+ const char *Name() const { return master->Name(); }
+ Uint8 Level() const { return master->Level(); }
+ const graphics::Sprite *Sprite() const { return master->BattleSprite(); }
+
+ const std::vector<const common::Spell *> &Spells() const { return master->Spells(); }
+
+ Uint16 MaxHealth() const { return master->MaxHealth(); }
+ Uint16 Health() const { return master->Health(); }
+ int RelativeHealth(int max) const { return Health() * max / MaxHealth(); }
+ void SubtractHealth(int amount) { master->SubtractHealth(amount); }
+
+ Uint16 MaxMana() const { return master->MaxMana(); }
+ Uint16 Mana() const { return master->Mana(); }
+ int RelativeMana(int max) const { return MaxMana() == 0 ? 0 : Mana() * max / MaxMana(); }
+ bool CanUseMagic() const { return MaxMana() > 0; }
+
+ Uint8 MaxIP() const { return master->MaxIP(); }
+ Uint8 IP() const { return master->IP(); }
+ int RelativeIP(int max) const { return IP() * max / MaxIP(); }
+
+ common::Stats &GetStats() { return stats; }
+ const common::Stats &GetStats() const { return stats; }
+
+ common::Item *Weapon() { return master->Weapon(); }
+ common::Item *Armor() { return master->Armor(); }
+ common::Item *Shield() { return master->Shield(); }
+ common::Item *Helmet() { return master->Helmet(); }
+ common::Item *Ring() { return master->Ring(); }
+ common::Item *Jewel() { return master->Jewel(); }
+
+ const common::Item *Weapon() const { return master->Weapon(); }
+ const common::Item *Armor() const { return master->Armor(); }
+ const common::Item *Shield() const { return master->Shield(); }
+ const common::Item *Helmet() const { return master->Helmet(); }
+ const common::Item *Ring() const { return master->Ring(); }
+ const common::Item *Jewel() const { return master->Jewel(); }
+
+ bool HasWeapon() const { return master->HasWeapon(); }
+ bool HasArmor() const { return master->HasArmor(); }
+ bool HasShield() const { return master->HasShield(); }
+ bool HasHelmet() const { return master->HasHelmet(); }
+ bool HasRing() const { return master->HasRing(); }
+ bool HasJewel() const { return master->HasJewel(); }
+
+ 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(); }
+
+ 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; }