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path: root/src/map/unit.c
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// Copyright (c) Hercules Dev Team, licensed under GNU GPL.
// See the LICENSE file
// Portions Copyright (c) Athena Dev Teams

#define HERCULES_CORE

#include "../config/core.h" // RENEWAL_CAST
#include "unit.h"

#include <stdio.h>
#include <stdlib.h>
#include <string.h>

#include "battle.h"
#include "battleground.h"
#include "chat.h"
#include "chrif.h"
#include "clif.h"
#include "duel.h"
#include "elemental.h"
#include "guild.h"
#include "homunculus.h"
#include "instance.h"
#include "intif.h"
#include "map.h"
#include "mercenary.h"
#include "mob.h"
#include "npc.h"
#include "party.h"
#include "path.h"
#include "pc.h"
#include "pet.h"
#include "script.h"
#include "skill.h"
#include "status.h"
#include "storage.h"
#include "trade.h"
#include "vending.h"
#include "../common/HPM.h"
#include "../common/db.h"
#include "../common/malloc.h"
#include "../common/nullpo.h"
#include "../common/random.h"
#include "../common/showmsg.h"
#include "../common/socket.h"
#include "../common/timer.h"

const short dirx[8]={0,-1,-1,-1,0,1,1,1};
const short diry[8]={1,1,0,-1,-1,-1,0,1};

struct unit_interface unit_s;

/**
 * Returns the unit_data for the given block_list. If the object is using
 * shared unit_data (i.e. in case of BL_NPC), it returns the shared data.
 * @param bl block_list to process
 * @return a pointer to the given object's unit_data
 **/
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;
	if( bl->type == BL_MER) return &((struct mercenary_data*)bl)->ud;
	if( bl->type == BL_ELEM) return &((struct elemental_data*)bl)->ud;
	return NULL;
}

/**
 * Returns the unit_data for the given block_list. If the object is using
 * shared unit_data (i.e. in case of BL_NPC), it recreates a copy of the
 * data so that it's safe to modify.
 * @param bl block_list to process
 * @return a pointer to the given object's unit_data
 */
struct unit_data* unit_bl2ud2(struct block_list *bl) {
	if( bl && bl->type == BL_NPC && ((struct npc_data*)bl)->ud == &npc->base_ud ) {
		struct npc_data *nd = (struct npc_data *)bl;
		nd->ud = NULL;
		CREATE(nd->ud, struct unit_data, 1);
		unit->dataset(&nd->bl);
	}
	return unit->bl2ud(bl);
}

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;

	memset(&wpd, 0, sizeof(wpd));

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

#ifdef OFFICIAL_WALKPATH
	if( !path->search_long(NULL, bl->m, bl->x, bl->y, ud->to_x, ud->to_y, CELL_CHKNOPASS) // Check if there is an obstacle between
		&& wpd.path_len > 14	// Official number of walkable cells is 14 if and only if there is an obstacle between. [malufett]
		&& (bl->type != BL_NPC) ) // If type is a NPC, please disregard.
			return 0;
#endif

	memcpy(&ud->walkpath,&wpd,sizeof(wpd));

	if (ud->target_to && 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.

		//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)-10; i > 0 && ud->walkpath.path_len>1;) {
			uint8 dir;
			ud->walkpath.path_len--;
			dir = ud->walkpath.path[ud->walkpath.path_len];
			if (dir&1)
				i -= MOVE_COST*20; //When chasing, units will target a diamond-shaped area in range [Playtester]
			else
				i -= MOVE_COST;
			ud->to_x -= dirx[dir];
			ud->to_y -= diry[dir];
		}
	}

	ud->state.change_walk_target=0;

	if (bl->type == BL_PC) {
		((TBL_PC *)bl)->head_dir = 0;
		clif->walkok((TBL_PC*)bl);
	}
	clif->move(ud);

	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)*MOVE_DIAGONAL_COST/MOVE_COST;
	else
		i = status->get_speed(bl);
	if( i > 0)
		ud->walktimer = timer->add(timer->gettick()+i,unit->walktoxy_timer,bl->id,i);
	return 1;
}

/**
 * Triggered on full step if stepaction is true and executes remembered action.
 * @param tid: Timer ID
 * @param tick: Unused
 * @param id: ID of bl to do the action
 * @param data: Not used
 * @return 1: Success 0: Fail (No valid bl)
 */
int unit_step_timer(int tid, int64 tick, int id, intptr_t data)
{
	struct block_list *bl;
	struct unit_data *ud;
	int target_id;

	bl = map->id2bl(id);

	if (!bl || bl->prev == NULL)
		return 0;

	ud = unit->bl2ud(bl);

	if(!ud)
		return 0;

	if(ud->steptimer != tid) {
		ShowError("unit_step_timer mismatch %d != %d\n",ud->steptimer,tid);
		return 0;
	}

	ud->steptimer = INVALID_TIMER;

	if(!ud->stepaction)
		return 0;

	//Set to false here because if an error occurs, it should not be executed again
	ud->stepaction = false;

	if(!ud->target_to)
		return 0;

	//Flush target_to as it might contain map coordinates which should not be used by other functions
	target_id = ud->target_to;
	ud->target_to = 0;

	//If stepaction is set then we remembered a client request that should be executed on the next step
	//Execute request now if target is in attack range
	if(ud->stepskill_id && skill->get_inf(ud->stepskill_id) & INF_GROUND_SKILL) {
		//Execute ground skill
		struct map_data *md = &map->list[bl->m];
		unit->skilluse_pos(bl, target_id%md->xs, target_id/md->xs, ud->stepskill_id, ud->stepskill_lv);
	} else {
		//If a player has target_id set and target is in range, attempt attack
		struct block_list *tbl = map->id2bl(target_id);
		if (!tbl || !status->check_visibility(bl, tbl)) {
			return 0;
		}
		if(ud->stepskill_id == 0) {
			//Execute normal attack
			unit->attack(bl, tbl->id, (ud->state.attack_continue) + 2);
		} else {
			//Execute non-ground skill
			unit->skilluse_id(bl, tbl->id, ud->stepskill_id, ud->stepskill_lv);
		}
	}

	return 1;
}


int unit_walktoxy_timer(int tid, int64 tick, int id, intptr_t data) {
	int i;
	int x,y,dx,dy;
	unsigned char icewall_walk_block;
	uint8 dir;
	struct block_list       *bl;
	struct map_session_data *sd;
	struct mob_data         *md;
	struct unit_data        *ud;
	struct mercenary_data   *mrd;

	bl = map->id2bl(id);
	if(bl == NULL)
		return 0;
	sd = BL_CAST(BL_PC, bl);
	md = BL_CAST(BL_MOB, bl);
	mrd = BL_CAST(BL_MER, bl);
	ud = unit->bl2ud(bl);

	if(ud == NULL) return 0;

	if(ud->walktimer != tid){
		ShowError("unit_walk_timer mismatch %d != %d\n",ud->walktimer,tid);
		return 0;
	}
	ud->walktimer = INVALID_TIMER;
	if (bl->prev == NULL) return 0; // Stop moved because it is missing from the block_list

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

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

	//Get icewall walk block depending on boss mode (players can't be trapped)
	if(md && md->status.mode&MD_BOSS)
		icewall_walk_block = battle_config.boss_icewall_walk_block;
	else if(md)
		icewall_walk_block = battle_config.mob_icewall_walk_block;
	else
		icewall_walk_block = 0;

	//Monsters will walk into an icewall from the west and south if they already started walking
	if(map->getcell(bl->m,x+dx,y+dy,CELL_CHKNOPASS)
	&& (icewall_walk_block == 0 || !map->getcell(bl->m,x+dx,y+dy,CELL_CHKICEWALL) || dx < 0 || dy < 0))
		return unit->walktoxy_sub(bl);

	//Monsters can only leave icewalls to the west and south
	//But if movement fails more than icewall_walk_block times, they can ignore this rule
	if(md && md->walktoxy_fail_count < icewall_walk_block && map->getcell(bl->m,x,y,CELL_CHKICEWALL) && (dx > 0 || dy > 0)) {
		//Needs to be done here so that rudeattack skills are invoked
		md->walktoxy_fail_count++;
		clif->fixpos(bl);
		//Monsters in this situation first use a chase skill, then unlock target and then use an idle skill
		if (!(++ud->walk_count%WALK_SKILL_INTERVAL))
			mob->skill_use(md, tick, -1);
		mob->unlocktarget(md, tick);
		if (!(++ud->walk_count%WALK_SKILL_INTERVAL))
			mob->skill_use(md, tick, -1);
		return 0;
	}

	//Refresh view for all those we lose sight
	map->foreachinmovearea(clif->outsight, bl, 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]
	status_change_end(bl, SC_ROLLINGCUTTER, INVALID_TIMER); //If you move, you lose your counters. [malufett]

	if (bl->x != x || bl->y != y || ud->walktimer != INVALID_TIMER)
		return 0; //map->moveblock has altered the object beyond what we expected (moved/warped it)

	ud->walktimer = -2; // arbitrary non-INVALID_TIMER value to make the clif code send walking packets
	map->foreachinmovearea(clif->insight, bl, AREA_SIZE, -dx, -dy, sd?BL_ALL:BL_PC, bl);
	ud->walktimer = INVALID_TIMER;

	if(sd) {
		if( sd->touching_id )
			npc->touchnext_areanpc(sd,false);
		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
			npc->untouch_areanpc(sd, bl->m, x, y);

		if( sd->md ) { // mercenary should be warped after being 3 seconds too far from the master [greenbox]
			if( !check_distance_bl(&sd->bl, &sd->md->bl, MAX_MER_DISTANCE) ) {
				if (sd->md->masterteleport_timer == 0)
					sd->md->masterteleport_timer = timer->gettick();
				else if (DIFF_TICK(timer->gettick(), sd->md->masterteleport_timer) > 3000) {
					sd->md->masterteleport_timer = 0;
					unit->warp( &sd->md->bl, sd->bl.m, sd->bl.x, sd->bl.y, CLR_TELEPORT );
				}
			} else // reset the tick, he is not far anymore
				sd->md->masterteleport_timer = 0;
		}
		if( sd->hd ) {
			if( homun_alive(sd->hd) && !check_distance_bl(&sd->bl, &sd->hd->bl, MAX_MER_DISTANCE) ) {
				if (sd->hd->masterteleport_timer == 0)
					sd->hd->masterteleport_timer = timer->gettick();
				else if (DIFF_TICK(timer->gettick(), sd->hd->masterteleport_timer) > 3000) {
					sd->hd->masterteleport_timer = 0;
					unit->warp( &sd->hd->bl, sd->bl.m, sd->bl.x, sd->bl.y, CLR_TELEPORT );
				}
			} else
				sd->hd->masterteleport_timer = 0;
		}
	} else if (md) {
		//Movement was successful, reset walktoxy_fail_count
		md->walktoxy_fail_count = 0;
		if( map->getcell(bl->m,x,y,CELL_CHKNPC) ) {
			if( npc->touch_areanpc2(md) ) return 0; // Warped
		} else
			md->areanpc_id = 0;
		if (md->min_chase > md->db->range3) 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 != INVALID_TIMER
		 && !(ud->walk_count%WALK_SKILL_INTERVAL)
		 && map->list[bl->m].users > 0
		 && mob->skill_use(md, tick, -1)
		) {
			if (!(ud->skill_id == NPC_SELFDESTRUCTION && ud->skilltimer != INVALID_TIMER)
			 && md->state.skillstate != MSS_WALK //Walk skills are supposed to be used while walking
			) {
				//Skill used, abort walking
				clif->fixpos(bl); //Fix position as walk has been canceled.
				return 0;
			}
			//Resend walk packet for proper Self Destruction display.
			clif->move(ud);
		}
	}
	else if( mrd && mrd->master )
	{
		if (!check_distance_bl(&mrd->master->bl, bl, MAX_MER_DISTANCE))
		{
			// mercenary should be warped after being 3 seconds too far from the master [greenbox]
			if (mrd->masterteleport_timer == 0)
			{
				mrd->masterteleport_timer = timer->gettick();
			}
			else if (DIFF_TICK(timer->gettick(), mrd->masterteleport_timer) > 3000)
			{
				mrd->masterteleport_timer = 0;
				unit->warp( bl, mrd->master->bl.m, mrd->master->bl.x, mrd->master->bl.y, CLR_TELEPORT );
			}
		}
		else
		{
			mrd->masterteleport_timer = 0;
		}
	}

	if(tid == INVALID_TIMER) //A directly invoked timer is from battle_stop_walking, therefore the rest is irrelevant.
		return 0;

	//If stepaction is set then we remembered a client request that should be executed on the next step
	if (ud->stepaction && ud->target_to) {
		//Delete old stepaction even if not executed yet, the latest command is what counts
		if(ud->steptimer != INVALID_TIMER) {
			timer->delete(ud->steptimer, unit->step_timer);
			ud->steptimer = INVALID_TIMER;
		}
		//Delay stepactions by half a step (so they are executed at full step)
		if(ud->walkpath.path[ud->walkpath.path_pos]&1)
			i = status->get_speed(bl)*14/20;
		else
			i = status->get_speed(bl)/2;
		ud->steptimer = timer->add(tick+i, unit->step_timer, bl->id, 0);
	}

	if(ud->state.change_walk_target) {
		if(unit->walktoxy_sub(bl)) {
			return 1;
		} else {
			clif->fixpos(bl);
			return 0;
		}
	}

	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 = timer->add(tick+i,unit->walktoxy_timer,id,i);
		if( md && DIFF_TICK(tick,md->dmgtick) < 3000 )//not required not damaged recently
			clif->move(ud);
	} else if(ud->state.running) {
		//Keep trying to run.
		if ( !(unit->run(bl, NULL, SC_RUN) || unit->run(bl, sd, SC_WUGDASH)) )
			ud->state.running = 0;
	} else if (!ud->stepaction && ud->target_to) {
		//Update target trajectory.
		struct block_list *tbl = map->id2bl(ud->target_to);
		if (!tbl || !status->check_visibility(bl, tbl)) {
			//Cancel chase.
			ud->to_x = bl->x;
			ud->to_y = bl->y;
			if (tbl && bl->type == BL_MOB && mob->warpchase((TBL_MOB*)bl, tbl) )
				return 0;
			ud->target_to = 0;
			return 0;
		}
		if (tbl->m == bl->m && check_distance_bl(bl, tbl, ud->chaserange)) {
			//Reached destination.
			if (ud->state.attack_continue) {
				//Aegis uses one before every attack, we should
				//only need this one for syncing purposes. [Skotlex]
				ud->target_to = 0;
				clif->fixpos(bl);
				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? 1 : 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(battle_config.official_cell_stack_limit && map->count_oncell(bl->m, x, y, BL_CHAR|BL_NPC, 1) > battle_config.official_cell_stack_limit) {
			//Walked on occupied cell, call unit_walktoxy again
			if(ud->steptimer != INVALID_TIMER) {
				//Execute step timer on next step instead
				timer->delete(ud->steptimer, unit->step_timer);
				ud->steptimer = INVALID_TIMER;
			}
			return unit->walktoxy(bl, x, y, 8);
		}
	}
	return 0;
}

int unit_delay_walktoxy_timer(int tid, int64 tick, int id, intptr_t data) {
	struct block_list *bl = map->id2bl(id);

	if (!bl || bl->prev == NULL)
		return 0;
	unit->walktoxy(bl, (short)((data>>16)&0xffff), (short)(data&0xffff), 0);
	return 1;
}

//flag parameter:
//&1 -> 1/0 = easy/hard
//&2 -> force walking
//&4 -> Delay walking if the reason you can't walk is the canwalk delay
//&8 -> Search for an unoccupied cell and cancel if none available
int unit_walktoxy( struct block_list *bl, short x, short y, int flag)
{
	struct unit_data* ud = NULL;
	struct status_change* sc = NULL;
	struct walkpath_data wpd;

	nullpo_ret(bl);

	ud = unit->bl2ud(bl);

	if( ud == NULL) return 0;

	if (battle_config.check_occupied_cells && (flag&8) && !map->closest_freecell(bl->m, &x, &y, BL_CHAR|BL_NPC, 1)) //This might change x and y
		return 0;

	if (!path->search(&wpd, bl->m, bl->x, bl->y, x, y, flag&1, CELL_CHKNOPASS)) // Count walk path cells
		return 0;

#ifdef OFFICIAL_WALKPATH
	if( !path->search_long(NULL, bl->m, bl->x, bl->y, x, y, CELL_CHKNOPASS) // Check if there is an obstacle between
		&& (wpd.path_len > (battle_config.max_walk_path/17)*14) // Official number of walkable cells is 14 if and only if there is an obstacle between. [malufett]
		&& (bl->type != BL_NPC) ) // If type is a NPC, please disregard.
		return 0;
#endif
	if ((wpd.path_len > battle_config.max_walk_path) && (bl->type != BL_NPC))
		return 0;

	if (flag&4 && DIFF_TICK(ud->canmove_tick, timer->gettick()) > 0 &&
		DIFF_TICK(ud->canmove_tick, timer->gettick()) < 2000) {
		// Delay walking command. [Skotlex]
		timer->add(ud->canmove_tick+1, unit->delay_walktoxy_timer, bl->id, (x<<16)|(y&0xFFFF));
		return 1;
	}

	if(!(flag&2) && (!(status_get_mode(bl)&MD_CANMOVE) || !unit->can_move(bl)))
		return 0;

	ud->state.walk_easy = flag&1;
	ud->to_x = x;
	ud->to_y = y;
	unit->stop_attack(bl); //Sets target to 0

	sc = status->get_sc(bl);
	if( sc ) {
		if( sc->data[SC_CONFUSION] || sc->data[SC__CHAOS] ) //Randomize the target position
			map->random_dir(bl, &ud->to_x, &ud->to_y);
		if( sc->data[SC_COMBOATTACK] )
			status_change_end(bl, SC_COMBOATTACK, INVALID_TIMER);
	}

	if(ud->walktimer != INVALID_TIMER) {
		// When you come to the center of the grid because the change of destination while you're walking right now
		// Call a function from a timer unit->walktoxy_sub
		ud->state.change_walk_target = 1;
		return 1;
	}

	return unit->walktoxy_sub(bl);
}

//To set Mob's CHASE/FOLLOW states (shouldn't be done if there's no path to reach)
static inline void set_mobstate(struct block_list* bl, int flag)
{
	struct mob_data* md = BL_CAST(BL_MOB,bl);

	if( md && flag )
		md->state.skillstate = md->state.aggressive ? MSS_FOLLOW : MSS_RUSH;
}

int unit_walktobl_sub(int tid, int64 tick, int id, intptr_t data) {
	struct block_list *bl = map->id2bl(id);
	struct unit_data *ud = bl?unit->bl2ud(bl):NULL;

	if (ud && ud->walktimer == INVALID_TIMER && ud->target == data) {
		if (DIFF_TICK(ud->canmove_tick, tick) > 0) //Keep waiting?
			timer->add(ud->canmove_tick+1, unit->walktobl_sub, id, data);
		else if (unit->can_move(bl)) {
			if (unit->walktoxy_sub(bl))
				set_mobstate(bl, ud->state.attack_continue);
		}
	}
	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_ret(bl);
	nullpo_ret(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;
		ud->target_to = 0;
		return 0;
	} else if (range == 0) {
		//Should walk on the same cell as target (for looters)
		ud->to_x = tbl->x;
		ud->to_y = tbl->y;
	}

	ud->state.walk_easy = flag&1;
	ud->target_to = 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.
	unit->stop_attack(bl); //Sets target to 0

	sc = status->get_sc(bl);
	if (sc && (sc->data[SC_CONFUSION] || sc->data[SC__CHAOS])) //Randomize the target position
		map->random_dir(bl, &ud->to_x, &ud->to_y);

	if(ud->walktimer != INVALID_TIMER) {
		ud->state.change_walk_target = 1;
		set_mobstate(bl, flag&2);
		return 1;
	}

	if (DIFF_TICK(ud->canmove_tick, timer->gettick()) > 0) {
		//Can't move, wait a bit before invoking the movement.
		timer->add(ud->canmove_tick+1, unit->walktobl_sub, bl->id, ud->target);
		return 1;
	}

	if(!unit->can_move(bl))
		return 0;

	if (unit->walktoxy_sub(bl)) {
		set_mobstate(bl, flag&2);
		return 1;
	}
	return 0;
}


/**
 * Called by unit_run when an object was hit
 * @param sd Required only when using SC_WUGDASH
 **/
void unit_run_hit( struct block_list *bl, struct status_change *sc, struct map_session_data *sd, enum sc_type type ) {
	int lv = sc->data[type]->val1;

	//If you can't run forward, you must be next to a wall, so bounce back. [Skotlex]
	if( type == SC_RUN )
		clif->sc_load(bl,bl->id,AREA,SI_TING,0,0,0);

	//Set running to 0 beforehand so status_change_end knows not to enable spurt [Kevin]
	unit->bl2ud(bl)->state.running = 0;
	status_change_end(bl, type, INVALID_TIMER);

	if( type == SC_RUN ) {
		skill->blown(bl,bl,skill->get_blewcount(TK_RUN,lv),unit->getdir(bl),0);
		clif->fixpos(bl); //Why is a clif->slide (skill->blown) AND a fixpos needed? Ask Aegis.
		clif->sc_end(bl,bl->id,AREA,SI_TING);
	} else if( sd ) {
		clif->fixpos(bl);
		skill->castend_damage_id(bl, &sd->bl, RA_WUGDASH, lv, timer->gettick(), SD_LEVEL);
	}
	return;
}

/**
 * Makes character run, used for SC_RUN and SC_WUGDASH
 * @param sd Required only when using SC_WUGDASH
 * @retval true Finished running
 * @retval false Hit an object/Couldn't run
 **/
bool unit_run( struct block_list *bl, struct map_session_data *sd, enum sc_type type ) {
	struct status_change *sc;
	short to_x,to_y,dir_x,dir_y;
	int i;

	nullpo_retr(false, bl);
	sc = status->get_sc(bl);

	if( !(sc && sc->data[type]) )
		return false;

	if( !unit->can_move(bl) ) {
		status_change_end(bl, type, INVALID_TIMER);
		return false;
	}

	dir_x = dirx[sc->data[type]->val2];
	dir_y = diry[sc->data[type]->val2];

	// determine destination cell
	to_x = bl->x;
	to_y = bl->y;

	// Search for available path
	for(i = 0; i < AREA_SIZE; i++) {
		if(!map->getcell(bl->m,to_x+dir_x,to_y+dir_y,CELL_CHKPASS))
			break;

		//if sprinting and there's a PC/Mob/NPC, block the path [Kevin]
		if ( map->count_oncell(bl->m, to_x + dir_x, to_y + dir_y, BL_PC | BL_MOB | BL_NPC, 0x2) )
			break;

		to_x += dir_x;
		to_y += dir_y;
	}

	// Can't run forward
	if( (to_x == bl->x && to_y == bl->y ) || (to_x == (bl->x+1) || to_y == (bl->y+1)) || (to_x == (bl->x-1) || to_y == (bl->y-1))) {
		unit->run_hit(bl, sc, sd, type);
		return false;
	}

	if( unit->walktoxy(bl, to_x, to_y, 1) )
		return true;

	//There must be an obstacle nearby. Attempt walking one cell at a time.
	do {
		to_x -= dir_x;
		to_y -= dir_y;
	} while (--i > 0 && !unit->walktoxy(bl, to_x, to_y, 1));

	if ( i == 0 ) {
		unit->run_hit(bl, sc, sd, type);
		return false;
	}

	return 1;
}

//Makes bl attempt to run dist cells away from target. Uses hard-paths.
int unit_escape(struct block_list *bl, struct block_list *target, short dist) {
	uint8 dir = map->calc_dir(target, bl->x, bl->y);
	while( dist > 0 && map->getcell(bl->m, bl->x + dist*dirx[dir], bl->y + dist*diry[dir], CELL_CHKNOREACH) )
		dist--;
	return ( dist > 0 && unit->walktoxy(bl, bl->x + dist*dirx[dir], bl->y + dist*diry[dir], 0) );
}

//Instant warp function.
int unit_movepos(struct block_list *bl, short dst_x, short dst_y, int easy, bool checkpath) {
	short dx,dy;
	uint8 dir;
	struct unit_data        *ud = NULL;
	struct map_session_data *sd = NULL;

	nullpo_ret(bl);
	sd = BL_CAST(BL_PC, bl);
	ud = unit->bl2ud(bl);

	if( ud == NULL) return 0;

	unit->stop_walking(bl, STOPWALKING_FLAG_FIXPOS);
	unit->stop_attack(bl);

	if( checkpath && (map->getcell(bl->m,dst_x,dst_y,CELL_CHKNOPASS) || !path->search(NULL,bl->m,bl->x,bl->y,dst_x,dst_y,easy,CELL_CHKNOREACH)) )
		return 0; // unreachable

	ud->to_x = dst_x;
	ud->to_y = dst_y;

	dir = map->calc_dir(bl, dst_x, dst_y);
	ud->dir = dir;

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

	map->foreachinmovearea(clif->outsight, bl, AREA_SIZE, dx, dy, sd?BL_ALL:BL_PC, bl);

	map->moveblock(bl, dst_x, dst_y, timer->gettick());

	ud->walktimer = -2; // arbitrary non-INVALID_TIMER value to make the clif code send walking packets
	map->foreachinmovearea(clif->insight, bl, AREA_SIZE, -dx, -dy, sd?BL_ALL:BL_PC, bl);
	ud->walktimer = INVALID_TIMER;

	if(sd) {
		if( sd->touching_id )
			npc->touchnext_areanpc(sd,false);
		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
			npc->untouch_areanpc(sd, bl->m, bl->x, bl->y);

		if( sd->status.pet_id > 0 && sd->pd && sd->pd->pet.intimate > 0 )
		{ // Check if pet needs to be teleported. [Skotlex]
			int flag = 0;
			struct block_list* pbl = &sd->pd->bl;
			if( !checkpath && !path->search(NULL,pbl->m,pbl->x,pbl->y,dst_x,dst_y,0,CELL_CHKNOPASS) )
				flag = 1;
			else if (!check_distance_bl(&sd->bl, pbl, AREA_SIZE)) //Too far, teleport.
				flag = 2;
			if( flag )
			{
				unit->movepos(pbl,sd->bl.x,sd->bl.y, 0, 0);
				clif->slide(pbl,pbl->x,pbl->y);
			}
		}
	}
	return 1;
}

int unit_setdir(struct block_list *bl,unsigned char dir)
{
	struct unit_data *ud;
	nullpo_ret(bl );
	ud = unit->bl2ud(bl);
	if (!ud) return 0;
	ud->dir = dir;
	if (bl->type == BL_PC)
		((TBL_PC *)bl)->head_dir = 0;
	clif->changed_dir(bl, AREA);
	return 0;
}

uint8 unit_getdir(struct block_list *bl) {
	struct unit_data *ud;
	nullpo_ret(bl);

	if( bl->type == BL_NPC )
		return ((TBL_NPC*)bl)->dir;
	ud = unit->bl2ud(bl);
	if (!ud) return 0;
	return ud->dir;
}

// Pushes a unit by given amount of cells into given direction. Only
// map cell restrictions are respected.
// flag:
//  &1  Do not send position update packets.
int unit_blown(struct block_list* bl, int dx, int dy, int count, int flag)
{
	if(count) {
		struct map_session_data* sd;
		struct skill_unit* su = NULL;
		int nx, ny, result;

		nullpo_ret(bl);

		sd = BL_CAST(BL_PC, bl);
		su = BL_CAST(BL_SKILL, bl);

		result = path->blownpos(bl->m, bl->x, bl->y, dx, dy, count);

		nx = result>>16;
		ny = result&0xffff;

		if(!su) {
			unit->stop_walking(bl, STOPWALKING_FLAG_NONE);
		}

		if( sd ) {
			unit->stop_stepaction(bl); //Stop stepaction when knocked back
			sd->ud.to_x = nx;
			sd->ud.to_y = ny;
		}

		dx = nx-bl->x;
		dy = ny-bl->y;

		if(dx || dy) {
			map->foreachinmovearea(clif->outsight, bl, AREA_SIZE, dx, dy, bl->type == BL_PC ? BL_ALL : BL_PC, bl);

			if(su) {
				skill->unit_move_unit_group(su->group, bl->m, dx, dy);
			} else {
				map->moveblock(bl, nx, ny, timer->gettick());
			}

			map->foreachinmovearea(clif->insight, bl, AREA_SIZE, -dx, -dy, bl->type == BL_PC ? BL_ALL : BL_PC, bl);

			if(!(flag&1)) {
				clif->blown(bl);
			}

			if(sd) {
				if(sd->touching_id) {
					npc->touchnext_areanpc(sd, false);
				}
				if(map->getcell(bl->m, bl->x, bl->y, CELL_CHKNPC)) {
					npc->touch_areanpc(sd, bl->m, bl->x, bl->y);
				} else {
					npc->untouch_areanpc(sd, bl->m, bl->x, bl->y);;
				}
			}
		}

		count = path->distance(dx, dy);
	}

	return count;  // return amount of knocked back cells
}

//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,short m,short x,short y,clr_type type)
{
	struct unit_data *ud;
	nullpo_ret(bl);
	ud = unit->bl2ud(bl);

	if(bl->prev==NULL || !ud)
		return 1;

	if (type == CLR_DEAD)
		//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->list[bl->m].flag.monster_noteleport && ((TBL_MOB*)bl)->master_id == 0)
				return 1;
			if (m != bl->m && map->list[m].flag.nobranch && battle_config.mob_warp&4 && !(((TBL_MOB *)bl)->master_id))
				return 1;
			break;
		case BL_PC:
			if (map->list[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)) {
			ShowWarning("unit_warp failed. Unit Id:%d/Type:%d, target position map %d (%s) at [%d,%d]\n", bl->id, bl->type, m, map->list[m].name, x, y);
			return 2;

		}
	} else if (map->getcell(m,x,y,CELL_CHKNOREACH)) {
		//Invalid target cell
		ShowWarning("unit_warp: Specified non-walkable target cell: %d (%s) at [%d,%d]\n", m, map->list[m].name, x,y);

		if (!map->search_freecell(NULL, m, &x, &y, 4, 4, 1)) {
			//Can't find a nearby cell
			ShowWarning("unit_warp failed. Unit Id:%d/Type:%d, target position map %d (%s) at [%d,%d]\n", bl->id, bl->type, m, map->list[m].name, x, y);
			return 2;
		}
	}

	if (bl->type == BL_PC) //Use pc_setpos
		return pc->setpos((TBL_PC*)bl, map_id2index(m), x, y, type);

	if (!unit->remove_map(bl, type, ALC_MARK))
		return 3;

	if (bl->m != m && battle_config.clear_unit_onwarp &&
		battle_config.clear_unit_onwarp&bl->type)
		skill->clear_unitgroup(bl);

	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,timer->gettick(),1);

	return 0;
}

/*==========================================
 * Caused the target object to stop moving.
 * Flag values: @see unit_stopwalking_flag.
 * Upper bytes may be used for other purposes depending on the unit type.
 *------------------------------------------*/
int unit_stop_walking(struct block_list *bl, int flag) {
	struct unit_data *ud;
	const struct TimerData* td;
	int64 tick;
	nullpo_ret(bl);

	ud = unit->bl2ud(bl);
	if(!ud || ud->walktimer == INVALID_TIMER)
		return 0;
	//NOTE: We are using timer data after deleting it because we know the
	//timer->delete function does not messes with it. If the function's
	//behavior changes in the future, this code could break!
	td = timer->get(ud->walktimer);
	timer->delete(ud->walktimer, unit->walktoxy_timer);
	ud->walktimer = INVALID_TIMER;
	ud->state.change_walk_target = 0;
	tick = timer->gettick();
	if( (flag&STOPWALKING_FLAG_ONESTEP && !ud->walkpath.path_pos) //Force moving at least one cell.
	||  (flag&STOPWALKING_FLAG_NEXTCELL && td && DIFF_TICK(td->tick, tick) <= td->data/2) //Enough time has passed to cover half-cell
	) {
		ud->walkpath.path_len = ud->walkpath.path_pos+1;
		unit->walktoxy_timer(INVALID_TIMER, tick, bl->id, ud->walkpath.path_pos);
	}

	if(flag&STOPWALKING_FLAG_FIXPOS)
		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 && flag&~STOPWALKING_FLAG_MASK)
		ud->canmove_tick = timer->gettick() + (flag>>8);

	//Read, the check in unit_set_walkdelay means dmg during running won't fall through to this place in code [Kevin]
	if (ud->state.running) {
		status_change_end(bl, SC_RUN, INVALID_TIMER);
		status_change_end(bl, SC_WUGDASH, INVALID_TIMER);
	}
	return 1;
}

int unit_skilluse_id(struct block_list *src, int target_id, uint16 skill_id, uint16 skill_lv)
{
	return unit->skilluse_id2(
		src, target_id, skill_id, skill_lv,
		skill->cast_fix(src, skill_id, skill_lv),
		skill->get_castcancel(skill_id)
	);
}

int unit_is_walking(struct block_list *bl)
{
	struct unit_data *ud = unit->bl2ud(bl);
	nullpo_ret(bl);
	if(!ud) return 0;
	return (ud->walktimer != INVALID_TIMER);
}

/*==========================================
 * 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_ret(bl);
	ud = unit->bl2ud(bl);
	sc = status->get_sc(bl);
	sd = BL_CAST(BL_PC, bl);

	if (!ud)
		return 0;

	if (ud->skilltimer != INVALID_TIMER && ud->skill_id != LG_EXEEDBREAK && (!sd || !pc->checkskill(sd, SA_FREECAST) || skill->get_inf2(ud->skill_id)&INF2_GUILD_SKILL))
		return 0; // prevent moving while casting

	if (DIFF_TICK(ud->canmove_tick, timer->gettick()) > 0)
		return 0;

	if (sd && (
		pc_issit(sd) ||
		sd->state.vending ||
		sd->state.buyingstore ||
		sd->state.blockedmove
	))
		return 0; //Can't move

	// Status changes that block movement
	if (sc) {
		if( sc->count
		 && (
		        sc->data[SC_ANKLESNARE]
		    ||  sc->data[SC_AUTOCOUNTER]
		    ||  sc->data[SC_TRICKDEAD]
		    ||  sc->data[SC_BLADESTOP]
		    ||  sc->data[SC_BLADESTOP_WAIT]
		    || (sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_SELF) // cannot move while gospel is in effect
		    || (sc->data[SC_BASILICA] && sc->data[SC_BASILICA]->val4 == bl->id) // Basilica caster cannot move
		    ||  sc->data[SC_STOP]
			|| sc->data[SC_FALLENEMPIRE]
		    ||  sc->data[SC_RG_CCONFINE_M]
		    ||  sc->data[SC_RG_CCONFINE_S]
		    ||  sc->data[SC_GS_MADNESSCANCEL]
		    || (sc->data[SC_GRAVITATION] && sc->data[SC_GRAVITATION]->val3 == BCT_SELF)
		    ||  sc->data[SC_WHITEIMPRISON]
		    ||  sc->data[SC_ELECTRICSHOCKER]
		    ||  sc->data[SC_WUGBITE]
		    ||  sc->data[SC_THORNS_TRAP]
		    ||  ( sc->data[SC_MAGNETICFIELD] && !sc->data[SC_HOVERING] )
		    ||  sc->data[SC__MANHOLE]
		    ||  sc->data[SC_CURSEDCIRCLE_ATKER]
		    ||  sc->data[SC_CURSEDCIRCLE_TARGET]
		    || (sc->data[SC_COLD] && bl->type != BL_MOB)
		    ||  sc->data[SC_DEEP_SLEEP]
		    || (sc->data[SC_CAMOUFLAGE] && sc->data[SC_CAMOUFLAGE]->val1 < 3 && !(sc->data[SC_CAMOUFLAGE]->val3&1))
		    ||  sc->data[SC_MEIKYOUSISUI]
		    ||  sc->data[SC_KG_KAGEHUMI]
		    ||  sc->data[SC_NEEDLE_OF_PARALYZE]
		    ||  sc->data[SC_VACUUM_EXTREME]
		    || (sc->data[SC_FEAR] && sc->data[SC_FEAR]->val2 > 0)
			|| sc->data[SC_NETHERWORLD]
		    || (sc->data[SC_SPIDERWEB] && sc->data[SC_SPIDERWEB]->val1)
		    || (sc->data[SC_CLOAKING] && sc->data[SC_CLOAKING]->val1 < 3 && !(sc->data[SC_CLOAKING]->val4&1)) //Need wall at level 1-2
		    || (
		         sc->data[SC_DANCING] && sc->data[SC_DANCING]->val4
		         && (
		               !sc->data[SC_LONGING]
		            || (sc->data[SC_DANCING]->val1&0xFFFF) == CG_MOONLIT
		            || (sc->data[SC_DANCING]->val1&0xFFFF) == CG_HERMODE
		            )
		       )
		    )
		)
			return 0;

		if (sc->opt1 > 0 && sc->opt1 != OPT1_STONEWAIT && sc->opt1 != OPT1_BURNING && !(sc->opt1 == OPT1_CRYSTALIZE && bl->type == BL_MOB))
			return 0;

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

	}

	// Icewall walk block special trapped monster mode
	if(bl->type == BL_MOB) {
		struct mob_data *md = BL_CAST(BL_MOB, bl);
		if(md && ((md->status.mode&MD_BOSS && battle_config.boss_icewall_walk_block == 1 && map->getcell(bl->m,bl->x,bl->y,CELL_CHKICEWALL))
			|| (!(md->status.mode&MD_BOSS) && battle_config.mob_icewall_walk_block == 1 && map->getcell(bl->m,bl->x,bl->y,CELL_CHKICEWALL)))) {
			md->walktoxy_fail_count = 1; //Make sure rudeattacked skills are invoked
			return 0;
		}
	}

	return 1;
}

/*==========================================
 * Resume running after a walk delay
 *------------------------------------------*/

int unit_resume_running(int tid, int64 tick, int id, intptr_t data) {

	struct unit_data *ud = (struct unit_data *)data;
	TBL_PC * sd = map->id2sd(id);

	if(sd && pc_isridingwug(sd))
		clif->skill_nodamage(ud->bl,ud->bl,RA_WUGDASH,ud->skill_lv,
		                     sc_start4(ud->bl,ud->bl,status->skill2sc(RA_WUGDASH),100,ud->skill_lv,unit->getdir(ud->bl),0,0,1));
	else
		clif->skill_nodamage(ud->bl,ud->bl,TK_RUN,ud->skill_lv,
		                     sc_start4(ud->bl,ud->bl,status->skill2sc(TK_RUN),100,ud->skill_lv,unit->getdir(ud->bl),0,0,0));

	if (sd) clif->walkok(sd);

	return 0;

}


/*==========================================
 * 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, int64 tick, int delay, int type) {
	struct unit_data *ud = unit->bl2ud(bl);
	if (delay <= 0 || !ud) return 0;

	if (type) {
		//Bosses can ignore skill induced walkdelay (but not damage induced)
		if(bl->type == BL_MOB && (((TBL_MOB*)bl)->status.mode&MD_BOSS))
			return 0;
		//Make sure walk delay is not decreased
		if (DIFF_TICK(ud->canmove_tick, tick+delay) > 0)
			return 0;
	} else {
		//Don't set walk delays when already trapped.
		if (!unit->can_move(bl))
			return 0;
		//Immune to being stopped for double the flinch time
		if (DIFF_TICK(ud->canmove_tick, tick-delay) > 0)
			return 0;
	}
	ud->canmove_tick = tick + delay;
	if (ud->walktimer != INVALID_TIMER) {
		//Stop walking, if chasing, readjust timers.
		if (delay == 1) {
			//Minimal delay (walk-delay) disabled. Just stop walking.
			unit->stop_walking(bl, STOPWALKING_FLAG_NEXTCELL);
		} else {
			//Resume running after can move again [Kevin]
			if (ud->state.running) {
				timer->add(ud->canmove_tick, unit->resume_running, bl->id, (intptr_t)ud);
			} else {
				unit->stop_walking(bl, STOPWALKING_FLAG_NEXTCELL);
				if (ud->target)
					timer->add(ud->canmove_tick+1, unit->walktobl_sub, bl->id, ud->target);
			}
		}
	}
	return 1;
}

int unit_skilluse_id2(struct block_list *src, int target_id, uint16 skill_id, uint16 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;
	int64 tick = timer->gettick();
	int temp = 0, range;

	nullpo_ret(src);
	if(status->isdead(src))
		return 0; //Do not continue source is dead

	sd = BL_CAST(BL_PC, src);
	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.
	if (sc && sc->data[SC_COMBOATTACK]
	&& skill->is_combo(skill_id)
	&& (sc->data[SC_COMBOATTACK]->val1 == skill_id
		|| ( sd?skill->check_condition_castbegin(sd,skill_id,skill_lv):0 )
		)
	) {
		if (sc->data[SC_COMBOATTACK]->val2)
			target_id = sc->data[SC_COMBOATTACK]->val2;
		else if( skill->get_inf(skill_id) != 1 ) // Only non-targetable skills should use auto target
			target_id = ud->target;

		if( skill->get_inf(skill_id)&INF_SELF_SKILL && skill->get_nk(skill_id)&NK_NO_DAMAGE )// exploit fix
			target_id = src->id;
		temp = 1;
	} else if ( target_id == src->id &&
		skill->get_inf(skill_id)&INF_SELF_SKILL &&
		skill->get_inf2(skill_id)&INF2_NO_TARGET_SELF )
	{
		target_id = ud->target; //Auto-select target. [Skotlex]
		temp = 1;
	}

	if (sd) {
		//Target_id checking.
		if(skill->not_ok(skill_id, sd)) // [MouseJstr]
			return 0;

		switch (skill_id) {
			//Check for skills that auto-select target
			case MO_CHAINCOMBO:
				if (sc && sc->data[SC_BLADESTOP]) {
					if ((target=map->id2bl(sc->data[SC_BLADESTOP]->val4)) == NULL)
						return 0;
				}
				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_id,USESKILL_FAIL_LEVEL,0);
					return 0;
				}
				break;
			case GC_WEAPONCRUSH:
				if( sc && sc->data[SC_COMBOATTACK] && sc->data[SC_COMBOATTACK]->val1 == GC_WEAPONBLOCKING ) {
					if( (target=map->id2bl(sc->data[SC_COMBOATTACK]->val2)) == NULL ) {
						clif->skill_fail(sd,skill_id,USESKILL_FAIL_GC_WEAPONBLOCKING,0);
						return 0;
					}
				} else {
					clif->skill_fail(sd,skill_id,USESKILL_FAIL_GC_WEAPONBLOCKING,0);
					return 0;
				}
				break;
		}
		if (target)
			target_id = target->id;
	}

	if (src->type==BL_HOM)
		switch(skill_id) { //Homun-auto-target skills.
			case HLIF_HEAL:
			case HLIF_AVOID:
			case HAMI_DEFENCE:
			case HAMI_CASTLE:
				target = battle->get_master(src);
				if (!target) return 0;
				target_id = target->id;
	}

	if( !target ) // choose default target
		target = map->id2bl(target_id);

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

	if( battle_config.ksprotection && sd && mob->ksprotected(src, target) )
		return 0;

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

	if(skill->get_inf2(skill_id)&INF2_NO_TARGET_SELF && src->id == target_id)
		return 0;

	if(!status->check_skilluse(src, target, skill_id, 0))
		return 0;

	if( src != target && status->isdead(target) ) {
		/**
		 * Skills that may be cast on dead targets
		 **/
		switch( skill_id ) {
			case NPC_WIDESOULDRAIN:
			case PR_REDEMPTIO:
			case ALL_RESURRECTION:
			case WM_DEADHILLHERE:
				break;
			default:
				return 1;
		}
	}

	tstatus = status->get_status_data(target);
	// Record the status of the previous skill)
	if (sd) {

		if ((skill->get_inf2(skill_id)&INF2_ENSEMBLE_SKILL) && skill->check_pc_partner(sd, skill_id, &skill_lv, 1, 0) < 1) {
			clif->skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
			return 0;
		}

		switch (skill_id){
			case SA_CASTCANCEL:
				if (ud->skill_id != skill_id){
					sd->skill_id_old = ud->skill_id;
					sd->skill_lv_old = ud->skill_lv;
				}
				break;
			case BD_ENCORE:
				//Prevent using the dance skill if you no longer have the skill in your tree.
				if (!sd->skill_id_dance || pc->checkskill(sd, sd->skill_id_dance) <= 0){
					clif->skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
					return 0;
				}
				sd->skill_id_old = skill_id;
				break;
			case WL_WHITEIMPRISON:
				if (battle->check_target(src, target, BCT_SELF | BCT_ENEMY) < 0) {
					clif->skill_fail(sd, skill_id, USESKILL_FAIL_TOTARGET, 0);
					return 0;
				}
				break;
			case MG_FIREBOLT:
			case MG_LIGHTNINGBOLT:
			case MG_COLDBOLT:
				sd->skill_id_old = skill_id;
				sd->skill_lv_old = skill_lv;
				break;
		}
	}

	if (src->type == BL_HOM) {
		// In case of homunuculus, set the sd to the homunculus' master, as needed below
		struct block_list *master = battle->get_master(src);
		if (master)
			sd = map->id2sd(master->id);
	}

	if (sd) {
		/* temporarily disabled, awaiting for kenpachi to detail this so we can make it work properly */
#if 0
		if (sd->skillitem != skill_id && !skill->check_condition_castbegin(sd, skill_id, skill_lv))
#else
		if (!skill->check_condition_castbegin(sd, skill_id, skill_lv))
#endif
			return 0;
	}

	if( src->type == BL_MOB )
		switch( skill_id ) {
			case NPC_SUMMONSLAVE:
			case NPC_SUMMONMONSTER:
			case AL_TELEPORT:
				if (((TBL_MOB*)src)->master_id && ((TBL_MOB*)src)->special_state.ai != AI_NONE)
					return 0;
		}

	if (src->type == BL_NPC) // NPC-objects can override cast distance
		range = AREA_SIZE; // Maximum visible distance before NPC goes out of sight
	else
		range = skill->get_range2(src, skill_id, skill_lv); // Skill cast distance from database

	// New action request received, delete previous action request if not executed yet
	if(ud->stepaction || ud->steptimer != INVALID_TIMER)
		unit->stop_stepaction(src);
	// Remember the skill request from the client while walking to the next cell
	if(src->type == BL_PC && ud->walktimer != INVALID_TIMER && !battle->check_range(src, target, range-1)) {
		ud->stepaction = true;
		ud->target_to = target_id;
		ud->stepskill_id = skill_id;
		ud->stepskill_lv = skill_lv;
		return 0; // Attacking will be handled by unit_walktoxy_timer in this case
	}

	//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 == INVALID_TIMER) ) {
		if( skill->get_state(ud->skill_id) == ST_MOVE_ENABLE ) {
			if( !unit->can_reach_bl(src, target, range + 1, 1, NULL, NULL) )
				return 0; // Walk-path check failed.
		} else if( src->type == BL_MER && skill_id == MA_REMOVETRAP ) {
			if( !battle->check_range(battle->get_master(src), target, range + 1) )
				return 0; // Aegis calc remove trap based on Master position, ignoring mercenary O.O
		} else if( !battle->check_range(src, target, range + (skill_id == RG_CLOSECONFINE?0:2)) ) {
			return 0; // Arrow-path check failed.
		}
	}

	if (!temp) //Stop attack on non-combo skills [Skotlex]
		unit->stop_attack(src);
	else if(ud->attacktimer != INVALID_TIMER) //Else-wise, 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_id){
	case ALL_RESURRECTION:
		if(battle->check_undead(tstatus->race,tstatus->def_ele)) {
			temp = 1;
		} else if (!status->isdead(target))
			return 0; //Can't cast on non-dead characters.
	break;
	case MO_FINGEROFFENSIVE:
		if(sd)
			casttime += casttime * min(skill_lv, sd->spiritball);
	break;
	case MO_EXTREMITYFIST:
		if (sc && sc->data[SC_COMBOATTACK] &&
		   (sc->data[SC_COMBOATTACK]->val1 == MO_COMBOFINISH ||
			sc->data[SC_COMBOATTACK]->val1 == CH_TIGERFIST ||
			sc->data[SC_COMBOATTACK]->val1 == CH_CHAINCRUSH))
			casttime = -1;
		temp = 1;
	break;
	case CR_DEVOTION:
		if (sd) {
			int i = 0, count = min(skill_lv, 5);
			ARR_FIND(0, count, i, sd->devotion[i] == target_id);
			if (i == count) {
				ARR_FIND(0, count, i, sd->devotion[i] == 0);
				if(i == count) {
					clif->skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
					return 0; // Can't cast on other characters when limit is reached
				}
			}
		}
	break;
	case AB_CLEARANCE:
		if( target->type != BL_MOB && battle->check_target(src,target,BCT_PARTY) <= 0 && sd ) {
			clif->skill_fail(sd, skill_id, USESKILL_FAIL_TOTARGET, 0);
			return 0;
		}
	break;
	case SR_GATEOFHELL:
	case SR_TIGERCANNON:
		if (sc && sc->data[SC_COMBOATTACK] &&
		   sc->data[SC_COMBOATTACK]->val1 == SR_FALLENEMPIRE)
			casttime = -1;
		temp = 1;
	break;
	case SA_SPELLBREAKER:
		temp = 1;
	break;
	case ST_CHASEWALK:
		if (sc && sc->data[SC_CHASEWALK])
			casttime = -1;
	break;
	case TK_RUN:
		if (sc && sc->data[SC_RUN])
			casttime = -1;
	break;
	case HP_BASILICA:
		if( sc && sc->data[SC_BASILICA] )
			casttime = -1; // No Casting time on basilica cancel
	break;
	case KN_CHARGEATK:
		{
		unsigned int k = (distance_bl(src,target)-1)/3; //+100% every 3 cells of distance
		if( k > 2 ) k = 2; // ...but hard-limited to 300%.
		casttime += casttime * k;
		}
	break;
	case GD_EMERGENCYCALL: //Emergency Call double cast when the user has learned Leap [Daegaladh]
		if( sd && pc->checkskill(sd,TK_HIGHJUMP) )
			casttime *= 2;
		break;
	case RA_WUGDASH:
		if (sc && sc->data[SC_WUGDASH])
			casttime = -1;
		break;
	case EL_WIND_SLASH:
	case EL_HURRICANE:
	case EL_TYPOON_MIS:
	case EL_STONE_HAMMER:
	case EL_ROCK_CRUSHER:
	case EL_STONE_RAIN:
	case EL_ICE_NEEDLE:
	case EL_WATER_SCREW:
	case EL_TIDAL_WEAPON:
		if( src->type == BL_ELEM ){
			sd = BL_CAST(BL_PC, battle->get_master(src));
			if( sd && sd->skill_id_old == SO_EL_ACTION ){
				casttime = -1;
				sd->skill_id_old = 0;
			}
		}
		break;
	case NC_DISJOINT:
		if( target->type == BL_PC ){
			struct mob_data *md;
			if( (md = map->id2md(target->id)) && md->master_id != src->id )
				casttime <<= 1;
		}
		break;
	}

	// moved here to prevent Suffragium from ending if skill fails
#ifndef RENEWAL_CAST
	if (!(skill->get_castnodex(skill_id, skill_lv)&2))
		casttime = skill->cast_fix_sc(src, casttime);
#else
	casttime = skill->vf_cast_fix(src, casttime, skill_id, skill_lv);
#endif

	if (src->type == BL_NPC) { // NPC-objects do not have cast time
		casttime = 0;
	}

	if( sc ) {
		/**
		 * why the if else chain: these 3 status do not stack, so its efficient that way.
		 **/
		if( sc->data[SC_CLOAKING] && !(sc->data[SC_CLOAKING]->val4&4) && skill_id != AS_CLOAKING ) {
			status_change_end(src, SC_CLOAKING, INVALID_TIMER);
			if (!src->prev) return 0; //Warped away!
		} else if( sc->data[SC_CLOAKINGEXCEED] && !(sc->data[SC_CLOAKINGEXCEED]->val4&4) && skill_id != GC_CLOAKINGEXCEED ) {
			status_change_end(src,SC_CLOAKINGEXCEED, INVALID_TIMER);
			if (!src->prev) return 0;
		}
	}

	if (!ud->state.running) //need TK_RUN or WUGDASH handler to be done before that, see bugreport:6026
		unit->stop_walking(src, STOPWALKING_FLAG_FIXPOS);// even though this is not how official works but this will do the trick. bugreport:6829

	// in official this is triggered even if no cast time.
	clif->skillcasting(src, src->id, target_id, 0,0, skill_id, skill->get_ele(skill_id, skill_lv), casttime);
	if( casttime > 0 || temp )
	{
		if (sd && target->type == BL_MOB)
		{
			TBL_MOB *md = (TBL_MOB*)target;
			mob->skill_event(md, src, tick, -1); //Cast targeted skill event.
			if (tstatus->mode&(MD_CASTSENSOR_IDLE|MD_CASTSENSOR_CHASE) &&
				battle->check_target(target, src, BCT_ENEMY) > 0)
			{
				switch (md->state.skillstate) {
				case MSS_RUSH:
				case MSS_FOLLOW:
					if (!(tstatus->mode&MD_CASTSENSOR_CHASE))
						break;
					md->target_id = src->id;
					md->state.aggressive = (tstatus->mode&MD_ANGRY)?1:0;
					md->min_chase = md->db->range3;
					break;
				case MSS_IDLE:
				case MSS_WALK:
					if (!(tstatus->mode&MD_CASTSENSOR_IDLE))
						break;
					md->target_id = src->id;
					md->state.aggressive = (tstatus->mode&MD_ANGRY)?1:0;
					md->min_chase = md->db->range3;
					break;
				}
			}
		}
	}

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

	if( !sd || sd->skillitem != skill_id || skill->get_cast(skill_id,skill_lv) )
		ud->canact_tick = tick + casttime + 100;
	if( sd )
	{
		switch( skill_id )
		{
		case CG_ARROWVULCAN:
			sd->canequip_tick = tick + casttime;
			break;
		}
	}
	ud->skilltarget  = target_id;
	ud->skillx       = 0;
	ud->skilly       = 0;
	ud->skill_id      = skill_id;
	ud->skill_lv      = skill_lv;

	if( casttime > 0 ) {
		if (src->id != target->id) // self-targeted skills shouldn't show different direction
			unit->setdir(src, map->calc_dir(src, target->x, target->y));
		ud->skilltimer = timer->add( tick+casttime, skill->castend_id, src->id, 0 );
		if( sd && (pc->checkskill(sd,SA_FREECAST) > 0 || skill_id == LG_EXEEDBREAK) )
			status_calc_bl(&sd->bl, SCB_SPEED|SCB_ASPD);
	} else
		skill->castend_id(ud->skilltimer,tick,src->id,0);

	return 1;
}

int unit_skilluse_pos(struct block_list *src, short skill_x, short skill_y, uint16 skill_id, uint16 skill_lv)
{
	return unit->skilluse_pos2(
		src, skill_x, skill_y, skill_id, skill_lv,
		skill->cast_fix(src, skill_id, skill_lv),
		skill->get_castcancel(skill_id)
	);
}

int unit_skilluse_pos2( struct block_list *src, short skill_x, short skill_y, uint16 skill_id, uint16 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;
	int64 tick = timer->gettick();
	int range;

	nullpo_ret(src);

	if (!src->prev) return 0; // not on the map
	if(status->isdead(src)) return 0;

	sd = BL_CAST(BL_PC, src);
	ud = unit->bl2ud(src);
	if(ud == NULL) return 0;

	if(ud->skilltimer != INVALID_TIMER) //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( skill->not_ok(skill_id, sd) || !skill->check_condition_castbegin(sd, skill_id, skill_lv) )
			return 0;
		/**
		 * "WHY IS IT HEREE": ice wall cannot be canceled past this point, the client displays the animation even,
		 * if we cancel it from castend_pos, so it has to be here for it to not display the animation.
		 **/
		if ( skill_id == WZ_ICEWALL && map->getcell(src->m, skill_x, skill_y, CELL_CHKNOICEWALL) )
			return 0;
	}

	if (!status->check_skilluse(src, NULL, skill_id, 0))
		return 0;

	if( map->getcell(src->m, skill_x, skill_y, CELL_CHKWALL) ) {
		// can't cast ground targeted spells on wall cells
		if (sd) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
		return 0;
	}

	/* Check range and obstacle */
	bl.type = BL_NUL;
	bl.m = src->m;
	bl.x = skill_x;
	bl.y = skill_y;

	if (src->type == BL_NPC) // NPC-objects can override cast distance
		range = AREA_SIZE; // Maximum visible distance before NPC goes out of sight
	else
		range = skill->get_range2(src, skill_id, skill_lv); // Skill cast distance from database

	// New action request received, delete previous action request if not executed yet
	if(ud->stepaction || ud->steptimer != INVALID_TIMER)
		unit->stop_stepaction(src);
	// Remember the skill request from the client while walking to the next cell
	if(src->type == BL_PC && ud->walktimer != INVALID_TIMER && !battle->check_range(src, &bl, range-1)) {
		struct map_data *md = &map->list[src->m];
		// Convert coordinates to target_to so we can use it as target later
		ud->stepaction = true;
		ud->target_to = (skill_x + skill_y*md->xs);
		ud->stepskill_id = skill_id;
		ud->stepskill_lv = skill_lv;
		return 0; // Attacking will be handled by unit_walktoxy_timer in this case
	}

	if( skill->get_state(ud->skill_id) == ST_MOVE_ENABLE ) {
		if( !unit->can_reach_bl(src, &bl, range + 1, 1, NULL, NULL) )
			return 0; //Walk-path check failed.
	} else if( !battle->check_range(src, &bl, range) )
		return 0; //Arrow-path check failed.

	unit->stop_attack(src);

	// moved here to prevent Suffragium from ending if skill fails
#ifndef RENEWAL_CAST
	if (!(skill->get_castnodex(skill_id, skill_lv)&2))
		casttime = skill->cast_fix_sc(src, casttime);
#else
	casttime = skill->vf_cast_fix(src, casttime, skill_id, skill_lv );
#endif

	if (src->type == BL_NPC) { // NPC-objects do not have cast time
		casttime = 0;
	}

	ud->state.skillcastcancel = castcancel&&casttime>0?1:0;
	if( !sd || sd->skillitem != skill_id || skill->get_cast(skill_id,skill_lv) )
		ud->canact_tick  = tick + casttime + 100;
#if 0
	if (sd) {
		switch (skill_id) {
		case ????:
			sd->canequip_tick = tick + casttime;
		}
	}
#endif // 0
	ud->skill_id      = skill_id;
	ud->skill_lv      = skill_lv;
	ud->skillx       = skill_x;
	ud->skilly       = skill_y;
	ud->skilltarget  = 0;

	if( sc ) {
		/**
		 * why the if else chain: these 3 status do not stack, so its efficient that way.
		 **/
		if (sc->data[SC_CLOAKING] && !(sc->data[SC_CLOAKING]->val4&4)) {
			status_change_end(src, SC_CLOAKING, INVALID_TIMER);
			if (!src->prev) return 0; //Warped away!
		} else if (sc->data[SC_CLOAKINGEXCEED] && !(sc->data[SC_CLOAKINGEXCEED]->val4&4)) {
			status_change_end(src, SC_CLOAKINGEXCEED, INVALID_TIMER);
			if (!src->prev) return 0;
		}
	}

	unit->stop_walking(src, STOPWALKING_FLAG_FIXPOS);
	// in official this is triggered even if no cast time.
	clif->skillcasting(src, src->id, 0, skill_x, skill_y, skill_id, skill->get_ele(skill_id, skill_lv), casttime);
	if( casttime > 0 ) {
		unit->setdir(src, map->calc_dir(src, skill_x, skill_y));
		ud->skilltimer = timer->add( tick+casttime, skill->castend_pos, src->id, 0 );
		if ( (sd && pc->checkskill(sd, SA_FREECAST) > 0) || skill_id == LG_EXEEDBREAK ) {
			status_calc_bl(&sd->bl, SCB_SPEED|SCB_ASPD);
		}
	} else {
		ud->skilltimer = INVALID_TIMER;
		skill->castend_pos(ud->skilltimer,tick,src->id,0);
	}
	return 1;
}

/*========================================
 * update a block's attack target
 *----------------------------------------*/
int unit_set_target(struct unit_data* ud, int target_id)
{
	nullpo_ret(ud);

	if (ud->target != target_id) {
		struct unit_data * ux;
		struct block_list* target;
		if( ud->target && (target = map->id2bl(ud->target)) && (ux = unit->bl2ud(target)) && ux->target_count > 0 )
			ux->target_count --;
		if( target_id && (target = map->id2bl(target_id)) && (ux = unit->bl2ud(target)) )
			ux->target_count ++;
	}

	ud->target = target_id;
	return 0;
}

/**
 * Stop a unit's attacks
 * @param bl: Object to stop
 */
void unit_stop_attack(struct block_list *bl)
{
	struct unit_data *ud;
	nullpo_retv(bl);
	ud = unit->bl2ud(bl);
	nullpo_retv(ud);

	//Clear target
	unit->set_target(ud, 0);

	if(ud->attacktimer == INVALID_TIMER)
		return;

	//Clear timer
	timer->delete(ud->attacktimer, unit->attack_timer);
	ud->attacktimer = INVALID_TIMER;
}

/**
 * Stop a unit's step action
 * @param bl: Object to stop
 */
void unit_stop_stepaction(struct block_list *bl)
{
	struct unit_data *ud;
	nullpo_retv(bl);
	ud = unit->bl2ud(bl);
	nullpo_retv(ud);

	//Clear remembered step action
	ud->stepaction = false;
	ud->target_to = 0;
	ud->stepskill_id = 0;
	ud->stepskill_lv = 0;

	if(ud->steptimer == INVALID_TIMER)
		return;

	//Clear timer
	timer->delete(ud->steptimer, unit->step_timer);
	ud->steptimer = INVALID_TIMER;
}

//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->state.attack_continue = 0;
		ud->state.step_attack = 0;
		unit->set_target(ud, 0);
	}

	if(bl->type == BL_MOB)
		mob->unlocktarget((struct mob_data*)bl, timer->gettick()) ;
	else if(bl->type == BL_PET)
		pet->unlocktarget((struct pet_data*)bl);
	return 0;
}

/*==========================================
 * Attack request
 * If type is an ongoing attack
 *------------------------------------------*/
int unit_attack(struct block_list *src,int target_id,int continuous) {
	struct block_list *target;
	struct unit_data  *ud;
	int range;

	nullpo_ret(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 ) {
		TBL_PC* sd = (TBL_PC*)src;
		if( target->type == BL_NPC ) { // monster npcs [Valaris]
			npc->click(sd,(TBL_NPC*)target); // submitted by leinsirk10 [Celest]
			return 0;
		}
		if( pc_is90overweight(sd) || pc_isridingwug(sd) ) { // overweight or mounted on warg - stop attacking
			unit->stop_attack(src);
			return 0;
		}
		if( !pc->can_attack(sd, target_id) ) {
			unit->stop_attack(src);
			return 0;
		}
	}
	if( battle->check_target(src,target,BCT_ENEMY) <= 0 || !status->check_skilluse(src, target, 0, 0) ) {
		unit->unattackable(src);
		return 1;
	}
	ud->state.attack_continue = (continuous&1)?1:0;
	ud->state.step_attack = (continuous&2)?1:0;
	unit->set_target(ud, target_id);

	range = status_get_range(src);

	if (continuous) //If you're to attack continuously, set to auto-case character
		ud->chaserange = range;

	//Just change target/type. [Skotlex]
	if(ud->attacktimer != INVALID_TIMER)
		return 0;

	// New action request received, delete previous action request if not executed yet
	if(ud->stepaction || ud->steptimer != INVALID_TIMER)
		unit->stop_stepaction(src);
	// Remember the attack request from the client while walking to the next cell
	if(src->type == BL_PC && ud->walktimer != INVALID_TIMER && !battle->check_range(src, target, range-1)) {
		ud->stepaction = true;
		ud->target_to = ud->target;
		ud->stepskill_id = 0;
		ud->stepskill_lv = 0;
		return 0; // Attacking will be handled by unit_walktoxy_timer in this case
	}

	if(DIFF_TICK(ud->attackabletime, timer->gettick()) > 0)
		//Do attack next time it is possible. [Skotlex]
		ud->attacktimer=timer->add(ud->attackabletime,unit->attack_timer,src->id,0);
	else //Attack NOW.
		unit->attack_timer(INVALID_TIMER, timer->gettick(), src->id, 0);

	return 0;
}

//Cancels an ongoing combo, resets attackable time and restarts the
//attack timer to resume attacking after amotion time. [Skotlex]
int unit_cancel_combo(struct block_list *bl)
{
	struct unit_data  *ud;

	if (!status_change_end(bl, SC_COMBOATTACK, INVALID_TIMER))
		return 0; //Combo wasn't active.

	ud = unit->bl2ud(bl);
	nullpo_ret(ud);

	ud->attackabletime = timer->gettick() + status_get_amotion(bl);

	if (ud->attacktimer == INVALID_TIMER)
		return 1; //Nothing more to do.

	timer->delete(ud->attacktimer, unit->attack_timer);
	ud->attacktimer=timer->add(ud->attackabletime,unit->attack_timer,bl->id,0);
	return 1;
}
/*==========================================
 *
 *------------------------------------------*/
bool unit_can_reach_pos(struct block_list *bl,int x,int y, int easy)
{
	nullpo_retr(false, bl);

	if (bl->x == x && bl->y == y) //Same place
		return true;

	return path->search(NULL,bl->m,bl->x,bl->y,x,y,easy,CELL_CHKNOREACH);
}

/*==========================================
 *
 *------------------------------------------*/
bool unit_can_reach_bl(struct block_list *bl,struct block_list *tbl, int range, int easy, short *x, short *y)
{
	short dx,dy;
	nullpo_retr(false, bl);
	nullpo_retr(false, tbl);

	if( bl->m != tbl->m)
		return false;

	if( bl->x==tbl->x && bl->y==tbl->y )
		return true;

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

	// 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_CHKNOPASS)) {
		int i;
		//Look for a suitable cell to place in.
		for(i=0;i<8 && map->getcell(tbl->m,tbl->x-dirx[i],tbl->y-diry[i],CELL_CHKNOPASS);i++);
		if (i==8) return false; //No valid cells.
		dx = dirx[i];
		dy = diry[i];
	}

	if (x) *x = tbl->x-dx;
	if (y) *y = tbl->y-dy;
	return path->search(NULL,bl->m,bl->x,bl->y,tbl->x-dx,tbl->y-dy,easy,CELL_CHKNOREACH);
}
/*==========================================
 * Calculates position of Pet/Mercenary/Homunculus/Elemental
 *------------------------------------------*/
int unit_calc_pos(struct block_list *bl, int tx, int ty, uint8 dir)
{
	int dx, dy, x, y;
	struct unit_data *ud = unit->bl2ud(bl);
	nullpo_ret(ud);

	if(dir > 7)
		return 1;

	ud->to_x = tx;
	ud->to_y = ty;

	// 2 cells from Master Position
	dx = -dirx[dir] * 2;
	dy = -diry[dir] * 2;
	x = tx + dx;
	y = ty + dy;

	if (!unit->can_reach_pos(bl, x, y, 0)) {
		if( dx > 0 ) x--; else if( dx < 0 ) x++;
		if( dy > 0 ) y--; else if( dy < 0 ) y++;
		if (!unit->can_reach_pos(bl, x, y, 0)) {
			int i;
			for (i = 0; i < 12; i++) {
				int k = rnd()%8; // Pick a Random Dir
				dx = -dirx[k] * 2;
				dy = -diry[k] * 2;
				x = tx + dx;
				y = ty + dy;
				if (unit->can_reach_pos(bl, x, y, 0)) {
					break;
				} else {
					if( dx > 0 ) x--; else if( dx < 0 ) x++;
					if( dy > 0 ) y--; else if( dy < 0 ) y++;
					if( unit->can_reach_pos(bl, x, y, 0) )
						break;
				}
			}
			if (i == 12) {
				x = tx; y = tx; // Exactly Master Position
				if (!unit->can_reach_pos(bl, x, y, 0))
					return 1;
			}
		}
	}
	ud->to_x = x;
	ud->to_y = y;

	return 0;
}

/*==========================================
 * Continuous Attack (function timer)
 *------------------------------------------*/
int unit_attack_timer_sub(struct block_list* src, int tid, int64 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 )
	{
		ShowError("unit_attack_timer %d != %d\n",ud->attacktimer,tid);
		return 0;
	}

	sd = BL_CAST(BL_PC, src);
	md = BL_CAST(BL_MOB, src);
	ud->attacktimer = INVALID_TIMER;
	target=map->id2bl(ud->target);

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

	if( status->isdead(src) || status->isdead(target)
	 || battle->check_target(src,target,BCT_ENEMY) <= 0 || !status->check_skilluse(src, target, 0, 0)
#ifdef OFFICIAL_WALKPATH
	 || !path->search_long(NULL, src->m, src->x, src->y, target->x, target->y, CELL_CHKWALL)
#endif
	 || (sd && !pc->can_attack(sd, ud->target) )
	)
		return 0; // can't attack under these conditions

	if( src->m != target->m )
	{
		if( src->type == BL_MOB && mob->warpchase((TBL_MOB*)src, target) )
			return 1; // Follow up.
		return 0;
	}

	if( ud->skilltimer != INVALID_TIMER && !(sd && pc->checkskill(sd,SA_FREECAST) > 0) )
		return 0; // can't attack while casting

	if( !battle_config.sdelay_attack_enable && DIFF_TICK(ud->canact_tick,tick) > 0 && !(sd && pc->checkskill(sd,SA_FREECAST) > 0) )
	{ // attacking when under cast delay has restrictions:
		if( tid == INVALID_TIMER ) { //requested attack.
			if(sd) clif->skill_fail(sd,1,USESKILL_FAIL_SKILLINTERVAL,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=timer->add(ud->attackabletime,unit->attack_timer,src->id,0);
		}
		return 1;
	}

	sstatus = status->get_status_data(src);
	range = sstatus->rhw.range;

	if( (unit->is_walking(target) || ud->state.step_attack)
		&& (target->type == BL_PC || !map->getcell(target->m,target->x,target->y,CELL_CHKICEWALL)) )
		range++; // Extra range when chasing (does not apply to mobs locked in an icewall)

	if(sd && !check_distance_client_bl(src,target,range)) {
		// Player tries to attack but target is too far, notify client
		clif->movetoattack(sd,target);
		return 1;
	} else if(md && !check_distance_bl(src,target,range)) {
		// Monster: Chase if required
		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 == INVALID_TIMER && 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(ud->walktimer != INVALID_TIMER)
			unit->stop_walking(src, STOPWALKING_FLAG_FIXPOS);
		if(md) {
			//First attack is always a normal attack
			if(md->state.skillstate == MSS_ANGRY || md->state.skillstate == MSS_BERSERK) {
				if (mob->skill_use(md,tick,-1))
					return 1;
			} else {
				// Set mob's ANGRY/BERSERK states.
				md->state.skillstate = md->state.aggressive?MSS_ANGRY:MSS_BERSERK;
			}

			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();
		/**
		 * Applied when you're unable to attack (e.g. out of ammo)
		 * We should stop here otherwise timer keeps on and this happens endlessly
		 **/
		if( ud->attacktarget_lv == ATK_NONE )
			return 1;

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

	if(ud->state.attack_continue) {
		unit->setdir(src, map->calc_dir(src, target->x, target->y));
		if( src->type == BL_PC && battle_config.idletime_criteria & BCIDLE_ATTACK )
			((TBL_PC*)src)->idletime = sockt->last_tick;
		ud->attacktimer = timer->add(ud->attackabletime,unit->attack_timer,src->id,0);
	}

	return 1;
}

int unit_attack_timer(int tid, int64 tick, int id, intptr_t 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 can be cancel.
 *------------------------------------------*/
int unit_skillcastcancel(struct block_list *bl,int type)
{
	struct map_session_data *sd = NULL;
	struct unit_data *ud = unit->bl2ud( bl);
	int64 tick = timer->gettick();
	int ret=0, skill_id;

	nullpo_ret(bl);
	if (!ud || ud->skilltimer == INVALID_TIMER)
		return 0; //Nothing to cancel.

	sd = BL_CAST(BL_PC, bl);

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

		if (sd && (sd->special_state.no_castcancel2
		 || (sd->special_state.no_castcancel && !map_flag_gvg(bl->m) && !map->list[bl->m].flag.battleground))) //fixed flags being read the wrong way around [blackhole89]
			return 0;
	}

	ud->canact_tick = tick;

	if(type&1 && sd)
		skill_id = sd->skill_id_old;
	else
		skill_id = ud->skill_id;

	if (skill->get_inf(skill_id) & INF_GROUND_SKILL)
		ret = timer->delete( ud->skilltimer, skill->castend_pos );
	else
		ret = timer->delete( ud->skilltimer, skill->castend_id );
	if( ret < 0 )
		ShowError("delete timer error %d : skill %d (%s)\n",ret,skill_id,skill->get_name(skill_id));

	ud->skilltimer = INVALID_TIMER;

	if( sd && pc->checkskill(sd,SA_FREECAST) > 0 )
		status_calc_bl(&sd->bl, SCB_SPEED|SCB_ASPD);

	if( sd ) {
		switch( skill_id ) {
			case CG_ARROWVULCAN:
				sd->canequip_tick = tick;
				break;
		}
	}

	if(bl->type==BL_MOB) ((TBL_MOB*)bl)->skill_idx  = -1;

	clif->skillcastcancel(bl);
	return 1;
}

// unit_data initialization process
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      = INVALID_TIMER;
	ud->skilltimer     = INVALID_TIMER;
	ud->attacktimer    = INVALID_TIMER;
	ud->steptimer      = INVALID_TIMER;
	ud->attackabletime =
	ud->canact_tick    =
	ud->canmove_tick   = timer->gettick();
}

/*==========================================
 * Counts the number of units attacking 'bl'
 *------------------------------------------*/
int unit_counttargeted(struct block_list* bl)
{
	struct unit_data* ud;
	if( bl && (ud = unit->bl2ud(bl)) )
		return ud->target_count;
	return 0;
}

/*==========================================
 *
 *------------------------------------------*/
int unit_fixdamage(struct block_list *src, struct block_list *target, int sdelay, int ddelay, int64 damage, short div, unsigned char type, int64 damage2) {
	nullpo_ret(target);

	if(damage+damage2 <= 0)
		return 0;

	return status_fix_damage(src,target,damage+damage2,clif->damage(target,target,sdelay,ddelay,damage,div,type,damage2));
}

/*==========================================
 * To change the size of the char (player or mob only)
 *------------------------------------------*/
int unit_changeviewsize(struct block_list *bl,short size)
{
	nullpo_ret(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->specialeffect(bl,421+size, AREA);
	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), appropriate 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, clr_type clrtype, const char* file, int line, const char* func) {
	struct unit_data *ud = unit->bl2ud(bl);
	struct status_change *sc = status->get_sc(bl);
	nullpo_ret(ud);

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

	map->freeblock_lock();

	if (ud->walktimer != INVALID_TIMER)
		unit->stop_walking(bl, STOPWALKING_FLAG_NONE);
	if (ud->skilltimer != INVALID_TIMER)
		unit->skillcastcancel(bl,0);

	//Clear target even if there is no timer
	if (ud->target || ud->attacktimer != INVALID_TIMER)
		unit->stop_attack(bl);

	//Clear stepaction even if there is no timer
	if (ud->stepaction || ud->steptimer != INVALID_TIMER)
		unit->stop_stepaction(bl);

// Do not reset can-act delay. [Skotlex]
	ud->attackabletime = ud->canmove_tick /*= ud->canact_tick*/ = timer->gettick();
	if(sc && sc->count ) { //map-change/warp dispells.
		status_change_end(bl, SC_BLADESTOP, INVALID_TIMER);
		status_change_end(bl, SC_BASILICA, INVALID_TIMER);
		status_change_end(bl, SC_ANKLESNARE, INVALID_TIMER);
		status_change_end(bl, SC_TRICKDEAD, INVALID_TIMER);
		status_change_end(bl, SC_BLADESTOP_WAIT, INVALID_TIMER);
		status_change_end(bl, SC_RUN, INVALID_TIMER);
		status_change_end(bl, SC_DANCING, INVALID_TIMER);
		status_change_end(bl, SC_WARM, INVALID_TIMER);
		status_change_end(bl, SC_DEVOTION, INVALID_TIMER);
		status_change_end(bl, SC_MARIONETTE_MASTER, INVALID_TIMER);
		status_change_end(bl, SC_MARIONETTE, INVALID_TIMER);
		status_change_end(bl, SC_RG_CCONFINE_M, INVALID_TIMER);
		status_change_end(bl, SC_RG_CCONFINE_S, INVALID_TIMER);
		status_change_end(bl, SC_HIDING, INVALID_TIMER);
		// Ensure the bl is a PC; if so, we'll handle the removal of cloaking and cloaking exceed later
		if ( bl->type != BL_PC ) {
			status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
			status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
		}
		status_change_end(bl, SC_CHASEWALK, INVALID_TIMER);
		if (sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_SELF)
			status_change_end(bl, SC_GOSPEL, INVALID_TIMER);
		status_change_end(bl, SC_HLIF_CHANGE, INVALID_TIMER);
		status_change_end(bl, SC_STOP, INVALID_TIMER);
		status_change_end(bl, SC_WUGDASH, INVALID_TIMER);
		status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
		status_change_end(bl, SC_MAGNETICFIELD, INVALID_TIMER);
		status_change_end(bl, SC_NEUTRALBARRIER_MASTER, INVALID_TIMER);
		status_change_end(bl, SC_NEUTRALBARRIER, INVALID_TIMER);
		status_change_end(bl, SC_STEALTHFIELD_MASTER, INVALID_TIMER);
		status_change_end(bl, SC_STEALTHFIELD, INVALID_TIMER);
		status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
		status_change_end(bl, SC__MANHOLE, INVALID_TIMER);
		status_change_end(bl, SC_VACUUM_EXTREME, INVALID_TIMER);
		status_change_end(bl, SC_CURSEDCIRCLE_ATKER, INVALID_TIMER); //callme before warp
		status_change_end(bl, SC_NETHERWORLD, INVALID_TIMER);
	}

	if (bl->type&(BL_CHAR|BL_PET)) {
		skill->unit_move(bl,timer->gettick(),4);
		skill->cleartimerskill(bl);
	}

	switch( bl->type ) {
		case BL_PC: {
			struct map_session_data *sd = (struct map_session_data*)bl;

			if(sd->shadowform_id) {
				struct block_list *d_bl = map->id2bl(sd->shadowform_id);
				if( d_bl )
					status_change_end(d_bl,SC__SHADOWFORM,INVALID_TIMER);
			}
			//Leave/reject all invitations.
			if(sd->chatID)
				chat->leave(sd, false);
			if(sd->trade_partner)
				trade->cancel(sd);
			buyingstore->close(sd);
			searchstore->close(sd);
			if( sd->menuskill_id != AL_TELEPORT ) { // issue: 8027
				if(sd->state.storage_flag == STORAGE_FLAG_NORMAL)
					storage->pc_quit(sd,0);
				else if (sd->state.storage_flag == STORAGE_FLAG_GUILD)
					gstorage->pc_quit(sd,0);

				sd->state.storage_flag = STORAGE_FLAG_CLOSED; //Force close it when being warped.
			}
			if(sd->party_invite>0)
				party->reply_invite(sd,sd->party_invite,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);
			if(sd->menuskill_id)
				sd->menuskill_id = sd->menuskill_val = 0;
			if( sd->touching_id )
				npc->touchnext_areanpc(sd,true);

			// Check if warping and not changing the map.
			if ( sd->state.warping && !sd->state.changemap ) {
				status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
				status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
			}

			sd->npc_shopid = 0;
			sd->adopt_invite = 0;

			if(sd->pvp_timer != INVALID_TIMER) {
				timer->delete(sd->pvp_timer,pc->calc_pvprank_timer);
				sd->pvp_timer = INVALID_TIMER;
				sd->pvp_rank = 0;
			}
			if(sd->duel_group > 0)
				duel->leave(sd->duel_group, sd);

			if(pc_issit(sd)) {
				pc->setstand(sd);
				skill->sit(sd,0);
			}
			party->send_dot_remove(sd);//minimap dot fix [Kevin]
			guild->send_dot_remove(sd);
			bg->send_dot_remove(sd);

			if( map->list[bl->m].users <= 0 || sd->state.debug_remove_map ) {
				// this is only place where map users is decreased, if the mobs were removed too soon then this function was executed too many times [FlavioJS]
				if( sd->debug_file == NULL || !(sd->state.debug_remove_map) ) {
					sd->debug_file = "";
					sd->debug_line = 0;
					sd->debug_func = "";
				}
				ShowDebug("unit_remove_map: unexpected state when removing player AID/CID:%d/%d"
					" (active=%d connect_new=%d rewarp=%d changemap=%d debug_remove_map=%d)"
					" from map=%s (users=%d)."
					" Previous call from %s:%d(%s), current call from %s:%d(%s)."
					" Please report this!!!\n",
					sd->status.account_id, sd->status.char_id,
					sd->state.active, sd->state.connect_new, sd->state.rewarp, sd->state.changemap, sd->state.debug_remove_map,
					map->list[bl->m].name, map->list[bl->m].users,
					sd->debug_file, sd->debug_line, sd->debug_func, file, line, func);
			} else if (--map->list[bl->m].users == 0 && battle_config.dynamic_mobs) //[Skotlex]
				map->removemobs(bl->m);
			if (!(pc_isinvisible(sd))) {
				// decrement the number of active pvp players on the map
				--map->list[bl->m].users_pvp;
			}
			if( map->list[bl->m].instance_id >= 0 ) {
				instance->list[map->list[bl->m].instance_id].users--;
				instance->check_idle(map->list[bl->m].instance_id);
			}
			if( sd->state.hpmeter_visible ) {
				map->list[bl->m].hpmeter_visible--;
				sd->state.hpmeter_visible = 0;
			}
			sd->state.debug_remove_map = 1; // temporary state to track double remove_map's [FlavioJS]
			sd->debug_file = file;
			sd->debug_line = line;
			sd->debug_func = func;

			break;
		}
		case BL_MOB: {
			struct mob_data *md = (struct mob_data*)bl;
			// Drop previous target mob_slave_keep_target: no.
			if (!battle_config.mob_slave_keep_target)
				md->target_id=0;

			md->attacked_id=0;
			md->state.skillstate= MSS_IDLE;

			break;
		}
		case BL_PET: {
			struct pet_data *pd = (struct pet_data*)bl;
			if( pd->pet.intimate <= 0 && !(pd->msd && !pd->msd->state.active) ) {
				//If logging out, this is deleted on unit->free
				clif->clearunit_area(bl,clrtype);
				map->delblock(bl);
				unit->free(bl,CLR_OUTSIGHT);
				map->freeblock_unlock();
				return 0;
			}

			break;
		}
		case BL_HOM: {
			struct homun_data *hd = (struct homun_data *)bl;
			if( !hd->homunculus.intimacy && !(hd->master && !hd->master->state.active) ) {
				//If logging out, this is deleted on unit->free
				clif->emotion(bl, E_SOB);
				clif->clearunit_area(bl,clrtype);
				map->delblock(bl);
				unit->free(bl,CLR_OUTSIGHT);
				map->freeblock_unlock();
				return 0;
			}
			break;
		}
		case BL_MER: {
			struct mercenary_data *md = (struct mercenary_data *)bl;
			ud->canact_tick = ud->canmove_tick;
			if( mercenary->get_lifetime(md) <= 0 && !(md->master && !md->master->state.active) ) {
				clif->clearunit_area(bl,clrtype);
				map->delblock(bl);
				unit->free(bl,CLR_OUTSIGHT);
				map->freeblock_unlock();
				return 0;
			}
			break;
		}
		case BL_ELEM: {
			struct elemental_data *ed = (struct elemental_data *)bl;
			ud->canact_tick = ud->canmove_tick;
			if( elemental->get_lifetime(ed) <= 0 && !(ed->master && !ed->master->state.active) ) {
				clif->clearunit_area(bl,clrtype);
				map->delblock(bl);
				unit->free(bl,0);
				map->freeblock_unlock();
				return 0;
			}
			break;
		}
		default: break;// do nothing
	}
	/**
	 * BL_MOB is handled by mob_dead unless the monster is not dead.
	 **/
	if( bl->type != BL_MOB || !status->isdead(bl) )
		clif->clearunit_area(bl,clrtype);
	map->delblock(bl);
	map->freeblock_unlock();
	return 1;
}

void unit_remove_map_pc(struct map_session_data *sd, clr_type clrtype)
{
	unit->remove_map(&sd->bl,clrtype,ALC_MARK);

	//CLR_RESPAWN is the warp from logging out, CLR_TELEPORT is the warp from teleporting, but pets/homunc need to just 'vanish' instead of showing the warping animation.
	if (clrtype == CLR_RESPAWN || clrtype == CLR_TELEPORT) clrtype = CLR_OUTSIGHT;

	if(sd->pd)
		unit->remove_map(&sd->pd->bl, clrtype, ALC_MARK);
	if(homun_alive(sd->hd))
		unit->remove_map(&sd->hd->bl, clrtype, ALC_MARK);
	if(sd->md)
		unit->remove_map(&sd->md->bl, clrtype, ALC_MARK);
	if(sd->ed)
		unit->remove_map(&sd->ed->bl, clrtype, ALC_MARK);
}

void unit_free_pc(struct map_session_data *sd)
{
	if (sd->pd) unit->free(&sd->pd->bl,CLR_OUTSIGHT);
	if (sd->hd) unit->free(&sd->hd->bl,CLR_OUTSIGHT);
	if (sd->md) unit->free(&sd->md->bl,CLR_OUTSIGHT);
	if (sd->ed) unit->free(&sd->ed->bl,CLR_OUTSIGHT);
	unit->free(&sd->bl,CLR_TELEPORT);
}

/*==========================================
 * Function to free all related resources to the bl
 * if unit is on map, it is removed using the clrtype specified
 *------------------------------------------*/
int unit_free(struct block_list *bl, clr_type clrtype) {
	struct unit_data *ud = unit->bl2ud( bl );
	nullpo_ret(ud);

	map->freeblock_lock();
	if( bl->prev ) //Players are supposed to logout with a "warp" effect.
		unit->remove_map(bl, clrtype, ALC_MARK);

	switch( bl->type ) {
		case BL_PC:
		{
			struct map_session_data *sd = (struct map_session_data*)bl;

			sd->state.loggingout = 1;

			if( status->isdead(bl) )
				pc->setrestartvalue(sd,2);

			pc->delinvincibletimer(sd);
			pc->delautobonus(sd,sd->autobonus,ARRAYLENGTH(sd->autobonus),false);
			pc->delautobonus(sd,sd->autobonus2,ARRAYLENGTH(sd->autobonus2),false);
			pc->delautobonus(sd,sd->autobonus3,ARRAYLENGTH(sd->autobonus3),false);

			if( sd->followtimer != INVALID_TIMER )
				pc->stop_following(sd);

			if( sd->duel_invite > 0 )
				duel->reject(sd->duel_invite, sd);

			// Notify friends that this char logged out. [Skotlex]
			map->foreachpc(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->inventory_rental_clear(sd);
			pc->delspiritball(sd,sd->spiritball,1);
			pc->del_charm(sd, sd->charm_count, sd->charm_type);

			if( sd->st && sd->st->state != RUN ) {// free attached scripts that are waiting
				script->free_state(sd->st);
				sd->st = NULL;
				sd->npc_id = 0;
			}
			if( sd->combos ) {
				aFree(sd->combos);
				sd->combos = NULL;
			}
			sd->combo_count = 0;
			/* [Ind/Hercules] */
			if( sd->sc_display_count ) {
				int i;
				for(i = 0; i < sd->sc_display_count; i++) {
					ers_free(pc->sc_display_ers, sd->sc_display[i]);
				}
				sd->sc_display_count = 0;
			}
			if( sd->sc_display != NULL ) {
				aFree(sd->sc_display);
				sd->sc_display = NULL;
			}
			if( sd->instance != NULL ) {
				aFree(sd->instance);
				sd->instance = NULL;
			}
			if( sd->queues != NULL ) {
				aFree(sd->queues);
				sd->queues = NULL;
			}
			if( sd->quest_log != NULL ) {
				aFree(sd->quest_log);
				sd->quest_log = NULL;
				sd->num_quests = sd->avail_quests = 0;
			}

			if (sd->hdata) {
				unsigned int k;
				for( k = 0; k < sd->hdatac; k++ ) {
					if( sd->hdata[k]->flag.free ) {
						aFree(sd->hdata[k]->data);
					}
					aFree(sd->hdata[k]);
				}
				aFree(sd->hdata);
			}
			break;
		}
		case 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 != INVALID_TIMER) {
					timer->delete(pd->s_skill->timer, pet->skill_support_timer);
				}
				aFree(pd->s_skill);
				pd->s_skill = NULL;
			}
			if( pd->recovery )
			{
				if(pd->recovery->timer != INVALID_TIMER)
					timer->delete(pd->recovery->timer, pet->recovery_timer);
				aFree(pd->recovery);
				pd->recovery = NULL;
			}
			if( pd->bonus )
			{
				if (pd->bonus->timer != INVALID_TIMER)
					timer->delete(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;
			break;
		}
		case BL_MOB:
		{
			struct mob_data *md = (struct mob_data*)bl;
			if( md->spawn_timer != INVALID_TIMER )
			{
				timer->delete(md->spawn_timer,mob->delayspawn);
				md->spawn_timer = INVALID_TIMER;
			}
			if( md->deletetimer != INVALID_TIMER )
			{
				timer->delete(md->deletetimer,mob->timer_delete);
				md->deletetimer = INVALID_TIMER;
			}
			if( md->lootitem )
			{
				aFree(md->lootitem);
				md->lootitem=NULL;
			}
			if( md->guardian_data )
			{
				struct guild_castle* gc = md->guardian_data->castle;
				if( md->guardian_data->number >= 0 && md->guardian_data->number < MAX_GUARDIANS )
				{
					gc->guardian[md->guardian_data->number].id = 0;
				}
				else
				{
					int i;
					ARR_FIND(0, gc->temp_guardians_max, i, gc->temp_guardians[i] == md->bl.id);
					if( i < gc->temp_guardians_max )
						gc->temp_guardians[i] = 0;
				}
				aFree(md->guardian_data);
				md->guardian_data = NULL;
			}
			if( md->spawn )
			{
				md->spawn->active--;
				if( !md->spawn->state.dynamic )
				{// permanently remove the mob
					if( --md->spawn->num == 0 )
					{// Last freed mob is responsible for deallocating the group's spawn data.
						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);
			if( md->tomb_nid )
				mob->mvptomb_destroy(md);

			if (md->hdata)
			{
				unsigned int k;
				for (k = 0; k < md->hdatac; k++) {
					if( md->hdata[k]->flag.free ) {
						aFree(md->hdata[k]->data);
					}
					aFree(md->hdata[k]);
				}
				aFree(md->hdata);
			}
			break;
		}
		case BL_HOM:
		{
			struct homun_data *hd = (TBL_HOM*)bl;
			struct map_session_data *sd = hd->master;
			homun->hunger_timer_delete(hd);
			if( hd->homunculus.intimacy > 0 )
				homun->save(hd);
			else {
				intif->homunculus_requestdelete(hd->homunculus.hom_id);
				if( sd )
					sd->status.hom_id = 0;
			}
			if( sd )
				sd->hd = NULL;
			break;
		}
		case BL_MER:
		{
			struct mercenary_data *md = (TBL_MER*)bl;
			struct map_session_data *sd = md->master;
			if( mercenary->get_lifetime(md) > 0 )
				mercenary->save(md);
			else
			{
				intif->mercenary_delete(md->mercenary.mercenary_id);
				if( sd )
					sd->status.mer_id = 0;
			}
			if( sd )
				sd->md = NULL;

			mercenary->contract_stop(md);
			break;
		}
		case BL_ELEM: {
			struct elemental_data *ed = (TBL_ELEM*)bl;
			struct map_session_data *sd = ed->master;
			if( elemental->get_lifetime(ed) > 0 )
				elemental->save(ed);
			else {
				intif->elemental_delete(ed->elemental.elemental_id);
				if( sd )
					sd->status.ele_id = 0;
			}
			if( sd )
				sd->ed = NULL;

			elemental->summon_stop(ed);
			break;
		}
	}

	skill->clear_unitgroup(bl);
	status->change_clear(bl,1);
	map->deliddb(bl);
	if( bl->type != BL_PC ) //Players are handled by map_quit
		map->freeblock(bl);
	map->freeblock_unlock();
	return 0;
}

int do_init_unit(bool minimal) {
	if (minimal)
		return 0;

	timer->add_func_list(unit->attack_timer,  "unit_attack_timer");
	timer->add_func_list(unit->walktoxy_timer,"unit_walktoxy_timer");
	timer->add_func_list(unit->walktobl_sub, "unit_walktobl_sub");
	timer->add_func_list(unit->delay_walktoxy_timer,"unit_delay_walktoxy_timer");
	timer->add_func_list(unit->step_timer,"unit_step_timer");
	return 0;
}

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

void unit_defaults(void) {
	unit = &unit_s;

	unit->init = do_init_unit;
	unit->final = do_final_unit;
	/* */
	unit->bl2ud = unit_bl2ud;
	unit->bl2ud2 = unit_bl2ud2;
	unit->attack_timer = unit_attack_timer;
	unit->walktoxy_timer = unit_walktoxy_timer;
	unit->walktoxy_sub = unit_walktoxy_sub;
	unit->delay_walktoxy_timer = unit_delay_walktoxy_timer;
	unit->walktoxy = unit_walktoxy;
	unit->walktobl_sub = unit_walktobl_sub;
	unit->walktobl = unit_walktobl;
	unit->run = unit_run;
	unit->run_hit = unit_run_hit;
	unit->escape = unit_escape;
	unit->movepos = unit_movepos;
	unit->setdir = unit_setdir;
	unit->getdir = unit_getdir;
	unit->blown = unit_blown;
	unit->warp = unit_warp;
	unit->stop_walking = unit_stop_walking;
	unit->skilluse_id = unit_skilluse_id;
	unit->step_timer = unit_step_timer;
	unit->stop_stepaction = unit_stop_stepaction;
	unit->is_walking = unit_is_walking;
	unit->can_move = unit_can_move;
	unit->resume_running = unit_resume_running;
	unit->set_walkdelay = unit_set_walkdelay;
	unit->skilluse_id2 = unit_skilluse_id2;
	unit->skilluse_pos = unit_skilluse_pos;
	unit->skilluse_pos2 = unit_skilluse_pos2;
	unit->set_target = unit_set_target;
	unit->stop_attack = unit_stop_attack;
	unit->unattackable = unit_unattackable;
	unit->attack = unit_attack;
	unit->cancel_combo = unit_cancel_combo;
	unit->can_reach_pos = unit_can_reach_pos;
	unit->can_reach_bl = unit_can_reach_bl;
	unit->calc_pos = unit_calc_pos;
	unit->attack_timer_sub = unit_attack_timer_sub;
	unit->skillcastcancel = unit_skillcastcancel;
	unit->dataset = unit_dataset;
	unit->counttargeted = unit_counttargeted;
	unit->fixdamage = unit_fixdamage;
	unit->changeviewsize = unit_changeviewsize;
	unit->remove_map = unit_remove_map;
	unit->remove_map_pc = unit_remove_map_pc;
	unit->free_pc = unit_free_pc;
	unit->free = unit_free;
}