}
+const char *Capsule::ClassName() const {
+ return GetClass().name;
+}
+
+const char *Capsule::Tribe() const {
+ return GetClass().tribe;
+}
+
+const Spell *Capsule::Attack1() const {
+ return GetClass().attacks[0];
+}
+
+const Spell *Capsule::Attack2() const {
+ return GetClass().attacks[1];
+}
+
+const Spell *Capsule::Attack3() const {
+ return GetClass().attacks[2];
+}
+
+
Uint16 Capsule::MaxHealth() const {
return maxHealth + GetClass().healthBoost;
}
-Stats Capsule::GetStats() {
+Stats Capsule::GetStats() const {
return stats + GetClass().statBoost;
}
Capsule();
const char *Name() const { return name; }
+ const char *ClassName() const;
const char *Alignment() const { return alignment; }
+ const char *Tribe() const;
+ const Spell *Attack1() const;
+ const Spell *Attack2() const;
+ const Spell *Attack3() const;
Uint16 MaxHealth() const;
- Stats GetStats();
+ Stats GetStats() const;
Uint8 Level() const { return level; }
int Experience() const { return experience; }