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path: root/src/map/unit.c
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// Copyright (c) Athena Dev Teams - Licensed under GNU GPL
// For more information, see LICENCE in the main folder

#include "../common/showmsg.h"
#include "../common/timer.h"
#include "../common/nullpo.h"
#include "../common/db.h"
#include "../common/malloc.h"
#include "../common/random.h"

#include "map.h"
#include "path.h"
#include "pc.h"
#include "mob.h"
#include "pet.h"
#include "homunculus.h"
#include "instance.h"
#include "mercenary.h"
#include "elemental.h"
#include "skill.h"
#include "clif.h"
#include "duel.h"
#include "npc.h"
#include "guild.h"
#include "status.h"
#include "unit.h"
#include "battle.h"
#include "battleground.h"
#include "chat.h"
#include "trade.h"
#include "vending.h"
#include "party.h"
#include "intif.h"
#include "chrif.h"
#include "script.h"
#include "storage.h"

#include <stdio.h>
#include <stdlib.h>
#include <string.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_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;
}

static int unit_attack_timer(int tid, unsigned int tick, int id, intptr_t data);
static int unit_walktoxy_timer(int tid, unsigned int tick, int id, intptr_t 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,CELL_CHKNOPASS))
        return 0;

    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.
        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) {
        ((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)*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, intptr_t data)
{
    int i;
    int x,y,dx,dy;
    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];

    if (map_getcell(bl->m,x+dx,y+dy,CELL_CHKNOPASS))
        return unit_walktoxy_sub(bl);

    //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
            sd->areanpc_id=0;

        if (sd->md && !check_distance_bl(&sd->bl, &sd->md->bl, MAX_MER_DISTANCE)) {
            // mercenary should be warped after being 3 seconds too far from the master [greenbox]
            if (sd->md->masterteleport_timer == 0) {
                sd->md->masterteleport_timer = gettick();
            } else if (DIFF_TICK(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 if (sd->md) {
            // reset the tick, he is not far anymore
            sd->md->masterteleport_timer = 0;
        }
    } else if (md) {
        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) &&
            mobskill_use(md, tick, -1)) {
            if (!(ud->skillid == NPC_SELFDESTRUCTION && ud->skilltimer != INVALID_TIMER)) {
                //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(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 = gettick();
            } else if (DIFF_TICK(gettick(), mrd->masterteleport_timer) > 3000) {
                mrd->masterteleport_timer = 0;
                unit_warp(bl, mrd->master->bl.id, 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 (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);
        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) || unit_wugdash(bl,sd)))
            ud->state.running = 0;
    } else if (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?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;
        ud->target_to = 0;
    }
    return 0;
}

static int unit_delay_walktoxy_timer(int tid, unsigned int 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
int unit_walktoxy(struct block_list *bl, short x, short y, int flag)
{
    struct unit_data *ud = NULL;
    struct status_change *sc = NULL;

    nullpo_ret(bl);

    ud = unit_bl2ud(bl);

    if (ud == NULL) return 0;
    // disabled until we find the correct algorithm. [malufett]
    //#ifdef OFFICIAL_WALKPATH
    //  if( !path_search_long(NULL, bl->m, bl->x, bl->y, x, y, CELL_CHKWALL) ) return 0;
    //#endif
    if (flag&4 && DIFF_TICK(ud->canmove_tick, gettick()) > 0 &&
        DIFF_TICK(ud->canmove_tick, gettick()) < 2000) {
        // Delay walking command. [Skotlex]
        add_timer(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_set_target(ud, 0);

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

    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;
    }

    if (ud->attacktimer != INVALID_TIMER) {
        delete_timer(ud->attacktimer, unit_attack_timer);
        ud->attacktimer = INVALID_TIMER;
    }

    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;
}

static int unit_walktobl_sub(int tid, unsigned int 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?
            add_timer(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;
    }

    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_set_target(ud, 0);

    sc = status_get_sc(bl);
    if (sc && sc->data[SC_CONFUSION]) //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, 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;
    }

    if (!unit_can_move(bl))
        return 0;

    if (ud->attacktimer != INVALID_TIMER) {
        delete_timer(ud->attacktimer, unit_attack_timer);
        ud->attacktimer = INVALID_TIMER;
    }

    if (unit_walktoxy_sub(bl)) {
        set_mobstate(bl, flag&2);
        return 1;
    }
    return 0;
}

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

    if (!(sc && sc->data[SC_RUN]))
        return 0;

    if (!unit_can_move(bl)) {
        status_change_end(bl, SC_RUN, INVALID_TIMER);
        return 0;
    }

    lv = sc->data[SC_RUN]->val1;
    dir_x = dirx[sc->data[SC_RUN]->val2];
    dir_y = diry[sc->data[SC_RUN]->val2];

    // determine destination cell
    to_x = bl->x;
    to_y = bl->y;
    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 (sc->data[SC_RUN] && map_count_oncell(bl->m, to_x+dir_x, to_y+dir_y, BL_PC|BL_MOB|BL_NPC))
            break;

        to_x += dir_x;
        to_y += dir_y;
    }

    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))) {
        //If you can't run forward, you must be next to a wall, so bounce back. [Skotlex]
        clif_status_change(bl, SI_BUMP, 1, 0, 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, SC_RUN, INVALID_TIMER);

        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_status_change(bl, SI_BUMP, 0, 0, 0, 0, 0);
        return 0;
    }
    if (unit_walktoxy(bl, to_x, to_y, 1))
        return 1;
    //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) {
        // copy-paste from above
        clif_status_change(bl, SI_BUMP, 1, 0, 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, SC_RUN, INVALID_TIMER);

        skill_blown(bl,bl,skill_get_blewcount(TK_RUN,lv),unit_getdir(bl),0);
        clif_fixpos(bl);
        clif_status_change(bl, SI_BUMP, 0, 0, 0, 0, 0);
        return 0;
    }
    return 1;
}

//Exclusive function to Wug Dash state. [Jobbie/3CeAM]
int unit_wugdash(struct block_list *bl, struct map_session_data *sd)
{
    struct status_change *sc = status_get_sc(bl);
    short to_x,to_y,dir_x,dir_y;
    int lv;
    int i;
    if (!(sc && sc->data[SC_WUGDASH]))
        return 0;

    nullpo_ret(sd);
    nullpo_ret(bl);

    if (!unit_can_move(bl)) {
        status_change_end(bl,SC_WUGDASH,INVALID_TIMER);
        return 0;
    }

    lv = sc->data[SC_WUGDASH]->val1;
    dir_x = dirx[sc->data[SC_WUGDASH]->val2];
    dir_y = diry[sc->data[SC_WUGDASH]->val2];

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

        if (sc->data[SC_WUGDASH] && map_count_oncell(bl->m, to_x+dir_x, to_y+dir_y, BL_PC|BL_MOB|BL_NPC))
            break;

        to_x += dir_x;
        to_y += dir_y;
    }

    if (to_x == bl->x && to_y == bl->y) {

        unit_bl2ud(bl)->state.running = 0;
        status_change_end(bl,SC_WUGDASH,INVALID_TIMER);

        if (sd) {
            clif_fixpos(bl);
            skill_castend_damage_id(bl, &sd->bl, RA_WUGDASH, lv, gettick(), SD_LEVEL);
        }
        return 0;
    }
    if (unit_walktoxy(bl, to_x, to_y, 1))
        return 1;
    do {
        to_x -= dir_x;
        to_y -= dir_y;
    } while (--i > 0 && !unit_walktoxy(bl, to_x, to_y, 1));
    if (i==0) {

        unit_bl2ud(bl)->state.running = 0;
        status_change_end(bl,SC_WUGDASH,INVALID_TIMER);

        if (sd) {
            clif_fixpos(bl);
            skill_castend_damage_id(bl, &sd->bl, RA_WUGDASH, lv, gettick(), SD_LEVEL);
        }
        return 0;
    }
    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)
{
    int 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,1);
    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, 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
            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;
            struct block_list *bl = &sd->pd->bl;
            if (!checkpath && !path_search(NULL,bl->m,bl->x,bl->y,dst_x,dst_y,0,CELL_CHKNOPASS))
                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);
            }
        }
    }
    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);
    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;

        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, 0);
        }

        if (sd) {
            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, 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 {
                    sd->areanpc_id = 0;
                }
            }
        }

        count = 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[bl->m].flag.monster_noteleport && ((TBL_MOB *)bl)->master_id == 0)
                return 1;
            if (m != bl->m && map[m].flag.nobranch && battle_config.mob_warp&4 && !(((TBL_MOB *)bl)->master_id))
                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)) {
            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
        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
            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_id2index(m), x, y, type);

    if (!unit_remove_map(bl, type))
        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,gettick(),1);

    return 0;
}

/*==========================================
 * Caused the target object to stop moving.
 * Flag values:
 * &0x1: Issue a fixpos packet afterwards
 * &0x2: Force the unit to move one cell if it hasn't yet
 * &0x4: Enable moving to the next cell when unit was already half-way there
 *       (may cause on-touch/place side-effects, such as a scripted map change)
 *------------------------------------------*/
int unit_stop_walking(struct block_list *bl,int type)
{
    struct unit_data *ud;
    const struct TimerData *td;
    unsigned int 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
    //delete_timer function does not messes with it. If the function's
    //behaviour changes in the future, this code could break!
    td = get_timer(ud->walktimer);
    delete_timer(ud->walktimer, unit_walktoxy_timer);
    ud->walktimer = INVALID_TIMER;
    ud->state.change_walk_target = 0;
    tick = gettick();
    if ((type&0x02 && !ud->walkpath.path_pos) //Force moving at least one cell.
        || (type&0x04 && 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 (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);

    //Readded, 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, short skill_num, short 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_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->skillid != LG_EXEEDBREAK && (!sd || !pc_checkskill(sd, SA_FREECAST) || skill_get_inf2(ud->skillid)&INF2_GUILD_SKILL))
        return 0; // prevent moving while casting

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

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

    if (sc) {
        if (sc->cant.move /* status placed here are ones that cannot be cached by sc->cant.move for they depend on other conditions other than their availability */
            || (sc->data[SC_FEAR] && sc->data[SC_FEAR]->val2 > 0)
            || (sc->data[SC_SPIDERWEB] && sc->data[SC_SPIDERWEB]->val1)
            || (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
                ))
            || (sc->data[SC_CLOAKING] && //Need wall at level 1-2
                sc->data[SC_CLOAKING]->val1 < 3 && !(sc->data[SC_CLOAKING]->val4&1))
           )
            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;

    }
    return 1;
}

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

int unit_resume_running(int tid, unsigned int 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->skilllv,
                            sc_start4(ud->bl,status_skill2sc(RA_WUGDASH),100,ud->skilllv,unit_getdir(ud->bl),0,0,1));
    else
        clif_skill_nodamage(ud->bl,ud->bl,TK_RUN,ud->skilllv,
                            sc_start4(ud->bl,status_skill2sc(TK_RUN),100,ud->skilllv,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, unsigned int tick, int delay, int type)
{
    struct unit_data *ud = unit_bl2ud(bl);
    if (delay <= 0 || !ud) return 0;

    /**
     * MvP mobs have no walk delay
     **/
    if (bl->type == BL_MOB && (((TBL_MOB *)bl)->status.mode&MD_BOSS))
        return 0;

    if (type) {
        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;
    }
    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,4);
        } else {
            //Resume running after can move again [Kevin]
            if (ud->state.running) {
                add_timer(ud->canmove_tick, unit_resume_running, bl->id, (intptr_t)ud);
            } else {
                unit_stop_walking(bl,2|4);
                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, short skill_num, short 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 = 0;

    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_COMBO] && (sc->data[SC_COMBO]->val1 == skill_num ||
                                     (sd?skill_check_condition_castbegin(sd,skill_num,skill_lv):0))) {
        if (sc->data[SC_COMBO]->val2)
            target_id = sc->data[SC_COMBO]->val2;
        else
            target_id = ud->target;

        if (skill_get_inf(skill_num)&INF_SELF_SKILL && skill_get_nk(skill_num)&NK_NO_DAMAGE) // exploit fix
            target_id = src->id;
        temp = 1;
    } else if (target_id == src->id &&
               skill_get_inf(skill_num)&INF_SELF_SKILL &&
               skill_get_inf2(skill_num)&INF2_NO_TARGET_SELF) {
        target_id = ud->target; //Auto-select target. [Skotlex]
        temp = 1;
    }

    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]) {
                    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_num,USESKILL_FAIL_LEVEL,0);
                    return 0;
                }
                break;
        }
        if (target)
            target_id = target->id;
    }
    if (src->type==BL_HOM)
        switch (skill_num) {
                //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_num != SA_CASTCANCEL && skill_num != SO_SPELLFIST)
        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);
    // Record the status of the previous skill)
    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,USESKILL_FAIL_LEVEL,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 (skill_check_pc_partner(sd, skill_num, &skill_lv, 1, 0) < 1) {
                    clif_skill_fail(sd,skill_num,USESKILL_FAIL_LEVEL,0);
                    return 0;
                }
                break;
            case WL_WHITEIMPRISON:
                if (battle_check_target(src,target,BCT_SELF|BCT_ENEMY) < 0) {
                    clif_skill_fail(sd,skill_num,USESKILL_FAIL_TOTARGET,0);
                    return 0;
                }
                break;
            case MG_FIREBOLT:
            case MG_LIGHTNINGBOLT:
            case MG_COLDBOLT:
                sd->skillid_old = skill_num;
                sd->skilllv_old = skill_lv;
                break;
        }
        if (!skill_check_condition_castbegin(sd, skill_num, skill_lv))
            return 0;
    }

    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 == INVALID_TIMER)) {
        if (skill_get_state(ud->skillid) == ST_MOVE_ENABLE) {
            if (!unit_can_reach_bl(src, target, skill_get_range2(src, skill_num,skill_lv) + 1, 1, NULL, NULL))
                return 0; // Walk-path check failed.
        } else if (src->type == BL_MER && skill_num == MA_REMOVETRAP) {
            if (!battle_check_range(battle_get_master(src), target, skill_get_range2(src, skill_num, skill_lv) + 1))
                return 0; // Aegis calc remove trap based on Master position, ignoring mercenary O.O
        } else if (!battle_check_range(src, target, skill_get_range2(src, skill_num,skill_lv) + (skill_num == 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) //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;
            } 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_COMBO] &&
                (sc->data[SC_COMBO]->val1 == MO_COMBOFINISH ||
                 sc->data[SC_COMBO]->val1 == CH_TIGERFIST ||
                 sc->data[SC_COMBO]->val1 == CH_CHAINCRUSH))
                casttime = -1;
            temp = 1;
            break;
        case SR_GATEOFHELL:
        case SR_TIGERCANNON:
            if (sc && sc->data[SC_COMBO] &&
                sc->data[SC_COMBO]->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;
    }

    // moved here to prevent Suffragium from ending if skill fails
#ifndef RENEWAL_CAST
    if (!(skill_get_castnodex(skill_num, skill_lv)&2))
        casttime = skill_castfix_sc(src, casttime);
#else
    casttime = skill_vfcastfix(src, casttime, skill_num, skill_lv);
#endif

    unit_stop_walking(src,1);// eventhough 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_num, skill_get_ele(skill_num, skill_lv), casttime);
    if (casttime > 0 || temp) {
        if (sd && target->type == BL_MOB) {
            TBL_MOB *md = (TBL_MOB *)target;
            mobskill_event(md, src, tick, -1); //Cast targetted 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_num || skill_get_cast(skill_num,skill_lv))
        ud->canact_tick = tick + casttime + 100;
    if (sd) {
        switch (skill_num) {
            case CG_ARROWVULCAN:
                sd->canequip_tick = tick + casttime;
                break;
        }
    }
    ud->skilltarget  = target_id;
    ud->skillx       = 0;
    ud->skilly       = 0;
    ud->skillid      = skill_num;
    ud->skilllv      = skill_lv;

    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_num != 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_num != GC_CLOAKINGEXCEED) {
            status_change_end(src,SC_CLOAKINGEXCEED, INVALID_TIMER);
            if (!src->prev) return 0;
        }
    }


    if (casttime > 0) {
        ud->skilltimer = add_timer(tick+casttime, skill_castend_id, src->id, 0);
        if (sd && (pc_checkskill(sd,SA_FREECAST) > 0 || skill_num == LG_EXEEDBREAK))
            status_calc_bl(&sd->bl, SCB_SPEED);
    } 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, short skill_num, short 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, short skill_x, short skill_y, short skill_num, short 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_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 (skillnotok(skill_num, sd) || !skill_check_condition_castbegin(sd, skill_num, skill_lv))
            return 0;
        /**
         * "WHY IS IT HEREE": pneuma cannot be cancelled past this point, the client displays the animation even,
         * if we cancel it from nodamage_id, so it has to be here for it to not display the animation.
         **/
        if (skill_num == AL_PNEUMA && map_getcell(src->m, skill_x, skill_y, CELL_CHKLANDPROTECTOR)) {
            clif_skill_fail(sd,skill_num,USESKILL_FAIL_LEVEL,0);
            return 0;
        }
    }

    if (!status_check_skilluse(src, NULL, skill_num, 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_num,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 (skill_get_state(ud->skillid) == ST_MOVE_ENABLE) {
        if (!unit_can_reach_bl(src, &bl, skill_get_range2(src, skill_num,skill_lv) + 1, 1, NULL, NULL))
            return 0; //Walk-path check failed.
    } else if (!battle_check_range(src, &bl, skill_get_range2(src, skill_num,skill_lv) + 1))
        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_num, skill_lv)&2))
        casttime = skill_castfix_sc(src, casttime);
#else
    casttime = skill_vfcastfix(src, casttime, skill_num, skill_lv);
#endif


    ud->state.skillcastcancel = castcancel&&casttime>0?1:0;
    if (!sd || sd->skillitem != skill_num || skill_get_cast(skill_num,skill_lv))
        ud->canact_tick  = tick + casttime + 100;
    //  if( sd )
    //  {
    //      switch( skill_num )
    //      {
    //      case ????:
    //          sd->canequip_tick = tick + casttime;
    //      }
    //  }
    ud->skillid      = skill_num;
    ud->skilllv      = 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,1);
    // in official this is triggered even if no cast time.
    clif_skillcasting(src, src->id, 0, skill_x, skill_y, skill_num, skill_get_ele(skill_num, skill_lv), casttime);
    if (casttime > 0) {
        ud->skilltimer = add_timer(tick+casttime, skill_castend_pos, src->id, 0);
        if ((sd && pc_checkskill(sd,SA_FREECAST) > 0) || skill_num == LG_EXEEDBREAK)
            status_calc_bl(&sd->bl, SCB_SPEED);
    } 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)
{
    struct unit_data *ux;
    struct block_list *target;

    nullpo_ret(ud);

    if (ud->target != target_id) {
        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;
}

int unit_stop_attack(struct block_list *bl)
{
    struct unit_data *ud = unit_bl2ud(bl);
    nullpo_ret(bl);

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

    delete_timer(ud->attacktimer, unit_attack_timer);
    ud->attacktimer = INVALID_TIMER;
    unit_set_target(ud, 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->state.attack_continue = 0;
        unit_set_target(ud, 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;
}

/*==========================================
 * 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;

    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 (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;
    unit_set_target(ud, target_id);

    if (continuous) //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 != INVALID_TIMER)
        return 0;

    //Set Mob's ANGRY/BERSERK states.
    if (src->type == BL_MOB)
        ((TBL_MOB *)src)->state.skillstate = ((TBL_MOB *)src)->state.aggressive?MSS_ANGRY:MSS_BERSERK;

    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(INVALID_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_COMBO, INVALID_TIMER))
        return 0; //Combo wasn't active.

    ud = unit_bl2ud(bl);
    nullpo_ret(ud);

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

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

    delete_timer(ud->attacktimer, unit_attack_timer);
    ud->attacktimer=add_timer(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)
{
    int i;
    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)) {
        //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_CHKNOPASS); i++);
        if (i==9) 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, int dir)
{
    int dx, dy, x, y, i, k;
    struct unit_data *ud = unit_bl2ud(bl);
    nullpo_ret(ud);

    if (dir < 0 || 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)) {
            for (i = 0; i < 12; i++) {
                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)
 *------------------------------------------*/
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) {
        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
       )
        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=add_timer(ud->attackabletime,unit_attack_timer,src->id,0);
        }
        return 1;
    }

    sstatus = status_get_status_data(src);
    range = sstatus->rhw.range + 1;

    if (unit_is_walking(target))
        range++; //Extra range when chasing
    if (!check_distance_bl(src,target,range)) {  //Chase if required.
        if (sd)
            clif_movetoattack(sd,target);
        else if (ud->state.attack_continue)
            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,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();
        /**
         * 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)
        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, 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 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_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 cancelled.
        if (!ud->state.skillcastcancel)
            return 0;

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

    ud->canact_tick = tick;

    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);

    ud->skilltimer = INVALID_TIMER;

    if (sd && pc_checkskill(sd,SA_FREECAST) > 0)
        status_calc_bl(&sd->bl, SCB_SPEED);

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

    if (bl->type==BL_MOB)((TBL_MOB *)bl)->skillidx  = -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->attackabletime =
        ud->canact_tick    =
            ud->canmove_tick   = 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,unsigned int tick,int sdelay,int ddelay,int damage,int div,int type,int damage2)
{
    nullpo_ret(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));
}

/*==========================================
 * 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), 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, 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();

    unit_set_target(ud, 0);

    if (ud->walktimer != INVALID_TIMER)
        unit_stop_walking(bl,0);
    if (ud->attacktimer != INVALID_TIMER)
        unit_stop_attack(bl);
    if (ud->skilltimer != INVALID_TIMER)
        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.
        status_change_end(bl, SC_BLADESTOP, INVALID_TIMER);
        status_change_end(bl, SC_BASILICA, INVALID_TIMER);
        status_change_end(bl, SC_ANKLE, 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, INVALID_TIMER);
        status_change_end(bl, SC_MARIONETTE2, INVALID_TIMER);
        status_change_end(bl, SC_CLOSECONFINE, INVALID_TIMER);
        status_change_end(bl, SC_CLOSECONFINE2, 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_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__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
    }

    if (bl->type&(BL_CHAR|BL_PET)) {
        skill_unit_move(bl,gettick(),4);
        skill_cleartimerskill(bl);
    }

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

                //Leave/reject all invitations.
                if (sd->chatID)
                    chat_leavechat(sd,0);
                if (sd->trade_partner)
                    trade_tradecancel(sd);
                buyingstore_close(sd);
                searchstore_close(sd);
                if (sd->state.storage_flag == 1)
                    storage_storage_quit(sd,0);
                else if (sd->state.storage_flag == 2)
                    storage_guild_storage_quit(sd,0);
                sd->state.storage_flag = 0; //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 && !sd->state.warping)  // Only if the player isn't warping and there is a 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) {
                    delete_timer(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[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[bl->m].name, map[bl->m].users,
                              sd->debug_file, sd->debug_line, sd->debug_func, file, line, func);
                } else if (--map[bl->m].users == 0 && battle_config.dynamic_mobs) //[Skotlex]
                    map_removemobs(bl->m);
                if (!(sd->sc.option&OPTION_INVISIBLE)) {
                    // decrement the number of active pvp players on the map
                    --map[bl->m].users_pvp;
                }
                if (map[bl->m].instance_id) {
                    instance[map[bl->m].instance_id].users--;
                    instance_check_idle(map[bl->m].instance_id);
                }
                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;
                ud->canact_tick = ud->canmove_tick; //It appears HOM do reset the can-act tick.
                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);

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

    if (sd->pd)
        unit_remove_map(&sd->pd->bl, clrtype);
    if (merc_is_hom_active(sd->hd))
        unit_remove_map(&sd->hd->bl, clrtype);
    if (sd->md)
        unit_remove_map(&sd->md->bl, clrtype);
    if (sd->ed)
        unit_remove_map(&sd->ed->bl, clrtype);
}

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);

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

                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);
                for (i = 1; i < 5; i++)
                    pc_del_talisman(sd, sd->talisman[i], i);

                if (sd->reg) {   //Double logout already freed pointer fix... [Skotlex]
                    aFree(sd->reg);
                    sd->reg = NULL;
                    sd->reg_num = 0;
                }
                if (sd->regstr) {
                    int i;
                    for (i = 0; i < sd->regstr_num; ++i)
                        if (sd->regstr[i].data)
                            aFree(sd->regstr[i].data);
                    aFree(sd->regstr);
                    sd->regstr = NULL;
                    sd->regstr_num = 0;
                }
                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.count) {
                    aFree(sd->combos.bonus);
                    aFree(sd->combos.id);
                    sd->combos.count = 0;
                }
                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) {
                        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 != INVALID_TIMER)
                        delete_timer(pd->recovery->timer, pet_recovery_timer);
                    aFree(pd->recovery);
                    pd->recovery = NULL;
                }
                if (pd->bonus) {
                    if (pd->bonus->timer != INVALID_TIMER)
                        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;
                break;
            }
        case BL_MOB: {
                struct mob_data *md = (struct mob_data *)bl;
                if (md->spawn_timer != INVALID_TIMER) {
                    delete_timer(md->spawn_timer,mob_delayspawn);
                    md->spawn_timer = INVALID_TIMER;
                }
                if (md->deletetimer != INVALID_TIMER) {
                    delete_timer(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)
                    mvptomb_destroy(md);
                break;
            }
        case BL_HOM: {
                struct homun_data *hd = (TBL_HOM *)bl;
                struct map_session_data *sd = hd->master;
                merc_hom_hungry_timer_delete(hd);
                if (hd->homunculus.intimacy > 0)
                    merc_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;

                merc_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(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");
    add_timer_func_list(unit_delay_walktoxy_timer,"unit_delay_walktoxy_timer");
    return 0;
}

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