Fixed first vertex bug, use pointers to track vertices (in case we want to move them easily later), and added a formula for vertex distance calculations
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bbae7690f4
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53f1560393
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@ -51,7 +51,7 @@ bool DrawUtils::draw(SDL_Surface* dest, SDL_Surface* drawable, int x, int y,
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return true;
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return true;
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}
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}
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void DrawUtils::draw_line(Sint16 x1, Sint16 y1, Sint16 x2, Sint16 y2, Uint16 width, Uint32 colour, SDL_Surface* dest)
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void DrawUtils::draw_line(SDL_Surface* dest, Sint16 x1, Sint16 y1, Sint16 x2, Sint16 y2, Uint16 width, Uint32 colour)
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{
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{
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float dx, dy, len;
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float dx, dy, len;
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float cx, cy; // our current coords
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float cx, cy; // our current coords
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@ -17,7 +17,7 @@ class DrawUtils
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static bool draw(SDL_Surface* dest, SDL_Surface* drawable, int x, int y);
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static bool draw(SDL_Surface* dest, SDL_Surface* drawable, int x, int y);
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static bool draw(SDL_Surface* dest, SDL_Surface* drawable, int x, int y,
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static bool draw(SDL_Surface* dest, SDL_Surface* drawable, int x, int y,
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int x2, int y2, int w, int h);
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int x2, int y2, int w, int h);
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static void draw_line(Sint16 x1, Sint16 y1, Sint16 x2, Sint16 y2, Uint16 width, Uint32 colour, SDL_Surface* dest);
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static void draw_line(SDL_Surface* dest, Sint16 x1, Sint16 y1, Sint16 x2, Sint16 y2, Uint16 width, Uint32 colour);
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// transpare (v) - to make transparent
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// transpare (v) - to make transparent
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static bool transpare(SDL_Surface* surface, int r, int g, int b);
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static bool transpare(SDL_Surface* surface, int r, int g, int b);
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@ -67,13 +67,13 @@ void GameCore::render()
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{
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{
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DrawUtils::draw(display, background, 0, 0);
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DrawUtils::draw(display, background, 0, 0);
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list<Vertex> vertices = graph.get_vertices();
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list<Vertex*> vertices = graph.get_vertices();
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list<Edge> edges = graph.get_edges();
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list<Edge> edges = graph.get_edges();
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for (list<Vertex>::iterator cursor = vertices.begin();
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for (list<Vertex*>::iterator cursor = vertices.begin();
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cursor != vertices.end(); cursor++)
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cursor != vertices.end(); cursor++)
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{
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{
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Vertex v = *cursor;
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Vertex v = *(*cursor);
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DrawUtils::draw(display, node, v.x_min, v.y_min);
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DrawUtils::draw(display, node, v.x_min, v.y_min);
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}
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}
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@ -81,7 +81,8 @@ void GameCore::render()
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cursor != edges.end(); cursor++)
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cursor != edges.end(); cursor++)
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{
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{
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Edge e = *cursor;
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Edge e = *cursor;
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DrawUtils::draw_line(e.a.x, e.a.y, e.b.x, e.b.y, 2, 0x000000, display);
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DrawUtils::draw_line(display, e.a->x, e.a->y, e.b->x, e.b->y, 2,
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0x000000);
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}
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}
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SDL_Flip(display);
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SDL_Flip(display);
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76
graph.cpp
76
graph.cpp
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@ -1,4 +1,28 @@
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#include "graph.h"
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#include "graph.h"
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#include <cmath>
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using std::abs;
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#ifdef DEBUG
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#include <iostream>
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using std::cerr;
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#endif
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Graph::Graph()
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{
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last_vertex = NULL;
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}
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Graph::~Graph()
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{
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for (list<Vertex*>::iterator cursor = vertices.begin();
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cursor != vertices.end(); cursor++)
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{
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Vertex* v = *cursor;
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delete v;
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}
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}
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bool Graph::vertex_present(int x, int y, int size)
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bool Graph::vertex_present(int x, int y, int size)
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{
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{
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@ -9,17 +33,22 @@ bool Graph::vertex_present(int x, int y, int size)
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int y_min = y - delta;
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int y_min = y - delta;
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int y_max = y + delta;
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int y_max = y + delta;
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for (list<Vertex>::iterator cursor = vertices.begin();
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for (list<Vertex*>::iterator cursor = vertices.begin();
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cursor != vertices.end(); cursor++)
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cursor != vertices.end(); cursor++)
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{
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{
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Vertex v = *cursor;
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Vertex v = *(*cursor);
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if (((x_min >= v.x_min && x_min <= x_max) &&
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if (((x_min >= v.x_min && x_min <= v.x_max) &&
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((y_min >= v.y_min && y_min <= y_max) ||
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((y_min >= v.y_min && y_min <= v.y_max) ||
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(y_max >= v.y_min && y_max <= y_max))) ||
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(y_max >= v.y_min && y_max <= v.y_max))) ||
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((x_max >= v.x_min && x_max <= x_max) &&
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((x_max >= v.x_min && x_max <= v.x_max) &&
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((y_min >= v.y_min && y_min <= y_max) ||
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((y_min >= v.y_min && y_min <= v.y_max) ||
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(y_max >= v.y_min && y_max <= y_max))))
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(y_max >= v.y_min && y_max <= v.y_max))))
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{
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#ifdef DEBUG
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cerr << "debug: Graph::vertex_present(): vertex present at x=" << v.x << ", y=" << v.y << "\n";
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#endif
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return true;
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return true;
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}
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}
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}
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return false;
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return false;
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@ -27,18 +56,25 @@ bool Graph::vertex_present(int x, int y, int size)
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void Graph::add_vertex(int x, int y, int size)
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void Graph::add_vertex(int x, int y, int size)
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{
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{
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Vertex v;
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Vertex* v = new Vertex();
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v.x = x;
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v->x = x;
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v.y = y;
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v->y = y;
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v.x_min = x - size/2;
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v->x_min = x - size/2;
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v.x_max = x + size/2;
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v->x_max = x + size/2;
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v.y_min = y - size/2;
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v->y_min = y - size/2;
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v.y_max = y + size/2;
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v->y_max = y + size/2;
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if (vertex_present(v.x, v.y, 25)) return;
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if (vertex_present(v->x, v->y, 25)) return;
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vertices.push_back(v);
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vertices.push_back(v);
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if (last_vertex == NULL)
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{
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last_vertex = v;
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return;
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}
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Edge e;
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Edge e;
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e.a = last_vertex;
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e.a = last_vertex;
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e.b = v;
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e.b = v;
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@ -46,3 +82,11 @@ void Graph::add_vertex(int x, int y, int size)
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last_vertex = v;
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last_vertex = v;
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}
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}
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float Vertex::distance(Vertex a, Vertex b)
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{
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float dy = abs(static_cast<float>(b.y) - a.y);
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float dx = abs(static_cast<float>(b.x) - a.x);
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if (dx == 0) return 0;
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return dy/dx;
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}
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18
graph.h
18
graph.h
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@ -11,37 +11,41 @@
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using std::list;
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using std::list;
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struct Vertex
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class Vertex
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{
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{
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public:
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int x;
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int x;
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int y;
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int y;
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int x_min;
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int x_min;
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int x_max;
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int x_max;
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int y_min;
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int y_min;
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int y_max;
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int y_max;
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static float distance(Vertex a, Vertex b);
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};
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};
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struct Edge
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struct Edge
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{
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{
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Vertex a;
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Vertex* a;
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Vertex b;
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Vertex* b;
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};
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};
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class Graph
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class Graph
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{
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{
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public:
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public:
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Graph() {}
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Graph();
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~Graph();
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bool vertex_present(int x, int y, int size);
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bool vertex_present(int x, int y, int size);
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list<Vertex> get_vertices() { return vertices; }
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list<Vertex*> get_vertices() { return vertices; }
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list<Edge> get_edges() { return edges; }
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list<Edge> get_edges() { return edges; }
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void add_vertex(int x, int y, int size);
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void add_vertex(int x, int y, int size);
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private:
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private:
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Vertex last_vertex;
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Vertex* last_vertex;
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list<Vertex> vertices;
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list<Vertex*> vertices;
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list<Edge> edges;
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list<Edge> edges;
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};
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};
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