- 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; }
+ 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(); }
+
+ math::Vector<int> &Position() { return position; }
+ const math::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; }
+
+public:
+ void UpdateSpellMenu();
+ void UpdateIkariMenu(const Resources *);