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path: root/src/game.cpp
blob: 178bfb87a1d7bb0a89547ec591126e6cee62d8ee (plain) (tree)



















                                                                             
        
   
 

                       
                       
                 

                   
                





                          








                          
                          
                               
                             
                     
                           
                         
                        
                                
 
                
                 
                  
 

                          

                   


                            
                                  
                
                                        
                                
                           
                 

                         
 
                             
                                  
 

                     

                                                                 
 


                                            









                                                         
   











                                                 


                                             


                                             
                    

 



                                                   
                                               
 
                       
                
              
                    
 
 
                                    
 
                                  
                                             

          
                                                          
     

 

               

           
                          
              
 

                         

                         
                                          



                                              
                         

                       
 

                             









                                                                        

                                            
                   

                
 
                  
                    

 

              
                               
                                                          
 


                                                
    

                  




                                                  

     

                        

                                                                            
 
                        
                              
                                 

                            
                             


                                                     
                                  
                              
     
 
                                            
 
                          
 
                          

 

              

 

               


                                         
 



                                 
                          

                                                   
                                      
         
                                                 
            
                           

                                      








                                                  

             

                                                            






                                                    

                                                    



                                                         
            

                                                                             
             




                                                                      







                                                                                                           




                                                    
             






                                                     


                                                                               


                                              


                                                                       
                  


                                              

                                                                             
                   


                                              

                                                                       



                                              

                                                  



                                              


                                                                               
                  


                                               

                                                                       
                   


                                                                    
                 



















                                                                
             
 

                                                                      
                                             
             



                                                      
                            
                 



                                                    



                                                   







                                                    
                     
                                                      


                                                    
                 
                            
             










                                                                   
                                                   
         


                                                    


                                                       







                                                                           


                                                                          
 

















                                                                          


                                                             
                                           




                                                               
                         



























                                                                       




















                                                                                                                











                                                                  
             
                                             
             
         

                     



                                        
 



                                          


                  

                                                              
                                     


                               


                                 
 
                                                           
                                            
         
                            

                                            



                                              

                                            
         
                                              
         
                            

                                            



                                               

                                            
         



                                          

                                            




                                           

                                            




                                       

                                            




                                        

                                            
         
 
                                                               



                                                                                
 

                                        
                                                            
                                                                               
                               
                                                                               
                               
 
                                                                          

                                                                       
                               
 
                                                       
                                                           










                                                                            
         

                             
                                         
         
                                 
             
                                                                      





                                                          

                                         

             
     
 
 

                               
                             
                                   
               

 

               

                      
                        
                                
                     
                                            






                                                                        
                                                                                                           











                                                                            
              
                                                   

                                             
      
                                             

                        





                                                                            

                                             
                                                

                                       







                                                             
                                                             

                                   

                          
 

                                        

                                       





                                                              
 



                                                         


                                                                     
                                                                  
                         

                             
                                                              
                         

                                   

                          
 




                                                                               
                          
 

                                                   




                                          


                                                                            
                                                              


                              
 
                                              


                                      
                                            
                                            
                                                 
                                                

                                                                        
                         
                                              

                                                        


                                                                     
                                        
                     

                        






                                                                     

                          


                                                            
                                                



                                            
                                                   
                             

                                                             
                                                             
                             

                                 

                                                     
                                                     



                                                    



                                                                          
                                                
 

                                       

                                              
                                                
                                        
                     
 
                                             
                                            

                                                    




                                                                 
 

                                        

                                            
                          


                                               
                                                
 

                                      
                                            
                                              
                                                
                                        
                     
 


                                                     

                                                          


                                               
 


                                                    
                          


                                                  
                                                
 

                                      

                                              
                                                
                                        
                     






                                                          

                                                    
 


                                                    
                          
 




                                                      
                                            
                          
 

                                                      
                                                      
                          
 

                                  

                                      













                                                                                                                      
                                                 












                                                                                 

                                                            
                            
                                                        


                                                         


                         
                                             
                                                                                
                                                     
                     
                          
                                               
                            

                                       

                                                      


                                                                              
                             
                                                                        




















                                                                               
                                            
                            

                                       









                                                           

                                  


                                                                        
                                         
                          

                                  




                                                                        
 
                                    
                                                     
                            

                                                                           


                                                                           
                                                                       

                                                                  
                                                                            

                                                                
                         

                                                                 
                         

                                                                     
                                                                

                          
 

                                         

                                                                             
                     

                                                                       
                                        




                                                                        
                                                                    

                                                      
                                         
                                             

                                                                
                                          

                                           
                                                                     
                                                                      
                                                                       
                                                         

                                                                                      
                                                                
                                                             
                         



                                          

                                        
                                                                              


                        

                                                                              



                                                
                                              
                                                                         
                                                         
                                                              
                                                                 


                                      
                                                            
 

                                 

                                                                    



                                                                        







                                                       

                                                    

                                                    
                                        


                                                        
                                                     
                                                        
                     

                        
                                                                 
                     
                                              

















                                                                                           
                                                 























                                                               
                                                                           
                                  





                                                               


                                                          



                                                                          
                                                                      
                                  


                                                          


                                                                              
                                                                       
                                  

                                           



                                                                       
                                                         
                                                   



                                                                      
                                                        
                                                           


                                                          


                                                                                                                           




                                            
                                         
                                         
                                                        
                                                
 
                                                      
                                             
                                                                          
                                        


                                                                       
                                                                            
                                 
 
                                                                            
                                                                
                                                        
                                                                
                                                                   

                                                                         

                                              
                                                                           

                                                                         
                                         
                                                         





                                           
                                                        

                                                 
                                                      
                                                        
                                 
                                                           
                                                          
                                 





                                    
                                        








                                                          





                                                                     



                               
                                            
                                                       
                                                         



                              
                                                


                                                           























                                                                                    

                                                                                      
                                                                





























                                                                                       
                                                                           
                                        



                                    
                                       
                                                                             
                        
                                                                         


                                     
                                       
                                                                              
                        
                                                                          
                          
                                                                          
                            
                                       
                                                                                  








                                                                          



                                                                       
                     
                          
                                                                


                                                                             





                                                                            






                                                                           
                          
                                     
                            

                                                  

                                                      
                                                          


                                                             

                                                                 



                                                                 
                                                      


                                                                
                             
                         
                     


                          


                                     
                                         
                            
                                                                  
                          
                                         
                            
                            



                                                           

                                                               
                          









                                                                               
                                                      
                            
                            
                             







                                                                               

                                                    

                                             
                                                





                                                           

                          
 
                                           
                            
                                                                                        
                                       
                                                                            
                          
                                        
                                         
                                             

                                                        

                                           
                                                                   




                                                                                             
 



                                                                          
                                                                                                 
 

                                                                           
                                                                               

                                         
                                         


                                                            
                                         



                                                            
                                                      
                         
                     


                                        
                                                                                               



                                             
                                                                              
                          
                                       
                                         
                                             

                                                        

                                           






                                                                                  


                                         
                                         



                                                            



                                                                                   
                                                                                                                 
                         
                     


                                      





                                                                             
                                                                          
                     


                                       
                                       
                                                                              
                        
                                                                               




                                                                                
                                                            









































                                                                                       
                                                            























                                                         
                          

                                 
                                                


                                                       

                                                     
                                                            

                          


                           
     
 
/*
 *  The Mana World
 *  Copyright 2004 The Mana World Development Team
 *
 *  This file is part of The Mana World.
 *
 *  The Mana World 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
 *  any later version.
 *
 *  The Mana World 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 The Mana World; if not, write to the Free Software
 *  Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
 *
 *  $Id$
 */

#include "game.h"
#include "playerinfo.h"
#include "floor_item.h"
#include "main.h"
#include "engine.h"
#include "log.h"
#include "map.h"
#include "gui/chat.h"
#include "gui/gui.h"
#include "gui/inventory.h"
#include "gui/shop.h"
#include "gui/npc.h"
#include "gui/stats.h"
#include "gui/setup.h"
#include "gui/equipment.h"
#include "gui/popupmenu.h"
#include "gui/npc_text.h"
#include "gui/trade.h"
#include "gui/status.h"
#include "gui/buy.h"
#include "gui/sell.h"
#include "gui/buysell.h"
#include "gui/ok_dialog.h"
#include "gui/confirm_dialog.h"
#include "gui/requesttrade.h"
#include "gui/help.h"
#include "gui/browserbox.h"
#include "net/protocol.h"
#include "net/network.h"
#include "resources/mapreader.h"

#include <SDL.h>
#include <math.h>
#include <sstream>

extern Graphics *graphics;

char map_path[480];

bool refresh_beings = false;
unsigned char keyb_state;
volatile int tick_time;
volatile bool action_time = false;
int server_tick;
int fps = 0, frame = 0, current_npc = 0;
bool displayPathToMouse = false;
int startX = 0, startY = 0;
int gameTime = 0;
Being *autoTarget = NULL;
Engine *engine = NULL;

OkDialog *deathNotice = NULL;
ConfirmDialog *exitConfirm = NULL;

Being *target = NULL;

const int EMOTION_TIME = 150;    /**< Duration of emotion icon */
const int MAX_TIME = 10000;

/**
 * Listener used for handling death message.
 */
class DeatchNoticeListener : public gcn::ActionListener {
    public:
        void action(const std::string &eventId) {
            WFIFOW(0) = net_w_value(0x00b2);
            WFIFOB(2) = 0;
            WFIFOSET(3);
            deathNotice = NULL;
        }
} deathNoticeListener;

/**
 * Listener used for exitting handling.
 */
class ExitListener : public gcn::ActionListener {
    void action(const std::string &eventId) {
        if (eventId == "yes") {
            state = EXIT;
        }
        exitConfirm = NULL;
    }
} exitListener;

/**
 * Advances game logic counter.
 */
Uint32 nextTick(Uint32 interval, void *param)
{
    tick_time++;
    if (tick_time == MAX_TIME) tick_time = 0;
    return interval;
}

/**
 * Lets u only trigger an action every other second
 * tmp. counts fps
 */
Uint32 nextSecond(Uint32 interval, void *param)
{
    action_time = true;
    fps = frame;
    frame = 0;
    return interval;
}

int get_elapsed_time(int start_time)
{
    if (start_time <= tick_time) {
        return (tick_time - start_time) * 10;
    }
    else {
        return (tick_time + (MAX_TIME - start_time)) * 10;
    }
}

void do_init();

void game()
{
    engine = new Engine();
    do_init();

    gameTime = tick_time;

    while (state != EXIT)
    {
        // Handle all necessary game logic
        while (get_elapsed_time(gameTime) > 0)
        {
            do_input();
            engine->logic();
            gui->logic();
            gameTime++;
        }

        gameTime = tick_time;

        // Update the screen when application is active, delay otherwise
        if (SDL_GetAppState() & SDL_APPACTIVE)
        {
            engine->draw();
            graphics->updateScreen();
        }
        else
        {
            SDL_Delay(10);
        }

        // Handle network stuff and flush it
        do_parse();
        flush();
    }

    delete engine;
    close_session();
}

void do_init()
{
    std::string path(map_path);
    std::string pathDir = path.substr(0, path.rfind("."));

    // Try .tmx.gz map file
    pathDir.insert(pathDir.size(), ".tmx.gz");
    Map *tiledMap = MapReader::readMap(pathDir);
    
    if (!tiledMap)
    {
        logger->error("Could not find map file!");
    }
    else
    {
        engine->setCurrentMap(tiledMap);
    }

    // Initialize timers
    tick_time = 0;
    SDL_AddTimer(10, nextTick, NULL);                     // Logic counter
    SDL_AddTimer(1000, nextSecond, NULL);                 // Seconds counter

    // Initialize beings
    player_node = new Being();
    player_node->id = account_ID;
    player_node->x = startX;
    player_node->y = startY;
    player_node->speed = 150;
    player_node->setHairColor(char_info->hair_color);
    player_node->setHairStyle(char_info->hair_style);

    if (char_info->weapon == 11) {
        char_info->weapon = 2;
    }

    player_node->weapon = char_info->weapon;

    add_node(player_node);

    remove("packet.list");
}

void do_exit()
{
}

void do_input()
{
    // Get the state of the keyboard keys
    Uint8* keys;
    keys = SDL_GetKeyState(NULL);

    // Events
    SDL_Event event;
    while (SDL_PollEvent(&event))
    {
        bool used = false;
        
        // Keyboard events (for discontinuous keys)
        if (event.type == SDL_KEYDOWN)
        {
            SDL_keysym keysym = event.key.keysym;
            
            // In-game Help
            if (keysym.sym == SDLK_F1)
            {
                if (helpWindow->isVisible())
                {
                    helpWindow->setVisible(false);
                }
                else
                {
                    helpWindow->loadHelp("index");
                }
                used = true;
            }
            
            // Player sit action
            else if ((keysym.sym == SDLK_F5) && action_time)
            {
                if (player_node->action == STAND)
                    action(2, 0);
                else if (player_node->action == SIT)
                    action(3, 0);
                action_time = false;
            }
            
            // Display path to mouse (debug purpose)
            else if ((keysym.sym == SDLK_F6))
            {
                displayPathToMouse = !displayPathToMouse;
            }
            
            // Input chat window
            else if ((keysym.sym == SDLK_RETURN) && !chatWindow->isFocused())
            {
                // Quit by pressing Enter if the exit confirm is there
                if ( exitConfirm )
                {
                    state = EXIT;
                }
                else if ( helpWindow->isVisible() ) // Close the Browser if opened
                {
                    helpWindow->setVisible(false);
                }
                else if ( setupWindow->isVisible() ) // Close the config window, applying changes if opened
                {
                    setupWindow->action("apply");
                }
                else // Else, open the chat edit box
                {
                    chatWindow->requestChatFocus();
                    used = true;
                }
            }
            
            // Emotions and some internal gui windows
            else if (keysym.mod & KMOD_ALT)
            {            
                // Inventory window
                if (keysym.sym == SDLK_i)
                {
                    inventoryWindow->setVisible(!inventoryWindow->isVisible());
                    used = true;
                }
                // Statistics window
                else if (keysym.sym == SDLK_s)
                {
                    statsWindow->setVisible(!statsWindow->isVisible());
                    used = true;
                }
                /*
                // New skills window
                else if (keysym.sym == SDLK_n)
                {
                    newSkillWindow->setVisible(!newSkillWindow->isVisible());
                    used = true;
                }*/
                // Skill window
                else if (keysym.sym == SDLK_k)
                {
                    skillDialog->setVisible(!skillDialog->isVisible());
                    used = true;
                }                    
                // Setup window
                else if (keysym.sym == SDLK_c)
                {
                    setupWindow->setVisible(true);
                    used = true;
                }                    
                // Equipment window
                else if (keysym.sym == SDLK_e)
                {
                    equipmentWindow->setVisible(!equipmentWindow->isVisible());
                    used = true;
                }
                /*
                // Buddy window
                else if (keysym.sym == SDLK_b) 
                {
                    buddyWindow->setVisible(!buddyWindow->isVisible());
                    used = true;
                }*/
                
                // Emotions
                else if (action_time && (player_node->emotion == 0))
                {
                    unsigned char emotion = 0;
                    if (keysym.sym == SDLK_1) emotion = 1;
                    else if (keysym.sym == SDLK_2) emotion = 2;
                    else if (keysym.sym == SDLK_3) emotion = 3;
                    else if (keysym.sym == SDLK_4) emotion = 4;
                    else if (keysym.sym == SDLK_5) emotion = 5;
                    else if (keysym.sym == SDLK_6) emotion = 6;
                    else if (keysym.sym == SDLK_7) emotion = 7;
                    else if (keysym.sym == SDLK_8) emotion = 8;
                    else if (keysym.sym == SDLK_9) emotion = 9;
                    else if (keysym.sym == SDLK_0) emotion = 10;
                    if (emotion != 0) 
                    {
                        WFIFOW(0) = net_w_value(0x00bf);
                        WFIFOB(2) = emotion;
                        WFIFOSET(3);
                        action_time = false;
                        used = true;
                    }
                }                
            }

            // Picking up items on the floor
            else if ((keysym.sym == SDLK_g || keysym.sym == SDLK_z) &&
                    !chatWindow->isFocused())
            {
                unsigned short x = player_node->x;
                unsigned short y = player_node->y;
                int id = find_floor_item_by_cor(x, y);
                
                if (id != 0)
                {
                    WFIFOW(0) = net_w_value(0x009f);
                    WFIFOL(2) = net_l_value(id);
                    WFIFOSET(6);
                }
                else
                {
                    switch (player_node->direction)
                    {
                        case NORTH: y--; break;
                        case SOUTH: y++; break;
                        case WEST:  x--; break;
                        case EAST:  x++; break;
                        case NW:    x--; y--; break;
                        case NE:    x++; y--; break;
                        case SW:    x--; y++; break;
                        case SE:    x++; y++; break;
                    }
                    id = find_floor_item_by_cor(x, y);
                    WFIFOW(0) = net_w_value(0x009f);
                    WFIFOL(2) = net_l_value(id);
                    WFIFOSET(6);
                }
                used = true;
            }
            
            // Quitting confirmation dialog
            else if ((keysym.sym == SDLK_ESCAPE) && (!exitConfirm))
            {
                exitConfirm = new ConfirmDialog(
                        "Quit", "Are you sure you want to quit?",
                        (gcn::ActionListener*)&exitListener);
            }
        }
        
        // Mouse events
        else if (event.type == SDL_MOUSEBUTTONDOWN)
        {
            int mx = event.button.x / 32 + camera_x;
            int my = event.button.y / 32 + camera_y;

            // Mouse button left
            if (event.button.button == SDL_BUTTON_LEFT)
            {
                // Don't move when shift is pressed
                // XXX Is this too hackish? I'm not sure if making the Gui
                // class a KeyListener is a good idea and works as expected
                // at all...
                if (keys[SDLK_LSHIFT]) {
                    used = true;
                }

                // Check for default actions for NPC/Monster/Players
                Being *target = findNode(mx, my);
                unsigned int floorItemId = find_floor_item_by_cor(mx, my);

                if (target)
                {
                    // NPC default: talk
                    if ((target->isNpc()) && (current_npc == 0))
                    {
                        WFIFOW(0) = net_w_value(0x0090);
                        WFIFOL(2) = net_l_value(target->id);
                        WFIFOB(6) = 0;
                        WFIFOSET(7);
                        current_npc = target->id;
                    }
                    // Monster default: attack
                    else if (target->isMonster())
                    {
                        /**
                        * TODO: Move player to mouse click position before
                        * attack the monster (maybe using follow mode).
                        */
                        if (target->action != MONSTER_DEAD &&
                                player_node->action==STAND)
                        {
                            attack(target);
                            // Autotarget by default with mouse
                            //if (keys[SDLK_LSHIFT])
                            //{
                                autoTarget = target;
                            //}
                        }
                    }
                    // Player default: trade
                    else if (target->isPlayer())
                    {
                        WFIFOW(0) = net_w_value(0x00e4);
                        WFIFOL(2) = net_l_value(target->id);
                        WFIFOSET(6);                        
                    }
                }
                // Check for default action to items on the floor
                else if (floorItemId != 0)
                {
                    /**
                     * TODO: Move player to mouse click position before
                     * pick up the items on the floor.
                     *
                     * Provisory: pick up only items near of player.
                     */
                    int dx = mx - player_node->x;
                    int dy = my - player_node->y;
                    if (sqrt(dx*dx + dy*dy) < 2)
                    {
                        WFIFOW(0) = net_w_value(0x009f);
                        WFIFOL(2) = net_l_value(floorItemId);
                        WFIFOSET(6);
                    }
                }

                // Just cancel the popup menu if shown, and don't make the character walk
                if (popupMenu->isVisible() == true)
                {
                    // We get the x, y coord of the click
                    int clickX = (mx - camera_x) * 32 + 25;
                    int clickY = (my - camera_y) * 32 + 25;

                    // If we click elsewhere than in the window, do not use the event
                    // The user wanted to close the popup.
                    // Still buggy : Wonder if the x, y, width, and height aren't reported partially
                    // with these functions.
                    if ( clickX > (popupMenu->getX() + popupMenu->getWidth()) || clickX < popupMenu->getX()
                        || clickY > (popupMenu->getY() + popupMenu->getHeight()) || clickY < popupMenu->getY() )
                    {
                            used = true;
                            popupMenu->setVisible(false);
                            std::cout << "out" << std::endl;
                    }
                }

            } // End Mouse left button
            
            // Mouse button middle
            else if (event.button.button == SDL_BUTTON_MIDDLE)
            {
                /**
                 * Some people haven't a mouse with three buttons,
                 * right Usiu??? ;-)
                 */
            }
            
            // Mouse button right
            else if (event.button.button == SDL_BUTTON_RIGHT)
            {
                popupMenu->showPopup(mx, my);
            }
        }

        // Quit event
        else if (event.type == SDL_QUIT)
        {
            state = EXIT;
        }

        // Push input to GUI when not used
        if (!used) {
            guiInput->pushInput(event);
        }

    } // End while

    // Moving player around
    if ((player_node->action != DEAD) && (current_npc == 0) &&
            !chatWindow->isFocused())
    {
        int x = player_node->x;
        int y = player_node->y;
        int xDirection = 0;
        int yDirection = 0;
        int Direction = DIR_NONE;

        // Translate pressed keys to movement and direction
        if (keys[SDLK_UP] || keys[SDLK_KP8])
        {
            yDirection = -1;
            if (player_node->action != WALK)
                Direction = NORTH;
        }
        if (keys[SDLK_DOWN] || keys[SDLK_KP2])
        {
            yDirection = 1;
            if (player_node->action != WALK)
                Direction = SOUTH;
        }
        if (keys[SDLK_LEFT] || keys[SDLK_KP4])
        {
            xDirection = -1;
            if (player_node->action != WALK)
                Direction = WEST;
        }
        if (keys[SDLK_RIGHT] || keys[SDLK_KP6])
        {
            xDirection = 1;
            if (player_node->action != WALK)
                Direction = EAST;
        }
        if (keys[SDLK_KP1]) // Bottom Left
        {
            xDirection = -1;
            yDirection = 1;
            if (player_node->action != WALK)
                Direction = SW;
        }
        if (keys[SDLK_KP3]) // Bottom Right
        {
            xDirection = 1;
            yDirection = 1;
            if (player_node->action != WALK)
                Direction = SE;
        }
        if (keys[SDLK_KP7]) // Top Left
        {
            xDirection = -1;
            yDirection = -1;
            if (player_node->action != WALK)
                Direction = NW;
        }
        if (keys[SDLK_KP9]) // Top Right
        {
            xDirection = 1;
            yDirection = -1;
            if (player_node->action != WALK)
                Direction = NE;
        }

        // Allow keyboard control to interrupt an existing path
        if ((xDirection != 0 || yDirection != 0) && player_node->action == WALK)
            player_node->setDestination(x, y);

        Map *tiledMap = engine->getCurrentMap();

        if (player_node->action != WALK)
        {
            // Prevent skipping corners over colliding tiles
            if ((xDirection != 0) && tiledMap->tileCollides(x + xDirection, y))
                xDirection = 0;
            if ((yDirection != 0) && tiledMap->tileCollides(x, y + yDirection))
                yDirection = 0;

            // Choose a straight direction when diagonal target is blocked
            if ((yDirection != 0) && (xDirection != 0) && 
                    !tiledMap->getWalk(x + xDirection, y + yDirection))
                xDirection = 0;

            // Walk to where the player can actually go
            if (((xDirection != 0) || (yDirection != 0)) &&
                    tiledMap->getWalk(x + xDirection, y + yDirection))
            {
                walk(x + xDirection, y + yDirection, Direction);
                player_node->setDestination(x + xDirection, y + yDirection);
            }
            else if (Direction != DIR_NONE)
            {
                // Update the player direction to where he wants to walk
                // Warning: Not communicated to the server yet
                player_node->direction = Direction;
            }
        }
    
        // Attacking monsters
        if (player_node->action == STAND)
        {
            if (keys[SDLK_LCTRL])
            {
                Being *monster = attack(x, y, player_node->direction);
                if (monster == NULL && autoTarget != NULL)
                {
                    attack(autoTarget);
                }
                else if (keys[SDLK_LSHIFT])
                {
                    autoTarget = monster;
                }
            }
        }
    }
}

int get_packet_length(short id)
{
    int len = get_length(id);
    if (len == -1) len = RFIFOW(2);
    return len;
}

void do_parse()
{
    unsigned short id;
    char *temp;
    Being *being = NULL;
    FloorItem *floorItem = NULL;
    int len, n_items;
    Map *tiledMap = engine->getCurrentMap();

    // We need at least 2 bytes to identify a packet
    if (in_size >= 2) {
        // Check if the received packet is complete
        while (in_size >= (len = get_packet_length(id = RFIFOW(0)))) {
            // Add infos to log file and dump the latest received packet
            char pkt_nfo[60];
            sprintf(pkt_nfo,"In-buffer size: %i Packet id: %x Packet length: %i", in_size, RFIFOW(0), len);
            /*
            log_hex("Packet", "Packet_ID", RFIFOW(0));
            log_int("Packet", "Packet_length", get_length(RFIFOW(0)));
            log_int("Packet", "Packet_in_size", RFIFOW(2));
            log_int("Packet", "In_size", in_size);
            FILE *file = fopen("packet.dump", "wb");
            for(int i=0;i<len;i++) {
                fprintf(file, "%x|%i|%c ", RFIFOB(i), RFIFOB(i), RFIFOB(i));
                if((i+1)%10==0)fprintf(file, "\n");
            }
            fclose(file);
            */
#ifdef __DEBUG
            FILE *file = fopen("packet.list", "a");
            fprintf(file, "%x\n", RFIFOW(0));
            fclose(file);
#endif
            // Parse packet based on their id
            switch (id) 
            {
                case SMSG_LOGIN_SUCCESS:
                    // Connected to game server succesfully, set spawn point
                    player_node->x = get_x(RFIFOP(6));
                    player_node->y = get_y(RFIFOP(6));
                    break;

                // Received speech from being
                case SMSG_BEING_CHAT:
                    being = findNode(RFIFOL(4));
                    if (being != NULL) 
                    {
                        int length = RFIFOW(2) - 8;
                        temp = (char*)malloc(length + 1);
                        temp[length] = '\0';
                        memcpy(temp, RFIFOP(8), length);
                        std::string msg = std::string(temp);
                        msg.erase(0, msg.find(" : ", 0) + 3);

                        being->setSpeech(msg, SPEECH_TIME);
                        chatWindow->chat_log(temp, BY_OTHER);

                        free(temp);
                    }
                    break;

                case SMSG_MY_BEING_CHAT:
                case SMSG_GM_CHAT:
                    if (RFIFOW(2) > 4) 
                    {
                        int length = RFIFOW(2) - 4;
                        temp = (char*)malloc(length + 1);
                        temp[length] = '\0';
                        memcpy(temp, RFIFOP(4), length);
                        std::string msg = std::string(temp);
                        unsigned int pos = msg.find(" : ", 0);

                        if (id == 0x008e) 
                        {
                            if (pos != std::string::npos)
                            {
                                msg.erase(0, pos + 3);
                            }
                            player_node->setSpeech(msg, SPEECH_TIME);
                            chatWindow->chat_log(temp, BY_PLAYER);
                        }
                        else 
                        {
                            chatWindow->chat_log(temp, BY_GM);
                        }

                        free(temp);
                    }
                    break;

                case SMSG_WALK_RESPONSE:
                    // It is assumed by the client any request to walk actually
                    // succeeds on the server. The plan is to have a correction
                    // message when the server senses the client has the wrong
                    // idea.
                    break;

                    // Add new being / stop monster
                case 0x0078:

                    int beingId;
                    beingId = RFIFOL(2);
                    int beingJob;
                    beingJob = RFIFOW(14);

                    // Being with id >= 110000000 and job 0 are better known
                    // as ghosts, so don't create those.
                    if (beingJob == 0 && beingId >= 110000000)
                    {
                        break;
                    }

                    being = findNode(beingId);

                    if (being == NULL)
                    {
                        being = new Being();
                        being->id = beingId;
                        being->speed = RFIFOW(6);
                        if (being->speed == 0) {
                            // Else division by 0 when calculating frame
                            being->speed = 150;
                        }
                        being->job = beingJob;
                        being->setHairStyle(RFIFOW(16));
                        being->setHairColor(RFIFOW(28));
                        being->x = get_x(RFIFOP(46));
                        being->y = get_y(RFIFOP(46));
                        being->direction = get_direction(RFIFOP(46));
                        add_node(being);
                    }
                    else
                    {
                        being->clearPath();
                        being->x = get_x(RFIFOP(46));
                        being->y = get_y(RFIFOP(46));
                        being->direction = get_direction(RFIFOP(46));
                        being->frame = 0;
                        being->walk_time = tick_time;
                        being->action = STAND;
                    }
                    break;

                case SMSG_REMOVE_BEING:
                    // A being should be removed or has died
                    being = findNode(RFIFOL(2));
                    if (being != NULL) 
                    {
                        if (RFIFOB(6) == 1) 
                        { // Death
                            if (being->isMonster())
                            {
                                being->action = MONSTER_DEAD;
                                being->frame = 0;
                                being->walk_time = tick_time;
                            }
                            else 
                            {
                                being->action = DEAD;
                            }
                            //remove_node(RFIFOL(2));
                        }
                        else remove_node(RFIFOL(2));
                    }
                    break;

                case SMSG_PLAYER_UPDATE_1:
                case SMSG_PLAYER_UPDATE_2:
                    // A message about a player, doesn't include movement.
                    being = findNode(RFIFOL(2));

                    if (being == NULL) 
                    {
                        being = new Being();
                        being->id = RFIFOL(2);
                        being->job = RFIFOW(14);
                        add_node(being);
                    }

                    being->speed = RFIFOW(6);
                    being->job = RFIFOW(14);
                    being->setHairStyle(RFIFOW(16));
                    being->setHairColor(RFIFOW(28));
                    being->x = get_x(RFIFOP(46));
                    being->y = get_y(RFIFOP(46));
                    being->direction = get_direction(RFIFOP(46));
                    being->walk_time = tick_time;
                    being->frame = 0;

                    if (RFIFOB(51) == 2)
                    {
                        being->action = SIT;
                    }
                    break;

                case SMSG_MOVE_BEING:
                    // A being nearby is moving
                    being = findNode(RFIFOL(2));

                    if (being == NULL)
                    {
                        being = new Being();
                        being->id = RFIFOL(2);
                        being->job = RFIFOW(14);
                        add_node(being);
                    }

                    being->action = STAND;
                    being->x = get_src_x(RFIFOP(50));
                    being->y = get_src_y(RFIFOP(50));
                    being->destX = get_dest_x(RFIFOP(50));
                    being->destY = get_dest_y(RFIFOP(50));
                    being->speed = RFIFOW(6);
                    being->job = RFIFOW(14);
                    being->weapon = RFIFOW(18);

                    being->setDestination(
                            get_dest_x(RFIFOP(50)),
                            get_dest_y(RFIFOP(50)));
                    break;

                case SMSG_MOVE_PLAYER_BEING:
                    // A nearby player being moves
                    being = findNode(RFIFOL(2));

                    if (being == NULL)
                    {
                        being = new Being();
                        being->id = RFIFOL(2);
                        being->job = RFIFOW(14);
                        add_node(being);
                    }

                    being->speed = RFIFOW(6);
                    being->job = RFIFOW(14);
                    being->x = get_src_x(RFIFOP(50));
                    being->y = get_src_y(RFIFOP(50));
                    being->destX = get_dest_x(RFIFOP(50));
                    being->destY = get_dest_y(RFIFOP(50));
                    being->setHairStyle(RFIFOW(16));
                    being->setHairColor(RFIFOW(32));

                    being->setDestination(
                            get_dest_x(RFIFOP(50)),
                            get_dest_y(RFIFOP(50)));
                    break;

                    // NPC dialog
                case 0x00b4:
                    npcTextDialog->addText(RFIFOP(8));
                    npcListDialog->setVisible(false);
                    npcTextDialog->setVisible(true);
                    current_npc = RFIFOL(4);
                    break;

                // Trade: Receiving a request to trade
                case 0x00e5:
                    new RequestTradeDialog(RFIFOP(2));
                    break;

                // Trade: Response
                case 0x00e7:
                    switch (RFIFOB(2))
                    {
                        case 0:
                            // too far away
                            chatWindow->chat_log("Trading isn't possible. Trade partner is too far away.", BY_SERVER);
                            break;
                        case 1:
                            // Character doesn't exist
                            chatWindow->chat_log("Trading isn't possible. Character doesn't exist.", BY_SERVER);
                            break;
                        case 2:
                            // invite request check failed...
                            chatWindow->chat_log("Trade cancelled due to an unknown reason.", BY_SERVER);
                            break;
                        case 3:
                            // Trade accepted
                            tradeWindow->reset();
                            tradeWindow->setVisible(true);
                            break;
                        case 4:
                            // Trade cancelled
                            chatWindow->chat_log("Trade cancelled.", BY_SERVER);
                            break;
                        default:
                            // Shouldn't happen as well, but to be sure
                            chatWindow->chat_log("Unhandled trade cancel packet",
                                   BY_SERVER);
                            break;
                    }
                    break;
                // Trade: Item added on trade partner's side
                case 0x00e9:
                    // TODO:
                    // Maybe also handle identified, etc
                    if (RFIFOW(6) == 0)
                    {
                        tradeWindow->addMoney(RFIFOL(2));
                    } 
                    else 
                    {
                        tradeWindow->addItem(
                            tradeWindow->partnerItems->getFreeSlot(), RFIFOW(6),
                            false, RFIFOL(2), false);
                    }
                    break;
                // Trade: New Item add response
                case 0x01b1:
                    switch (RFIFOB(6)) 
                    {
                        case 0:
                            // Successfully added item
                            if (inventoryWindow->items->isEquipment(RFIFOW(2))
                                    && inventoryWindow->items->isEquipped(
                                        RFIFOW(2)))
                            {
                                inventoryWindow->unequipItem(RFIFOW(2));
                            }
                            tradeWindow->addItem(
                                    tradeWindow->myItems->getFreeSlot(),
                                    inventoryWindow->items->getId(RFIFOW(2)),
                                    true, RFIFOW(4),
                                    inventoryWindow->items->isEquipment(
                                    RFIFOW(2)));
                            inventoryWindow->changeQuantity(RFIFOW(2),
                                (inventoryWindow->items->getQuantity(RFIFOW(2))
                                - RFIFOW(4)));
                            break;
                        case 1:
                            // Add item failed - player overweighted
                            chatWindow->chat_log("Failed adding item. Trade "
                                    "partner is over weighted.", BY_SERVER);
                            break;
                        default:
                            //printf("Unhandled 0x00ea byte!\n");
                            break;
                    }
                    break;
                // Trade received Ok message
                case 0x00ec:
                    switch (RFIFOB(2)) 
                    {
                        // Received ok from myself
                        case 0:
                            tradeWindow->receivedOk(true);
                            break;
                        // Received ok from the other
                        case 1:
                            tradeWindow->receivedOk(false);
                            break;
                    }
                    break;

                // Trade cancelled
                case 0x00ee:
                    chatWindow->chat_log("Trade cancelled.", BY_SERVER);
                    tradeWindow->setVisible(false);
                    tradeWindow->reset();
                    break;

                // Trade completed
                case 0x00f0:
                    chatWindow->chat_log("Trade completed.", BY_SERVER);
                    tradeWindow->setVisible(false);
                    tradeWindow->reset();
                    break;

                    // Get the items
                    // Only called on map load / warp
                case 0x01ee:
                    // Reset all items to not load them twice on map change
                    inventoryWindow->items->resetItems();

                    for (int loop = 0; loop < (RFIFOW(2) - 4) / 18; loop++)
                    {
                        inventoryWindow->addItem(RFIFOW(4 + loop * 18),
                                RFIFOW(4 + loop * 18 + 2),
                                RFIFOW(4 + loop * 18 + 6), false);
                        // Trick because arrows are not considered equipment
                        if (RFIFOW(4 + loop * 18 + 2) == 1199 ||
                            RFIFOW(4 + loop * 18 + 2) == 529)
                        {
                            inventoryWindow->items->setEquipment(
                                RFIFOW(4 + loop * 18), true);
                        }
                        /*char info[40];
                        sprintf(info, "1ee %i", RFIFOW(4+loop*18+2));
                        chatWindow->chat_log(info, BY_SERVER);*/
                    }
                    break;

                    // Get the equipments
                case 0x00a4:

                    for (int loop = 0; loop < ((RFIFOW(2) - 4) / 20); loop++)
                    {
                        inventoryWindow->addItem(RFIFOW(4 + loop * 20),
                                RFIFOW(4 + loop * 20 + 2), 1, true);
                        /*char info[40];
                        sprintf(info, "a4 %i %i %i %i %i %i %i %i",
                            RFIFOW(4+loop*20), RFIFOW(4+loop*20+2),
                            RFIFOB(4+loop*20+4), RFIFOB(4+loop*20+5),
                            RFIFOW(4+loop*20+6), RFIFOW(4+loop*20+8),
                            RFIFOB(4+loop*20+10), RFIFOB(4+loop*20+11));
                            chatWindow->chat_log(info, BY_SERVER);*/
                        if (RFIFOW(4 + loop * 20 + 8))
                        {
                            int mask = 1;
                            int position = 0;
                            while(!(RFIFOW(4+loop*20+8) & mask))
                            {
                                mask *= 2;
                                position++;
                            }
                            /*sprintf(info, "%i %i", mask, position);
                              chatWindow->chat_log(info, BY_SERVER);*/
                            equipmentWindow->addEquipment(position - 1,
                                    RFIFOW(4+loop*20+2));
                            equipmentWindow->equipments[position - 1].inventoryIndex =
                                RFIFOW(4+loop*20);
                            inventoryWindow->items->setEquipped(
                                    RFIFOW(4+loop*20), true);
                        }
                    }
                    break;
                    // Can I use the item?
                case 0x00a8:
                    if (RFIFOB(6) == 0) 
                    {
                        chatWindow->chat_log("Failed to use item", BY_SERVER);
                    }
                    else
                    {
                        inventoryWindow->changeQuantity(RFIFOW(2), RFIFOW(4));
                    }
                    break;
                    // Warp
                case 0x0091:
                    memset(map_path, '\0', 480);
                    strcat(map_path, "maps/");
                    strncat(map_path, RFIFOP(2), 497 - strlen(map_path));
                    logger->log("Warping to %s (%d, %d)",
                            map_path, RFIFOW(18), RFIFOW(20));
                    strcpy(strrchr(map_path, '.') + 1, "tmx.gz");
                    
                    Map *oldMap;
                    oldMap = tiledMap;
                    tiledMap = MapReader::readMap(map_path);

                    if (tiledMap)
                    {
                        // Delete all beings except the local player
                        std::list<Being *>::iterator i;
                        for (i = beings.begin(); i != beings.end(); i++)
                        {
                            if ((*i) != player_node)
                            {
                                delete (*i);
                            }
                        }
                        beings.clear();

                        // Re-add the local player node
                        add_node(player_node);

                        player_node->action = STAND;
                        player_node->frame = 0;
                        player_node->x = RFIFOW(18);
                        player_node->y = RFIFOW(20);
                        current_npc = 0;
                        // Send "map loaded"
                        WFIFOW(0) = net_w_value(0x007d);
                        WFIFOSET(2);
                        while (out_size > 0) flush();
                        engine->setCurrentMap(tiledMap);
                    }
                    else
                    {
                        logger->error("Could not find map file");
                    }
                    if (oldMap) delete oldMap;
                    break;
                    // Skill ...
                case 0x011a:
                    break;
                case 0x01a4:
                    break;
                    // Action failed (ex. sit because you have not reached the right level)
                case 0x0110:
                    CHATSKILL action;
                    action.skill   = RFIFOW(2);
                    action.bskill  = RFIFOW(4);
                    action.unused  = RFIFOW(6);
                    action.success = RFIFOB(8);
                    action.reason  = RFIFOB(9);
                    if(action.success != SKILL_FAILED &&
                            action.bskill == BSKILL_EMOTE ) {
                        printf("Action: %d/%d", action.bskill, action.success);
                    }
                    chatWindow->chat_log(action);
                    break;
                    // Update stat values
                case 0x00b0:
                    switch(RFIFOW(2)) {
                        //case 0x0000:
                        //    player_node->speed;
                        //    break;
                        case 0x0005:
                            char_info->hp = RFIFOW(4);
                            break;
                        case 0x0006:
                            char_info->max_hp = RFIFOW(4);
                            break;
                        case 0x0007:
                            char_info->sp = RFIFOW(4);
                            break;
                        case 0x0008:
                            char_info->max_sp = RFIFOW(4);
                            break;
                        case 0x000b:
                            char_info->lv = RFIFOW(4);
                            break;
                        case 0x000c:
                            char_info->skill_point = RFIFOW(4);
                            skillDialog->setPoints(char_info->skill_point);
                            break;
                        case 0x0018:
                            char_info->totalWeight = RFIFOW(4);
                            break;
                        case 0x0019:
                            char_info->maxWeight = RFIFOW(4);
                            break;
                        case 0x0037:
                            char_info->job_lv = RFIFOW(4);
                            break;
                        case 0x0009:
                            char_info->statsPointsToAttribute = RFIFOW(4);
                            /*char points[20];
                            sprintf(points, "b0 0x0009 %i", RFIFOL(4));
                            chatWindow->chat_log(points, BY_SERVER);*/
                            break;
                        case 0x0035:
                            player_node->aspd = RFIFOW(4);
                            break;
                        default:
                            /*char unknown[20];
                            sprintf(unknown, "b0 %x %i", RFIFOW(2),RFIFOL(4));
                            chatWindow->chat_log(unknown, BY_SERVER);*/
                            break;
                    }
                    statusWindow->update();
                    if (char_info->hp == 0 && deathNotice == NULL) {
                        deathNotice = new OkDialog("Message",
                                "You're now dead, press ok to restart",
                                &deathNoticeListener);
                        deathNotice->releaseModalFocus();
                        player_node->action = DEAD;
                    }
                    break;
                    // Stop walking
                case 0x0088:  // Disabled because giving some problems
                    //if (being = findNode(RFIFOL(2))) {
                    //    if (being->id!=player_node->id) {
                    //        char ids[20];
                    //        sprintf(ids,"%i",RFIFOL(2));
                    //        alert(ids,"","","","",0,0);
                    //        being->action = STAND;
                    //        being->frame = 0;
                    //        set_coordinates(being->coordinates, RFIFOW(6), RFIFOW(8), get_direction(being->coordinates));
                    //    }
                    //}
                    //break;
                    // Damage, sit, stand up
                case 0x008a:
                    switch (RFIFOB(26)) {
                        case 0: // Damage
                            being = findNode(RFIFOL(6));
                            if (being != NULL) {

                                if (RFIFOW(22) == 0) {
                                    // Yellow
                                    being->setDamage("miss", SPEECH_TIME);
                                } else {
                                    // Blue for monster, red for player
                                    std::stringstream ss;
                                    ss << RFIFOW(22);
                                    being->setDamage(ss.str(), SPEECH_TIME);
                                }

                                if (RFIFOL(2) != player_node->id) { // buggy
                                    being = findNode(RFIFOL(2));
                                    if (being != NULL) {
                                        if (being->isPlayer()) {
                                            being->action = ATTACK;
                                            being->frame = 0;
                                            being->walk_time = tick_time;
                                        }
                                        else {
                                            being->action = MONSTER_ATTACK;
                                            being->frame = 0;
                                            being->walk_time = tick_time;
                                        }
                                        being->frame = 0;
                                    }
                                }
                            }
                            break;
                        case 2: // Sit
                        case 3: // Stand up
                            being = findNode(RFIFOL(2));
                            if (being != NULL) {
                                being->frame = 0;
                                if (RFIFOB(26) == 2) {
                                    being->action = SIT;
                                }
                                else if (RFIFOB(26) == 3) {
                                    being->action = STAND;
                                }
                            }
                            break;
                    }
                    break;
                    // Status change
                case 0x00b1:
                    switch (RFIFOW(2)) {
                        case 1:
                            char_info->xp = RFIFOL(4);
                            break;
                        case 2:
                            char_info->job_xp = RFIFOL(4);
                            break;
                        case 20:
                            char_info->gp = RFIFOL(4);
                            break;
                        case 0x0016:
                            char_info->xpForNextLevel = RFIFOL(4);
                            break;
                        case 0x0017:
                            char_info->jobXpForNextLevel = RFIFOL(4);
                            break;
                    }
                    break;
                    // Level up
                case 0x019b:
                    logger->log("Level up");
                    if (RFIFOL(2) == player_node->id) {
                        sound.playSfx("sfx/levelup.ogg");
                    }
                    break;
                    // Emotion
                case 0x00c0:
                    being = findNode(RFIFOL(2));
                    if(being) {
                        being->emotion = RFIFOB(6);
                        being->emotion_time = EMOTION_TIME;
                    }
                    break;
                    // Update skill values
                case 0x0141:
                    switch(RFIFOL(2)) {
                        case 0x000d:
                            char_info->STR = RFIFOL(6) + RFIFOL(10); // Base + Bonus
                            break;
                        case 0x000e:
                            char_info->AGI = RFIFOL(6) + RFIFOL(10);
                            break;
                        case 0x000f:
                            char_info->VIT = RFIFOL(6) + RFIFOL(10);
                            break;
                        case 0x0010:
                            char_info->INT = RFIFOL(6) + RFIFOL(10);
                            break;
                        case 0x0011:
                            char_info->DEX = RFIFOL(6) + RFIFOL(10);
                            break;
                        case 0x0012:
                            char_info->LUK = RFIFOL(6) + RFIFOL(10);
                            break;
                    }
                    /*char unknown2[20];
                    sprintf(unknown2, "141 %i %i %i", RFIFOL(2),RFIFOL(6),RFIFOL(10));
                    chatWindow->chat_log(unknown2, BY_SERVER);*/
                    break;
                    // Buy/Sell dialog
                case 0x00c4:
                    buyDialog->setVisible(false);
                    sellDialog->setVisible(false);
                    buySellDialog->setVisible(true);
                    current_npc = RFIFOL(2);
                    break;
                    // Buy dialog
                case 0x00c6:
                    n_items = (len - 4) / 11;
                    buyDialog->reset();
                    buyDialog->setMoney(char_info->gp);
                    buyDialog->setVisible(true);
                    for (int k = 0; k < n_items; k++) {
                        buyDialog->addItem(RFIFOW(4 + 11 * k + 9), RFIFOL(4 + 11 * k));
                    }
                    break;
                    // Sell dialog
                case 0x00c7:
                    n_items = (len - 4) / 10;
                    if (n_items > 0) {
                        sellDialog->reset();
                        sellDialog->setVisible(true);
                        for (int k = 0; k < n_items; k++) {
                            sellDialog->addItem(
                                    RFIFOW(4 + 10 * k), RFIFOL(4 + 10 * k + 2));
                        }
                    }
                    else {
                        chatWindow->chat_log("Nothing to sell", BY_SERVER);
                        current_npc = 0;
                    }
                    break;
                    // Answer to buy
                case 0x00ca:
                    if (RFIFOB(2) == 0)
                        chatWindow->chat_log("Thanks for buying", BY_SERVER);
                    else
                        chatWindow->chat_log("Unable to buy", BY_SERVER);
                    break;
                    // Answer to sell
                case 0x00cb:
                    if (RFIFOB(2) == 0)
                        chatWindow->chat_log("Thanks for selling", BY_SERVER);
                    else
                        chatWindow->chat_log("Unable to sell", BY_SERVER);
                    break;
                    // Add item to inventory after you bought it/picked up
                case 0x00a0:
                    if (RFIFOB(22) > 0)
                        chatWindow->chat_log("Unable to pick up item", BY_SERVER);
                    else {
                        if(RFIFOW(19)) {
                            inventoryWindow->addItem(RFIFOW(2), RFIFOW(6),
                                RFIFOW(4), true);
                        }
                        else {
                            inventoryWindow->addItem(RFIFOW(2), RFIFOW(6),
                                RFIFOW(4), false);
                        }
                        if (equipmentWindow->getArrows() == RFIFOW(6))
                        {
                            equipmentWindow->arrowsNumber += RFIFOW(4);
                        }
                    }
                    break;
                    // Decrease quantity of an item in inventory
                case 0x00af:
                    printf("sell %i\n", -RFIFOW(4));
                    inventoryWindow->increaseQuantity(RFIFOW(2), -RFIFOW(4));
                    // If the item is arrow decrease number from equipment
                    // window when equipped
                    if (inventoryWindow->items->isEquipped(RFIFOW(2)) && (
                        inventoryWindow->items->getId(RFIFOW(2)) == 529 ||
                        inventoryWindow->items->getId(RFIFOW(2)) == 1199 ) )
                            equipmentWindow->arrowsNumber -= RFIFOW(4);
                    break;
                    // Use an item
                case 0x01c8:
                    inventoryWindow->changeQuantity(RFIFOW(2), RFIFOW(10));
                    break;
                    // ??
                case 0x0119:
                    break;
                    // Skill list TAG
                case 0x010f:
                {
                    int n_skills = (len - 4) / 37;
                    for (int k = 0; k < n_skills; k++)
                    {
                        if (RFIFOW(4 + k * 37 + 6) != 0 ||
                                RFIFOB(4 + k * 37 + 36)!=0)
                        {
                            int skillId = RFIFOW(4 + k * 37);
                            if (skillDialog->hasSkill(skillId)) {
                                skillDialog->setSkill(skillId,
                                        RFIFOW(4 + k * 37 + 6),
                                        RFIFOW(4 + k * 37 + 36));
                            }
                            else {
                                skillDialog->addSkill(
                                        RFIFOW(4 + k * 37),
                                        RFIFOW(4 + k * 37 + 6),
                                        RFIFOW(4 + k * 37 + 8));
                            }
                        }
                    }
                }
                    break;

                    // MVP experience
                case 0x010b:
                    break;
                    // Display MVP player
                case 0x010c:
                    chatWindow->chat_log("MVP player", BY_SERVER);
                    break;
                    // Item found/dropped
                case 0x009d:
                case 0x009e:
                    floorItem = new FloorItem();
                    floorItem->id = net_w_value(RFIFOW(6));
                    floorItem->x = net_w_value(RFIFOW(9));
                    floorItem->y = net_w_value(RFIFOW(11));
                    floorItem->int_id = net_l_value(RFIFOL(2));
                    add_floor_item(floorItem);
                    break;
                    // Item disappearing
                case 0x00a1:
                     floorItem = find_floor_item_by_id(net_l_value(RFIFOL(2)));
                     if (floorItem != NULL) {
                         remove_floor_item(net_l_value(RFIFOL(2)));
                     }
                     else {
                         remove_floor_item(net_l_value(RFIFOL(2)));
                     }
                     break;
                    // Next/Close button in NPC dialog
                case 0x00b5:
                case 0x00b6:
                    // Unused
                    break;
                    // List in NPC dialog
                case 0x00b7:
                    current_npc = RFIFOL(4);
                    // Hammerbear: Second argument here shouldn't be neccesary,
                    //  instead make sure the string is \0 terminated.
                    //parse_items(RFIFOP(8), RFIFOW(2));
                    npcListDialog->parseItems(RFIFOP(8));
                    npcListDialog->setVisible(true);
                    break;

                case SMSG_CHANGE_BEING_LOOKS:
                    being = findNode(RFIFOL(2));
                    if (being) {
                        if (RFIFOB(6) == 6) {
                            being->setHairColor(RFIFOB(7));
                        } else if (RFIFOB(6) == 1) {
                            being->setHairStyle(RFIFOB(7));
                        }
                    }
                    break;

                    // Answer to equip item
                case 0x00aa:
                    logger->log("Equipping: %i %i %i", RFIFOW(2), RFIFOW(4), RFIFOB(6));
                    if (RFIFOB(6) == 0)
                        chatWindow->chat_log("Unable to equip.", BY_SERVER);
                    else {
                         if(RFIFOW(4)) {
                            int mask = 1;
                            int position = 0;
                            while(!(RFIFOW(4) & mask)) {
                                mask *= 2;
                                position++;
                            }
                            logger->log("Position %i", position-1);
                            int equippedId = equipmentWindow->equipments[position - 1].id;
                            if (equippedId > 0)
                                inventoryWindow->items->setEquipped(
                                    equipmentWindow->equipments[position - 1].inventoryIndex,
                                    false);

                            inventoryWindow->items->setEquipped(RFIFOW(2),
                                true);
                            equipmentWindow->addEquipment(position - 1,
                                inventoryWindow->items->getId(RFIFOW(2)));
                            equipmentWindow->equipments[position - 1].inventoryIndex = RFIFOW(2);

                            // Trick to use the proper graphic until I find
                            // the right packet
                            switch (inventoryWindow->items->getId(RFIFOW(2))) {
                                case 521:
                                case 522:
                                case 536:
                                case 1201:
                                    player_node->weapon = 1;
                                    break;
                                case 530:
                                case 1200:
                                    player_node->weapon = 2;
                                    break;
                            }
                            //player_node->weapon = 0;
                        }
                    }
                    break;
                    // Equipment related
                case 0x01d7:
                    logger->log("1d7 %i %i %i %i", RFIFOL(2), RFIFOB(6), RFIFOW(7), RFIFOW(9));
                    break;
                    // Answer to unequip item
                case 0x00ac:
                    if (RFIFOB(6) == 0)
                        chatWindow->chat_log("Unable to unequip.", BY_SERVER);
                    else {
                        if(RFIFOW(4)) {
                            int mask = 1;
                            int position = 0;
                            while(!(RFIFOW(4) & mask)) {
                                mask *= 2;
                                position++;
                            }
                            inventoryWindow->items->setEquipped(RFIFOW(2), false);
                            switch (inventoryWindow->items->getId(RFIFOW(2))) {
                                case 529:
                                case 1199:
                                    equipmentWindow->setArrows(0);
                                    equipmentWindow->arrowsNumber = 0;
                                    break;
                                case 521:
                                case 522:
                                case 530:
                                case 536:
                                case 1200:
                                case 1201:
                                    player_node->weapon = 0;
                                    break;
                                default:
                                    equipmentWindow->removeEquipment(position - 1);
                                    break;
                            }
                            logger->log("Unequipping: %i %i(%i) %i", RFIFOW(2),RFIFOW(4),RFIFOB(6), position -1);
                        }
                    }
                    break;
                    // Arrows equipped
                case 0x013c:
                    if (RFIFOW(2) > 1) {
                        inventoryWindow->items->setEquipped(RFIFOW(2), true);
                        equipmentWindow->setArrows(
                            inventoryWindow->items->getId(RFIFOW(2)));
                        equipmentWindow->arrowsNumber =
                            inventoryWindow->items->getQuantity(RFIFOW(2));
                            logger->log("Arrows equipped: %i", RFIFOW(2));
                    }
                    break;
                    // Various messages
                case 0x013b:
                    if (RFIFOW(2) == 0)
                        chatWindow->chat_log("Equip arrows first", BY_SERVER);
                    else
                        logger->log("0x013b: Unhandled message %i", RFIFOW(2));
                    break;
                    // Updates a stat value
                case 0x00bc:
                    /*char stat[20];
                    sprintf(stat, "bc %x %i %i", RFIFOW(2),RFIFOB(4),RFIFOB(5));
                    chatWindow->chat_log(stat, BY_SERVER);*/
                    if(RFIFOB(4)) {
                        switch(RFIFOW(2)) {
                            case 0x000d:
                                char_info->STR = RFIFOB(5);
                                break;
                            case 0x000e:
                                char_info->AGI = RFIFOB(5);
                                break;
                            case 0x000f:
                                char_info->VIT = RFIFOB(5);
                                break;
                            case 0x0010:
                                char_info->INT = RFIFOB(5);
                                break;
                            case 0x0011:
                                char_info->DEX = RFIFOB(5);
                                break;
                            case 0x0012:
                                char_info->LUK = RFIFOB(5);
                                break;                                
                        }
                    }
                    break;
                    // Updates stats and status points
                case 0x00bd:
                    char_info->statsPointsToAttribute = RFIFOW(2);
                    char_info->STR = RFIFOB(4);
                    char_info->STRUp = RFIFOB(5);
                    char_info->AGI = RFIFOB(6);
                    char_info->AGIUp = RFIFOB(7);
                    char_info->VIT = RFIFOB(8);
                    char_info->VITUp = RFIFOB(9);
                    char_info->INT = RFIFOB(10);
                    char_info->INTUp = RFIFOB(11);
                    char_info->DEX = RFIFOB(12);
                    char_info->DEXUp = RFIFOB(13);
                    char_info->LUK = RFIFOB(14);
                    char_info->LUKUp = RFIFOB(15);
                    /*char stats[100];
                    sprintf(stats, "%i %i %i %i %i %i %i %i %i %i %i %i",
                    RFIFOB(4),RFIFOB(5),RFIFOB(6),RFIFOB(7),RFIFOB(8),RFIFOB(9),
                    RFIFOB(10),RFIFOB(11),RFIFOB(12),RFIFOB(13),RFIFOB(14),RFIFOB(15));
                    chatWindow->chat_log(stats,BY_SERVER);*/
                    statusWindow->update();
                    break;
                    // Updates status point
                case 0x00be:
                    switch(RFIFOW(2)) {
                        case 0x0020:
                            char_info->STRUp = RFIFOB(4);
                            break;
                        case 0x0021:
                            char_info->AGIUp = RFIFOB(4);
                            break;
                        case 0x0022:
                            char_info->VITUp = RFIFOB(4);
                            break;
                        case 0x0023:
                            char_info->INTUp = RFIFOB(4);
                            break;
                        case 0x0024:
                            char_info->DEXUp = RFIFOB(4);
                            break;
                        case 0x0025:
                            char_info->LUKUp = RFIFOB(4);
                            break;
                    }
                    break;
                // Get being name
                case 0x0095:
                    being = findNode(RFIFOL(2));
                    if (being)
                        strcpy(being->name, RFIFOP(6));
                    break;
                    // Manage non implemented packets
                default:
                    logger->log("Unhandled packet: %x", id);
                    break;
            }

            RFIFOSKIP(len);
        }
    }
}