CBase* Factory::CreateWeapon(int type, POINT mapPoint, bool bAddtoMngr) { CBase* weapon = new CBase(); CBase* temp; switch(type) { case BOKKEN: temp = weapons[BOKKEN]; temp->SetName("Bokken"); temp->SetImageID(CAssets::GetInstance()->aSwordID); temp->SetNumType(0); break; case TACHI: temp = weapons[TACHI]; temp->SetName("Tachi"); temp->SetImageID(CAssets::GetInstance()->aSwordID); temp->SetNumType(1); break; case KATANA: temp = weapons[KATANA]; temp->SetName("Katana"); temp->SetImageID(CAssets::GetInstance()->aSwordID); temp->SetNumType(2); break; case NINJATO: temp = weapons[NINJATO]; temp->SetName("Ninjato"); temp->SetImageID(CAssets::GetInstance()->aSwordID); temp->SetNumType(3); break; case WOODNUN: temp = weapons[WOODNUN]; temp->SetName("Wooden Nunchaku"); temp->SetImageID(CAssets::GetInstance()->aNunchakuID); temp->SetNumType(4); break; case GLASSNUN: temp = weapons[GLASSNUN]; temp->SetName("Glass Nunchaku"); temp->SetImageID(CAssets::GetInstance()->aNunchakuID); temp->SetNumType(5); break; case STEELNUN: temp = weapons[STEELNUN]; temp->SetName("Steel Nunchaku"); temp->SetImageID(CAssets::GetInstance()->aNunchakuID); temp->SetNumType(6); break; case OAKSTAFF: temp = weapons[OAKSTAFF]; temp->SetName("Oak Bo Staff"); temp->SetImageID(CAssets::GetInstance()->aStaffID); temp->SetNumType(7); break; case BAMBOOSTAFF: temp = weapons[BAMBOOSTAFF]; temp->SetName("Bamboo Staff"); temp->SetImageID(CAssets::GetInstance()->aStaffID); temp->SetNumType(8); break; case STEELSTAFF: temp = weapons[STEELSTAFF]; temp->SetName("Steel Staff"); temp->SetImageID(CAssets::GetInstance()->aStaffID); temp->SetNumType(9); break; case RUSTYSAI: temp = weapons[RUSTYSAI]; temp->SetName("Rusty Sais"); temp->SetImageID(CAssets::GetInstance()->aSaiID); temp->SetNumType(10); break; case POLISHEDSAI: temp = weapons[POLISHEDSAI]; temp->SetName("Polished Sais"); temp->SetImageID(CAssets::GetInstance()->aSaiID); temp->SetNumType(11); break; } weapon->SetWeapon(temp->GetName(),temp->GetStrength(), temp->GetDefense(), temp->GetImageID(), temp->GetNumType()); weapon->SetType(OBJECT_WEAPON); weapon->SetWidth(32); weapon->SetHeight(32); if (bAddtoMngr) { CBattleMap* pBM = CBattleMap::GetInstance(); weapon->SetCurrTile(mapPoint, pBM->GetOffsetX(),pBM->GetOffsetY(),pBM->GetTileWidth(), pBM->GetTileHeight(),pBM->GetNumCols(),false); ObjectManager::GetInstance()->Add(weapon); } return weapon; }