- Uint16 Attack() const { return attack; }
- Uint16 Defense() const { return defense; }
- Uint16 Agility() const { return agility; }
- Uint16 Intelligence() const { return intelligence; }
- Uint16 Gut() const { return gut; }
- Uint16 MagicResistance() const { return magicResistance; }
-
- 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; }
-
-// temporary setters until loader is implemented
-public:
- void SetName(const char *n) { name = n; }
- void SetLevel(Uint8 l) { level = l; }
- void SetSprite(graphics::Sprite *s) { sprite = s; }
+ common::Stats &GetStats() { return stats; }
+ const common::Stats &GetStats() const { return stats; }
+
+ const common::Item *Weapon() const { return master->Equipment(common::Hero::EQUIP_WEAPON); }
+ const common::Item *Armor() const { return master->Equipment(common::Hero::EQUIP_ARMOR); }
+ const common::Item *Shield() const { return master->Equipment(common::Hero::EQUIP_SHIELD); }
+ const common::Item *Helmet() const { return master->Equipment(common::Hero::EQUIP_HELMET); }
+ const common::Item *Ring() const { return master->Equipment(common::Hero::EQUIP_RING); }
+ const common::Item *Jewel() const { return master->Equipment(common::Hero::EQUIP_JEWEL); }
+
+ bool HasWeapon() const { return master->Equipped(common::Hero::EQUIP_WEAPON); }
+ bool HasArmor() const { return master->Equipped(common::Hero::EQUIP_ARMOR); }
+ bool HasShield() const { return master->Equipped(common::Hero::EQUIP_SHIELD); }
+ bool HasHelmet() const { return master->Equipped(common::Hero::EQUIP_HELMET); }
+ bool HasRing() const { return master->Equipped(common::Hero::EQUIP_RING); }
+ bool HasJewel() const { return master->Equipped(common::Hero::EQUIP_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 master->MeleeAnimation(); }
+ const graphics::Animation *AttackAnimation() const { return master->AttackAnimation(); }
+ const graphics::Animation *SpellAnimation() const { return master->SpellAnimation(); }