void CGUseMessageItemFromInventoryHandler::executeEventTree(CGUseMessageItemFromInventory* pPacket, Player* pPlayer)
	throw(ProtocolException, Error)
{
	__BEGIN_TRY __BEGIN_DEBUG_EX

#ifdef __GAME_SERVER__

	Assert(pPacket != NULL);
	Assert(pPlayer != NULL);

	// 상위 함수에서 에러 체크를 많이 했기 때문에,
	// 에러 체크를 대폭 축소한다.
	GamePlayer*     pGamePlayer  = dynamic_cast<GamePlayer*>(pPlayer);
	Creature*       pCreature    = pGamePlayer->getCreature();
	PlayerCreature* pPC          = dynamic_cast<PlayerCreature*>(pCreature);
	Inventory*      pInventory   = pPC->getInventory();
	Zone*           pZone        = pPC->getZone();
	CoordInven_t    InvenX       = pPacket->getX();
	CoordInven_t    InvenY       = pPacket->getY();
	Item*           pItem        = pInventory->getItem(InvenX, InvenY);
	ObjectID_t      ItemObjectID = pItem->getObjectID();
	MonsterType_t	MType		 = 0;

	int				time		 = 0;

	switch (pItem->getItemType() )
	{
		case 12:
			MType = 482;
			time = g_pVariableManager->getVariable(CHRISTMAS_TREE_DECAY_TIME ) / 10;
			break;
		case 26:
			MType = 650;
			time = 21600;
			break;
		case 27:
			MType = 650;
			time = 43200;
			break;
		case 28:
			MType = 650;
			time = 86400;
			break;
		default:
			{
				filelog("EventTree.log", "이상한 아템을 썼다. : %s 가 %d", pPC->getName().c_str(), pItem->getItemType());
				GCCannotUse _GCCannotUse;
				_GCCannotUse.setObjectID(pPacket->getObjectID());
				pGamePlayer->sendPacket(&_GCCannotUse);
			}
			return;
	}

	// 타일에 스킬을 쓰는 것이라고 보고 쓸 수 있는지를 체크한다.
	// 안전지대에서는 사용할 수 없다.
	// 쓸 수 있는 아이템 타입인지 왁인한다. ItemType 이 12인 것만 사용할 수 있다.
	// 근처에(플레이어 주위의 5x5타일 이내) 다른 트리가 있다면 사용할 수 없다.
	if (!isAbleToUseTileSkill(pCreature )
		|| pZone->isMasterLair()
		|| ItemObjectID != pPacket->getObjectID()
		|| checkCorpse(pZone, MType, pPC->getX() - 2, pPC->getY() - 2, pPC->getX() + 2, pPC->getY() + 2 )
		)
	{
		GCCannotUse _GCCannotUse;
		_GCCannotUse.setObjectID(pPacket->getObjectID());
		pGamePlayer->sendPacket(&_GCCannotUse);
		return;
	}

	// 성이면 성주 길드원만 쓸 수 있다.
	if (!pPC->isGOD() )
	{
		if (pZone->isCastle() )
		{
			if (!g_pCastleInfoManager->isCastleMember(pZone->getZoneID(), pPC ) )
			{
				GCCannotUse _GCCannotUse;
				_GCCannotUse.setObjectID(pPacket->getObjectID());
				pGamePlayer->sendPacket(&_GCCannotUse);
				return;
			}
		}
		// 성이 아닌 곳의 안전지대에선 절대 못 쓴다.
		else if (pZone->getZoneLevel(pCreature->getX(), pCreature->getY()) & SAFE_ZONE)
		{
			GCCannotUse _GCCannotUse;
			_GCCannotUse.setObjectID(pPacket->getObjectID());
			pGamePlayer->sendPacket(&_GCCannotUse);
			return;
		}
	}

/*	// 트리를 존에 추가한다. (트리는 몬스터 시체를 이용한다)
    MonsterCorpse* pMonsterCorpse = new MonsterCorpse(482, pPacket->getMessage(), 2); 
    Assert(pMonsterCorpse!=NULL); 
 
    pZone->getObjectRegistry().registerObject(pMonsterCorpse); 
 
    // 생성된 시체를 존에 추가한다. 
	int delayTime = g_pVariableManager->getVariable(CHRISTMAS_TREE_DECAY_TIME); // by sigi. 2002.12.17
	TPOINT pt = pZone->addItem(pMonsterCorpse, pPC->getX(), pPC->getY(), true, delayTime);	// 6시간 뒤에 트리(시체)가 사라진다.
	if (pt.x == -1)*/
	if (!createBulletinBoard(pZone, pPC->getX(), pPC->getY(), MType, pPacket->getMessage(), 
				VSDateTime::currentDateTime().addSecs(time ) ) )
	{
		GCCannotUse _GCCannotUse;
		_GCCannotUse.setObjectID(pPacket->getObjectID());
		pGamePlayer->sendPacket(&_GCCannotUse);

		return;
	}

	// 사용한 아이템이므로 지워준다.
	pInventory->deleteItem(InvenX, InvenY);
	pItem->destroy();
	SAFE_DELETE(pItem);

	// 아이템을 사용했다고 클라이언트에 알린다.
	GCUseOK gcUseOK;
	pGamePlayer->sendPacket(&gcUseOK);

	//pZone->broadcastPacket(pCreature->getX(), pCreature->getY(), &gcAddEffectToTile);

#endif
    __END_DEBUG_EX __END_CATCH
}
void CGSkillToTileHandler::execute (CGSkillToTile* pPacket , Player* pPlayer)
throw(Error)
{
    __BEGIN_TRY __BEGIN_DEBUG_EX

#ifdef __GAME_SERVER__

    Assert(pPacket != NULL);
    Assert(pPlayer != NULL);

    try
    {
        // 특수기술 테스트를 위해서 임시로 넣어두는 코드이다.
        GamePlayer* pGamePlayer = dynamic_cast<GamePlayer*>(pPlayer);

        Assert(pGamePlayer != NULL);	// by sigi

        if (pGamePlayer->getPlayerStatus() == GPS_NORMAL)
        {
            Creature* pCreature = pGamePlayer->getCreature();
            Assert(pCreature != NULL);	// by sigi

            Zone* pZone = pCreature->getZone();
            Assert(pZone != NULL);

            SkillType_t SkillType = pPacket->getSkillType();

            // 완전 안전지대라면 기술 사용 불가. by sigi. 2002.11.14
            ZoneLevel_t ZoneLevel = pZone->getZoneLevel(pCreature->getX(), pCreature->getY());
            if ((ZoneLevel & COMPLETE_SAFE_ZONE) ||
                    (pCreature->isFlag(Effect::EFFECT_CLASS_PARALYZE)) ||
                    (pCreature->isFlag(Effect::EFFECT_CLASS_CAUSE_CRITICAL_WOUNDS)) ||
                    (pCreature->isFlag(Effect::EFFECT_CLASS_EXPLOSION_WATER)) ||
                    (pCreature->isFlag(Effect::EFFECT_CLASS_COMA)))
            {
                GCSkillFailed1 _GCSkillFailed1;
                _GCSkillFailed1.setSkillType(SkillType);
                pPlayer->sendPacket(&_GCSkillFailed1);

                return;
            }
            if (pCreature->isFlag(Effect::EFFECT_CLASS_TRANSFORM_TO_WERWOLF)) {
                switch(SkillType) {
                case SKILL_ATTACK_MELEE:
                case SKILL_BITE_OF_DEATH:
                case SKILL_UN_TRANSFORM:
                case SKILL_RAPID_GLIDING:
                    break;
                default:
                    GCSkillFailed1 _GCSkillFailed1;
                    _GCSkillFailed1.setSkillType(SkillType);
                    pPlayer->sendPacket(&_GCSkillFailed1);
                    dynamic_cast<Vampire*>(pCreature)->sendVampireSkillInfo();
                    return;
                }
            }
            if (pCreature->isFlag(Effect::EFFECT_CLASS_ABERRATION ) )
            {
                EffectAberration* pEffect = dynamic_cast<EffectAberration*>(pCreature->findEffect(Effect::EFFECT_CLASS_ABERRATION));
                if (pEffect != NULL && (rand()%100) < pEffect->getRatio())
                {
                    //cout << "aberration affected " << endl;
                    Dir_t dir = rand()%8;
                    pPacket->setX(pPacket->getX() + dirMoveMask[dir].x*3);
                    pPacket->setY(pPacket->getY() + dirMoveMask[dir].y*3);
                }
            }

            disableFlags(pCreature, pZone, SkillType);

            if (pCreature->isSlayer())
            {
                Slayer*    pSlayer    = dynamic_cast<Slayer*>(pCreature);
                SkillSlot* pSkillSlot = ((Slayer *)pCreature)->hasSkill(SkillType);
                bool       bSuccess   = true;

                if (SkillType == SKILL_BURNING_SOL_LAUNCH )
                {
                    pSkillSlot = ((Slayer *)pCreature)->hasSkill(SKILL_BURNING_SOL_CHARGING);
                }

                if (SkillType == SKILL_SWEEP_VICE_3 || SkillType == SKILL_SWEEP_VICE_5 )
                {
                    pSkillSlot = ((Slayer *)pCreature)->hasSkill(SKILL_SWEEP_VICE_1);
                }

                if (SkillType == SKILL_TURRET_FIRE ) pSkillSlot = ((Slayer *)pCreature)->hasSkill(SKILL_INSTALL_TURRET);

                if (pSkillSlot == NULL) bSuccess = false;
                if (!isAbleToUseTileSkill(pSlayer)) bSuccess = false;

                /*				if (pCreature->isSlayer() && pCreature->isFlag(Effect::EFFECT_CLASS_SNIPING_MODE))
                				{
                					Slayer* pSlayer = dynamic_cast<Slayer*>(pCreature);
                					Assert(pSlayer != NULL);
                					g_Sniping.checkRevealRatio(pSlayer, 20, 10);
                				} */

                if (bSuccess)
                {
                    SkillHandler* pSkillHandler = g_pSkillHandlerManager->getSkillHandler(SkillType);
                    Assert(pSkillHandler != NULL);

#ifdef __PROFILE_SKILLS__
                    beginProfileEx(SkillTypes2String[SkillType]);
                    pSkillHandler->execute(pSlayer, pPacket->getX(), pPacket->getY(), pSkillSlot, pPacket->getCEffectID());
                    endProfileEx(SkillTypes2String[SkillType]);
#else
                    pSkillHandler->execute(pSlayer, pPacket->getX(), pPacket->getY(), pSkillSlot, pPacket->getCEffectID());
#endif
                }
                else
                {
                    GCSkillFailed1 _GCSkillFailed1;
                    _GCSkillFailed1.setSkillType(SkillType);
                    pPlayer->sendPacket(&_GCSkillFailed1);
                }
            }
            else if (pCreature->isVampire())
            {
                Vampire*          pVampire          = dynamic_cast<Vampire*>(pCreature);
                VampireSkillSlot* pVampireSkillSlot = pVampire->hasSkill(SkillType);
                bool              bSuccess          = true;

                if (SkillType == SKILL_EAT_CORPSE && pVampire->isFlag(Effect::EFFECT_CLASS_TRANSFORM_TO_WOLF))
                {
                    SkillHandler* pSkillHandler = g_pSkillHandlerManager->getSkillHandler(SKILL_EAT_CORPSE);
                    Assert(pSkillHandler != NULL);
                    pSkillHandler->execute(pVampire, pPacket->getX(), pPacket->getY(), pVampireSkillSlot, pPacket->getCEffectID());
                    return;
                }

                if (pVampireSkillSlot == NULL) bSuccess = false;
                if (!isAbleToUseTileSkill(pVampire)) bSuccess = false;

                /*				if (pVampire->isFlag(Effect::EFFECT_CLASS_INVISIBILITY))
                				{
                					addVisibleCreature(pZone, pVampire, true);
                				}

                                if (pVampire->isFlag(Effect::EFFECT_CLASS_EXTREME))
                	            {
                	            	EffectManager * pEffectManager = pVampire->getEffectManager();
                	            	Assert(pEffectManager != NULL);
                	            	Effect * pEffect = pEffectManager->findEffect(Effect::EFFECT_CLASS_EXTREME);
                	            	if (pEffect != NULL ) {
                	            		pEffect->setDeadline(0);
                	            	}
                				} */
                if (bSuccess)
                {
                    SkillHandler* pSkillHandler = g_pSkillHandlerManager->getSkillHandler(SkillType);
                    Assert(pSkillHandler != NULL);

#ifdef __PROFILE_SKILLS__
                    beginProfileEx(SkillTypes2String[SkillType]);
                    pSkillHandler->execute(pVampire, pPacket->getX(), pPacket->getY(), pVampireSkillSlot, pPacket->getCEffectID());
                    endProfileEx(SkillTypes2String[SkillType]);
#else
                    pSkillHandler->execute(pVampire, pPacket->getX(), pPacket->getY(), pVampireSkillSlot, pPacket->getCEffectID());
#endif
                }
                else
                {
                    GCSkillFailed1 _GCSkillFailed1;
                    _GCSkillFailed1.setSkillType(SkillType);
                    pPlayer->sendPacket(&_GCSkillFailed1);
                }
            }
            else if (pCreature->isOusters())
            {
                Ousters*          pOusters          = dynamic_cast<Ousters*>(pCreature);
                OustersSkillSlot* pOustersSkillSlot = pOusters->hasSkill(SkillType);
                bool              bSuccess          = true;

                if (pOustersSkillSlot == NULL) bSuccess = false;
                if (!isAbleToUseTileSkill(pOusters)) bSuccess = false;
                if (SkillType == SKILL_DESTRUCTION_SPEAR && pOusters->hasSkill(SKILL_DESTRUCTION_SPEAR_MASTERY) == NULL )
                {
                    //cout << "has no mastery : destruction spear" << endl;
                    bSuccess = false;
                }
                if (SkillType == SKILL_ICE_LANCE && pOusters->hasSkill(SKILL_ICE_LANCE_MASTERY) == NULL )
                {
                    //cout << "has no mastery : ice lance" << endl;
                    bSuccess = false;
                }

                if (bSuccess)
                {
                    SkillHandler* pSkillHandler = g_pSkillHandlerManager->getSkillHandler(SkillType);
                    Assert(pSkillHandler != NULL);

#ifdef __PROFILE_SKILLS__
                    beginProfileEx(SkillTypes2String[SkillType]);
                    pSkillHandler->execute(pOusters, pPacket->getX(), pPacket->getY(), pOustersSkillSlot, pPacket->getCEffectID());
                    endProfileEx(SkillTypes2String[SkillType]);
#else
                    pSkillHandler->execute(pOusters, pPacket->getX(), pPacket->getY(), pOustersSkillSlot, pPacket->getCEffectID());
#endif
                }
                else
                {
                    GCSkillFailed1 _GCSkillFailed1;
                    _GCSkillFailed1.setSkillType(SkillType);
                    pPlayer->sendPacket(&_GCSkillFailed1);
                }
            }
        }
    }
    catch(Throwable & t)
    {
        //cout << t.toString() << endl;
    }

#endif	// __GAME_SERVER__

    __END_DEBUG_EX __END_CATCH
}