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#include "ObjectFactory.h"
#include "ArmorObject.h"
#include "ConsumableObject.h"
#include "GoldObject.h"
#include "WeaponObject.h"
#include "RNG.h"
Object * ObjectFactory::create_object(const UniversalObject & data) {
switch (data.type) {
case ARMOR: {
ArmorObject * object = new ArmorObject(data.name, data.description);
object->set_protection(data.protection);
return object;
}
case CONSUMABLE: {
ConsumableObject * object = new ConsumableObject(data.name, data.description);
// TODO: read database item explanation
return object;
}
case GOLD: {
GoldObject * object = new GoldObject(data.name, data.description);
object->set_count(RNG::get().rand_int(data.min_value, data.max_value));
return object;
}
case WEAPON: {
WeaponObject * object = new WeaponObject(data.name, data.description);
object->set_damage_min(data.min_value);
object->set_damage_max(data.max_value);
return object;
}
default: break;
}
return ObjectFactory::create_object(data.name, data.description);
}
Object * ObjectFactory::create_object(const char * name, const char * description) {
return new Object(name, description);
}
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