((i +1) <8 && (j +1) <8 && (j +2) <8 && (i-2) < 8)
{(points [i-1] [j +1]. getT () == RED && points [i-2] [j +2]. getT () == BLUE) rank-= 5;
} ((i-1) <8 && (i-2) <8 && (j-1) <8)
{(points [i-1] [j-1]. getT () == EMPTYCELL && points [i-2] [j]. getT () == RED) rank + = 20;
} ((i-1) <8 && (i-2) <8 && (j +1) <8 && (j-2) < 8)
{(points [i-1] [j +1]. getT () == EMPTYCELL && points [i-2] [j-2]. getT () == RED) rank + = 20;
} ((i-1) <8 && (i-2) <8 && (j +1) <8 && (j +2) < 8)
} rank;
} Tree :: frag_king_ai (point ** points, size_t x, size_t y)
{(points [x] [y]. getT ()! = REDKING) return false; (size_t i = 1; i <8; i + +)
&& points [xi-1] [y + i +1]. getT () == EMPTYCELL) true;
} false;
} Tree :: frag_comp_bool (point ** points, size_t x, size_t y)
}
Life.cpp
# include
# include "life.h"
# include namespace std; :: Life (QObject * parent)
: QObject (parent)
{= 0; = 0; (QSize (8, 8));
} :: ~ Life ()
{
} Life :: new_game ()
{(size_t i = 0; i
{(size_t j = 0; j
{[i] [j] =
}
}
} Life :: game_over ()
{_count = 0; _count = 0; (size_t i = 0; i
{(size_t j = 0; j
{(points [i] [j]. getT () == RED) red_count + +; if (points [i] [j]. getT () == BLUE) _count + +; if (points [ i] [j]. getT () == BLUEKING) _count + +; if (points [i] [j]. getT () == REDKING) _count + +;
}
} (red_count == 0) true; if (blue_count == 0) true; false;
} Life :: setGridSize (const QSize & size)
{(cells! = 0) {();
} = size; = new bool * [gridSize (). width ()]; = new point * [gridSize (). width ()]; (size_t i = 0; i
{[i] = new bool [gridSize (). height ()]; [i] = new point [gridSize (). width ()]; (size_t j = 0; j < gridSize (). height (); j + +)
{[i] [j] =
}
}
} Life :: gridSize () const
{gridSizeProperty;
} Life :: frag_comp (size_t x, size_t y)
...