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- Corrected the line terminator setting on the unit.* files as pointed out by Irmin

git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@7268 54d463be-8e91-2dee-dedb-b68131a5f0ec
skotlex 19 lat temu
rodzic
commit
330dc56cab
2 zmienionych plików z 1805 dodań i 1805 usunięć
  1. 1735 1735
      src/map/unit.c
  2. 70 70
      src/map/unit.h

+ 1735 - 1735
src/map/unit.c

@@ -1,1735 +1,1735 @@
-// Copyright (c) jAthena Dev Teams - Licensed under GNU GPL
-// For more information, see LICENCE in the main folder
-// Merged originally from jA by Skotlex
-#include <stdio.h>
-#include <stdlib.h>
-#include <string.h>
-
-#include "../common/showmsg.h"
-#include "../common/timer.h"
-#include "../common/nullpo.h"
-#include "../common/db.h"
-#include "../common/malloc.h"
-#include "unit.h"
-#include "map.h"
-#include "pc.h"
-#include "mob.h"
-#include "pet.h"
-#include "skill.h"
-#include "clif.h"
-#include "npc.h"
-#include "guild.h"
-#include "status.h"
-#include "battle.h"
-#include "chat.h"
-#include "trade.h"
-#include "vending.h"
-#include "party.h"
-#include "intif.h"
-#include "chrif.h"
-#include "script.h"
-
-static int dirx[8]={0,-1,-1,-1,0,1,1,1};
-static int diry[8]={1,1,0,-1,-1,-1,0,1};
-
-struct unit_data* unit_bl2ud(struct block_list *bl) {
-	if( bl == NULL) return NULL;
-	if( bl->type == BL_PC)  return &((struct map_session_data*)bl)->ud;
-	if( bl->type == BL_MOB) return &((struct mob_data*)bl)->ud;
-	if( bl->type == BL_PET) return &((struct pet_data*)bl)->ud;
-	if( bl->type == BL_NPC) return &((struct npc_data*)bl)->ud;
-	return NULL;
-}
-
-static int unit_walktoxy_timer(int tid,unsigned int tick,int id,int data);
-
-int unit_walktoxy_sub(struct block_list *bl)
-{
-	int i;
-	struct walkpath_data wpd;
-	struct unit_data *ud = NULL;
-
-	nullpo_retr(1, bl);
-	ud = unit_bl2ud(bl);
-	if(ud == NULL) return 0;
-
-	if(path_search(&wpd,bl->m,bl->x,bl->y,ud->to_x,ud->to_y,ud->state.walk_easy))
-		return 0;
-
-	memcpy(&ud->walkpath,&wpd,sizeof(wpd));
-	
-	if (ud->target && ud->chaserange>1) {
-		//Generally speaking, the walk path is already to an adjacent tile
-		//so we only need to shorten the path if the range is greater than 1.
-		int dir;
-		//Trim the last part of the path to account for range,
-		//but always move at least one cell when requested to move.
-		for (i = ud->chaserange*10; i > 0 && ud->walkpath.path_len>1;) {
-		   ud->walkpath.path_len--;
-			dir = ud->walkpath.path[ud->walkpath.path_len];
-			if(dir&1)
-				i-=14;
-			else
-				i-=10;
-			ud->to_x -= dirx[dir];
-			ud->to_y -= diry[dir];
-		}
-	}
-
-	ud->state.change_walk_target=0;
-
-	if (bl->type == BL_PC)
-		clif_walkok((TBL_PC*)bl);
-	clif_move(bl);
-
-	if(ud->walkpath.path_pos>=ud->walkpath.path_len)
-		i = -1;
-	else if(ud->walkpath.path[ud->walkpath.path_pos]&1)
-		i = status_get_speed(bl)*14/10;
-	else
-		i = status_get_speed(bl);
-	if( i > 0)
-		ud->walktimer = add_timer(gettick()+i,unit_walktoxy_timer,bl->id,i);
-	return 1;
-}
-
-static int unit_walktoxy_timer(int tid,unsigned int tick,int id,int data)
-{
-	int i;
-	int x,y,dx,dy,dir;
-	struct block_list       *bl;
-	struct map_session_data *sd = NULL;
-	struct mob_data         *md = NULL;
-	struct unit_data        *ud = NULL;
-
-	bl=map_id2bl(id);
-	if(bl == NULL)
-		return 0;
-	if( BL_CAST( BL_PC,  bl, sd ) ) {
-		ud = &sd->ud;
-	} else if( BL_CAST( BL_MOB, bl, md ) ) {
-		ud = &md->ud;
-	} else
-		ud = unit_bl2ud(bl);
-	
-	if(ud == NULL) return 0;
-
-	if(ud->walktimer != tid){
-		if(battle_config.error_log)
-			ShowError("unit_walk_timer mismatch %d != %d\n",ud->walktimer,tid);
-		return 0;
-	}
-	ud->walktimer=-1;
-	if( bl->prev == NULL ) return 0; // block_list から抜けているので移動停止する
-
-	if(ud->walkpath.path_pos>=ud->walkpath.path_len)
-		return 0;
-
-	//歩いたので息吹のタイマーを初期化
-	if(sd) {
-		sd->inchealspirithptick = 0;
-		sd->inchealspiritsptick = 0;
-	}
-	
-	if(ud->walkpath.path[ud->walkpath.path_pos]>=8)
-		return 1;
-	x = bl->x;
-	y = bl->y;
-
-	dir = ud->walkpath.path[ud->walkpath.path_pos];
-	ud->dir = dir;
-	if (sd) 
-		sd->head_dir = dir;
-
-	dx = dirx[(int)dir];
-	dy = diry[(int)dir];
-
-	if(map_getcell(bl->m,x+dx,y+dy,CELL_CHKNOPASS))
-		return unit_walktoxy_sub(bl);
-	
-	// バシリカ判定
-
-	map_foreachinmovearea(clif_outsight,bl->m,
-		x-AREA_SIZE,y-AREA_SIZE,x+AREA_SIZE,y+AREA_SIZE,
-		dx,dy,sd?BL_ALL:BL_PC,bl);
-
-	x += dx;
-	y += dy;
-	map_moveblock(bl, x, y, tick);
-	ud->walk_count++; //walked cell counter, to be used for walk-triggered skills. [Skotlex]
-
-	ud->walktimer = 1;
-	map_foreachinmovearea(clif_insight,bl->m,
-		x-AREA_SIZE,y-AREA_SIZE,x+AREA_SIZE,y+AREA_SIZE,
-		-dx,-dy,sd?BL_ALL:BL_PC,bl);
-	ud->walktimer = -1;
-	
-	if(sd) {
-		if(map_getcell(bl->m,x,y,CELL_CHKNPC)) {
-			npc_touch_areanpc(sd,bl->m,x,y);
-			if (bl->prev == NULL) //Script could have warped char, abort remaining of the function.
-				return 0;
-		} else
-			sd->areanpc_id=0;
-		if (sd->state.gmaster_flag)
-		{ //Guild Aura: Likely needs to be recoded, this method seems inefficient.
-			struct guild *g = sd->state.gmaster_flag;
-			int skill, guildflag = 0;
-			if ((skill = guild_checkskill(g, GD_LEADERSHIP)) > 0) guildflag |= skill<<12;
-			if ((skill = guild_checkskill(g, GD_GLORYWOUNDS)) > 0) guildflag |= skill<<8;
-			if ((skill = guild_checkskill(g, GD_SOULCOLD)) > 0) guildflag |= skill<<4;
-			if ((skill = guild_checkskill(g, GD_HAWKEYES)) > 0) guildflag |= skill;
-			if (guildflag)
-				map_foreachinrange(skill_guildaura_sub, bl,2, BL_PC,
-					bl->id, sd->status.guild_id, &guildflag);
-		}
-		if (
-			(sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR &&
-			sd->sc.data[SC_MIRACLE].timer==-1 &&
-			!(ud->walk_count%WALK_SKILL_INTERVAL) &&
-			rand()%10000 < battle_config.sg_miracle_skill_ratio
-		) {	//SG_MIRACLE [Komurka]
-			clif_displaymessage(sd->fd,"[Miracle of the Sun, Moon and Stars]");
-			sc_start(&sd->bl,SC_MIRACLE,100,1,battle_config.sg_miracle_skill_duration);
-		}
-	} else if (md) {
-		if(battle_config.mob_npc_warp && map_getcell(bl->m,x,y,CELL_CHKNPC) &&
-			npc_touch_areanpc2(bl)) // Enable mobs to step on warps. [Skotlex]
-	  		return 0;
-		if (md->min_chase > md->db->range2) md->min_chase--;
-		//Walk skills are triggered regardless of target due to the idle-walk mob state.
-		if(!(ud->walk_count%WALK_SKILL_INTERVAL) &&
-			mobskill_use(md, tick, -1))
-			return 0;
-	}
-
-	if(tid == -1) //A directly invoked timer is from battle_stop_walking, therefore the rest is irrelevant.
-		return 0;
-		
-	if(ud->state.change_walk_target)
-		return unit_walktoxy_sub(bl);
-
-	ud->walkpath.path_pos++;
-	if(ud->walkpath.path_pos>=ud->walkpath.path_len)
-		i = -1;
-	else if(ud->walkpath.path[ud->walkpath.path_pos]&1)
-		i = status_get_speed(bl)*14/10;
-	else
-		i = status_get_speed(bl);
-
-	if(i > 0)
-		ud->walktimer = add_timer(tick+i,unit_walktoxy_timer,id,i);
-	else if(ud->state.running) {
-		//Keep trying to run.
-		if (!unit_run(bl))
-			ud->state.running = 0;
-	} else if (ud->target) {
-		//Update target trajectory.
-		struct block_list *tbl = map_id2bl(ud->target);
-		if (!tbl) {	//Cancel chase.
-			ud->to_x = bl->x;
-			ud->to_y = bl->y;
-			return 0;
-		}
-		if (tbl->m == bl->m && check_distance_bl(bl, tbl, ud->chaserange))
-		{	//Reached destination.
-			if (ud->state.attack_continue) {
-				clif_fixpos(bl); //Aegis uses one before every attack, we should
-				  //only need this one for syncing purposes. [Skotlex]
-				unit_attack(bl, tbl->id, ud->state.attack_continue);
-			}
-		} else { //Update chase-path
-			unit_walktobl(bl, tbl, ud->chaserange, ud->state.walk_easy|(ud->state.attack_continue?2:0));
-			return 0;
-		}
-	} else {	//Stopped walking. Update to_x and to_y to current location [Skotlex]
-		ud->to_x = bl->x;
-		ud->to_y = bl->y;
-		if(md && md->nd) // Tell the script engine we've finished walking (for AI pathfinding)
-			mob_script_callback(md, NULL, CALLBACK_WALKACK);
-	}
-	return 0;
-}
-
-int unit_walktoxy( struct block_list *bl, int x, int y, int easy) {
-	struct unit_data        *ud = NULL;
-	struct status_change		*sc = NULL;
-
-	nullpo_retr(0, bl);
-	
-	ud = unit_bl2ud(bl);
-	
-	if( ud == NULL) return 0;
-
-	// 移動出来ないユニットは弾く
-	if(!(status_get_mode(bl)&MD_CANMOVE) || !unit_can_move(bl))
-		return 0;
-
-	ud->state.walk_easy = easy;
-	ud->target = 0;
-	ud->to_x = x;
-	ud->to_y = y;
-	
-	sc = status_get_sc(bl);
-	if (sc && sc->count && sc->data[SC_CONFUSION].timer != -1) //Randomize the target position
-		map_random_dir(bl, &ud->to_x, &ud->to_y);
-
-	if(ud->walktimer != -1) {
-		// 現在歩いている最中の目的地変更なのでマス目の中心に来た時に
-		// timer関数からunit_walktoxy_subを呼ぶようにする
-		ud->state.change_walk_target = 1;
-		return 1;
-	} else {
-		return unit_walktoxy_sub(bl);
-	}
-}
-
-static int unit_walktobl_sub(int tid,unsigned int tick,int id,int data)
-{
-	struct block_list *bl = map_id2bl(id);
-	struct unit_data *ud = bl?unit_bl2ud(bl):NULL;
-
-	if (ud && ud->walktimer == -1 && ud->target == data)
-	{
-		if (DIFF_TICK(ud->canmove_tick, tick) > 0) //Keep waiting?
-			add_timer(ud->canmove_tick+1, unit_walktobl_sub, id, data);
-		else if (unit_can_move(bl))
-			unit_walktoxy_sub(bl);
-	}
-	return 0;	
-}
-
-// Chases a tbl. If the flag&1, use hard-path seek,
-// if flag&2, start attacking upon arrival within range, otherwise just walk to that character.
-int unit_walktobl(struct block_list *bl, struct block_list *tbl, int range, int flag) {
-	struct unit_data        *ud = NULL;
-	struct status_change		*sc = NULL;
-	nullpo_retr(0, bl);
-	nullpo_retr(0, tbl);
-	
-	ud = unit_bl2ud(bl);
-	if( ud == NULL) return 0;
-
-	if (!(status_get_mode(bl)&MD_CANMOVE))
-		return 0;
-	
-	if (!unit_can_reach_bl(bl, tbl, distance_bl(bl, tbl)+1, flag&1, &ud->to_x, &ud->to_y)) {
-		ud->to_x = bl->x;
-		ud->to_y = bl->y;
-		return 0;
-	}
-
-	ud->state.walk_easy = flag&1;
-	ud->target = tbl->id;
-	ud->chaserange = range; //Note that if flag&2, this SHOULD be attack-range
-	ud->state.attack_continue = flag&2?1:0; //Chase to attack.
-
-	sc = status_get_sc(bl);
-	if (sc && sc->count && sc->data[SC_CONFUSION].timer != -1) //Randomize the target position
-		map_random_dir(bl, &ud->to_x, &ud->to_y);
-
-	
-	if(ud->walktimer != -1) {
-		ud->state.change_walk_target = 1;
-		return 1;
-	}
-	if (DIFF_TICK(ud->canmove_tick, gettick()) > 0)
-	{	//Can't move, wait a bit before invoking the movement.
-		add_timer(ud->canmove_tick+1, unit_walktobl_sub, bl->id, ud->target);
-		return 1;
-	} else if (!unit_can_move(bl))
-		return 0;
-	
-	return unit_walktoxy_sub(bl);
-}
-
-int unit_run(struct block_list *bl)
-{
-	struct status_change *sc = status_get_sc(bl);
-	int i,to_x,to_y,dir_x,dir_y;
-
-	if (!sc || !sc->count || sc->data[SC_RUN].timer == -1)
-		return 0;
-	
-	if (!unit_can_move(bl)) {
-		if(sc->data[SC_RUN].timer!=-1)
-			status_change_end(bl,SC_RUN,-1);
-		return 0;
-	}
-	
-	to_x = bl->x;
-	to_y = bl->y;
-	dir_x = dirx[sc->data[SC_RUN].val2];
-	dir_y = diry[sc->data[SC_RUN].val2];
-
-	for(i=0;i<AREA_SIZE;i++)
-	{
-		if(!map_getcell(bl->m,to_x+dir_x,to_y+dir_y,CELL_CHKPASS))
-			break;
-		to_x += dir_x;
-		to_y += dir_y;
-	}
-
-	if(to_x == bl->x && to_y == bl->y) {
-		//If you can't run forward, you must be next to a wall, so bounce back. [Skotlex]
-		status_change_end(bl,SC_RUN,-1);
-		skill_blown(bl,bl,skill_get_blewcount(TK_RUN,sc->data[SC_RUN].val1)|0x10000);
-		return 0;
-	}
-	unit_walktoxy(bl, to_x, to_y, 1);
-	return 1;
-}
-
-//Instant warp function.
-int unit_movepos(struct block_list *bl,int dst_x,int dst_y, int easy, int checkpath)
-{
-	int dx,dy,dir;
-	struct unit_data        *ud = NULL;
-	struct map_session_data *sd = NULL;
-	struct walkpath_data wpd;
-
-	nullpo_retr(0, bl);
-	if( BL_CAST( BL_PC,  bl, sd ) ) {
-		ud = &sd->ud;
-	} else
-		ud = unit_bl2ud(bl);
-	
-	if( ud == NULL) return 0;
-
-	unit_stop_walking(bl,1);
-	unit_stop_attack(bl);
-
-	if(checkpath && (map_getcell(bl->m,dst_x,dst_y, CELL_CHKNOPASS) || path_search_real(&wpd,bl->m,bl->x,bl->y,dst_x,dst_y,easy, CELL_CHKNOREACH)))
-		return 0;
-
-	dir = map_calc_dir(bl, dst_x,dst_y);
-	ud->dir = dir;
-	if(sd) sd->head_dir = dir;
-
-	dx = dst_x - bl->x;
-	dy = dst_y - bl->y;
-
-	map_foreachinmovearea(clif_outsight,bl->m,
-		bl->x-AREA_SIZE,bl->y-AREA_SIZE,bl->x+AREA_SIZE,bl->y+AREA_SIZE,
-		dx,dy,sd?BL_ALL:BL_PC,bl);
-
-	map_moveblock(bl, dst_x, dst_y, gettick());
-	
-	ud->walktimer = 1;
-	map_foreachinmovearea(clif_insight,bl->m,
-		bl->x-AREA_SIZE,bl->y-AREA_SIZE,bl->x+AREA_SIZE,bl->y+AREA_SIZE,
-		-dx,-dy,sd?BL_ALL:BL_PC,bl);
-	ud->walktimer = -1;
-		
-	if(sd) {
-		if(map_getcell(bl->m,bl->x,bl->y,CELL_CHKNPC)) {
-			npc_touch_areanpc(sd,bl->m,bl->x,bl->y);
-			if (bl->prev == NULL) //Script could have warped char, abort remaining of the function.
-				return 0;
-		} else
-			sd->areanpc_id=0;
-		if(sd->status.pet_id > 0 && sd->pd && sd->pet.intimate > 0)
-		{	//Check if pet needs to be teleported. [Skotlex]
-			int flag = 0;
-			bl = &sd->pd->bl; //Note that bl now points to the pet! 
-			if (!checkpath && path_search(&wpd,bl->m,bl->x,bl->y,dst_x,dst_y,0))
-				flag = 1;
-			else if (!check_distance_bl(&sd->bl, bl, AREA_SIZE)) //Too far, teleport.
-				flag = 2;
-			if (flag) {
-				unit_movepos(bl,sd->bl.x,sd->bl.y, 0, 0);
-				clif_slide(bl,bl->x,bl->y);
-			}
-		//If you want to use bl afterwards, uncomment this:
-		//bl = &sd->bl;
-		}
-	}
-	return 1;
-}
-
-int unit_setdir(struct block_list *bl,unsigned char dir)
-{
-	struct unit_data *ud;
-	nullpo_retr( 0, bl );
-	ud = unit_bl2ud(bl);
-	if (!ud) return 0;
-	ud->dir = dir;
-	if (bl->type == BL_PC) 
-		((TBL_PC *)bl)->head_dir = dir;
-	clif_changed_dir(bl);
-	return 0;
-}
-
-int unit_getdir(struct block_list *bl)
-{
-	struct unit_data *ud;
-	nullpo_retr( 0, bl );
-	ud = unit_bl2ud(bl);
-	if (!ud) return 0;
-	return ud->dir;
-}
-
-//Warps a unit/ud to a given map/position. 
-//In the case of players, pc_setpos is used.
-//it respects the no warp flags, so it is safe to call this without doing nowarpto/nowarp checks.
-int unit_warp(struct block_list *bl,int m,short x,short y,int type)
-{
-	struct unit_data *ud;
-	nullpo_retr(0, bl);
-	ud = unit_bl2ud(bl);
-	
-	if(bl->prev==NULL || !ud)
-		return 1;
-
-	if (type < 0 || type == 1)
-		//Type 1 is invalid, since you shouldn't warp a bl with the "death" 
-		//animation, it messes up with unit_remove_map! [Skotlex]
-		return 1;
-	
-	if( m<0 ) m=bl->m;
-	
-	switch (bl->type) {
-		case BL_MOB:
-			if (map[bl->m].flag.monster_noteleport)
-				return 1;
-			break;
-		case BL_PC:
-			if (map[bl->m].flag.noteleport)
-				return 1;
-			break;
-	}
-	
-	if (x<0 || y<0)
-  	{	//Random map position.
-		if (!map_search_freecell(NULL, m, &x, &y, -1, -1, 1)) {
-			if(battle_config.error_log)
-				ShowWarning("unit_warp failed. Unit Id:%d/Type:%d, target position map %d (%s) at [%d,%d]\n", bl->id, bl->type, m, map[m].name, x, y);
-			return 2;
-			
-		}
-	} else if (map_getcell(m,x,y,CELL_CHKNOREACH))
-	{	//Invalid target cell
-		if(battle_config.error_log)
-			ShowWarning("unit_warp: Specified non-walkable target cell: %d (%s) at [%d,%d]\n", m, map[m].name, x,y);
-		
-		if (!map_search_freecell(NULL, m, &x, &y, 4, 4, 1))
-	 	{	//Can't find a nearby cell
-			if(battle_config.error_log)
-				ShowWarning("unit_warp failed. Unit Id:%d/Type:%d, target position map %d (%s) at [%d,%d]\n", bl->id, bl->type, m, map[m].name, x, y);
-			return 2;
-		}
-	}
-			
-	if (bl->type == BL_PC) //Use pc_setpos
-		return pc_setpos((TBL_PC*)bl, map[m].index, x, y, type);
-	
-	if (!unit_remove_map(bl, type))
-		return 3;
-	
-	bl->x=ud->to_x=x;
-	bl->y=ud->to_y=y;
-	bl->m=m;
-
-	map_addblock(bl);
-	clif_spawn(bl);
-	skill_unit_move(bl,gettick(),1);
-
-	if(bl->type == BL_MOB){
-		TBL_MOB *md = (TBL_MOB *)bl;
-		if(md->nd) // Tell the script engine we've warped
-			mob_script_callback(md, NULL, CALLBACK_WARPACK);
-	}
-	return 0;
-}
-
-/*==========================================
- * 歩行停止
- *------------------------------------------
- */
-int unit_stop_walking(struct block_list *bl,int type)
-{
-	struct unit_data *ud;
-	struct TimerData *data;
-	unsigned int tick;
-	nullpo_retr(0, bl);
-
-	ud = unit_bl2ud(bl);
-	if(!ud || ud->walktimer == -1)
-		return 0;
-	//NOTE: We are using timer data after deleting it because we know the 
-	//delete_timer function does not messes with it. If the function's 
-	//behaviour changes in the future, this code could break!
-	data = get_timer(ud->walktimer);
-	delete_timer(ud->walktimer, unit_walktoxy_timer);
-	ud->walktimer = -1;
-	ud->state.change_walk_target = 0;
-	tick = gettick();
-	if ((type&0x02 && !ud->walkpath.path_pos) //Force moving at least one cell.
-		|| (data && DIFF_TICK(data->tick, tick) <= data->data/2)) //Enough time has passed to cover half-cell
-	{	
-		ud->walkpath.path_len = ud->walkpath.path_pos+1;
-		unit_walktoxy_timer(-1, tick, bl->id, ud->walkpath.path_pos);
-	}
-
-	if(type&0x01)
-		clif_fixpos(bl);
-	
-	ud->walkpath.path_len = 0;
-	ud->walkpath.path_pos = 0;
-	ud->to_x = bl->x;
-	ud->to_y = bl->y;
-	if(bl->type == BL_PET && type&~0xff)
-		ud->canmove_tick = gettick() + (type>>8);
-
-	if (ud->state.running)
-		status_change_end(bl, SC_RUN, -1);
-	return 1;
-}
-
-int unit_skilluse_id(struct block_list *src, int target_id, int skill_num, int skill_lv) {
-
-	if(skill_num < 0) return 0;
-
-	return unit_skilluse_id2(
-		src, target_id, skill_num, skill_lv,
-		skill_castfix(src, skill_num, skill_lv),
-		skill_get_castcancel(skill_num)
-	);
-}
-
-int unit_is_walking(struct block_list *bl)
-{
-	struct unit_data *ud = unit_bl2ud(bl);
-	nullpo_retr(0, bl);
-	if(!ud) return 0;
-	return (ud->walktimer != -1);
-}
-
-/*==========================================
- * Determines if the bl can move based on status changes. [Skotlex]
- *------------------------------------------
- */
-int unit_can_move(struct block_list *bl)
-{
-	struct map_session_data *sd;
-	struct unit_data *ud;
-	struct status_change *sc;
-	
-	nullpo_retr(0, bl);
-	ud = unit_bl2ud(bl);
-	sc = status_get_sc(bl);
-	BL_CAST(BL_PC, bl, sd);
-	
-	if (!ud)
-		return 0;
-	
-	if (ud->skilltimer != -1 && (!sd || pc_checkskill(sd, SA_FREECAST) <= 0))
-		return 0;
-		
-	if (DIFF_TICK(ud->canmove_tick, gettick()) > 0)
-		return 0;
-
-	if (sd && (
-		pc_issit(sd) ||
-		sd->state.blockedmove
-	))
-		return 0; //Can't move
-	
-	if (sc) {
-		if (sc->opt1 > 0 && sc->opt1 != OPT1_STONEWAIT)
-			return 0;
-
-		if ((sc->option & OPTION_HIDE) && (!sd || pc_checkskill(sd, RG_TUNNELDRIVE) <= 0))
-			return 0;
-
-		if (sc->count && (
-			sc->data[SC_ANKLE].timer != -1 ||
-			sc->data[SC_AUTOCOUNTER].timer !=-1 ||
-			sc->data[SC_TRICKDEAD].timer !=-1 ||
-			sc->data[SC_BLADESTOP].timer !=-1 ||
-			sc->data[SC_BLADESTOP_WAIT].timer !=-1 ||
-			sc->data[SC_SPIDERWEB].timer !=-1 ||
-			(sc->data[SC_DANCING].timer !=-1 && (
-				(sc->data[SC_DANCING].val4 && sc->data[SC_LONGING].timer == -1) ||
-				sc->data[SC_DANCING].val1 == CG_HERMODE	//cannot move while Hermod is active.
-			)) ||
-			sc->data[SC_MOONLIT].timer != -1 ||
-			(sc->data[SC_GOSPEL].timer !=-1 && sc->data[SC_GOSPEL].val4 == BCT_SELF) ||	// cannot move while gospel is in effect
-			sc->data[SC_STOP].timer != -1 ||
-			sc->data[SC_CLOSECONFINE].timer != -1 ||
-			sc->data[SC_CLOSECONFINE2].timer != -1
-		))
-			return 0;
-	}
-	return 1;
-}
-
-/*==========================================
- * Applies walk delay to character, considering that 
- * if type is 0, this is a damage induced delay: if previous delay is active, do not change it.
- * if type is 1, this is a skill induced delay: walk-delay may only be increased, not decreased.
- *------------------------------------------
- */
-int unit_set_walkdelay(struct block_list *bl, unsigned int tick, int delay, int type)
-{
-	struct unit_data *ud = unit_bl2ud(bl);
-	if (delay <= 0 || !ud) return 0;
-	
-	if (type) {
-		if (DIFF_TICK(ud->canmove_tick, tick+delay) > 0)
-			return 0;
-	} else {
-		if (DIFF_TICK(ud->canmove_tick, tick) > 0)
-			return 0;
-	}
-	ud->canmove_tick = tick + delay;
-	if (ud->walktimer != -1)
-	{	//Stop walking, if chasing, readjust timers.
-		if (delay == 1)
-		{	//Minimal delay (walk-delay) disabled. Just stop walking.
-			unit_stop_walking(bl,0);
-		} else {
-			unit_stop_walking(bl,2);
-			if(ud->target)
-				add_timer(ud->canmove_tick+1, unit_walktobl_sub, bl->id, ud->target);
-		}
-	}
-	return 1;
-}
-
-int unit_skilluse_id2(struct block_list *src, int target_id, int skill_num, int skill_lv, int casttime, int castcancel) {
-	struct unit_data *ud;
-	struct status_data *tstatus;
-	struct status_change *sc;
-	struct map_session_data *sd = NULL;
-	struct block_list * target = NULL;
-	unsigned int tick = gettick();
-	int temp;
-
-	nullpo_retr(0, src);
-	if(status_isdead(src))
-		return 0; // 死んでいないか
-
-	if( BL_CAST( BL_PC,  src, sd ) ) {
-		ud = &sd->ud;
-	} else
-		ud = unit_bl2ud(src);
-
-	if(ud == NULL) return 0;
-	sc = status_get_sc(src);	
-	if (sc && !sc->count)
-		sc = NULL; //Unneeded
-	//temp: used to signal combo-skills right now.
-	temp = (target_id == src->id && !(sd && sd->state.skill_flag)
-		&& skill_get_inf(skill_num)&INF_SELF_SKILL
-		&& skill_get_inf2(skill_num)&INF2_NO_TARGET_SELF);
-	if (temp)
-		target_id = ud->target; //Auto-select skills. [Skotlex]
-
-	if (sd) {
-		//Target_id checking.
-		if(skillnotok(skill_num, sd)) // [MouseJstr]
-			return 0;
-		switch(skill_num)
-		{	//Check for skills that auto-select target
-		case MO_CHAINCOMBO:
-			if (sc && sc->data[SC_BLADESTOP].timer != -1){
-				if ((target=(struct block_list *)sc->data[SC_BLADESTOP].val4) == NULL)
-					return 0;
-			}
-			break;
-		case TK_JUMPKICK:
-		case TK_COUNTER:
-		case HT_POWER:
-			if (sc && sc->data[SC_COMBO].timer != -1 && sc->data[SC_COMBO].val1 == skill_num)
-				target_id = sc->data[SC_COMBO].val2;
-			break;
-		case WE_MALE:
-		case WE_FEMALE:
-			if (!sd->status.partner_id)
-				return 0;
-			target = (struct block_list*)map_charid2sd(sd->status.partner_id);
-			if (!target) {
-				clif_skill_fail(sd,skill_num,0,0);
-				return 0;
-			}
-			break;
-		}
-		if (target)
-			target_id = target->id;
-	}
-	if(!target && (target=map_id2bl(target_id)) == NULL )
-		return 0;
-	if(src->m != target->m)
-		return 0; // 同じマップかどうか
-	if(!src->prev || !target->prev)
-		return 0; // map 上に存在するか
-
-	//Normally not needed because clif.c checks for it, but the at/char/script commands don't! [Skotlex]
-	if(ud->skilltimer != -1 && skill_num != SA_CASTCANCEL)
-		return 0;
-
-	if(skill_get_inf2(skill_num)&INF2_NO_TARGET_SELF && src->id == target_id)
-		return 0;
-
-	if(!status_check_skilluse(src, target, skill_num, 0))
-		return 0;
-
-	tstatus = status_get_status_data(target);
-	//直前のスキル状況の記録
-	if(sd) {
-		switch(skill_num){
-		case SA_CASTCANCEL:
-			if(ud->skillid != skill_num){
-				sd->skillid_old = ud->skillid;
-				sd->skilllv_old = ud->skilllv;
-				break;
-			}
-		case BD_ENCORE:	
-			//Prevent using the dance skill if you no longer have the skill in your tree. 
-			if(!sd->skillid_dance || pc_checkskill(sd,sd->skillid_dance)<=0){
-				clif_skill_fail(sd,skill_num,0,0);
-				return 0;
-			}
-			sd->skillid_old = skill_num;
-			break;
-		case BD_LULLABY:
-		case BD_RICHMANKIM:
-		case BD_ETERNALCHAOS:
-		case BD_DRUMBATTLEFIELD:
-		case BD_RINGNIBELUNGEN:
-		case BD_ROKISWEIL:
-		case BD_INTOABYSS:
-		case BD_SIEGFRIED:
-		case CG_MOONLIT:
-			if (battle_config.player_skill_partner_check &&
-				(!battle_config.gm_skilluncond || pc_isGM(sd) < battle_config.gm_skilluncond) &&
-				(skill_check_pc_partner(sd, skill_num, &skill_lv, 1, 0) < 1)
-			) {
-				clif_skill_fail(sd,skill_num,0,0);
-				return 0;
-			}
-			break;
-		}
-		if (!skill_check_condition(sd, skill_num, skill_lv, 0))
-			return 0;	
-	}
-	//TODO: Add type-independant skill_check_condition function.
-	if (src->type == BL_MOB) {
-		switch (skill_num) {
-			case NPC_SUMMONSLAVE:
-			case NPC_SUMMONMONSTER:
-			case AL_TELEPORT:
-				if (((TBL_MOB*)src)->master_id && ((TBL_MOB*)src)->special_state.ai)
-					return 0;
-		}
-	}
-
-	if(src->id != target_id &&
-		!battle_check_range(src,target,skill_get_range2(src, skill_num,skill_lv)
-		+(skill_num==RG_CLOSECONFINE?0:1))) //Close confine is exploitable thanks to this extra range "feature" of the client. [Skotlex]
-		return 0;
-
-	if (!temp) //Stop attack on non-combo skills [Skotlex]
-		unit_stop_attack(src);
-	else if(ud->attacktimer != -1) //Elsewise, delay current attack sequence
-		ud->attackabletime = tick + status_get_adelay(src);
-	
-	ud->state.skillcastcancel = castcancel;
-
-	//temp: Used to signal force cast now.
-	temp = 0;
-	
-	switch(skill_num){
-	case ALL_RESURRECTION:
-		if(battle_check_undead(tstatus->race,tstatus->def_ele)){	
-			temp=1;
-			casttime = skill_castfix(src, PR_TURNUNDEAD, skill_lv);
-		}
-		break;
-	case MO_FINGEROFFENSIVE:
-		if(sd)
-			casttime += casttime * ((skill_lv > sd->spiritball)? sd->spiritball:skill_lv);
-		break;
-	case MO_EXTREMITYFIST:
-		if (sc && sc->data[SC_COMBO].timer != -1 &&
-			(sc->data[SC_COMBO].val1 == MO_COMBOFINISH ||
-			sc->data[SC_COMBO].val1 == CH_TIGERFIST ||
-			sc->data[SC_COMBO].val1 == CH_CHAINCRUSH))
-			casttime = 0;
-		temp = 1;
-		break;
-	case TK_RUN:
-		if (sc && sc->data[SC_RUN].timer != -1)
-			casttime = 0;
-		break;
-	case SA_MAGICROD:
-	case SA_SPELLBREAKER:
-		temp =1;
-		break;
-	case KN_CHARGEATK:
-		//Taken from jA: Casttime is increased by dist/3*100%
-		casttime = casttime * ((distance_bl(src,target)-1)/3+1);
-		break;
-	}
-
-	if (sc && sc->data[SC_MEMORIZE].timer != -1 && casttime > 0) {
-		casttime = casttime/2;
-		if ((--sc->data[SC_MEMORIZE].val2) <= 0)
-			status_change_end(src, SC_MEMORIZE, -1);
-	}
-
-	if( casttime>0 || temp){ 
-
-		clif_skillcasting(src, src->id, target_id, 0,0, skill_num,casttime);
-
-		if (sd && target->type == BL_MOB)
-		{
-			TBL_MOB *md = (TBL_MOB*)target;
-			mobskill_event(md, src, tick, -1); //Cast targetted skill event.
-			//temp: used to store mob's mode now.
-			if (tstatus->mode&MD_CASTSENSOR &&
-				battle_check_target(target, src, BCT_ENEMY) > 0)
-			{
-				switch (md->state.skillstate) {
-				case MSS_ANGRY:
-				case MSS_RUSH:
-				case MSS_FOLLOW:
-					if (!(tstatus->mode&(MD_AGGRESSIVE|MD_ANGRY)))
-						break; //Only Aggressive mobs change target while chasing.
-				case MSS_IDLE:
-				case MSS_WALK:
-					md->target_id = src->id;
-					md->state.aggressive = (temp&MD_ANGRY)?1:0;
-					md->min_chase = md->db->range3;
-				}
-			}
-		}
-	}
-
-	if( casttime<=0 )
-		ud->state.skillcastcancel=0;
-
-	ud->canact_tick  = tick + casttime + 100;
-	ud->skilltarget  = target_id;
-	ud->skillx       = 0;
-	ud->skilly       = 0;
-	ud->skillid      = skill_num;
-	ud->skilllv      = skill_lv;
-
- 	if(sc && sc->data[SC_CLOAKING].timer != -1 &&
-		!(sc->data[SC_CLOAKING].val4&1) && skill_num != AS_CLOAKING)
-		status_change_end(src,SC_CLOAKING,-1);
-
-	if(casttime > 0) {
-		ud->skilltimer = add_timer( tick+casttime, skill_castend_id, src->id, 0 );
-		if(sd && pc_checkskill(sd,SA_FREECAST))
-			status_freecast_switch(sd);
-		else
-			unit_stop_walking(src,1);
-	}
-	else
-		skill_castend_id(ud->skilltimer,tick,src->id,0);
-	return 1;
-}
-
-int unit_skilluse_pos(struct block_list *src, int skill_x, int skill_y, int skill_num, int skill_lv) {
-	if(skill_num < 0)
-		return 0;
-	return unit_skilluse_pos2(
-		src, skill_x, skill_y, skill_num, skill_lv,
-		skill_castfix(src, skill_num, skill_lv),
-		skill_get_castcancel(skill_num)
-	);
-}
-
-int unit_skilluse_pos2( struct block_list *src, int skill_x, int skill_y, int skill_num, int skill_lv, int casttime, int castcancel) {
-	struct map_session_data *sd = NULL;
-	struct unit_data        *ud = NULL;
-	struct status_change *sc;
-	struct block_list    bl;
-	unsigned int tick = gettick();
-
-	nullpo_retr(0, src);
-
-	if(!src->prev) return 0; // map 上に存在するか
-	if(status_isdead(src)) return 0;
-
-	if( BL_CAST( BL_PC, src, sd ) ) {
-		ud = &sd->ud;
-	} else
-		ud = unit_bl2ud(src);
-	if(ud == NULL) return 0;
-
-	if(ud->skilltimer != -1) //Normally not needed since clif.c checks for it, but at/char/script commands don't! [Skotlex]
-		return 0;
-	
-	sc = status_get_sc(src);
-	if (sc && !sc->count)
-		sc = NULL;
-	
-	if(sd) {
-		if (skillnotok(skill_num, sd) ||
-			!skill_check_condition(sd, skill_num, skill_lv,0))
-		return 0;
-	} 
-	
-	if (!status_check_skilluse(src, NULL, skill_num, 0))
-		return 0;
-
-	if (map_getcell(src->m, skill_x, skill_y, CELL_CHKNOREACH))
-	{	//prevent casting ground targeted spells on non-walkable areas. [Skotlex] 
-		if (sd) clif_skill_fail(sd,skill_num,0,0);
-		return 0;
-	}
-
-	/* 射程と障害物チェック */
-	bl.type = BL_NUL;
-	bl.m = src->m;
-	bl.x = skill_x;
-	bl.y = skill_y;
-	if(skill_num != TK_HIGHJUMP &&
-		!battle_check_range(src,&bl,skill_get_range2(src, skill_num,skill_lv)+1))
-		return 0;
-
-	unit_stop_attack(src);
-	ud->state.skillcastcancel = castcancel;
-
-	if (sc && sc->data[SC_MEMORIZE].timer != -1 && casttime > 0){
-		casttime = casttime/3;
-		if ((--sc->data[SC_MEMORIZE].val2)<=0)
-			status_change_end(src, SC_MEMORIZE, -1);
-	}
-
-	if( casttime>0 ) {
-		unit_stop_walking( src, 1);
-		clif_skillcasting(src, src->id, 0, skill_x,skill_y, skill_num,casttime);
-	}
-
-	if( casttime<=0 )
-		ud->state.skillcastcancel=0;
-
-	ud->canact_tick  = tick + casttime + 100;
-	ud->skillid      = skill_num;
-	ud->skilllv      = skill_lv;
-	ud->skillx       = skill_x;
-	ud->skilly       = skill_y;
-	ud->skilltarget  = 0;
-
-	if (sc && sc->data[SC_CLOAKING].timer != -1 &&
-		!(sc->data[SC_CLOAKING].val4&1))
-		status_change_end(src,SC_CLOAKING,-1);
-
-	if(casttime > 0) {
-		ud->skilltimer = add_timer( tick+casttime, skill_castend_pos, src->id, 0 );
-		if(sd && pc_checkskill(sd,SA_FREECAST))
-			status_freecast_switch(sd);
-		else
-			unit_stop_walking(src,1);
-	}
-	else {
-		ud->skilltimer = -1;
-		skill_castend_pos(ud->skilltimer,tick,src->id,0);
-	}
-	return 1;
-}
-
-static int unit_attack_timer(int tid,unsigned int tick,int id,int data);
-
-int unit_stop_attack(struct block_list *bl)
-{
-	struct unit_data *ud = unit_bl2ud(bl);
-	nullpo_retr(0, bl);
-
-	if(!ud || ud->attacktimer == -1)
-		return 0;
-
-	delete_timer( ud->attacktimer, unit_attack_timer );
-	ud->attacktimer = -1;
-	ud->target = 0;
-	return 0;
-}
-
-//Means current target is unattackable. For now only unlocks mobs.
-int unit_unattackable(struct block_list *bl) {
-	struct unit_data *ud = unit_bl2ud(bl);
-	if (ud) {
-		ud->target = 0;
-		ud->state.attack_continue = 0;
-	}
-	
-	if(bl->type == BL_MOB)
-		mob_unlocktarget((struct mob_data*)bl, gettick()) ;
-	else if(bl->type == BL_PET)
-		pet_unlocktarget((struct pet_data*)bl);
-	return 0;
-}
-
-/*==========================================
- * 攻撃要求
- * typeが1なら継続攻撃
- *------------------------------------------
- */
-
-int unit_attack(struct block_list *src,int target_id,int type)
-{
-	struct block_list *target;
-	struct unit_data  *ud;
-
-	nullpo_retr(0, ud = unit_bl2ud(src));
-
-	target=map_id2bl(target_id);
-	if(target==NULL || status_isdead(target)) {
-		unit_unattackable(src);
-		return 1;
-	}
-
-	if(src->type == BL_PC && target->type==BL_NPC) { // monster npcs [Valaris]
-		npc_click((TBL_PC*)src,target); // submitted by leinsirk10 [Celest]
-		return 0;
-	}
-
-	if(battle_check_target(src,target,BCT_ENEMY)<=0 ||
-		!status_check_skilluse(src, target, 0, 0)
-	) {
-		unit_unattackable(src);
-		return 1;
-	}
-
-	ud->target = target_id;
-	ud->state.attack_continue = type;
-	if (type) //If you re to attack continously, set to auto-case character
-		ud->chaserange = status_get_range(src);
-	
-	//Just change target/type. [Skotlex]
-	if(ud->attacktimer != -1)
-		return 0;
-
-	if(DIFF_TICK(ud->attackabletime, gettick()) > 0)
-		//Do attack next time it is possible. [Skotlex]
-		ud->attacktimer=add_timer(ud->attackabletime,unit_attack_timer,src->id,0);
-	else //Attack NOW.
-		unit_attack_timer(-1,gettick(),src->id,0);
-
-	return 0;
-}
-
-/*==========================================
- *
- *------------------------------------------
- */
-int unit_can_reach_pos(struct block_list *bl,int x,int y, int easy)
-{
-	struct walkpath_data wpd;
-
-	nullpo_retr(0, bl);
-
-	if( bl->x==x && bl->y==y )	// 同じマス
-		return 1;
-
-	// 障害物判定
-	wpd.path_len=0;
-	wpd.path_pos=0;
-	wpd.path_half=0;
-	return (path_search_real(&wpd,bl->m,bl->x,bl->y,x,y,easy,CELL_CHKNOREACH)!=-1);
-}
-
-/*==========================================
- *
- *------------------------------------------
- */
-int unit_can_reach_bl(struct block_list *bl,struct block_list *tbl, int range, int easy, short *x, short *y)
-{
-	struct walkpath_data wpd;
-	int i;
-	short dx,dy;
-	nullpo_retr(0, bl);
-	nullpo_retr(0, tbl);
-
-	if( bl->m != tbl->m)
-		return 0;
-	
-	if( bl->x==tbl->x && bl->y==tbl->y )
-		return 1;
-
-	if(range>0 && !check_distance_bl(bl, tbl, range))
-		return 0;
-
-	wpd.path_len=0;
-	wpd.path_pos=0;
-	wpd.path_half=0;
-	
-	// It judges whether it can adjoin or not.
-	dx=tbl->x - bl->x;
-	dy=tbl->y - bl->y;
-	dx=(dx>0)?1:((dx<0)?-1:0);
-	dy=(dy>0)?1:((dy<0)?-1:0);
-	
-	if (map_getcell(tbl->m,tbl->x-dx,tbl->y-dy,CELL_CHKNOREACH))
-	{	//Look for a suitable cell to place in.
-		for(i=0;i<9 && map_getcell(tbl->m,tbl->x-dirx[i],tbl->y-diry[i],CELL_CHKNOREACH);i++);
-		if (i==9) return 0; //No valid cells.
-		dx = dirx[i];
-		dy = diry[i];
-	}
-
-	if (x) *x = tbl->x-dx;
-	if (y) *y = tbl->y-dy;
-	return (path_search_real(&wpd,bl->m,bl->x,bl->y,tbl->x-dx,tbl->y-dy,easy,CELL_CHKNOREACH)!=-1);
-}
-
-
-/*==========================================
- * PCの攻撃 (timer関数)
- *------------------------------------------
- */
-static int unit_attack_timer_sub(struct block_list* src, int tid, unsigned int tick)
-{
-	struct block_list *target;
-	struct unit_data *ud;
-	struct status_data *sstatus;
-	struct map_session_data *sd = NULL;
-	struct mob_data *md = NULL;
-	int range;
-	
-	if((ud=unit_bl2ud(src))==NULL)
-		return 0;
-	if(ud->attacktimer != tid){
-		if(battle_config.error_log)
-			ShowError("unit_attack_timer %d != %d\n",ud->attacktimer,tid);
-		return 0;
-	}
-	BL_CAST( BL_PC , src, sd);
-	BL_CAST( BL_MOB, src, md);
-	ud->attacktimer=-1;
-	target=map_id2bl(ud->target);
-
-	if(src->prev == NULL || target==NULL || target->prev == NULL)
-		return 0;
-
-	if(ud->skilltimer != -1 && (!sd || pc_checkskill(sd,SA_FREECAST) <= 0))
-		return 0;
-	
-	if(src->m != target->m || status_isdead(src) || status_isdead(target) || !status_check_skilluse(src, target, 0, 0))
-		return 0;
-
-	sstatus = status_get_status_data(src);
-
-	if(!battle_config.sdelay_attack_enable &&
-		DIFF_TICK(ud->canact_tick,tick) > 0 && 
-		(!sd || pc_checkskill(sd,SA_FREECAST) <= 0)
-	) {
-		if (tid == -1) { //requested attack.
-			if(sd) clif_skill_fail(sd,1,4,0);
-			return 0;
-		}
-		//Otherwise, we are in a combo-attack, delay this until your canact time is over. [Skotlex]
-		if(ud->state.attack_continue) {
-			if (DIFF_TICK(ud->canact_tick, ud->attackabletime) > 0)
-				ud->attackabletime = ud->canact_tick;
-			ud->attacktimer=add_timer(ud->attackabletime,unit_attack_timer,src->id,0);
-		}
-		return 1;
-	}
-
-	range = sstatus->rhw.range;
-	
-	if(!sd || sd->status.weapon != W_BOW) range++; //Dunno why everyone but bows gets this extra range...
-	if(unit_is_walking(target)) range++; //Extra range when chasing
-
-	if(!check_distance_bl(src,target,range) ) {
-		//Chase if required.
-		if(ud->state.attack_continue) {
-			if(sd)
-				clif_movetoattack(sd,target);
-			else
-				unit_walktobl(src,target,ud->chaserange,ud->state.walk_easy|2);
-		}
-		return 1;
-	}
-	if(!battle_check_range(src,target,range)) {
-	  	//Within range, but no direct line of attack
-		if(ud->state.attack_continue) {
-			if(ud->chaserange > 2) ud->chaserange-=2;
-			unit_walktobl(src,target,ud->chaserange,ud->state.walk_easy|2);
-		}
-		return 1;
-	}
-
-	//Sync packet only for players.
-	//Non-players use the sync packet on the walk timer. [Skotlex]
-	if (tid == -1 && sd) clif_fixpos(src);
-
-	if(DIFF_TICK(ud->attackabletime,tick) <= 0) {
-		if (battle_config.attack_direction_change &&
-			(src->type&battle_config.attack_direction_change)) {
-			ud->dir = map_calc_dir(src, target->x,target->y );
-			if (sd) sd->head_dir = ud->dir;
-		}
-		if(ud->walktimer != -1)
-			unit_stop_walking(src,1);
-		if(md) {
-			if (mobskill_use(md,tick,-1))
-				return 1;
-			if (sstatus->mode&MD_ASSIST && DIFF_TICK(md->last_linktime, tick) < MIN_MOBLINKTIME)
-			{	// Link monsters nearby [Skotlex]
-				md->last_linktime = tick;
-				map_foreachinrange(mob_linksearch, src, md->db->range2,
-					BL_MOB, md->class_, target, tick);
-			}
-		}
-		if(src->type == BL_PET && pet_attackskill((TBL_PET*)src, target->id))
-			return 1;
-		
-		map_freeblock_lock();
-		ud->attacktarget_lv = battle_weapon_attack(src,target,tick,0);
-
-		if(sd && sd->status.pet_id > 0 && sd->pd && battle_config.pet_attack_support)
-			pet_target_check(sd,target,0);
-		map_freeblock_unlock();
-
-		ud->attackabletime = tick + sstatus->adelay;
-//		You can't move if you can't attack neither.
-		unit_set_walkdelay(src, tick, sstatus->amotion, 1);
-	}
-
-	if(ud->state.attack_continue)
-		ud->attacktimer = add_timer(ud->attackabletime,unit_attack_timer,src->id,0);
-
-	return 1;
-}
-
-static int unit_attack_timer(int tid,unsigned int tick,int id,int data) {
-	struct block_list *bl;
-	bl = map_id2bl(id);
-	if(bl && unit_attack_timer_sub(bl, tid, tick) == 0)
-		unit_unattackable(bl);
-	return 0;
-}
-
-/*==========================================
- * Cancels an ongoing skill cast.
- * flag&1: Cast-Cancel invoked.
- * flag&2: Cancel only if skill is cancellable.
- *------------------------------------------
- */
-int unit_skillcastcancel(struct block_list *bl,int type)
-{
-	struct map_session_data *sd = NULL;
-	struct unit_data *ud = unit_bl2ud( bl);
-	unsigned int tick=gettick();
-	int ret=0, skill;
-	
-	nullpo_retr(0, bl);
-	if (!ud || ud->skilltimer==-1)
-		return 0; //Nothing to cancel.
-
-	BL_CAST(BL_PC,  bl, sd);
-
-	if (type&2) {
-		//See if it can be cancelled.
-		if (!ud->state.skillcastcancel)
-			return 0;
-
-		if (sd && (sd->special_state.no_castcancel2 ||
-			(sd->special_state.no_castcancel && !map_flag_gvg(bl->m)))) //fixed flags being read the wrong way around [blackhole89]
-			return 0;
-	}
-	
-	ud->canact_tick=tick;
-	if(sd && pc_checkskill(sd,SA_FREECAST))
-		status_freecast_switch(sd);
-	
-	if(type&1 && sd)
-		skill = sd->skillid_old;
-	else
-		skill = ud->skillid;
-	
-	if (skill_get_inf(skill) & INF_GROUND_SKILL)
-		ret=delete_timer( ud->skilltimer, skill_castend_pos );
-	else
-		ret=delete_timer( ud->skilltimer, skill_castend_id );
-	if(ret<0)
-		ShowError("delete timer error : skillid : %d\n",ret);
-	
-	if(bl->type==BL_MOB) ((TBL_MOB*)bl)->skillidx  = -1;
-
-	ud->skilltimer = -1;
-	clif_skillcastcancel(bl);
-	return 1;
-}
-
-// unit_data の初期化処理
-void unit_dataset(struct block_list *bl) {
-	struct unit_data *ud;
-	nullpo_retv(ud = unit_bl2ud(bl));
-
-	memset( ud, 0, sizeof( struct unit_data) );
-	ud->bl             = bl;
-	ud->walktimer      = -1;
-	ud->skilltimer     = -1;
-	ud->attacktimer    = -1;
-	ud->attackabletime = 
-	ud->canact_tick    = 
-	ud->canmove_tick   = gettick();
-}
-
-/*==========================================
- * 自分をロックしているユニットの数を数える(foreachclient)
- *------------------------------------------
- */
-static int unit_counttargeted_sub(struct block_list *bl, va_list ap)
-{
-	int id, target_lv;
-	struct unit_data *ud;
-	id = va_arg(ap,int);
-	target_lv = va_arg(ap,int);
-	if(bl->id == id)
-		return 0;
-
-	ud = unit_bl2ud(bl);
-
-	if (ud && ud->target == id && ud->attacktimer != -1 && ud->attacktarget_lv >= target_lv)
-		return 1;
-
-	return 0;	
-}
-
-/*==========================================
- *
- *------------------------------------------
- */
-int unit_fixdamage(struct block_list *src,struct block_list *target,unsigned int tick,int sdelay,int ddelay,int damage,int div,int type,int damage2)
-{
-	nullpo_retr(0, target);
-
-	if(damage+damage2 <= 0)
-		return 0;
-	
-	return status_fix_damage(src,target,damage+damage2,clif_damage(target,target,tick,sdelay,ddelay,damage,div,type,damage2));
-}
-/*==========================================
- * 自分をロックしている対象の数を返す
- * 戻りは整数で0以上
- *------------------------------------------
- */
-int unit_counttargeted(struct block_list *bl,int target_lv)
-{
-	nullpo_retr(0, bl);
-	return (map_foreachinrange(unit_counttargeted_sub, bl, AREA_SIZE, BL_CHAR,
-		bl->id, target_lv));
-}
-
-/*==========================================
- * 見た目のサイズを変更する
- *------------------------------------------
- */
-int unit_changeviewsize(struct block_list *bl,short size)
-{
-	nullpo_retr(0, bl);
-
-	size=(size<0)?-1:(size>0)?1:0;
-
-	if(bl->type == BL_PC) {
-		((TBL_PC*)bl)->state.size=size;
-	} else if(bl->type == BL_MOB) {
-		((TBL_MOB*)bl)->special_state.size=size;
-	} else
-		return 0;
-	if(size!=0)
-		clif_misceffect2(bl,421+size);
-	return 0;
-}
-
-/*==========================================
- * Removes a bl/ud from the map.
- * Returns 1 on success. 0 if it couldn't be removed or the bl was free'd
- * if clrtype is 1 (death), appropiate cleanup is performed. 
- * Otherwise it is assumed bl is being warped.
- * On-Kill specific stuff is not performed here, look at status_damage for that.
- *------------------------------------------
- */
-int unit_remove_map(struct block_list *bl, int clrtype) {
-	struct unit_data *ud = unit_bl2ud(bl);
-	struct status_change *sc = status_get_sc(bl);
-	nullpo_retr(0, ud);
-
-	if(bl->prev == NULL)
-		return 0; //Already removed?
-
-	map_freeblock_lock();
-
-	ud->target = 0; //Unlock walk/attack target.
-	if (ud->walktimer != -1)
-		unit_stop_walking(bl,0);
-	if (ud->attacktimer != -1)
-		unit_stop_attack(bl);
-	if (ud->skilltimer != -1)
-		unit_skillcastcancel(bl,0);
-// Do not reset can-act delay. [Skotlex]
-	ud->attackabletime = ud->canmove_tick /*= ud->canact_tick*/ = gettick();
-	clif_clearchar_area(bl,clrtype);
-	
-	if(sc && sc->count ) { //map-change/warp dispells.
-		if(sc->data[SC_BLADESTOP].timer!=-1)
-			status_change_end(bl,SC_BLADESTOP,-1);
-		if(sc->data[SC_BASILICA].timer!=-1)
-			status_change_end(bl,SC_BASILICA,-1);
-		if(sc->data[SC_ANKLE].timer != -1)
-			status_change_end(bl, SC_ANKLE, -1);
-		if (sc->data[SC_TRICKDEAD].timer != -1)
-			status_change_end(bl, SC_TRICKDEAD, -1);
-		if (sc->data[SC_BLADESTOP].timer!=-1)
-			status_change_end(bl,SC_BLADESTOP,-1);
-		if (sc->data[SC_RUN].timer!=-1)
-			status_change_end(bl,SC_RUN,-1);
-		if (sc->data[SC_DANCING].timer!=-1) // clear dance effect when warping [Valaris]
-			skill_stop_dancing(bl);
-		if (sc->data[SC_DEVOTION].timer!=-1)
-			status_change_end(bl,SC_DEVOTION,-1);
-		if (sc->data[SC_MARIONETTE].timer!=-1)
-			status_change_end(bl,SC_MARIONETTE,-1);
-		if (sc->data[SC_MARIONETTE2].timer!=-1)
-			status_change_end(bl,SC_MARIONETTE2,-1);
-		if (sc->data[SC_CLOSECONFINE].timer!=-1)
-			status_change_end(bl,SC_CLOSECONFINE,-1);
-		if (sc->data[SC_CLOSECONFINE2].timer!=-1)
-			status_change_end(bl,SC_CLOSECONFINE2,-1);
-		if (sc->data[SC_HIDING].timer!=-1)
-			status_change_end(bl, SC_HIDING, -1);
-		if (sc->data[SC_CLOAKING].timer!=-1)
-			status_change_end(bl, SC_CLOAKING, -1);
-		if (sc->data[SC_CHASEWALK].timer!=-1)
-			status_change_end(bl, SC_CHASEWALK, -1);
-		if (sc->data[SC_GOSPEL].timer != -1 && sc->data[SC_GOSPEL].val4 == BCT_SELF)
-			status_change_end(bl, SC_GOSPEL, -1);
-	}
-
-	if (bl->type&BL_CHAR) {
-		skill_unit_move(bl,gettick(),4);
-		skill_cleartimerskill(bl);			// タイマースキルクリア
-	}
-
-	if(bl->type == BL_PC) {
-		struct map_session_data *sd = (struct map_session_data*)bl;
-
-		//Leave/reject all invitations.
-		if(sd->chatID)
-			chat_leavechat(sd);
-		if(sd->trade_partner)
-			trade_tradecancel(sd);
-		if(sd->vender_id)
-			vending_closevending(sd);
-		if(sd->state.storage_flag == 1)
-			storage_storage_quit(sd,0);
-		else if (sd->state.storage_flag == 2)
-			storage_guild_storage_quit(sd,0);
-
-		if(sd->party_invite>0)
-			party_reply_invite(sd,sd->party_invite_account,0);
-		if(sd->guild_invite>0)
-			guild_reply_invite(sd,sd->guild_invite,0);
-		if(sd->guild_alliance>0)
-			guild_reply_reqalliance(sd,sd->guild_alliance_account,0);
-
-		pc_stop_following(sd);
-		pc_delinvincibletimer(sd);
-
-		if(sd->pvp_timer!=-1) {
-			delete_timer(sd->pvp_timer,pc_calc_pvprank_timer);
-			sd->pvp_timer = -1;
-		}
-
-		if(pc_issit(sd)) {
-			pc_setstand(sd);
-			skill_gangsterparadise(sd,0);
-			skill_rest(sd,0);
-		}
-		party_send_dot_remove(sd);//minimap dot fix [Kevin]
-		guild_send_dot_remove(sd);
-	} else if(bl->type == BL_MOB) {
-		struct mob_data *md = (struct mob_data*)bl;
-		md->target_id=0;
-		md->attacked_id=0;
-		md->state.skillstate= MSS_IDLE;
-	} else if (bl->type == BL_PET) {
-		struct pet_data *pd = (struct pet_data*)bl;
-		struct map_session_data *sd = pd->msd;
-		
-		if(!sd) {
-			map_delblock(bl);
-			unit_free(bl);
-			map_freeblock_unlock();
-			return 0;
-		}
-		if (sd->pet.intimate <= 0)
-		{	//Remove pet.
-			intif_delete_petdata(sd->status.pet_id);
-			sd->status.pet_id = 0;
-			sd->pd = NULL;
-			pd->msd = NULL;
-			map_delblock(bl);
-			unit_free(bl);
-			map_freeblock_unlock();
-			return 0;
-		}
-	}
-	map_delblock(bl);
-	map_freeblock_unlock();
-	return 1;
-}
-
-/*==========================================
- * Function to free all related resources to the bl
- * if unit is on map, it is removed using clrtype 0.
- *------------------------------------------
- */
-
-int unit_free(struct block_list *bl) {
-	struct unit_data *ud = unit_bl2ud( bl );
-	nullpo_retr(0, ud);
-
-	map_freeblock_lock();
-	if( bl->prev )	//Players are supposed to logout with a "warp" effect.
-		unit_remove_map(bl, bl->type==BL_PC?3:0);
-	
-	if( bl->type == BL_PC ) {
-		struct map_session_data *sd = (struct map_session_data*)bl;
-		if(status_isdead(bl))
-			pc_setrestartvalue(sd,2);
-
-		//Status that are not saved...
-		if(sd->sc.count) {
-			if(sd->sc.data[SC_SPURT].timer!=-1)
-				status_change_end(bl,SC_SPURT,-1);
-			if(sd->sc.data[SC_BERSERK].timer!=-1)
-				status_change_end(bl,SC_BERSERK,-1);
-			if(sd->sc.data[SC_TRICKDEAD].timer!=-1)
-				status_change_end(bl,SC_TRICKDEAD,-1);
-			if (battle_config.debuff_on_logout) {
-				if(sd->sc.data[SC_ORCISH].timer!=-1)
-					status_change_end(bl,SC_ORCISH,-1);
-				if(sd->sc.data[SC_STRIPWEAPON].timer!=-1)
-					status_change_end(bl,SC_STRIPWEAPON,-1);
-				if(sd->sc.data[SC_STRIPARMOR].timer!=-1)
-					status_change_end(bl,SC_STRIPARMOR,-1);
-				if(sd->sc.data[SC_STRIPSHIELD].timer!=-1)
-					status_change_end(bl,SC_STRIPSHIELD,-1);
-				if(sd->sc.data[SC_STRIPHELM].timer!=-1)
-					status_change_end(bl,SC_STRIPHELM,-1);
-				if(sd->sc.data[SC_EXTREMITYFIST].timer!=-1)
-					status_change_end(bl,SC_EXTREMITYFIST,-1);
-				if(sd->sc.data[SC_EXPLOSIONSPIRITS].timer!=-1)
-					status_change_end(bl,SC_EXPLOSIONSPIRITS,-1);
-			}
-		}
-		// Notify friends that this char logged out. [Skotlex]
-		clif_foreachclient(clif_friendslist_toggle_sub, sd->status.account_id, sd->status.char_id, 0);
-		party_send_logout(sd);
-		guild_send_memberinfoshort(sd,0);
-		pc_cleareventtimer(sd);		
-		pc_delspiritball(sd,sd->spiritball,1);
-		chrif_save_scdata(sd); //Save status changes, then clear'em out from memory. [Skotlex]
-		pc_makesavestatus(sd);
-		sd->state.waitingdisconnect = 1;
-		pc_clean_skilltree(sd);
-	} else if( bl->type == BL_PET ) {
-		struct pet_data *pd = (struct pet_data*)bl;
-		struct map_session_data *sd = pd->msd;
-		pet_hungry_timer_delete(pd);
-		if (pd->a_skill)
-		{
-			aFree(pd->a_skill);
-			pd->a_skill = NULL;
-		}
-		if (pd->s_skill)
-		{
-			if (pd->s_skill->timer != -1) {
-				if (pd->s_skill->id)
-					delete_timer(pd->s_skill->timer, pet_skill_support_timer);
-				else
-					delete_timer(pd->s_skill->timer, pet_heal_timer);
-			}
-			aFree(pd->s_skill);
-			pd->s_skill = NULL;
-		}
-		if(pd->recovery)
-		{
-			if(pd->recovery->timer != -1)
-				delete_timer(pd->recovery->timer, pet_recovery_timer);
-			aFree(pd->recovery);
-			pd->recovery = NULL;
-		}
-		if(pd->bonus)
-		{
-			if (pd->bonus->timer != -1)
-				delete_timer(pd->bonus->timer, pet_skill_bonus_timer);
-			aFree(pd->bonus);
-			pd->bonus = NULL;
-		}
-		if (pd->loot)
-		{
-			if (pd->loot->item)
-				aFree(pd->loot->item);
-			aFree (pd->loot);
-			pd->loot = NULL;
-		}
-		if (sd) {
-			if(sd->pet.intimate > 0)
-				intif_save_petdata(sd->status.account_id,&sd->pet);
-			sd->pd = NULL;
-		}
-	} else if(bl->type == BL_MOB) {
-		struct mob_data *md = (struct mob_data*)bl;
-		if(md->deletetimer!=-1)
-			delete_timer(md->deletetimer,mob_timer_delete);
-		md->deletetimer=-1;
-		if(md->lootitem) {
-			aFree(md->lootitem);
-			md->lootitem=NULL;
-		}
-		if (md->guardian_data)
-		{
-			if (md->guardian_data->number < MAX_GUARDIANS)
-				md->guardian_data->castle->guardian[md->guardian_data->number].id = 0;
-			aFree(md->guardian_data);
-			md->guardian_data = NULL;
-		}
-		if (md->spawn && md->spawn_n < 0 && --(md->spawn->num) == 0)
-		{	//Spawning data is not attached to the map, so free it
-			//if this is the last mob who is pointing at it.
-			aFree(md->spawn);
-			md->spawn = NULL;
-		}
-		if(md->base_status) {
-			aFree(md->base_status);
-			md->base_status = NULL;
-		}
-		if(mob_is_clone(md->class_))
-			mob_clone_delete(md->class_);
-	}
-
-	skill_clear_unitgroup(bl);
-	status_change_clear(bl,1);
-	if (bl->type != BL_PC)
-  	{	//Players are handled by map_quit
-		map_deliddb(bl);
-		map_freeblock(bl);
-	}
-	map_freeblock_unlock();
-	return 0;
-}
-
-int do_init_unit(void) {
-	add_timer_func_list(unit_attack_timer,  "unit_attack_timer");
-	add_timer_func_list(unit_walktoxy_timer,"unit_walktoxy_timer");
-	add_timer_func_list(unit_walktobl_sub, "unit_walktobl_sub");
-
-	return 0;
-}
-
-int do_final_unit(void) {
-	// nothing to do
-	return 0;
-}
-
+// Copyright (c) jAthena Dev Teams - Licensed under GNU GPL
+// For more information, see LICENCE in the main folder
+// Merged originally from jA by Skotlex
+#include <stdio.h>
+#include <stdlib.h>
+#include <string.h>
+
+#include "../common/showmsg.h"
+#include "../common/timer.h"
+#include "../common/nullpo.h"
+#include "../common/db.h"
+#include "../common/malloc.h"
+#include "unit.h"
+#include "map.h"
+#include "pc.h"
+#include "mob.h"
+#include "pet.h"
+#include "skill.h"
+#include "clif.h"
+#include "npc.h"
+#include "guild.h"
+#include "status.h"
+#include "battle.h"
+#include "chat.h"
+#include "trade.h"
+#include "vending.h"
+#include "party.h"
+#include "intif.h"
+#include "chrif.h"
+#include "script.h"
+
+static int dirx[8]={0,-1,-1,-1,0,1,1,1};
+static int diry[8]={1,1,0,-1,-1,-1,0,1};
+
+struct unit_data* unit_bl2ud(struct block_list *bl) {
+	if( bl == NULL) return NULL;
+	if( bl->type == BL_PC)  return &((struct map_session_data*)bl)->ud;
+	if( bl->type == BL_MOB) return &((struct mob_data*)bl)->ud;
+	if( bl->type == BL_PET) return &((struct pet_data*)bl)->ud;
+	if( bl->type == BL_NPC) return &((struct npc_data*)bl)->ud;
+	return NULL;
+}
+
+static int unit_walktoxy_timer(int tid,unsigned int tick,int id,int data);
+
+int unit_walktoxy_sub(struct block_list *bl)
+{
+	int i;
+	struct walkpath_data wpd;
+	struct unit_data *ud = NULL;
+
+	nullpo_retr(1, bl);
+	ud = unit_bl2ud(bl);
+	if(ud == NULL) return 0;
+
+	if(path_search(&wpd,bl->m,bl->x,bl->y,ud->to_x,ud->to_y,ud->state.walk_easy))
+		return 0;
+
+	memcpy(&ud->walkpath,&wpd,sizeof(wpd));
+	
+	if (ud->target && ud->chaserange>1) {
+		//Generally speaking, the walk path is already to an adjacent tile
+		//so we only need to shorten the path if the range is greater than 1.
+		int dir;
+		//Trim the last part of the path to account for range,
+		//but always move at least one cell when requested to move.
+		for (i = ud->chaserange*10; i > 0 && ud->walkpath.path_len>1;) {
+		   ud->walkpath.path_len--;
+			dir = ud->walkpath.path[ud->walkpath.path_len];
+			if(dir&1)
+				i-=14;
+			else
+				i-=10;
+			ud->to_x -= dirx[dir];
+			ud->to_y -= diry[dir];
+		}
+	}
+
+	ud->state.change_walk_target=0;
+
+	if (bl->type == BL_PC)
+		clif_walkok((TBL_PC*)bl);
+	clif_move(bl);
+
+	if(ud->walkpath.path_pos>=ud->walkpath.path_len)
+		i = -1;
+	else if(ud->walkpath.path[ud->walkpath.path_pos]&1)
+		i = status_get_speed(bl)*14/10;
+	else
+		i = status_get_speed(bl);
+	if( i > 0)
+		ud->walktimer = add_timer(gettick()+i,unit_walktoxy_timer,bl->id,i);
+	return 1;
+}
+
+static int unit_walktoxy_timer(int tid,unsigned int tick,int id,int data)
+{
+	int i;
+	int x,y,dx,dy,dir;
+	struct block_list       *bl;
+	struct map_session_data *sd = NULL;
+	struct mob_data         *md = NULL;
+	struct unit_data        *ud = NULL;
+
+	bl=map_id2bl(id);
+	if(bl == NULL)
+		return 0;
+	if( BL_CAST( BL_PC,  bl, sd ) ) {
+		ud = &sd->ud;
+	} else if( BL_CAST( BL_MOB, bl, md ) ) {
+		ud = &md->ud;
+	} else
+		ud = unit_bl2ud(bl);
+	
+	if(ud == NULL) return 0;
+
+	if(ud->walktimer != tid){
+		if(battle_config.error_log)
+			ShowError("unit_walk_timer mismatch %d != %d\n",ud->walktimer,tid);
+		return 0;
+	}
+	ud->walktimer=-1;
+	if( bl->prev == NULL ) return 0; // block_list から抜けているので移動停止する
+
+	if(ud->walkpath.path_pos>=ud->walkpath.path_len)
+		return 0;
+
+	//歩いたので息吹のタイマーを初期化
+	if(sd) {
+		sd->inchealspirithptick = 0;
+		sd->inchealspiritsptick = 0;
+	}
+	
+	if(ud->walkpath.path[ud->walkpath.path_pos]>=8)
+		return 1;
+	x = bl->x;
+	y = bl->y;
+
+	dir = ud->walkpath.path[ud->walkpath.path_pos];
+	ud->dir = dir;
+	if (sd) 
+		sd->head_dir = dir;
+
+	dx = dirx[(int)dir];
+	dy = diry[(int)dir];
+
+	if(map_getcell(bl->m,x+dx,y+dy,CELL_CHKNOPASS))
+		return unit_walktoxy_sub(bl);
+	
+	// バシリカ判定
+
+	map_foreachinmovearea(clif_outsight,bl->m,
+		x-AREA_SIZE,y-AREA_SIZE,x+AREA_SIZE,y+AREA_SIZE,
+		dx,dy,sd?BL_ALL:BL_PC,bl);
+
+	x += dx;
+	y += dy;
+	map_moveblock(bl, x, y, tick);
+	ud->walk_count++; //walked cell counter, to be used for walk-triggered skills. [Skotlex]
+
+	ud->walktimer = 1;
+	map_foreachinmovearea(clif_insight,bl->m,
+		x-AREA_SIZE,y-AREA_SIZE,x+AREA_SIZE,y+AREA_SIZE,
+		-dx,-dy,sd?BL_ALL:BL_PC,bl);
+	ud->walktimer = -1;
+	
+	if(sd) {
+		if(map_getcell(bl->m,x,y,CELL_CHKNPC)) {
+			npc_touch_areanpc(sd,bl->m,x,y);
+			if (bl->prev == NULL) //Script could have warped char, abort remaining of the function.
+				return 0;
+		} else
+			sd->areanpc_id=0;
+		if (sd->state.gmaster_flag)
+		{ //Guild Aura: Likely needs to be recoded, this method seems inefficient.
+			struct guild *g = sd->state.gmaster_flag;
+			int skill, guildflag = 0;
+			if ((skill = guild_checkskill(g, GD_LEADERSHIP)) > 0) guildflag |= skill<<12;
+			if ((skill = guild_checkskill(g, GD_GLORYWOUNDS)) > 0) guildflag |= skill<<8;
+			if ((skill = guild_checkskill(g, GD_SOULCOLD)) > 0) guildflag |= skill<<4;
+			if ((skill = guild_checkskill(g, GD_HAWKEYES)) > 0) guildflag |= skill;
+			if (guildflag)
+				map_foreachinrange(skill_guildaura_sub, bl,2, BL_PC,
+					bl->id, sd->status.guild_id, &guildflag);
+		}
+		if (
+			(sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR &&
+			sd->sc.data[SC_MIRACLE].timer==-1 &&
+			!(ud->walk_count%WALK_SKILL_INTERVAL) &&
+			rand()%10000 < battle_config.sg_miracle_skill_ratio
+		) {	//SG_MIRACLE [Komurka]
+			clif_displaymessage(sd->fd,"[Miracle of the Sun, Moon and Stars]");
+			sc_start(&sd->bl,SC_MIRACLE,100,1,battle_config.sg_miracle_skill_duration);
+		}
+	} else if (md) {
+		if(battle_config.mob_npc_warp && map_getcell(bl->m,x,y,CELL_CHKNPC) &&
+			npc_touch_areanpc2(bl)) // Enable mobs to step on warps. [Skotlex]
+	  		return 0;
+		if (md->min_chase > md->db->range2) md->min_chase--;
+		//Walk skills are triggered regardless of target due to the idle-walk mob state.
+		if(!(ud->walk_count%WALK_SKILL_INTERVAL) &&
+			mobskill_use(md, tick, -1))
+			return 0;
+	}
+
+	if(tid == -1) //A directly invoked timer is from battle_stop_walking, therefore the rest is irrelevant.
+		return 0;
+		
+	if(ud->state.change_walk_target)
+		return unit_walktoxy_sub(bl);
+
+	ud->walkpath.path_pos++;
+	if(ud->walkpath.path_pos>=ud->walkpath.path_len)
+		i = -1;
+	else if(ud->walkpath.path[ud->walkpath.path_pos]&1)
+		i = status_get_speed(bl)*14/10;
+	else
+		i = status_get_speed(bl);
+
+	if(i > 0)
+		ud->walktimer = add_timer(tick+i,unit_walktoxy_timer,id,i);
+	else if(ud->state.running) {
+		//Keep trying to run.
+		if (!unit_run(bl))
+			ud->state.running = 0;
+	} else if (ud->target) {
+		//Update target trajectory.
+		struct block_list *tbl = map_id2bl(ud->target);
+		if (!tbl) {	//Cancel chase.
+			ud->to_x = bl->x;
+			ud->to_y = bl->y;
+			return 0;
+		}
+		if (tbl->m == bl->m && check_distance_bl(bl, tbl, ud->chaserange))
+		{	//Reached destination.
+			if (ud->state.attack_continue) {
+				clif_fixpos(bl); //Aegis uses one before every attack, we should
+				  //only need this one for syncing purposes. [Skotlex]
+				unit_attack(bl, tbl->id, ud->state.attack_continue);
+			}
+		} else { //Update chase-path
+			unit_walktobl(bl, tbl, ud->chaserange, ud->state.walk_easy|(ud->state.attack_continue?2:0));
+			return 0;
+		}
+	} else {	//Stopped walking. Update to_x and to_y to current location [Skotlex]
+		ud->to_x = bl->x;
+		ud->to_y = bl->y;
+		if(md && md->nd) // Tell the script engine we've finished walking (for AI pathfinding)
+			mob_script_callback(md, NULL, CALLBACK_WALKACK);
+	}
+	return 0;
+}
+
+int unit_walktoxy( struct block_list *bl, int x, int y, int easy) {
+	struct unit_data        *ud = NULL;
+	struct status_change		*sc = NULL;
+
+	nullpo_retr(0, bl);
+	
+	ud = unit_bl2ud(bl);
+	
+	if( ud == NULL) return 0;
+
+	// 移動出来ないユニットは弾く
+	if(!(status_get_mode(bl)&MD_CANMOVE) || !unit_can_move(bl))
+		return 0;
+
+	ud->state.walk_easy = easy;
+	ud->target = 0;
+	ud->to_x = x;
+	ud->to_y = y;
+	
+	sc = status_get_sc(bl);
+	if (sc && sc->count && sc->data[SC_CONFUSION].timer != -1) //Randomize the target position
+		map_random_dir(bl, &ud->to_x, &ud->to_y);
+
+	if(ud->walktimer != -1) {
+		// 現在歩いている最中の目的地変更なのでマス目の中心に来た時に
+		// timer関数からunit_walktoxy_subを呼ぶようにする
+		ud->state.change_walk_target = 1;
+		return 1;
+	} else {
+		return unit_walktoxy_sub(bl);
+	}
+}
+
+static int unit_walktobl_sub(int tid,unsigned int tick,int id,int data)
+{
+	struct block_list *bl = map_id2bl(id);
+	struct unit_data *ud = bl?unit_bl2ud(bl):NULL;
+
+	if (ud && ud->walktimer == -1 && ud->target == data)
+	{
+		if (DIFF_TICK(ud->canmove_tick, tick) > 0) //Keep waiting?
+			add_timer(ud->canmove_tick+1, unit_walktobl_sub, id, data);
+		else if (unit_can_move(bl))
+			unit_walktoxy_sub(bl);
+	}
+	return 0;	
+}
+
+// Chases a tbl. If the flag&1, use hard-path seek,
+// if flag&2, start attacking upon arrival within range, otherwise just walk to that character.
+int unit_walktobl(struct block_list *bl, struct block_list *tbl, int range, int flag) {
+	struct unit_data        *ud = NULL;
+	struct status_change		*sc = NULL;
+	nullpo_retr(0, bl);
+	nullpo_retr(0, tbl);
+	
+	ud = unit_bl2ud(bl);
+	if( ud == NULL) return 0;
+
+	if (!(status_get_mode(bl)&MD_CANMOVE))
+		return 0;
+	
+	if (!unit_can_reach_bl(bl, tbl, distance_bl(bl, tbl)+1, flag&1, &ud->to_x, &ud->to_y)) {
+		ud->to_x = bl->x;
+		ud->to_y = bl->y;
+		return 0;
+	}
+
+	ud->state.walk_easy = flag&1;
+	ud->target = tbl->id;
+	ud->chaserange = range; //Note that if flag&2, this SHOULD be attack-range
+	ud->state.attack_continue = flag&2?1:0; //Chase to attack.
+
+	sc = status_get_sc(bl);
+	if (sc && sc->count && sc->data[SC_CONFUSION].timer != -1) //Randomize the target position
+		map_random_dir(bl, &ud->to_x, &ud->to_y);
+
+	
+	if(ud->walktimer != -1) {
+		ud->state.change_walk_target = 1;
+		return 1;
+	}
+	if (DIFF_TICK(ud->canmove_tick, gettick()) > 0)
+	{	//Can't move, wait a bit before invoking the movement.
+		add_timer(ud->canmove_tick+1, unit_walktobl_sub, bl->id, ud->target);
+		return 1;
+	} else if (!unit_can_move(bl))
+		return 0;
+	
+	return unit_walktoxy_sub(bl);
+}
+
+int unit_run(struct block_list *bl)
+{
+	struct status_change *sc = status_get_sc(bl);
+	int i,to_x,to_y,dir_x,dir_y;
+
+	if (!sc || !sc->count || sc->data[SC_RUN].timer == -1)
+		return 0;
+	
+	if (!unit_can_move(bl)) {
+		if(sc->data[SC_RUN].timer!=-1)
+			status_change_end(bl,SC_RUN,-1);
+		return 0;
+	}
+	
+	to_x = bl->x;
+	to_y = bl->y;
+	dir_x = dirx[sc->data[SC_RUN].val2];
+	dir_y = diry[sc->data[SC_RUN].val2];
+
+	for(i=0;i<AREA_SIZE;i++)
+	{
+		if(!map_getcell(bl->m,to_x+dir_x,to_y+dir_y,CELL_CHKPASS))
+			break;
+		to_x += dir_x;
+		to_y += dir_y;
+	}
+
+	if(to_x == bl->x && to_y == bl->y) {
+		//If you can't run forward, you must be next to a wall, so bounce back. [Skotlex]
+		status_change_end(bl,SC_RUN,-1);
+		skill_blown(bl,bl,skill_get_blewcount(TK_RUN,sc->data[SC_RUN].val1)|0x10000);
+		return 0;
+	}
+	unit_walktoxy(bl, to_x, to_y, 1);
+	return 1;
+}
+
+//Instant warp function.
+int unit_movepos(struct block_list *bl,int dst_x,int dst_y, int easy, int checkpath)
+{
+	int dx,dy,dir;
+	struct unit_data        *ud = NULL;
+	struct map_session_data *sd = NULL;
+	struct walkpath_data wpd;
+
+	nullpo_retr(0, bl);
+	if( BL_CAST( BL_PC,  bl, sd ) ) {
+		ud = &sd->ud;
+	} else
+		ud = unit_bl2ud(bl);
+	
+	if( ud == NULL) return 0;
+
+	unit_stop_walking(bl,1);
+	unit_stop_attack(bl);
+
+	if(checkpath && (map_getcell(bl->m,dst_x,dst_y, CELL_CHKNOPASS) || path_search_real(&wpd,bl->m,bl->x,bl->y,dst_x,dst_y,easy, CELL_CHKNOREACH)))
+		return 0;
+
+	dir = map_calc_dir(bl, dst_x,dst_y);
+	ud->dir = dir;
+	if(sd) sd->head_dir = dir;
+
+	dx = dst_x - bl->x;
+	dy = dst_y - bl->y;
+
+	map_foreachinmovearea(clif_outsight,bl->m,
+		bl->x-AREA_SIZE,bl->y-AREA_SIZE,bl->x+AREA_SIZE,bl->y+AREA_SIZE,
+		dx,dy,sd?BL_ALL:BL_PC,bl);
+
+	map_moveblock(bl, dst_x, dst_y, gettick());
+	
+	ud->walktimer = 1;
+	map_foreachinmovearea(clif_insight,bl->m,
+		bl->x-AREA_SIZE,bl->y-AREA_SIZE,bl->x+AREA_SIZE,bl->y+AREA_SIZE,
+		-dx,-dy,sd?BL_ALL:BL_PC,bl);
+	ud->walktimer = -1;
+		
+	if(sd) {
+		if(map_getcell(bl->m,bl->x,bl->y,CELL_CHKNPC)) {
+			npc_touch_areanpc(sd,bl->m,bl->x,bl->y);
+			if (bl->prev == NULL) //Script could have warped char, abort remaining of the function.
+				return 0;
+		} else
+			sd->areanpc_id=0;
+		if(sd->status.pet_id > 0 && sd->pd && sd->pet.intimate > 0)
+		{	//Check if pet needs to be teleported. [Skotlex]
+			int flag = 0;
+			bl = &sd->pd->bl; //Note that bl now points to the pet! 
+			if (!checkpath && path_search(&wpd,bl->m,bl->x,bl->y,dst_x,dst_y,0))
+				flag = 1;
+			else if (!check_distance_bl(&sd->bl, bl, AREA_SIZE)) //Too far, teleport.
+				flag = 2;
+			if (flag) {
+				unit_movepos(bl,sd->bl.x,sd->bl.y, 0, 0);
+				clif_slide(bl,bl->x,bl->y);
+			}
+		//If you want to use bl afterwards, uncomment this:
+		//bl = &sd->bl;
+		}
+	}
+	return 1;
+}
+
+int unit_setdir(struct block_list *bl,unsigned char dir)
+{
+	struct unit_data *ud;
+	nullpo_retr( 0, bl );
+	ud = unit_bl2ud(bl);
+	if (!ud) return 0;
+	ud->dir = dir;
+	if (bl->type == BL_PC) 
+		((TBL_PC *)bl)->head_dir = dir;
+	clif_changed_dir(bl);
+	return 0;
+}
+
+int unit_getdir(struct block_list *bl)
+{
+	struct unit_data *ud;
+	nullpo_retr( 0, bl );
+	ud = unit_bl2ud(bl);
+	if (!ud) return 0;
+	return ud->dir;
+}
+
+//Warps a unit/ud to a given map/position. 
+//In the case of players, pc_setpos is used.
+//it respects the no warp flags, so it is safe to call this without doing nowarpto/nowarp checks.
+int unit_warp(struct block_list *bl,int m,short x,short y,int type)
+{
+	struct unit_data *ud;
+	nullpo_retr(0, bl);
+	ud = unit_bl2ud(bl);
+	
+	if(bl->prev==NULL || !ud)
+		return 1;
+
+	if (type < 0 || type == 1)
+		//Type 1 is invalid, since you shouldn't warp a bl with the "death" 
+		//animation, it messes up with unit_remove_map! [Skotlex]
+		return 1;
+	
+	if( m<0 ) m=bl->m;
+	
+	switch (bl->type) {
+		case BL_MOB:
+			if (map[bl->m].flag.monster_noteleport)
+				return 1;
+			break;
+		case BL_PC:
+			if (map[bl->m].flag.noteleport)
+				return 1;
+			break;
+	}
+	
+	if (x<0 || y<0)
+  	{	//Random map position.
+		if (!map_search_freecell(NULL, m, &x, &y, -1, -1, 1)) {
+			if(battle_config.error_log)
+				ShowWarning("unit_warp failed. Unit Id:%d/Type:%d, target position map %d (%s) at [%d,%d]\n", bl->id, bl->type, m, map[m].name, x, y);
+			return 2;
+			
+		}
+	} else if (map_getcell(m,x,y,CELL_CHKNOREACH))
+	{	//Invalid target cell
+		if(battle_config.error_log)
+			ShowWarning("unit_warp: Specified non-walkable target cell: %d (%s) at [%d,%d]\n", m, map[m].name, x,y);
+		
+		if (!map_search_freecell(NULL, m, &x, &y, 4, 4, 1))
+	 	{	//Can't find a nearby cell
+			if(battle_config.error_log)
+				ShowWarning("unit_warp failed. Unit Id:%d/Type:%d, target position map %d (%s) at [%d,%d]\n", bl->id, bl->type, m, map[m].name, x, y);
+			return 2;
+		}
+	}
+			
+	if (bl->type == BL_PC) //Use pc_setpos
+		return pc_setpos((TBL_PC*)bl, map[m].index, x, y, type);
+	
+	if (!unit_remove_map(bl, type))
+		return 3;
+	
+	bl->x=ud->to_x=x;
+	bl->y=ud->to_y=y;
+	bl->m=m;
+
+	map_addblock(bl);
+	clif_spawn(bl);
+	skill_unit_move(bl,gettick(),1);
+
+	if(bl->type == BL_MOB){
+		TBL_MOB *md = (TBL_MOB *)bl;
+		if(md->nd) // Tell the script engine we've warped
+			mob_script_callback(md, NULL, CALLBACK_WARPACK);
+	}
+	return 0;
+}
+
+/*==========================================
+ * 歩行停止
+ *------------------------------------------
+ */
+int unit_stop_walking(struct block_list *bl,int type)
+{
+	struct unit_data *ud;
+	struct TimerData *data;
+	unsigned int tick;
+	nullpo_retr(0, bl);
+
+	ud = unit_bl2ud(bl);
+	if(!ud || ud->walktimer == -1)
+		return 0;
+	//NOTE: We are using timer data after deleting it because we know the 
+	//delete_timer function does not messes with it. If the function's 
+	//behaviour changes in the future, this code could break!
+	data = get_timer(ud->walktimer);
+	delete_timer(ud->walktimer, unit_walktoxy_timer);
+	ud->walktimer = -1;
+	ud->state.change_walk_target = 0;
+	tick = gettick();
+	if ((type&0x02 && !ud->walkpath.path_pos) //Force moving at least one cell.
+		|| (data && DIFF_TICK(data->tick, tick) <= data->data/2)) //Enough time has passed to cover half-cell
+	{	
+		ud->walkpath.path_len = ud->walkpath.path_pos+1;
+		unit_walktoxy_timer(-1, tick, bl->id, ud->walkpath.path_pos);
+	}
+
+	if(type&0x01)
+		clif_fixpos(bl);
+	
+	ud->walkpath.path_len = 0;
+	ud->walkpath.path_pos = 0;
+	ud->to_x = bl->x;
+	ud->to_y = bl->y;
+	if(bl->type == BL_PET && type&~0xff)
+		ud->canmove_tick = gettick() + (type>>8);
+
+	if (ud->state.running)
+		status_change_end(bl, SC_RUN, -1);
+	return 1;
+}
+
+int unit_skilluse_id(struct block_list *src, int target_id, int skill_num, int skill_lv) {
+
+	if(skill_num < 0) return 0;
+
+	return unit_skilluse_id2(
+		src, target_id, skill_num, skill_lv,
+		skill_castfix(src, skill_num, skill_lv),
+		skill_get_castcancel(skill_num)
+	);
+}
+
+int unit_is_walking(struct block_list *bl)
+{
+	struct unit_data *ud = unit_bl2ud(bl);
+	nullpo_retr(0, bl);
+	if(!ud) return 0;
+	return (ud->walktimer != -1);
+}
+
+/*==========================================
+ * Determines if the bl can move based on status changes. [Skotlex]
+ *------------------------------------------
+ */
+int unit_can_move(struct block_list *bl)
+{
+	struct map_session_data *sd;
+	struct unit_data *ud;
+	struct status_change *sc;
+	
+	nullpo_retr(0, bl);
+	ud = unit_bl2ud(bl);
+	sc = status_get_sc(bl);
+	BL_CAST(BL_PC, bl, sd);
+	
+	if (!ud)
+		return 0;
+	
+	if (ud->skilltimer != -1 && (!sd || pc_checkskill(sd, SA_FREECAST) <= 0))
+		return 0;
+		
+	if (DIFF_TICK(ud->canmove_tick, gettick()) > 0)
+		return 0;
+
+	if (sd && (
+		pc_issit(sd) ||
+		sd->state.blockedmove
+	))
+		return 0; //Can't move
+	
+	if (sc) {
+		if (sc->opt1 > 0 && sc->opt1 != OPT1_STONEWAIT)
+			return 0;
+
+		if ((sc->option & OPTION_HIDE) && (!sd || pc_checkskill(sd, RG_TUNNELDRIVE) <= 0))
+			return 0;
+
+		if (sc->count && (
+			sc->data[SC_ANKLE].timer != -1 ||
+			sc->data[SC_AUTOCOUNTER].timer !=-1 ||
+			sc->data[SC_TRICKDEAD].timer !=-1 ||
+			sc->data[SC_BLADESTOP].timer !=-1 ||
+			sc->data[SC_BLADESTOP_WAIT].timer !=-1 ||
+			sc->data[SC_SPIDERWEB].timer !=-1 ||
+			(sc->data[SC_DANCING].timer !=-1 && (
+				(sc->data[SC_DANCING].val4 && sc->data[SC_LONGING].timer == -1) ||
+				sc->data[SC_DANCING].val1 == CG_HERMODE	//cannot move while Hermod is active.
+			)) ||
+			sc->data[SC_MOONLIT].timer != -1 ||
+			(sc->data[SC_GOSPEL].timer !=-1 && sc->data[SC_GOSPEL].val4 == BCT_SELF) ||	// cannot move while gospel is in effect
+			sc->data[SC_STOP].timer != -1 ||
+			sc->data[SC_CLOSECONFINE].timer != -1 ||
+			sc->data[SC_CLOSECONFINE2].timer != -1
+		))
+			return 0;
+	}
+	return 1;
+}
+
+/*==========================================
+ * Applies walk delay to character, considering that 
+ * if type is 0, this is a damage induced delay: if previous delay is active, do not change it.
+ * if type is 1, this is a skill induced delay: walk-delay may only be increased, not decreased.
+ *------------------------------------------
+ */
+int unit_set_walkdelay(struct block_list *bl, unsigned int tick, int delay, int type)
+{
+	struct unit_data *ud = unit_bl2ud(bl);
+	if (delay <= 0 || !ud) return 0;
+	
+	if (type) {
+		if (DIFF_TICK(ud->canmove_tick, tick+delay) > 0)
+			return 0;
+	} else {
+		if (DIFF_TICK(ud->canmove_tick, tick) > 0)
+			return 0;
+	}
+	ud->canmove_tick = tick + delay;
+	if (ud->walktimer != -1)
+	{	//Stop walking, if chasing, readjust timers.
+		if (delay == 1)
+		{	//Minimal delay (walk-delay) disabled. Just stop walking.
+			unit_stop_walking(bl,0);
+		} else {
+			unit_stop_walking(bl,2);
+			if(ud->target)
+				add_timer(ud->canmove_tick+1, unit_walktobl_sub, bl->id, ud->target);
+		}
+	}
+	return 1;
+}
+
+int unit_skilluse_id2(struct block_list *src, int target_id, int skill_num, int skill_lv, int casttime, int castcancel) {
+	struct unit_data *ud;
+	struct status_data *tstatus;
+	struct status_change *sc;
+	struct map_session_data *sd = NULL;
+	struct block_list * target = NULL;
+	unsigned int tick = gettick();
+	int temp;
+
+	nullpo_retr(0, src);
+	if(status_isdead(src))
+		return 0; // 死んでいないか
+
+	if( BL_CAST( BL_PC,  src, sd ) ) {
+		ud = &sd->ud;
+	} else
+		ud = unit_bl2ud(src);
+
+	if(ud == NULL) return 0;
+	sc = status_get_sc(src);	
+	if (sc && !sc->count)
+		sc = NULL; //Unneeded
+	//temp: used to signal combo-skills right now.
+	temp = (target_id == src->id && !(sd && sd->state.skill_flag)
+		&& skill_get_inf(skill_num)&INF_SELF_SKILL
+		&& skill_get_inf2(skill_num)&INF2_NO_TARGET_SELF);
+	if (temp)
+		target_id = ud->target; //Auto-select skills. [Skotlex]
+
+	if (sd) {
+		//Target_id checking.
+		if(skillnotok(skill_num, sd)) // [MouseJstr]
+			return 0;
+		switch(skill_num)
+		{	//Check for skills that auto-select target
+		case MO_CHAINCOMBO:
+			if (sc && sc->data[SC_BLADESTOP].timer != -1){
+				if ((target=(struct block_list *)sc->data[SC_BLADESTOP].val4) == NULL)
+					return 0;
+			}
+			break;
+		case TK_JUMPKICK:
+		case TK_COUNTER:
+		case HT_POWER:
+			if (sc && sc->data[SC_COMBO].timer != -1 && sc->data[SC_COMBO].val1 == skill_num)
+				target_id = sc->data[SC_COMBO].val2;
+			break;
+		case WE_MALE:
+		case WE_FEMALE:
+			if (!sd->status.partner_id)
+				return 0;
+			target = (struct block_list*)map_charid2sd(sd->status.partner_id);
+			if (!target) {
+				clif_skill_fail(sd,skill_num,0,0);
+				return 0;
+			}
+			break;
+		}
+		if (target)
+			target_id = target->id;
+	}
+	if(!target && (target=map_id2bl(target_id)) == NULL )
+		return 0;
+	if(src->m != target->m)
+		return 0; // 同じマップかどうか
+	if(!src->prev || !target->prev)
+		return 0; // map 上に存在するか
+
+	//Normally not needed because clif.c checks for it, but the at/char/script commands don't! [Skotlex]
+	if(ud->skilltimer != -1 && skill_num != SA_CASTCANCEL)
+		return 0;
+
+	if(skill_get_inf2(skill_num)&INF2_NO_TARGET_SELF && src->id == target_id)
+		return 0;
+
+	if(!status_check_skilluse(src, target, skill_num, 0))
+		return 0;
+
+	tstatus = status_get_status_data(target);
+	//直前のスキル状況の記録
+	if(sd) {
+		switch(skill_num){
+		case SA_CASTCANCEL:
+			if(ud->skillid != skill_num){
+				sd->skillid_old = ud->skillid;
+				sd->skilllv_old = ud->skilllv;
+				break;
+			}
+		case BD_ENCORE:	
+			//Prevent using the dance skill if you no longer have the skill in your tree. 
+			if(!sd->skillid_dance || pc_checkskill(sd,sd->skillid_dance)<=0){
+				clif_skill_fail(sd,skill_num,0,0);
+				return 0;
+			}
+			sd->skillid_old = skill_num;
+			break;
+		case BD_LULLABY:
+		case BD_RICHMANKIM:
+		case BD_ETERNALCHAOS:
+		case BD_DRUMBATTLEFIELD:
+		case BD_RINGNIBELUNGEN:
+		case BD_ROKISWEIL:
+		case BD_INTOABYSS:
+		case BD_SIEGFRIED:
+		case CG_MOONLIT:
+			if (battle_config.player_skill_partner_check &&
+				(!battle_config.gm_skilluncond || pc_isGM(sd) < battle_config.gm_skilluncond) &&
+				(skill_check_pc_partner(sd, skill_num, &skill_lv, 1, 0) < 1)
+			) {
+				clif_skill_fail(sd,skill_num,0,0);
+				return 0;
+			}
+			break;
+		}
+		if (!skill_check_condition(sd, skill_num, skill_lv, 0))
+			return 0;	
+	}
+	//TODO: Add type-independant skill_check_condition function.
+	if (src->type == BL_MOB) {
+		switch (skill_num) {
+			case NPC_SUMMONSLAVE:
+			case NPC_SUMMONMONSTER:
+			case AL_TELEPORT:
+				if (((TBL_MOB*)src)->master_id && ((TBL_MOB*)src)->special_state.ai)
+					return 0;
+		}
+	}
+
+	if(src->id != target_id &&
+		!battle_check_range(src,target,skill_get_range2(src, skill_num,skill_lv)
+		+(skill_num==RG_CLOSECONFINE?0:1))) //Close confine is exploitable thanks to this extra range "feature" of the client. [Skotlex]
+		return 0;
+
+	if (!temp) //Stop attack on non-combo skills [Skotlex]
+		unit_stop_attack(src);
+	else if(ud->attacktimer != -1) //Elsewise, delay current attack sequence
+		ud->attackabletime = tick + status_get_adelay(src);
+	
+	ud->state.skillcastcancel = castcancel;
+
+	//temp: Used to signal force cast now.
+	temp = 0;
+	
+	switch(skill_num){
+	case ALL_RESURRECTION:
+		if(battle_check_undead(tstatus->race,tstatus->def_ele)){	
+			temp=1;
+			casttime = skill_castfix(src, PR_TURNUNDEAD, skill_lv);
+		}
+		break;
+	case MO_FINGEROFFENSIVE:
+		if(sd)
+			casttime += casttime * ((skill_lv > sd->spiritball)? sd->spiritball:skill_lv);
+		break;
+	case MO_EXTREMITYFIST:
+		if (sc && sc->data[SC_COMBO].timer != -1 &&
+			(sc->data[SC_COMBO].val1 == MO_COMBOFINISH ||
+			sc->data[SC_COMBO].val1 == CH_TIGERFIST ||
+			sc->data[SC_COMBO].val1 == CH_CHAINCRUSH))
+			casttime = 0;
+		temp = 1;
+		break;
+	case TK_RUN:
+		if (sc && sc->data[SC_RUN].timer != -1)
+			casttime = 0;
+		break;
+	case SA_MAGICROD:
+	case SA_SPELLBREAKER:
+		temp =1;
+		break;
+	case KN_CHARGEATK:
+		//Taken from jA: Casttime is increased by dist/3*100%
+		casttime = casttime * ((distance_bl(src,target)-1)/3+1);
+		break;
+	}
+
+	if (sc && sc->data[SC_MEMORIZE].timer != -1 && casttime > 0) {
+		casttime = casttime/2;
+		if ((--sc->data[SC_MEMORIZE].val2) <= 0)
+			status_change_end(src, SC_MEMORIZE, -1);
+	}
+
+	if( casttime>0 || temp){ 
+
+		clif_skillcasting(src, src->id, target_id, 0,0, skill_num,casttime);
+
+		if (sd && target->type == BL_MOB)
+		{
+			TBL_MOB *md = (TBL_MOB*)target;
+			mobskill_event(md, src, tick, -1); //Cast targetted skill event.
+			//temp: used to store mob's mode now.
+			if (tstatus->mode&MD_CASTSENSOR &&
+				battle_check_target(target, src, BCT_ENEMY) > 0)
+			{
+				switch (md->state.skillstate) {
+				case MSS_ANGRY:
+				case MSS_RUSH:
+				case MSS_FOLLOW:
+					if (!(tstatus->mode&(MD_AGGRESSIVE|MD_ANGRY)))
+						break; //Only Aggressive mobs change target while chasing.
+				case MSS_IDLE:
+				case MSS_WALK:
+					md->target_id = src->id;
+					md->state.aggressive = (temp&MD_ANGRY)?1:0;
+					md->min_chase = md->db->range3;
+				}
+			}
+		}
+	}
+
+	if( casttime<=0 )
+		ud->state.skillcastcancel=0;
+
+	ud->canact_tick  = tick + casttime + 100;
+	ud->skilltarget  = target_id;
+	ud->skillx       = 0;
+	ud->skilly       = 0;
+	ud->skillid      = skill_num;
+	ud->skilllv      = skill_lv;
+
+ 	if(sc && sc->data[SC_CLOAKING].timer != -1 &&
+		!(sc->data[SC_CLOAKING].val4&1) && skill_num != AS_CLOAKING)
+		status_change_end(src,SC_CLOAKING,-1);
+
+	if(casttime > 0) {
+		ud->skilltimer = add_timer( tick+casttime, skill_castend_id, src->id, 0 );
+		if(sd && pc_checkskill(sd,SA_FREECAST))
+			status_freecast_switch(sd);
+		else
+			unit_stop_walking(src,1);
+	}
+	else
+		skill_castend_id(ud->skilltimer,tick,src->id,0);
+	return 1;
+}
+
+int unit_skilluse_pos(struct block_list *src, int skill_x, int skill_y, int skill_num, int skill_lv) {
+	if(skill_num < 0)
+		return 0;
+	return unit_skilluse_pos2(
+		src, skill_x, skill_y, skill_num, skill_lv,
+		skill_castfix(src, skill_num, skill_lv),
+		skill_get_castcancel(skill_num)
+	);
+}
+
+int unit_skilluse_pos2( struct block_list *src, int skill_x, int skill_y, int skill_num, int skill_lv, int casttime, int castcancel) {
+	struct map_session_data *sd = NULL;
+	struct unit_data        *ud = NULL;
+	struct status_change *sc;
+	struct block_list    bl;
+	unsigned int tick = gettick();
+
+	nullpo_retr(0, src);
+
+	if(!src->prev) return 0; // map 上に存在するか
+	if(status_isdead(src)) return 0;
+
+	if( BL_CAST( BL_PC, src, sd ) ) {
+		ud = &sd->ud;
+	} else
+		ud = unit_bl2ud(src);
+	if(ud == NULL) return 0;
+
+	if(ud->skilltimer != -1) //Normally not needed since clif.c checks for it, but at/char/script commands don't! [Skotlex]
+		return 0;
+	
+	sc = status_get_sc(src);
+	if (sc && !sc->count)
+		sc = NULL;
+	
+	if(sd) {
+		if (skillnotok(skill_num, sd) ||
+			!skill_check_condition(sd, skill_num, skill_lv,0))
+		return 0;
+	} 
+	
+	if (!status_check_skilluse(src, NULL, skill_num, 0))
+		return 0;
+
+	if (map_getcell(src->m, skill_x, skill_y, CELL_CHKNOREACH))
+	{	//prevent casting ground targeted spells on non-walkable areas. [Skotlex] 
+		if (sd) clif_skill_fail(sd,skill_num,0,0);
+		return 0;
+	}
+
+	/* 射程と障害物チェック */
+	bl.type = BL_NUL;
+	bl.m = src->m;
+	bl.x = skill_x;
+	bl.y = skill_y;
+	if(skill_num != TK_HIGHJUMP &&
+		!battle_check_range(src,&bl,skill_get_range2(src, skill_num,skill_lv)+1))
+		return 0;
+
+	unit_stop_attack(src);
+	ud->state.skillcastcancel = castcancel;
+
+	if (sc && sc->data[SC_MEMORIZE].timer != -1 && casttime > 0){
+		casttime = casttime/3;
+		if ((--sc->data[SC_MEMORIZE].val2)<=0)
+			status_change_end(src, SC_MEMORIZE, -1);
+	}
+
+	if( casttime>0 ) {
+		unit_stop_walking( src, 1);
+		clif_skillcasting(src, src->id, 0, skill_x,skill_y, skill_num,casttime);
+	}
+
+	if( casttime<=0 )
+		ud->state.skillcastcancel=0;
+
+	ud->canact_tick  = tick + casttime + 100;
+	ud->skillid      = skill_num;
+	ud->skilllv      = skill_lv;
+	ud->skillx       = skill_x;
+	ud->skilly       = skill_y;
+	ud->skilltarget  = 0;
+
+	if (sc && sc->data[SC_CLOAKING].timer != -1 &&
+		!(sc->data[SC_CLOAKING].val4&1))
+		status_change_end(src,SC_CLOAKING,-1);
+
+	if(casttime > 0) {
+		ud->skilltimer = add_timer( tick+casttime, skill_castend_pos, src->id, 0 );
+		if(sd && pc_checkskill(sd,SA_FREECAST))
+			status_freecast_switch(sd);
+		else
+			unit_stop_walking(src,1);
+	}
+	else {
+		ud->skilltimer = -1;
+		skill_castend_pos(ud->skilltimer,tick,src->id,0);
+	}
+	return 1;
+}
+
+static int unit_attack_timer(int tid,unsigned int tick,int id,int data);
+
+int unit_stop_attack(struct block_list *bl)
+{
+	struct unit_data *ud = unit_bl2ud(bl);
+	nullpo_retr(0, bl);
+
+	if(!ud || ud->attacktimer == -1)
+		return 0;
+
+	delete_timer( ud->attacktimer, unit_attack_timer );
+	ud->attacktimer = -1;
+	ud->target = 0;
+	return 0;
+}
+
+//Means current target is unattackable. For now only unlocks mobs.
+int unit_unattackable(struct block_list *bl) {
+	struct unit_data *ud = unit_bl2ud(bl);
+	if (ud) {
+		ud->target = 0;
+		ud->state.attack_continue = 0;
+	}
+	
+	if(bl->type == BL_MOB)
+		mob_unlocktarget((struct mob_data*)bl, gettick()) ;
+	else if(bl->type == BL_PET)
+		pet_unlocktarget((struct pet_data*)bl);
+	return 0;
+}
+
+/*==========================================
+ * 攻撃要求
+ * typeが1なら継続攻撃
+ *------------------------------------------
+ */
+
+int unit_attack(struct block_list *src,int target_id,int type)
+{
+	struct block_list *target;
+	struct unit_data  *ud;
+
+	nullpo_retr(0, ud = unit_bl2ud(src));
+
+	target=map_id2bl(target_id);
+	if(target==NULL || status_isdead(target)) {
+		unit_unattackable(src);
+		return 1;
+	}
+
+	if(src->type == BL_PC && target->type==BL_NPC) { // monster npcs [Valaris]
+		npc_click((TBL_PC*)src,target); // submitted by leinsirk10 [Celest]
+		return 0;
+	}
+
+	if(battle_check_target(src,target,BCT_ENEMY)<=0 ||
+		!status_check_skilluse(src, target, 0, 0)
+	) {
+		unit_unattackable(src);
+		return 1;
+	}
+
+	ud->target = target_id;
+	ud->state.attack_continue = type;
+	if (type) //If you re to attack continously, set to auto-case character
+		ud->chaserange = status_get_range(src);
+	
+	//Just change target/type. [Skotlex]
+	if(ud->attacktimer != -1)
+		return 0;
+
+	if(DIFF_TICK(ud->attackabletime, gettick()) > 0)
+		//Do attack next time it is possible. [Skotlex]
+		ud->attacktimer=add_timer(ud->attackabletime,unit_attack_timer,src->id,0);
+	else //Attack NOW.
+		unit_attack_timer(-1,gettick(),src->id,0);
+
+	return 0;
+}
+
+/*==========================================
+ *
+ *------------------------------------------
+ */
+int unit_can_reach_pos(struct block_list *bl,int x,int y, int easy)
+{
+	struct walkpath_data wpd;
+
+	nullpo_retr(0, bl);
+
+	if( bl->x==x && bl->y==y )	// 同じマス
+		return 1;
+
+	// 障害物判定
+	wpd.path_len=0;
+	wpd.path_pos=0;
+	wpd.path_half=0;
+	return (path_search_real(&wpd,bl->m,bl->x,bl->y,x,y,easy,CELL_CHKNOREACH)!=-1);
+}
+
+/*==========================================
+ *
+ *------------------------------------------
+ */
+int unit_can_reach_bl(struct block_list *bl,struct block_list *tbl, int range, int easy, short *x, short *y)
+{
+	struct walkpath_data wpd;
+	int i;
+	short dx,dy;
+	nullpo_retr(0, bl);
+	nullpo_retr(0, tbl);
+
+	if( bl->m != tbl->m)
+		return 0;
+	
+	if( bl->x==tbl->x && bl->y==tbl->y )
+		return 1;
+
+	if(range>0 && !check_distance_bl(bl, tbl, range))
+		return 0;
+
+	wpd.path_len=0;
+	wpd.path_pos=0;
+	wpd.path_half=0;
+	
+	// It judges whether it can adjoin or not.
+	dx=tbl->x - bl->x;
+	dy=tbl->y - bl->y;
+	dx=(dx>0)?1:((dx<0)?-1:0);
+	dy=(dy>0)?1:((dy<0)?-1:0);
+	
+	if (map_getcell(tbl->m,tbl->x-dx,tbl->y-dy,CELL_CHKNOREACH))
+	{	//Look for a suitable cell to place in.
+		for(i=0;i<9 && map_getcell(tbl->m,tbl->x-dirx[i],tbl->y-diry[i],CELL_CHKNOREACH);i++);
+		if (i==9) return 0; //No valid cells.
+		dx = dirx[i];
+		dy = diry[i];
+	}
+
+	if (x) *x = tbl->x-dx;
+	if (y) *y = tbl->y-dy;
+	return (path_search_real(&wpd,bl->m,bl->x,bl->y,tbl->x-dx,tbl->y-dy,easy,CELL_CHKNOREACH)!=-1);
+}
+
+
+/*==========================================
+ * PCの攻撃 (timer関数)
+ *------------------------------------------
+ */
+static int unit_attack_timer_sub(struct block_list* src, int tid, unsigned int tick)
+{
+	struct block_list *target;
+	struct unit_data *ud;
+	struct status_data *sstatus;
+	struct map_session_data *sd = NULL;
+	struct mob_data *md = NULL;
+	int range;
+	
+	if((ud=unit_bl2ud(src))==NULL)
+		return 0;
+	if(ud->attacktimer != tid){
+		if(battle_config.error_log)
+			ShowError("unit_attack_timer %d != %d\n",ud->attacktimer,tid);
+		return 0;
+	}
+	BL_CAST( BL_PC , src, sd);
+	BL_CAST( BL_MOB, src, md);
+	ud->attacktimer=-1;
+	target=map_id2bl(ud->target);
+
+	if(src->prev == NULL || target==NULL || target->prev == NULL)
+		return 0;
+
+	if(ud->skilltimer != -1 && (!sd || pc_checkskill(sd,SA_FREECAST) <= 0))
+		return 0;
+	
+	if(src->m != target->m || status_isdead(src) || status_isdead(target) || !status_check_skilluse(src, target, 0, 0))
+		return 0;
+
+	sstatus = status_get_status_data(src);
+
+	if(!battle_config.sdelay_attack_enable &&
+		DIFF_TICK(ud->canact_tick,tick) > 0 && 
+		(!sd || pc_checkskill(sd,SA_FREECAST) <= 0)
+	) {
+		if (tid == -1) { //requested attack.
+			if(sd) clif_skill_fail(sd,1,4,0);
+			return 0;
+		}
+		//Otherwise, we are in a combo-attack, delay this until your canact time is over. [Skotlex]
+		if(ud->state.attack_continue) {
+			if (DIFF_TICK(ud->canact_tick, ud->attackabletime) > 0)
+				ud->attackabletime = ud->canact_tick;
+			ud->attacktimer=add_timer(ud->attackabletime,unit_attack_timer,src->id,0);
+		}
+		return 1;
+	}
+
+	range = sstatus->rhw.range;
+	
+	if(!sd || sd->status.weapon != W_BOW) range++; //Dunno why everyone but bows gets this extra range...
+	if(unit_is_walking(target)) range++; //Extra range when chasing
+
+	if(!check_distance_bl(src,target,range) ) {
+		//Chase if required.
+		if(ud->state.attack_continue) {
+			if(sd)
+				clif_movetoattack(sd,target);
+			else
+				unit_walktobl(src,target,ud->chaserange,ud->state.walk_easy|2);
+		}
+		return 1;
+	}
+	if(!battle_check_range(src,target,range)) {
+	  	//Within range, but no direct line of attack
+		if(ud->state.attack_continue) {
+			if(ud->chaserange > 2) ud->chaserange-=2;
+			unit_walktobl(src,target,ud->chaserange,ud->state.walk_easy|2);
+		}
+		return 1;
+	}
+
+	//Sync packet only for players.
+	//Non-players use the sync packet on the walk timer. [Skotlex]
+	if (tid == -1 && sd) clif_fixpos(src);
+
+	if(DIFF_TICK(ud->attackabletime,tick) <= 0) {
+		if (battle_config.attack_direction_change &&
+			(src->type&battle_config.attack_direction_change)) {
+			ud->dir = map_calc_dir(src, target->x,target->y );
+			if (sd) sd->head_dir = ud->dir;
+		}
+		if(ud->walktimer != -1)
+			unit_stop_walking(src,1);
+		if(md) {
+			if (mobskill_use(md,tick,-1))
+				return 1;
+			if (sstatus->mode&MD_ASSIST && DIFF_TICK(md->last_linktime, tick) < MIN_MOBLINKTIME)
+			{	// Link monsters nearby [Skotlex]
+				md->last_linktime = tick;
+				map_foreachinrange(mob_linksearch, src, md->db->range2,
+					BL_MOB, md->class_, target, tick);
+			}
+		}
+		if(src->type == BL_PET && pet_attackskill((TBL_PET*)src, target->id))
+			return 1;
+		
+		map_freeblock_lock();
+		ud->attacktarget_lv = battle_weapon_attack(src,target,tick,0);
+
+		if(sd && sd->status.pet_id > 0 && sd->pd && battle_config.pet_attack_support)
+			pet_target_check(sd,target,0);
+		map_freeblock_unlock();
+
+		ud->attackabletime = tick + sstatus->adelay;
+//		You can't move if you can't attack neither.
+		unit_set_walkdelay(src, tick, sstatus->amotion, 1);
+	}
+
+	if(ud->state.attack_continue)
+		ud->attacktimer = add_timer(ud->attackabletime,unit_attack_timer,src->id,0);
+
+	return 1;
+}
+
+static int unit_attack_timer(int tid,unsigned int tick,int id,int data) {
+	struct block_list *bl;
+	bl = map_id2bl(id);
+	if(bl && unit_attack_timer_sub(bl, tid, tick) == 0)
+		unit_unattackable(bl);
+	return 0;
+}
+
+/*==========================================
+ * Cancels an ongoing skill cast.
+ * flag&1: Cast-Cancel invoked.
+ * flag&2: Cancel only if skill is cancellable.
+ *------------------------------------------
+ */
+int unit_skillcastcancel(struct block_list *bl,int type)
+{
+	struct map_session_data *sd = NULL;
+	struct unit_data *ud = unit_bl2ud( bl);
+	unsigned int tick=gettick();
+	int ret=0, skill;
+	
+	nullpo_retr(0, bl);
+	if (!ud || ud->skilltimer==-1)
+		return 0; //Nothing to cancel.
+
+	BL_CAST(BL_PC,  bl, sd);
+
+	if (type&2) {
+		//See if it can be cancelled.
+		if (!ud->state.skillcastcancel)
+			return 0;
+
+		if (sd && (sd->special_state.no_castcancel2 ||
+			(sd->special_state.no_castcancel && !map_flag_gvg(bl->m)))) //fixed flags being read the wrong way around [blackhole89]
+			return 0;
+	}
+	
+	ud->canact_tick=tick;
+	if(sd && pc_checkskill(sd,SA_FREECAST))
+		status_freecast_switch(sd);
+	
+	if(type&1 && sd)
+		skill = sd->skillid_old;
+	else
+		skill = ud->skillid;
+	
+	if (skill_get_inf(skill) & INF_GROUND_SKILL)
+		ret=delete_timer( ud->skilltimer, skill_castend_pos );
+	else
+		ret=delete_timer( ud->skilltimer, skill_castend_id );
+	if(ret<0)
+		ShowError("delete timer error : skillid : %d\n",ret);
+	
+	if(bl->type==BL_MOB) ((TBL_MOB*)bl)->skillidx  = -1;
+
+	ud->skilltimer = -1;
+	clif_skillcastcancel(bl);
+	return 1;
+}
+
+// unit_data の初期化処理
+void unit_dataset(struct block_list *bl) {
+	struct unit_data *ud;
+	nullpo_retv(ud = unit_bl2ud(bl));
+
+	memset( ud, 0, sizeof( struct unit_data) );
+	ud->bl             = bl;
+	ud->walktimer      = -1;
+	ud->skilltimer     = -1;
+	ud->attacktimer    = -1;
+	ud->attackabletime = 
+	ud->canact_tick    = 
+	ud->canmove_tick   = gettick();
+}
+
+/*==========================================
+ * 自分をロックしているユニットの数を数える(foreachclient)
+ *------------------------------------------
+ */
+static int unit_counttargeted_sub(struct block_list *bl, va_list ap)
+{
+	int id, target_lv;
+	struct unit_data *ud;
+	id = va_arg(ap,int);
+	target_lv = va_arg(ap,int);
+	if(bl->id == id)
+		return 0;
+
+	ud = unit_bl2ud(bl);
+
+	if (ud && ud->target == id && ud->attacktimer != -1 && ud->attacktarget_lv >= target_lv)
+		return 1;
+
+	return 0;	
+}
+
+/*==========================================
+ *
+ *------------------------------------------
+ */
+int unit_fixdamage(struct block_list *src,struct block_list *target,unsigned int tick,int sdelay,int ddelay,int damage,int div,int type,int damage2)
+{
+	nullpo_retr(0, target);
+
+	if(damage+damage2 <= 0)
+		return 0;
+	
+	return status_fix_damage(src,target,damage+damage2,clif_damage(target,target,tick,sdelay,ddelay,damage,div,type,damage2));
+}
+/*==========================================
+ * 自分をロックしている対象の数を返す
+ * 戻りは整数で0以上
+ *------------------------------------------
+ */
+int unit_counttargeted(struct block_list *bl,int target_lv)
+{
+	nullpo_retr(0, bl);
+	return (map_foreachinrange(unit_counttargeted_sub, bl, AREA_SIZE, BL_CHAR,
+		bl->id, target_lv));
+}
+
+/*==========================================
+ * 見た目のサイズを変更する
+ *------------------------------------------
+ */
+int unit_changeviewsize(struct block_list *bl,short size)
+{
+	nullpo_retr(0, bl);
+
+	size=(size<0)?-1:(size>0)?1:0;
+
+	if(bl->type == BL_PC) {
+		((TBL_PC*)bl)->state.size=size;
+	} else if(bl->type == BL_MOB) {
+		((TBL_MOB*)bl)->special_state.size=size;
+	} else
+		return 0;
+	if(size!=0)
+		clif_misceffect2(bl,421+size);
+	return 0;
+}
+
+/*==========================================
+ * Removes a bl/ud from the map.
+ * Returns 1 on success. 0 if it couldn't be removed or the bl was free'd
+ * if clrtype is 1 (death), appropiate cleanup is performed. 
+ * Otherwise it is assumed bl is being warped.
+ * On-Kill specific stuff is not performed here, look at status_damage for that.
+ *------------------------------------------
+ */
+int unit_remove_map(struct block_list *bl, int clrtype) {
+	struct unit_data *ud = unit_bl2ud(bl);
+	struct status_change *sc = status_get_sc(bl);
+	nullpo_retr(0, ud);
+
+	if(bl->prev == NULL)
+		return 0; //Already removed?
+
+	map_freeblock_lock();
+
+	ud->target = 0; //Unlock walk/attack target.
+	if (ud->walktimer != -1)
+		unit_stop_walking(bl,0);
+	if (ud->attacktimer != -1)
+		unit_stop_attack(bl);
+	if (ud->skilltimer != -1)
+		unit_skillcastcancel(bl,0);
+// Do not reset can-act delay. [Skotlex]
+	ud->attackabletime = ud->canmove_tick /*= ud->canact_tick*/ = gettick();
+	clif_clearchar_area(bl,clrtype);
+	
+	if(sc && sc->count ) { //map-change/warp dispells.
+		if(sc->data[SC_BLADESTOP].timer!=-1)
+			status_change_end(bl,SC_BLADESTOP,-1);
+		if(sc->data[SC_BASILICA].timer!=-1)
+			status_change_end(bl,SC_BASILICA,-1);
+		if(sc->data[SC_ANKLE].timer != -1)
+			status_change_end(bl, SC_ANKLE, -1);
+		if (sc->data[SC_TRICKDEAD].timer != -1)
+			status_change_end(bl, SC_TRICKDEAD, -1);
+		if (sc->data[SC_BLADESTOP].timer!=-1)
+			status_change_end(bl,SC_BLADESTOP,-1);
+		if (sc->data[SC_RUN].timer!=-1)
+			status_change_end(bl,SC_RUN,-1);
+		if (sc->data[SC_DANCING].timer!=-1) // clear dance effect when warping [Valaris]
+			skill_stop_dancing(bl);
+		if (sc->data[SC_DEVOTION].timer!=-1)
+			status_change_end(bl,SC_DEVOTION,-1);
+		if (sc->data[SC_MARIONETTE].timer!=-1)
+			status_change_end(bl,SC_MARIONETTE,-1);
+		if (sc->data[SC_MARIONETTE2].timer!=-1)
+			status_change_end(bl,SC_MARIONETTE2,-1);
+		if (sc->data[SC_CLOSECONFINE].timer!=-1)
+			status_change_end(bl,SC_CLOSECONFINE,-1);
+		if (sc->data[SC_CLOSECONFINE2].timer!=-1)
+			status_change_end(bl,SC_CLOSECONFINE2,-1);
+		if (sc->data[SC_HIDING].timer!=-1)
+			status_change_end(bl, SC_HIDING, -1);
+		if (sc->data[SC_CLOAKING].timer!=-1)
+			status_change_end(bl, SC_CLOAKING, -1);
+		if (sc->data[SC_CHASEWALK].timer!=-1)
+			status_change_end(bl, SC_CHASEWALK, -1);
+		if (sc->data[SC_GOSPEL].timer != -1 && sc->data[SC_GOSPEL].val4 == BCT_SELF)
+			status_change_end(bl, SC_GOSPEL, -1);
+	}
+
+	if (bl->type&BL_CHAR) {
+		skill_unit_move(bl,gettick(),4);
+		skill_cleartimerskill(bl);			// タイマースキルクリア
+	}
+
+	if(bl->type == BL_PC) {
+		struct map_session_data *sd = (struct map_session_data*)bl;
+
+		//Leave/reject all invitations.
+		if(sd->chatID)
+			chat_leavechat(sd);
+		if(sd->trade_partner)
+			trade_tradecancel(sd);
+		if(sd->vender_id)
+			vending_closevending(sd);
+		if(sd->state.storage_flag == 1)
+			storage_storage_quit(sd,0);
+		else if (sd->state.storage_flag == 2)
+			storage_guild_storage_quit(sd,0);
+
+		if(sd->party_invite>0)
+			party_reply_invite(sd,sd->party_invite_account,0);
+		if(sd->guild_invite>0)
+			guild_reply_invite(sd,sd->guild_invite,0);
+		if(sd->guild_alliance>0)
+			guild_reply_reqalliance(sd,sd->guild_alliance_account,0);
+
+		pc_stop_following(sd);
+		pc_delinvincibletimer(sd);
+
+		if(sd->pvp_timer!=-1) {
+			delete_timer(sd->pvp_timer,pc_calc_pvprank_timer);
+			sd->pvp_timer = -1;
+		}
+
+		if(pc_issit(sd)) {
+			pc_setstand(sd);
+			skill_gangsterparadise(sd,0);
+			skill_rest(sd,0);
+		}
+		party_send_dot_remove(sd);//minimap dot fix [Kevin]
+		guild_send_dot_remove(sd);
+	} else if(bl->type == BL_MOB) {
+		struct mob_data *md = (struct mob_data*)bl;
+		md->target_id=0;
+		md->attacked_id=0;
+		md->state.skillstate= MSS_IDLE;
+	} else if (bl->type == BL_PET) {
+		struct pet_data *pd = (struct pet_data*)bl;
+		struct map_session_data *sd = pd->msd;
+		
+		if(!sd) {
+			map_delblock(bl);
+			unit_free(bl);
+			map_freeblock_unlock();
+			return 0;
+		}
+		if (sd->pet.intimate <= 0)
+		{	//Remove pet.
+			intif_delete_petdata(sd->status.pet_id);
+			sd->status.pet_id = 0;
+			sd->pd = NULL;
+			pd->msd = NULL;
+			map_delblock(bl);
+			unit_free(bl);
+			map_freeblock_unlock();
+			return 0;
+		}
+	}
+	map_delblock(bl);
+	map_freeblock_unlock();
+	return 1;
+}
+
+/*==========================================
+ * Function to free all related resources to the bl
+ * if unit is on map, it is removed using clrtype 0.
+ *------------------------------------------
+ */
+
+int unit_free(struct block_list *bl) {
+	struct unit_data *ud = unit_bl2ud( bl );
+	nullpo_retr(0, ud);
+
+	map_freeblock_lock();
+	if( bl->prev )	//Players are supposed to logout with a "warp" effect.
+		unit_remove_map(bl, bl->type==BL_PC?3:0);
+	
+	if( bl->type == BL_PC ) {
+		struct map_session_data *sd = (struct map_session_data*)bl;
+		if(status_isdead(bl))
+			pc_setrestartvalue(sd,2);
+
+		//Status that are not saved...
+		if(sd->sc.count) {
+			if(sd->sc.data[SC_SPURT].timer!=-1)
+				status_change_end(bl,SC_SPURT,-1);
+			if(sd->sc.data[SC_BERSERK].timer!=-1)
+				status_change_end(bl,SC_BERSERK,-1);
+			if(sd->sc.data[SC_TRICKDEAD].timer!=-1)
+				status_change_end(bl,SC_TRICKDEAD,-1);
+			if (battle_config.debuff_on_logout) {
+				if(sd->sc.data[SC_ORCISH].timer!=-1)
+					status_change_end(bl,SC_ORCISH,-1);
+				if(sd->sc.data[SC_STRIPWEAPON].timer!=-1)
+					status_change_end(bl,SC_STRIPWEAPON,-1);
+				if(sd->sc.data[SC_STRIPARMOR].timer!=-1)
+					status_change_end(bl,SC_STRIPARMOR,-1);
+				if(sd->sc.data[SC_STRIPSHIELD].timer!=-1)
+					status_change_end(bl,SC_STRIPSHIELD,-1);
+				if(sd->sc.data[SC_STRIPHELM].timer!=-1)
+					status_change_end(bl,SC_STRIPHELM,-1);
+				if(sd->sc.data[SC_EXTREMITYFIST].timer!=-1)
+					status_change_end(bl,SC_EXTREMITYFIST,-1);
+				if(sd->sc.data[SC_EXPLOSIONSPIRITS].timer!=-1)
+					status_change_end(bl,SC_EXPLOSIONSPIRITS,-1);
+			}
+		}
+		// Notify friends that this char logged out. [Skotlex]
+		clif_foreachclient(clif_friendslist_toggle_sub, sd->status.account_id, sd->status.char_id, 0);
+		party_send_logout(sd);
+		guild_send_memberinfoshort(sd,0);
+		pc_cleareventtimer(sd);		
+		pc_delspiritball(sd,sd->spiritball,1);
+		chrif_save_scdata(sd); //Save status changes, then clear'em out from memory. [Skotlex]
+		pc_makesavestatus(sd);
+		sd->state.waitingdisconnect = 1;
+		pc_clean_skilltree(sd);
+	} else if( bl->type == BL_PET ) {
+		struct pet_data *pd = (struct pet_data*)bl;
+		struct map_session_data *sd = pd->msd;
+		pet_hungry_timer_delete(pd);
+		if (pd->a_skill)
+		{
+			aFree(pd->a_skill);
+			pd->a_skill = NULL;
+		}
+		if (pd->s_skill)
+		{
+			if (pd->s_skill->timer != -1) {
+				if (pd->s_skill->id)
+					delete_timer(pd->s_skill->timer, pet_skill_support_timer);
+				else
+					delete_timer(pd->s_skill->timer, pet_heal_timer);
+			}
+			aFree(pd->s_skill);
+			pd->s_skill = NULL;
+		}
+		if(pd->recovery)
+		{
+			if(pd->recovery->timer != -1)
+				delete_timer(pd->recovery->timer, pet_recovery_timer);
+			aFree(pd->recovery);
+			pd->recovery = NULL;
+		}
+		if(pd->bonus)
+		{
+			if (pd->bonus->timer != -1)
+				delete_timer(pd->bonus->timer, pet_skill_bonus_timer);
+			aFree(pd->bonus);
+			pd->bonus = NULL;
+		}
+		if (pd->loot)
+		{
+			if (pd->loot->item)
+				aFree(pd->loot->item);
+			aFree (pd->loot);
+			pd->loot = NULL;
+		}
+		if (sd) {
+			if(sd->pet.intimate > 0)
+				intif_save_petdata(sd->status.account_id,&sd->pet);
+			sd->pd = NULL;
+		}
+	} else if(bl->type == BL_MOB) {
+		struct mob_data *md = (struct mob_data*)bl;
+		if(md->deletetimer!=-1)
+			delete_timer(md->deletetimer,mob_timer_delete);
+		md->deletetimer=-1;
+		if(md->lootitem) {
+			aFree(md->lootitem);
+			md->lootitem=NULL;
+		}
+		if (md->guardian_data)
+		{
+			if (md->guardian_data->number < MAX_GUARDIANS)
+				md->guardian_data->castle->guardian[md->guardian_data->number].id = 0;
+			aFree(md->guardian_data);
+			md->guardian_data = NULL;
+		}
+		if (md->spawn && md->spawn_n < 0 && --(md->spawn->num) == 0)
+		{	//Spawning data is not attached to the map, so free it
+			//if this is the last mob who is pointing at it.
+			aFree(md->spawn);
+			md->spawn = NULL;
+		}
+		if(md->base_status) {
+			aFree(md->base_status);
+			md->base_status = NULL;
+		}
+		if(mob_is_clone(md->class_))
+			mob_clone_delete(md->class_);
+	}
+
+	skill_clear_unitgroup(bl);
+	status_change_clear(bl,1);
+	if (bl->type != BL_PC)
+  	{	//Players are handled by map_quit
+		map_deliddb(bl);
+		map_freeblock(bl);
+	}
+	map_freeblock_unlock();
+	return 0;
+}
+
+int do_init_unit(void) {
+	add_timer_func_list(unit_attack_timer,  "unit_attack_timer");
+	add_timer_func_list(unit_walktoxy_timer,"unit_walktoxy_timer");
+	add_timer_func_list(unit_walktobl_sub, "unit_walktobl_sub");
+
+	return 0;
+}
+
+int do_final_unit(void) {
+	// nothing to do
+	return 0;
+}
+

+ 70 - 70
src/map/unit.h

@@ -1,70 +1,70 @@
-// Copyright (c) jAthena Dev Teams - Licensed under GNU GPL
-// For more information, see LICENCE in the main folder
-// Merged originally from jA by Skotlex
-#ifndef _UNIT_H_
-#define _UNIT_H_
-
-#include "map.h"
-
-// PC, MOB, PET に共通する処理を1つにまとめる計画
-
-// 歩行開始
-//     戻り値は、0 ( 成功 ), 1 ( 失敗 )
-int unit_walktoxy( struct block_list *bl, int x, int y, int easy);
-int unit_walktobl( struct block_list *bl, struct block_list *target, int range, int easy);
-int unit_run(struct block_list *bl);
-
-// 歩行停止
-// typeは以下の組み合わせ : 
-//     1: 位置情報の送信( この関数の後に位置情報を送信する場合は不要 )
-//     2: ダメージディレイ有り
-//     4: 不明(MOBのみ?)
-int unit_stop_walking(struct block_list *bl,int type);
-int unit_can_move(struct block_list *bl);
-int unit_is_walking(struct block_list *bl);
-int unit_set_walkdelay(struct block_list *bl, unsigned int tick, int delay, int type);
-
-// 位置の強制移動(吹き飛ばしなど)
-int unit_movepos(struct block_list *bl,int dst_x,int dst_y, int easy, int checkpath);
-int unit_warp(struct block_list *bl, int map, short x, short y, int type);
-int unit_setdir(struct block_list *bl,unsigned char dir);
-int unit_getdir(struct block_list *bl);
-
-// そこまで歩行でたどり着けるかの判定
-int unit_can_reach_pos(struct block_list *bl,int x,int y,int easy);
-int unit_can_reach_bl(struct block_list *bl,struct block_list *tbl, int range, int easy, short *x, short *y);
-
-// 攻撃関連
-int unit_stop_attack(struct block_list *bl);
-int unit_attack(struct block_list *src,int target_id,int type);
-
-// int unit_setpos( struct block_list *bl, const char* map, int x, int y);
-
-// スキル使用
-int unit_skilluse_id(struct block_list *src, int target_id, int skill_num, int skill_lv);
-int unit_skilluse_pos(struct block_list *src, int skill_x, int skill_y, int skill_num, int skill_lv);
-
-// スキル使用( 補正済みキャスト時間、キャンセル不可設定付き )
-int unit_skilluse_id2(struct block_list *src, int target_id, int skill_num, int skill_lv, int casttime, int castcancel);
-int unit_skilluse_pos2( struct block_list *src, int skill_x, int skill_y, int skill_num, int skill_lv, int casttime, int castcancel);
-
-// 詠唱キャンセル
-int unit_skillcastcancel(struct block_list *bl,int type);
-
-int unit_counttargeted(struct block_list *bl,int target_lv);
-
-// unit_data の初期化処理
-void unit_dataset(struct block_list *bl);
-
-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);
-// その他
-struct unit_data* unit_bl2ud(struct block_list *bl);
-int unit_remove_map(struct block_list *bl, int clrtype);
-int unit_free(struct block_list *bl);
-int unit_changeviewsize(struct block_list *bl,short size);
-
-// 初期化ルーチン
-int do_init_unit(void);
-int do_final_unit(void);
-
-#endif /* _UNIT_H_ */
+// Copyright (c) jAthena Dev Teams - Licensed under GNU GPL
+// For more information, see LICENCE in the main folder
+// Merged originally from jA by Skotlex
+#ifndef _UNIT_H_
+#define _UNIT_H_
+
+#include "map.h"
+
+// PC, MOB, PET に共通する処理を1つにまとめる計画
+
+// 歩行開始
+//     戻り値は、0 ( 成功 ), 1 ( 失敗 )
+int unit_walktoxy( struct block_list *bl, int x, int y, int easy);
+int unit_walktobl( struct block_list *bl, struct block_list *target, int range, int easy);
+int unit_run(struct block_list *bl);
+
+// 歩行停止
+// typeは以下の組み合わせ : 
+//     1: 位置情報の送信( この関数の後に位置情報を送信する場合は不要 )
+//     2: ダメージディレイ有り
+//     4: 不明(MOBのみ?)
+int unit_stop_walking(struct block_list *bl,int type);
+int unit_can_move(struct block_list *bl);
+int unit_is_walking(struct block_list *bl);
+int unit_set_walkdelay(struct block_list *bl, unsigned int tick, int delay, int type);
+
+// 位置の強制移動(吹き飛ばしなど)
+int unit_movepos(struct block_list *bl,int dst_x,int dst_y, int easy, int checkpath);
+int unit_warp(struct block_list *bl, int map, short x, short y, int type);
+int unit_setdir(struct block_list *bl,unsigned char dir);
+int unit_getdir(struct block_list *bl);
+
+// そこまで歩行でたどり着けるかの判定
+int unit_can_reach_pos(struct block_list *bl,int x,int y,int easy);
+int unit_can_reach_bl(struct block_list *bl,struct block_list *tbl, int range, int easy, short *x, short *y);
+
+// 攻撃関連
+int unit_stop_attack(struct block_list *bl);
+int unit_attack(struct block_list *src,int target_id,int type);
+
+// int unit_setpos( struct block_list *bl, const char* map, int x, int y);
+
+// スキル使用
+int unit_skilluse_id(struct block_list *src, int target_id, int skill_num, int skill_lv);
+int unit_skilluse_pos(struct block_list *src, int skill_x, int skill_y, int skill_num, int skill_lv);
+
+// スキル使用( 補正済みキャスト時間、キャンセル不可設定付き )
+int unit_skilluse_id2(struct block_list *src, int target_id, int skill_num, int skill_lv, int casttime, int castcancel);
+int unit_skilluse_pos2( struct block_list *src, int skill_x, int skill_y, int skill_num, int skill_lv, int casttime, int castcancel);
+
+// 詠唱キャンセル
+int unit_skillcastcancel(struct block_list *bl,int type);
+
+int unit_counttargeted(struct block_list *bl,int target_lv);
+
+// unit_data の初期化処理
+void unit_dataset(struct block_list *bl);
+
+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);
+// その他
+struct unit_data* unit_bl2ud(struct block_list *bl);
+int unit_remove_map(struct block_list *bl, int clrtype);
+int unit_free(struct block_list *bl);
+int unit_changeviewsize(struct block_list *bl,short size);
+
+// 初期化ルーチン
+int do_init_unit(void);
+int do_final_unit(void);
+
+#endif /* _UNIT_H_ */