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📄 itemfactorymanager.cpp

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//////////////////////////////////////////////////////////////////////////////// Filename    : ItemFactoryManager.cpp // Written By  : Reiot// Description ://////////////////////////////////////////////////////////////////////////////#include "Item.h"#include "ItemUtil.h"#include "Assert.h"#include "ItemFactoryManager.h"#include "ItemInfoManager.h"#include "StringStream.h"#include <string.h>#include "Motorcycle.h"#include "Potion.h"#include "Water.h"#include "HolyWater.h"#include "Magazine.h"#include "BombMaterial.h"#include "ETC.h"#include "Key.h"#include "Ring.h"#include "Bracelet.h"#include "Necklace.h"#include "Coat.h"#include "Trouser.h"#include "Shoes.h"#include "Sword.h"#include "Blade.h"#include "Shield.h"#include "Cross.h"#include "Mace.h"#include "Glove.h"#include "Helm.h"#include "SG.h"#include "SMG.h"#include "AR.h"#include "SR.h"#include "Bomb.h"#include "Mine.h"#include "Belt.h"#include "LearningItem.h"#include "Money.h"#include "Corpse.h"#include "VampireRing.h"#include "VampireBracelet.h"#include "VampireNecklace.h"#include "VampireCoat.h"#include "Skull.h"#include "Serum.h"#include "VampireETC.h"#include "SlayerPortalItem.h"#include "VampirePortalItem.h"#include "EventGiftBox.h"#include "EventStar.h"#include "VampireEarring.h"#include "Relic.h"#include "VampireWeapon.h"#include "VampireAmulet.h"#include "QuestItem.h"#include "EventTree.h"#include "EventETC.h"#include "BloodBible.h"#include "CastleSymbol.h"#include "CoupleRing.h"#include "VampireCoupleRing.h"#include "EventItem.h"#include "DyePotion.h"#include "ResurrectItem.h"#include "MixingItem.h"#include "OustersArmsband.h"#include "OustersBoots.h"#include "OustersChakram.h"#include "OustersCirclet.h"#include "OustersCoat.h"#include "OustersPendent.h"#include "OustersRing.h"#include "OustersStone.h"#include "OustersWristlet.h"#include "Larva.h"#include "Pupa.h"#include "ComposMei.h"#include "OustersSummonItem.h"#include "EffectItem.h"#include "CodeSheet.h"#include "item/MoonCard.h"#include "Sweeper.h"#include "PetItem.h"#include "PetFood.h"#include "PetEnchantItem.h"#include "LuckyBag.h"////////////////////////////////////////////////////////////////////////// constructor////////////////////////////////////////////////////////////////////////ItemFactoryManager::ItemFactoryManager () 	throw (): m_Factories(NULL) , m_Size(Item::ITEM_CLASS_MAX){	__BEGIN_TRY	Assert(m_Size > 0);		// 酒捞袍蒲配府硅凯阑 积己茄促.	m_Factories = new ItemFactory*[ m_Size ];		// 蒲配府俊 措茄 器牢磐甸阑 NULL 肺 檬扁拳茄促.	for (int i = 0 ; i < m_Size ; i ++) 		m_Factories[i] = NULL;				__END_CATCH}////////////////////////////////////////////////////////////////////////// destructor////////////////////////////////////////////////////////////////////////ItemFactoryManager::~ItemFactoryManager () 	throw (){	__BEGIN_TRY			Assert(m_Factories != NULL);	// 阿阿狼 酒捞袍蒲配府甸阑 昏力茄促.	for (int i = 0 ; i < m_Size ; i ++) 		SAFE_DELETE(m_Factories[i]);		// 酒捞袍蒲配府硅凯阑 昏力茄促.	SAFE_DELETE_ARRAY(m_Factories);				__END_CATCH}////////////////////////////////////////////////////////////////////////// 沥狼等 葛电 酒捞袍蒲配府甸阑 咯扁俊 眠啊茄促.////////////////////////////////////////////////////////////////////////void ItemFactoryManager::init ()	 throw (Error){	__BEGIN_TRY			m_Factories[Item::ITEM_CLASS_MOTORCYCLE] = new MotorcycleFactory();	m_ItemClassMap[m_Factories[Item::ITEM_CLASS_MOTORCYCLE]->getItemClassName()] = Item::ITEM_CLASS_MOTORCYCLE;	m_Factories[Item::ITEM_CLASS_POTION] = new PotionFactory();	m_ItemClassMap[m_Factories[Item::ITEM_CLASS_POTION]->getItemClassName()] = Item::ITEM_CLASS_POTION;	m_Factories[Item::ITEM_CLASS_WATER] = new WaterFactory();	m_ItemClassMap[m_Factories[Item::ITEM_CLASS_WATER]->getItemClassName()] = Item::ITEM_CLASS_WATER;	m_Factories[Item::ITEM_CLASS_HOLYWATER] = new HolyWaterFactory();	m_ItemClassMap[m_Factories[Item::ITEM_CLASS_HOLYWATER]->getItemClassName()] = Item::ITEM_CLASS_HOLYWATER;	m_Factories[Item::ITEM_CLASS_MAGAZINE] = new MagazineFactory();	m_ItemClassMap[m_Factories[Item::ITEM_CLASS_MAGAZINE]->getItemClassName()] = Item::ITEM_CLASS_MAGAZINE;	m_Factories[Item::ITEM_CLASS_BOMB_MATERIAL] = new BombMaterialFactory();	m_ItemClassMap[m_Factories[Item::ITEM_CLASS_BOMB_MATERIAL]->getItemClassName()] = Item::ITEM_CLASS_BOMB_MATERIAL;	m_Factories[Item::ITEM_CLASS_ETC] = new ETCFactory();	m_ItemClassMap[m_Factories[Item::ITEM_CLASS_ETC]->getItemClassName()] = Item::ITEM_CLASS_ETC;	m_Factories[Item::ITEM_CLASS_KEY] = new KeyFactory();	m_ItemClassMap[m_Factories[Item::ITEM_CLASS_KEY]->getItemClassName()] = Item::ITEM_CLASS_KEY;	m_Factories[Item::ITEM_CLASS_RING] = new RingFactory();	m_ItemClassMap[m_Factories[Item::ITEM_CLASS_RING]->getItemClassName()] = Item::ITEM_CLASS_RING;	m_Factories[Item::ITEM_CLASS_BRACELET] = new BraceletFactory();	m_ItemClassMap[m_Factories[Item::ITEM_CLASS_BRACELET]->getItemClassName()] = Item::ITEM_CLASS_BRACELET;	m_Factories[Item::ITEM_CLASS_NECKLACE] = new NecklaceFactory();	m_ItemClassMap[m_Factories[Item::ITEM_CLASS_NECKLACE]->getItemClassName()] = Item::ITEM_CLASS_NECKLACE;	m_Factories[Item::ITEM_CLASS_COAT] = new CoatFactory();	m_ItemClassMap[m_Factories[Item::ITEM_CLASS_COAT]->getItemClassName()] = Item::ITEM_CLASS_COAT;	m_Factories[Item::ITEM_CLASS_TROUSER] = new TrouserFactory();	m_ItemClassMap[m_Factories[Item::ITEM_CLASS_TROUSER]->getItemClassName()] = Item::ITEM_CLASS_TROUSER;	m_Factories[Item::ITEM_CLASS_SHOES] = new ShoesFactory();	m_ItemClassMap[m_Factories[Item::ITEM_CLASS_SHOES]->getItemClassName()] = Item::ITEM_CLASS_SHOES;	m_Factories[Item::ITEM_CLASS_SWORD] = new SwordFactory();	m_ItemClassMap[m_Factories[Item::ITEM_CLASS_SWORD]->getItemClassName()] = Item::ITEM_CLASS_SWORD;	m_Factories[Item::ITEM_CLASS_BLADE] = new BladeFactory();	m_ItemClassMap[m_Factories[Item::ITEM_CLASS_BLADE]->getItemClassName()] = Item::ITEM_CLASS_BLADE;	m_Factories[Item::ITEM_CLASS_SHIELD] = new ShieldFactory();	m_ItemClassMap[m_Factories[Item::ITEM_CLASS_SHIELD]->getItemClassName()] = Item::ITEM_CLASS_SHIELD;	m_Factories[Item::ITEM_CLASS_CROSS] = new CrossFactory();	m_ItemClassMap[m_Factories[Item::ITEM_CLASS_CROSS]->getItemClassName()] = Item::ITEM_CLASS_CROSS;	m_Factories[Item::ITEM_CLASS_GLOVE] = new GloveFactory();	m_ItemClassMap[m_Factories[Item::ITEM_CLASS_GLOVE]->getItemClassName()] = Item::ITEM_CLASS_GLOVE;	m_Factories[Item::ITEM_CLASS_HELM] = new HelmFactory();	m_ItemClassMap[m_Factories[Item::ITEM_CLASS_HELM]->getItemClassName()] = Item::ITEM_CLASS_HELM;	m_Factories[Item::ITEM_CLASS_SG] = new SGFactory();	m_ItemClassMap[m_Factories[Item::ITEM_CLASS_SG]->getItemClassName()] = Item::ITEM_CLASS_SG;	m_Factories[Item::ITEM_CLASS_SMG] = new SMGFactory();	m_ItemClassMap[m_Factories[Item::ITEM_CLASS_SMG]->getItemClassName()] = Item::ITEM_CLASS_SMG;	m_Factories[Item::ITEM_CLASS_AR] = new ARFactory();	m_ItemClassMap[m_Factories[Item::ITEM_CLASS_AR]->getItemClassName()] = Item::ITEM_CLASS_AR;	m_Factories[Item::ITEM_CLASS_SR] = new SRFactory();	m_ItemClassMap[m_Factories[Item::ITEM_CLASS_SR]->getItemClassName()] = Item::ITEM_CLASS_SR;	m_Factories[Item::ITEM_CLASS_BOMB] = new BombFactory();	m_ItemClassMap[m_Factories[Item::ITEM_CLASS_BOMB]->getItemClassName()] = Item::ITEM_CLASS_BOMB;	m_Factories[Item::ITEM_CLASS_MINE] = new MineFactory();	m_ItemClassMap[m_Factories[Item::ITEM_CLASS_MINE]->getItemClassName()] = Item::ITEM_CLASS_MINE;	m_Factories[Item::ITEM_CLASS_BELT] = new BeltFactory();	m_ItemClassMap[m_Factories[Item::ITEM_CLASS_BELT]->getItemClassName()] = Item::ITEM_CLASS_BELT;	m_Factories[Item::ITEM_CLASS_LEARNINGITEM] = new LearningItemFactory();	m_ItemClassMap[m_Factories[Item::ITEM_CLASS_LEARNINGITEM]->getItemClassName()] = Item::ITEM_CLASS_LEARNINGITEM;	m_Factories[Item::ITEM_CLASS_MONEY] = new MoneyFactory();	m_ItemClassMap[m_Factories[Item::ITEM_CLASS_MONEY]->getItemClassName()] = Item::ITEM_CLASS_MONEY;	m_Factories[Item::ITEM_CLASS_CORPSE] = NULL;	//m_ItemClassMap[m_Factories[Item::ITEM_CLASS_CORPSE]->getItemClassName()] = Item::ITEM_CLASS_CORPSE;	m_Factories[Item::ITEM_CLASS_VAMPIRE_RING] = new VampireRingFactory();	m_ItemClassMap[m_Factories[Item::ITEM_CLASS_VAMPIRE_RING]->getItemClassName()] = Item::ITEM_CLASS_VAMPIRE_RING;	m_Factories[Item::ITEM_CLASS_VAMPIRE_BRACELET] = new VampireBraceletFactory();	m_ItemClassMap[m_Factories[Item::ITEM_CLASS_VAMPIRE_BRACELET]->getItemClassName()] = Item::ITEM_CLASS_VAMPIRE_BRACELET;	m_Factories[Item::ITEM_CLASS_VAMPIRE_NECKLACE] = new VampireNecklaceFactory();	m_ItemClassMap[m_Factories[Item::ITEM_CLASS_VAMPIRE_NECKLACE]->getItemClassName()] = Item::ITEM_CLASS_VAMPIRE_NECKLACE;	m_Factories[Item::ITEM_CLASS_VAMPIRE_COAT] = new VampireCoatFactory();	m_ItemClassMap[m_Factories[Item::ITEM_CLASS_VAMPIRE_COAT]->getItemClassName()] = Item::ITEM_CLASS_VAMPIRE_COAT;	m_Factories[Item::ITEM_CLASS_SKULL] = new SkullFactory();	m_ItemClassMap[m_Factories[Item::ITEM_CLASS_SKULL]->getItemClassName()] = Item::ITEM_CLASS_SKULL;	m_Factories[Item::ITEM_CLASS_MACE] = new MaceFactory();	m_ItemClassMap[m_Factories[Item::ITEM_CLASS_MACE]->getItemClassName()] = Item::ITEM_CLASS_MACE;

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