- 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::Animation *MeleeAnimation() { return meleeAnimation; }
- const graphics::Animation *MeleeAnimation() const { return meleeAnimation; }
- graphics::Animation *AttackAnimation() { return attackAnimation; }
- const graphics::Animation *AttackAnimation() const { return attackAnimation; }
- graphics::Animation *SpellAnimation() { return spellAnimation; }
- const graphics::Animation *SpellAnimation() const { return spellAnimation; }
-
-// 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; }
-
- void SetMaxHealth(Uint16 h) { maxHealth = h; }
- void SetHealth(Uint16 h) { health = h; }
- void SetMaxMana(Uint16 m) { maxMana = m; }
- void SetMana(Uint16 m) { mana = m; }
- void SetIP(Uint8 i) { ip = i; }
+ 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; }