📄 abstractfactory.cpp
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//: C10:AbstractFactory.cpp
// From "Thinking in C++, Volume 2", by Bruce Eckel & Chuck Allison.
// (c) 1995-2004 MindView, Inc. All Rights Reserved.
// See source code use permissions stated in the file 'License.txt',
// distributed with the code package available at www.MindView.net.
// A gaming environment.
#include <iostream>
using namespace std;
class Obstacle {
public:
virtual void action() = 0;
};
class Player {
public:
virtual void interactWith(Obstacle*) = 0;
};
class Kitty: public Player {
virtual void interactWith(Obstacle* ob) {
cout << "Kitty has encountered a ";
ob->action();
}
};
class KungFuGuy: public Player {
virtual void interactWith(Obstacle* ob) {
cout << "KungFuGuy now battles against a ";
ob->action();
}
};
class Puzzle: public Obstacle {
public:
void action() { cout << "Puzzle" << endl; }
};
class NastyWeapon: public Obstacle {
public:
void action() { cout << "NastyWeapon" << endl; }
};
// The abstract factory:
class GameElementFactory {
public:
virtual Player* makePlayer() = 0;
virtual Obstacle* makeObstacle() = 0;
};
// Concrete factories:
class KittiesAndPuzzles : public GameElementFactory {
public:
virtual Player* makePlayer() { return new Kitty; }
virtual Obstacle* makeObstacle() { return new Puzzle; }
};
class KillAndDismember : public GameElementFactory {
public:
virtual Player* makePlayer() { return new KungFuGuy; }
virtual Obstacle* makeObstacle() {
return new NastyWeapon;
}
};
class GameEnvironment {
GameElementFactory* gef;
Player* p;
Obstacle* ob;
public:
GameEnvironment(GameElementFactory* factory)
: gef(factory), p(factory->makePlayer()),
ob(factory->makeObstacle()) {}
void play() { p->interactWith(ob); }
~GameEnvironment() {
delete p;
delete ob;
delete gef;
}
};
int main() {
GameEnvironment
g1(new KittiesAndPuzzles),
g2(new KillAndDismember);
g1.play();
g2.play();
}
/* Output:
Kitty has encountered a Puzzle
KungFuGuy now battles against a NastyWeapon */ ///:~
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