osl::state::SimpleState メンバ一覧

これは全メンバの一覧です。osl::state::SimpleState継承メンバも含んでいます。

boardosl::state::SimpleState [protected]
changeTurn()osl::state::SimpleState [inline]
countPiecesOnStand(Player pl, Ptype ptype) const osl::state::SimpleState [inline]
countPiecesOnStand(Player pl) const osl::state::SimpleState [inline]
doCaptureMove(Position from, Position to, Piece target, int promoteMask)osl::state::SimpleState
doDropMove(Position to, Ptype ptype)osl::state::SimpleState
doSimpleMove(Position from, Position to, int promoteMask)osl::state::SimpleState
dump() const osl::state::SimpleState
effect_state_t typedefosl::state::SimpleState
emulateCapture(Piece from, Player new_owner) const osl::state::SimpleState
emulateHandPiece(Player from, Player to, Ptype ptype) const osl::state::SimpleState
flipHorizontal() const osl::state::SimpleState
forEachEffect(Position pos, Action &action) const osl::state::SimpleState [inline]
forEachEffectNotBy(Position pos, Piece p, Action &action) const osl::state::SimpleState [inline]
forEachEffectOfPiece(Position piecePosition, Action &action) const osl::state::SimpleState [inline]
forEachEffectOfPiece(Piece piece, Action &action) const osl::state::SimpleState [inline]
forEachEffectOfPiece(Piece piece, Action &action) const osl::state::SimpleState [inline]
forEachEffectOfPiece(Position piecePosition, Action &action) const osl::state::SimpleState [inline]
forEachEffectOfPieceDir(Position, Action &, Int2Type< false >) const osl::state::SimpleState [inline]
forEachEffectOfPieceDir(Position piecePosition, Action &action, Int2Type< true >) const osl::state::SimpleState [inline]
forEachEffectOfPieceDir(Position piecePosition, Action &action) const osl::state::SimpleState [inline]
forEachEffectOfPieceLongDir(Position, Action &, Int2Type< false >) const osl::state::SimpleState [inline]
forEachEffectOfPieceLongDir(Position piecePosition, Action &action, Int2Type< true >) const osl::state::SimpleState [inline]
forEachEffectOfPieceLongDir(Position piecePosition, Action &action) const osl::state::SimpleState [inline]
forEachEffectPtype(Position pos, Action &action) const osl::state::SimpleState [inline]
forEachEffectPtype(Position pos, Action &action) const osl::state::SimpleState [inline]
forEachEffectPtypeDirection(Position pos, Action &action, Direction dir, Ptype ptype, Int2Type< false > canMove) const osl::state::SimpleState [inline]
forEachEffectPtypeDirection(Position pos, Action &action, Direction dir, Ptype ptype, Int2Type< true > canMove) const osl::state::SimpleState [inline]
forEachEffectPtypeDirection(Position pos, Action &action) const osl::state::SimpleState [inline]
forEachEffectWithCheck(Position pos, Action &action, PositionCheck const &positionCheck) const osl::state::SimpleState [inline]
forEachEffectWithCheck(Position pos, Action &action, PositionCheck const &positionCheck) const osl::state::SimpleState [inline]
forEachOnBoard(F &func) const osl::state::SimpleState [inline]
getKingPiece() const osl::state::SimpleState [inline]
getKingPiece(Player P) const osl::state::SimpleState [inline]
getKingPosition() const osl::state::SimpleState [inline]
getKingPosition(Player player) const osl::state::SimpleState [inline]
getPieceAt(Position pos) const osl::state::SimpleState [inline]
getPieceOf(int num) const osl::state::SimpleState [inline]
getPieceOnBoard(Position pos) const osl::state::SimpleState [inline]
getTurn() const osl::state::SimpleState [inline]
hasEffectBy(Position pos) const osl::state::SimpleState [inline]
hasEffectBy(Player player, Position pos) const osl::state::SimpleState [inline]
hasEffectBy(Position target, Piece &attackerPiece) const osl::state::SimpleState [inline]
hasEffectBy(Player pl, Position target, Piece &attackerPiece) const osl::state::SimpleState [inline]
hasEffectBy(Position target, Piece &attackerPiece) const osl::state::SimpleState [inline]
hasEffectByWithRemove(Position target, Position removed) const osl::state::SimpleState [inline]
hasEffectByWithRemove(Player player, Position target, Position removed) const osl::state::SimpleState [inline]
hasEffectByWithRemove(Position target, Position removed) const osl::state::SimpleState [inline]
hasEffectDir(Position to) const osl::state::SimpleState [inline]
hasEffectFromTo(PtypeO ptypeo, Position attacker, Position target) const osl::state::SimpleState [inline]
hasEffectNotBy(Piece piece, Position target) const osl::state::SimpleState [inline]
hasEffectNotBy(Player player, Piece piece, Position target) const osl::state::SimpleState [inline]
hasEffectNotBy(Piece piece, Position target) const osl::state::SimpleState [inline]
hasEffectPiece(Position target) const osl::state::SimpleState [inline]
hasEffectPiece(Player pl, Position target) const osl::state::SimpleState
hasEffectPiece(Position target) const osl::state::SimpleState [inline]
hasEffectTo(Piece attackerPiece, Position targetPosition) const osl::state::SimpleState [inline]
hasMultipleEffectBy(Position target) const osl::state::SimpleState [inline]
hasMultipleEffectBy(Player player, Position target) const osl::state::SimpleState
hasMultipleEffectBy(Position target) const osl::state::SimpleState [inline]
hasPawnMaskosl::state::SimpleState [static]
hasPieceOnStand() const osl::state::SimpleState [inline]
hasPieceOnStand(Player player, Ptype ptype) const osl::state::SimpleState [inline]
init()osl::state::SimpleState
init(Handicap h)osl::state::SimpleState
isAlmostValidMove(Move move) const osl::state::SimpleState [inline]
isAlmostValidMove(Move move, bool showError=true) const osl::state::SimpleState
isAlmostValidMove(Move move) const osl::state::SimpleState [inline]
isConsistent(bool showError=true) const osl::state::SimpleState
isEmptyBetween(Position from, Position to, Offset offset, bool pieceExistsAtTo=false) const osl::state::SimpleState [inline]
isEmptyBetween(Position from, Position to, bool noSpaceAtTo=false) const osl::state::SimpleState [inline]
isOffBoard(int num) const osl::state::SimpleState [inline]
isOnBoard(int num) const osl::state::SimpleState [inline]
isPawnMaskSet(int x) const osl::state::SimpleState [inline]
isPawnMaskSet(Player player, int x) const osl::state::SimpleState
isValidMove(Move move, bool showError=true) const osl::state::SimpleState
isValidMoveByRule(Move move, bool showError) const osl::state::SimpleState
lastMoveIsCheck(Move last_move, Piece &attack_piece) const osl::state::SimpleState [inline]
lastMoveIsOpenCheck(Position from, Position kingPosition, Piece &attackPiece) const osl::state::SimpleState [inline]
nextPiece(Position cur, Offset diff) const osl::state::SimpleState [inline]
operator<<(std::ostream &os, const SimpleState &state)osl::state::SimpleState [friend]
operator==(const SimpleState &st1, const SimpleState &st2)osl::state::SimpleState [friend]
osl::apply_move::ApplyDoUndoCaptureMove< BLACK, SimpleState > classosl::state::SimpleState [friend]
osl::apply_move::ApplyDoUndoCaptureMove< WHITE, SimpleState > classosl::state::SimpleState [friend]
osl::apply_move::ApplyDoUndoDropMove< BLACK, SimpleState > classosl::state::SimpleState [friend]
osl::apply_move::ApplyDoUndoDropMove< WHITE, SimpleState > classosl::state::SimpleState [friend]
osl::apply_move::ApplyDoUndoSimpleMove< BLACK, SimpleState > classosl::state::SimpleState [friend]
osl::apply_move::ApplyDoUndoSimpleMove< WHITE, SimpleState > classosl::state::SimpleState [friend]
osl::apply_move::DoUndoMoveLockCapture< SimpleState > classosl::state::SimpleState [friend]
osl::apply_move::DoUndoMoveLockDrop< SimpleState > classosl::state::SimpleState [friend]
osl::apply_move::DoUndoMoveLockSimple< SimpleState > classosl::state::SimpleState [friend]
piecesosl::state::SimpleState [protected]
rotate180() const osl::state::SimpleState
setBoard(Position pos, Piece piece)osl::state::SimpleState [inline]
setPiece(Player player, Position pos, Ptype ptype)osl::state::SimpleState
setPieceAll(Player player)osl::state::SimpleState
setPieceOf(int num, Piece p)osl::state::SimpleState [inline]
setTurn(Player player)osl::state::SimpleState [inline]
simple_board_t typedefosl::state::SimpleState
simple_state_t typedefosl::state::SimpleState
SimpleState()osl::state::SimpleState [explicit]
SimpleState(Handicap h)osl::state::SimpleState [explicit]
stand_maskosl::state::SimpleState [protected]
standMask(Player p)osl::state::SimpleState [inline, protected]
standMask(Player p) const osl::state::SimpleState [inline]
state_t typedefosl::state::SimpleState [private]
turnosl::state::SimpleState [protected]
used_maskosl::state::SimpleState [protected]
usedMask() const osl::state::SimpleState [inline]
~SimpleState()osl::state::SimpleState [virtual]


Thu Oct 8 05:01:19 2009に生成されました。  doxygen 1.5.6