Приложение №1. Базовые классы




 

Factorymeth.C

 

 

 

/*

*/

class Product {};

 

#ifdef Implementation1

class MyProduct: public Product {};

class YourProduct: public Product {};

class TheirProduct: public Product {};

typedef int ProductId;

const int MINE = 1;

const int YOURS = 2;

const int THEIRS = 2;

/*

*/

class Creator {

public:

virtual Product* Create(ProductId);

};

/*

*/

Product* Creator::Create (ProductId id) {

if (id == MINE) return new MyProduct;

if (id == YOURS) return new YourProduct;

// repeat for remaining products...

 

return 0;

}

/*

*/

class MyCreator: public Creator {

public:

virtual Product* Create(ProductId);

};

/*

*/

Product* MyCreator::Create (ProductId id) {

if (id == YOURS) return new MyProduct;

if (id == MINE) return new YourProduct;

// N.B.: switched YOURS and MINE

 

if (id == THEIRS) return new TheirProduct;

 

return Creator::Create(id); // called if all others fail

}

/*

*/

#endif

#ifdef Implementation2

/*

*/

class Creator {

public:

Product* GetProduct();

protected:

virtual Product* CreateProduct();

private:

Product* _product;

};

/*

*/

Product* Creator::GetProduct () {

if (_product == 0) {

_product = CreateProduct();

}

return _product;

}

/*

*/

#endif

#ifdef Implementation3

/*

*/

class Creator {

public:

virtual Product* CreateProduct() = 0;

};

/*

*/

template <class TheProduct>

class StandardCreator: public Creator {

public:

virtual Product* CreateProduct();

};

/*

*/

template <class TheProduct>

Product* StandardCreator<TheProduct>::CreateProduct () {

return new TheProduct;

}

/*

*/

class MyProduct: public Product {

public:

MyProduct();

//...

};

 

StandardCreator<MyProduct> myCreator;

/*

*/

#endif

/*

*/

#include "C++/MazeParts.H"

/*

*/

class MazeGame {

public:

Maze* CreateMaze();

/*

*/

// factory methods:

/*

*/

virtual Maze* MakeMaze() const

{ return new Maze; }

virtual Room* MakeRoom(int n) const

{ return new Room(n); }

virtual Wall* MakeWall() const

{ return new Wall; }

virtual Door* MakeDoor(Room* r1, Room* r2) const

{ return new Door(r1, r2); }

};

/*

*/

Maze* MazeGame::CreateMaze () {

Maze* aMaze = MakeMaze();

/*

*/

Room* r1 = MakeRoom(1);

Room* r2 = MakeRoom(2);

Door* theDoor = MakeDoor(r1, r2);

/*

*/

aMaze->AddRoom(r1);

aMaze->AddRoom(r2);

/*

*/

r1->SetSide(North, MakeWall());

r1->SetSide(East, theDoor);

r1->SetSide(South, MakeWall());

r1->SetSide(West, MakeWall());

/*

*/

r2->SetSide(North, MakeWall());

r2->SetSide(East, MakeWall());

r2->SetSide(South, MakeWall());

r2->SetSide(West, theDoor);

/*

*/

return aMaze;

}

/*

*/

class BombedMazeGame: public MazeGame {

public:

BombedMazeGame();

/*

*/

virtual Wall* MakeWall() const

{ return new BombedWall; }

/*

*/

virtual Room* MakeRoom(int n) const

{ return new RoomWithABomb(n); }

};

/*

*/

class EnchantedMazeGame: public MazeGame {

public:

EnchantedMazeGame();

/*

*/

virtual Room* MakeRoom(int n) const

{ return new EnchantedRoom(n, CastSpell()); }

/*

*/

virtual Door* MakeDoor(Room* r1, Room* r2) const

{ return new DoorNeedingSpell(r1, r2); }

protected:

Spell* CastSpell() const;

};

/*

*/

 

 

Builder.C

 

 

#include "MazeParts.H"

#include "MazeGame.H"

#include <iostream.h>

 

class MazeBuilder {

public:

virtual void BuildMaze() { }

virtual void BuildRoom(int room) { }

virtual void BuildDoor(int roomFrom, int roomTo) { }

 

virtual Maze* GetMaze() { return 0; }

protected:

MazeBuilder();

};

 

Maze* MazeGame::CreateMaze (MazeBuilder& builder) {

builder.BuildMaze();

 

builder.BuildRoom(1);

builder.BuildRoom(2);

builder.BuildDoor(1, 2);

 

return builder.GetMaze();

}

 

Maze* MazeGame::CreateComplexMaze (MazeBuilder& builder) {

builder.BuildRoom(1);

//...

builder.BuildRoom(1001);

 

return builder.GetMaze();

}

 

class StandardMazeBuilder: public MazeBuilder {

public:

StandardMazeBuilder();

virtual void BuildMaze();

virtual void BuildRoom(int);

virtual void BuildDoor(int, int);

virtual Maze* GetMaze();

private:

Direction CommonWall(Room*, Room*);

Maze* _currentMaze;

};

 

StandardMazeBuilder::StandardMazeBuilder () {

_currentMaze = 0;

}

 

void StandardMazeBuilder::BuildMaze () {

_currentMaze = new Maze;

}

 

Maze *StandardMazeBuilder::GetMaze () {

Maze* maze = _currentMaze;

return maze;

}

 

void StandardMazeBuilder::BuildRoom (int n) {

if (!_currentMaze->RoomNo(n)) {

Room* room = new Room(n);

_currentMaze->AddRoom(room);

room->SetSide(North, new Wall);

room->SetSide(South, new Wall);

room->SetSide(East, new Wall);

room->SetSide(West, new Wall);

}

}

 

void StandardMazeBuilder::BuildDoor (int n1, int n2) {

Room* r1 = _currentMaze->RoomNo(n1);

Room* r2 = _currentMaze->RoomNo(n2);

Door* d = new Door(r1, r2);

r1->SetSide(CommonWall(r1,r2), d);

r2->SetSide(CommonWall(r2,r1), d);

}

 

void dummy() {

 

Maze* maze;

MazeGame game;

StandardMazeBuilder builder;

 

game.CreateMaze(builder);

maze = builder.GetMaze();

}

 

class CountingMazeBuilder: public MazeBuilder {

public:

CountingMazeBuilder();

 

virtual void BuildMaze();

virtual void BuildRoom(int);

virtual void BuildDoor(int, int);

virtual void AddWall(int, Direction);

void GetCounts(int&, int&) const;

private:

int _doors;

int _rooms;

};

CountingMazeBuilder::CountingMazeBuilder () {

_rooms = _doors = 0;

}

void CountingMazeBuilder::BuildRoom (int) {

_rooms++;

}

void CountingMazeBuilder::BuildDoor (int, int) {

_doors++;

}

void CountingMazeBuilder::GetCounts (

int& rooms, int& doors

) const {

rooms = _rooms;

doors = _doors;

}

void dummy1() {

int rooms, doors;

MazeGame game;

CountingMazeBuilder builder;

 

game.CreateMaze(builder);

builder.GetCounts(rooms, doors);

 

cout << "The maze has "

<< rooms << " rooms and "

<< doors << " doors" << endl;

}

 

 

 

MazeParts.H

 

 

#ifndef MazeParts_H

#define MazeParts_H

 

#include "defs.H"

 

enum Direction { North, East, South, West };

#ifndef MapSite_H

#define MapSite_H

 

class MapSite {

public:

virtual void Enter() = 0;

};

 

#endif

#ifndef _H

#define _H

 

class Room: public MapSite {

public:

Room(int = 0);

Room(const Room&);

 

virtual Room* Clone() const;

void InitializeRoomNo(int);

 

MapSite* GetSide(Direction);

void SetSide(Direction, MapSite*);

 

virtual void Enter();

private:

MapSite* _sides[4];

int _roomNumber;

};

#endif

#ifndef Wall_H

#define Wall_H

 

class Wall: public MapSite {

public:

 

Wall();

Wall(const Wall&);

virtual Wall* Clone() const;

virtual void Enter();

};

#endif

#ifndef Door_H

#define Door_H

 

class Door: public MapSite {

public:

Door(Room* = 0, Room* = 0);

Door(const Room&);

 

virtual Door* Clone() const;

void Initialize(Room*, Room*);

 

virtual void Enter();

Room* OtherSideFrom(Room*);

private:

Room* _room1;

Room* _room2;

bool _isOpen;

};

#endif

#ifndef Maze_H

#define Maze_H

 

class Maze {

public:

Maze();

Maze(const Maze&);

Room* RoomNo(int);

void AddRoom(Room*);

 

virtual Maze* Clone() const;

private:

//...

};

#endif

#ifndef BombedWall_H

#define BombedWall_H

 

class BombedWall: public Wall {

public:

BombedWall(bool bombed = false);

BombedWall(const BombedWall&);

 

virtual Wall* Clone() const;

void Intialize(bool);

 

virtual void Enter();

private:

bool _bomb;

};

#endif

#ifndef RoomWithABomb_H

#define RoomWithABomb_H

 

class RoomWithABomb: public Room {

public:

RoomWithABomb(int = 0, bool bombed = false);

RoomWithABomb(const RoomWithABomb&);

bool HasBomb();

private:

bool _bomb;

};

 

#endif

#ifndef EnchantedRoom_H

#define EnchantedRoom_H

 

class Spell;

 

class EnchantedRoom: public Room {

public:

EnchantedRoom(int, Spell* = 0);

EnchantedRoom(const EnchantedRoom&);

bool HasSpell();

Spell PickUpSpell();

private:

Spell* _spell;

};

 

#endif

#ifndef DoorNeedingSpell_H

#define DoorNeedingSpell_H

 

class DoorNeedingSpell: public Door {

public:

DoorNeedingSpell(Room*, Room*);

DoorNeedingSpell(const DoorNeedingSpell&);

bool TrySpell(Spell);

};

#endif

 

 

#endif

 

MazeGame.H

 

 

#ifndef MazeGame_H

#define MazeGame_H

 

class Maze;

class Wall;

class Door;

class Room;

 

class MazeFactory;

class MazeBuilder;

 

class MazeGame {

public:

Maze* CreateMaze();

 

Maze* CreateSimpleMaze();

Maze* CreateMaze(MazeFactory&);

Maze* CreateMaze(MazeBuilder&);

 

Maze* CreateComplexMaze (MazeBuilder& builder);

 

// factory methods

 

virtual Maze* MakeMaze() const;

virtual Room* MakeRoom(int n) const;

virtual Wall* MakeWall() const;

virtual Door* MakeDoor(Room* r1, Room* r2) const;

};

#endif

 



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