#ifndef GAME_MWMECHANICS_ALCHEMY_H #define GAME_MWMECHANICS_ALCHEMY_H #include #include #include #include "../mwworld/ptr.hpp" namespace ESM { struct Potion; } namespace MWMechanics { struct EffectKey; /// \brief Potion creation via alchemy skill class Alchemy { public: Alchemy(); typedef std::vector TToolsContainer; typedef TToolsContainer::const_iterator TToolsIterator; typedef std::vector TIngredientsContainer; typedef TIngredientsContainer::const_iterator TIngredientsIterator; typedef std::vector TEffectsContainer; typedef TEffectsContainer::const_iterator TEffectsIterator; enum Result { Result_Success, Result_NoMortarAndPestle, Result_LessThanTwoIngredients, Result_NoName, Result_NoEffects, Result_RandomFailure }; private: MWWorld::Ptr mAlchemist; TToolsContainer mTools; TIngredientsContainer mIngredients; TEffectsContainer mEffects; int mValue; void applyTools (int flags, float& value) const; void updateEffects(); const ESM::Potion *getRecord(const ESM::Potion& toFind) const; ///< Try to find a potion record similar to \a toFind in the record store, or return 0 if not found /// \note Does not account for record ID, model or icon void removeIngredients(); ///< Remove selected ingredients from alchemist's inventory, cleanup selected ingredients and /// update effect list accordingly. void addPotion (const std::string& name); ///< Add a potion to the alchemist's inventory. void increaseSkill(); ///< Increase alchemist's skill. float getAlchemyFactor() const; int countIngredients() const; TEffectsIterator beginEffects() const; TEffectsIterator endEffects() const; public: static bool knownEffect (unsigned int potionEffectIndex, const MWWorld::Ptr& npc); ///< Does npc have sufficient alchemy skill to know about this potion effect? void setAlchemist (const MWWorld::Ptr& npc); ///< Set alchemist and configure alchemy setup accordingly. \a npc may be empty to indicate that /// there is no alchemist (alchemy session has ended). TToolsIterator beginTools() const; ///< \attention Iterates over tool slots, not over tools. Some of the slots may be empty. TToolsIterator endTools() const; TIngredientsIterator beginIngredients() const; ///< \attention Iterates over ingredient slots, not over ingredients. Some of the slots may be empty. TIngredientsIterator endIngredients() const; void clear(); ///< Remove alchemist, tools and ingredients. std::set listEffects() const; ///< List all effects shared by at least two ingredients. int addIngredient (const MWWorld::Ptr& ingredient); ///< Add ingredient into the next free slot. /// /// \return Slot index or -1, if adding failed because of no free slot or the ingredient type being /// listed already. void removeIngredient (int index); ///< Remove ingredient from slot (calling this function on an empty slot is a no-op). std::string suggestPotionName (); ///< Suggest a name for the potion, based on the current effects Result create (const std::string& name); ///< Try to create a potion from the ingredients, place it in the inventory of the alchemist and /// adjust the skills of the alchemist accordingly. /// \param name must not be an empty string, or Result_NoName is returned }; } #endif