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Builder
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Builder
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- Builder - :
- Product;
- ConcreteBuilder - : Builder; ; ;
- Director - :
- - , Builder;
- Product (ASCIIText, TeXText, TextWidget) - :
- . ConcreteBuilder ;
- , , .
- - Director - Builder;
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Ø . Builder , , . , ;
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Builder, , .
. ConcreteBuilder , .
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- CreateMaze, , MazeBuilder.
MazeBuilder :
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();
};
: , , . GetMaze . MazeBuilder .
MazeBuilder . , .
MazeBuilder, - CreateMaze, :
Maze* MazeGame::CreateMaze (MazeBuilder& builder) {
builder.BuildMaze();
builder.BuiIdRoom(l);
builder.BuiIdRoom(2);
builder.BuildDoor(1, 2);
return builder.GetMaze();
}
, , , , . -, , , , . , MazeBuilder .
, ; , MazeBuilder. , MazeBuilder . GreateComplexMaze:
Maze* MazeGame::CreateComplexMaze (MazeBuilder& builder) {
builder.BuildRoom(l);
builder.BuildRoom(lOOl);
return builder.GetMaze(); }
, MazeBuilder , - .
. MazeBuilder.
StandardMazeBuilder . , _currentMaze:
class StandardMazeBuilder: public MazeBuilder {
public:
StandardMazeBuilder();
virtual void BuildMazeO;
virtual void BuildRoom(int);
virtual void BuildDoor(int, int);
virtual Maze* GetMazef();
private:
Direction CommonWall(Room*, Room*);
Maze* _currentMaze;
};
CommonWall ( ) - , .
StandardMazeBuilder _currentMaze:
StandardMazeBuilder::StandardMazeBuilder () {
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_currentMaze = 0;
}
BuildMaze Maze, , , ( GetMaze):
void StandardMazeBuilder:: BuildMaze () {
_currentMaze = new Maze;
}
Maze* StandardMazeBuilder::GetMaze () {
return _currentMaze;
}
BuildRoom :
void StandardMazeBuilder::BuildRoom (int n) {
if (!_currentMaze->RoomNo(n)) {
Room* room = new Room(n);
_currentMaze->AddRoom(room);
room->SetSide(North, new Wal l);
room->SetSide(South, new Wal l);
room->SetSide(East, new Wal l);
room->SetSide(West, new Wall);
}
}
, StandardMazeBuilder :
void StandardMazeBuilder: rBuildDoor (int nl, int n2) {
Room* rl = _currentMaze->RoomNo (nl);
Room* r2 = _currentMaze->RoomNo (n2);
Door* d = new Door(rl, r2);
rl->SetSide(CommonWall(rl,r2), d);
r2->SetSide(CommonWall(r2,rl), d);
}
GreateMaze StandardMazeBuilder:
Maze* maze;
MazeGame game;
StandardMazeBuilder builder;
game. CreateMaze (builder);
maze = builder. GetMaze ();
StandardMazeBuilder Maze . Maze, , a StandardMazeBuilder Maze. , MazeBuilder, , .
MazeBuiIder CountingMazeBuiIder.
, , :
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;
};
,
MazeBuilder :
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;
}
CountingMazeBuilder:
int rooms, doors;
MazeGame game;
CountingMazeBuilder builder;
game.CreateMaze(builder);
buiIder.GetCount s(rooms, doors);
cout " "
rooms " "
doors " " endl;
- , Builder;
- CountingMazeBuilder ( ) .
- - MazeBuiIder CountingMazeBuilder.
1.
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:
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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);
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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