osl::effect::NumSimpleEffect< State > メンバ一覧

これは全メンバの一覧です。osl::effect::NumSimpleEffect< State >継承メンバも含んでいます。

apply_move::ApplyDoUndoCaptureMove< BLACK, NumSimpleEffect > classosl::effect::NumSimpleEffect< State > [friend]
apply_move::ApplyDoUndoCaptureMove< WHITE, NumSimpleEffect > classosl::effect::NumSimpleEffect< State > [friend]
apply_move::ApplyDoUndoDropMove< BLACK, NumSimpleEffect > classosl::effect::NumSimpleEffect< State > [friend]
apply_move::ApplyDoUndoDropMove< WHITE, NumSimpleEffect > classosl::effect::NumSimpleEffect< State > [friend]
apply_move::ApplyDoUndoSimpleMove< BLACK, NumSimpleEffect > classosl::effect::NumSimpleEffect< State > [friend]
apply_move::ApplyDoUndoSimpleMove< WHITE, NumSimpleEffect > classosl::effect::NumSimpleEffect< State > [friend]
countState
countEffect(Player player, Position target) const osl::effect::NumSimpleEffect< State > [inline]
countEffect(Player player, Position target, PieceMask pins) const osl::effect::NumSimpleEffect< State > [inline]
countEffect2(Player player, Position target) const osl::effect::NumSimpleEffect< State > [inline]
countKingEffect(Player P, PieceMask pieces) const osl::effect::NumSimpleEffect< State > [inline, private]
countKingEffect(Player P, Position target) const osl::effect::NumSimpleEffect< State > [inline]
countKingEffect(Player P, Position target, PieceMask dont_use) const osl::effect::NumSimpleEffect< State > [inline]
doCaptureMove(Position from, Position to, Piece target, int promoteMask)osl::effect::NumSimpleEffect< State > [inline]
doDropMove(Position to, Ptype ptype)osl::effect::NumSimpleEffect< State > [inline]
doSimpleMove(Position from, Position to, int promoteMask)osl::effect::NumSimpleEffect< State > [inline]
effect_state_t typedefosl::effect::NumSimpleEffect< State >
effectPtype(Player attack, Position target) const osl::effect::NumSimpleEffect< State > [inline]
effectsosl::effect::NumSimpleEffect< State > [private]
forEachEffect(Position pos, Action &action) const osl::effect::NumSimpleEffect< State > [inline]
forEachEffect(Position pos, Action &action, const PieceMask &pin) const osl::effect::NumSimpleEffect< State > [inline]
forEachEffectNotBy(Position pos, Piece piece, Action &action) const osl::effect::NumSimpleEffect< State > [inline]
forEachEffectPtype(Position pos, Action &action) const osl::effect::NumSimpleEffect< State > [inline]
forEachOnBoard(F &func) const osl::effect::NumSimpleEffect< State > [inline]
forSortedEffect(Position pos, Action &action) const osl::effect::NumSimpleEffect< State > [inline]
getEffect(Position pos) const osl::effect::NumSimpleEffect< State > [inline]
getOnBoardMask(Player p)osl::effect::NumSimpleEffect< State > [inline, private]
getOnBoardMask(Player p) const osl::effect::NumSimpleEffect< State > [inline]
getPieceAt(Position pos) const osl::effect::NumSimpleEffect< State > [inline]
getPieceOf(int num) const osl::effect::NumSimpleEffect< State > [inline]
getTurn() const osl::effect::NumSimpleEffect< State > [inline]
hasEffectBy(Player player, Position target) const osl::effect::NumSimpleEffect< State > [inline]
hasEffectBy(Position target) const osl::effect::NumSimpleEffect< State > [inline]
hasEffectBy(Player P, Position target, Piece &attackerPiece) const osl::effect::NumSimpleEffect< State > [inline]
hasEffectBy(Position target, Piece &attackerPiece) const osl::effect::NumSimpleEffect< State > [inline]
hasEffectByPiece(Piece attack, Position target) const osl::effect::NumSimpleEffect< State > [inline]
hasEffectByPtype(Player attack, Position target) const osl::effect::NumSimpleEffect< State > [inline]
hasEffectDir(Position to) const osl::effect::NumSimpleEffect< State > [inline]
hasEffectLong(Player P, Position to) const osl::effect::NumSimpleEffect< State > [inline]
hasEffectNotBy(Player player, Piece piece, Position target) const osl::effect::NumSimpleEffect< State > [inline]
hasEffectPiece(Position p) const osl::effect::NumSimpleEffect< State > [inline]
hasEffectPiece(Player pl, Position pos) const osl::effect::NumSimpleEffect< State > [inline]
hasEffectTo(Piece attackerPiece, Position targetPosition) const osl::effect::NumSimpleEffect< State > [inline]
hasMultipleEffectBy(Player player, Position target) const osl::effect::NumSimpleEffect< State > [inline]
hasPieceOnStand() const osl::effect::NumSimpleEffect< State > [inline]
hasPieceOnStand(Player pl, Ptype ptype) const osl::effect::NumSimpleEffect< State > [inline]
isAlmostValidMove(Move move) const osl::effect::NumSimpleEffect< State > [inline]
isAlmostValidMove(Move move, bool show_error=true) const osl::effect::NumSimpleEffect< State > [inline]
isConsistent(bool showError) const osl::effect::NumSimpleEffect< State > [inline]
isOnBoardNum(int num) const osl::effect::NumSimpleEffect< State > [inline]
isValidMoveByRule(Move move, bool showError) const osl::effect::NumSimpleEffect< State > [inline]
lastMoveIsCheck(Move, Piece &attack_piece) const osl::effect::NumSimpleEffect< State > [inline]
movesState
NumSimpleEffect(const state::SimpleState &st)osl::effect::NumSimpleEffect< State > [explicit]
onBoardMaskosl::effect::NumSimpleEffect< State > [private]
operator==(const NumSimpleEffect &st1, const NumSimpleEffect &st2)osl::effect::NumSimpleEffect< State > [friend]
State()State [inline]
state_t typedefosl::effect::NumSimpleEffect< State > [private]
~NumSimpleEffect()osl::effect::NumSimpleEffect< State > [inline]


Thu Oct 8 05:01:16 2009に生成されました。  doxygen 1.5.6