备忘录模式

《大话设计模式》

备忘录:在不破坏封装性的前提下,捕获一个对象的内部状态,并在该对象之外保存这个状态。这样以后就可将该对象恢复到原先保存的状态


//memo.h
#ifndef _MEMO_H_
#define _MEMO_H_
#include <iostream>
using namespace std;
 
class RoleStateMemento
{
	public:
		RoleStateMemento(int tvit, int tatk, int tdef):vit(tvit), atk(tatk), def(tdef)
		{ 
			cout << "In RoleStateMemento's constructor" << endl; 
		}
		RoleStateMemento(const RoleStateMemento &roleState):vit(roleState.vit), atk(roleState.atk), def(roleState.def)
		{ 
			cout << "In RoleStateMemento's copy constructor" << endl; 
		}
		~RoleStateMemento()
		{
			cout << "In RoleStateMemento's deconstructor" << endl;  
		}
		 
		int getVitality();
		void setVitality(int vit);
		int getAttack();
		void setAttack(int atk);
		int getDefense();
		void setDefense(int def);
	private:
		int vit;
		int atk;
		int def; 
};
 
class GameRole
{
	public:
		int getVitality();
		void setVitality(int vit);
		int getAttack();
		void setAttack(int atk);
		int getDefense();
		void setDefense(int def);
		void StateDisplay();
		void GetInitState();
		void Fight();
		RoleStateMemento *SaveState();
		void RecoveryState(RoleStateMemento *memento); 
	private:
		int vit;
		int atk;
		int def;
};

class RoleStateCaretaker
{
	public:
		RoleStateCaretaker():memento(NULL){}
		RoleStateMemento *getMemento();
		void setMemento(RoleStateMemento *mem); 
	private:
		auto_ptr<RoleStateMemento> memento; 
}; 
#endif

//memo.cpp
#include "memo.h"


int GameRole::getVitality()
{
	return this->vit;
}

void GameRole::setVitality(int vit)
{
	this->vit = vit;
}

int GameRole::getAttack()
{
	return this->atk;
}

void GameRole::setAttack(int atk)
{
	this->atk = atk;
}

int GameRole::getDefense()
{
	return this->def;
}

void GameRole::setDefense(int def)
{
	this->def = def;
}

void GameRole::StateDisplay()
{
	cout << "角色当前状态:" << endl;
	cout << "体力:" << this->vit << endl;
	cout << "攻击力:" << this->atk << endl;
	cout << "防御力:" << this->def << endl;  
}

void GameRole::GetInitState()
{
	this->vit = 100;
	this->atk = 100;
	this->def = 100; 
} 

void GameRole::Fight()
{
	this->vit = 0;
	this->atk = 0;
	this->def = 0; 
} 

RoleStateMemento *GameRole::SaveState()
{
	return (new RoleStateMemento(vit, atk, def)); 
}
 
void GameRole::RecoveryState(RoleStateMemento *memento)
{
	this->vit = memento->getVitality();
	this->atk = memento->getAttack();
	this->def = memento->getDefense(); 
} 
		
int RoleStateMemento::getVitality()
{
	return this->vit;
}

void RoleStateMemento::setVitality(int vit)
{
	this->vit = vit;
}

int RoleStateMemento::getAttack()
{
	return this->atk;
}

void RoleStateMemento::setAttack(int atk)
{
	this->atk = atk;
}

int RoleStateMemento::getDefense()
{
	return this->def;
}

void RoleStateMemento::setDefense(int def)
{
	this->def = def;
}

RoleStateMemento *RoleStateCaretaker::getMemento()
{
	memento.get();
}
 
void RoleStateCaretaker::setMemento(RoleStateMemento *mem)
{
	memento.reset(new RoleStateMemento(*mem)); 
} 

#include "memo.h"

int main()
{
	
	
	auto_ptr<GameRole> lixiaoyao(new GameRole());
	lixiaoyao->GetInitState();
	lixiaoyao->StateDisplay();
	auto_ptr<RoleStateCaretaker> stateAdmin(new RoleStateCaretaker());
	stateAdmin->setMemento(lixiaoyao->SaveState());
	lixiaoyao->Fight();
	lixiaoyao->StateDisplay();
	lixiaoyao->RecoveryState(stateAdmin->getMemento()); 
	lixiaoyao->StateDisplay();
	 
	return 0; 
} 

输出结果:

角色当前状态:
体力:100
攻击力:100
防御力:100
In RoleStateMemento's constructor
In RoleStateMemento's copy constructor
角色当前状态:
体力:0
攻击力:0
防御力:0
角色当前状态:
体力:100
攻击力:100
防御力:100

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