+ int RelativeIP(int max) const { return IP() * max / MaxIP(); }
+
+ Stats &GetStats() { return stats; }
+ const Stats &GetStats() const { return stats; }
+
+ common::Item *Weapon() { return weapon; }
+ common::Item *Armor() { return armor; }
+ common::Item *Shield() { return shield; }
+ common::Item *Helmet() { return helmet; }
+ common::Item *Ring() { return ring; }
+ common::Item *Jewel() { return jewel; }
+
+ const common::Item *Weapon() const { return weapon; }
+ const common::Item *Armor() const { return armor; }
+ const common::Item *Shield() const { return shield; }
+ const common::Item *Helmet() const { return helmet; }
+ const common::Item *Ring() const { return ring; }
+ const common::Item *Jewel() const { return jewel; }
+
+ bool HasWeapon() const { return weapon; }
+ bool HasArmor() const { return armor; }
+ bool HasShield() const { return shield; }
+ bool HasHelmet() const { return helmet; }
+ bool HasRing() const { return ring; }
+ bool HasJewel() const { return jewel; }
+
+ graphics::AnimationRunner &GetAnimation() { return animation; }
+ const graphics::AnimationRunner &GetAnimation() const { return animation; }
+ void SetAnimation(const graphics::AnimationRunner &a) { animation = a; }
+
+ const graphics::Animation *MeleeAnimation() const { return meleeAnimation; }
+ const graphics::Animation *AttackAnimation() const { return attackAnimation; }
+ const graphics::Animation *SpellAnimation() const { return spellAnimation; }
+
+ geometry::Vector<int> &Position() { return position; }
+ const geometry::Vector<int> &Position() const { return position; }
+
+ graphics::Menu<const common::Spell *> &SpellMenu() { return spellMenu; }
+ const graphics::Menu<const common::Spell *> &SpellMenu() const { return spellMenu; }
+ graphics::Menu<const common::Item *> &IkariMenu() { return ikariMenu; }
+ const graphics::Menu<const common::Item *> &IkariMenu() const { return ikariMenu; }
+
+ AttackChoice &GetAttackChoice() { return attackChoice; }
+ const AttackChoice &GetAttackChoice() const { return attackChoice; }