使用这样的结构存储邻接表:
QVector<QVector<Point>> m_adj;
Point存储当前顶点号及X轴,Y轴:
struct Point{
Point(int vNum, int x, int y) {
this->vNum = vNum;
this->x = x;
this->y = y;
}
int vNum = -1; //顶点号
int x; //x轴
int y; //y轴
};
这里棋盘是这样的,如下:
#define MAX_COLUMN 6 + 2
#define MAX_ROW 6 + 2
//棋牌用-1包住,保证处理的统一
int map1[MAX_ROW][MAX_COLUMN] = {
-1, -1, -1, -1, -1, -1, -1, -1,
-1, 1, 0, -1, -1, -1, -1, -1,
-1, -1, 0, -1, -1, -1, -1, -1,
-1, -1, 0, -1, -1, -1, -1, -1,
-1, -1, 0, -1, -1, -1, -1, -1,
-1, 1, 0, -1, -1, -1, -1, -1,
-1, -1, -1, -1, -1, -1, -1, -1,
-1, -1, -1, -1, -1, -1, -1, -1
};
这里的算法很简单:
//左上
if (m_map[this->m_adj[i][0].x - 1][this->m_adj[i][0].y - 1] != -1) {
Point point = getPointByPosXAndPosY(this->m_adj[i][0].x - 1, this->m_adj[i][0].y - 1);
if (point.vNum != -1) {
//顶点是从1开始算,但下标是从0开始
m_adj[this->m_adj[i][0].vNum - 1].push_back(point);
}
}
//正上
if (m_map[this->m_adj[i][0].x - 1][this->m_adj[i][0].y] != -1) {
Point point = getPointByPosXAndPosY(this->m_adj[i][0].x - 1, this->m_adj[i][0].y);
if (point.vNum != -1) {
//顶点是从1开始算,但下标是从0开始
m_adj[this->m_adj[i][0].vNum - 1].push_back(point);
}
}
//右上
if (m_map[this->m_adj[i][0].x - 1][this->m_adj[i][0].y + 1] != -1) {
Point point = getPointByPosXAndPosY(this->m_adj[i][0].x - 1, this->m_adj[i][0].y + 1);
if (point.vNum != -1) {
//顶点是从1开始算,但下标是从0开始
m_adj[this->m_adj[i][0].vNum - 1].push_back(point);
}
}
//正右
if (m_map[this->m_adj[i][0].x][this->m_adj[i][0].y + 1] != -1) {
Point point = getPointByPosXAndPosY(this->m_adj[i][0].x, this->m_adj[i][0].y + 1);
if (point.vNum != -1) {
//顶点是从1开始算,但下标是从0开始
m_adj[this->m_adj[i][0].vNum - 1].push_back(point);
}
}
//右下
if (m_map[this->m_adj[i][0].x + 1][this->m_adj[i][0].y + 1] != -1) {
Point point = getPointByPosXAndPosY(this->m_adj[i][0].x + 1, this->m_adj[i][0].y + 1);
if (point.vNum != -1) {
//顶点是从1开始算,但下标是从0开始
m_adj[this->m_adj[i][0].vNum - 1].push_back(point);
}
}
//正下
if (m_map[this->m_adj[i][0].x + 1][this->m_adj[i][0].y] != -1) {
Point point = getPointByPosXAndPosY(this->m_adj[i][0].x + 1, this->m_adj[i][0].y);
if (point.vNum != -1) {
//顶点是从1开始算,但下标是从0开始
m_adj[this->m_adj[i][0].vNum - 1].push_back(point);
}
}
//左下
if (m_map[this->m_adj[i][0].x + 1][this->m_adj[i][0].y - 1] != -1) {
Point point = getPointByPosXAndPosY(this->m_adj[i][0].x + 1, this->m_adj[i][0].y - 1);
if (point.vNum != -1) {
//顶点是从1开始算,但下标是从0开始
m_adj[this->m_adj[i][0].vNum - 1].push_back(point);
}
}
//正左
if (m_map[this->m_adj[i][0].x][this->m_adj[i][0].y - 1] != -1) {
Point point = getPointByPosXAndPosY(this->m_adj[i][0].x, this->m_adj[i][0].y - 1);
if (point.vNum != -1) {
//顶点是从1开始算,但下标是从0开始
m_adj[this->m_adj[i][0].vNum - 1].push_back(point);
}
}
程序运行截图如下;
这样的棋盘:
int map1[MAX_ROW][MAX_COLUMN] = {
-1, -1, -1, -1, -1, -1, -1, -1,
-1, 1, 0, -1, -1, -1, -1, -1,
-1, -1, 0, -1, -1, -1, -1, -1,
-1, -1, 0, -1, -1, -1, -1, -1,
-1, -1, 0, -1, -1, -1, -1, -1,
-1, 1, 0, -1, -1, -1, -1, -1,
-1, -1, -1, -1, -1, -1, -1, -1,
-1, -1, -1, -1, -1, -1, -1, -1
};
下面这种棋盘:
int map1[MAX_ROW][MAX_COLUMN] = {
-1, -1, -1, -1, -1, -1, -1, -1,
-1, -1, -1, -1, -1, -1, -1, -1,
-1, -1, -1, -1, -1, -1, 1, -1,
-1, -1, -1, -1, -1, -1, 0, -1,
-1, -1, -1, -1, -1, -1, 0, -1,
-1, -1, -1, -1, -1, -1, 0, -1,
-1, -1, -1, -1, 1, 0, 1, -1,
-1, -1, -1, -1, -1, -1, -1, -1
};
运行截图如下:
完整源码如下:
#include <QDebug>
#include <QVector>
#define MAX_COLUMN 6 + 2
#define MAX_ROW 6 + 2
//棋牌用-1包住,保证处理的统一
int map1[MAX_ROW][MAX_COLUMN] = {
-1, -1, -1, -1, -1, -1, -1, -1,
-1, -1, -1, -1, -1, -1, -1, -1,
-1, -1, -1, -1, -1, -1, 1, -1,
-1, -1, -1, -1, -1, -1, 0, -1,
-1, -1, -1, -1, -1, -1, 0, -1,
-1, -1, -1, -1, -1, -1, 0, -1,
-1, -1, -1, -1, 1, 0, 1, -1,
-1, -1, -1, -1, -1, -1, -1, -1
};
struct Point{
Point(int vNum, int x, int y) {
this->vNum = vNum;
this->x = x;
this->y = y;
}
int vNum = -1; //顶点号
int x; //x轴
int y; //y轴
};
class Graph {
public:
Graph(int map[MAX_ROW][MAX_COLUMN]) {
memcpy(m_map, map, sizeof(m_map));
//不为-1的都是顶点
int vCount = 0;
for (int i = 0; i < MAX_ROW; i++) {
for (int j = 0; j < MAX_COLUMN; j++) {
if (map[i][j] != -1) {
Point point(++vCount, i, j);
QVector<Point> ve;
ve.append(point);
m_adj.append(ve);
}
}
}
if (vCount == 0) {
qDebug() << "退出" << endl;
exit(-1);
}
this->m_v = vCount;
analysisEdge();
}
//打印邻接表
void print() {
for (int i = 0; i < this->m_v; ++i) {
qDebug() << "顶点:" << this->m_adj[i][0].vNum << " x:" << this->m_adj[i][0].x << " y:" << this->m_adj[i][0].y << " 的邻接表!";
for (int j = 0; j < this->m_adj[i].size(); j++) {
qDebug() << "顶点:" << this->m_adj[i][j].vNum << " x:" << this->m_adj[i][j].x << " y:" << this->m_adj[i][j].y;
}
qDebug() << "------------------------------------";
}
}
protected:
//通过坐标获取顶点号
Point getPointByPosXAndPosY(int x, int y) {
for (int i = 0; i < this->m_v; i++) {
if (this->m_adj[i][0].x == x && this->m_adj[i][0].y == y) {
return this->m_adj[i][0];
}
}
return Point(-1, -1, -1);
}
void analysisEdge() {
//分析下边,这个顶点,如果周围一圈都是非-1的数,说明都可达。
for (int i = 0; i < this->m_v; i++) {
//左上
if (m_map[this->m_adj[i][0].x - 1][this->m_adj[i][0].y - 1] != -1) {
Point point = getPointByPosXAndPosY(this->m_adj[i][0].x - 1, this->m_adj[i][0].y - 1);
if (point.vNum != -1) {
//顶点是从1开始算,但下标是从0开始
m_adj[this->m_adj[i][0].vNum - 1].push_back(point);
}
}
//正上
if (m_map[this->m_adj[i][0].x - 1][this->m_adj[i][0].y] != -1) {
Point point = getPointByPosXAndPosY(this->m_adj[i][0].x - 1, this->m_adj[i][0].y);
if (point.vNum != -1) {
//顶点是从1开始算,但下标是从0开始
m_adj[this->m_adj[i][0].vNum - 1].push_back(point);
}
}
//右上
if (m_map[this->m_adj[i][0].x - 1][this->m_adj[i][0].y + 1] != -1) {
Point point = getPointByPosXAndPosY(this->m_adj[i][0].x - 1, this->m_adj[i][0].y + 1);
if (point.vNum != -1) {
//顶点是从1开始算,但下标是从0开始
m_adj[this->m_adj[i][0].vNum - 1].push_back(point);
}
}
//正右
if (m_map[this->m_adj[i][0].x][this->m_adj[i][0].y + 1] != -1) {
Point point = getPointByPosXAndPosY(this->m_adj[i][0].x, this->m_adj[i][0].y + 1);
if (point.vNum != -1) {
//顶点是从1开始算,但下标是从0开始
m_adj[this->m_adj[i][0].vNum - 1].push_back(point);
}
}
//右下
if (m_map[this->m_adj[i][0].x + 1][this->m_adj[i][0].y + 1] != -1) {
Point point = getPointByPosXAndPosY(this->m_adj[i][0].x + 1, this->m_adj[i][0].y + 1);
if (point.vNum != -1) {
//顶点是从1开始算,但下标是从0开始
m_adj[this->m_adj[i][0].vNum - 1].push_back(point);
}
}
//正下
if (m_map[this->m_adj[i][0].x + 1][this->m_adj[i][0].y] != -1) {
Point point = getPointByPosXAndPosY(this->m_adj[i][0].x + 1, this->m_adj[i][0].y);
if (point.vNum != -1) {
//顶点是从1开始算,但下标是从0开始
m_adj[this->m_adj[i][0].vNum - 1].push_back(point);
}
}
//左下
if (m_map[this->m_adj[i][0].x + 1][this->m_adj[i][0].y - 1] != -1) {
Point point = getPointByPosXAndPosY(this->m_adj[i][0].x + 1, this->m_adj[i][0].y - 1);
if (point.vNum != -1) {
//顶点是从1开始算,但下标是从0开始
m_adj[this->m_adj[i][0].vNum - 1].push_back(point);
}
}
//正左
if (m_map[this->m_adj[i][0].x][this->m_adj[i][0].y - 1] != -1) {
Point point = getPointByPosXAndPosY(this->m_adj[i][0].x, this->m_adj[i][0].y - 1);
if (point.vNum != -1) {
//顶点是从1开始算,但下标是从0开始
m_adj[this->m_adj[i][0].vNum - 1].push_back(point);
}
}
}
}
private:
int m_v; //顶点的个数
int m_map[MAX_ROW][MAX_COLUMN];
QVector<QVector<Point>> m_adj;
};
int main(int argc, char *argv[]) {
Graph g(map1);
g.print();
getchar();
return 0;
}
还有一种是用-1包住棋盘,这样就更加方便了,在下一篇笔记中将会说明!