//////////////////////////////////////////////////////////////////////////////
// 플레이어가 팔려고 하는 아이템을 가지고 있는지 확인한 다음에,
// 일반 아이템과 모터 사이클 처리 부분으로 분기한다.
//////////////////////////////////////////////////////////////////////////////
void CGShopRequestSellHandler::execute (CGShopRequestSell* pPacket , Player* pPlayer)
	 throw(ProtocolException , Error) {
	__BEGIN_TRY __BEGIN_DEBUG_EX

#ifdef __GAME_SERVER__

	Assert(pPacket != NULL);
	Assert(pPlayer != NULL);
	
	ObjectID_t      ITEMOID     = pPacket->getItemObjectID();
	BYTE            OPCODE      = pPacket->getOpCode();
	GamePlayer*     pGamePlayer = dynamic_cast<GamePlayer*>(pPlayer);
	Creature*       pCreature   = pGamePlayer->getCreature();
	PlayerCreature* pPC         = dynamic_cast<PlayerCreature*>(pCreature);

	if (OPCODE == SHOP_REQUEST_SELL_NORMAL) {
		// 플레이어가 팔려고 하는 아이템을 가지고 있는지 검사
		Inventory* pInventory = pPC->getInventory();
		if (pInventory->hasItem(ITEMOID) == false) 
			throw ProtocolException("CGShopRequestSellHandler::execute() : No such item to sell!");

		Item* pItem = pInventory->getItemWithObjectID(ITEMOID);
		if (pItem == NULL || pPC->getStore()->hasItem(pItem))
			return sendFailPacket(pPacket, pPlayer);

		//ItemInfo* pItemInfo = g_pItemInfoManager->getItemInfo(pItem->getItemClass(), pItem->getItemType());
		//Assert(pItemInfo!=NULL);

		// 유니크 아이템은 못판다.
		// 특정 아이템 클래스는 팔 수 없다. by sigi. 2002.8.29
		// 선물 상자는 팔 수 있다. by bezz. 2002.12.13
		// 커플링은 팔 수 없다. by Sequoia. 2003. 3. 3
		// ItemUtil 안에 canSell 로 Extract 2003. 3. 3
		if (!canSell(pItem))
			return sendFailPacket(pPacket, pPlayer);
		else if (pItem->getItemClass() == Item::ITEM_CLASS_KEY && pItem->getItemType() == 2) 
			executeMotorcycle(pPacket, pPlayer);
		else 
			executeNormal(pPacket, pPlayer);
	}
	else if (OPCODE == SHOP_REQUEST_SELL_ALL_SKULL)
		executeOpAllSkull(pPacket, pPlayer);
	else if (OPCODE == SHOP_REQUEST_SWAP_ADVANCEMENT_ITEM)
		executeOpSwapAdvancementItem(pPacket, pPlayer);
	else
		throw ProtocolException("CGShopRequestSellHandler::execute() : unknown op code");
	
#endif

	__END_DEBUG_EX __END_CATCH
}
void CGShopRequestSellHandler::executeOpSwapAdvancementItem(CGShopRequestSell* pPacket, Player* pPlayer)
	throw(ProtocolException, Error)
{
	__BEGIN_TRY

#ifdef __GAME_SERVER__

	ObjectID_t      NPCID        = pPacket->getObjectID();
	ObjectID_t      ITEMOID      = pPacket->getItemObjectID();
	GamePlayer*     pGamePlayer  = dynamic_cast<GamePlayer*>(pPlayer);
	Creature*       pCreature    = pGamePlayer->getCreature();
	PlayerCreature* pPC          = dynamic_cast<PlayerCreature*>(pCreature);

	if (!pPC->isAdvanced() )
	{
		return sendFailPacket(pPacket, pPlayer);
	}

	Zone* pZone = pPC->getZone();
	if (pZone == NULL) return sendFailPacket(pPacket, pPlayer);

	Creature*		pNPCBase = pZone->getCreature(NPCID); 
	if (pNPCBase == NULL || !pNPCBase->isNPC()) return sendFailPacket(pPacket, pPlayer);
	NPC* pNPC = dynamic_cast<NPC*>(pNPCBase);
	
	Inventory* pInventory  = pPC->getInventory();
	Item*      pItem       = pInventory->getItemWithObjectID(ITEMOID);

	if (pItem == NULL || pItem->isTimeLimitItem() )
	{
		return sendFailPacket(pPacket, pPlayer);
	}

	Item::ItemClass iClass = Item::ITEM_CLASS_MAX;
	ItemType_t		iType = 0;
	Grade_t			iGrade = 0;
	FlagSetType		fType = FLAGSET_MAX;

	ItemInfo* pItemInfo = g_pItemInfoManager->getItemInfo(pItem->getItemClass(), pItem->getItemType());
	Assert(pItemInfo!=NULL);

	switch (pItem->getItemClass() )
	{
		case Item::ITEM_CLASS_SWORD:
		case Item::ITEM_CLASS_BLADE:
		case Item::ITEM_CLASS_AR:
		case Item::ITEM_CLASS_SR:
		case Item::ITEM_CLASS_SG:
		case Item::ITEM_CLASS_SMG:
			{
				switch (pItem->getItemType() )
				{
					case 9:
						{
							iClass = pItem->getItemClass();
							iType = 14;
							iGrade = 2;
							break;
						}
					case 11:
						{
							iClass = pItem->getItemClass();
							iType = 14;
							iGrade = 4;
							break;
						}
					case 12:
						{
							iClass = pItem->getItemClass();
							iType = 14;
							iGrade = 6;
							break;
						}
					case 13:
						{
							iClass = pItem->getItemClass();
							iType = 14;
							iGrade = 8;
							break;
						}
					default:
						break;
				}
				if (iClass == Item::ITEM_CLASS_SG ) iClass = Item::ITEM_CLASS_SR;
				if (iClass == Item::ITEM_CLASS_SMG ) iClass = Item::ITEM_CLASS_AR;
				break;
			}
		case Item::ITEM_CLASS_CROSS:
		case Item::ITEM_CLASS_MACE:
			{
				switch (pItem->getItemType() )
				{
					case 7:
						{
							iClass = pItem->getItemClass();
							iType = 12;
							iGrade = 2;
							break;
						}
					case 9:
						{
							iClass = pItem->getItemClass();
							iType = 12;
							iGrade = 4;
							break;
						}
					case 10:
						{
							iClass = pItem->getItemClass();
							iType = 12;
							iGrade = 6;
							break;
						}
					case 11:
						{
							iClass = pItem->getItemClass();
							iType = 12;
							iGrade = 8;
							break;
						}
					default:
						break;
				}
				break;
			}

		case Item::ITEM_CLASS_COAT:
		case Item::ITEM_CLASS_TROUSER:
			{
				switch (pItem->getItemType() )
				{
					case 14:
					case 15:
						{
							iClass = pItem->getItemClass();
							iType = 24 + (pItem->getItemType()%2);
							iGrade = 2;
							break;
						}
					case 18:
					case 19:
					case 20:
					case 21:
					case 22:
					case 23:
						{
							iClass = pItem->getItemClass();
							iType = 24 + (pItem->getItemType()%2);
							iGrade = 4 + (((pItem->getItemType()-18)/2)*2);
							break;
						}
					default:
						break;
				}
				break;
			}
		case Item::ITEM_CLASS_VAMPIRE_WEAPON:
			{
				switch (pItem->getItemType() )
				{
					case 14:
						{
							iClass = pItem->getItemClass();
							iType = 19;
							iGrade = 2;
							break;
						}
					case 16:
						{
							iClass = pItem->getItemClass();
							iType = 19;
							iGrade = 4;
							break;
						}
					case 17:
						{
							iClass = pItem->getItemClass();
							iType = 19;
							iGrade = 6;
							break;
						}
					case 18:
						{
							iClass = pItem->getItemClass();
							iType = 19;
							iGrade = 8;
							break;
						}
					default:
						break;
				}
				break;
			}
		case Item::ITEM_CLASS_VAMPIRE_COAT:
			{
				switch (pItem->getItemType() )
				{
					case 10:
					case 11:
						{
							iClass = pItem->getItemClass();
							iType = 20 + (pItem->getItemType()%2);
							iGrade = 2;
							break;
						}
					case 14:
					case 15:
					case 16:
					case 17:
					case 18:
					case 19:
						{
							iClass = pItem->getItemClass();
							iType = 20 + (pItem->getItemType()%2);
							iGrade = 4 + (((pItem->getItemType()-14)/2)*2);
							break;
						}
					default:
						break;
				}
				break;
			}
		case Item::ITEM_CLASS_OUSTERS_CHAKRAM:
			{
				switch (pItem->getItemType() )
				{
					case 9:
						{
							iClass = pItem->getItemClass();
							iType = 14;
							iGrade = 2;
							break;
						}
					case 10:
						{
							iClass = pItem->getItemClass();
							iType = 14;
							iGrade = 4;
							break;
						}
					case 11:
						{
							iClass = pItem->getItemClass();
							iType = 14;
							iGrade = 6;
							break;
						}
					case 13:
						{
							iClass = pItem->getItemClass();
							iType = 14;
							iGrade = 8;
							break;
						}
					default:
						break;
				}
				break;
			}
		case Item::ITEM_CLASS_OUSTERS_WRISTLET:
			{
				switch (pItem->getItemType() )
				{
					case 9:
					case 30:
					case 31:
					case 39:
						{
							iClass = pItem->getItemClass();
							iType = 42;
							iGrade = pItemInfo->getItemLevel() * 2 - 16;
							break;
						}
					case 19:
					case 32:
					case 33:
					case 40:
						{
							iClass = pItem->getItemClass();
							iType = 43;
							iGrade = pItemInfo->getItemLevel() * 2 - 16;
							break;
						}
					case 29:
					case 34:
					case 35:
					case 41:
						{
							iClass = pItem->getItemClass();
							iType = 44;
							iGrade = pItemInfo->getItemLevel() * 2 - 16;
							break;
						}
					default:
						break;
				}
				break;
			}
		case Item::ITEM_CLASS_OUSTERS_COAT:
		case Item::ITEM_CLASS_OUSTERS_BOOTS:
			{
				switch (pItem->getItemType() )
				{
					case 7:
						{
							iClass = pItem->getItemClass();
							iType = 12;
							iGrade = 2;
							break;
						}
					case 8:
						{
							iClass = pItem->getItemClass();
							iType = 12;
							iGrade = 4;
							break;
						}
					case 9:
						{
							iClass = pItem->getItemClass();
							iType = 12;
							iGrade = 6;
							break;
						}
					case 11:
						{
							iClass = pItem->getItemClass();
							iType = 12;
							iGrade = 8;
							break;
						}
					default:
						break;
				}
				break;
			}
		default:
			break;
	}

	switch (iClass )
	{
		case Item::ITEM_CLASS_SWORD:
		case Item::ITEM_CLASS_BLADE:
		case Item::ITEM_CLASS_AR:
		case Item::ITEM_CLASS_SR:
		case Item::ITEM_CLASS_CROSS:
		case Item::ITEM_CLASS_MACE:
		case Item::ITEM_CLASS_VAMPIRE_WEAPON:
		case Item::ITEM_CLASS_OUSTERS_CHAKRAM:
		case Item::ITEM_CLASS_OUSTERS_WRISTLET:
			fType = FLAGSET_SWAP_WEAPON;
			break;
		case Item::ITEM_CLASS_COAT:
		case Item::ITEM_CLASS_VAMPIRE_COAT:
		case Item::ITEM_CLASS_OUSTERS_COAT:
			fType = FLAGSET_SWAP_COAT;
			break;
		case Item::ITEM_CLASS_TROUSER:
		case Item::ITEM_CLASS_OUSTERS_BOOTS:
			fType = FLAGSET_SWAP_TROUSER;
			break;
		default:
			break;
	}

	if (iClass == Item::ITEM_CLASS_MAX || fType == FLAGSET_MAX )
	{
		sendFailPacket(pPacket, pPlayer);
		return;
	}

	FlagSet* pFlagSet = pPC->getFlagSet();
	if (pFlagSet->isOn(fType) )
	{
		sendFailPacket(pPacket, pPlayer);
		return;
	}

	Item* pNewItem = g_pItemFactoryManager->createItem(iClass, iType, pItem->getOptionTypeList());
	if (pNewItem == NULL )
	{
		sendFailPacket(pPacket, pPlayer);
		return;
	}
	pNewItem->setGrade(iGrade);

	_TPOINT tp;
	if (!pInventory->getEmptySlot(pNewItem, tp) )
	{
		SAFE_DELETE(pNewItem);
		sendFailPacket(pPacket, pPlayer);
		return;
	}

	filelog("ItemSwap.log", "[%s:%s] %s <-> %s",
			pGamePlayer->getID().c_str(), pPC->getName().c_str(), pItem->toString().c_str(), pNewItem->toString().c_str());

	pNewItem->setTraceItem(bTraceLog(pNewItem ));

	pInventory->deleteItem(ITEMOID);
	pItem->whenPCLost(pPC);

	if (!pItem->destroy())
	{
		filelog("shopDBBug.txt", "NoSuchItemInDB-destroy: %s", pItem->toString().c_str());

		throw DisconnectException("아이템 지울려는데 DB에 없다.");
	}

	pZone->registerObject(pNewItem);

	GCShopSellOK okpkt;
	okpkt.setObjectID(NPCID);
	okpkt.setShopVersion(-1);
	okpkt.setItemObjectID(ITEMOID);
	okpkt.setPrice(0);
	pGamePlayer->sendPacket(&okpkt);

	// 삭제할 아이템의 ItemTrace Log 를 남겨야 한다면 남긴다
	if (pItem != NULL && pItem->isTraceItem() )
	{
		remainTraceLog(pItem, pCreature->getName() , pNPC->getName(), ITEM_LOG_DELETE, DETAIL_SHOPSELL);
	}

	// 인벤토리에 추가
	Assert(pInventory->addItem(pNewItem, tp ));

	// DB 에 생성
	pNewItem->create(pPC->getName(), STORAGE_INVENTORY, 0, tp.x, tp.y);

	// 교환해줄 아이템의 ItemTrace Log 를 남겨야 한다면 남긴다
	if (pNewItem->isTraceItem() )
	{
		remainTraceLog(pNewItem, pNPC->getName() , pCreature->getName(), ITEM_LOG_CREATE, DETAIL_SHOPBUY);
	}

	pFlagSet->turnOn(fType);
	pFlagSet->save(pPC->getName());

	GCCreateItem gcCI;
	makeGCCreateItem(&gcCI, pNewItem, tp.x, tp.y);

	pGamePlayer->sendPacket(&gcCI);

#endif

	__END_CATCH
}
//////////////////////////////////////////////////////////////////////////////
// 
// 일반 아이템을 처리한다.
//
//////////////////////////////////////////////////////////////////////////////
void CGShopRequestSellHandler::executeNormal (CGShopRequestSell* pPacket , Player* pPlayer)
	 throw(ProtocolException , Error)
{
	__BEGIN_TRY __BEGIN_DEBUG_EX

#ifdef __GAME_SERVER__

	ObjectID_t      NPCID        = pPacket->getObjectID();
	ObjectID_t      ITEMOID      = pPacket->getItemObjectID();
	GamePlayer*     pGamePlayer  = dynamic_cast<GamePlayer*>(pPlayer);
	Creature*       pCreature    = pGamePlayer->getCreature();
	PlayerCreature* pPC          = dynamic_cast<PlayerCreature*>(pCreature);
	BYTE            index        = 0;
	bool            bSpecialItem = false;

	Zone* pZone = pPC->getZone();
	if (pZone == NULL) return sendFailPacket(pPacket, pPlayer);

	Creature* pNPCBase = NULL;
	/*
	try 
	{ 
		pNPCBase = pZone->getCreature(NPCID); 
	}
	catch (NoSuchElementException & nsee) 
	{ 
		pNPCBase = NULL; 
	}
	*/

	// NoSuch제거. by sigi. 2002.5.2
	pNPCBase = pZone->getCreature(NPCID); 

	if (pNPCBase == NULL || !pNPCBase->isNPC()) return sendFailPacket(pPacket, pPlayer);

	NPC* pNPC = dynamic_cast<NPC*>(pNPCBase);
	
	// 플레이어가 팔려고 하는 아이템을 가지고 있는지 검사
	Inventory* pInventory  = pPC->getInventory();
	//Gold_t     playerMoney = pPC->getGold(); 
	Item*      pItem       = pInventory->getItemWithObjectID(ITEMOID);
	ItemNum_t  itemNumber  = pItem->getNum();
	Price_t    itemPrice   = g_pPriceManager->getPrice(pItem, pNPC->getMarketCondBuy(), SHOP_RACK_NORMAL, pPC) * itemNumber;

	// 플레이어의 인벤토리에 아이템을 제거한다.
	pInventory->deleteItem(ITEMOID);
	pItem->whenPCLost(pPC);

	if (!pItem->destroy()) {
		filelog("shopDBBug.txt", "NoSuchItemInDB-destroy: %s", pItem->toString().c_str());

		throw DisconnectException("아이템 지울려는데 DB에 없다.");
	}

	// 만약 벨트라면 안에 있는 포션을 삭제해준다.
	// DB에서 지우는 것은 Belt::destroy()를 부르는 것만으로 포션까지 삭제된다.
	if (pItem->getItemClass() == Item::ITEM_CLASS_BELT) {
		Inventory* pBeltInventory = dynamic_cast<Belt*>(pItem)->getInventory();
		for (int y=0; y<pBeltInventory->getHeight(); y++) {
			for (int x=0; x<pBeltInventory->getWidth(); x++) {
				Item* pBeltItem = pBeltInventory->getItem(x, y);
				if (pBeltItem != NULL) {
					pBeltInventory->deleteItem(x, y);
					SAFE_DELETE(pBeltItem);
				}
			}
		}
	}

	// Skull 일 경우 Variable Manager 에서 머리값 배수 값으로 가격을 새로 계산한다
	if (pItem->getItemClass() == Item::ITEM_CLASS_SKULL)
		itemPrice = itemPrice * (g_pVariableManager->getHeadPriceBonus() / 100);

	// ItemTrace Log 를 남겨야 한다면 남긴다
	if (pItem != NULL && pItem->isTraceItem() )
		remainTraceLog(pItem, pCreature->getName() , pNPC->getName(), ITEM_LOG_DELETE, DETAIL_SHOPSELL);

	// 플레이어에게 물건값을 지불한다.
	// pPC->setGoldEx(playerMoney+itemPrice);
	// by sigi. 2002.9.4
	pPC->increaseGoldEx(itemPrice);

	// 플레이어가 물건 팔 때 처리할 것들을 처리한다.
	pPC->sellItem(pItem);

	if (pItem->getItemClass() == Item::ITEM_CLASS_MOON_CARD && pItem->getItemType() == 4)
		addOlympicStat(pPC, 4, (uint)(itemNumber));

	bool bClearDefaultOptionTypes = false;
	if (pItem->getItemClass() == Item::ITEM_CLASS_EVENT_ITEM && pItem->getItemType() >= 32 && pItem->getItemType() <= 36)
		bClearDefaultOptionTypes = true;

	// NPC에게 자리가 충분하다면 플레이어가 판 아이템을 보관한다.
	// 운영자 명령어로 만든 아이템은 바로 없앤다.
	// 단 스페셜 아이템만을 보관한다. 노말 아이템은 그냥 버림.
	// 퀘스트 아이템은 보관하지 않고 버린다.
	if (pNPC->getShopType()==SHOPTYPE_NORMAL &&
		pItem->getCreateType()!=Item::CREATE_TYPE_CREATE &&
		!pItem->getOptionTypeList().empty() &&
		!pItem->isTimeLimitItem()) {
		bSpecialItem = true;
		index        = pNPC->getFirstEmptySlot(SHOP_RACK_SPECIAL);

		if (index < SHOP_RACK_INDEX_MAX) {
			// 아이템을 추가한다.
			pNPC->insertShopItem(SHOP_RACK_SPECIAL, index, pItem);

			// 스페셜 아이템을 NPC가 진열장에 추가했으므로, 상점 버전이 올라간다.
			pNPC->increaseShopVersion(SHOP_RACK_SPECIAL);

			////////////////////////////////////////////////////////////////////////////
			// 근처의 플레이어들에게는 GCShopBought를...
			////////////////////////////////////////////////////////////////////////////

			int         CenterX       = pNPC->getX();
			int         CenterY       = pNPC->getY();
			Creature*   pNearCreature = NULL;
			Player*     pNearPlayer   = NULL;

			GCShopBought boughtpkt;
			boughtpkt.setObjectID(NPCID);
			if (!pItem->getOptionTypeList().empty()) {
				boughtpkt.setShopVersion(pNPC->getShopVersion(SHOP_RACK_SPECIAL));
				boughtpkt.setShopType(SHOP_RACK_SPECIAL);
			} else {
				boughtpkt.setShopVersion(pNPC->getShopVersion(SHOP_RACK_NORMAL));
				boughtpkt.setShopType(SHOP_RACK_NORMAL);
			}
			boughtpkt.setShopIndex(index);
			boughtpkt.setItemObjectID(ITEMOID);
			boughtpkt.setItemClass(pItem->getItemClass());
			boughtpkt.setItemType(pItem->getItemType());
			boughtpkt.setOptionType(pItem->getOptionTypeList());
			boughtpkt.setDurability(pItem->getDurability());
			boughtpkt.setSilver(pItem->getSilver());
			boughtpkt.setGrade(pItem->getGrade());
			boughtpkt.setEnchantLevel(pItem->getEnchantLevel());

			//pZone->broadcastPacket(pNPC->getX(), pNPC->getY(), &boughtpkt, pPC);

			try
			{
				for (int zx=CenterX-5; zx<=CenterX+5; zx++)
				{
					for (int zy=CenterY-5; zy<=CenterY+5; zy++)
					{
						// 바운드를 넘어가지 않는가를 체크
						if (!isValidZoneCoord(pZone, zx, zy)) continue;

						Tile & tile = pZone->getTile(zx, zy);

						// 걸어다니는 크리쳐를 검색	
						if (tile.hasCreature(Creature::MOVE_MODE_WALKING))
						{
							pNearCreature = tile.getCreature(Creature::MOVE_MODE_WALKING);
							if (pNearCreature == NULL) continue;

							// 방금 물건을 판 플레이어라면 생략
							if (pNearCreature->getObjectID() == pPC->getObjectID()) continue;
							
							// 만약 플레이어라면 패킷을 보내준다.
							if (pNearCreature->isPC())
							{
								pNearPlayer = pNearCreature->getPlayer();
								if (pNearPlayer == NULL) continue;
								pNearPlayer->sendPacket(&boughtpkt);
							}
						}
						// 날아다니는 크리쳐를 검색
						if (tile.hasCreature(Creature::MOVE_MODE_FLYING))
						{
							pNearCreature = tile.getCreature(Creature::MOVE_MODE_FLYING);
							if (pNearCreature == NULL) continue;
							
							// 방금 물건을 판 플레이어라면 생략
							if (pNearCreature->getObjectID() == pPC->getObjectID()) continue;

							// 만약 플레이어라면 패킷을 보내준다.
							if (pNearCreature->isPC())
							{
								pNearPlayer = pNearCreature->getPlayer();
								if (pNearPlayer == NULL) continue;
								pNearPlayer->sendPacket(&boughtpkt);
							}
						}

					} // end of for (ZoneCoord_t zy=CenterY-5; zy<=CenterY+5; zy++)
				} // end of for (ZoneCoord_t zx=CenterX-5; zx<=CenterX+5; zx++)
			}
			catch (Throwable & t)
			{
				filelog("shopbug_packet.log", "%s", t.toString().c_str());
			}

		} // if (index < SHOP_RACK_INDEX_MAX)
		else
		{
			SAFE_DELETE(pItem);
		}
	} // if (pItem->getOptionType() != 0)
	else
	{
		bSpecialItem = false;
		SAFE_DELETE(pItem);
	}

	// 물건을 산 플레이어에게 GCShopSellOK를...보낸다.
	GCShopSellOK okpkt;
	okpkt.setObjectID(NPCID);
	if (bSpecialItem) okpkt.setShopVersion(pNPC->getShopVersion(SHOP_RACK_SPECIAL));
	else              okpkt.setShopVersion(pNPC->getShopVersion(SHOP_RACK_NORMAL));
	okpkt.setItemObjectID(ITEMOID);
	//okpkt.setPrice(playerMoney+itemPrice);
	// playerMoney + itemPrice 가 MAX_MONEY를 넘어갈 수 있다.
	// 2003.1.8 by bezz
	okpkt.setPrice(pPC->getGold());
	pPlayer->sendPacket(&okpkt);
	
	if (bClearDefaultOptionTypes )
	{
		pPC->clearDefaultOptionTypes();
		pPC->initAllStatAndSend();

		if (pPC->isSlayer() )
		{
			Slayer* pSlayer = dynamic_cast<Slayer*>(pPC);
			Assert(pSlayer != NULL);

			pSlayer->sendRealWearingInfo();
		}
		else if (pPC->isVampire() )
		{
			Vampire* pVampire = dynamic_cast<Vampire*>(pPC);
			Assert(pVampire != NULL);

			pVampire->sendRealWearingInfo();
		}
		else if (pPC->isOusters() )
		{
			Ousters* pOusters = dynamic_cast<Ousters*>(pPC);
			Assert(pOusters != NULL);

			pOusters->sendRealWearingInfo();
		}
	}

#endif

	__END_DEBUG_EX __END_CATCH
}
//////////////////////////////////////////////////////////////////////////////
//
// 모터 사이클을 처리한다.
//
//////////////////////////////////////////////////////////////////////////////
void CGShopRequestSellHandler::executeMotorcycle (CGShopRequestSell* pPacket , Player* pPlayer)
	 throw(ProtocolException , Error)
{
	__BEGIN_TRY __BEGIN_DEBUG_EX

#ifdef __GAME_SERVER__

	// 패킷 정보를 뽑아낸다.
	ObjectID_t      NPCID       = pPacket->getObjectID();
	ObjectID_t      ITEMOID     = pPacket->getItemObjectID();
	GamePlayer*     pGamePlayer = dynamic_cast<GamePlayer*>(pPlayer);
	Creature*       pCreature   = pGamePlayer->getCreature();
	PlayerCreature* pPC         = dynamic_cast<PlayerCreature*>(pCreature);

	Zone* pZone = pPC->getZone();
	if (pZone == NULL) return sendFailPacket(pPacket, pPlayer);

	Creature* pNPCBase = NULL;
	/*
	try 
	{ 
		pNPCBase = pZone->getCreature(NPCID); 
	} 
	catch (NoSuchElementException & nsee) 
	{ 
		pNPCBase = NULL; 
	}
	*/

	// NoSuch제거. by sigi. 2002.5.2
	pNPCBase = pZone->getCreature(NPCID); 

	if (pNPCBase == NULL || !pNPCBase->isNPC()) return sendFailPacket(pPacket, pPlayer);

	NPC*        pNPC    = dynamic_cast<NPC*>(pNPCBase);
	int         CenterX = pNPC->getX();
	int         CenterY = pNPC->getY();
	
	// 플레이어가 팔려고 하는 아이템을 가지고 있는지 검사
	Inventory* pInventory  = pPC->getInventory();
	Gold_t     playerMoney = pPC->getGold();
	Item*      pItem       = pInventory->getItemWithObjectID(ITEMOID);
	if (pItem == NULL) return sendFailPacket(pPacket, pPlayer);

	// 주위 일정 범위를 검색해서, 모터 사이클이 있는지 확인한다.
	try
	{
		for (int zx=CenterX-5; zx<=CenterX+5; zx++)
		{
			for (int zy=CenterY-5; zy<=CenterY+5; zy++)
			{
				// 바운드를 넘어가지 않는가를 체크
				if (!isValidZoneCoord(pZone, zx, zy)) continue;

				Tile & tile = pZone->getTile(zx, zy);
				if (tile.hasItem())
				{
					Item* pItemOnTile = tile.getItem();
					if (pItemOnTile == NULL) continue;

					// 만일 아이템이 타일 위에 있을 경우, 모터 사이클인지 확인한다.
					if (pItemOnTile->getItemClass() == Item::ITEM_CLASS_MOTORCYCLE)
					{
						DWORD    targetID     = dynamic_cast<Key*>(pItem)->getTarget();
						ItemID_t motorcycleID = pItemOnTile->getItemID();

						if (targetID == motorcycleID)
						{
							// 모터사이클을 DB에서 삭제한다.
							pItemOnTile->destroy();

							// 플레이어의 인벤토리에서 열쇠를 제거한다.
							pInventory->deleteItem(ITEMOID);
							pItem->destroy();
							SAFE_DELETE(pItem);
							
							// 열쇠 값이 아니라, 오토바이 값을 줘야 한다.
							Price_t itemPrice = g_pPriceManager->getPrice(pItemOnTile, pNPC->getMarketCondBuy(), SHOP_RACK_NORMAL, pPC);

							// 플레이어의 돈을 늘린다.
							//pPC->setGoldEx(playerMoney+itemPrice);
							// by sigi. 2002.9.4
							pPC->increaseGoldEx(itemPrice);

							// 물건을 판 플레이어에게 GCShopSellOK를...보낸다.
							GCShopSellOK okpkt;
							okpkt.setObjectID(NPCID);
							if (!pItemOnTile->getOptionTypeList().empty()) okpkt.setShopVersion(pNPC->getShopVersion(SHOP_RACK_SPECIAL));
							else                                   okpkt.setShopVersion(pNPC->getShopVersion(SHOP_RACK_NORMAL));
							okpkt.setItemObjectID(ITEMOID);
							okpkt.setPrice(playerMoney+itemPrice);
							pPlayer->sendPacket(&okpkt);

							// 뻑킹 센터에서 박스를 삭제해 준다.
							if (g_pParkingCenter->hasMotorcycleBox(motorcycleID)) 
								g_pParkingCenter->deleteMotorcycleBox(motorcycleID);

							// NPC에게 자리가 충분하다면 플레이어가 판 아이템을 보관한다.
							// 단 스페셜 아이템만을 보관한다. 노말 아이템은 그냥 버림.
							//if (pItemOnTile->getOptionType() != 0)
							//{
							//	index = pNPC->getFirstEmptySlot(SHOP_RACK_SPECIAL);
							//	if (index < SHOP_RACK_INDEX_MAX)
							//	{
							//		pNPC->insertShopItem(SHOP_RACK_SPECIAL, index, pItemOnTile);
							//		// 스페셜 아이템을 NPC가 진열장에 추가했으므로, 상점 버전이 올라간다.
							//		pNPC->increaseShopVersion(SHOP_RACK_SPECIAL);
							//	}
							//}
							//else
							//{
							//	SAFE_DELETE(pItemOnTile);
							//}

							// 모터 사이클을 찾았으므로, 할 일이 끝났다. 
							return;
						}
					}
				}
			} // end of for (ZoneCoord_t zy=CenterY-5; zy<=CenterY+5; zy++)
		} // end of for (ZoneCoord_t zx=CenterX-5; zx<=CenterX+5; zx++)
	}
	catch (Throwable & t)
	{
		filelog("shopbug_packet.log", "%s", t.toString().c_str());
	}

	// FOR 루프를 다 돌고, 이까지 왔다는 것은 근처에 오토바이가 없다는 말이당...
	// 그러므로 모터 사이클 팔기가 실패했다는 것을 알린다.
	GCShopSellFail failpkt;
	failpkt.setObjectID(NPCID);
	pPlayer->sendPacket(&failpkt);
	
#endif

	__END_DEBUG_EX __END_CATCH
}
void CGModifyNicknameHandler::execute (CGModifyNickname* pPacket , Player* pPlayer)
	throw(ProtocolException, Error)
{
	__BEGIN_TRY __BEGIN_DEBUG_EX

#ifdef __GAME_SERVER__

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

	GamePlayer* pGamePlayer = dynamic_cast<GamePlayer*>(pPlayer);
	Assert(pGamePlayer != NULL);

	PlayerCreature* pPC = dynamic_cast<PlayerCreature*>(pGamePlayer->getCreature());
	Assert(pPC != NULL);

	Inventory* pInventory = pPC->getInventory();
	Assert(pInventory != NULL);

	GCNicknameVerify gcNV;

	ObjectID_t itemOID = pPacket->getItemObjectID();
	EventGiftBox* pItem = NULL;

	if (itemOID != 0 )
	{
		pItem = dynamic_cast<EventGiftBox*>(pInventory->getItemWithObjectID(itemOID ));

		if (pItem == NULL )
		{
			filelog("Nickname.log", "[%s:%s] 아이템이 없거나 EventGiftBox가 아닙니다.",
					pPlayer->getID().c_str(),
					pPC->getName().c_str());

			gcNV.setCode(NICKNAME_MODIFY_FAIL_NO_ITEM);
			pGamePlayer->sendPacket(&gcNV);
			return;
		}
	}
	else
	{
		PetInfo* pPetInfo = pPC->getPetInfo();
		if (pPetInfo == NULL || pPetInfo->getPetType() != PET_PACKAGE )
		{
			gcNV.setCode(NICKNAME_MODIFY_FAIL_NO_ITEM);
			pGamePlayer->sendPacket(&gcNV);
			return;
		}

		pPetInfo->setNickname(pPacket->getNickname());
		pPetInfo->getPetItem()->savePetInfo();
		sendPetInfo(pGamePlayer, true);

		gcNV.setCode(NICKNAME_MODIFY_OK);
		pGamePlayer->sendPacket(&gcNV);
		return;
	}

	switch (pItem->getItemType() )
	{
		// 펫 닉네임 바꾸기
		case 23 :
		{
			PetInfo* pPetInfo = pPC->getPetInfo();
			if (pPetInfo == NULL )
			{
				gcNV.setCode(NICKNAME_MODIFY_FAIL_NO_ITEM);
				pGamePlayer->sendPacket(&gcNV);
				return;
			}

			if (pPetInfo->getPetType() != PET_PACKAGE && pItem == NULL )
			{
				gcNV.setCode(NICKNAME_MODIFY_FAIL_NO_ITEM);
				pGamePlayer->sendPacket(&gcNV);
				return;
			}

			pPetInfo->setNickname(pPacket->getNickname());
			pPetInfo->getPetItem()->savePetInfo();
			sendPetInfo(pGamePlayer, true);

			gcNV.setCode(NICKNAME_MODIFY_OK);
			pGamePlayer->sendPacket(&gcNV);

			if (pPetInfo->getPetType() != PET_PACKAGE )
			{
				pInventory->deleteItem(itemOID);
				pItem->destroy();
				SAFE_DELETE(pItem);

				GCUseOK gcOK;
				pGamePlayer->sendPacket(&gcOK);
			}

			return;
		}

		// 커스텀 닉네임 바꾸기
		case 22 :
		case 25 :
		{
			NicknameInfo* pNickname = pPC->getNicknameBook()->getNicknameInfo(0);

			if (pNickname == NULL || pNickname->getNicknameType() != NicknameInfo::NICK_CUSTOM || pPacket->getNickname() == "" )
			{
				gcNV.setCode(NICKNAME_MODIFY_FAIL_NO_ITEM);
				pGamePlayer->sendPacket(&gcNV);
				return;
			}

			if (pItem == NULL )
			{
				gcNV.setCode(NICKNAME_MODIFY_FAIL_NO_ITEM);
				pGamePlayer->sendPacket(&gcNV);
				return;
			}

//			pPC->removeFlag(Effect::EFFECT_CLASS_CAN_MODIFY_NICKNAME_0);
			pNickname->setNickname(pPacket->getNickname());

			Statement* pStmt = NULL;

			BEGIN_DB
			{
				pStmt = g_pDatabaseManager->getConnection("DARKEDEN")->createStatement();
				pStmt->executeQuery("UPDATE NicknameBook SET Nickname='%s' WHERE OwnerID='%s' AND nID=%u",
						getDBString(pNickname->getNickname()).c_str(), pPC->getName().c_str(), pNickname->getNicknameID());
				SAFE_DELETE(pStmt);
			}
			END_DB(pStmt)

			gcNV.setCode(NICKNAME_MODIFY_OK);
			pGamePlayer->sendPacket(&gcNV);

			if (pItem->getItemType() == 22 )
			{
				pInventory->deleteItem(itemOID);
				pItem->destroy();
				SAFE_DELETE(pItem);

				GCUseOK gcOK;
				pGamePlayer->sendPacket(&gcOK);
			}

			if (pPC->getNickname() == pNickname )
			{
				GCModifyNickname gcMN;
				gcMN.setObjectID(pPC->getObjectID());
				gcMN.setNicknameInfo(pNickname);
				pPC->getZone()->broadcastPacket(pPC->getX(), pPC->getY(), &gcMN);
			}

			break;
		}

		// 닉네임 추가하기
		case 24 :
		{
			if (pItem == NULL )
			{
				gcNV.setCode(NICKNAME_MODIFY_FAIL_NO_ITEM);
				pGamePlayer->sendPacket(&gcNV);
				return;
			}

			NicknameInfo* pNickname = new NicknameInfo;
			pNickname->setNicknameID(pPC->getNicknameBook()->popNicknameID());
			pNickname->setNicknameType(NicknameInfo::NICK_CUSTOM);
			pNickname->setNickname(pPacket->getNickname());

			pPC->getNicknameBook()->setNicknameInfo(pNickname->getNicknameID(), pNickname);

			Statement* pStmt = NULL;

			BEGIN_DB
			{
				pStmt = g_pDatabaseManager->getConnection("DARKEDEN")->createStatement();
				pStmt->executeQuery("INSERT INTO NicknameBook (nID, OwnerID, NickType, Nickname, Time) "
						"VALUES (%u, '%s', %u, '%s', now())",
						pNickname->getNicknameID(), pPC->getName().c_str(), pNickname->getNicknameType(), getDBString(pNickname->getNickname()).c_str());
				SAFE_DELETE(pStmt);
			}
			END_DB(pStmt)

			gcNV.setCode(NICKNAME_MODIFY_OK);
			pGamePlayer->sendPacket(&gcNV);

			Packet* pNickList = pPC->getNicknameBook()->getNicknameBookListPacket();
			pGamePlayer->sendPacket(pNickList);
			SAFE_DELETE(pNickList);

			pInventory->deleteItem(itemOID);
			pItem->destroy();
			SAFE_DELETE(pItem);

			GCUseOK gcOK;
			pGamePlayer->sendPacket(&gcOK);

			break;
		}
	}

#endif	// __GAME_SERVER__

    __END_DEBUG_EX __END_CATCH
}