((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) 
 ...