summaryrefslogblamecommitdiff
path: root/src/map/unit.c
blob: b70c88a97287bde092c008f5852d03d863890aac (plain) (tree)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
1148
1149
1150
1151
1152
1153
1154
1155
1156
1157
1158
1159
1160
1161
1162
1163
1164
1165
1166
1167
1168
1169
1170
1171
1172
1173
1174
1175
1176
1177
1178
1179
1180
1181
1182
1183
1184
1185
1186
1187
1188
1189
1190
1191
1192
1193
1194
1195
1196
1197
1198
1199
1200
1201
1202
1203
1204
1205
1206
1207
1208
1209
1210
1211
1212
1213
1214
1215
1216
1217
1218
1219
1220
1221
1222
1223
1224
1225
1226
1227
1228
1229
1230
1231
1232
1233
1234
1235
1236
1237
1238
1239
1240
1241
1242
1243
1244
1245
1246
1247
1248
1249
1250
1251
1252
1253
1254
1255
1256
1257
1258
1259
1260
1261
1262
1263
1264
1265
1266
1267
1268
1269
1270
1271
1272
1273
1274
1275
1276
1277
1278
1279
1280
1281
1282
1283
1284
1285
1286
1287
1288
1289
1290
1291
1292
1293
1294
1295
1296
1297
1298
1299
1300
1301
1302
1303
1304
1305
1306
1307
1308
1309
1310
1311
1312
1313
1314
1315
1316
1317
1318
1319
1320
1321
1322
1323
1324
1325
1326
1327
1328
1329
1330
1331
1332
1333
1334
1335
1336
1337
1338
1339
1340
1341
1342
1343
1344
1345
1346
1347
1348
1349
1350
1351
1352
1353
1354
1355
1356
1357
1358
1359
1360
1361
1362
1363
1364
1365
1366
1367
1368
1369
1370
1371
1372
1373
1374
1375
1376
1377
1378
1379
1380
1381
1382
1383
1384
1385
1386
1387
1388
1389
1390
1391
1392
1393
1394
1395
1396
1397
1398
1399
1400
1401
1402
1403
1404
1405
1406
1407
1408
1409
1410
1411
1412
1413
1414
1415
1416
1417
1418
1419
1420
1421
1422
1423
1424
1425
1426
1427
1428
1429
1430
1431
1432
1433
1434
1435
1436
1437
1438
1439
1440
1441
1442
1443
1444
1445
1446
1447
1448
1449
1450
1451
1452
1453
1454
1455
1456
1457
1458
1459
1460
1461
1462
1463
1464
1465
1466
1467
1468
1469
1470
1471
1472
1473
1474
1475
1476
1477
1478
1479
1480
1481
1482
1483
1484
1485
1486
1487
1488
1489
1490
1491
1492
1493
1494
1495
1496
1497
1498
1499
















                                                           
                                






















                                                                           
                                                                               







































































































































                                                                                                               





                                                                                                           
                                                                                    
                                                                                     










                                                                                                   
                                                                                    



                                                                                                


                                                                
                                                   
                 






                                                                                           
                 
























                                                                                                               
                                                                                       























                                                                                                                    
                                                             





                                                                   


                                               



                                 
                                                                                

                         
                                     

































































































































































                                                                                                                                                       
                                                                               


























                                                                                                 
                                   


































                                                                                                 

                                                                                           




































































































































































                                                                                                                                                                      
                                                                 

                                                                                           































































































                                                                                                                         


                                                                                                                                                                                                                                            
                                                            




                                                                  



                                               









                                                        


























                                                                                                            
                               






































                                                                                                                


                                                                                        


















                                                                                                                                                

                                                                      


























                                                                                                      






































                                                                                                          
                                                                            





                                                                                          
                    





























































                                                                                                                                      
                                                                    





                                                                                         















                                                                                        
                                                


































































                                                                                           
                                                                                             





























































































































































































































































































































































































                                                                                                                                                    















                                                                                                

                                                           


































                                                                                            






                                                                                        






                                                                                 




















                                                                          
                                           
                                                        




                                               


                                                                 



                                                        




                                               
         
                                        































                                                                              

                                                                      
                                                               














                                                                                     
























                                                                             
                 


                                              







                                                                                                              




































                                                                                                  
                                                 




                                                      





                                                                        
                 
                                      

                                                           
                                         
                                                                       

                                           






















                                                                                                      






                                                         







                                                                                       

                                          
                 
























                                                                       
// Copyright (c) jAthena Dev Teams - Licensed under GNU GPL
// For more information, see LICENCE in the main folder
// Merged originally from jA by Skotlex
#include <stdio.h>
#include <stdlib.h>
#include <string.h>

#include "../common/showmsg.h"
#include "../common/timer.h"
#include "../common/nullpo.h"
#include "../common/db.h"
#include "../common/malloc.h"
#include "unit.h"
#include "map.h"
#include "pc.h"
#include "mob.h"
#include "pet.h"
#include "mercenary.h"	///[orn]
#include "skill.h"
#include "clif.h"
#include "npc.h"
#include "guild.h"
#include "status.h"
#include "battle.h"
#include "chat.h"
#include "trade.h"
#include "vending.h"
#include "party.h"
#include "intif.h"
#include "chrif.h"
#include "script.h"

static int dirx[8]={0,-1,-1,-1,0,1,1,1};
static int diry[8]={1,1,0,-1,-1,-1,0,1};

struct unit_data* unit_bl2ud(struct block_list *bl) {
	if( bl == NULL) return NULL;
	if( bl->type == BL_PC)  return &((struct map_session_data*)bl)->ud;
	if( bl->type == BL_MOB) return &((struct mob_data*)bl)->ud;
	if( bl->type == BL_PET) return &((struct pet_data*)bl)->ud;
	if( bl->type == BL_NPC) return &((struct npc_data*)bl)->ud;
	if( bl->type == BL_HOM) return &((struct homun_data*)bl)->ud;	//[orn]
	return NULL;
}

static int unit_walktoxy_timer(int tid,unsigned int tick,int id,int data);

int unit_walktoxy_sub(struct block_list *bl)
{
	int i;
	struct walkpath_data wpd;
	struct unit_data *ud = NULL;

	nullpo_retr(1, bl);
	ud = unit_bl2ud(bl);
	if(ud == NULL) return 0;

	if(path_search(&wpd,bl->m,bl->x,bl->y,ud->to_x,ud->to_y,ud->state.walk_easy))
		return 0;

	memcpy(&ud->walkpath,&wpd,sizeof(wpd));
	
	if (ud->target && ud->chaserange>1) {
		//Generally speaking, the walk path is already to an adjacent tile
		//so we only need to shorten the path if the range is greater than 1.
		int dir;
		//Trim the last part of the path to account for range,
		//but always move at least one cell when requested to move.
		for (i = ud->chaserange*10; i > 0 && ud->walkpath.path_len>1;) {
		   ud->walkpath.path_len--;
			dir = ud->walkpath.path[ud->walkpath.path_len];
			if(dir&1)
				i-=14;
			else
				i-=10;
			ud->to_x -= dirx[dir];
			ud->to_y -= diry[dir];
		}
	}

	ud->state.change_walk_target=0;

	if (bl->type == BL_PC)
		clif_walkok((TBL_PC*)bl);
	clif_move(bl);

	if(ud->walkpath.path_pos>=ud->walkpath.path_len)
		i = -1;
	else if(ud->walkpath.path[ud->walkpath.path_pos]&1)
		i = status_get_speed(bl)*14/10;
	else
		i = status_get_speed(bl);
	if( i > 0)
		ud->walktimer = add_timer(gettick()+i,unit_walktoxy_timer,bl->id,i);
	return 1;
}

static int unit_walktoxy_timer(int tid,unsigned int tick,int id,int data)
{
	int i;
	int x,y,dx,dy,dir;
	struct block_list       *bl;
	struct map_session_data *sd = NULL;
	struct mob_data         *md = NULL;
	struct unit_data        *ud = NULL;

	bl=map_id2bl(id);
	if(bl == NULL)
		return 0;
	if( BL_CAST( BL_PC,  bl, sd ) ) {
		ud = &sd->ud;
	} else if( BL_CAST( BL_MOB, bl, md ) ) {
		ud = &md->ud;
	} else
		ud = unit_bl2ud(bl);
	
	if(ud == NULL) return 0;

	if(ud->walktimer != tid){
		if(battle_config.error_log)
			ShowError("unit_walk_timer mismatch %d != %d\n",ud->walktimer,tid);
		return 0;
	}
	ud->walktimer=-1;
	if( bl->prev == NULL ) return 0; // block_list ���甲���Ă���̂ňړ���~����

	if(ud->walkpath.path_pos>=ud->walkpath.path_len)
		return 0;

	//�������̂ő����̃^�C�}�[��������
	if(sd) {
		sd->inchealspirithptick = 0;
		sd->inchealspiritsptick = 0;
	}
	
	if(ud->walkpath.path[ud->walkpath.path_pos]>=8)
		return 1;
	x = bl->x;
	y = bl->y;

	dir = ud->walkpath.path[ud->walkpath.path_pos];
	ud->dir = dir;
	if (sd) 
		sd->head_dir = dir;

	dx = dirx[(int)dir];
	dy = diry[(int)dir];

	if(map_getcell(bl->m,x+dx,y+dy,CELL_CHKNOPASS))
		return unit_walktoxy_sub(bl);
	
	// �o�V���J����

	map_foreachinmovearea(clif_outsight,bl->m,
		x-AREA_SIZE,y-AREA_SIZE,x+AREA_SIZE,y+AREA_SIZE,
		dx,dy,sd?BL_ALL:BL_PC,bl);

	x += dx;
	y += dy;
	map_moveblock(bl, x, y, tick);
	ud->walk_count++; //walked cell counter, to be used for walk-triggered skills. [Skotlex]

	ud->walktimer = 1;
	map_foreachinmovearea(clif_insight,bl->m,
		x-AREA_SIZE,y-AREA_SIZE,x+AREA_SIZE,y+AREA_SIZE,
		-dx,-dy,sd?BL_ALL:BL_PC,bl);
	ud->walktimer = -1;
	
	if(sd) {
		if(map_getcell(bl->m,x,y,CELL_CHKNPC)) {
			npc_touch_areanpc(sd,bl->m,x,y);
			if (bl->prev == NULL) //Script could have warped char, abort remaining of the function.
				return 0;
		} else
			sd->areanpc_id=0;
		if (sd->state.gmaster_flag)
		{ //Guild Aura: Likely needs to be recoded, this method seems inefficient.
			struct guild *g = sd->state.gmaster_flag;
			int skill, strvit= 0, agidex = 0;
			if ((skill = guild_checkskill(g, GD_LEADERSHIP)) > 0) strvit |= (skill&0xFFFF)<<16;
			if ((skill = guild_checkskill(g, GD_GLORYWOUNDS)) > 0) strvit |= (skill&0xFFFF);
			if ((skill = guild_checkskill(g, GD_SOULCOLD)) > 0) agidex |= (skill&0xFFFF)<<16;
			if ((skill = guild_checkskill(g, GD_HAWKEYES)) > 0) agidex |= skill&0xFFFF;
			if (strvit || agidex)
				map_foreachinrange(skill_guildaura_sub, bl,2, BL_PC,
					bl->id, sd->status.guild_id, strvit, agidex);
		}
		if (
			(sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR &&
			sd->sc.data[SC_MIRACLE].timer==-1 &&
			!(ud->walk_count%WALK_SKILL_INTERVAL) &&
			rand()%10000 < battle_config.sg_miracle_skill_ratio
		) {	//SG_MIRACLE [Komurka]
			clif_displaymessage(sd->fd,"[Miracle of the Sun, Moon and Stars]");
			sc_start(&sd->bl,SC_MIRACLE,100,1,battle_config.sg_miracle_skill_duration);
		}
	} else if (md) {
		if(battle_config.mob_warp&1 && map_getcell(bl->m,x,y,CELL_CHKNPC) &&
			npc_touch_areanpc2(bl)) // Enable mobs to step on warps. [Skotlex]
	  		return 0;
		if (md->min_chase > md->db->range2) md->min_chase--;
		//Walk skills are triggered regardless of target due to the idle-walk mob state.
		//But avoid triggering on stop-walk calls.
		if(tid != -1 &&
			!(ud->walk_count%WALK_SKILL_INTERVAL) &&
			mobskill_use(md, tick, -1))
	  	{
			if (!(ud->skillid == NPC_SELFDESTRUCTION && ud->skilltimer != -1))
			{	//Skill used, abort walking
				clif_fixpos(bl); //Fix position as walk has been cancelled.
				return 0;
			}
			//Resend walk packet for proper Self Destruction display.
			clif_move(bl);
		}
	}

	if(tid == -1) //A directly invoked timer is from battle_stop_walking, therefore the rest is irrelevant.
		return 0;
		
	if(ud->state.change_walk_target)
		return unit_walktoxy_sub(bl);

	ud->walkpath.path_pos++;
	if(ud->walkpath.path_pos>=ud->walkpath.path_len)
		i = -1;
	else if(ud->walkpath.path[ud->walkpath.path_pos]&1)
		i = status_get_speed(bl)*14/10;
	else
		i = status_get_speed(bl);

	if(i > 0)
		ud->walktimer = add_timer(tick+i,unit_walktoxy_timer,id,i);
	else if(ud->state.running) {
		//Keep trying to run.
		if (!unit_run(bl))
			ud->state.running = 0;
	} else if (ud->target) {
		//Update target trajectory.
		struct block_list *tbl = map_id2bl(ud->target);
		if (!tbl || !status_check_visibility(bl, tbl)) {	//Cancel chase.
			ud->to_x = bl->x;
			ud->to_y = bl->y;
			return 0;
		}
		if (tbl->m == bl->m && check_distance_bl(bl, tbl, ud->chaserange))
		{	//Reached destination.
			if (ud->state.attack_continue) {
				clif_fixpos(bl); //Aegis uses one before every attack, we should
				  //only need this one for syncing purposes. [Skotlex]
				unit_attack(bl, tbl->id, ud->state.attack_continue);
			}
		} else { //Update chase-path
			unit_walktobl(bl, tbl, ud->chaserange, ud->state.walk_easy|(ud->state.attack_continue?2:0));
			return 0;
		}
	} else {	//Stopped walking. Update to_x and to_y to current location [Skotlex]
		ud->to_x = bl->x;
		ud->to_y = bl->y;
		if(md && md->nd) // Tell the script engine we've finished walking (for AI pathfinding)
			mob_script_callback(md, NULL, CALLBACK_WALKACK);
	}
	return 0;
}

//Easy parameter: &1 -> 1/2 = easy/hard, &2 -> force walking.
int unit_walktoxy( struct block_list *bl, int x, int y, int easy) {
	struct unit_data        *ud = NULL;
	struct status_change		*sc = NULL;

	nullpo_retr(0, bl);
	
	if ( status_isdead(bl) )	//[orn]
		return 0;

	ud = unit_bl2ud(bl);
	
	if( ud == NULL) return 0;

	if(!(easy&2) && (!status_get_mode(bl)&MD_CANMOVE || !unit_can_move(bl)))
		return 0;
	
	ud->state.walk_easy = easy&1;
	ud->target = 0;
	ud->to_x = x;
	ud->to_y = y;
	
	sc = status_get_sc(bl);
	if (sc && sc->count && sc->data[SC_CONFUSION].timer != -1) //Randomize the target position
		map_random_dir(bl, &ud->to_x, &ud->to_y);

	if(ud->walktimer != -1) {
		// ���ݕ����Ă���Œ��̖ړI�n�ύX�Ȃ̂Ń}�X�ڂ̒��S�ɗ�������
		// timer�֐�����unit_walktoxy_sub���ĂԂ悤�ɂ���
		ud->state.change_walk_target = 1;
		return 1;
	} else {
		return unit_walktoxy_sub(bl);
	}
}

static int unit_walktobl_sub(int tid,unsigned int tick,int id,int data)
{
	struct block_list *bl = map_id2bl(id);
	struct unit_data *ud = bl?unit_bl2ud(bl):NULL;

	if (ud && ud->walktimer == -1 && ud->target == data)
	{
		if (DIFF_TICK(ud->canmove_tick, tick) > 0) //Keep waiting?
			add_timer(ud->canmove_tick+1, unit_walktobl_sub, id, data);
		else if (unit_can_move(bl))
			unit_walktoxy_sub(bl);
	}
	return 0;	
}

// Chases a tbl. If the flag&1, use hard-path seek,
// if flag&2, start attacking upon arrival within range, otherwise just walk to that character.
int unit_walktobl(struct block_list *bl, struct block_list *tbl, int range, int flag) {
	struct unit_data        *ud = NULL;
	struct status_change		*sc = NULL;
	nullpo_retr(0, bl);
	nullpo_retr(0, tbl);
	
	ud = unit_bl2ud(bl);
	if( ud == NULL) return 0;

	if (!(status_get_mode(bl)&MD_CANMOVE))
		return 0;
	
	if (!unit_can_reach_bl(bl, tbl, distance_bl(bl, tbl)+1, flag&1, &ud->to_x, &ud->to_y)) {
		ud->to_x = bl->x;
		ud->to_y = bl->y;
		return 0;
	}

	ud->state.walk_easy = flag&1;
	ud->target = tbl->id;
	ud->chaserange = range; //Note that if flag&2, this SHOULD be attack-range
	ud->state.attack_continue = flag&2?1:0; //Chase to attack.

	sc = status_get_sc(bl);
	if (sc && sc->count && sc->data[SC_CONFUSION].timer != -1) //Randomize the target position
		map_random_dir(bl, &ud->to_x, &ud->to_y);

	
	if(ud->walktimer != -1) {
		ud->state.change_walk_target = 1;
		return 1;
	}
	if (DIFF_TICK(ud->canmove_tick, gettick()) > 0)
	{	//Can't move, wait a bit before invoking the movement.
		add_timer(ud->canmove_tick+1, unit_walktobl_sub, bl->id, ud->target);
		return 1;
	} else if (!unit_can_move(bl))
		return 0;
	
	return unit_walktoxy_sub(bl);
}

int unit_run(struct block_list *bl)
{
	struct status_change *sc = status_get_sc(bl);
	int i,to_x,to_y,dir_x,dir_y;

	if (!sc || !sc->count || sc->data[SC_RUN].timer == -1)
		return 0;
	
	if (!unit_can_move(bl)) {
		if(sc->data[SC_RUN].timer!=-1)
			status_change_end(bl,SC_RUN,-1);
		return 0;
	}
	
	to_x = bl->x;
	to_y = bl->y;
	dir_x = dirx[sc->data[SC_RUN].val2];
	dir_y = diry[sc->data[SC_RUN].val2];

	for(i=0;i<AREA_SIZE;i++)
	{
		if(!map_getcell(bl->m,to_x+dir_x,to_y+dir_y,CELL_CHKPASS))
			break;
		to_x += dir_x;
		to_y += dir_y;
	}

	if(to_x == bl->x && to_y == bl->y) {
		//If you can't run forward, you must be next to a wall, so bounce back. [Skotlex]
		status_change_end(bl,SC_RUN,-1);
		skill_blown(bl,bl,skill_get_blewcount(TK_RUN,sc->data[SC_RUN].val1)|0x10000);
		return 0;
	}
	unit_walktoxy(bl, to_x, to_y, 1);
	return 1;
}

//Instant warp function.
int unit_movepos(struct block_list *bl,int dst_x,int dst_y, int easy, int checkpath)
{
	int dx,dy,dir;
	struct unit_data        *ud = NULL;
	struct map_session_data *sd = NULL;
	struct walkpath_data wpd;

	nullpo_retr(0, bl);
	if( BL_CAST( BL_PC,  bl, sd ) ) {
		ud = &sd->ud;
	} else
		ud = unit_bl2ud(bl);
	
	if( ud == NULL) return 0;

	unit_stop_walking(bl,1);
	unit_stop_attack(bl);

	if(checkpath && (map_getcell(bl->m,dst_x,dst_y, CELL_CHKNOPASS) || path_search_real(&wpd,bl->m,bl->x,bl->y,dst_x,dst_y,easy, CELL_CHKNOREACH)))
		return 0;

	dir = map_calc_dir(bl, dst_x,dst_y);
	ud->dir = dir;
	if(sd) sd->head_dir = dir;

	dx = dst_x - bl->x;
	dy = dst_y - bl->y;

	map_foreachinmovearea(clif_outsight,bl->m,
		bl->x-AREA_SIZE,bl->y-AREA_SIZE,bl->x+AREA_SIZE,bl->y+AREA_SIZE,
		dx,dy,sd?BL_ALL:BL_PC,bl);

	map_moveblock(bl, dst_x, dst_y, gettick());
	
	ud->walktimer = 1;
	map_foreachinmovearea(clif_insight,bl->m,
		bl->x-AREA_SIZE,bl->y-AREA_SIZE,bl->x+AREA_SIZE,bl->y+AREA_SIZE,
		-dx,-dy,sd?BL_ALL:BL_PC,bl);
	ud->walktimer = -1;
		
	if(sd) {
		if(map_getcell(bl->m,bl->x,bl->y,CELL_CHKNPC)) {
			npc_touch_areanpc(sd,bl->m,bl->x,bl->y);
			if (bl->prev == NULL) //Script could have warped char, abort remaining of the function.
				return 0;
		} else
			sd->areanpc_id=0;
		if(sd->status.pet_id > 0 && sd->pd && sd->pd->pet.intimate > 0)
		{	//Check if pet needs to be teleported. [Skotlex]
			int flag = 0;
			bl = &sd->pd->bl; //Note that bl now points to the pet! 
			if (!checkpath && path_search(&wpd,bl->m,bl->x,bl->y,dst_x,dst_y,0))
				flag = 1;
			else if (!check_distance_bl(&sd->bl, bl, AREA_SIZE)) //Too far, teleport.
				flag = 2;
			if (flag) {
				unit_movepos(bl,sd->bl.x,sd->bl.y, 0, 0);
				clif_slide(bl,bl->x,bl->y);
			}
		//If you want to use bl afterwards, uncomment this:
		//bl = &sd->bl;
		}
	}
	return 1;
}

int unit_setdir(struct block_list *bl,unsigned char dir)
{
	struct unit_data *ud;
	nullpo_retr( 0, bl );
	ud = unit_bl2ud(bl);
	if (!ud) return 0;
	ud->dir = dir;
	if (bl->type == BL_PC) 
		((TBL_PC *)bl)->head_dir = dir;
	clif_changed_dir(bl, AREA);
	return 0;
}

int unit_getdir(struct block_list *bl)
{
	struct unit_data *ud;
	nullpo_retr( 0, bl );
	ud = unit_bl2ud(bl);
	if (!ud) return 0;
	return ud->dir;
}

//Warps a unit/ud to a given map/position. 
//In the case of players, pc_setpos is used.
//it respects the no warp flags, so it is safe to call this without doing nowarpto/nowarp checks.
int unit_warp(struct block_list *bl,int m,short x,short y,int type)
{
	struct unit_data *ud;
	nullpo_retr(0, bl);
	ud = unit_bl2ud(bl);
	
	if(bl->prev==NULL || !ud)
		return 1;

	if (type < 0 || type == 1)
		//Type 1 is invalid, since you shouldn't warp a bl with the "death" 
		//animation, it messes up with unit_remove_map! [Skotlex]
		return 1;
	
	if( m<0 ) m=bl->m;
	
	switch (bl->type) {
		case BL_MOB:
			if (map[bl->m].flag.monster_noteleport)
				return 1;
			if (m != bl->m && map[m].flag.nobranch && battle_config.mob_warp&4)
				return 1;
			break;
		case BL_PC:
			if (map[bl->m].flag.noteleport)
				return 1;
			break;
	}
	
	if (x<0 || y<0)
  	{	//Random map position.
		if (!map_search_freecell(NULL, m, &x, &y, -1, -1, 1)) {
			if(battle_config.error_log)
				ShowWarning("unit_warp failed. Unit Id:%d/Type:%d, target position map %d (%s) at [%d,%d]\n", bl->id, bl->type, m, map[m].name, x, y);
			return 2;
			
		}
	} else if (map_getcell(m,x,y,CELL_CHKNOREACH))
	{	//Invalid target cell
		if(battle_config.error_log)
			ShowWarning("unit_warp: Specified non-walkable target cell: %d (%s) at [%d,%d]\n", m, map[m].name, x,y);
		
		if (!map_search_freecell(NULL, m, &x, &y, 4, 4, 1))
	 	{	//Can't find a nearby cell
			if(battle_config.error_log)
				ShowWarning("unit_warp failed. Unit Id:%d/Type:%d, target position map %d (%s) at [%d,%d]\n", bl->id, bl->type, m, map[m].name, x, y);
			return 2;
		}
	}
			
	if (bl->type == BL_PC) //Use pc_setpos
		return pc_setpos((TBL_PC*)bl, map[m].index, x, y, type);
	
	if (!unit_remove_map(bl, type))
		return 3;
	
	bl->x=ud->to_x=x;
	bl->y=ud->to_y=y;
	bl->m=m;

	map_addblock(bl);
	clif_spawn(bl);
	skill_unit_move(bl,gettick(),1);

	if(bl->type == BL_MOB){
		TBL_MOB *md = (TBL_MOB *)bl;
		if(md->nd) // Tell the script engine we've warped
			mob_script_callback(md, NULL, CALLBACK_WARPACK);
	}
	return 0;
}

/*==========================================
 * ���s��~
 *------------------------------------------
 */
int unit_stop_walking(struct block_list *bl,int type)
{
	struct unit_data *ud;
	struct TimerData *data;
	unsigned int tick;
	nullpo_retr(0, bl);

	ud = unit_bl2ud(bl);
	if(!ud || ud->walktimer == -1)
		return 0;
	//NOTE: We are using timer data after deleting it because we know the 
	//delete_timer function does not messes with it. If the function's 
	//behaviour changes in the future, this code could break!
	data = get_timer(ud->walktimer);
	delete_timer(ud->walktimer, unit_walktoxy_timer);
	ud->walktimer = -1;
	ud->state.change_walk_target = 0;
	tick = gettick();
	if ((type&0x02 && !ud->walkpath.path_pos) //Force moving at least one cell.
		|| (data && DIFF_TICK(data->tick, tick) <= data->data/2)) //Enough time has passed to cover half-cell
	{	
		ud->walkpath.path_len = ud->walkpath.path_pos+1;
		unit_walktoxy_timer(-1, tick, bl->id, ud->walkpath.path_pos);
	}

	if(type&0x01)
		clif_fixpos(bl);
	
	ud->walkpath.path_len = 0;
	ud->walkpath.path_pos = 0;
	ud->to_x = bl->x;
	ud->to_y = bl->y;
	if(bl->type == BL_PET && type&~0xff)
		ud->canmove_tick = gettick() + (type>>8);

	if (ud->state.running)
		status_change_end(bl, SC_RUN, -1);
	return 1;
}

int unit_skilluse_id(struct block_list *src, int target_id, int skill_num, int skill_lv) {

	if(skill_num < 0) return 0;

	return unit_skilluse_id2(
		src, target_id, skill_num, skill_lv,
		skill_castfix(src, skill_num, skill_lv),
		skill_get_castcancel(skill_num)
	);
}

int unit_is_walking(struct block_list *bl)
{
	struct unit_data *ud = unit_bl2ud(bl);
	nullpo_retr(0, bl);
	if(!ud) return 0;
	return (ud->walktimer != -1);
}

/*==========================================
 * Determines if the bl can move based on status changes. [Skotlex]
 *------------------------------------------
 */
int unit_can_move(struct block_list *bl)
{
	struct map_session_data *sd;
	struct unit_data *ud;
	struct status_change *sc;
	
	nullpo_retr(0, bl);
	ud = unit_bl2ud(bl);
	sc = status_get_sc(bl);
	BL_CAST(BL_PC, bl, sd);
	
	if (!ud)
		return 0;
	
	if (ud->skilltimer != -1 && (!sd || pc_checkskill(sd, SA_FREECAST) <= 0))
		return 0;
		
	if (DIFF_TICK(ud->canmove_tick, gettick()) > 0)
		return 0;

	if (sd && (
		pc_issit(sd) ||
		sd->state.blockedmove
	))
		return 0; //Can't move
	
	if (sc) {
		if (sc->opt1 > 0 && sc->opt1 != OPT1_STONEWAIT)
			return 0;

		if ((sc->option & OPTION_HIDE) && (!sd || pc_checkskill(sd, RG_TUNNELDRIVE) <= 0))
			return 0;

		if (sc->count && (
			sc->data[SC_ANKLE].timer != -1 ||
			sc->data[SC_AUTOCOUNTER].timer !=-1 ||
			sc->data[SC_TRICKDEAD].timer !=-1 ||
			sc->data[SC_BLADESTOP].timer !=-1 ||
			sc->data[SC_BLADESTOP_WAIT].timer !=-1 ||
			sc->data[SC_SPIDERWEB].timer !=-1 ||
			(sc->data[SC_DANCING].timer !=-1 && (
				(sc->data[SC_DANCING].val4 && sc->data[SC_LONGING].timer == -1) ||
				sc->data[SC_DANCING].val1 == CG_HERMODE	//cannot move while Hermod is active.
			)) ||
			sc->data[SC_MOONLIT].timer != -1 ||
			(sc->data[SC_GOSPEL].timer !=-1 && sc->data[SC_GOSPEL].val4 == BCT_SELF) ||	// cannot move while gospel is in effect
			sc->data[SC_STOP].timer != -1 ||
			sc->data[SC_CLOSECONFINE].timer != -1 ||
			sc->data[SC_CLOSECONFINE2].timer != -1 ||
			(sc->data[SC_CLOAKING].timer != -1 && //Need wall at level 1-2
			 sc->data[SC_CLOAKING].val1 < 3 && !(sc->data[SC_CLOAKING].val4&1))
		))
			return 0;
	}
	return 1;
}

/*==========================================
 * Applies walk delay to character, considering that 
 * if type is 0, this is a damage induced delay: if previous delay is active, do not change it.
 * if type is 1, this is a skill induced delay: walk-delay may only be increased, not decreased.
 *------------------------------------------
 */
int unit_set_walkdelay(struct block_list *bl, unsigned int tick, int delay, int type)
{
	struct unit_data *ud = unit_bl2ud(bl);
	if (delay <= 0 || !ud) return 0;
	
	if (type) {
		if (DIFF_TICK(ud->canmove_tick, tick+delay) > 0)
			return 0;
	} else {
		if (DIFF_TICK(ud->canmove_tick, tick) > 0)
			return 0;
	}
	ud->canmove_tick = tick + delay;
	if (ud->walktimer != -1)
	{	//Stop walking, if chasing, readjust timers.
		if (delay == 1)
		{	//Minimal delay (walk-delay) disabled. Just stop walking.
			unit_stop_walking(bl,0);
		} else {
			unit_stop_walking(bl,2);
			if(ud->target)
				add_timer(ud->canmove_tick+1, unit_walktobl_sub, bl->id, ud->target);
		}
	}
	return 1;
}

int unit_skilluse_id2(struct block_list *src, int target_id, int skill_num, int skill_lv, int casttime, int castcancel) {
	struct unit_data *ud;
	struct status_data *tstatus;
	struct status_change *sc;
	struct map_session_data *sd = NULL;
	struct block_list * target = NULL;
	unsigned int tick = gettick();
	int temp;

	nullpo_retr(0, src);
	if(status_isdead(src))
		return 0; // ����ł��Ȃ���

	if( BL_CAST( BL_PC,  src, sd ) ) {
		ud = &sd->ud;
	} else
		ud = unit_bl2ud(src);

	if(ud == NULL) return 0;
	sc = status_get_sc(src);	
	if (sc && !sc->count)
		sc = NULL; //Unneeded
	//temp: used to signal combo-skills right now.
	temp = (target_id == src->id && !(sd && sd->state.skill_flag)
		&& skill_get_inf(skill_num)&INF_SELF_SKILL
		&& skill_get_inf2(skill_num)&INF2_NO_TARGET_SELF);
	if (temp)
		target_id = ud->target; //Auto-select skills. [Skotlex]

	if (sd) {
		//Target_id checking.
		if(skillnotok(skill_num, sd)) // [MouseJstr]
			return 0;
		switch(skill_num)
		{	//Check for skills that auto-select target
		case MO_CHAINCOMBO:
			if (sc && sc->data[SC_BLADESTOP].timer != -1){
				if ((target=(struct block_list *)sc->data[SC_BLADESTOP].val4) == NULL)
					return 0;
			}
			break;
		case TK_JUMPKICK:
		case TK_COUNTER:
		case HT_POWER:
			if (sc && sc->data[SC_COMBO].timer != -1 && sc->data[SC_COMBO].val1 == skill_num)
				target_id = sc->data[SC_COMBO].val2;
			break;
		case WE_MALE:
		case WE_FEMALE:
			if (!sd->status.partner_id)
				return 0;
			target = (struct block_list*)map_charid2sd(sd->status.partner_id);
			if (!target) {
				clif_skill_fail(sd,skill_num,0,0);
				return 0;
			}
			break;
		//TODO: here we should place and correct skills that should target homun automatically. However some work still needs be done as "dead homuns" are deleted from memory, and as such, you can't really target them. [Skotlex]
		case AM_REST:
//		case AM_RESURRECTHOMUN:
			target = (struct block_list*)sd->hd;
			if (!target) {
				clif_skill_fail(sd,skill_num,0,0);
				return 0;
			}
			break;
		}
		if (target)
			target_id = target->id;
	}
	if (src->type==BL_HOM)
	switch(skill_num)
	{ //Homun-auto-target skills.
		case HLIF_AVOID:
		case HAMI_DEFENCE:
		case HAMI_CASTLE:
			target = battle_get_master(src);
			if (!target) return 0;
	}

	if(!target && (target=map_id2bl(target_id)) == NULL )
		return 0;
	if(src->m != target->m)
		return 0; // �����}�b�v���ǂ���
	if(!src->prev || !target->prev)
		return 0; // map ��ɑ��݂��邩

	//Normally not needed because clif.c checks for it, but the at/char/script commands don't! [Skotlex]
	if(ud->skilltimer != -1 && skill_num != SA_CASTCANCEL)
		return 0;

	if(skill_get_inf2(skill_num)&INF2_NO_TARGET_SELF && src->id == target_id)
		return 0;

	if(!status_check_skilluse(src, target, skill_num, 0))
		return 0;

	tstatus = status_get_status_data(target);
	//���O�̃X�L���󋵂̋L�^
	if(sd) {
		switch(skill_num){
		case SA_CASTCANCEL:
			if(ud->skillid != skill_num){
				sd->skillid_old = ud->skillid;
				sd->skilllv_old = ud->skilllv;
				break;
			}
		case BD_ENCORE:
			//Prevent using the dance skill if you no longer have the skill in your tree. 
			if(!sd->skillid_dance || pc_checkskill(sd,sd->skillid_dance)<=0){
				clif_skill_fail(sd,skill_num,0,0);
				return 0;
			}
			sd->skillid_old = skill_num;
			break;
		case BD_LULLABY:
		case BD_RICHMANKIM:
		case BD_ETERNALCHAOS:
		case BD_DRUMBATTLEFIELD:
		case BD_RINGNIBELUNGEN:
		case BD_ROKISWEIL:
		case BD_INTOABYSS:
		case BD_SIEGFRIED:
		case CG_MOONLIT:
			if (battle_config.player_skill_partner_check &&
				(!battle_config.gm_skilluncond || pc_isGM(sd) < battle_config.gm_skilluncond) &&
				(skill_check_pc_partner(sd, skill_num, &skill_lv, 1, 0) < 1)
			) {
				clif_skill_fail(sd,skill_num,0,0);
				return 0;
			}
			break;
		}
		if (!skill_check_condition(sd, skill_num, skill_lv, 0))
			return 0;	
	}
	//TODO: Add type-independant skill_check_condition function.
	if (src->type == BL_MOB) {
		switch (skill_num) {
			case NPC_SUMMONSLAVE:
			case NPC_SUMMONMONSTER:
			case AL_TELEPORT:
				if (((TBL_MOB*)src)->master_id && ((TBL_MOB*)src)->special_state.ai)
					return 0;
		}
	}

	//Check range when not using skill on yourself or is a combo-skill during attack
	//(these are supposed to always have the same range as your attack)
	if(src->id != target_id && (!temp || ud->attacktimer == -1) &&
		!battle_check_range(src,target,skill_get_range2(src, skill_num,skill_lv)
		+(skill_num==RG_CLOSECONFINE?0:1))) //Close confine is exploitable thanks to this extra range "feature" of the client. [Skotlex]
		return 0;

	if (!temp) //Stop attack on non-combo skills [Skotlex]
		unit_stop_attack(src);
	else if(ud->attacktimer != -1) //Elsewise, delay current attack sequence
		ud->attackabletime = tick + status_get_adelay(src);
	
	ud->state.skillcastcancel = castcancel;

	//temp: Used to signal force cast now.
	temp = 0;
	
	switch(skill_num){
	case ALL_RESURRECTION:
		if(battle_check_undead(tstatus->race,tstatus->def_ele)){	
			temp=1;
			casttime = skill_castfix(src, PR_TURNUNDEAD, skill_lv);
		} else if (!status_isdead(target))
			return 0; //Can't cast on non-dead characters.
		break;
	case MO_FINGEROFFENSIVE:
		if(sd)
			casttime += casttime * ((skill_lv > sd->spiritball)? sd->spiritball:skill_lv);
		break;
	case MO_EXTREMITYFIST:
		if (sc && sc->data[SC_COMBO].timer != -1 &&
			(sc->data[SC_COMBO].val1 == MO_COMBOFINISH ||
			sc->data[SC_COMBO].val1 == CH_TIGERFIST ||
			sc->data[SC_COMBO].val1 == CH_CHAINCRUSH))
			casttime = 0;
		temp = 1;
		break;
	case TK_RUN:
		if (sc && sc->data[SC_RUN].timer != -1)
			casttime = 0;
		break;
	case SA_MAGICROD:
	case SA_SPELLBREAKER:
		temp =1;
		break;
	case KN_CHARGEATK:
		//Taken from jA: Casttime is increased by dist/3*100%
		casttime = casttime * ((distance_bl(src,target)-1)/3+1);
		break;
	}

	if( casttime>0 || temp){ 

		clif_skillcasting(src, src->id, target_id, 0,0, skill_num,casttime);

		if (sd && target->type == BL_MOB)
		{
			TBL_MOB *md = (TBL_MOB*)target;
			mobskill_event(md, src, tick, -1); //Cast targetted skill event.
			//temp: used to store mob's mode now.
			if (tstatus->mode&MD_CASTSENSOR &&
				battle_check_target(target, src, BCT_ENEMY) > 0)
			{
				switch (md->state.skillstate) {
				case MSS_ANGRY:
				case MSS_RUSH:
				case MSS_FOLLOW:
					if (!(tstatus->mode&(MD_AGGRESSIVE|MD_ANGRY)))
						break; //Only Aggressive mobs change target while chasing.
				case MSS_IDLE:
				case MSS_WALK:
					md->target_id = src->id;
					md->state.aggressive = (temp&MD_ANGRY)?1:0;
					md->min_chase = md->db->range3;
				}
			}
		}
	}

	if( casttime<=0 )
		ud->state.skillcastcancel=0;

	ud->canact_tick  = tick + casttime + 100;
	ud->skilltarget  = target_id;
	ud->skillx       = 0;
	ud->skilly       = 0;
	ud->skillid      = skill_num;
	ud->skilllv      = skill_lv;

 	if(sc && sc->data[SC_CLOAKING].timer != -1 &&
		!(sc->data[SC_CLOAKING].val4&2) && skill_num != AS_CLOAKING)
		status_change_end(src,SC_CLOAKING,-1);

	if(casttime > 0) {
		ud->skilltimer = add_timer( tick+casttime, skill_castend_id, src->id, 0 );
		if(sd && pc_checkskill(sd,SA_FREECAST))
			status_freecast_switch(sd);
		else
			unit_stop_walking(src,1);
	}
	else
		skill_castend_id(ud->skilltimer,tick,src->id,0);
	return 1;
}

int unit_skilluse_pos(struct block_list *src, int skill_x, int skill_y, int skill_num, int skill_lv) {
	if(skill_num < 0)
		return 0;
	return unit_skilluse_pos2(
		src, skill_x, skill_y, skill_num, skill_lv,
		skill_castfix(src, skill_num, skill_lv),
		skill_get_castcancel(skill_num)
	);
}

int unit_skilluse_pos2( struct block_list *src, int skill_x, int skill_y, int skill_num, int skill_lv, int casttime, int castcancel) {
	struct map_session_data *sd = NULL;
	struct unit_data        *ud = NULL;
	struct status_change *sc;
	struct block_list    bl;
	unsigned int tick = gettick();

	nullpo_retr(0, src);

	if(!src->prev) return 0; // map ��ɑ��݂��邩
	if(status_isdead(src)) return 0;

	if( BL_CAST( BL_PC, src, sd ) ) {
		ud = &sd->ud;
	} else
		ud = unit_bl2ud(src);
	if(ud == NULL) return 0;

	if(ud->skilltimer != -1) //Normally not needed since clif.c checks for it, but at/char/script commands don't! [Skotlex]
		return 0;
	
	sc = status_get_sc(src);
	if (sc && !sc->count)
		sc = NULL;
	
	if(sd) {
		if (skillnotok(skill_num, sd) ||
			!skill_check_condition(sd, skill_num, skill_lv,0))
		return 0;
	} 
	
	if (!status_check_skilluse(src, NULL, skill_num, 0))
		return 0;

	if (map_getcell(src->m, skill_x, skill_y, CELL_CHKNOREACH))
	{	//prevent casting ground targeted spells on non-walkable areas. [Skotlex] 
		if (sd) clif_skill_fail(sd,skill_num,0,0);
		return 0;
	}

	/* �˒��Ə�Q���`�F�b�N */
	bl.type = BL_NUL;
	bl.m = src->m;
	bl.x = skill_x;
	bl.y = skill_y;
	if(skill_num != TK_HIGHJUMP && skill_num != NJ_SHADOWJUMP &&
		!battle_check_range(src,&bl,skill_get_range2(src, skill_num,skill_lv)+1))
		return 0;

	unit_stop_attack(src);
	ud->state.skillcastcancel = castcancel;

	if( casttime>0 ) {
		unit_stop_walking( src, 1);
		clif_skillcasting(src, src->id, 0, skill_x,skill_y, skill_num,casttime);
	}

	if( casttime<=0 )
		ud->state.skillcastcancel=0;

	ud->canact_tick  = tick + casttime + 100;
	ud->skillid      = skill_num;
	ud->skilllv      = skill_lv;
	ud->skillx       = skill_x;
	ud->skilly       = skill_y;
	ud->skilltarget  = 0;

	if (sc && sc->data[SC_CLOAKING].timer != -1 &&
		!(sc->data[SC_CLOAKING].val4&2))
		status_change_end(src,SC_CLOAKING,-1);

	if(casttime > 0) {
		ud->skilltimer = add_timer( tick+casttime, skill_castend_pos, src->id, 0 );
		if(sd && pc_checkskill(sd,SA_FREECAST))
			status_freecast_switch(sd);
		else
			unit_stop_walking(src,1);
	}
	else {
		ud->skilltimer = -1;
		skill_castend_pos(ud->skilltimer,tick,src->id,0);
	}
	return 1;
}

static int unit_attack_timer(int tid,unsigned int tick,int id,int data);

int unit_stop_attack(struct block_list *bl)
{
	struct unit_data *ud = unit_bl2ud(bl);
	nullpo_retr(0, bl);

	if(!ud || ud->attacktimer == -1)
		return 0;

	delete_timer( ud->attacktimer, unit_attack_timer );
	ud->attacktimer = -1;
	ud->target = 0;
	return 0;
}

//Means current target is unattackable. For now only unlocks mobs.
int unit_unattackable(struct block_list *bl) {
	struct unit_data *ud = unit_bl2ud(bl);
	if (ud) {
		ud->target = 0;
		ud->state.attack_continue = 0;
	}
	
	if(bl->type == BL_MOB)
		mob_unlocktarget((struct mob_data*)bl, gettick()) ;
	else if(bl->type == BL_PET)
		pet_unlocktarget((struct pet_data*)bl);
	return 0;
}

/*==========================================
 * �U���v��
 * type��1�Ȃ�p���U��
 *------------------------------------------
 */

int unit_attack(struct block_list *src,int target_id,int type)
{
	struct block_list *target;
	struct unit_data  *ud;

	nullpo_retr(0, ud = unit_bl2ud(src));

	target=map_id2bl(target_id);
	if(target==NULL || status_isdead(target)) {
		unit_unattackable(src);
		return 1;
	}

	if(src->type == BL_PC && target->type==BL_NPC) { // monster npcs [Valaris]
		npc_click((TBL_PC*)src,(TBL_NPC*)target); // submitted by leinsirk10 [Celest]
		return 0;
	}

	if(battle_check_target(src,target,BCT_ENEMY)<=0 ||
		!status_check_skilluse(src, target, 0, 0)
	) {
		unit_unattackable(src);
		return 1;
	}

	ud->target = target_id;
	ud->state.attack_continue = type;
	if (type) //If you re to attack continously, set to auto-case character
		ud->chaserange = status_get_range(src);
	
	//Just change target/type. [Skotlex]
	if(ud->attacktimer != -1)
		return 0;

	if(DIFF_TICK(ud->attackabletime, gettick()) > 0)
		//Do attack next time it is possible. [Skotlex]
		ud->attacktimer=add_timer(ud->attackabletime,unit_attack_timer,src->id,0);
	else //Attack NOW.
		unit_attack_timer(-1,gettick(),src->id,0);

	return 0;
}

/*==========================================
 *
 *------------------------------------------
 */
int unit_can_reach_pos(struct block_list *bl,int x,int y, int easy)
{
	struct walkpath_data wpd;

	nullpo_retr(0, bl);

	if( bl->x==x && bl->y==y )	// �����}�X
		return 1;

	// ��Q������
	wpd.path_len=0;
	wpd.path_pos=0;
	wpd.path_half=0;
	return (path_search_real(&wpd,bl->m,bl->x,bl->y,x,y,easy,CELL_CHKNOREACH)!=-1);
}

/*==========================================
 *
 *------------------------------------------
 */
int unit_can_reach_bl(struct block_list *bl,struct block_list *tbl, int range, int easy, short *x, short *y)
{
	struct walkpath_data wpd;
	int i;
	short dx,dy;
	nullpo_retr(0, bl);
	nullpo_retr(0, tbl);

	if( bl->m != tbl->m)
		return 0;
	
	if( bl->x==tbl->x && bl->y==tbl->y )
		return 1;

	if(range>0 && !check_distance_bl(bl, tbl, range))
		return 0;

	wpd.path_len=0;
	wpd.path_pos=0;
	wpd.path_half=0;
	
	// It judges whether it can adjoin or not.
	dx=tbl->x - bl->x;
	dy=tbl->y - bl->y;
	dx=(dx>0)?1:((dx<0)?-1:0);
	dy=(dy>0)?1:((dy<0)?-1:0);
	
	if (map_getcell(tbl->m,tbl->x-dx,tbl->y-dy,CELL_CHKNOREACH))
	{	//Look for a suitable cell to place in.
		for(i=0;i<9 && map_getcell(tbl->m,tbl->x-dirx[i],tbl->y-diry[i],CELL_CHKNOREACH);i++);
		if (i==9) return 0; //No valid cells.
		dx = dirx[i];
		dy = diry[i];
	}

	if (x) *x = tbl->x-dx;
	if (y) *y = tbl->y-dy;
	return (path_search_real(&wpd,bl->m,bl->x,bl->y,tbl->x-dx,tbl->y-dy,easy,CELL_CHKNOREACH)!=-1);
}


/*==========================================
 * PC�̍U�� (timer�֐�)
 *------------------------------------------
 */
static int unit_attack_timer_sub(struct block_list* src, int tid, unsigned int tick)
{
	struct block_list *target;
	struct unit_data *ud;
	struct status_data *sstatus;
	struct map_session_data *sd = NULL;
	struct mob_data *md = NULL;
	int range;
	
	if((ud=unit_bl2ud(src))==NULL)
		return 0;
	if(ud->attacktimer != tid){
		if(battle_config.error_log)
			ShowError("unit_attack_timer %d != %d\n",ud->attacktimer,tid);
		return 0;
	}
	BL_CAST( BL_PC , src, sd);
	BL_CAST( BL_MOB, src, md);
	ud->attacktimer=-1;
	target=map_id2bl(ud->target);

	if(src->prev == NULL || target==NULL || target->prev == NULL)
		return 0;

	if(ud->skilltimer != -1 && (!sd || pc_checkskill(sd,SA_FREECAST) <= 0))
		return 0;
	
	if(src->m != target->m || status_isdead(src) || status_isdead(target) || !status_check_skilluse(src, target, 0, 0))
		return 0;

	sstatus = status_get_status_data(src);

	if(!battle_config.sdelay_attack_enable &&
		DIFF_TICK(ud->canact_tick,tick) > 0 && 
		(!sd || pc_checkskill(sd,SA_FREECAST) <= 0)
	) {
		if (tid == -1) { //requested attack.
			if(sd) clif_skill_fail(sd,1,4,0);
			return 0;
		}
		//Otherwise, we are in a combo-attack, delay this until your canact time is over. [Skotlex]
		if(ud->state.attack_continue) {
			if (DIFF_TICK(ud->canact_tick, ud->attackabletime) > 0)
				ud->attackabletime = ud->canact_tick;
			ud->attacktimer=add_timer(ud->attackabletime,unit_attack_timer,src->id,0);
		}
		return 1;
	}

	range = sstatus->rhw.range;
	
	if(!sd || sd->status.weapon != W_BOW) range++; //Dunno why everyone but bows gets this extra range...
	if(unit_is_walking(target)) range++; //Extra range when chasing

	if(!check_distance_bl(src,target,range) ) {
		//Chase if required.
		if(ud->state.attack_continue) {
			if(sd)
				clif_movetoattack(sd,target);
			else
				unit_walktobl(src,target,ud->chaserange,ud->state.walk_easy|2);
		}
		return 1;
	}
	if(!battle_check_range(src,target,range)) {
	  	//Within range, but no direct line of attack
		if(ud->state.attack_continue) {
			if(ud->chaserange > 2) ud->chaserange-=2;
			unit_walktobl(src,target,ud->chaserange,ud->state.walk_easy|2);
		}
		return 1;
	}

	//Sync packet only for players.
	//Non-players use the sync packet on the walk timer. [Skotlex]
	if (tid == -1 && sd) clif_fixpos(src);

	if(DIFF_TICK(ud->attackabletime,tick) <= 0) {
		if (battle_config.attack_direction_change &&
			(src->type&battle_config.attack_direction_change)) {
			ud->dir = map_calc_dir(src, target->x,target->y );
			if (sd) sd->head_dir = ud->dir;
		}
		if(ud->walktimer != -1)
			unit_stop_walking(src,1);
		if(md) {
			if (mobskill_use(md,tick,-1))
				return 1;
			if (sstatus->mode&MD_ASSIST && DIFF_TICK(md->last_linktime, tick) < MIN_MOBLINKTIME)
			{	// Link monsters nearby [Skotlex]
				md->last_linktime = tick;
				map_foreachinrange(mob_linksearch, src, md->db->range2,
					BL_MOB, md->class_, target, tick);
			}
		}
		if(src->type == BL_PET && pet_attackskill((TBL_PET*)src, target->id))
			return 1;
		
		map_freeblock_lock();
		ud->attacktarget_lv = battle_weapon_attack(src,target,tick,0);

		if(sd && sd->status.pet_id > 0 && sd->pd && battle_config.pet_attack_support)
			pet_target_check(sd,target,0);
		map_freeblock_unlock();

		ud->attackabletime = tick + sstatus->adelay;
//		You can't move if you can't attack neither.
		unit_set_walkdelay(src, tick, sstatus->amotion, 1);
	}

	if(ud->state.attack_continue)
		ud->attacktimer = add_timer(ud->attackabletime,unit_attack_timer,src->id,0);

	return 1;
}

static int unit_attack_timer(int tid,unsigned int tick,int id,int data) {
	struct block_list *bl;
	bl = map_id2bl(id);
	if(bl && unit_attack_timer_sub(bl, tid, tick) == 0)
		unit_unattackable(bl);
	return 0;
}

/*==========================================
 * Cancels an ongoing skill cast.
 * flag&1: Cast-Cancel invoked.
 * flag&2: Cancel only if skill is cancellable.
 *------------------------------------------
 */
int unit_skillcastcancel(struct block_list *bl,int type)
{
	struct map_session_data *sd = NULL;
	struct unit_data *ud = unit_bl2ud( bl);
	unsigned int tick=gettick();
	int ret=0, skill;
	
	nullpo_retr(0, bl);
	if (!ud || ud->skilltimer==-1)
		return 0; //Nothing to cancel.

	BL_CAST(BL_PC,  bl, sd);

	if (type&2) {
		//See if it can be cancelled.
		if (!ud->state.skillcastcancel)
			return 0;

		if (sd && (sd->special_state.no_castcancel2 ||
			(sd->special_state.no_castcancel && !map_flag_gvg(bl->m)))) //fixed flags being read the wrong way around [blackhole89]
			return 0;
	}
	
	ud->canact_tick=tick;
	if(sd && pc_checkskill(sd,SA_FREECAST))
		status_freecast_switch(sd);
	
	if(type&1 && sd)
		skill = sd->skillid_old;
	else
		skill = ud->skillid;
	
	if (skill_get_inf(skill) & INF_GROUND_SKILL)
		ret=delete_timer( ud->skilltimer, skill_castend_pos );
	else
		ret=delete_timer( ud->skilltimer, skill_castend_id );
	if(ret<0)
		ShowError("delete timer error : skillid : %d\n",ret);
	
	if(bl->type==BL_MOB) ((TBL_MOB*)bl)->skillidx  = -1;

	ud->skilltimer = -1;
	clif_skillcastcancel(bl);
	return 1;
}

// unit_data �̏���������
void unit_dataset(struct block_list *bl) {
	struct unit_data *ud;
	nullpo_retv(ud = unit_bl2ud(bl));

	memset( ud, 0, sizeof( struct unit_data) );
	ud->bl             = bl;
	ud->walktimer      = -1;
	ud->skilltimer     = -1;
	ud->attacktimer    = -1;
	ud->attackabletime = 
	ud->canact_tick    = 
	ud->canmove_tick   = gettick();
}

/*==========================================
 * ���������b�N���Ă��郆�j�b�g�̐��𐔂���(foreachclient)
 *------------------------------------------
 */
static int unit_counttargeted_sub(struct block_list *bl, va_list ap)
{
	int id, target_lv;
	struct unit_data *ud;
	id = va_arg(ap,int);
	target_lv = va_arg(ap,int);
	if(bl->id == id)
		return 0;

	ud = unit_bl2ud(bl);

	if (ud && ud->target == id && ud->attacktimer != -1 && ud->attacktarget_lv >= target_lv)
		return 1;

	return 0;	
}

/*==========================================
 *
 *------------------------------------------
 */
int unit_fixdamage(struct block_list *src,struct block_list *target,unsigned int tick,int sdelay,int ddelay,int damage,int div,int type,int damage2)
{
	nullpo_retr(0, target);

	if(damage+damage2 <= 0)
		return 0;
	
	return status_fix_damage(src,target,damage+damage2,clif_damage(target,target,tick,sdelay,ddelay,damage,div,type,damage2));
}
/*==========================================
 * ���������b�N���Ă���Ώۂ̐���Ԃ�
 * �߂�͐�����0�ȏ�
 *------------------------------------------
 */
int unit_counttargeted(struct block_list *bl,int target_lv)
{
	nullpo_retr(0, bl);
	return (map_foreachinrange(unit_counttargeted_sub, bl, AREA_SIZE, BL_CHAR,
		bl->id, target_lv));
}

/*==========================================
 * �����ڂ̃T�C�Y��ύX����
 *------------------------------------------
 */
int unit_changeviewsize(struct block_list *bl,short size)
{
	nullpo_retr(0, bl);

	size=(size<0)?-1:(size>0)?1:0;

	if(bl->type == BL_PC) {
		((TBL_PC*)bl)->state.size=size;
	} else if(bl->type == BL_MOB) {
		((TBL_MOB*)bl)->special_state.size=size;
	} else
		return 0;
	if(size!=0)
		clif_misceffect2(bl,421+size);
	return 0;
}

/*==========================================
 * Removes a bl/ud from the map.
 * Returns 1 on success. 0 if it couldn't be removed or the bl was free'd
 * if clrtype is 1 (death), appropiate cleanup is performed. 
 * Otherwise it is assumed bl is being warped.
 * On-Kill specific stuff is not performed here, look at status_damage for that.
 *------------------------------------------
 */
int unit_remove_map(struct block_list *bl, int clrtype) {
	struct unit_data *ud = unit_bl2ud(bl);
	struct status_change *sc = status_get_sc(bl);
	nullpo_retr(0, ud);

	if(bl->prev == NULL)
		return 0; //Already removed?

	map_freeblock_lock();

	ud->target = 0; //Unlock walk/attack target.
	if (ud->walktimer != -1)
		unit_stop_walking(bl,0);
	if (ud->attacktimer != -1)
		unit_stop_attack(bl);
	if (ud->skilltimer != -1)
		unit_skillcastcancel(bl,0);
// Do not reset can-act delay. [Skotlex]
	ud->attackabletime = ud->canmove_tick /*= ud->canact_tick*/ = gettick();
	
	if(sc && sc->count ) { //map-change/warp dispells.
		if(sc->data[SC_BLADESTOP].timer!=-1)
			status_change_end(bl,SC_BLADESTOP,-1);
		if(sc->data[SC_BASILICA].timer!=-1)
			status_change_end(bl,SC_BASILICA,-1);
		if(sc->data[SC_ANKLE].timer != -1)
			status_change_end(bl, SC_ANKLE, -1);
		if (sc->data[SC_TRICKDEAD].timer != -1)
			status_change_end(bl, SC_TRICKDEAD, -1);
		if (sc->data[SC_BLADESTOP].timer!=-1)
			status_change_end(bl,SC_BLADESTOP,-1);
		if (sc->data[SC_RUN].timer!=-1)
			status_change_end(bl,SC_RUN,-1);
		if (sc->data[SC_DANCING].timer!=-1) // clear dance effect when warping [Valaris]
			skill_stop_dancing(bl);
		if (sc->data[SC_WARM].timer!=-1)
			status_change_end(bl, SC_WARM, -1);
		if (sc->data[SC_DEVOTION].timer!=-1)
			status_change_end(bl,SC_DEVOTION,-1);
		if (sc->data[SC_MARIONETTE].timer!=-1)
			status_change_end(bl,SC_MARIONETTE,-1);
		if (sc->data[SC_MARIONETTE2].timer!=-1)
			status_change_end(bl,SC_MARIONETTE2,-1);
		if (sc->data[SC_CLOSECONFINE].timer!=-1)
			status_change_end(bl,SC_CLOSECONFINE,-1);
		if (sc->data[SC_CLOSECONFINE2].timer!=-1)
			status_change_end(bl,SC_CLOSECONFINE2,-1);
		if (sc->data[SC_HIDING].timer!=-1)
			status_change_end(bl, SC_HIDING, -1);
		if (sc->data[SC_CLOAKING].timer!=-1)
			status_change_end(bl, SC_CLOAKING, -1);
		if (sc->data[SC_CHASEWALK].timer!=-1)
			status_change_end(bl, SC_CHASEWALK, -1);
		if (sc->data[SC_GOSPEL].timer != -1 && sc->data[SC_GOSPEL].val4 == BCT_SELF)
			status_change_end(bl, SC_GOSPEL, -1);
	}

	if (bl->type&BL_CHAR) {
		skill_unit_move(bl,gettick(),4);
		skill_cleartimerskill(bl);			// �^�C�}�[�X�L���N���A
	}

	if(bl->type == BL_PC) {
		struct map_session_data *sd = (struct map_session_data*)bl;

		//Leave/reject all invitations.
		if(sd->chatID)
			chat_leavechat(sd);
		if(sd->trade_partner)
			trade_tradecancel(sd);
		if(sd->vender_id)
			vending_closevending(sd);
		if(!sd->state.waitingdisconnect)
	  	{	//when quitting, let the final chrif_save handle storage saving.
			if(sd->state.storage_flag == 1)
				storage_storage_quit(sd,0);
			else if (sd->state.storage_flag == 2)
				storage_guild_storage_quit(sd,0);
		}
		if(sd->party_invite>0)
			party_reply_invite(sd,sd->party_invite_account,0);
		if(sd->guild_invite>0)
			guild_reply_invite(sd,sd->guild_invite,0);
		if(sd->guild_alliance>0)
			guild_reply_reqalliance(sd,sd->guild_alliance_account,0);

		pc_delinvincibletimer(sd);

		if(sd->pvp_timer!=-1) {
			delete_timer(sd->pvp_timer,pc_calc_pvprank_timer);
			sd->pvp_timer = -1;
		}

		if(pc_issit(sd)) {
			pc_setstand(sd);
			skill_gangsterparadise(sd,0);
			skill_rest(sd,0);
		}
		party_send_dot_remove(sd);//minimap dot fix [Kevin]
		guild_send_dot_remove(sd);
	} else if(bl->type == BL_MOB) {
		struct mob_data *md = (struct mob_data*)bl;
		md->target_id=0;
		md->attacked_id=0;
		md->state.skillstate= MSS_IDLE;
	} else if (bl->type == BL_PET) {
		struct pet_data *pd = (struct pet_data*)bl;
		if(pd->pet.intimate <= 0) {
			clif_clearchar_area(bl,clrtype);
			map_delblock(bl);
			unit_free(bl);
			map_freeblock_unlock();
			return 0;
		}
	} else if (bl->type == BL_HOM) {
		struct homun_data *hd = (struct homun_data *) bl;
		struct map_session_data *sd = hd->master;
		if(!sd || !sd->homunculus.intimacy)
	  	{	//He's going to be deleted.
			clif_emotion(bl, 28) ;	//sob
			clif_clearchar_area(bl,clrtype);
			map_delblock(bl);
			unit_free(bl);
			map_freeblock_unlock();
			return 0;
		}
	}
	clif_clearchar_area(bl,clrtype);
	map_delblock(bl);
	map_freeblock_unlock();
	return 1;
}

/*==========================================
 * Function to free all related resources to the bl
 * if unit is on map, it is removed using clrtype 0.
 *------------------------------------------
 */

int unit_free(struct block_list *bl) {
	struct unit_data *ud = unit_bl2ud( bl );
	nullpo_retr(0, ud);

	map_freeblock_lock();
	if( bl->prev )	//Players are supposed to logout with a "warp" effect.
		unit_remove_map(bl, bl->type==BL_PC?3:0);
	
	if( bl->type == BL_PC ) {
		struct map_session_data *sd = (struct map_session_data*)bl;
		if(status_isdead(bl))
			pc_setrestartvalue(sd,2);

		//Status that are not saved...
		if(sd->sc.count) {
			if(sd->sc.data[SC_SPURT].timer!=-1)
				status_change_end(bl,SC_SPURT,-1);
			if(sd->sc.data[SC_BERSERK].timer!=-1)
				status_change_end(bl,SC_BERSERK,-1);
			if(sd->sc.data[SC_TRICKDEAD].timer!=-1)
				status_change_end(bl,SC_TRICKDEAD,-1);
			if(sd->sc.data[SC_GUILDAURA].timer!=-1)
				status_change_end(bl,SC_GUILDAURA,-1);
			if (battle_config.debuff_on_logout&1) {
				if(sd->sc.data[SC_ORCISH].timer!=-1)
					status_change_end(bl,SC_ORCISH,-1);
				if(sd->sc.data[SC_STRIPWEAPON].timer!=-1)
					status_change_end(bl,SC_STRIPWEAPON,-1);
				if(sd->sc.data[SC_STRIPARMOR].timer!=-1)
					status_change_end(bl,SC_STRIPARMOR,-1);
				if(sd->sc.data[SC_STRIPSHIELD].timer!=-1)
					status_change_end(bl,SC_STRIPSHIELD,-1);
				if(sd->sc.data[SC_STRIPHELM].timer!=-1)
					status_change_end(bl,SC_STRIPHELM,-1);
				if(sd->sc.data[SC_EXTREMITYFIST].timer!=-1)
					status_change_end(bl,SC_EXTREMITYFIST,-1);
				if(sd->sc.data[SC_EXPLOSIONSPIRITS].timer!=-1)
					status_change_end(bl,SC_EXPLOSIONSPIRITS,-1);
			}
			if (battle_config.debuff_on_logout&2)
			{	//Food items are removed on logout.
				if(sd->sc.data[SC_STRFOOD].timer!=-1)
					status_change_end(bl,SC_STRFOOD,-1);
				if(sd->sc.data[SC_AGIFOOD].timer!=-1)
					status_change_end(bl,SC_AGIFOOD,-1);
				if(sd->sc.data[SC_VITFOOD].timer!=-1)
					status_change_end(bl,SC_VITFOOD,-1);
				if(sd->sc.data[SC_INTFOOD].timer!=-1)
					status_change_end(bl,SC_INTFOOD,-1);
				if(sd->sc.data[SC_DEXFOOD].timer!=-1)
					status_change_end(bl,SC_DEXFOOD,-1);
				if(sd->sc.data[SC_LUKFOOD].timer!=-1)
					status_change_end(bl,SC_LUKFOOD,-1);
				if(sd->sc.data[SC_HITFOOD].timer!=-1)
					status_change_end(bl,SC_HITFOOD,-1);
				if(sd->sc.data[SC_FLEEFOOD].timer!=-1)
					status_change_end(bl,SC_FLEEFOOD,-1);
				if(sd->sc.data[SC_BATKFOOD].timer!=-1)
					status_change_end(bl,SC_BATKFOOD,-1);
				if(sd->sc.data[SC_WATKFOOD].timer!=-1)
					status_change_end(bl,SC_WATKFOOD,-1);
				if(sd->sc.data[SC_MATKFOOD].timer!=-1)
					status_change_end(bl,SC_MATKFOOD,-1);
			}
		}
		if (sd->followtimer != -1)
			pc_stop_following(sd);
		
		// Notify friends that this char logged out. [Skotlex]
		clif_foreachclient(clif_friendslist_toggle_sub, sd->status.account_id, sd->status.char_id, 0);
		party_send_logout(sd);
		guild_send_memberinfoshort(sd,0);
		pc_cleareventtimer(sd);		
		pc_delspiritball(sd,sd->spiritball,1);
		chrif_save_scdata(sd); //Save status changes, then clear'em out from memory. [Skotlex]
		pc_makesavestatus(sd);
		pc_clean_skilltree(sd);
	} else if( bl->type == BL_PET ) {
		struct pet_data *pd = (struct pet_data*)bl;
		struct map_session_data *sd = pd->msd;
		pet_hungry_timer_delete(pd);
		if (pd->a_skill)
		{
			aFree(pd->a_skill);
			pd->a_skill = NULL;
		}
		if (pd->s_skill)
		{
			if (pd->s_skill->timer != -1) {
				if (pd->s_skill->id)
					delete_timer(pd->s_skill->timer, pet_skill_support_timer);
				else
					delete_timer(pd->s_skill->timer, pet_heal_timer);
			}
			aFree(pd->s_skill);
			pd->s_skill = NULL;
		}
		if(pd->recovery)
		{
			if(pd->recovery->timer != -1)
				delete_timer(pd->recovery->timer, pet_recovery_timer);
			aFree(pd->recovery);
			pd->recovery = NULL;
		}
		if(pd->bonus)
		{
			if (pd->bonus->timer != -1)
				delete_timer(pd->bonus->timer, pet_skill_bonus_timer);
			aFree(pd->bonus);
			pd->bonus = NULL;
		}
		if (pd->loot)
		{
			pet_lootitem_drop(pd,sd);
			if (pd->loot->item)
				aFree(pd->loot->item);
			aFree (pd->loot);
			pd->loot = NULL;
		}
		if(pd->pet.intimate > 0)
			intif_save_petdata(pd->pet.account_id,&pd->pet);
		else
		{	//Remove pet.
			intif_delete_petdata(pd->pet.pet_id);
			if (sd) sd->status.pet_id = 0;
		}
		if (sd) sd->pd = NULL;
	} else if(bl->type == BL_MOB) {
		struct mob_data *md = (struct mob_data*)bl;
		if(md->deletetimer!=-1) {
			delete_timer(md->deletetimer,mob_timer_delete);
			md->deletetimer=-1;
		}
		if(md->lootitem) {
			aFree(md->lootitem);
			md->lootitem=NULL;
		}
		if (md->guardian_data)
		{
			if (md->guardian_data->number < MAX_GUARDIANS)
				md->guardian_data->castle->guardian[md->guardian_data->number].id = 0;
			aFree(md->guardian_data);
			md->guardian_data = NULL;
		}
		if (md->spawn && md->spawn_n < 0 && --(md->spawn->num) == 0)
		{	//Spawning data is not attached to the map, so free it
			//if this is the last mob who is pointing at it.
			aFree(md->spawn);
			md->spawn = NULL;
		}
		if(md->base_status) {
			aFree(md->base_status);
			md->base_status = NULL;
		}
		if(mob_is_clone(md->class_))
			mob_clone_delete(md->class_);
	} else if(bl->type == BL_HOM) {
		struct homun_data *hd = (TBL_HOM*)bl;
		struct map_session_data *sd = hd->master;
		// Desactive timers
		merc_hom_hungry_timer_delete(hd);
		merc_natural_heal_timer_delete(hd);
		if(sd) {
			if (sd->homunculus.intimacy > 0)
				merc_save(hd); 
			else
			{
				intif_homunculus_requestdelete(sd->homunculus.hom_id) ;
				sd->status.hom_id = 0;
				sd->homunculus.hom_id = 0;
			}
			sd->hd = NULL;
			hd->master = NULL;
		}
	}

	skill_clear_unitgroup(bl);
	status_change_clear(bl,1);
	if (bl->type != BL_PC)
  	{	//Players are handled by map_quit
		map_deliddb(bl);
		map_freeblock(bl);
	}
	map_freeblock_unlock();
	return 0;
}

int do_init_unit(void) {
	add_timer_func_list(unit_attack_timer,  "unit_attack_timer");
	add_timer_func_list(unit_walktoxy_timer,"unit_walktoxy_timer");
	add_timer_func_list(unit_walktobl_sub, "unit_walktobl_sub");

	return 0;
}

int do_final_unit(void) {
	// nothing to do
	return 0;
}