/*宠物群攻判定*/
void Pet::attactMonsterArrange(MonsterBase *monster,double skiHrtRatio,double _cdTime,int index)
{
	Hero *owner=heroid_to_hero(masterId);
	if (owner==NULL)
	{
		return;
	}
	
	Map_Inform *mapNow = owner->getMap();
	if (mapNow==NULL)
	{
		return;
	}
	
	
	// 群体指向性技能不闪避
	float hitTimes = 1.0f;
	int lifeHurt = 0;
	unsigned range = 0;
	bool isCrit = false;
	// 群攻技能不带debuff
	
	int atkNum = 0;			//受攻击人数
	char msg[4096] = {0};
	char tempMsg[4096] = {0};
	sprintf(msg, "26,2,1,%s,%d,%s,%d,%d,%d,%d,%d,%d,%d",petdata->petskilldata[index-1].id, 1,
		petdata->identity, 100, 100, 100,100,0, 0, isCrit);
	// cout<<"It have enter here and msg is "<<msg<<endl;
	Nbox *box = mapNow->getBox();
	if (box == NULL)
	{
		return;
	}
	Point objPt;
	Point tempPt;
	
	objPt = monster->getLocation();
	
	range = petdata->petskilldata[index-1].range;
	if (range != 200)
	{
		range = 200;
	}

	range += 50;								//比客户端放大50范围
	
	OneScreen *neighborScrs[4] = {0}, *oneScr = NULL;
	box->getNeighbour(objPt, neighborScrs);
	set<string> tempSet;
	for (int i = 0; i < 4; i++)
	{
		oneScr = neighborScrs[i];
		if (oneScr == NULL)
		{
			continue;
		}
		// cout<<"hero pk state is "<<owner->gethero_PK_status()<<endl;
		if (owner->gethero_PK_status() != PEACE_MODE)
		{
			set<string>::iterator it_id;
			tempSet = oneScr->heroSet;
			for (it_id = tempSet.begin(); it_id != tempSet.end(); it_id++)
			{
				if (!strcmp(owner->getIdentity(), (*it_id).c_str()))
				{
					// 是宠物的主人
					continue;
				}
				Hero *hitedHero = heroid_to_hero(*it_id);
				if (hitedHero == NULL)
				{
					continue;
				}
				// 已经死亡
				if (hitedHero->getLifeVal() <= 0)
				{
					cout<<"The atked hero is dead when use many atk skill"<<endl;
					continue;
				}
				// 无敌状态
				if (hitedHero->skillBuffState & BUFF_INVINCIBLE_STATE)
				{
					cout<<"The atked hero is invinc for atk"<<endl;
					continue;
				}
				if (relationCheck(owner, hitedHero, mapNow) != 2)
				{
					// 不是敌人,不能攻击
					cout<<"The hero is not your enemy when use many atk skill !!"<<endl;
					continue;
				}
				tempPt = hitedHero->getLocation();
				cout<<"really distance is:"<<GET_DISTANCE(tempPt, objPt)<<endl;
				cout<<"can hurt range is:"<<range<<endl;
				if (IS_OUT_RANGE(tempPt, objPt, range))
				{
					// 不在作用范围内
					cout<<"The atked hero is out of range when use many atk skill!!"<<endl;
					continue;
				}
				// 群体伤害不算攻击后反弹
				lifeHurt = countAttValHero(hitedHero, skiHrtRatio, 1);
				sprintf(tempMsg + strlen(tempMsg), ",%s,%d,%d,%d,%d,%d,%d", hitedHero->getIdentity(),
				JUDGE_WILL_LIFE(hitedHero, lifeHurt), hitedHero->getLifeUpperVal(), hitedHero->getMagicVal(),
				hitedHero->getMagicUpperVal(), lifeHurt, 0);
				atkNum++;
				proc_hero_lose_life(owner, hitedHero, lifeHurt);
			}
		}
		if (oneScr->monsterSet.size() != 0)
		{
			set<string>::iterator it_monId;
			tempSet.clear();
			tempSet = oneScr->monsterSet;
			for (it_monId = tempSet.begin(); it_monId != tempSet.end(); it_monId++)
			{
				// cout<<"attack one mon and monId is "<<(*it_monId)<<endl;
				if((*it_monId).size()==0) continue; //added by benliao
				MonsterBase *mon = mapNow->getMonsterObj((*it_monId).c_str());
				if (mon == NULL)
				{
					continue;
				}
				if (mon->getLifeVal() <= 0 || !mon->getLifeStation())
				{
					// 怪物已经死亡
					continue;
				}
				tempPt = mon->getLocation();
				if (IS_OUT_RANGE(tempPt, objPt, range))
				{
					// 不在作用范围内
					continue;
				}
				if (mon->getUnEnemySta())
				{
					// 怪物处于无敌状态
					continue;
				}
				lifeHurt = countAttValMonster(mon, skiHrtRatio, 1);
				sprintf(tempMsg + strlen(tempMsg), ",%s,%d,%d,%d,%d,%d,%d", mon->getIdentity(),
				JUDGE_WILL_LIFE(mon, lifeHurt), mon->getLifeUpperVal(), 100,100, lifeHurt, 0);
				atkNum++;
				
				proc_mon_lose_life(owner, mon, lifeHurt);
			}
		}
		
		if (oneScr->wagonSet.size() != 0 && owner->gethero_PK_status() != PEACE_MODE)
		{
			set<string>::iterator it_wagonId;
			tempSet.clear();
			tempSet = oneScr->wagonSet;
			for (it_wagonId = tempSet.begin(); it_wagonId != tempSet.end(); it_wagonId++)
			{
				cout<<"attack one wagon and wagonId is "<<(*it_wagonId)<<endl;
				Wagon* wagon = NULL;
				map<string, Wagon*>::iterator it_wagon;
				it_wagon = wagonInstMap.find(*it_wagonId);
				if (it_wagon == wagonInstMap.end())
				{
					continue;
				}
				
				wagon = it_wagon->second;
				
				if (wagon == NULL)
				{
					continue;
				}
				if (wagon->getLifeVal() <= 0)
				{
					// 怪物已经死亡
					continue;
				}
				Hero *wagonOwner = wagon->getOwner();
				if (wagonOwner != NULL && strcmp(wagonOwner->getIdentity(), owner->getIdentity()) == 0)
				{
					// 自己的马车不能攻击
					continue;
				}
				tempPt = wagon->getLocation();
				if (IS_OUT_RANGE(tempPt, objPt, range))
				{
					// 不在作用范围内
					continue;
				}
				lifeHurt = wagon->getHurt();
				sprintf(tempMsg + strlen(tempMsg), ",%s,%d,%d,%d,%d,%d,%d", wagon->getIdentity(),
					JUDGE_WILL_LIFE(wagon, lifeHurt), wagon->getLifeUpperVal(), 100, 100, lifeHurt, 0);
				atkNum++;
				
				proc_wagon_lose_life(owner, wagon, lifeHurt);
			}
		}
		
		
		if (oneScr->bottleSet.size() != 0)
		{
			set<string>::iterator it_bottleId;
			tempSet.clear();
			tempSet = oneScr->bottleSet;
			for (it_bottleId = tempSet.begin(); it_bottleId != tempSet.end(); it_bottleId++)
			{
				cout<<"attack one bottle and bottleId is "<<(*it_bottleId)<<endl;
				Bottle *bottInst = NULL;
				bottInst = mapNow->getBotInst(const_cast<char*>((*it_bottleId).c_str()));
				if (bottInst == NULL)
				{
					continue;
				}
				
				if (bottInst->getLifeVal() <= 0)
				{
					// 怪物已经死亡
					continue;
				}
				
				tempPt = bottInst->getPiexPt();
				if (IS_OUT_RANGE(tempPt, objPt, range))
				{
					// 不在作用范围内
					continue;
				}
				lifeHurt = bottInst->getHurt();
				sprintf(tempMsg + strlen(tempMsg), ",%s,%d,%d,%d,%d,%d,%d", bottInst->getId(),
					JUDGE_WILL_LIFE(bottInst, lifeHurt), bottInst->getLifeUpperVal(),100, 100, lifeHurt, 0);
				atkNum++;
				
				proc_bottle_lose_life(owner, bottInst, lifeHurt);
			}
		}
	}
	sprintf(msg + strlen(msg), ",%d%s",atkNum, tempMsg);
	send_nine_msg(owner, msg);
}
void attactWagonComm(char *buff)
{
#if 0
	char *wagonId;							//马车Id
	char *skillId;							//使用技能的Id
	int index = 0;							//攻击者类型
	
	MSG_BEGIN(buff, g_msg_len);
	MSG_INT(index);
	MSG_CHAR(wagonId);
	MSG_CHAR_END(skillId);
	
	//由fd查hero实例
	Hero *hero = pg_hero;
	
	map<string,Wagon*>::iterator it_wagon;
	//cout<<"BisonTest:wagonInstMap size is "<<wagonInstMap.size()<<endl;
	it_wagon = wagonInstMap.find(wagonId);
	if (it_wagon == wagonInstMap.end())
	{
		//没有这个马车
		cout<<"BisonTest: Attack failed because of no the wagon of this id "<<wagonId<<endl;
		return;
	}
	
	Wagon *wagon = it_wagon->second;
	
	Map_Inform *wagonMap = hero->getMap();
	if (wagonMap == NULL)
	{
		cout<<"This Map no Id ????????????????????"<<endl;
		return;
	}
	char *wagonMapId = wagonMap->getIdentity();
	if (strcmp(wagonMapId, "map_001") == 0)
	{
		cout<<"You can't attack wagon In This Map"<<endl;
		return;
	}
	char* owerId;
	Hero *owner = wagon->getOwner();
	if (owner == NULL)
	{
		cout<<"This wagon has no owner, but you can attack it"<<endl;
		goto LG;	//没有主人的马车也能被打
		// return;
	}
	//马车主人不能打自己的马车
	owerId = owner->getIdentity();
	if (!strcmp(owerId, hero->getIdentity()))
	{
		return;
	}
LG: ;	
	//全用像素点
	Point wagonLocation = wagon->getPt();
	int range;			//攻击者的攻击范围
	//bool isLive;		//马车是否还活着
	int distance = 0;	//攻击者离马车距离
	
	Skill *skill; 
	//int skillNeedMagic = 0;						//技能的魔法消耗
	int attackLife = 100;						//攻击者当前血量……置为宠物的属性值
	int attackMagic = 100;						//攻击者魔法……置为宠物的属性值
	//int attackHurt = wagon->getHurt();			//马车每次被攻击掉血固定
	//index = 0 为人攻击马车
	if (index == 0)
	{
		map<string,Skill*> attack_skill_list;				//玩家角色的技能列表	
		map<string,Skill*>::iterator skill_iter;
		attack_skill_list = hero->getSkill_list();	
		skill_iter = attack_skill_list.find(skillId);
		if(skill_iter == attack_skill_list.end())
		{
			cout<<"BisonTest: hero does not has this skill to use when attack wagon"<<endl;
			return;
		}                   
		skill = skill_iter->second;							//玩家所使用的技能
		
		if (skill->gettype() != 1 || skill->geteffect() != 1)
		{
			//管你是群攻还是医疗,只要不是主动技能都别用来搞马车
			cout<<"skill type can't attack wagon"<<endl;
			return;
		}
		
		if(!isFightStatusOfHero(hero, skill))					//判断玩家的真气,和技能的时间是否符合条件
		{
			cout<<"BisonTest: magical or time is not ok to use this skill"<<endl;
			return;
		}
		
		cout<<"BisonTest: Hero attacks the wagon "<<wagonId<<endl;
		//判断距离是否够
		Point heroLocation = hero->getLocation();
		int deltaX = wagonLocation._x - heroLocation._x;
		int deltaY = wagonLocation._y - heroLocation._y;
		int distance = sqrt(deltaX * deltaX + deltaY * deltaY);
		range = hero->getAtk_range();
		cout<<"BisonTest: distance is "<<distance<<" hero attack range is "<<range<<endl; 
		if (distance > range)
		{
			cout<<"BisonTest: The wagon is out attack range"<<endl;
			return;
			
		} else {
			//攻击者者扣蓝
			//hero->setMagicVal(hero->getMagicVal() - skillNeedMagic);
			PropertyOfAttackerChange(hero, skill);
			//玩家的当前血蓝
			attackLife = hero->getLifeVal();		//难道还有攻击者自身会掉血的情况?不懂,随着他们用
			attackMagic = hero->getMagicVal();
		}
	} else if (index == 1) {
		//index = 1,为宠物打马车
		Pet *pet = hero->getPetBox()->getActivePet();
		if (pet == NULL)
		{
			cout<<"BisonTest: hero have no active Pet "<<endl;
			return;
		} else {
			//宠物位置
			Point petLocation = pet->getLogicNow();
			petLocation = LogicalExchangeMap(petLocation);
			int deltaX = wagonLocation._x - petLocation._x;
			int deltaY = wagonLocation._y - petLocation._y;
			int distance = sqrt(deltaX * deltaX + deltaY * deltaY);
			range = pet->getAttackRange();
			cout<<"BisonTest: distance is "<<distance<<" pet attack range is "<<range<<endl; 
			if (distance > range)
			{
				cout<<"BisonTest: The wagon is out attack range"<<endl;
				return;
				
			} 
		}
	} else {
		return;
	}
	
	attackWagon(hero->getIdentity(), attackLife, attackMagic, skillId, wagonId);
#endif
}