Separated game-specific graph behavior into a subclass, implemented 2 players alternating turns
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b967542157
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2
Makefile
2
Makefile
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@ -4,7 +4,7 @@ PROJECT=graphgame
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CXX=g++
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CXXFLAGS=-DDEBUG -g
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LDFLAGS=-lSDL
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OBJECTS=drawutils.o gamecore.o graph.o main.o mainevent.o mathutils.o
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OBJECTS=drawutils.o gamecore.o graph.o main.o mainevent.o mathutils.o gamedata.o
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all: $(PROJECT)
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27
gamecore.cpp
27
gamecore.cpp
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@ -5,17 +5,12 @@
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int GameCore::MAX_MOVE_DISTANCE = 100;
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int GameCore::NODE_RADIUS = 12;
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int GameCore::PLAYER1_COLOUR = 0x4a483f;
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int GameCore::PLAYER2_COLOUR = 0x090c7a;
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GameCore::GameCore()
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{
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display = NULL;
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background = NULL;
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is_running = true;
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who = PLAYER1;
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}
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int GameCore::execute()
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@ -73,12 +68,12 @@ void GameCore::render()
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{
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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<Edge> edges = graph.get_edges();
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list<Vertex*> vertices = data.get_vertices();
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list<Edge> edges = data.get_edges();
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if (graph.get_current_vertex() != NULL)
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if (data.get_current_vertex() != NULL)
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{
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Vertex* v = graph.get_current_vertex();
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Vertex* v = data.get_current_vertex();
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DrawUtils::draw_circle_filled(display, v->x, v->y,
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MAX_MOVE_DISTANCE, 0xcb1919);
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}
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@ -125,26 +120,20 @@ void GameCore::on_exit()
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void GameCore::on_lbutton_down(int x, int y)
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{
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Vertex* cv = graph.get_current_vertex();
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Vertex* cv = data.get_current_vertex();
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if (cv != NULL &&
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(MathUtils::distance(cv->x, cv->y, x, y)
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> MAX_MOVE_DISTANCE))
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{
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Vertex* v = graph.vertex_at(x, y);
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if (v->colour == PLAYER1_COLOUR && turn == PLAYER1 ||
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v->colour == PLAYER2_COLOUR && turn == PLAYER2)
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graph.select_vertex(x, y);
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data.select_vertex(x, y);
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return;
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}
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graph.do_vertex(x, y, NODE_RADIUS, PLAYER1_COLOUR);
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if (turn == PLAYER1) turn = PLAYER2;
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else turn = PLAYER_1;
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data.do_vertex(x, y, NODE_RADIUS);
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}
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void GameCore::on_rbutton_down(int mX, int mY)
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{
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graph.clear_current_vertex();
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data.clear_current_vertex();
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}
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@ -11,9 +11,7 @@
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#include <SDL/SDL.h>
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#include "mainevent.h"
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#include "graph.h"
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enum turn {PLAYER1, PLAYER2, WIN1, WIN2};
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#include "gamedata.h"
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class GameCore : public MainEvent
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{
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@ -42,13 +40,10 @@ class GameCore : public MainEvent
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SDL_Surface* background;
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// data
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Graph graph;
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turn who;
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GameData data;
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static int NODE_RADIUS;
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static int MAX_MOVE_DISTANCE;
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static int PLAYER1_COLOUR;
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static int PLAYER2_COLOUR;
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};
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76
gamedata.cpp
Normal file
76
gamedata.cpp
Normal file
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@ -0,0 +1,76 @@
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#include "gamedata.h"
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#include "mathutils.h"
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int GameData::PLAYER1_COLOUR = 0x4a483f;
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int GameData::PLAYER2_COLOUR = 0x090c7a;
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GameData::GameData()
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: Graph(true)
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{
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current = NULL;
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player = PLAYER1;
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}
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GameData::~GameData() { }
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void GameData::toggle_turn()
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{
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if (player == PLAYER1) player = PLAYER2;
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else if (player == PLAYER2) player = PLAYER1;
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}
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void GameData::do_vertex(int x, int y, int r)
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{
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int colour;
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if (player == PLAYER1) colour = PLAYER1_COLOUR;
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if (player == PLAYER2) colour = PLAYER2_COLOUR;
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if (point_in_vertex(x, y, r)) select_vertex(x, y);
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else add_vertex(x, y, r, colour);
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}
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void GameData::select_vertex(int x, int y)
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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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if ((MathUtils::distance(v->x, v->y, x, y) <= v->r) &&
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(v->colour == PLAYER1_COLOUR && player == PLAYER1 ||
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v->colour == PLAYER2_COLOUR && player == PLAYER2))
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{
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current = v;
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return;
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}
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}
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}
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bool GameData::add_vertex(int x, int y, int r, int colour)
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{
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// this is the special case for adding the first vertex for each player
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if (current == NULL)
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{
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if ((player == PLAYER1 && !player1_played) ||
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(player == PLAYER2 && !player2_played))
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{
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Graph::add_vertex(x, y, r, colour);
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if (player == PLAYER1) player1_played = true;
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if (player == PLAYER2) player2_played = true;
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toggle_turn();
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return true;
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}
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return false;
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}
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if (Graph::add_vertex(x, y, r, colour, current))
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{
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clear_current_vertex();
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toggle_turn();
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return true;
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}
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return false;
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}
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40
gamedata.h
Normal file
40
gamedata.h
Normal file
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@ -0,0 +1,40 @@
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/* This takes the general graph code and does stuff specific to the game
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* with it. It stores the current turn, selected vertex and other useful
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* information
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*/
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#ifndef _GAMEDATA_H_
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#define _GAMEDATA_H_
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#include "graph.h"
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enum Turn {PLAYER1, PLAYER2, WIN1, WIN2};
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class GameData : public Graph
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{
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public:
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GameData();
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~GameData();
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Vertex* get_current_vertex() const { return current; }
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void clear_current_vertex() { current = NULL; }
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void toggle_turn();
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// select or add vertex, as appropriate
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void do_vertex(int x, int y, int r);
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void select_vertex(int x, int y);
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bool add_vertex(int x, int y, int r, int colour);
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private:
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Vertex* current;
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Turn player;
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bool player1_played;
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bool player2_played;
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static int PLAYER1_COLOUR;
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static int PLAYER2_COLOUR;
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};
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#endif
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66
graph.cpp
66
graph.cpp
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@ -2,9 +2,9 @@
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#include "mathutils.h"
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#include "debug.h"
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Graph::Graph()
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Graph::Graph(bool planar)
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{
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current_vertex = NULL;
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this->planar = planar;
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}
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Graph::~Graph()
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@ -17,7 +17,7 @@ Graph::~Graph()
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}
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}
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bool Graph::vertex_present(int x, int y, int r)
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bool Graph::point_in_vertex(int x, int y, int r)
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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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@ -30,6 +30,19 @@ bool Graph::vertex_present(int x, int y, int r)
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}
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Vertex * Graph::vertex_at(int x, int y)
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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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if (MathUtils::distance(v->x, v->y, x, y) <= v->r) return v;
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}
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return NULL;
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}
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bool Graph::vertex_would_overlap(int x, int y, int r)
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{
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for (list<Vertex*>::iterator cursor = vertices.begin();
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@ -58,30 +71,7 @@ bool Graph::crosses_edge(Edge e)
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}
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void Graph::do_vertex(int x, int y, int r, int colour)
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{
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if (vertex_present(x, y, r)) select_vertex(x, y);
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else add_vertex(x, y, r, colour);
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}
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Vertex* Graph::select_vertex(int x, int y)
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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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if (MathUtils::distance(v->x, v->y, x, y) <= v->r)
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{
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current_vertex = v
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return;
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}
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}
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return NULL;
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}
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void Graph::add_vertex(int x, int y, int r, int colour)
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bool Graph::add_vertex(int x, int y, int r, int colour, Vertex* src)
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{
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Vertex* v = new Vertex(x, y, r, colour);
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@ -92,36 +82,34 @@ void Graph::add_vertex(int x, int y, int r, int colour)
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fprintf(stderr, "debug: Graph::add_vertex(): failed to add due to vertex collision: x=%d, y=%d, r=%d\n", v->x, v->y, v->r);
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#endif
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delete v;
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return;
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return false;
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}
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if (current_vertex == NULL)
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if (src != NULL)
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{
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current_vertex = v;
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vertices.push_back(v);
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return;
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}
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Edge e;
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e.a = current_vertex;
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e.a = src;
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e.b = v;
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if (crosses_edge(e))
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if (planar && crosses_edge(e))
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{
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#ifdef DEBUG
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fprintf(stderr, "debug: Graph::add_vertex(): failed to add due to edge collision: x1=%d, y1=%d, x2=%d, y2=%d\n", e.a->x, e.a->y, e.b->x, e.b->y);
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#endif
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delete v;
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return;
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return false;
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}
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edges.push_back(e);
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}
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vertices.push_back(v);
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edges.push_back(e);
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current_vertex = v;
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#ifdef DEBUG
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fprintf(stderr, "debug: Graph::add_vertex(): added: x=%d, y=%d, r=%d\n", v->x, v->y, v->r);
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#endif
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return true;
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}
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21
graph.h
21
graph.h
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@ -31,28 +31,29 @@ struct Edge
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class Graph
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{
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public:
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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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Graph(bool planar);
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virtual ~Graph();
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list<Vertex*> get_vertices() const { return vertices; }
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list<Edge> get_edges() const { return edges; }
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void select_vertex(int x, int y);
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void do_vertex(int x, int y, int r, int colour);
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bool point_in_vertex(int x, int y, int size);
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Vertex * vertex_at(int x, int y);
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virtual bool add_vertex(int x, int y, int r, int colour, Vertex* src=NULL);
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Vertex* get_current_vertex() const { return current_vertex; }
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void clear_current_vertex() { current_vertex = NULL; }
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bool is_planar() const { return planar; }
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void set_planar(bool planar) { this->planar = planar; }
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private:
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void add_vertex(int x, int y, int r, int colour);
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bool vertex_would_overlap(int x, int y, int r);
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bool crosses_edge(Edge e);
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Vertex* current_vertex;
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protected:
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list<Vertex*> vertices;
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list<Edge> edges;
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private:
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bool planar;
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};
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#endif
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