📄 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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