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GoF.h
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GoF.h
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#pragma once
namespace BuilderPattern::GoF
{
class Room;
class Maze {
public:
Room* RoomNo(int) { return nullptr; }
void AddRoom(Room*) {}
};
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() {}
};
class MazeGame
{
public:
Maze* CreateMaze(MazeBuilder& builder);
Maze* CreateComplexMaze(MazeBuilder& builder);
};
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();
}
enum Direction
{
North,
South,
East,
West
};
class MapSite {
public:
virtual void Enter() = 0;
};
class Door;
class Wall : public MapSite {
public:
Wall() {}
virtual void Enter() {}
};
class Room : public MapSite {
public:
Room(int roomNo) {}
MapSite* GetSide(Direction) const { return nullptr; }
void SetSide(Direction, MapSite*) {}
virtual void Enter() {}
private:
MapSite* _sides[4];
int _roomNumber;
};
class Door : public MapSite {
public:
Door(Room* = 0, Room* = 0) {}
virtual void Enter() {}
Room* OtherSideFrom(Room*) {}
private:
Room* _room1;
Room* _room2;
bool _isOpen;
};
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*) { return North; }
Maze* _currentMaze;
};
StandardMazeBuilder::StandardMazeBuilder() {
_currentMaze = 0;
}
void StandardMazeBuilder::BuildMaze() {
_currentMaze = new Maze;
}
Maze* StandardMazeBuilder::GetMaze() {
return _currentMaze;
}
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);
}
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;
}
}