Alignment | osl::misc::Align16New | [static] |
anyEffectChanged() const | osl::state::NumEffectState | [inline] |
apply_move::ApplyDoUndoCaptureMove< BLACK, NumEffectState > class | osl::state::NumEffectState | [friend] |
apply_move::ApplyDoUndoCaptureMove< WHITE, NumEffectState > class | osl::state::NumEffectState | [friend] |
apply_move::ApplyDoUndoDropMove< BLACK, NumEffectState > class | osl::state::NumEffectState | [friend] |
apply_move::ApplyDoUndoDropMove< WHITE, NumEffectState > class | osl::state::NumEffectState | [friend] |
apply_move::ApplyDoUndoSimpleMove< BLACK, NumEffectState > class | osl::state::NumEffectState | [friend] |
apply_move::ApplyDoUndoSimpleMove< WHITE, NumEffectState > class | osl::state::NumEffectState | [friend] |
board | osl::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] |
effects | osl::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 ¬Mask) const | osl::state::NumEffectState | [inline] |
hasMultipleEffectBy(Player player, Position target) const | osl::state::NumEffectState | [inline] |
hasPawnMask | osl::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 | |
king8infos | osl::state::NumEffectState | [private] |
king_mobility | osl::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] |
onBoardMask | osl::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 > class | osl::state::SimpleState | [friend] |
osl::apply_move::ApplyDoUndoCaptureMove< WHITE, SimpleState > class | osl::state::SimpleState | [friend] |
osl::apply_move::ApplyDoUndoDropMove< BLACK, SimpleState > class | osl::state::SimpleState | [friend] |
osl::apply_move::ApplyDoUndoDropMove< WHITE, SimpleState > class | osl::state::SimpleState | [friend] |
osl::apply_move::ApplyDoUndoSimpleMove< BLACK, SimpleState > class | osl::state::SimpleState | [friend] |
osl::apply_move::ApplyDoUndoSimpleMove< WHITE, SimpleState > class | osl::state::SimpleState | [friend] |
osl::misc::FastCopier class | osl::state::NumEffectState | [friend] |
pawnMask | osl::state::SimpleState | [protected] |
pieces | osl::state::SimpleState | [protected] |
pin(Player king) const | osl::state::NumEffectState | [inline] |
pin_or_open | osl::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] |
promoted | osl::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_count | osl::state::SimpleState | [protected] |
stand_mask | osl::state::SimpleState | [protected] |
standMask(Player p) | osl::state::SimpleState | [inline, protected] |
standMask(Player p) const | osl::state::SimpleState | [inline] |
state_t typedef | osl::state::NumEffectState | [private] |
turn | osl::state::SimpleState | [protected] |
used_mask | osl::state::SimpleState | [protected] |
usedMask() const | osl::state::SimpleState | [inline] |
~Align16New() | osl::misc::Align16New | [inline, protected] |
~NumEffectState() | osl::state::NumEffectState | |
~SimpleState() | osl::state::SimpleState | [virtual] |