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path: root/backend/ObjectFactory.cpp
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#include "ObjectFactory.h"

#include "ArmorObject.h"
#include "ConsumableObject.h"
#include "TeleportConsumableObject.h"
#include "ExpConsumableObject.h"
#include "ElixirConsumableObject.h"
#include "GoldObject.h"
#include "WeaponObject.h"
#include "RNG.h"

Object * ObjectFactory::create_object(const UniversalObject & data) {
	if (data.type == "wapenrusting") {
		ArmorObject * object = new ArmorObject(data.name, data.description);
		object->set_protection(data.protection);
		return object;
	}

	{
		ConsumableObject * object = nullptr;

		if (data.type == "teleportatiedrank")
		 object = new TeleportConsumableObject(data.name, data.description);
		else if (data.type == "ervaringsdrank")
		 object = new ExpConsumableObject(data.name, data.description);
		else if (data.type == "levenselixer")
		 object = new ElixirConsumableObject(data.name, data.description);

		if (object != nullptr) {
			object->set_potency(data.value);
			return object;
		}
	}

	if (data.type == "goudstukken") {
		GoldObject * object = new GoldObject(data.name, data.description);
		object->set_count(RNG::get().rand_int(data.value));
		return object;
	}

	if (data.type == "wapen") {
		WeaponObject * object = new WeaponObject(data.name, data.description);
		object->set_damage(data.value);
		return object;
	}

	// fallback
	return ObjectFactory::create_object(data.name, data.description);
}

Object * ObjectFactory::create_object(const String & name, const String & description) {
	return new Object(name, description);
}