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osl::NumEffectState Member List

This is the complete list of members for osl::NumEffectState, including all inherited members.

allEffectAt(Player P, Square target) constosl::NumEffectStateinline
allEffectAt(Player P, Ptype ptype, Square target) constosl::NumEffectState
anyEffectChanged() constosl::NumEffectStateinline
boardosl::SimpleStateprotected
canDropPawnTo(Player player, int x) constosl::SimpleStateinline
changedEffects(Player pl) constosl::NumEffectStateinline
changedEffects() constosl::NumEffectStateinline
changedPieces() constosl::NumEffectStateinline
changeTurn()osl::SimpleStateinline
checkShadow(Player attack) constosl::NumEffectStateinline
clearPawn(Player pl, Square sq)osl::SimpleStateinline
copyFrom(const NumEffectState &src)osl::NumEffectState
copyFrom(const SimpleState &src)osl::NumEffectState
countEffect(Player player, Square target) constosl::NumEffectStateinline
countEffect(Player player, Square target, PieceMask pins) constosl::NumEffectStateinline
countPiecesOnStand(Player pl, Ptype ptype) constosl::SimpleStateinline
countPiecesOnStand(Player pl) constosl::SimpleStateinline
countPiecesOnStandBit(Player pl, Ptype ptype) constosl::SimpleStateinlineprivate
doCaptureMove(Square from, Square to, Piece target, int promoteMask)osl::NumEffectStateprivate
doDropMove(Square to, Ptype ptype)osl::NumEffectStateprivate
doSimpleMove(Square from, Square to, int promoteMask)osl::NumEffectStateprivate
doUndoCaptureMove(Player2Type< P > player, Square from, Square to, Piece target, int promoteMask, Function &func)osl::NumEffectStateprivate
doUndoDropMove(Player2Type< P > player, Square to, Ptype ptype, Function &func)osl::NumEffectStateprivate
doUndoSimpleMove(Player2Type< P > player, Square from, Square to, int promoteMask, Function &func)osl::NumEffectStateprivate
dump() constosl::SimpleState
effectedChanged(Player pl) constosl::NumEffectStateinline
effectedMask(Player pl) constosl::NumEffectStateinline
effectsosl::NumEffectStateprivate
effectSetAt(Square sq) constosl::NumEffectStateinline
emulateCapture(Piece from, Player new_owner) constosl::SimpleState
emulateHandPiece(Player from, Player to, Ptype ptype) constosl::SimpleState
epilogueCapture(Player2Type< P >, Square from, Square to, Piece target, Piece oldPiece, PtypeO oldPtypeO, PtypeO capturePtypeO, PtypeO newPtypeO, int num0, int num1, int num1Index, mask_t num1Mask, const CArray< PieceMask, 2 > &pin_or_open_backup, const KingMobility &king_mobility_backup, const PieceMask &promoted_backup, const CArray< PieceMask, 2 > &effected_mask_backup, const CArray< PieceMask, 2 > &effected_changed_mask_backup, const CArray< uint64_t, 2 > &king8infos_backup, const MobilityTable &mobility_backup)osl::NumEffectStateprivate
epilogueDrop(Player2Type< P >, Square to, Ptype ptype, Piece oldPiece, int num, PtypeO ptypeO, int numIndex, mask_t numMask, const CArray< PieceMask, 2 > &pin_or_open_backup, const KingMobility &king_mobility_backup, const CArray< PieceMask, 2 > &effected_mask_backup, const CArray< PieceMask, 2 > &effected_changed_mask_backup, const CArray< uint64_t, 2 > &king8infos_backup, const MobilityTable &mobility_backup)osl::NumEffectStateprivate
epilogueSimple(Square from, Square to, Piece oldPiece, int num, PtypeO oldPtypeO, PtypeO newPtypeO, const CArray< PieceMask, 2 > &pin_or_open_backup, const KingMobility &king_mobility_backup, const PieceMask &promoted_backup, const CArray< PieceMask, 2 > &effected_mask_backup, const CArray< PieceMask, 2 > &effected_changed_mask_backup, const CArray< uint64_t, 2 > &king8infos_backup, const MobilityTable &mobility_backup)osl::NumEffectStateprivate
findAttackAt(Player attack, Square target) constosl::NumEffectStateinline
findAttackAtStrict(Player attack, Square target) constosl::NumEffectStateinline
findAttackNotBy(Player P, Square square, const PieceMask &ignore) constosl::NumEffectStateinline
findCheapAttack(Player P, Square square) constosl::NumEffectStateinline
findCheapAttackNotBy(Player P, Square square, const PieceMask &ignore) constosl::NumEffectStateinline
findCheckPiece(Piece &attack_piece) constosl::NumEffectStateinline
findEffect(Player P, Square target, PieceVector &out) constosl::NumEffectState
findLongAttackAt(Player owner, int piece, Direction d) constosl::NumEffectStateinline
findLongAttackAt(Player owner, Piece piece, Direction d) constosl::NumEffectStateinline
findLongAttackAt(Piece piece, Direction d) constosl::NumEffectStateinline
findLongAttackAt(Square square, Direction d) constosl::NumEffectStateinline
findThreatenedPiece(Player P) constosl::NumEffectState
flipHorizontal() constosl::SimpleState
forEachEffect(const PieceMask &pieces, Square sq, Action &action) constosl::NumEffectStateinlineprivate
forEachEffect(Square sq, Action &action) constosl::NumEffectStateinline
forEachEffect(Square sq, Action &action, const PieceMask &pin) constosl::NumEffectStateinline
forEachEffect(Player P, Square pos, Action &a) constosl::NumEffectStateinline
forEachEffectNotBy(Square sq, Piece piece, Action &action) constosl::NumEffectStateinline
forEachEffectOfPiece(Square pieceSquare, Action &action) constosl::NumEffectState
forEachEffectOfPiece(Piece piece, Action &action) constosl::NumEffectState
forEachEffectOfPieceDir(Square, Action &, Int2Type< false >) constosl::NumEffectStateinlineprivate
forEachEffectOfPieceDir(Square pieceSquare, Action &action, Int2Type< true >) constosl::NumEffectStateinlineprivate
forEachEffectOfPieceDir(Square pieceSquare, Action &action) constosl::NumEffectStateinlineprivate
forEachEffectOfPieceLongDir(Square, Action &, Int2Type< false >) constosl::NumEffectStateinlineprivate
forEachEffectOfPieceLongDir(Square pieceSquare, Action &action, Int2Type< true >) constosl::NumEffectStateinlineprivate
forEachEffectOfPieceLongDir(Square pieceSquare, Action &action) constosl::NumEffectStateinlineprivate
forEachEffectOfPtypeO(Square, PtypeO, Function &f) constosl::NumEffectState
forEachEffectOfPtypeO(Square, Ptype, Function &f) constosl::NumEffectState
forEachOnBoard(F &func) constosl::NumEffectStateinline
forEachOnBoardPtypeStrict(F &func) constosl::NumEffectStateinline
generateAllUnsafe(MoveVector &) constosl::NumEffectState
generateLegal(MoveVector &) constosl::NumEffectState
generateWithFullUnpromotions(MoveVector &) constosl::NumEffectState
getPiecePtr(Square sq) constosl::SimpleStateinline
hasChangedEffects() constosl::NumEffectStateinline
hasEffectAt(Square target) constosl::NumEffectStateinline
hasEffectAt(Player player, Square target) constosl::NumEffectStateinline
hasEffectAt(Player P, Square target, Piece &attackerPiece) constosl::NumEffectStateinline
hasEffectAt(Square target, Piece &attackerPiece) constosl::NumEffectStateinline
hasEffectByNotPinned(Player pl, Square target) constosl::NumEffectStateinline
hasEffectByNotPinnedAndKing(Player pl, Square target) constosl::NumEffectStateinline
hasEffectByPiece(Piece attack, Square target) constosl::NumEffectStateinline
hasEffectByPtype(Player attack, Square target) constosl::NumEffectStateinline
hasEffectByPtypeStrict(Player attack, Square target) constosl::NumEffectStateinline
hasEffectByWithRemove(Square target, Square removed) constosl::NumEffectState
hasEffectByWithRemove(Player player, Square target, Square removed) constosl::NumEffectStateinline
hasEffectIf(PtypeO ptypeo, Square attacker, Square target) constosl::NumEffectStateinline
hasEffectInDirection(Square to) constosl::NumEffectStateinline
hasEffectNotBy(Player player, Piece piece, Square target) constosl::NumEffectStateinline
hasLongEffectAt(Player P, Square to) constosl::NumEffectStateinline
hasMultipleEffectAt(Player player, Square target) constosl::NumEffectStateinline
hasPawnMaskosl::SimpleStatestatic
hasPieceOnStand(Player player, Ptype ptype) constosl::SimpleStateinline
hasPieceOnStand(Player P) constosl::SimpleStateinline
Iking8Info(Player king) constosl::NumEffectStateinline
inCheck(Player P) constosl::NumEffectStateinline
inCheck() constosl::NumEffectStateinline
init()osl::SimpleState
init(Handicap h)osl::SimpleState
initPawnMask()osl::SimpleState
inUnblockableCheck(Player target) constosl::NumEffectStateinline
isAlmostValidDrop(Move move) constosl::SimpleStateprotected
isAlmostValidMove(Move move) constosl::NumEffectState
isAlmostValidMove(Move move, bool show_error=true) constosl::NumEffectState
isCheck(Move move) constosl::NumEffectState
isConsistent(bool showError=true) constosl::NumEffectState
isConsistent(const NumEffectState &prev, Move moved, bool show_error=true) constosl::NumEffectState
isDirectCheck(Move move) constosl::NumEffectState
isEmptyBetween(Square from, Square to, Offset offset, bool pieceExistsAtTo=false) constosl::SimpleStateinline
isEmptyBetween(Square from, Square to, bool noSpaceAtTo=false) constosl::SimpleStateinline
isOffBoard(int num) constosl::SimpleStateinline
isOnBoard(int num) constosl::SimpleStateinline
isOnBoardNum(int num) constosl::NumEffectStateinline
isOpenCheck(Move move) constosl::NumEffectState
isPawnDropCheckmate(Move move) constosl::NumEffectState
isPawnMaskSet(Player player, int x) constosl::SimpleStateinline
isPawnMaskSet(int x) constosl::SimpleStateinline
isSafeMove(Move move) constosl::NumEffectState
isValidMove(Move move, bool show_error=true) constosl::SimpleState
isValidMoveByRule(Move move, bool show_error)osl::SimpleStatestatic
king8Info(Player king) constosl::NumEffectState
king8infososl::NumEffectStateprivate
king_mobilityosl::NumEffectStateprivate
kingMobilityAbs(Player p, Direction d) constosl::NumEffectStateinline
kingMobilityOfPlayer(Player p, Direction d) constosl::NumEffectStateinline
kingPiece() constosl::SimpleStateinline
kingPiece(Player P) constosl::SimpleStateinline
kingSquare() constosl::SimpleStateinline
kingSquare(Player player) constosl::SimpleStateinline
longEffectAt(Square target) constosl::NumEffectStateinline
longEffectAt(Square target, Player owner) constosl::NumEffectStateinline
longEffectAt(Square target) constosl::NumEffectStateinline
longEffectAt(Square target, Player owner) constosl::NumEffectStateinline
longEffectChanged() constosl::NumEffectStateinline
longEffectNumTable() constosl::NumEffectStateinline
makeKing8Info()osl::NumEffectStateprivate
makeMove(Move move)osl::NumEffectState
makeMovePass()osl::NumEffectStateinline
makePinOpen(Square target, Player defense)osl::NumEffectStateprivate
makePinOpen(Player defense)osl::NumEffectStateprivate
makePinOpenDir(Square target, PieceMask &pins, PieceMask const &onBoard, Player defense)osl::NumEffectStateinlineprivate
makeUnmakeMove(Move move, Function &f)osl::NumEffectStateinline
makeUnmakeMove(Player2Type< P > player, Move move, Function &f)osl::NumEffectStateinline
makeUnmakePass(Function &f)osl::NumEffectStateinline
mobilityOf(Direction d, int num) constosl::NumEffectStateinline
mobilityOf(Direction d, Piece p) constosl::NumEffectStateinline
nextPiece(Square cur, Offset diff) constosl::SimpleStateinline
nth(int n) constosl::SimpleStateinline
nthLimit()osl::SimpleStateinlinestatic
NumEffectState(const SimpleState &st=SimpleState(HIRATE))osl::NumEffectStateexplicit
operator==osl::NumEffectStatefriend
operator[](Square sq) constosl::SimpleStateinline
pawnMaskosl::SimpleStateprotected
pieceAt(Square sq) constosl::SimpleStateinline
pieceOf(int num) constosl::SimpleStateinline
pieceOnBoard(Square sq) constosl::SimpleStateinline
piecesosl::SimpleStateprotected
pieces_onboardosl::NumEffectStateprivate
piecesOnBoard(Player p) constosl::NumEffectStateinline
pin(Player king) constosl::NumEffectStateinline
pin_or_openosl::NumEffectStateprivate
pinAttacker(Piece pinned) constosl::NumEffectStateinline
pinAttacker(Piece pinned) constosl::NumEffectStateinline
pinnedCanMoveTo(Piece p, Square to) constosl::NumEffectStateinline
pinnedCanMoveTo(Piece p, Square to) constosl::NumEffectStateinline
pinnedDir(Piece p) constosl::NumEffectStateinline
pinnedDir(Piece p) constosl::NumEffectStateinline
pinOrOpen(Player king) constosl::NumEffectStateinline
player_to_moveosl::SimpleStateprotected
prologueCapture(Player2Type< P >, Square from, Square to, Piece target, int promoteMask, Piece &oldPiece, PtypeO &oldPtypeO, PtypeO &capturePtypeO, PtypeO &new_ptypeo, int &num0, int &num1, int &num1Index, mask_t &num1Mask, CArray< PieceMask, 2 > &pin_or_open_backup, KingMobility &king_mobility_backup, PieceMask &promoted_backup, CArray< PieceMask, 2 > &effected_mask_backup, CArray< PieceMask, 2 > &effected_changed_mask_backup, CArray< uint64_t, 2 > &king8infos_backup, MobilityTable &mobility_backup)osl::NumEffectStateprivate
prologueDrop(Player2Type< P >, Square to, Ptype ptype, Piece &oldPiece, int &num, PtypeO &ptypeO, int &numIndex, mask_t &numMask, CArray< PieceMask, 2 > &pin_or_open_backup, KingMobility &king_mobility_backup, CArray< PieceMask, 2 > &effected_mask_backup, CArray< PieceMask, 2 > &effected_changed_mask_backup, CArray< uint64_t, 2 > &king8infos_backup, MobilityTable &mobility_backup)osl::NumEffectStateprivate
prologueSimple(Player2Type< P >, Square from, Square to, int promoteMask, Piece &oldPiece, int &num, PtypeO &oldPtypeO, PtypeO &new_ptypeo, CArray< PieceMask, 2 > &pin_or_open_backup, KingMobility &king_mobility_backup, PieceMask &promoted_backup, CArray< PieceMask, 2 > &effected_mask_backup, CArray< PieceMask, 2 > &effected_changed_mask_backup, CArray< uint64_t, 2 > &king8infos_backup, MobilityTable &mobility_backup)osl::NumEffectStateprivate
promotedosl::NumEffectStateprivate
promotedPieces() constosl::NumEffectStateinline
recalcPinOpen(Square changed, Direction &lastDir, Player defense)osl::NumEffectStateinlineprivate
rotate180() constosl::SimpleState
safeCaptureNotByKing(Square target, Piece king) constosl::NumEffectState
safeCaptureNotByKing(Player P, Square target) constosl::NumEffectStateinline
selectCheapPiece(PieceMask effect) constosl::NumEffectState
setBoard(Square sq, Piece piece)osl::SimpleStateinline
setPawn(Player pl, Square sq)osl::SimpleStateinline
setPiece(Player player, Square sq, Ptype ptype)osl::SimpleState
setPieceAll(Player player)osl::SimpleState
setPieceOf(int num, Piece p)osl::SimpleStateinline
setTurn(Player player)osl::SimpleStateinline
showEffect(std::ostream &os) constosl::NumEffectState
SimpleState()osl::SimpleStateexplicit
SimpleState(Handicap h)osl::SimpleStateexplicit
stand_countosl::SimpleStateprotected
stand_maskosl::SimpleStateprotected
standMask(Player p)osl::SimpleStateinlineprotected
standMask(Player p) constosl::SimpleStateinline
state_t typedefosl::NumEffectStateprivate
testValidityOtherThanEffect(Move move) constosl::SimpleStateprotected
turn() constosl::SimpleStateinline
used_maskosl::SimpleStateprotected
usedMask() constosl::SimpleStateinline
wasCheckEvasion(Move last_move) constosl::NumEffectState
~NumEffectState()osl::NumEffectState
~SimpleState()osl::SimpleStatevirtual