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OpenMW/apps/openmw/mwmechanics/enchanting.hpp

61 lines
2.1 KiB
C++

#ifndef GAME_MWMECHANICS_ENCHANTING_H
#define GAME_MWMECHANICS_ENCHANTING_H
#include <string>
#include <components/esm3/effectlist.hpp>
#include <components/esm3/loadench.hpp>
#include "../mwworld/ptr.hpp"
namespace MWMechanics
{
class Enchanting
{
MWWorld::Ptr mOldItemPtr;
MWWorld::Ptr mSoulGemPtr;
MWWorld::Ptr mEnchanter;
int mCastStyle;
bool mSelfEnchanting;
ESM::EffectList mEffectList;
std::string mNewItemName;
unsigned int mObjectType;
int mWeaponType;
const ESM::Enchantment* getRecord(const ESM::Enchantment& newEnchantment) const;
int getBaseCastCost() const; // To be saved in the enchantment's record
int getEnchantItemsCount() const;
float getTypeMultiplier() const;
void payForEnchantment(int count) const;
int getEnchantPrice(int count) const;
public:
Enchanting();
void setEnchanter(const MWWorld::Ptr& enchanter);
void setSelfEnchanting(bool selfEnchanting);
void setOldItem(const MWWorld::Ptr& oldItem);
MWWorld::Ptr getOldItem() { return mOldItemPtr; }
MWWorld::Ptr getGem() { return mSoulGemPtr; }
void setNewItemName(const std::string& s);
void setEffect(const ESM::EffectList& effectList);
void setSoulGem(const MWWorld::Ptr& soulGem);
bool create(); // Return true if created, false if failed.
void nextCastStyle(); // Set enchant type to next possible type (for mOldItemPtr object)
int getCastStyle() const;
float getEnchantPoints(bool precise = true) const;
int getEffectiveCastCost()
const; // Effective cost taking player Enchant skill into account, used for preview purposes in the UI
int getEnchantPrice() const { return getEnchantPrice(getEnchantItemsCount()); }
int getMaxEnchantValue() const;
int getGemCharge() const;
int getEnchantChance() const;
bool soulEmpty() const; // Return true if empty
bool itemEmpty() const; // Return true if empty
};
}
#endif