osl::state::NumEffectState メンバ一覧

これは全メンバの一覧です。osl::state::NumEffectState継承メンバも含んでいます。
Alignmentosl::misc::Align16New [static]
anyEffectChanged() const osl::state::NumEffectState [inline]
apply_move::ApplyDoUndoCaptureMove< BLACK, NumEffectState > classosl::state::NumEffectState [friend]
apply_move::ApplyDoUndoCaptureMove< WHITE, NumEffectState > classosl::state::NumEffectState [friend]
apply_move::ApplyDoUndoDropMove< BLACK, NumEffectState > classosl::state::NumEffectState [friend]
apply_move::ApplyDoUndoDropMove< WHITE, NumEffectState > classosl::state::NumEffectState [friend]
apply_move::ApplyDoUndoSimpleMove< BLACK, NumEffectState > classosl::state::NumEffectState [friend]
apply_move::ApplyDoUndoSimpleMove< WHITE, NumEffectState > classosl::state::NumEffectState [friend]
boardosl::state::SimpleState [protected]
changedEffects(Player pl) const osl::state::NumEffectState [inline]
changedEffects() const osl::state::NumEffectState [inline]
changedPieces() const osl::state::NumEffectState [inline]
changeTurn()osl::state::SimpleState [inline]
clearPawn(Player pl, Position pos)osl::state::SimpleState [inline]
countEffect(Player player, Position target) const osl::state::NumEffectState [inline]
countEffect(Player player, Position target, PieceMask pins) const osl::state::NumEffectState [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::NumEffectState
doDropMove(Position to, Ptype ptype)osl::state::NumEffectState
doSimpleMove(Position from, Position to, int promoteMask)osl::state::NumEffectState
dump() const osl::state::SimpleState
effectBit(Player P, Position target) const osl::state::NumEffectState [inline]
effectBit(Player P, Ptype ptype, Position target) const osl::state::NumEffectState
effectedChanged(Player pl) const osl::state::NumEffectState [inline]
effectedMask(Player pl) const osl::state::NumEffectState [inline]
effectPtype(Player attack, Position target) const osl::state::NumEffectState [inline]
effectPtypeStrict(Player attack, Position target) const osl::state::NumEffectState [inline]
effectsosl::state::NumEffectState [private]
emulateCapture(Piece from, Player new_owner) const osl::state::SimpleState
emulateHandPiece(Player from, Player to, Ptype ptype) const osl::state::SimpleState
findCheapThreat(Player P, Position square) const osl::state::NumEffectState [inline]
findCheapThreatNotBy(Player P, Position square, const PieceMask &ignore) const osl::state::NumEffectState [inline]
findCheckPiece(Piece &attack_piece) const osl::state::NumEffectState [inline]
findThreatenedPiece(Player P) const osl::state::NumEffectState
findThreatNotBy(Player P, Position square, const PieceMask &ignore) const osl::state::NumEffectState [inline]
flipHorizontal() const osl::state::SimpleState
forEachEffect(const PieceMask &pieces, Position pos, Action &action) const osl::state::NumEffectState [inline, private]
forEachEffect(Position pos, Action &action) const osl::state::NumEffectState [inline]
forEachEffect(Position pos, Action &action, const PieceMask &pin) const osl::state::NumEffectState [inline]
forEachEffectNotBy(Position pos, Piece piece, Action &action) const osl::state::NumEffectState [inline]
forEachEffectOfPiece(Position piecePosition, Action &action) const osl::state::NumEffectState [inline]
forEachEffectOfPiece(Piece piece, Action &action) const osl::state::NumEffectState [inline]
forEachEffectOfPiece(Piece piece, Action &action) const osl::state::NumEffectState [inline]
forEachEffectOfPiece(Position piecePosition, Action &action) const osl::state::NumEffectState [inline]
forEachEffectOfPieceDir(Position, Action &, Int2Type< false >) const osl::state::NumEffectState [inline, private]
forEachEffectOfPieceDir(Position piecePosition, Action &action, Int2Type< true >) const osl::state::NumEffectState [inline, private]
forEachEffectOfPieceDir(Position piecePosition, Action &action) const osl::state::NumEffectState [inline, private]
forEachEffectOfPieceLongDir(Position, Action &, Int2Type< false >) const osl::state::NumEffectState [inline, private]
forEachEffectOfPieceLongDir(Position piecePosition, Action &action, Int2Type< true >) const osl::state::NumEffectState [inline, private]
forEachEffectOfPieceLongDir(Position piecePosition, Action &action) const osl::state::NumEffectState [inline, private]
forEachEffectPtype(Position pos, Action &action) const osl::state::NumEffectState [inline]
forEachOnBoard(F &func) const osl::state::NumEffectState [inline]
forEachOnBoardPtypeStrict(F &func) const osl::state::NumEffectState [inline]
getEffect(Position pos) const osl::state::NumEffectState [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]
getMobility(Direction d, int num) const osl::state::NumEffectState [inline]
getOnBoardMask(Player p) const osl::state::NumEffectState [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]
getPiecePtr(Position pos) const osl::state::SimpleState [inline]
getTurn() const osl::state::SimpleState [inline]
hasEffectBy(Player player, Position target) const osl::state::NumEffectState [inline]
hasEffectBy(Position target) const osl::state::NumEffectState [inline]
hasEffectBy(Player P, Position target, Piece &attackerPiece) const osl::state::NumEffectState [inline]
hasEffectBy(Position target, Piece &attackerPiece) const osl::state::NumEffectState [inline]
hasEffectByNotPinned(Position target) const osl::state::NumEffectState [inline]
hasEffectByPiece(Piece attack, Position target) const osl::state::NumEffectState [inline]
hasEffectByPtype(Player attack, Position target) const osl::state::NumEffectState [inline]
hasEffectByPtypeStrict(Player attack, Position target) const osl::state::NumEffectState [inline]
hasEffectByWithRemove(Position target, Position removed) const osl::state::NumEffectState [inline]
hasEffectByWithRemove(Player player, Position target, Position removed) const osl::state::NumEffectState [inline]
hasEffectByWithRemove(Position target, Position removed) const osl::state::NumEffectState [inline]
hasEffectDir(Position to) const osl::state::NumEffectState [inline]
hasEffectFromTo(PtypeO ptypeo, Position attacker, Position target) const osl::state::NumEffectState [inline]
hasEffectLong(Player P, Position to) const osl::state::NumEffectState [inline]
hasEffectNotBy(Player player, Piece piece, Position target) const osl::state::NumEffectState [inline]
hasEffectNotMask(Player player, Position target, PieceMask const &notMask) const osl::state::NumEffectState [inline]
hasMultipleEffectBy(Player player, Position target) const osl::state::NumEffectState [inline]
hasPawnMaskosl::state::SimpleState [static]
hasPieceOnStand(Player player, Ptype ptype) const osl::state::SimpleState [inline]
hasPieceOnStand(Player P) const osl::state::SimpleState [inline]
Iking8Info(Player king) const osl::state::NumEffectState [inline]
inCheck(Player P) const osl::state::NumEffectState [inline]
inCheck() const osl::state::NumEffectState [inline]
init()osl::state::SimpleState
init(Handicap h)osl::state::SimpleState
initPawnMask()osl::state::SimpleState
isAlmostValidMove(Move move) const osl::state::NumEffectState [inline]
isAlmostValidMove(Move move, bool show_error=true) const osl::state::NumEffectState
isConsistent(bool showError=true) const osl::state::NumEffectState
isConsistent(const NumEffectState &prev, Move moved, bool show_error=true) const osl::state::NumEffectState
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]
isOnBoardNum(int num) const osl::state::NumEffectState [inline]
isPawnMaskSet(Player player, int x) const osl::state::SimpleState [inline]
isPawnMaskSet(int x) const osl::state::SimpleState [inline]
isValidMove(Move move, bool showError=true) const osl::state::SimpleState
isValidMoveByRule(Move move, bool showError) const osl::state::SimpleState
king8Info(Player king) const osl::state::NumEffectState
king8infososl::state::NumEffectState [private]
king_mobilityosl::state::NumEffectState [private]
kingMobilityAbs(Player p, Direction d) const osl::state::NumEffectState [inline]
kingMobilityOfPlayer(Player p, Direction d) const osl::state::NumEffectState [inline]
longEffectChanged() const osl::state::NumEffectState [inline]
longEffectNumTable() const osl::state::NumEffectState [inline]
longEffectOfDirection(Player owner, int piece, Direction d) const osl::state::NumEffectState [inline]
longEffectOfDirection(Player owner, Piece piece, Direction d) const osl::state::NumEffectState [inline]
longEffectOfDirection(Piece piece, Direction d) const osl::state::NumEffectState [inline]
longEffectOfDirection(Position square, Direction d) const osl::state::NumEffectState [inline]
makeKing8Info()osl::state::NumEffectState [inline]
makeMovePass()osl::state::NumEffectState [inline]
makePinOpen(Position target, Player defense)osl::state::NumEffectState [private]
makePinOpen(Player defense)osl::state::NumEffectState
makePinOpenDir(Position target, PieceMask &pins, PieceMask const &onBoard, Player defense)osl::state::NumEffectState [inline, private]
mutableOnBoardMask(Player p)osl::state::NumEffectState [inline, private]
nextPiece(Position cur, Offset diff) const osl::state::SimpleState [inline]
NumEffectState(const state::SimpleState &st=SimpleState(HIRATE))osl::state::NumEffectState [explicit]
onBoardMaskosl::state::NumEffectState [private]
operator delete(void *ptr, size_t size)osl::misc::Align16New [static]
operator delete[](void *ptr, size_t size)osl::misc::Align16New [static]
operator new(size_t size)osl::misc::Align16New [static]
operator new[](size_t size)osl::misc::Align16New [static]
operator==(const NumEffectState &st1, const NumEffectState &st2)osl::state::NumEffectState [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::misc::FastCopier classosl::state::NumEffectState [friend]
pawnMaskosl::state::SimpleState [protected]
piecesosl::state::SimpleState [protected]
pin(Player king) const osl::state::NumEffectState [inline]
pin_or_openosl::state::NumEffectState [private]
pinnedCanMoveTo(Piece p, Position to) const osl::state::NumEffectState [inline]
pinnedDir(Piece p) const osl::state::NumEffectState [inline]
pinOrOpen(Player king) const osl::state::NumEffectState [inline]
promotedosl::state::NumEffectState [private]
promotedPieces() const osl::state::NumEffectState [inline]
recalcPinOpen(Position changed, Direction &lastDir, Player defense)osl::state::NumEffectState [inline, private]
rotate180() const osl::state::SimpleState
selectCheapPiece(PieceMask effect) const osl::state::NumEffectState
selectLong(Position target) const osl::state::NumEffectState [inline]
selectLong(Position target, Player owner) const osl::state::NumEffectState [inline]
selectLong(Position target, Player owner) const osl::state::NumEffectState [inline]
setBoard(Position pos, Piece piece)osl::state::SimpleState [inline]
setMobility(Direction d, int num, Position pos)osl::state::NumEffectState [inline]
setPawn(Player pl, Position pos)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]
showEffect(std::ostream &os) const osl::state::NumEffectState
SimpleState()osl::state::SimpleState [explicit]
SimpleState(Handicap h)osl::state::SimpleState [explicit]
stand_countosl::state::SimpleState [protected]
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::NumEffectState [private]
turnosl::state::SimpleState [protected]
used_maskosl::state::SimpleState [protected]
usedMask() const osl::state::SimpleState [inline]
~Align16New()osl::misc::Align16New [inline, protected]
~NumEffectState()osl::state::NumEffectState
~SimpleState()osl::state::SimpleState [virtual]
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Sun May 16 09:58:59 2010に生成されました。  doxygen 1.6.3