def equip(self,eObj):
		if eObj in self.inv and eObj != self.equipped[eObj.iType]:
			self.equipped[eObj.iType].equipped = False
			self.equipped[eObj.iType]=eObj
			eObj.equipped=True
			log("Equipped " + eObj.name)
			toast("You equip %s." %(eObj.name))
	def checkLevelUp(self):
		if self.xp >= self.lvlup:
			self.xp -= self.lvlup
			self.maxHP += self.lvl*2
			self.hp = self.maxHP
			self.lvl += 1
			self.attack +=1
			self.lvlup += self.lvl*5
			toast("%s leveled up."%(self.name))
			toast("%s is now level %d"%(self.name,self.lvl))
	def useItem(self,uObj):
		# If item takes away hunger:
		if uObj.iType == "healing":
			self.hunger+=uObj.hunger
			if self.hunger >= self.maxHunger:
				self.hunger = self.maxHunger
		# If item has temporary effects:
		for effect in uObj.effects:
			if effect not in self.effects:
				self.effects.append(effect)
		toast("You %s a %s" % (uObj.used, uObj.name))
		self.inv.remove(uObj)
	def update(self, player):
		for enemy in self.enemies:
			if enemy.hp <= 0:
				toast("%s has died"%(enemy.name))
				toast("%s gave %d experience"%(enemy.name,enemy.xp))
				player.xp += enemy.xp
				enemy.weapon.x,enemy.weapon.y=enemy.x,enemy.y
				self.items.append(enemy.weapon)
				self.enemies.remove(enemy)
			else:
				enemy.update(self.cMap, self.cellTypes, self.enemies, player)
		self.indicator = (player.x, player.y)
	def update(self,wMap, cellTypes, enemies, player):
		if self.hp > 0:
			if not self.attack:
				self.wander(wMap,cellTypes,player)
			elif self.attack and getDistanceOf(self.x,self.y,player.x,player.y)<2:
				attack = self.getAttack()
				if attack > 0:
					toast("%s attacked the player for %d damage." % (self.name, attack))
				else:
					toast("%s misses his attack." % (self.name))
				player.hp-=attack
				player.fighting = 5
	def pickUp(self,obj,tMap):
		i = 0
		for item in self.inv:
			if item.iType == obj.iType:
				i+=1
		if self.getInventorySize() < self.getMaxInventory() and i<13:
			self.inv.append(obj)
			tMap.items.remove(obj)
			self.moved = True # This is being used for debugging purposes. There is a chance this will not be added to the actual game.
		elif i >= 15:
			toast("You have too many weapons in you inventory.")
		else:
			toast("You do not have enough inventory space.")
	def enter(self,player):
		toast("You have entered: " + self.name)
		if len(self.items) < 1 and random.randint(0,0)==0:
			n = random.randint(0,2) # This is set to 0,0 so that only weapons generate.
			if n == 0:
				
				# THIS IS WHERE ISSUE #10 HAPPENS
				self.items.append(self.itemGen.generateNewWeapon(-1,player.lvl,-1))

			elif n == 1:
				self.items.append(self.itemGen.generateNewConsumable(-1,-1,player.lvl))
			else:
				self.items.append(self.itemGen.generateNewArmor(-1,-1,player.lvl,-1))
	def update(self):
		log("Updating player.")
		if not self.fighting:
			if self.hunger > 8:
				self.hp += int(self.maxHP*0.2)
			elif self.hunger > 5:
				self.hp += int(self.maxHP*0.1)
		elif self.fighting > 1:
			self.fighting -= 1
		else:
			self.fighting = False
		self.hTimer += 1
		if self.hTimer >= self.hungerTimerCountDown:
			self.hunger -= 1
			if self.hunger <= 4:
				toast("Your stomach growls.")
			if self.hunger<0:
				self.hunger = 0
			self.hTimer -= self.hungerTimerCountDown
		if self.hunger < 1:
			self.hp -= int(round((self.maxHP*0.05)))
			if self.hp <= 0:
				# Death function here. Not yet made.
				toast("You die from starvation.")
				toast("I know you are still alive.")
				toast("Shut up about it already.")
		if self.hp > self.maxHP:
			self.hp = self.maxHP
	def attackEnemy(self,enemy):
		if getDistanceOf(self.x,self.y,enemy.x,enemy.y)<self.getAttackDistance():
			maxAttack = self.getAttack()
			attack = random.randint(maxAttack/2,maxAttack)
			enemy.hp -= attack
			if attack > 0:
				toast("You attack the %s for %d damage"%(enemy.name,attack))
			else:
				toast("Your attack missed.")
		else:
			toast("Your attack from too far away.")
		enemy.attack = True
		self.moved = True