//////////////////////////////////////////////////////////////////////
// NPC Thread Callback Function
//
UINT NpcThreadProc(LPVOID pParam /* NPC_THREAD_INFO ptr */)
{
	NPC_THREAD_INFO*	pInfo	= (NPC_THREAD_INFO*)pParam;
	CNpc*				pNpc	= NULL;
	CIOCPort*			pIOCP	= NULL;
	CPoint				pt;

	int					i			= 0;
	DWORD				dwDiffTime	= 0;
	DWORD				dwSleep		= 250;
	DWORD				dwTickTime  = 0;
	srand( (unsigned)time( NULL ) );
	myrand( 1, 10000 ); myrand( 1, 10000 );

	float  fTime2 = 0.0f;
	float  fTime3 = 0.0f;
	int    duration_damage=0;

	if(!pInfo) return 0;

	while(!g_bNpcExit)
	{
		fTime2 = TimeGet();

		for(i = 0; i < NPC_NUM; i++)
		{
			pNpc = pInfo->pNpc[i];
			pIOCP = pInfo->pIOCP;
			if( !pNpc ) continue;
			//if((pNpc->m_tNpcType == NPCTYPE_DOOR || pNpc->m_tNpcType == NPCTYPE_ARTIFACT || pNpc->m_tNpcType == NPCTYPE_PHOENIX_GATE || pNpc->m_tNpcType == NPCTYPE_GATE_LEVER) && !pNpc->m_bFirstLive) continue;
			//if( pNpc->m_bFirstLive ) continue;
			if( pNpc->m_sNid < 0 ) continue;		// 잘못된 몬스터 (임시코드 2002.03.24)

			fTime3 = fTime2 - pNpc->m_fDelayTime;
			dwTickTime = fTime3 * 1000;

			//if(i==0)
			//TRACE("thread time = %.2f, %.2f, %.2f, delay=%d, state=%d, nid=%d\n", pNpc->m_fDelayTime, fTime2, fTime3, dwTickTime, pNpc->m_NpcState, pNpc->m_sNid+NPC_BAND);

			if(pNpc->m_Delay > (int)dwTickTime && !pNpc->m_bFirstLive && pNpc->m_Delay != 0) 
			{
				if(pNpc->m_Delay < 0) pNpc->m_Delay = 0;

				//적발견시... (2002. 04.23수정, 부하줄이기)
				if(pNpc->m_NpcState == NPC_STANDING && pNpc->CheckFindEnermy() )	{
					if( pNpc->FindEnemy() )	{
						pNpc->m_NpcState = NPC_ATTACKING;
						pNpc->m_Delay = 0;
					}
				}
				continue;
			}	
			
			fTime3 = fTime2 - pNpc->m_fHPChangeTime;
			dwTickTime = fTime3 * 1000;

			if( 10000 < dwTickTime )	{	// 10초마다 HP를 회복 시켜준다
				pNpc->HpChange(pIOCP);
			}

			pNpc->DurationMagic_4(pIOCP, fTime2);		// 마법 처리...
			pNpc->DurationMagic_3(pIOCP, fTime2);		// 지속마법..

			switch(pNpc->m_NpcState)
			{
			case NPC_LIVE:					// 방금 살아난 경우
				pNpc->NpcLive(pIOCP);
				break;

			case NPC_STANDING:						// 하는 일 없이 서있는 경우
				pNpc->NpcStanding();
				break;
			
			case NPC_MOVING:
				pNpc->NpcMoving(pIOCP);
				break;

			case NPC_ATTACKING:
				pNpc->NpcAttacking(pIOCP);
				break;

			case NPC_TRACING:
				pNpc->NpcTracing(pIOCP);
				break;

			case NPC_FIGHTING:
				pNpc->NpcFighting(pIOCP);
				break;

			case NPC_BACK:
				pNpc->NpcBack(pIOCP);
				break;

			case NPC_STRATEGY:
				break;

			case NPC_DEAD:
				//pNpc->NpcTrace(_T("NpcDead"));
				pNpc->m_NpcState = NPC_LIVE;
				break;
			case NPC_SLEEPING:
				pNpc->NpcSleeping(pIOCP);
				break;
			case NPC_FAINTING:
				pNpc->NpcFainting(pIOCP, fTime2);
				break;
			case NPC_HEALING:
				pNpc->NpcHealing(pIOCP);
				break;

			default:
				break;
			}
		}	

		dwSleep = 100;
		Sleep(dwSleep);
	}

	return 0;
}