设计模式之备忘录模式
【定义】备忘录(Memento),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。
【场景】备忘录模式,当然是在单机游戏里面用的多。比如角色扮演的《仙剑奇侠传》,在打Boss之前我们都会先保存当前进度,以便Boss没死,自己死了,好回到之前的存档点继续。
【UML】
【代码】
#include <iostream> using namespace std; //备忘录 class Memento { private: int vitality; //生命值 int attack; //攻击值 int defence; //防御值 public: Memento():vitality(0), attack(0), defence(0){} Memento(int v, int a, int d):vitality(v), attack(a), defence(d){} int get_vitality() { return vitality; } void set_vitality(int v) { vitality = v; } int get_attack() { return attack; } void set_attack(int a) { attack = a; } int get_defence() { return defence; } void set_defence(int d) { defence = d; } }; //游戏角色 class Originator { private: int vitality; int attack; int defence; public: Originator():vitality(100),attack(100),defence(100){} Memento* save_state() { Memento* m = new Memento(vitality, attack, defence); return m; } void recovery_state(Memento* m) { vitality = m->get_vitality(); attack = m->get_attack(); defence = m->get_defence(); } void dead() { vitality = 0; attack = 0; defence = 0; } void show() { cout<<"vitality: "<<vitality<<endl; cout<<"attack: "<<attack<<endl; cout<<"defence: "<<defence<<endl; } }; //状态存储箱 class Caretaker { private: Memento* memento; public: ~Caretaker() { free(memento); } void set_memento(Memento* m) { memento = m; } Memento* get_memento() { return memento; } }; int main() { Originator* originator = new Originator; Caretaker* caretaker = new Caretaker; cout<<"战斗前:"<<endl; originator->show(); caretaker->set_memento(originator->save_state()); cout<<endl; cout<<"战斗后:"<<endl; originator->dead(); originator->show(); cout<<endl; cout<<"恢复存档:"<<endl; originator->recovery_state(caretaker->get_memento()); originator->show(); delete caretaker; delete originator; return 0; }
不积跬步无以至千里,不积小流无以成江河。