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📄 c18-抽象工厂例.txt

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//在使用抽象工厂方法模式

class MazeFactory
{
public:
	MazeFactory();

	//工厂方法集合
	virtual Maze * MakeMaze() const		{return new Maze;} 
	virtual Room * MakeRoom(int n) const    {return new Room(1);}
	virtual Wall * MakeWall() const 	{return new Wall;}
	virtual Door * MakeDoor(Room * r1,Room * r2) const
			{return new Door(r1,r2);} 	
};

Maze * Game::CreateMaze(MazeFactory & factory)
{
	Maze * aMaze=factory.MakeMaze();
	Room * r1=factory.MakeRoom(1);
	Room * r2=factory.MakeRoom(2);
	Door * theDoor=factory.MakeDoor(r1,r2);

	aMaze->AddRoom(r1);
	aMaze->AddRoom(r2);
	
	r1->SetSide(1,factory.MakeWall());
	r1->SetSide(2,theDoor);
	r1->SetSide(3,factory.MakeWall());
	r1->SetSide(4,factory.MakeWall());

	r1->SetSide(1,factory.MakeWall());
	r1->SetSide(2,factory.MakeWall());
	r1->SetSide(3,factory.MakeWall());
	r1->SetSide(4,theDoor);
	
	return aMaze;
}
//-------------------------------------------------------------------------------------------
//为创建由Room类的子类RoomWithBomb等构成的迷宫,派生新的工厂

class BombedMazeFactory:public MazeFactory
{
public:
	BombedMazeFactory();
	Room * MakeRoom(int n) const 	{return new RoomWithBomb(n);}
	Wall * MakeWall() const		{return new BombedWall;}
};

Door * Door::Clone() const { reutrn new Door(*this);}

// 实际使用
Game mygame;
BombedMazeFactory factory;
mygame.CreateMaze(factory);

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