ? seconds

                MapManager::Instance().GetMap(go->GetMapId(), go)->Add(go);
                break;
            }
            case SCRIPT_COMMAND_OPEN_DOOR:
            {
                if(!step.script->datalong)                  // door not specified
                {
                    sLog.outError("SCRIPT_COMMAND_OPEN_DOOR call for NULL door.");
                    break;
                }

                if(!source)
                {
                    sLog.outError("SCRIPT_COMMAND_OPEN_DOOR call for NULL unit.");
                    break;
                }

                if(!source->isType(TYPEMASK_UNIT))          // must be any Unit (creature or player)
                {
                    sLog.outError("SCRIPT_COMMAND_OPEN_DOOR call for non-unit (TypeId: %u), skipping.",source->GetTypeId());
                    break;
                }

                Unit* caster = (Unit*)source;

                GameObject *door = NULL;
                int32 time_to_close = step.script->datalong2 < 15 ? 15 : (int32)step.script->datalong2;

                CellPair p(Trinity::ComputeCellPair(caster->GetPositionX(), caster->GetPositionY()));
                Cell cell(p);
                cell.data.Part.reserved = ALL_DISTRICT;

                Trinity::GameObjectWithDbGUIDCheck go_check(*caster,step.script->datalong);
                Trinity::GameObjectSearcher<Trinity::GameObjectWithDbGUIDCheck> checker(door,go_check);

                TypeContainerVisitor<Trinity::GameObjectSearcher<Trinity::GameObjectWithDbGUIDCheck>, GridTypeMapContainer > object_checker(checker);
                CellLock<GridReadGuard> cell_lock(cell, p);
                cell_lock->Visit(cell_lock, object_checker, *MapManager::Instance().GetMap(caster->GetMapId(), (Unit*)source));

                if ( !door )
                {
                    sLog.outError("SCRIPT_COMMAND_OPEN_DOOR failed for gameobject(guid: %u).", step.script->datalong);
                    break;
                }
                if ( door->GetGoType() != GAMEOBJECT_TYPE_DOOR )
                {
                    sLog.outError("SCRIPT_COMMAND_OPEN_DOOR failed for non-door(GoType: %u).", door->GetGoType());
                    break;
                }

                if( !door->GetGoState() )
                    break;                                  //door already  open

                door->UseDoorOrButton(time_to_close);

                if(target && target->isType(TYPEMASK_GAMEOBJECT) && ((GameObject*)target)->GetGoType()==GAMEOBJECT_TYPE_BUTTON)
                    ((GameObject*)target)->UseDoorOrButton(time_to_close);
                break;
            }
            case SCRIPT_COMMAND_CLOSE_DOOR:
            {
                if(!step.script->datalong)                  // guid for door not specified
                {
                    sLog.outError("SCRIPT_COMMAND_CLOSE_DOOR call for NULL door.");
                    break;
                }

                if(!source)
                {
                    sLog.outError("SCRIPT_COMMAND_CLOSE_DOOR call for NULL unit.");
                    break;
                }

                if(!source->isType(TYPEMASK_UNIT))          // must be any Unit (creature or player)
                {
                    sLog.outError("SCRIPT_COMMAND_CLOSE_DOOR call for non-unit (TypeId: %u), skipping.",source->GetTypeId());
                    break;
                }

                Unit* caster = (Unit*)source;

                GameObject *door = NULL;
                int32 time_to_open = step.script->datalong2 < 15 ? 15 : (int32)step.script->datalong2;

                CellPair p(Trinity::ComputeCellPair(caster->GetPositionX(), caster->GetPositionY()));
                Cell cell(p);
                cell.data.Part.reserved = ALL_DISTRICT;

                Trinity::GameObjectWithDbGUIDCheck go_check(*caster,step.script->datalong);
                Trinity::GameObjectSearcher<Trinity::GameObjectWithDbGUIDCheck> checker(door,go_check);

                TypeContainerVisitor<Trinity::GameObjectSearcher<Trinity::GameObjectWithDbGUIDCheck>, GridTypeMapContainer > object_checker(checker);
                CellLock<GridReadGuard> cell_lock(cell, p);
                cell_lock->Visit(cell_lock, object_checker, *MapManager::Instance().GetMap(caster->GetMapId(), (Unit*)source));

                if ( !door )
                {
                    sLog.outError("SCRIPT_COMMAND_CLOSE_DOOR failed for gameobject(guid: %u).", step.script->datalong);
                    break;
                }
                if ( door->GetGoType() != GAMEOBJECT_TYPE_DOOR )
                {
                    sLog.outError("SCRIPT_COMMAND_CLOSE_DOOR failed for non-door(GoType: %u).", door->GetGoType());
                    break;
                }

                if( door->GetGoState() )
                    break;                                  //door already closed

                door->UseDoorOrButton(time_to_open);

                if(target && target->isType(TYPEMASK_GAMEOBJECT) && ((GameObject*)target)->GetGoType()==GAMEOBJECT_TYPE_BUTTON)
                    ((GameObject*)target)->UseDoorOrButton(time_to_open);

                break;
            }
            case SCRIPT_COMMAND_QUEST_EXPLORED:
            {
                if(!source)
                {
                    sLog.outError("SCRIPT_COMMAND_QUEST_EXPLORED call for NULL source.");
                    break;
                }

                if(!target)
                {
                    sLog.outError("SCRIPT_COMMAND_QUEST_EXPLORED call for NULL target.");
                    break;
                }

                // when script called for item spell casting then target == (unit or GO) and source is player
                WorldObject* worldObject;
                Player* player;

                if(target->GetTypeId()==TYPEID_PLAYER)
                {
                    if(source->GetTypeId()!=TYPEID_UNIT && source->GetTypeId()!=TYPEID_GAMEOBJECT)
                    {
                        sLog.outError("SCRIPT_COMMAND_QUEST_EXPLORED call for non-creature and non-gameobject (TypeId: %u), skipping.",source->GetTypeId());
                        break;
                    }

                    worldObject = (WorldObject*)source;
                    player = (Player*)target;
                }
                else
                {
                    if(target->GetTypeId()!=TYPEID_UNIT && target->GetTypeId()!=TYPEID_GAMEOBJECT)
                    {
                        sLog.outError("SCRIPT_COMMAND_QUEST_EXPLORED call for non-creature and non-gameobject (TypeId: %u), skipping.",target->GetTypeId());
                        break;
                    }

                    if(source->GetTypeId()!=TYPEID_PLAYER)
                    {
                        sLog.outError("SCRIPT_COMMAND_QUEST_EXPLORED call for non-player(TypeId: %u), skipping.",source->GetTypeId());
                        break;
                    }

                    worldObject = (WorldObject*)target;
                    player = (Player*)source;
                }

                // quest id and flags checked at script loading
                if( (worldObject->GetTypeId()!=TYPEID_UNIT || ((Unit*)worldObject)->isAlive()) &&
                    (step.script->datalong2==0 || worldObject->IsWithinDistInMap(player,float(step.script->datalong2))) )
                    player->AreaExploredOrEventHappens(step.script->datalong);
                else
                    player->FailQuest(step.script->datalong);

                break;
            }

            case SCRIPT_COMMAND_ACTIVATE_OBJECT:
            {
                if(!source)
                {
                    sLog.outError("SCRIPT_COMMAND_ACTIVATE_OBJECT must have source caster.");
                    break;
                }

                if(!source->isType(TYPEMASK_UNIT))
                {
                    sLog.outError("SCRIPT_COMMAND_ACTIVATE_OBJECT source caster isn't unit (TypeId: %u), skipping.",source->GetTypeId());
                    break;
                }

                if(!target)
                {
                    sLog.outError("SCRIPT_COMMAND_ACTIVATE_OBJECT call for NULL gameobject.");
                    break;
                }

                if(target->GetTypeId()!=TYPEID_GAMEOBJECT)
                {
                    sLog.outError("SCRIPT_COMMAND_ACTIVATE_OBJECT call for non-gameobject (TypeId: %u), skipping.",target->GetTypeId());
                    break;
                }

                Unit* caster = (Unit*)source;

                GameObject *go = (GameObject*)target;

                go->Use(caster);
                break;
            }

            case SCRIPT_COMMAND_REMOVE_AURA:
            {
                Object* cmdTarget = step.script->datalong2 ? source : target;

                if(!cmdTarget)
                {
                    sLog.outError("SCRIPT_COMMAND_REMOVE_AURA call for NULL %s.",step.script->datalong2 ? "source" : "target");
                    break;
                }

                if(!cmdTarget->isType(TYPEMASK_UNIT))
                {
                    sLog.outError("SCRIPT_COMMAND_REMOVE_AURA %s isn't unit (TypeId: %u), skipping.",step.script->datalong2 ? "source" : "target",cmdTarget->GetTypeId());
                    break;
                }

                ((Unit*)cmdTarget)->RemoveAurasDueToSpell(step.script->datalong);
                break;
            }

            case SCRIPT_COMMAND_CAST_SPELL:
            {
                if(!source)
                {
                    sLog.outError("SCRIPT_COMMAND_CAST_SPELL must have source caster.");
                    break;
                }

                if(!source->isType(TYPEMASK_UNIT))
                {
                    sLog.outError("SCRIPT_COMMAND_CAST_SPELL source caster isn't unit (TypeId: %u), skipping.",source->GetTypeId());
                    break;
                }

                Object* cmdTarget = step.script->datalong2 ? source : target;

                if(!cmdTarget)
                {
                    sLog.outError("SCRIPT_COMMAND_CAST_SPELL call for NULL %s.",step.script->datalong2 ? "source" : "target");
                    break;
                }

                if(!cmdTarget->isType(TYPEMASK_UNIT))
                {
                    sLog.outError("SCRIPT_COMMAND_CAST_SPELL %s isn't unit (TypeId: %u), skipping.",step.script->datalong2 ? "source" : "target",cmdTarget->GetTypeId());
                    break;
                }

                Unit* spellTarget = (Unit*)cmdTarget;

                //TODO: when GO cast implemented, code below must be updated accordingly to also allow GO spell cast
                ((Unit*)source)->CastSpell(spellTarget,step.script->datalong,false);

                break;
            }

            default:
                sLog.outError("Unknown script command %u called.",step.script->command);
                break;
        }

        m_scriptSchedule.erase(iter);

        iter = m_scriptSchedule.begin();
    }
    return;
}

/// Send a packet to all players (except self if mentioned)
void World::SendGlobalMessage(WorldPacket *packet, WorldSession *self, uint32 team)
{
    SessionMap::iterator itr;
    for (itr = m_sessions.begin(); itr != m_sessions.end(); itr++)
    {
        if (itr->second &&
            itr->second->GetPlayer() &&
            itr->second->GetPlayer()->IsInWorld() &&
            itr->second != self &&
            (team == 0 || itr->second->GetPlayer()->GetTeam() == team) )
        {
            itr->second->SendPacket(packet);
        }
    }
}

/// Send a System Message to all players (except self if mentioned)
void World::SendWorldText(int32 string_id, ...)
{
    std::vector<std::vector<WorldPacket*> > data_cache;     // 0 = default, i => i-1 locale index

    for(SessionMap::iterator itr = m_sessions.begin(); itr != m_sessions.end(); ++itr)
    {
        if(!itr->second || !itr->second->GetPlayer() || !itr->second->GetPlayer()->IsInWorld() )
            continue;

        uint32 loc_idx = itr->second->GetSessionDbLocaleIndex();
        uint32 cache_idx = loc_idx+1;

        std::vector<WorldPacket*>* data_list;

        // create if not cached yet
        if(data_cache.size() < cache_idx+1 || data_cache[cache_idx].empty())
        {
            if(data_cache.size() < cache_idx+1)
                data_cache.resize(cache_idx+1);

            data_list = &data_cache[cache_idx];

            char const* text = objmgr.GetTrinityString(string_id,loc_idx);

            char buf[1000];

            va_list argptr;
            va_start( argptr, string_id );
            vsnprintf( buf,1000, text, argptr );
            va_end( argptr );

            char* pos = &buf[0];

            while(char* line = ChatHandler::LineFromMessage(pos))
            {
                WorldPacket* data = new WorldPacket();
                ChatHandler::FillMessageData(data, NULL, CHAT_MSG_SYSTEM, LANG_UNIVERSAL, NULL, 0, line, NULL);
                data_list->push_back(data);
            }
        }
        else
            data_list = &data_cache[cache_idx];

        for(int i = 0; i < data_list->size(); ++i)
            itr->second->SendPacket((*data_list)[i]);
    }

    // free memory
    for(int i = 0; i < data_cache.size(); ++i)
        for(int j = 0; j < data_cache[i].size(); ++j)
            delete data_cache[i][j];
}

/// Send a packet to all players (or players selected team) in the zone (except self if mentioned)
void World::SendZoneMessage(uint32 zone, WorldPacket *packet, WorldSession *self, uint32 team)
{
    SessionMap::iterator itr;
    for (itr = m_sessions.begin(); itr != m_sessions.end(); itr++)
    {
        if (itr->second &&
            itr->second->GetPlayer() &&
            itr->second->GetPlayer()->IsInWorld() &&
            itr->second->GetPlayer()->GetZoneId() == zone &&
            itr->second != self &&
            (team == 0 || itr->second->GetPlayer()->GetTeam() == team) )
        {
            itr->second->SendPacket(packet);
        }
    }
}

/// Send a System Message to all players in the zone (except self if mentioned)
void World::SendZoneText(uint32 zone, const char* text, WorldSession *self, uint32 team)
{
    WorldPacket data;
    ChatHandler::FillMessageData(&data, NULL, CHAT_MSG_SYSTEM, LANG_UNIVERSAL, NULL, 0, text, NULL);
    SendZoneMessage(zone, &data, self,team);
}

/// Kick (and save) all players
void World::KickAll()
{
    // session not removed at kick and will removed in next update tick
    for (SessionMap::iterator itr = m_sessions.begin(); itr != m_sessions.end(); ++itr)
        itr->second->KickPlayer();
}

/// Kick (and save) all players with security level less `sec`
void World::KickAllLess(AccountTypes sec)
{
    // session not removed at kick and will removed in next update tick
    for (SessionMap::iterator itr = m_sessions.begin(); itr != m_sessions.end(); ++itr)
        if(itr->second->GetSecurity() < sec)
            itr->second->KickPlayer();
}

/// Kick all queued players
void World::KickAllQueued()
{
    // session not removed at kick and will removed in next update tick
  //TODO here
//    for (Queue::iterator itr = m_QueuedPlayer.begin(); itr != m_QueuedPlayer.end(); ++itr)
//        if(WorldSession* session = (*itr)->GetSession())
//            session->KickPlayer();

    m_QueuedPlayer.empty();
}

/// Kick (and save) the designated player
bool World::KickPlayer(std::string playerName)
{
    SessionMap::iterator itr;

    // session not removed at kick and will removed in next update tick
    for (itr = m_sessions.begin(); itr != m_sessions.end(); ++itr)
    {
        if(!itr->second)
            continue;
        Player *player = itr->second->GetPlayer();
        if(!player)
            continue;
        if( player->IsInWorld() )
        {
            if (playerName == player->GetName())
            {
                itr->second->KickPlayer();
                return true;
            }
        }
    }
    return false;
}

/// Ban an account or ban an IP address, duration will be parsed using TimeStringToSecs if it is positive, otherwise permban
uint8 World::BanAccount(std::string type, std::string nameOrIP, std::string duration, std::string reason, std::string author)
{
    loginDatabase.escape_string(nameOrIP);
    loginDatabase.escape_string(reason);
    std::string safe_author=author;
    loginDatabase.escape_string(safe_author);

    if(type != "ip" && !normalizePlayerName(nameOrIP))
        return BAN_NOTFOUND;                                // Nobody to ban

    uint32 duration_secs = TimeStringToSecs(duration);
    QueryResult *resultAccounts = NULL;                     //used for kicking

    ///- Update the database with ban information

    if(type=="ip")
    {
        //No SQL injection as strings are escaped
        resultAccounts = loginDatabase.PQuery("SELECT id FROM account WHERE last_ip = '%s'",nameOrIP.c_str());
        loginDatabase.PExecute("INSERT INTO ip_banned VALUES ('%s',UNIX_TIMESTAMP(),UNIX_TIMESTAMP()+%u,'%s','%s')",nameOrIP.c_str(),duration_secs,safe_author.c_str(),reason.c_str());
    }
    else if(type=="account")
    {
        //No SQL injection as string is escaped
        resultAccounts = loginDatabase.PQuery("SELECT id FROM account WHERE username = '%s'",nameOrIP.c_str());
    }
    else if(type=="character")
    {
        //No SQL injection as string is escaped
        resultAccounts = CharacterDatabase.PQuery("SELECT account FROM characters WHERE name = '%s'",nameOrIP.c_str());
    }
    else
        return BAN_SYNTAX_ERROR;                            //Syntax problem

    if(!resultAccounts)
        if(type=="ip")
            return BAN_SUCCESS;                             // ip correctly banned but nobody affected (yet)
    else
        return BAN_NOTFOUND;                                // Nobody to ban

    ///- Disconnect all affected players (for IP it can be several)
    do
    {
        Field* fieldsAccount = resultAccounts->Fetch();
        uint32 account = fieldsAccount->GetUInt32();

        if(type != "ip")
            //No SQL injection as strings are escaped
            loginDatabase.PExecute("INSERT INTO account_banned VALUES ('%u', UNIX_TIMESTAMP(), UNIX_TIMESTAMP()+%u, '%s', '%s', '1')",
                account,duration_secs,safe_author.c_str(),reason.c_str());

        WorldSession* sess = FindSession(account);
        if( sess )
            if(std::string(sess->GetPlayerName()) != author)
                sess->KickPlayer();
    }
    while( resultAccounts->NextRow() );

    delete resultAccounts;
    return BAN_SUCCESS;
}

/// Remove a ban from an account or IP address
bool World::RemoveBanAccount(std::string type, std::string nameOrIP)
{
    if(type == "ip")
    {
        loginDatabase.escape_string(nameOrIP);
        loginDatabase.PExecute("DELETE FROM ip_banned WHERE ip = '%s'",nameOrIP.c_str());
    }
    else
    {
        uint32 account=0;
        if(type == "account")
        {
            if (!AccountMgr::normilizeString (nameOrIP))
                return false;
            
            account = accmgr.GetId (nameOrIP);
        }
        else if(type == "character")
        {
            if(!normalizePlayerName(nameOrIP))
                return false;

            account = objmgr.GetPlayerAccountIdByPlayerName (nameOrIP);
        }
        if(!account)
            return false;
            
        //NO SQL injection as account is uint32
        loginDatabase.PExecute("UPDATE account_banned SET active = '0' WHERE id = '%u'",account);
    }
    return true;
}

/// Update the game time
void World::_UpdateGameTime()
{
    ///- update the time
    time_t thisTime = time(NULL);
    uint32 elapsed = uint32(thisTime - m_gameTime);
    m_gameTime = thisTime;

    ///- if there is a shutdown timer
    if(m_ShutdownTimer > 0 && elapsed > 0)
    {
        ///- ... and it is overdue, stop the world (set m_stopEvent)
        if( m_ShutdownTimer <= elapsed )
        {
            if(!(m_ShutdownMask & SHUTDOWN_MASK_IDLE) || GetActiveAndQueuedSessionCount()==0)
                m_stopEvent = true;
            else
                m_ShutdownTimer = 1;                        // minimum timer value to wait idle state
        }
        ///- ... else decrease it and if necessary display a shutdown countdown to the users
        else
        {
            m_ShutdownTimer -= elapsed;

            ShutdownMsg();
        }
    }
}

/// Shutdown the server
void World::ShutdownServ(uint32 time, uint32 options)
{
    m_ShutdownMask = options;

    ///- If the shutdown time is 0, set m_stopEvent (except if shutdown is 'idle' with remaining sessions)
    if(time==0)
    {
        if(!(options & SHUTDOWN_MASK_IDLE) || GetActiveAndQueuedSessionCount()==0)
            m_stopEvent = true;
        else
            m_ShutdownTimer = 1;                            //So that the session count is re-evaluated at next world tick
    }
    ///- Else set the shutdown timer and warn users
    else
    {
        m_ShutdownTimer = time;
        ShutdownMsg(true);
    }
}

/// Display a shutdown message to the user(s)
void World::ShutdownMsg(bool show, Player* player)
{
    // not show messages for idle shutdown mode
    if(m_ShutdownMask & SHUTDOWN_MASK_IDLE)
        return;

    ///- Display a message every 12 hours, hours, 5 minutes, minute, 5 seconds and finally seconds
    if ( show ||
        (m_ShutdownTimer < 10) ||
                                                            // < 30 sec; every 5 sec
        (m_ShutdownTimer<30        && (m_ShutdownTimer % 5         )==0) ||
                                                            // < 5 min ; every 1 min
        (m_ShutdownTimer<5*MINUTE  && (m_ShutdownTimer % MINUTE    )==0) ||
                                                            // < 30 min ; every 5 min
        (m_ShutdownTimer<30*MINUTE && (m_ShutdownTimer % (5*MINUTE))==0) ||
                                                            // < 12 h ; every 1 h
        (m_ShutdownTimer<12*HOUR   && (m_ShutdownTimer % HOUR      )==0) ||
                                                            // > 12 h ; every 12 h
        (m_ShutdownTimer>12*HOUR   && (m_ShutdownTimer % (12*HOUR) )==0))
    {
        std::string str = secsToTimeString(m_ShutdownTimer);

        uint32 msgid = (m_ShutdownMask & SHUTDOWN_MASK_RESTART) ? SERVER_MSG_RESTART_TIME : SERVER_MSG_SHUTDOWN_TIME;

        SendServerMessage(msgid,str.c_str(),player);
        outstring_log("Server will %s in %s", (m_ShutdownMask & SHUTDOWN_MASK_RESTART ? "restart" : "shutdown"), str.c_str());
    }
}

/// Cancel a planned server shutdown
void World::ShutdownCancel()
{
    if(!m_ShutdownTimer)
        return;

    uint32 msgid = (m_ShutdownMask & SHUTDOWN_MASK_RESTART) ? SERVER_MSG_RESTART_CANCELLED : SERVER_MSG_SHUTDOWN_CANCELLED;

    m_ShutdownMask = 0;
    m_ShutdownTimer = 0;
    SendServerMessage(msgid);

    DEBUG_LOG("Server %s cancelled.",(m_ShutdownMask & SHUTDOWN_MASK_RESTART ? "restart" : "shuttingdown"));
}

/// Send a server message to the user(s)
void World::SendServerMessage(uint32 type, const char *text, Player* player)
{
    WorldPacket data(SMSG_SERVER_MESSAGE, 50);              // guess size
    data << uint32(type);
    if(type <= SERVER_MSG_STRING)
        data << text;

    if(player)
        player->GetSession()->SendPacket(&data);
    else
        SendGlobalMessage( &data );
}

void World::UpdateSessions( time_t diff )
{
    while(!addSessQueue.empty())
    {
      WorldSession* sess = addSessQueue.next ();
      AddSession_ (sess);
    }
        
    ///- Delete kicked sessions at add new session
    for (std::set<WorldSession*>::iterator itr = m_kicked_sessions.begin(); itr != m_kicked_sessions.end(); ++itr)
        delete *itr;
    m_kicked_sessions.clear();

    ///- Then send an update signal to remaining ones
    for (SessionMap::iterator itr = m_sessions.begin(), next; itr != m_sessions.end(); itr = next)
    {
        next = itr;
        ++next;

        if(!itr->second)
            continue;

        ///- and remove not active sessions from the list
        if(!itr->second->Update(diff))                      // As interval = 0
        {
            delete itr->second;
            m_sessions.erase(itr);
        }
    }
}

// This handles the issued and queued CLI commands
void World::ProcessCliCommands()
{
    if (cliCmdQueue.empty()) return;

    CliCommandHolder *command;
    pPrintf p_zprintf;
    while (!cliCmdQueue.empty())
    {
        sLog.outDebug("CLI command under processing...");
        command = cliCmdQueue.next();
        command->Execute();
        p_zprintf=command->GetOutputMethod();
        delete command;
    }
    // print the console message here so it looks right
    p_zprintf("TC> ");
}

void World::InitResultQueue()
{
    m_resultQueue = new SqlResultQueue;
    CharacterDatabase.SetResultQueue(m_resultQueue);
}

void World::UpdateResultQueue()
{
    m_resultQueue->Update();
}

void World::UpdateRealmCharCount(uint32 accountId)
{
    CharacterDatabase.AsyncPQuery(this, &World::_UpdateRealmCharCount, accountId,
        "SELECT COUNT(guid) FROM characters WHERE account = '%u'", accountId);
}

void World::_UpdateRealmCharCount(QueryResult *resultCharCount, uint32 accountId)
{
    if (resultCharCount)
    {
        Field *fields = resultCharCount->Fetch();
        uint32 charCount = fields[0].GetUInt32();
        delete resultCharCount;
        loginDatabase.PExecute("DELETE FROM realmcharacters WHERE acctid= '%d' AND realmid = '%d'", accountId, realmID);
        loginDatabase.PExecute("INSERT INTO realmcharacters (numchars, acctid, realmid) VALUES (%u, %u, %u)", charCount, accountId, realmID);
    }
}

void World::InitDailyQuestResetTime()
{
    time_t mostRecentQuestTime;

    QueryResult* result = CharacterDatabase.Query("SELECT MAX(time) FROM character_queststatus_daily");
    if(result)
    {
        Field *fields = result->Fetch();

        mostRecentQuestTime = (time_t)fields[0].GetUInt64();
        delete result;
    }
    else
        mostRecentQuestTime = 0;

    // client built-in time for reset is 6:00 AM
    // FIX ME: client not show day start time
    time_t curTime = time(NULL);
    tm localTm = *localtime(&curTime);
    localTm.tm_hour = 6;
    localTm.tm_min  = 0;
    localTm.tm_sec  = 0;

    // current day reset time
    time_t curDayResetTime = mktime(&localTm);

    // last reset time before current moment
    time_t resetTime = (curTime < curDayResetTime) ? curDayResetTime - DAY : curDayResetTime;

    // need reset (if we have quest time before last reset time (not processed by some reason)
    if(mostRecentQuestTime && mostRecentQuestTime <= resetTime)
        m_NextDailyQuestReset = mostRecentQuestTime;
    else
    {
        // plan next reset time
        m_NextDailyQuestReset = (curTime >= curDayResetTime) ? curDayResetTime + DAY : curDayResetTime;
    }
}

void World::ResetDailyQuests()
{
    sLog.outDetail("Daily quests reset for all characters.");
    CharacterDatabase.Execute("DELETE FROM character_queststatus_daily");
    for(SessionMap::iterator itr = m_sessions.begin(); itr != m_sessions.end(); ++itr)
        if(itr->second->GetPlayer())
            itr->second->GetPlayer()->ResetDailyQuestStatus();
}

void World::SetPlayerLimit( int32 limit, bool needUpdate )
{
    if(limit < -SEC_ADMINISTRATOR)
        limit = -SEC_ADMINISTRATOR;

    // lock update need
    bool db_update_need = needUpdate || (limit < 0) != (m_playerLimit < 0) || (limit < 0 && m_playerLimit < 0 && limit != m_playerLimit);

    m_playerLimit = limit;

    if(db_update_need)
        loginDatabase.PExecute("UPDATE realmlist SET allowedSecurityLevel = '%u' WHERE id = '%d'",uint8(GetPlayerSecurityLimit()),realmID);
}

void World::UpdateMaxSessionCounters()
{
    m_maxActiveSessionCount = std::max(m_maxActiveSessionCount,uint32(m_sessions.size()-m_QueuedPlayer.size()));
    m_maxQueuedSessionCount = std::max(m_maxQueuedSessionCount,uint32(m_QueuedPlayer.size()));
}
