osl::NumEffectState メンバ一覧

これは全メンバの一覧です。osl::NumEffectState継承メンバも含んでいます。
allEffectAt(Player P, Square target) const osl::NumEffectState [inline]
allEffectAt(Player P, Ptype ptype, Square target) const osl::NumEffectState
anyEffectChanged() const osl::NumEffectState [inline]
boardosl::SimpleState [protected]
canDropPawnTo(Player player, int x) const osl::SimpleState [inline]
changedEffects(Player pl) const osl::NumEffectState [inline]
changedEffects() const osl::NumEffectState [inline]
changedPieces() const osl::NumEffectState [inline]
changeTurn()osl::SimpleState [inline]
checkShadow(Player attack) const osl::NumEffectState [inline]
clearPawn(Player pl, Square sq)osl::SimpleState [inline]
copyFrom(const NumEffectState &src)osl::NumEffectState
copyFrom(const SimpleState &src)osl::NumEffectState
countEffect(Player player, Square target) const osl::NumEffectState [inline]
countEffect(Player player, Square target, PieceMask pins) const osl::NumEffectState [inline]
countPiecesOnStand(Player pl, Ptype ptype) const osl::SimpleState [inline]
countPiecesOnStand(Player pl) const osl::SimpleState [inline]
doCaptureMove(Square from, Square to, Piece target, int promoteMask)osl::NumEffectState [private]
doDropMove(Square to, Ptype ptype)osl::NumEffectState [private]
doSimpleMove(Square from, Square to, int promoteMask)osl::NumEffectState [private]
doUndoCaptureMove(Player2Type< P > player, Square from, Square to, Piece target, int promoteMask, Function &func)osl::NumEffectState [private]
doUndoDropMove(Player2Type< P > player, Square to, Ptype ptype, Function &func)osl::NumEffectState [private]
doUndoSimpleMove(Player2Type< P > player, Square from, Square to, int promoteMask, Function &func)osl::NumEffectState [private]
dump() const osl::SimpleState
effectedChanged(Player pl) const osl::NumEffectState [inline]
effectedMask(Player pl) const osl::NumEffectState [inline]
effectsosl::NumEffectState [private]
effectSetAt(Square sq) const osl::NumEffectState [inline]
emulateCapture(Piece from, Player new_owner) const osl::SimpleState
emulateHandPiece(Player from, Player to, Ptype ptype) const osl::SimpleState
epilogueCapture(Player2Type< P >, Square from, Square to, Piece target, Piece oldPiece, PtypeO oldPtypeO, PtypeO capturePtypeO, PtypeO newPtypeO, int num0, int num1, int num1Index, mask_t num1Mask, const CArray< PieceMask, 2 > &pin_or_open_backup, const KingMobility &king_mobility_backup, const PieceMask &promoted_backup, const CArray< PieceMask, 2 > &effected_mask_backup, const CArray< PieceMask, 2 > &effected_changed_mask_backup, const CArray< uint64_t, 2 > &king8infos_backup, const MobilityTable &mobility_backup)osl::NumEffectState [private]
epilogueDrop(Player2Type< P >, Square to, Ptype ptype, Piece oldPiece, int num, PtypeO ptypeO, int numIndex, mask_t numMask, const CArray< PieceMask, 2 > &pin_or_open_backup, const KingMobility &king_mobility_backup, const CArray< PieceMask, 2 > &effected_mask_backup, const CArray< PieceMask, 2 > &effected_changed_mask_backup, const CArray< uint64_t, 2 > &king8infos_backup, const MobilityTable &mobility_backup)osl::NumEffectState [private]
epilogueSimple(Square from, Square to, Piece oldPiece, int num, PtypeO oldPtypeO, PtypeO newPtypeO, const CArray< PieceMask, 2 > &pin_or_open_backup, const KingMobility &king_mobility_backup, const PieceMask &promoted_backup, const CArray< PieceMask, 2 > &effected_mask_backup, const CArray< PieceMask, 2 > &effected_changed_mask_backup, const CArray< uint64_t, 2 > &king8infos_backup, const MobilityTable &mobility_backup)osl::NumEffectState [private]
findAttackAt(Player attack, Square target) const osl::NumEffectState [inline]
findAttackAtStrict(Player attack, Square target) const osl::NumEffectState [inline]
findAttackNotBy(Player P, Square square, const PieceMask &ignore) const osl::NumEffectState [inline]
findCheapAttack(Player P, Square square) const osl::NumEffectState [inline]
findCheapAttackNotBy(Player P, Square square, const PieceMask &ignore) const osl::NumEffectState [inline]
findCheckPiece(Piece &attack_piece) const osl::NumEffectState [inline]
findEffect(Player P, Square target, PieceVector &out) const osl::NumEffectState
findLongAttackAt(Player owner, int piece, Direction d) const osl::NumEffectState [inline]
findLongAttackAt(Player owner, Piece piece, Direction d) const osl::NumEffectState [inline]
findLongAttackAt(Piece piece, Direction d) const osl::NumEffectState [inline]
findLongAttackAt(Square square, Direction d) const osl::NumEffectState [inline]
findThreatenedPiece(Player P) const osl::NumEffectState
flipHorizontal() const osl::SimpleState
forEachEffect(const PieceMask &pieces, Square sq, Action &action) const osl::NumEffectState [inline, private]
forEachEffect(Square sq, Action &action) const osl::NumEffectState [inline]
forEachEffect(Square sq, Action &action, const PieceMask &pin) const osl::NumEffectState [inline]
forEachEffect(Player P, Square pos, Action &a) const osl::NumEffectState [inline]
forEachEffectNotBy(Square sq, Piece piece, Action &action) const osl::NumEffectState [inline]
forEachEffectOfPiece(Square pieceSquare, Action &action) const osl::NumEffectState
forEachEffectOfPiece(Piece piece, Action &action) const osl::NumEffectState
forEachEffectOfPieceDir(Square, Action &, Int2Type< false >) const osl::NumEffectState [inline, private]
forEachEffectOfPieceDir(Square pieceSquare, Action &action, Int2Type< true >) const osl::NumEffectState [inline, private]
forEachEffectOfPieceDir(Square pieceSquare, Action &action) const osl::NumEffectState [inline, private]
forEachEffectOfPieceLongDir(Square, Action &, Int2Type< false >) const osl::NumEffectState [inline, private]
forEachEffectOfPieceLongDir(Square pieceSquare, Action &action, Int2Type< true >) const osl::NumEffectState [inline, private]
forEachEffectOfPieceLongDir(Square pieceSquare, Action &action) const osl::NumEffectState [inline, private]
forEachEffectOfPtypeO(Square, PtypeO, Function &f) const osl::NumEffectState
forEachEffectOfPtypeO(Square, Ptype, Function &f) const osl::NumEffectState
forEachOnBoard(F &func) const osl::NumEffectState [inline]
forEachOnBoardPtypeStrict(F &func) const osl::NumEffectState [inline]
generateAllUnsafe(MoveVector &) const osl::NumEffectState
generateLegal(MoveVector &) const osl::NumEffectState
generateWithFullUnpromotions(MoveVector &) const osl::NumEffectState
getPiecePtr(Square sq) const osl::SimpleState [inline]
hasChangedEffects() const osl::NumEffectState [inline]
hasEffectAt(Square target) const osl::NumEffectState [inline]
hasEffectAt(Player player, Square target) const osl::NumEffectState [inline]
hasEffectAt(Player P, Square target, Piece &attackerPiece) const osl::NumEffectState [inline]
hasEffectAt(Square target, Piece &attackerPiece) const osl::NumEffectState [inline]
hasEffectByNotPinned(Player pl, Square target) const osl::NumEffectState [inline]
hasEffectByNotPinnedAndKing(Player pl, Square target) const osl::NumEffectState [inline]
hasEffectByPiece(Piece attack, Square target) const osl::NumEffectState [inline]
hasEffectByPtype(Player attack, Square target) const osl::NumEffectState [inline]
hasEffectByPtypeStrict(Player attack, Square target) const osl::NumEffectState [inline]
hasEffectByWithRemove(Square target, Square removed) const osl::NumEffectState
hasEffectByWithRemove(Player player, Square target, Square removed) const osl::NumEffectState [inline]
hasEffectIf(PtypeO ptypeo, Square attacker, Square target) const osl::NumEffectState [inline]
hasEffectInDirection(Square to) const osl::NumEffectState [inline]
hasEffectNotBy(Player player, Piece piece, Square target) const osl::NumEffectState [inline]
hasLongEffectAt(Player P, Square to) const osl::NumEffectState [inline]
hasMultipleEffectAt(Player player, Square target) const osl::NumEffectState [inline]
hasPawnMaskosl::SimpleState [static]
hasPieceOnStand(Player player, Ptype ptype) const osl::SimpleState [inline]
hasPieceOnStand(Player P) const osl::SimpleState [inline]
Iking8Info(Player king) const osl::NumEffectState [inline]
inCheck(Player P) const osl::NumEffectState [inline]
inCheck() const osl::NumEffectState [inline]
init()osl::SimpleState
init(Handicap h)osl::SimpleState
initPawnMask()osl::SimpleState
inUnblockableCheck(Player target) const osl::NumEffectState [inline]
isAlmostValidDrop(Move move) const osl::SimpleState [protected]
isAlmostValidMove(Move move) const osl::NumEffectState
isAlmostValidMove(Move move, bool show_error=true) const osl::NumEffectState
isCheck(Move move) const osl::NumEffectState
isConsistent(bool showError=true) const osl::NumEffectState
isConsistent(const NumEffectState &prev, Move moved, bool show_error=true) const osl::NumEffectState
isDirectCheck(Move move) const osl::NumEffectState
isEmptyBetween(Square from, Square to, Offset offset, bool pieceExistsAtTo=false) const osl::SimpleState [inline]
isEmptyBetween(Square from, Square to, bool noSpaceAtTo=false) const osl::SimpleState [inline]
isOffBoard(int num) const osl::SimpleState [inline]
isOnBoard(int num) const osl::SimpleState [inline]
isOnBoardNum(int num) const osl::NumEffectState [inline]
isOpenCheck(Move move) const osl::NumEffectState
isPawnDropCheckmate(Move move) const osl::NumEffectState
isPawnMaskSet(Player player, int x) const osl::SimpleState [inline]
isPawnMaskSet(int x) const osl::SimpleState [inline]
isSafeMove(Move move) const osl::NumEffectState
isValidMove(Move move, bool show_error=true) const osl::SimpleState
isValidMoveByRule(Move move, bool show_error)osl::SimpleState [static]
king8Info(Player king) const osl::NumEffectState
king8infososl::NumEffectState [private]
king_mobilityosl::NumEffectState [private]
kingMobilityAbs(Player p, Direction d) const osl::NumEffectState [inline]
kingMobilityOfPlayer(Player p, Direction d) const osl::NumEffectState [inline]
kingPiece() const osl::SimpleState [inline]
kingPiece(Player P) const osl::SimpleState [inline]
kingSquare() const osl::SimpleState [inline]
kingSquare(Player player) const osl::SimpleState [inline]
longEffectAt(Square target) const osl::NumEffectState [inline]
longEffectAt(Square target, Player owner) const osl::NumEffectState [inline]
longEffectAt(Square target) const osl::NumEffectState [inline]
longEffectAt(Square target, Player owner) const osl::NumEffectState [inline]
longEffectChanged() const osl::NumEffectState [inline]
longEffectNumTable() const osl::NumEffectState [inline]
makeKing8Info()osl::NumEffectState [private]
makeMove(Move move)osl::NumEffectState
makeMovePass()osl::NumEffectState [inline]
makePinOpen(Square target, Player defense)osl::NumEffectState [private]
makePinOpen(Player defense)osl::NumEffectState [private]
makePinOpenDir(Square target, PieceMask &pins, PieceMask const &onBoard, Player defense)osl::NumEffectState [inline, private]
makeUnmakeMove(Move move, Function &f)osl::NumEffectState [inline]
makeUnmakeMove(Player2Type< P > player, Move move, Function &f)osl::NumEffectState [inline]
makeUnmakePass(Function &f)osl::NumEffectState [inline]
mobilityOf(Direction d, int num) const osl::NumEffectState [inline]
mobilityOf(Direction d, Piece p) const osl::NumEffectState [inline]
nextPiece(Square cur, Offset diff) const osl::SimpleState [inline]
nth(int n) const osl::SimpleState [inline]
nthLimit()osl::SimpleState [inline, static]
NumEffectState(const SimpleState &st=SimpleState(HIRATE))osl::NumEffectState [explicit]
operator==(const NumEffectState &st1, const NumEffectState &st2)osl::NumEffectState [friend]
operator[](Square sq) const osl::SimpleState [inline]
pawnMaskosl::SimpleState [protected]
pieceAt(Square sq) const osl::SimpleState [inline]
pieceOf(int num) const osl::SimpleState [inline]
pieceOnBoard(Square sq) const osl::SimpleState [inline]
piecesosl::SimpleState [protected]
pieces_onboardosl::NumEffectState [private]
piecesOnBoard(Player p) const osl::NumEffectState [inline]
pin(Player king) const osl::NumEffectState [inline]
pin_or_openosl::NumEffectState [private]
pinAttacker(Piece pinned) const osl::NumEffectState [inline]
pinAttacker(Piece pinned) const osl::NumEffectState [inline]
pinnedCanMoveTo(Piece p, Square to) const osl::NumEffectState [inline]
pinnedCanMoveTo(Piece p, Square to) const osl::NumEffectState [inline]
pinnedDir(Piece p) const osl::NumEffectState [inline]
pinnedDir(Piece p) const osl::NumEffectState [inline]
pinOrOpen(Player king) const osl::NumEffectState [inline]
player_to_moveosl::SimpleState [protected]
prologueCapture(Player2Type< P >, Square from, Square to, Piece target, int promoteMask, Piece &oldPiece, PtypeO &oldPtypeO, PtypeO &capturePtypeO, PtypeO &new_ptypeo, int &num0, int &num1, int &num1Index, mask_t &num1Mask, CArray< PieceMask, 2 > &pin_or_open_backup, KingMobility &king_mobility_backup, PieceMask &promoted_backup, CArray< PieceMask, 2 > &effected_mask_backup, CArray< PieceMask, 2 > &effected_changed_mask_backup, CArray< uint64_t, 2 > &king8infos_backup, MobilityTable &mobility_backup)osl::NumEffectState [private]
prologueDrop(Player2Type< P >, Square to, Ptype ptype, Piece &oldPiece, int &num, PtypeO &ptypeO, int &numIndex, mask_t &numMask, CArray< PieceMask, 2 > &pin_or_open_backup, KingMobility &king_mobility_backup, CArray< PieceMask, 2 > &effected_mask_backup, CArray< PieceMask, 2 > &effected_changed_mask_backup, CArray< uint64_t, 2 > &king8infos_backup, MobilityTable &mobility_backup)osl::NumEffectState [private]
prologueSimple(Player2Type< P >, Square from, Square to, int promoteMask, Piece &oldPiece, int &num, PtypeO &oldPtypeO, PtypeO &new_ptypeo, CArray< PieceMask, 2 > &pin_or_open_backup, KingMobility &king_mobility_backup, PieceMask &promoted_backup, CArray< PieceMask, 2 > &effected_mask_backup, CArray< PieceMask, 2 > &effected_changed_mask_backup, CArray< uint64_t, 2 > &king8infos_backup, MobilityTable &mobility_backup)osl::NumEffectState [private]
promotedosl::NumEffectState [private]
promotedPieces() const osl::NumEffectState [inline]
recalcPinOpen(Square changed, Direction &lastDir, Player defense)osl::NumEffectState [inline, private]
rotate180() const osl::SimpleState
safeCaptureNotByKing(Square target, Piece king) const osl::NumEffectState
safeCaptureNotByKing(Player P, Square target) const osl::NumEffectState [inline]
selectCheapPiece(PieceMask effect) const osl::NumEffectState
setBoard(Square sq, Piece piece)osl::SimpleState [inline]
setPawn(Player pl, Square sq)osl::SimpleState [inline]
setPiece(Player player, Square sq, Ptype ptype)osl::SimpleState
setPieceAll(Player player)osl::SimpleState
setPieceOf(int num, Piece p)osl::SimpleState [inline]
setTurn(Player player)osl::SimpleState [inline]
showEffect(std::ostream &os) const osl::NumEffectState
SimpleState()osl::SimpleState [explicit]
SimpleState(Handicap h)osl::SimpleState [explicit]
stand_countosl::SimpleState [protected]
stand_maskosl::SimpleState [protected]
standMask(Player p)osl::SimpleState [inline, protected]
standMask(Player p) const osl::SimpleState [inline]
state_t typedefosl::NumEffectState [private]
testValidityOtherThanEffect(Move move) const osl::SimpleState [protected]
turn() const osl::SimpleState [inline]
used_maskosl::SimpleState [protected]
usedMask() const osl::SimpleState [inline]
wasCheckEvasion(Move last_move) const osl::NumEffectState
~NumEffectState()osl::NumEffectState
~SimpleState()osl::SimpleState [virtual]
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