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hasAny
osl::effect::NumBitmapEffect
hasCheckmateMove
osl::checkmate::Dfpn::hasCheckmateMove(const NumEffectState &state, const HashKey &key, const PathEncoding &path, size_t limit, Move &best_move, Move last_move=Move::INVALID(), vector< Move > *pv=0)
osl::checkmate::Dfpn::hasCheckmateMove(const NumEffectState &state, const HashKey &key, const PathEncoding &path, size_t limit, Move &best_move, PieceStand &proof, Move last_move=Move::INVALID(), vector< Move > *pv=0)
osl::checkmate::FixedDepthSearcher::hasCheckmateMove(int depth, Move &best_move, PieceStand &proof_pieces)
osl::checkmate::FixedDepthSearcher::hasCheckmateMove(int depth, Move &best_move)
osl::checkmate::FixedDepthSearcher::hasCheckmateMove(int depth)
osl::checkmate::FixedDepthSearcher2::hasCheckmateMove(int depth, Move &best_move, PieceStand &proof_pieces)
osl::checkmate::FixedDepthSearcher2::hasCheckmateMove(int depth, Move &best_move)
osl::checkmate::FixedDepthSearcher2::hasCheckmateMove(int depth)
osl::checkmate::ImmediateCheckmate::hasCheckmateMove(NumEffectState const &state, Position target, King8Info mask, Move &bestMove)
osl::checkmate::ImmediateCheckmate::hasCheckmateMove(NumEffectState const &state)
osl::checkmate::ImmediateCheckmate::hasCheckmateMove(NumEffectState const &state, King8Info)
osl::checkmate::ImmediateCheckmate::hasCheckmateMove(NumEffectState const &state, Move &bestMove)
osl::checkmate::ImmediateCheckmate::hasCheckmateMove(NumEffectState const &state, King8Info canMoveMask, Position king, Move &bestMove)
osl::checkmate::ImmediateCheckmate::hasCheckmateMove(Player pl, NumEffectState const &state)
osl::checkmate::ImmediateCheckmate::hasCheckmateMove(Player pl, NumEffectState const &state, Move &bestMove)
hashHistory
osl::game_playing::GameState
hasLoop
osl::ntesuki::NtesukiRecord
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