rendered paste body// connectNodes - add edge between from and to nodes with colour and ownervoid connectNodes(GameBoard gameBoard, Node from, Node to, int distance, Colour colour, Owner owner) { assert(gameBoard != NULL); // check that game board has been created assert(from < gameBoard->numberOfNodes); assert(to < gameBoard->numberOfNodes); assert(from != to); // it is a simple game board so no self loops assert(distance >= 0); // only positive distances // add edge from -> to struct adjacencyList *fromEdge = (struct adjacencyList *) malloc (sizeof(struct adjacencyList)); assert(fromEdge != NULL); fromEdge->to = to; fromEdge->distance=distance; fromEdge->colour=colour; fromEdge->owner=owner; fromEdge->nextEdge = gameBoard->nodes[from]; gameBoard->nodes[from] = fromEdge; // add edge from -> to struct adjacencyList *toEdge = (struct adjacencyList *) malloc (sizeof(struct adjacencyList)); assert(toEdge != NULL); toEdge->to = from; toEdge->distance=distance; toEdge->colour=colour; toEdge->owner=owner; toEdge->nextEdge = gameBoard->nodes[to]; gameBoard->nodes[to] = toEdge; }// isConnected - is fromLocation directly connected with toLocation by colour and// owned by owner// NOTE 1: returns length of connection if connected and 0 if no connectionint isConnected(GameBoard gameBoard, Node fromNode, Node toNode, Colour colour, Owner owner) { assert(gameBoard != NULL); assert(fromNode >= 0 && fromNode < gameBoard->numberOfNodes); assert(toNode >= 0 && toNode < gameBoard->numberOfNodes); int connection=0; //returns a length if connected or 0 if not// int i=0; printf("number of nodes: %d\n",numberOfNodes(gameBoard)); printf("number of edges: %d\n",numberOfEdges(gameBoard)); struct adjacencyList *tmp = (struct adjacencyList *) malloc (sizeof(struct adjacencyList)); assert(tmp != NULL); tmp=gameBoard->nodes[fromNode]; printf("from owner: %d\n",tmp->owner); /*