/* */ #include "C++/MazeParts.H" #include "C++/MazeGame.H" #define MazeFactory_H /* */ class MazeFactory { public: MazeFactory(); /* */ virtual Maze* MakeMaze() const { return new Maze; } virtual Wall* MakeWall() const { return new Wall; } virtual Room* MakeRoom(int n) const { return new Room(n); } virtual Door* MakeDoor(Room* r1, Room* r2) const { return new Door(r1, r2); } }; /* */ Maze* MazeGame::CreateMaze (MazeFactory& factory) { Maze* aMaze = factory.MakeMaze(); Room* r1 = factory.MakeRoom(1); Room* r2 = factory.MakeRoom(2); Door* aDoor = factory.MakeDoor(r1, r2); aMaze->AddRoom(r1); aMaze->AddRoom(r2); /* */ r1->SetSide(North, factory.MakeWall()); r1->SetSide(East, aDoor); r1->SetSide(South, factory.MakeWall()); r1->SetSide(West, factory.MakeWall()); /* */ r2->SetSide(North, factory.MakeWall()); r2->SetSide(East, factory.MakeWall()); r2->SetSide(South, factory.MakeWall()); r2->SetSide(West, aDoor); return aMaze; } /* */ class EnchantedMazeFactory : public MazeFactory { public: EnchantedMazeFactory(); /* */ 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; }; /* */ #define EnchantedMazeFactory_H #include "C++/MazeFactories.H" /* */ Wall* BombedMazeFactory::MakeWall () const { return new BombedWall; } /* */ Room* BombedMazeFactory::MakeRoom(int n) const { return new RoomWithABomb(n); } /* */ void dummy() { /* */ MazeGame game; BombedMazeFactory factory; game.CreateMaze(factory); /* */ } /* */