summaryrefslogtreecommitdiff
path: root/src/map/status.h
blob: 2b7d6627c0548ff141b50e2ea47737a9a2f68643 (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
// Copyright (c) Athena Dev Teams - Licensed under GNU GPL
// For more information, see LICENCE in the main folder

#ifndef _STATUS_H_
#define _STATUS_H_

#include "map.h"

//Use this to refer the max refinery level [Skotlex]
#define MAX_REFINE 10
#define MAX_REFINE_BONUS 5

extern unsigned long StatusChangeFlagTable[];

// Status changes listing. These code are for use by the server. 
enum {
	//First we enumerate common status ailments which are often used around.
	SC_STONE = 0,
	SC_FREEZE,
	SC_STUN,
	SC_SLEEP,
	SC_POISON,
	SC_CURSE,
	SC_SILENCE,
	SC_CONFUSION,
	SC_BLIND,
	SC_BLEEDING,
	SC_DPOISON, //10
	
	//Next up, we continue on 20, to leave enough room for additional "common" ailments in the future.
	SC_PROVOKE = 20,
	SC_ENDURE,
	SC_TWOHANDQUICKEN,
	SC_CONCENTRATE,
	SC_HIDING,
	SC_CLOAKING,
	SC_ENCPOISON,
	SC_POISONREACT,
	SC_QUAGMIRE,
	SC_ANGELUS,
	SC_BLESSING, //30
	SC_SIGNUMCRUCIS,
	SC_INCREASEAGI,
	SC_DECREASEAGI,
	SC_SLOWPOISON,
	SC_IMPOSITIO  ,
	SC_SUFFRAGIUM,
	SC_ASPERSIO,
	SC_BENEDICTIO,
	SC_KYRIE,
	SC_MAGNIFICAT, //40
	SC_GLORIA,
	SC_AETERNA,
	SC_ADRENALINE,
	SC_WEAPONPERFECTION,
	SC_OVERTHRUST,
	SC_MAXIMIZEPOWER,
	SC_TRICKDEAD,
	SC_LOUD,
	SC_ENERGYCOAT,
	SC_BROKENARMOR, //50 - NOTE: These two aren't used anywhere, and they have an icon...
	SC_BROKENWEAPON,
	SC_HALLUCINATION,
	SC_WEIGHT50,
	SC_WEIGHT90,
	SC_ASPDPOTION0,
	SC_ASPDPOTION1,
	SC_ASPDPOTION2,
	SC_ASPDPOTION3,
	SC_SPEEDUP0,
	SC_SPEEDUP1, //60
	SC_ATKPOTION,
	SC_MATKPOTION,
	SC_WEDDING,
	SC_SLOWDOWN,
	SC_ANKLE,
	SC_KEEPING,
	SC_BARRIER,
	SC_STRIPWEAPON,
	SC_STRIPSHIELD,
	SC_STRIPARMOR, //70
	SC_STRIPHELM,
	SC_CP_WEAPON,
	SC_CP_SHIELD,
	SC_CP_ARMOR,
	SC_CP_HELM,
	SC_AUTOGUARD,
	SC_REFLECTSHIELD,
	SC_SPLASHER,
	SC_PROVIDENCE,
	SC_DEFENDER, //80
	SC_MAGICROD,
	SC_SPELLBREAKER,
	SC_AUTOSPELL,
	SC_SIGHTTRASHER,
	SC_AUTOBERSERK,
	SC_SPEARQUICKEN,
	SC_AUTOCOUNTER,
	SC_SIGHT,
	SC_SAFETYWALL,
	SC_RUWACH, //90
	SC_EXTREMITYFIST,
	SC_EXPLOSIONSPIRITS,
	SC_COMBO,
	SC_BLADESTOP_WAIT,
	SC_BLADESTOP,
	SC_FIREWEAPON,
	SC_WATERWEAPON,
	SC_WINDWEAPON,
	SC_EARTHWEAPON,
	SC_VOLCANO, //100,
	SC_DELUGE,
	SC_VIOLENTGALE,
	SC_WATK_ELEMENT,
	SC_LANDPROTECTOR, //Available
	SC_ARMOR_ELEMENT,
	SC_NOCHAT,
	SC_BABY,
	SC_AURABLADE,
	SC_PARRYING,
	SC_CONCENTRATION, //110
	SC_TENSIONRELAX,
	SC_BERSERK,
	SC_FURY,
	SC_GOSPEL,
	SC_ASSUMPTIO,
	SC_BASILICA,
	SC_GUILDAURA,
	SC_MAGICPOWER,
	SC_EDP,
	SC_TRUESIGHT, //120
	SC_WINDWALK,
	SC_MELTDOWN,
	SC_CARTBOOST,
	SC_CHASEWALK,
	SC_REJECTSWORD,
	SC_MARIONETTE,
	SC_MARIONETTE2,
	SC_MOONLIT,
	SC_JOINTBEAT,
	SC_MINDBREAKER, //130
	SC_MEMORIZE,
	SC_FOGWALL,
	SC_SPIDERWEB,
	SC_DEVOTION,
	SC_SACRIFICE,
	SC_STEELBODY,
	SC_ORCISH,
	SC_READYSTORM,
	SC_READYDOWN,
	SC_READYTURN, //140
	SC_READYCOUNTER,
	SC_DODGE,
	SC_RUN,
	SC_SHADOWWEAPON,
	SC_ADRENALINE2,
	SC_GHOSTWEAPON,
	SC_KAIZEL,
	SC_KAAHI,
	SC_KAUPE,
	SC_ONEHAND, //150
	SC_PRESERVE,
	SC_BATTLEORDERS,
	SC_REGENERATION,
	SC_DOUBLECAST,
	SC_GRAVITATION,
	SC_MAXOVERTHRUST,
	SC_LONGING,
	SC_HERMODE,
	SC_SHRINK,
	SC_SIGHTBLASTER, //160
	SC_WINKCHARM,
	SC_CLOSECONFINE,
	SC_CLOSECONFINE2,
	SC_DANCING,
	SC_ELEMENTALCHANGE,
	SC_RICHMANKIM,
	SC_ETERNALCHAOS,
	SC_DRUMBATTLE,
	SC_NIBELUNGEN,
	SC_ROKISWEIL, //170
	SC_INTOABYSS,
	SC_SIEGFRIED,
	SC_WHISTLE,
	SC_ASSNCROS,
	SC_POEMBRAGI,
	SC_APPLEIDUN,
	SC_MODECHANGE,
	SC_HUMMING,
	SC_DONTFORGETME,
	SC_FORTUNE, //180
	SC_SERVICE4U,
	SC_STOP,	//Prevents inflicted chars from walking. [Skotlex]
	SC_SPURT,
	SC_SPIRIT,
	SC_COMA, //Not a real SC_, it makes a char's HP/SP hit 1.
	SC_INTRAVISION,
	SC_INCALLSTATUS,
	SC_INCSTR,
	SC_INCAGI,
	SC_INCVIT, //190
	SC_INCINT,
	SC_INCDEX,
	SC_INCLUK,
	SC_INCHIT,
	SC_INCHITRATE,
	SC_INCFLEE,
	SC_INCFLEERATE,
	SC_INCMHPRATE,
	SC_INCMSPRATE,
	SC_INCATKRATE, //200
	SC_INCMATKRATE,
	SC_INCDEFRATE,
	SC_STRFOOD,
	SC_AGIFOOD,
	SC_VITFOOD,
	SC_INTFOOD,
	SC_DEXFOOD,
	SC_LUKFOOD,
	SC_HITFOOD,
	SC_FLEEFOOD, //210
	SC_BATKFOOD,
	SC_WATKFOOD,
	SC_MATKFOOD,
	SC_SCRESIST, //Increases resistance to status changes.
	SC_XMAS, // Xmas Suit [Valaris]
	SC_WARM, //SG skills [Komurka]
	SC_SUN_COMFORT,
	SC_MOON_COMFORT,
	SC_STAR_COMFORT,
	SC_FUSION, //220
	SC_SKILLRATE_UP,
	SC_SKE,
	SC_KAITE,
	SC_SWOO, // [marquis007]
	SC_SKA, // [marquis007]
	SC_TKREST, // [marquis007]
	SC_MIRACLE, //SG 'hidden' skill [Komurka]
	//Ninja/GS states
	SC_MADNESSCANCEL,
	SC_ADJUSTMENT,
	SC_INCREASING,  //230
	SC_GATLINGFEVER,
	SC_TATAMIGAESHI,
	SC_UTSUSEMI,
	SC_BUNSINJYUTSU,
	SC_KAENSIN,
	SC_SUITON,
	SC_NEN,
	SC_KNOWLEDGE,
	SC_SMA,
	SC_FLING,	//240
	SC_AVOID,
	SC_CHANGE,
	SC_BLOODLUST,
	SC_FLEET,
	SC_SPEED,	//[orn]
	SC_DEFENCE,	//[orn]
	SC_INCAGIRATE,
	SC_INCDEXRATE,
	SC_JAILED,
	SC_MAX, //Automatically updated max, used in for's and at startup to check we are within bounds. [Skotlex]
};
int SkillStatusChangeTable(int skill);
extern int StatusSkillChangeTable[SC_MAX];

//Numerates the Number for the status changes (client-dependent), imported from jA
enum {
	SI_BLANK		= -1,
	SI_PROVOKE		= 0,
	SI_ENDURE		= 1,
	SI_TWOHANDQUICKEN	= 2,
	SI_CONCENTRATE		= 3,
	SI_HIDING		= 4,
	SI_CLOAKING		= 5,
	SI_ENCPOISON		= 6,
	SI_POISONREACT		= 7,
	SI_QUAGMIRE		= 8,
	SI_ANGELUS		= 9,
	SI_BLESSING		= 10,
	SI_SIGNUMCRUCIS		= 11,
	SI_INCREASEAGI		= 12,
	SI_DECREASEAGI		= 13,
	SI_SLOWPOISON		= 14,
	SI_IMPOSITIO  		= 15,
	SI_SUFFRAGIUM		= 16,
	SI_ASPERSIO		= 17,
	SI_BENEDICTIO		= 18,
	SI_KYRIE		= 19,
	SI_MAGNIFICAT		= 20,
	SI_GLORIA		= 21,
	SI_AETERNA		= 22,
	SI_ADRENALINE		= 23,
	SI_WEAPONPERFECTION	= 24,
	SI_OVERTHRUST		= 25,
	SI_MAXIMIZEPOWER	= 26,
	SI_RIDING		= 27,
	SI_FALCON		= 28,
	SI_TRICKDEAD		= 29,
	SI_LOUD			= 30,
	SI_ENERGYCOAT		= 31,
	SI_BROKENARMOR		= 32,
	SI_BROKENWEAPON		= 33,
	SI_HALLUCINATION	= 34,
	SI_WEIGHT50 		= 35,
	SI_WEIGHT90		= 36,
	SI_ASPDPOTION		= 37,
	//38: Again Aspd Potion
	//39: Again Aspd Potion
	//40: Again Aspd Potion
	SI_SPEEDPOTION1	= 41,
	SI_SPEEDPOTION2	= 42,
	SI_STRIPWEAPON		= 50,
	SI_STRIPSHIELD		= 51,
	SI_STRIPARMOR		= 52,
	SI_STRIPHELM		= 53,
	SI_CP_WEAPON		= 54,
	SI_CP_SHIELD		= 55,
	SI_CP_ARMOR		= 56,
	SI_CP_HELM		= 57,
	SI_AUTOGUARD		= 58,
	SI_REFLECTSHIELD	= 59,
	SI_PROVIDENCE		= 61,
	SI_DEFENDER		= 62,
	SI_AUTOSPELL		= 65,
	SI_SPEARQUICKEN		= 68,
	SI_EXPLOSIONSPIRITS	= 86,
	SI_FURY			= 87,
	SI_FIREWEAPON		= 90,
	SI_WATERWEAPON		= 91,
	SI_WINDWEAPON		= 92,
	SI_EARTHWEAPON		= 93,
// 102 = again gloria - from what I saw on screenshots, I wonder if it isn't gospel... [DracoRPG]
	SI_AURABLADE		= 103,
	SI_PARRYING		= 104,
	SI_CONCENTRATION	= 105,
	SI_TENSIONRELAX		= 106,
	SI_BERSERK		= 107,
	SI_ASSUMPTIO		= 110,
	SI_LANDENDOW	= 112,
	SI_MAGICPOWER		= 113,
	SI_EDP			= 114,
	SI_TRUESIGHT		= 115,
	SI_WINDWALK		= 116,
	SI_MELTDOWN		= 117,
	SI_CARTBOOST		= 118,
	SI_CHASEWALK		= 119,
	SI_REJECTSWORD		= 120,
	SI_MARIONETTE		= 121,
	SI_MARIONETTE2		= 122,
	SI_MOONLIT		= 123,
	SI_BLEEDING		= 124,
	SI_JOINTBEAT		= 125,
	SI_DEVOTION		= 130,
	SI_STEELBODY		= 132,
	//134 - Soullink-like effect which makes the character get wavy.
	SI_READYSTORM		= 135,
	SI_READYDOWN		= 137,
	SI_READYTURN		= 139,
	SI_READYCOUNTER		= 141,
	SI_DODGE		= 143,
	SI_RUN		= 144,
	SI_SPURT			= 145,
	SI_SHADOWWEAPON		= 146,
	SI_ADRENALINE2		= 147,
	SI_GHOSTWEAPON		= 148,
	SI_NIGHT		= 149,
	SI_SPIRIT		= 149,
	SI_DEVIL		= 152,
	SI_KAITE		= 153,
	SI_KAIZEL		= 156,
	SI_KAAHI		= 157,
	SI_KAUPE		= 158,
	SI_SMA		= 159,
// 160
	SI_ONEHAND		= 161,
	SI_WARM			= 165,	
//	166 | The three show the exact same display: ultra red character (165, 166, 167)	
//	167 |	
	SI_SUN_COMFORT		= 169,
	SI_MOON_COMFORT		= 170,	
	SI_STAR_COMFORT		= 171,	
	SI_PRESERVE		= 181,
	SI_BATTLEORDERS		= 182,
	SI_INTRAVISION	= 184, //WTF?? creates the black shape of 4_m_02 NPC, with NPC talk cursor. Supposedly intravision shows this.
	SI_DOUBLECAST		= 186,
	SI_MAXOVERTHRUST	= 188,
	SI_TAROT		= 191, // the icon allows no doubt... but what is it really used for ?? [DracoRPG]
	SI_SHRINK		= 197,
	SI_SIGHTBLASTER		= 198,
	SI_WINKCHARM		= 199,
	SI_CLOSECONFINE		= 200,
	SI_CLOSECONFINE2	= 201,
	SI_MADNESSCANCEL	= 203,	//[blackhole89]
	SI_GATLINGFEVER		= 204,
	SI_TKREST = 205, // 205 = Gloria again (but TK- Happy State looks like it)
	SI_UTSUSEMI			= 206,
	// 207 = crash (corresponds to SI_BUNSINJYUTSU). Must be fixed.
	SI_NEN				= 208,
	SI_ADJUSTMENT		= 209,
	SI_ACCURACY			= 210
};

extern int current_equip_item_index;
extern int current_equip_card_id;

extern int percentrefinery[5][MAX_REFINE+1]; //The last slot always has a 0% success chance [Skotlex]

//Mode definitions to clear up code reading. [Skotlex]
#define MD_CANMOVE 0x001
#define MD_LOOTER 0x002
//MD_ANGRY mobs are also aggressive.
#define MD_AGGRESSIVE 0x804
#define MD_ASSIST 0x008
#define MD_CASTSENSOR 0x010
#define MD_BOSS 0x020
#define MD_PLANT 0x040
#define MD_CANATTACK 0x080
#define MD_DETECTOR 0x100
//#define MD_CHANGETARGET 0x200 //Mode deprecated, figured out through mob_can_changetarget()
#define MD_CHANGECHASE 0x400
#define MD_ANGRY 0x800
#define MD_MASK 0xFFF

//Status change option definitions (options are what makes status changes visible to chars
//who were not on your field of sight when it happened)
//opt1: Non stackable status changes.
enum {
	OPT1_STONE = 1, //Petrified
	OPT1_FREEZE,
	OPT1_STUN,
	OPT1_SLEEP,
	//What is 5?
	OPT1_STONEWAIT=6 //Petrifying
};

//opt2: Stackable status changes.
#define OPT2_POISON 0x001
#define OPT2_CURSE 0x002
#define OPT2_SILENCE 0x004
#define OPT2_SIGNUMCRUCIS 0x008
#define OPT2_BLIND 0x010
//0x020 - nothing
//0x040 - nothing
#define OPT2_DPOISON 0x080
//0x100 

//Opt3: Skill state changes, stackable.
#define OPT3_SPEEDUP 0x001 //Quicken skills
#define OPT3_POWERUP 0x002 //Power Thrust
#define OPT3_SHIELD 0x004 //Energy Coat
#define OPT3_FURY 0x008 //Explosion spirits
#define OPT3_ELECTRIC 0x010 //Steel Body
#define OPT3_STOP 0x020 //Blade Stop
//64 Unknown
#define OPT3_BERSERK 0x080 //Berserk
//256 Unknown
//512 Unknown
#define OPT3_PINKAURA 0x400 //Marionette
#define OPT3_AURASHIELD 0x800 //Assumptio
#define OPT3_HEAT 0x1000 //Warmth Skills

#define OPTION_SIGHT 0x00000001
#define OPTION_HIDE 0x00000002
#define OPTION_CLOAK 0x00000004
#define OPTION_CART1 0x00000008
#define OPTION_FALCON 0x00000010
#define OPTION_RIDING 0x00000020
#define OPTION_INVISIBLE 0x00000040
#define OPTION_CART2 0x00000080
#define OPTION_CART3 0x00000100
#define OPTION_CART4 0x00000200
#define OPTION_CART5 0x00000400
#define OPTION_ORCISH 0x00000800
#define OPTION_WEDDING 0x00001000
#define OPTION_RUWACH 0x00002000
#define OPTION_CHASEWALK 0x00004000
#define OPTION_XMAS 0x00008000
//Note that clientside Flying is 0x8000, the SAME as Xmas!!
#define OPTION_FLYING 0x0020000
//TODO: Get these Missing options...
#define OPTION_SIGHTTRASHER 0x00010000

#define OPTION_CART (OPTION_CART1|OPTION_CART2|OPTION_CART3|OPTION_CART4|OPTION_CART5)

//Define flags for the status_calc_bl function. [Skotlex]
#define SCB_NONE	0x00000000
#define SCB_BASE	0x00000001
#define SCB_MAXHP	0x00000002
#define SCB_MAXSP	0x00000004
#define SCB_STR	0x00000008
#define SCB_AGI	0x00000010
#define SCB_VIT	0x00000020
#define SCB_INT	0x00000040
#define SCB_DEX	0x00000080
#define SCB_LUK	0x00000100
#define SCB_BATK	0x00000200
#define SCB_WATK	0x00000400
#define SCB_MATK	0x00000800
#define SCB_HIT	0x00001000
#define SCB_FLEE	0x00002000
#define SCB_DEF	0x00004000
#define SCB_DEF2	0x00008000
#define SCB_MDEF	0x00010000
#define SCB_MDEF2	0x00020000
#define SCB_SPEED	0x00040000
#define SCB_ASPD	0x00080000
#define SCB_DSPD	0x00100000
#define SCB_CRI	0x00200000
#define SCB_FLEE2	0x00400000
#define SCB_ATK_ELE	0x00800000
#define SCB_DEF_ELE	0x01000000
#define SCB_MODE	0x02000000
#define SCB_SIZE	0x04000000
#define SCB_RACE	0x08000000
#define SCB_RANGE	0x10000000
#define SCB_PC		0x80000000
#define SCB_ALL	0x7FFFFFFF

//Define to determine who gets HP/SP consumed on doing skills/etc. [Skotlex]
#define BL_CONSUME (BL_PC|BL_HOMUNCULUS)

int status_damage(struct block_list *src,struct block_list *target,int hp,int sp, int walkdelay, int flag);
//Define for standard HP damage attacks.
#define status_fix_damage(src, target, hp, walkdelay) status_damage(src, target, hp, 0, walkdelay, 0)
//Define for standard HP/SP damage triggers.
#define status_zap(bl, hp, sp) status_damage(NULL, bl, hp, sp, 0, 1)
//Define for standard HP/SP skill-related cost triggers (mobs require no HP/SP to use skills)
#define status_charge(bl, hp, sp) (!((bl)->type&BL_CONSUME) || status_damage(NULL, bl, hp, sp, 0, 3))
int status_percent_change(struct block_list *src,struct block_list *target,signed char hp_rate, signed char sp_rate, int flag);
//Easier handling of status_percent_change
#define status_percent_heal(bl, hp_rate, sp_rate) status_percent_change(NULL, bl, -(hp_rate), -(sp_rate), 1)
#define status_percent_damage(src, target, hp_rate, sp_rate) status_percent_change(src, target, hp_rate, sp_rate, 0)
//Instant kill with no drops/exp/etc
//
#define status_kill(bl) status_percent_damage(NULL, bl, 100, 0)
//Used to set the hp/sp of an object to an absolute value (can't kill)
int status_set_hp(struct block_list *bl, unsigned int hp, int flag);
int status_set_sp(struct block_list *bl, unsigned int sp, int flag);
int status_heal(struct block_list *bl,int hp,int sp, int flag);
int status_revive(struct block_list *bl, unsigned char per_hp, unsigned char per_sp);

//Define for copying a status_data structure from b to a, without overwriting current Hp and Sp, nor messing the lhw pointer.
#define status_cpy(a, b) { memcpy(&((a)->max_hp), &((b)->max_hp), sizeof(struct status_data)-(sizeof((a)->hp)+sizeof((a)->sp)+sizeof((a)->lhw))); \
	if ((a)->lhw && (b)->lhw) { memcpy((a)->lhw, (b)->lhw, sizeof(struct weapon_atk)); }}

struct status_data *status_get_status_data(struct block_list *bl);
struct status_data *status_get_base_status(struct block_list *bl);
int status_get_class(struct block_list *bl);
int status_get_lv(struct block_list *bl);
#define status_get_range(bl) status_get_status_data(bl)->rhw.range
#define status_get_hp(bl) status_get_status_data(bl)->hp
#define status_get_max_hp(bl) status_get_status_data(bl)->max_hp
#define status_get_sp(bl) status_get_status_data(bl)->sp
#define status_get_max_sp(bl) status_get_status_data(bl)->max_sp
#define status_get_str(bl) status_get_status_data(bl)->str
#define status_get_agi(bl) status_get_status_data(bl)->agi
#define status_get_vit(bl) status_get_status_data(bl)->vit
#define status_get_int(bl) status_get_status_data(bl)->int_
#define status_get_dex(bl) status_get_status_data(bl)->dex
#define status_get_luk(bl) status_get_status_data(bl)->luk
#define status_get_hit(bl) status_get_status_data(bl)->hit
#define status_get_flee(bl) status_get_status_data(bl)->flee
unsigned char status_get_def(struct block_list *bl);
#define status_get_mdef(bl) status_get_status_data(bl)->mdef
#define status_get_flee2(bl) status_get_status_data(bl)->flee2
#define status_get_def2(bl) status_get_status_data(bl)->def2
#define status_get_mdef2(bl) status_get_status_data(bl)->mdef2
#define status_get_critical(bl)  status_get_status_data(bl)->cri
#define status_get_batk(bl) status_get_status_data(bl)->batk
#define status_get_watk(bl) status_get_status_data(bl)->rhw.atk
#define status_get_watk2(bl) status_get_status_data(bl)->rhw.atk2
#define status_get_matk_max(bl) status_get_status_data(bl)->matk_max
#define status_get_matk_min(bl) status_get_status_data(bl)->matk_min
unsigned short status_get_lwatk(struct block_list *bl);
unsigned short status_get_lwatk2(struct block_list *bl);
unsigned short status_get_speed(struct block_list *bl);
#define status_get_adelay(bl) status_get_status_data(bl)->adelay
#define status_get_amotion(bl) status_get_status_data(bl)->amotion
#define status_get_dmotion(bl) status_get_status_data(bl)->dmotion
#define status_get_element(bl) status_get_status_data(bl)->def_ele
#define status_get_element_level(bl) status_get_status_data(bl)->ele_lv
unsigned char status_calc_attack_element(struct block_list *bl, struct status_change *sc, int element);
#define status_get_attack_sc_element(bl, sc) status_calc_attack_element(bl, sc, 0)
#define status_get_attack_element(bl) status_get_status_data(bl)->rhw.ele
unsigned char status_get_attack_lelement(struct block_list *bl);
#define status_get_race(bl) status_get_status_data(bl)->race
#define status_get_size(bl) status_get_status_data(bl)->size
#define status_get_mode(bl) status_get_status_data(bl)->mode
int status_get_party_id(struct block_list *bl);
int status_get_guild_id(struct block_list *bl);
int status_get_mexp(struct block_list *bl);
int status_get_race2(struct block_list *bl);

struct view_data *status_get_viewdata(struct block_list *bl);
void status_set_viewdata(struct block_list *bl, int class_);
void status_change_init(struct block_list *bl);
struct status_change *status_get_sc(struct block_list *bl);

int status_isdead(struct block_list *bl);
int status_isimmune(struct block_list *bl);

int status_get_sc_def(struct block_list *bl, int type);
#define status_get_sc_def_mdef(bl)	(status_get_sc_def(bl, SP_MDEF1))
#define status_get_sc_def_vit(bl)	(status_get_sc_def(bl, SP_DEF2))
#define status_get_sc_def_int(bl)	(status_get_sc_def(bl, SP_MDEF2))
#define status_get_sc_def_luk(bl)	(status_get_sc_def(bl, SP_LUK))

//Short version, receives rate in 1->100 range, and does not uses a flag setting.
#define sc_start(bl, type, rate, val1, tick) status_change_start(bl,type,100*(rate),val1,0,0,0,tick,0)
#define sc_start4(bl, type, rate, val1, val2, val3, val4, tick) status_change_start(bl,type,100*(rate),val1,val2,val3,val4,tick,0)

int status_change_start(struct block_list *bl,int type,int rate,int val1,int val2,int val3,int val4,int tick,int flag);
int status_change_end( struct block_list* bl , int type,int tid );
int kaahi_heal_timer(int tid, unsigned int tick, int id, int data);
int status_change_timer(int tid, unsigned int tick, int id, int data);
int status_change_timer_sub(struct block_list *bl, va_list ap );
int status_change_clear(struct block_list *bl,int type);
int status_change_clear_buffs(struct block_list *bl, int type);

void status_calc_bl(struct block_list *bl, unsigned long flag);
int status_calc_pet(struct pet_data* pd, int first); // [Skotlex]
int status_calc_pc(struct map_session_data* sd,int first);
int status_calc_mob(struct mob_data* md, int first); //[Skotlex]
int status_calc_homunculus(struct homun_data *hd, int first);
void status_calc_misc(struct status_data *status, int type, int level);

void status_freecast_switch(struct map_session_data *sd);
int status_getrefinebonus(int lv,int type);
int status_check_skilluse(struct block_list *src, struct block_list *target, int skill_num, int flag); // [Skotlex]
int status_check_visibility(struct block_list *src, struct block_list *target); //[Skotlex]

int status_readdb(void);
int do_init_status(void);

#endif