use super::offset::*;
use super::Profile;
impl Profile {
pub fn set_position_x(&mut self, x: i16) {
self.edit16(POSITION_X, x);
}
pub fn set_position_y(&mut self, y: i16) {
self.edit16(POSITION_Y, y);
}
pub fn set_map(&mut self, map: i32) {
self.edit32(MAP, map);
}
pub fn set_health(&mut self, health: i16) {
self.edit16(HEALTH, health);
}
pub fn set_max_health(&mut self, max_health: i16) {
self.edit16(MAX_HEALTH, max_health);
}
pub fn set_weapon_type(&mut self, weapon: i32, slot: usize) {
self.edit32(FIRST_WEAPON_TYPE + WEAPON_SIZE * slot, weapon);
}
pub fn set_weapon_level(&mut self, level: i32, slot: usize) {
self.edit32(FIRST_WEAPON_LEVEL + WEAPON_SIZE * slot, level);
}
pub fn set_weapon_exp(&mut self, level: i32, slot: usize) {
self.edit32(FIRST_WEAPON_EXP + WEAPON_SIZE * slot, level);
}
pub fn set_weapon_ammo(&mut self, ammo: i32, slot: usize) {
self.edit32(FIRST_WEAPON_AMMO + WEAPON_SIZE * slot, ammo);
}
pub fn set_weapon_max_ammo(&mut self, max_ammo: i32, slot: usize) {
self.edit32(FIRST_WEAPON_MAX_AMMO + WEAPON_SIZE * slot, max_ammo);
}
pub fn set_inventory(&mut self, inventory: i32, slot: usize) {
self.edit32(FIRST_INVENTORY + INVENTORY_SIZE * slot, inventory)
}
pub fn set_music(&mut self, song: i32) {
self.edit32(SONG, song);
}
pub fn set_teleporter_menu(&mut self, menu: i32, slot: usize) {
self.edit32(FIRST_TELEPORTER_MENU + slot * TELEPORTER_SIZE, menu)
}
pub fn set_teleporter_location(&mut self, location: i16, slot: usize) {
self.edit16(FIRST_TELEPORTER_LOCATION + slot * TELEPORTER_SIZE, location)
}
pub fn set_equipped(&mut self, equip: u16) {
self.edit16(EQUIPPED_ITEMS, equip as i16);
}
pub fn position_x(&self) -> i16 {
self.read16(POSITION_X)
}
pub fn position_y(&self) -> i16 {
self.read16(POSITION_Y)
}
pub fn map(&self) -> i32 {
self.read32(MAP)
}
pub fn health(&self) -> i16 {
self.read16(HEALTH)
}
pub fn max_health(&self) -> i16 {
self.read16(MAX_HEALTH)
}
pub fn weapon_type(&self, slot: usize) -> i32 {
self.read32(FIRST_WEAPON_TYPE + WEAPON_SIZE * slot)
}
pub fn weapon_level(&self, slot: usize) -> i32 {
self.read32(FIRST_WEAPON_LEVEL + WEAPON_SIZE * slot)
}
pub fn weapon_exp(&self, slot: usize) -> i32 {
self.read32(FIRST_WEAPON_EXP + WEAPON_SIZE * slot)
}
pub fn weapon_ammo(&self, slot: usize) -> i32 {
self.read32(FIRST_WEAPON_AMMO + WEAPON_SIZE * slot)
}
pub fn weapon_max_ammo(&self, slot: usize) -> i32 {
self.read32(FIRST_WEAPON_MAX_AMMO + WEAPON_SIZE * slot)
}
pub fn inventory(&self, slot: usize) -> i32 {
self.read32(FIRST_INVENTORY + INVENTORY_SIZE * slot)
}
pub fn music(&self) -> i32 {
self.read32(SONG)
}
pub fn teleporter_menu(&self, slot: usize) -> i32 {
self.read32(FIRST_TELEPORTER_MENU + slot * TELEPORTER_SIZE)
}
pub fn teleporter_location(&self, slot: usize) -> i16 {
self.read16(FIRST_TELEPORTER_LOCATION + slot * TELEPORTER_SIZE)
}
pub fn equipped(&self) -> u16 {
self.read16(EQUIPPED_ITEMS) as u16
}
}