This file is indexed.

/usr/include/osl/state/numEffectState.h is in libosl-dev 0.6.0-3.1.

This file is owned by root:root, with mode 0o644.

The actual contents of the file can be viewed below.

   1
   2
   3
   4
   5
   6
   7
   8
   9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
  31
  32
  33
  34
  35
  36
  37
  38
  39
  40
  41
  42
  43
  44
  45
  46
  47
  48
  49
  50
  51
  52
  53
  54
  55
  56
  57
  58
  59
  60
  61
  62
  63
  64
  65
  66
  67
  68
  69
  70
  71
  72
  73
  74
  75
  76
  77
  78
  79
  80
  81
  82
  83
  84
  85
  86
  87
  88
  89
  90
  91
  92
  93
  94
  95
  96
  97
  98
  99
 100
 101
 102
 103
 104
 105
 106
 107
 108
 109
 110
 111
 112
 113
 114
 115
 116
 117
 118
 119
 120
 121
 122
 123
 124
 125
 126
 127
 128
 129
 130
 131
 132
 133
 134
 135
 136
 137
 138
 139
 140
 141
 142
 143
 144
 145
 146
 147
 148
 149
 150
 151
 152
 153
 154
 155
 156
 157
 158
 159
 160
 161
 162
 163
 164
 165
 166
 167
 168
 169
 170
 171
 172
 173
 174
 175
 176
 177
 178
 179
 180
 181
 182
 183
 184
 185
 186
 187
 188
 189
 190
 191
 192
 193
 194
 195
 196
 197
 198
 199
 200
 201
 202
 203
 204
 205
 206
 207
 208
 209
 210
 211
 212
 213
 214
 215
 216
 217
 218
 219
 220
 221
 222
 223
 224
 225
 226
 227
 228
 229
 230
 231
 232
 233
 234
 235
 236
 237
 238
 239
 240
 241
 242
 243
 244
 245
 246
 247
 248
 249
 250
 251
 252
 253
 254
 255
 256
 257
 258
 259
 260
 261
 262
 263
 264
 265
 266
 267
 268
 269
 270
 271
 272
 273
 274
 275
 276
 277
 278
 279
 280
 281
 282
 283
 284
 285
 286
 287
 288
 289
 290
 291
 292
 293
 294
 295
 296
 297
 298
 299
 300
 301
 302
 303
 304
 305
 306
 307
 308
 309
 310
 311
 312
 313
 314
 315
 316
 317
 318
 319
 320
 321
 322
 323
 324
 325
 326
 327
 328
 329
 330
 331
 332
 333
 334
 335
 336
 337
 338
 339
 340
 341
 342
 343
 344
 345
 346
 347
 348
 349
 350
 351
 352
 353
 354
 355
 356
 357
 358
 359
 360
 361
 362
 363
 364
 365
 366
 367
 368
 369
 370
 371
 372
 373
 374
 375
 376
 377
 378
 379
 380
 381
 382
 383
 384
 385
 386
 387
 388
 389
 390
 391
 392
 393
 394
 395
 396
 397
 398
 399
 400
 401
 402
 403
 404
 405
 406
 407
 408
 409
 410
 411
 412
 413
 414
 415
 416
 417
 418
 419
 420
 421
 422
 423
 424
 425
 426
 427
 428
 429
 430
 431
 432
 433
 434
 435
 436
 437
 438
 439
 440
 441
 442
 443
 444
 445
 446
 447
 448
 449
 450
 451
 452
 453
 454
 455
 456
 457
 458
 459
 460
 461
 462
 463
 464
 465
 466
 467
 468
 469
 470
 471
 472
 473
 474
 475
 476
 477
 478
 479
 480
 481
 482
 483
 484
 485
 486
 487
 488
 489
 490
 491
 492
 493
 494
 495
 496
 497
 498
 499
 500
 501
 502
 503
 504
 505
 506
 507
 508
 509
 510
 511
 512
 513
 514
 515
 516
 517
 518
 519
 520
 521
 522
 523
 524
 525
 526
 527
 528
 529
 530
 531
 532
 533
 534
 535
 536
 537
 538
 539
 540
 541
 542
 543
 544
 545
 546
 547
 548
 549
 550
 551
 552
 553
 554
 555
 556
 557
 558
 559
 560
 561
 562
 563
 564
 565
 566
 567
 568
 569
 570
 571
 572
 573
 574
 575
 576
 577
 578
 579
 580
 581
 582
 583
 584
 585
 586
 587
 588
 589
 590
 591
 592
 593
 594
 595
 596
 597
 598
 599
 600
 601
 602
 603
 604
 605
 606
 607
 608
 609
 610
 611
 612
 613
 614
 615
 616
 617
 618
 619
 620
 621
 622
 623
 624
 625
 626
 627
 628
 629
 630
 631
 632
 633
 634
 635
 636
 637
 638
 639
 640
 641
 642
 643
 644
 645
 646
 647
 648
 649
 650
 651
 652
 653
 654
 655
 656
 657
 658
 659
 660
 661
 662
 663
 664
 665
 666
 667
 668
 669
 670
 671
 672
 673
 674
 675
 676
 677
 678
 679
 680
 681
 682
 683
 684
 685
 686
 687
 688
 689
 690
 691
 692
 693
 694
 695
 696
 697
 698
 699
 700
 701
 702
 703
 704
 705
 706
 707
 708
 709
 710
 711
 712
 713
 714
 715
 716
 717
 718
 719
 720
 721
 722
 723
 724
 725
 726
 727
 728
 729
 730
 731
 732
 733
 734
 735
 736
 737
 738
 739
 740
 741
 742
 743
 744
 745
 746
 747
 748
 749
 750
 751
 752
 753
 754
 755
 756
 757
 758
 759
 760
 761
 762
 763
 764
 765
 766
 767
 768
 769
 770
 771
 772
 773
 774
 775
 776
 777
 778
 779
 780
 781
 782
 783
 784
 785
 786
 787
 788
 789
 790
 791
 792
 793
 794
 795
 796
 797
 798
 799
 800
 801
 802
 803
 804
 805
 806
 807
 808
 809
 810
 811
 812
 813
 814
 815
 816
 817
 818
 819
 820
 821
 822
 823
 824
 825
 826
 827
 828
 829
 830
 831
 832
 833
 834
 835
 836
 837
 838
 839
 840
 841
 842
 843
 844
 845
 846
 847
 848
 849
 850
 851
 852
 853
 854
 855
 856
 857
 858
 859
 860
 861
 862
 863
 864
 865
 866
 867
 868
 869
 870
 871
 872
 873
 874
 875
 876
 877
 878
 879
 880
 881
 882
 883
 884
 885
 886
 887
 888
 889
 890
 891
 892
 893
 894
 895
 896
 897
 898
 899
 900
 901
 902
 903
 904
 905
 906
 907
 908
 909
 910
 911
 912
 913
 914
 915
 916
 917
 918
 919
 920
 921
 922
 923
 924
 925
 926
 927
 928
 929
 930
 931
 932
 933
 934
 935
 936
 937
 938
 939
 940
 941
 942
 943
 944
 945
 946
 947
 948
 949
 950
 951
 952
 953
 954
 955
 956
 957
 958
 959
 960
 961
 962
 963
 964
 965
 966
 967
 968
 969
 970
 971
 972
 973
 974
 975
 976
 977
 978
 979
 980
 981
 982
 983
 984
 985
 986
 987
 988
 989
 990
 991
 992
 993
 994
 995
 996
 997
 998
 999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
1148
1149
1150
1151
1152
1153
1154
1155
1156
1157
1158
1159
1160
1161
1162
1163
1164
1165
1166
1167
1168
1169
1170
1171
1172
1173
1174
1175
1176
1177
1178
1179
1180
1181
1182
1183
1184
1185
1186
1187
1188
/* numEffectState.h
 */
#ifndef OSL_NUM_EFFECT_STATE_H
#define OSL_NUM_EFFECT_STATE_H

#include "osl/effect/numSimpleEffect.h"
#include "osl/mobility/kingMobility.h"
#include "osl/misc/align16New.h"
#include <boost/cstdint.hpp>

namespace osl
{
  namespace checkmate
  {
    class King8Info;
  }
  namespace state
  {
    class NumEffectState;
    /**
     * 駒番に依存した局面(インスタンス)比較をする.
     * なお、駒番に非依存な局面比較をしたい場合は、osl::record::CompactBoardや
     * osl::hash::HashKeyを用いる.
     */
    bool operator==(const NumEffectState& st1, const NumEffectState& st2);

    /**
     * 利きを持つ局面
     * - effects (NumSimpleEffectTable) 利き
     * - pieces_onboard (PieceMask) 盤上にある駒
     */
    class NumEffectState : public SimpleState
#if OSL_WORDSIZE == 32
			 , public misc::Align16New
#endif
    {
      effect::NumSimpleEffectTable effects;
      CArray<PieceMask,2> pieces_onboard;
      /** 成駒一覧 */
      PieceMask promoted;
      CArray<PieceMask,2> pin_or_open;
      KingMobility king_mobility;
      CArray<uint64_t,2> king8infos;

      friend bool operator==(const NumEffectState& st1,const NumEffectState& st2);
      typedef NumEffectState state_t;
    public:
      // ----------------------------------------------------------------------
      // 0. 将棋以外の操作
      // ----------------------------------------------------------------------
      explicit NumEffectState(const state::SimpleState& st=SimpleState(HIRATE));
      ~NumEffectState();
      /** 主要部分を高速にコピーする. 盤の外はコピーされない*/
      void copyFrom(const NumEffectState& src);
      void copyFrom(const SimpleState& src);
      bool isConsistent(bool showError=true) const;
      /** 局面更新に関する一貫性をテスト */
      bool isConsistent(const NumEffectState& prev, Move moved, bool show_error=true) const;
      void showEffect(std::ostream& os) const;


      // ----------------------------------------------------------------------
      // 1. 盤面全体の情報
      // ----------------------------------------------------------------------
      const PieceMask& piecesOnBoard(Player p) const { return pieces_onboard[p]; }
      const PieceMask promotedPieces() const { return promoted; }
      const PieceMask pin(Player king) const
      {
	return pin_or_open[king]&piecesOnBoard(king);
      }
      /** attack の駒で動くと開き王手になる可能性がある集合 */
      const PieceMask checkShadow(Player attack) const
      {
	return pin_or_open[alt(attack)]&piecesOnBoard(attack);
      }
      PieceMask pinOrOpen(Player king) const
      {
	return pin_or_open[king];
      }
      uint64_t Iking8Info(Player king) const
      {
	return king8infos[king];
      }
      const checkmate::King8Info
#ifdef __GNUC__
	__attribute__ ((pure))
#endif
      king8Info(Player king) const;
      /** Pの玉が王手状態 */
      bool inCheck(Player P) const 
      {
	const Square king = kingSquare(P);
#ifdef ALLOW_KING_ABSENCE
	if (king.isPieceStand())
	  return false;
#endif
	return hasEffectAt(alt(P), king);
      }
      /** 手番の玉が王手状態 */
      bool inCheck() const { return inCheck(turn()); }
      const EffectedNumTable& longEffectNumTable() const
      {
	return effects.effectedNumTable;
      }

      /** pl からの利きが(1つ以上)ある駒一覧 */
      const PieceMask effectedMask(Player pl) const
      {
	return effects.effected_mask[pl];
      }
      /** 前の指手でeffectedMask(pl)が変化したか.
       * 取られた駒は現在の実装ではリストされないようだ.
       */
      const PieceMask effectedChanged(Player pl) const
      {
	return effects.effected_changed_mask[pl];
      }
      bool hasChangedEffects() const {
	return ! effects.changedEffects(BLACK).isInvalid();
      }
      const BoardMask changedEffects(Player pl) const{
	assert(hasChangedEffects());
	return effects.changedEffects(pl);
      }
      const BoardMask changedEffects() const{
	BoardMask ret = changedEffects(BLACK);
	return ret |= changedEffects(WHITE);
      }
      const NumBitmapEffect changedPieces() const{
	return effects.changedPieces();
      }
      template <Ptype PTYPE> bool longEffectChanged() const 
      {
	return changedPieces().template hasLong<PTYPE>();
      }
      template <Ptype PTYPE> bool anyEffectChanged() const 
      {
	return changedPieces().template hasAny<PTYPE>();
      }

      /** 取られそうなPの駒で価値が最大のもの */
      const Piece findThreatenedPiece(Player P) const;

      // ----------------------------------------------------------------------
      // 2. 駒に関する情報
      // ----------------------------------------------------------------------
      bool isOnBoardNum(int num) const
      {
	return piecesOnBoard(BLACK).test(num) || piecesOnBoard(WHITE).test(num);
      }

      Square mobilityOf(Direction d,int num) const
      {
	return effects.mobilityTable.get(d,num);
      }
      Square mobilityOf(Direction d, Piece p) const 
      {
	return mobilityOf(d, p.number());
      }
      Square kingMobilityAbs(Player p, Direction d) const
      {
	return Square::makeDirect(king_mobility[p][d]);
      }
      /** 
       * 玉がd方向にどこまで動けるかを返す
       * @param p 注目する玉のプレイヤ
       * @param d piece からみた向き
       */
      Square kingMobilityOfPlayer(Player p, Direction d) const
      {
	if (p == BLACK)
	  d = inverse(d);
	return kingMobilityAbs(p, d);
      }
      /**
       * pinされた駒がPのKingから見てどの方向か?
       * Pから見たdirectionを返す
       */
      template<Player P>
      Direction pinnedDir(Piece p) const
      {
	assert(p.owner() == P);
	assert(pinOrOpen(P).test(p.number()));
	Square king=kingSquare<P>();
	return Board_Table.getShort8<P>(p.square(),king);
      }
      Direction pinnedDir(Piece p) const
      {
	if (p.owner() == BLACK)
	  return pinnedDir<BLACK>(p);
	else
	  return pinnedDir<WHITE>(p);
      }
      /**
       * pinされた駒pがtoに動けるか?
       * pinに関係がなければtoへ動けるという前提
       */
      template<Player P>
      bool pinnedCanMoveTo(Piece p,Square to) const
      {
	assert(p.owner() == P);
	Direction d=pinnedDir<P>(p);
	Square from=p.square();
	return primDir(d)==primDirUnsafe(Board_Table.getShort8Unsafe<P>(from,to));
      }
      bool pinnedCanMoveTo(Piece p,Square to) const
      {
	if (p.owner() == BLACK)
	  return pinnedCanMoveTo<BLACK>(p, to);
	else
	  return pinnedCanMoveTo<WHITE>(p, to);
      }
      /**
       * Pのpinされた駒から,そのpinの原因となっている長い利きを持つ駒を得る.
       */
      template<Player P>
      Piece pinAttacker(Piece pinned) const
      {
	assert(pinned.owner() == P);
	assert(pinOrOpen(P).test(pinned.number()));
	Direction d=pinnedDir<P>(pinned);
	int attacker_num=longEffectNumTable()[pinned.number()][(P==BLACK ? d : inverseUnsafe(d))];
	return pieceOf(attacker_num);
      }
      Piece pinAttacker(Piece pinned) const
      {
	if (pinned.owner() == BLACK)
	  return pinAttacker<BLACK>(pinned);
	else
	  return pinAttacker<WHITE>(pinned);
      }
      // ----------------------------------------------------------------------
      // 3. あるSquareへの利き
      // ----------------------------------------------------------------------
      const NumBitmapEffect effectSetAt(Square sq) const
      {
	return effects.effectSetAt(sq);
      }
      /**
       * 利きの数を数える. 
       * targetが盤をはみ出してはいけない
       */
      int countEffect(Player player,Square target) const 
      {
	assert(target.isOnBoard());
	return effectSetAt(target).countEffect(player);
      }
      /**
       * 利きの数を数える. 
       * targetが盤をはみ出してはいけない
       * @param pins この駒の利きは数えない
       */
      int
#ifdef __GNUC__
	__attribute__ ((pure))
#endif
      countEffect(Player player,Square target, PieceMask pins) const 
      {
	assert(target.isOnBoard());
	const NumBitmapEffect effect = effectSetAt(target);
	const int all = effect.countEffect(player);
	pins &= effect;
	return all - pins.countBit();
      }

      // ----------------------------------------------------------------------
      // 3.1 集合を返す
      // ----------------------------------------------------------------------
      template <Ptype PTYPE>
      const mask_t allEffectAt(Player P, Square target) const 
      {
	return effectSetAt(target).template selectBit<PTYPE>() & piecesOnBoard(P).template getMask<PTYPE>();
      }
      const mask_t allEffectAt(Player P, Ptype ptype, Square target) const;
      template <Ptype PTYPE> const mask_t longEffectAt(Square target) const 
      {
	return effectSetAt(target).selectLong<PTYPE>() >> 8;
      }
      template <Ptype PTYPE> const mask_t longEffectAt(Square target, Player owner) const 
      {
	return longEffectAt<PTYPE>(target) & piecesOnBoard(owner).getMask(1);
      }
      const mask_t longEffectAt(Square target) const 
      {
	return effectSetAt(target).selectLong() >> 8;
      }
      const mask_t longEffectAt(Square target, Player owner) const 
      {
	return longEffectAt(target) & piecesOnBoard(owner).getMask(1);
      }

      // ----------------------------------------------------------------------
      // 3.2 bool を返す
      // ----------------------------------------------------------------------
      /** 
       * 対象とするマスにあるプレイヤーの利きがあるかどうか.
       * @param player 攻撃側
       * @param target 対象のマス
       */
      template<Player P>
      bool hasEffectAt(Square target) const {
	assert(target.isOnBoard());
	mask_t mask=effectSetAt(target).getMask(1);
	mask&=NumBitmapEffect::playerEffectMask<P>();
	return !mask.none();
      }
      /** 
       * 対象とするマスにあるプレイヤーの利きがあるかどうか.
       * @param player 攻撃側
       * @param target 対象のマス
       */
      bool hasEffectAt(Player player,Square target) const {
	assert(target.isOnBoard());
	mask_t mask=effectSetAt(target).getMask(1);
	mask&=NumBitmapEffect::playerEffectMask(player);
	return !mask.none();
      }
    
      /**
       * あるマスにPTYPEの長い利きがあるかどうか.
       */
      template <Ptype PTYPE>
      bool hasLongEffectAt(Player P, Square to) const {
	BOOST_STATIC_ASSERT( (PTYPE == LANCE || PTYPE == BISHOP || PTYPE == ROOK) );
	return longEffectAt<PTYPE>(to, P).any();
      }

      /**
       * target に ptype の利きがあるか? 成不成を区別しない
       */
      template <Ptype PTYPE>
      bool hasEffectByPtype(Player attack, Square target) const
      {
	return allEffectAt<PTYPE>(attack, target).any();
      }
      /**
       * target に ptype の利きがあるか? 成不成を区別
       */
      template <Ptype PTYPE>
      bool hasEffectByPtypeStrict(Player attack, Square target) const
      {
	mask_t mask=allEffectAt<PTYPE>(attack, target);
	if (isPromoted(PTYPE)) 
	  mask &= promoted.getMask<PTYPE>();
	else
	  mask &= ~(promoted.getMask<PTYPE>());
	return mask.any();
      }
      /**
       * あるマスにあるDirectionでの長い利きがあるかどうか.
       * 64bit版対応済み
       */
      template<Direction Dir,Player P>
      bool hasEffectInDirection(Square to) const {
	BOOST_STATIC_ASSERT( (DirectionTraits<Dir>::isLong) );
	const PieceMask& pieces_onboard=piecesOnBoard(P);
	mask_t mask1=pieces_onboard.getMask(1);
	mask1 &= ((PtypeDirectionTraits<LANCE,Dir>::canMove 
		   ? mask_t::makeDirect(PtypeFuns<LANCE>::indexMask) 
		   : mask_t::makeDirect(0)) 
		  | (PtypeDirectionTraits<BISHOP,Dir>::canMove 
		     ?  mask_t::makeDirect(PtypeFuns<BISHOP>::indexMask) 
		     :  mask_t::makeDirect(0))
		  | (PtypeDirectionTraits<ROOK,Dir>::canMove 
		     ? mask_t::makeDirect(PtypeFuns<ROOK>::indexMask)
		     : mask_t::makeDirect(0)));
	mask1 <<= 8;
	// 短い利きを排除
	mask1&=effectSetAt(to).getMask(1)& NumBitmapEffect::longEffectMask();
	while (mask1.any())
	{
	  int num=mask1.takeOneBit()+NumBitmapEffect::longToNumOffset;
	  Square from = pieceOf(num).square();
	  Direction dir=Board_Table.getLongDirection<BLACK>(Offset32(to,from));
	  if (dir==DirectionPlayerTraits<Dir,P>::directionByBlack)
	    return true;
	}
	return false;
      }
      /** 
       * 対象とするマスにあるプレイヤーの(ただしある駒以外)利きがあるかどうか.
       * @param player 攻撃側
       * @param piece 攻撃側の駒
       * @param target 対象のマス
       */
      bool hasEffectNotBy(Player player,Piece piece,Square target) const {
	assert(piece.owner()==player);
	PieceMask pieces_onboard=piecesOnBoard(player);
	int num=piece.number();
	pieces_onboard.reset(num);
	return (pieces_onboard&effectSetAt(target)).any();
      }
      /**
       * {pinされている駒, 玉以外}からの利きがある.
       */
      bool hasEffectByNotPinnedAndKing(Player pl,Square target) const{
	assert(target.isOnBoard());
	PieceMask m=piecesOnBoard(pl)& ~pinOrOpen(pl) & effectSetAt(target);
	m.clearBit<KING>();
	return m.any();
      }
      /**
       * pinされている駒以外からの利きがある.
       */
      bool hasEffectByNotPinned(Player pl,Square target) const{
	assert(target.isOnBoard());
	PieceMask m=piecesOnBoard(pl)& ~pinOrOpen(pl) & effectSetAt(target);
	return m.any();
      }
      /** 
       * 二つ以上の駒から利きがある.
       * そもそも利きがない場合も呼ばれる
       * @param player 攻撃側
       * @param target 対象のマス
       */
      bool hasMultipleEffectAt(Player player,Square target) const 
      {
	mask_t mask=effectSetAt(target).getMask(1);
	mask&=NumBitmapEffect::playerEffectMask(player);
	return NumBitmapEffect::playerEffect(player).getMask(1) < mask;
      }

      /** 
       * 駒attack が target に利きを持つか (旧hasEffectToと統合)
       * @param target 対象のマス
       */
      bool hasEffectByPiece(Piece attack, Square target) const 
      {
	assert(attack.isPiece());
	assert(target.isOnBoard());
	return effectSetAt(target).test(attack.number());
      }


      /**
       * attackerにptypeoの駒がいると仮定した場合にtargetに利きがあるかどうか
       * を stateをupdateしないで確かめる.
       * targetSquareは空白でも良い
       * 盤上の駒を動かす事を検討しているときはに,
       * 自分自身の陰に入って利かないと見なされることがある
       */
      bool hasEffectIf(PtypeO ptypeo,Square attacker,
			   Square target) const
#ifdef __GNUC__
	__attribute__ ((pure))
#endif
      {
	Offset32 offset32=Offset32(target,attacker);
	EffectContent effect=Ptype_Table.getEffect(ptypeo,offset32);
	if (! effect.hasEffect()) 
	  return false;
	if (effect.hasUnblockableEffect())
	  return true;
	assert(Board_Table.getShortOffset(offset32) == effect.offset());
	return this->isEmptyBetween(attacker,target,effect.offset());
      }
      /**
       * 
       */
      template<Player P>
      bool
#ifdef __GNUC__
	__attribute__ ((pure))
#endif
      hasEffectByWithRemove(Square target,Square removed) const;
    
      bool hasEffectByWithRemove(Player player, Square target,Square removed) const{
	if (player==BLACK)
	  return hasEffectByWithRemove<BLACK>(target,removed);
	else
	  return hasEffectByWithRemove<WHITE>(target,removed);
      }


      // ----------------------------------------------------------------------
      // 3.3 pieceを探す
      // ----------------------------------------------------------------------
      /** return a piece s.t. owner == attack, ptype == PTYPE, has effect on target.  return Piece::EMPTY() otherwise */
      template <Ptype PTYPE>
      const Piece findAttackAt(Player attack, Square target) const
      {
	mask_t mask=allEffectAt<PTYPE>(attack, target);
	if (mask.none())
	  return Piece::EMPTY();
	return pieceOf(mask.takeOneBit()+PtypeFuns<PTYPE>::indexNum*32);
      }
      template <Ptype PTYPE>
      const Piece findAttackAtStrict(Player attack, Square target) const
      {
	mask_t mask=allEffectAt<PTYPE>(attack, target);
	if (isPromoted(PTYPE)) 
	  mask &= promoted.getMask<PTYPE>();
	else
	  mask &= ~(promoted.getMask<PTYPE>());
	if (mask.none())
	  return Piece::EMPTY();
	return pieceOf(mask.takeOneBit()+PtypeFuns<PTYPE>::indexNum*32);
      }
      /** 
       * pieceのd方向から長い利きがある場合にその駒を返す。
       * @param d piece からみた向き
       */
      const Piece findLongAttackAt(Player owner, int piece, Direction d) const
      {
	assert(pieceOf(piece).isOnBoardByOwner(owner));
	if (owner == BLACK)
	  d = inverse(d);
	const int num = effects.effectedNumTable[piece][d];
	if (num == EMPTY_NUM)
	  return Piece::EMPTY();
	return pieceOf(num);
      }
      const Piece findLongAttackAt(Player owner, Piece piece, Direction d) const
      {
	assert(piece.isPiece());
	assert(piece.owner() == owner);
	return findLongAttackAt(owner, piece.number(), d);
      }
      const Piece findLongAttackAt(Piece piece, Direction d) const
      {
	assert(piece.isPiece());
	return findLongAttackAt(piece.owner(), piece, d);
      }
      const Piece findLongAttackAt(Square square, Direction d) const
      {
	return findLongAttackAt(pieceOnBoard(square), d);
      }
      /**
       * 利きの中から安そうな駒を選ぶ
       */
      const Piece selectCheapPiece(PieceMask effect) const;
      /**
       * @param P - 利きをつけている側のプレイヤ
       * @param square - 調査する場所
       * @return 利きを付けている中で安そうな駒 (複数の場合でもEMPTYにはしない)
       */
      const Piece findCheapAttack(Player P, Square square) const 
      {
	return selectCheapPiece(piecesOnBoard(P) & effectSetAt(square));
      }
      /**
       * @param P - 利きをつけている側のプレイヤ
       * @param square - 調査する場所
       * @return 利きを付けている中で安そうな駒 (複数の場合でもEMPTYにはしない)
       */
      const Piece findCheapAttackNotBy(Player P, Square square, const PieceMask& ignore) const 
      {
	PieceMask pieces = piecesOnBoard(P);
	pieces &= ~ignore;
	return selectCheapPiece(pieces & effectSetAt(square));
      }
      const Piece findAttackNotBy(Player P, Square square, const PieceMask& ignore) const 
      {
	PieceMask pieces = piecesOnBoard(P);
	pieces &= ~ignore;
	pieces &= effectSetAt(square);
	if (pieces.none())
	  return Piece::EMPTY();
	return pieceOf(pieces.takeOneBit());
      }
      /**
       * 王手駒を探す
       * @return 王手かどうか
       * @param attack_piece
       * 一つの駒による王手の場合はattck_pieceにその駒を入れる
       * 複数の駒による王手の場合はPiece::EMPTY()を入れる
       * @param P(template) 玉
       */
      template<Player P>
      bool findCheckPiece(Piece& attack_piece) const
      {
	return hasEffectAt<PlayerTraits<P>::opponent>(kingSquare(P),attack_piece);
      }
      bool hasEffectAt(Player P, Square target,Piece& attackerPiece) const 
      {
	if (P == BLACK)
	  return hasEffectAt<BLACK>(target, attackerPiece);
	else
	  return hasEffectAt<WHITE>(target, attackerPiece);
      }
      /**
       * @param P(template) - 利きをつけている側のプレイヤ
       * @param target - 利きをつけられた場所
       * @param attackerPiece - multiple attackの場合はPiece::EMPTY()
       *        そうでないなら利きをつけている駒を返す
       */
      template<Player P>
      bool hasEffectAt(Square target,Piece& attackerPiece) const {
	attackerPiece=Piece::EMPTY();
	const PieceMask& pieceMask=piecesOnBoard(P)&effectSetAt(target);
#if OSL_WORDSIZE == 64
	mask_t mask=pieceMask.getMask(0);
	if (mask.none()) return false;
	/**
	 * mask|=0x8000000000000000ll;
	 * if((mask&(mask-1))!=0x8000000000000000ll) なら1つのif文で済む
	 */
	if (mask.hasMultipleBit())
	  return true;
	int num=mask.bsf();
	attackerPiece=pieceOf(num);
	return true;
#elif OSL_WORDSIZE == 32
	mask_t mask0=pieceMask.getMask(0);
	mask_t mask1=pieceMask.getMask(1);
	if (mask0.any())
	{
	  if (mask1.any())
	    return true;
	  int num=mask0.bsf();
	  if (mask0 == PieceMask::numToMask(num))
	    attackerPiece=pieceOf(num);
	  return true;
	}
	else if (mask1.any())
	{
	  int num=mask1.bsf();
	  if (mask1==PieceMask::numToMask(num))
	    attackerPiece=pieceOf(num+32);
	  return true;
	}
	else 
	  return false;
#endif
      }

      // ----------------------------------------------------------------------
      // 4. 指手
      // ----------------------------------------------------------------------
      /**
       * 合法手かどうかを簡単に検査する.局面に依存するチェックのみ.
       * ルール上指せない手である可能性がある場合は,isValidMove を用いる.
       *
       * Pをtemplate引数にできると少しは速くなりそう
       * 局面に依存する検査でも,玉の素抜きや王手を防いでいるか,
       * 千日手,打歩詰かどうかは検査しない.
       * @param showError(template) - falseを返す時には何か表示する.
       * @param move - 手
       */
      template <bool show_error>
      bool isAlmostValidMove(Move move) const;
      bool isAlmostValidMove(Move move,bool show_error=true) const;
      void makeMove(Move move);
      void makeMovePass()
      {
	changeTurn();
	effects.clearChangedEffects();
	effects.clearEffectedChanged();
      }

      template <class Function>
      void makeUnmakePass(Function &f)
      {
	changeTurn();
	f(Square::STAND());
	changeTurn();
      }
      template <class Function>
      void makeUnmakeMove(Move move, Function &f)
      {
	if (move.player() == BLACK)
	  makeUnmakeMove(Player2Type<BLACK>(), move, f);
	else
	  makeUnmakeMove(Player2Type<WHITE>(), move, f);
      }
      template <Player P, class Function>
      void makeUnmakeMove(Player2Type<P> player, Move move, Function &f)
      {
	if (move.isPass())
	  return makeUnmakePass(f);
	assert(move.isValid());
	assert(isAlmostValidMove(move));
	assert(P == move.player());
	assert(P == turn());
	Square from=move.from();
	Square to=move.to();
	if (from.isPieceStand())
	{
	  assert(pieceAt(to) == Piece::EMPTY());
	  doUndoDropMove(player,to,move.ptype(),f);
	}
	else
	{
	  assert(pieceAt(from) != Piece::EMPTY());
	  Piece captured=pieceAt(to);
	  if (captured != Piece::EMPTY())
	  {
	    doUndoCaptureMove(player,from,to,captured,move.promoteMask(),f);
	  }
	  else
	  {
	    doUndoSimpleMove(player,from,to,move.promoteMask(),f);
	  }
	}
      }
      bool wasCheckEvasion(Move last_move) const;
      // ----------------------------------------------------------------------
      // 5. forEachXXX
      // ----------------------------------------------------------------------
      /** T は isBasic でなくても動くが unpromote(T) の結果と同じ.
       */ 
      template<Player P,Ptype T,typename F>
      void forEachOnBoard(F& func) const {
	mask_t onMask=piecesOnBoard(P).template selectBit<T>() ;    
	while (onMask.any())
	{
	  int num=onMask.takeOneBit()+((PtypeFuns<T>::indexNum)<<5);
	  Piece p = pieceOf(num);
	  func(p);
	}
      }
      /** T の成不成を区別
       */ 
      template<Player P,Ptype T,typename F>
      void forEachOnBoardPtypeStrict(F& func) const 
      {
	mask_t mask=piecesOnBoard(P).template selectBit<T>() ;    
	if (isPromoted(T)) 
	  mask &= promoted.getMask<T>();
	else
	  mask &= ~(promoted.getMask<T>());
	while (mask.any())
	{
	  int num=mask.takeOneBit()+((PtypeFuns<T>::indexNum)<<5);
	  func(pieceOf(num));
	}
      }
    private:
      template<Player P,class Action>
      void forEachEffect(const PieceMask& pieces, Square sq,Action & action) const
      {
#if OSL_WORDSIZE == 64
	mask_t mask=pieces.getMask(0);
	while (mask.any())
	{
	  const int num=mask.takeOneBit();
	  action.template doAction<P>(pieceOf(num),sq);
	}
#elif OSL_WORDSIZE == 32
	mask_t mask0=pieces.getMask(0);
	while (mask0.any())
	{
	  const int num=mask0.takeOneBit();
	  action.template doAction<P>(pieceOf(num),sq);
	}
	mask_t mask1=pieces.getMask(1);
	while (mask1.any())
	{
	  const int num=mask1.takeOneBit()+32;
	  action.template doAction<P>(pieceOf(num),sq);
	}
#endif
      }      
    public:
      /** 
       * sq への利きを持つ各駒に関して処理を行う.
       * @param action たとえば AlwaysMoveAction
       */
      template<Player P,class Action>
      void forEachEffect(Square sq,Action & action) const
      {
	const PieceMask pieceMask=piecesOnBoard(P)&effectSetAt(sq);
	forEachEffect<P,Action>(pieceMask, sq, action);
      }
      /** 
       * sq にある駒を取る move を生成して action の member を呼び出す.
       * @param pin 無視する駒
       * @param action たとえば AlwaysMoveAction
       */
      template<Player P,class Action>
      void forEachEffect(Square sq,Action & action,const PieceMask& pin) const
      {
	PieceMask pieceMask=piecesOnBoard(P)&effectSetAt(sq);
	pieceMask &= ~pin;
	forEachEffect<P,Action>(pieceMask, sq, action);
      }

      /** 
       * sq に移動する move を生成して action の member を呼び出す
       * @param action たとえば AlwayMoveAction
       * @param piece  これ以外の駒を使う
       */
      template<Player P,class Action>
      void forEachEffectNotBy(Square sq,Piece piece,Action & action) const {
	PieceMask pieces=piecesOnBoard(P)&effectSetAt(sq);
	pieces.reset(piece.number());
	forEachEffect<P,Action>(pieces, sq, action);
      }

    private:
      template<Player P,Ptype Type,class Action,Direction Dir>
      void forEachEffectOfPieceDir(Square, Action&, Int2Type<false>) const {}
      template<Player P,Ptype Type,class Action,Direction Dir>
      void forEachEffectOfPieceDir(Square pieceSquare,Action & action,Int2Type<true>) const {
	const Offset offset=DirectionPlayerTraits<Dir,P>::offset();
	action.template doAction<P>(this->pieceAt(pieceSquare),pieceSquare+offset);
      }

      template<Player P,Ptype Type,class Action,Direction Dir>
      void forEachEffectOfPieceDir(Square pieceSquare,Action & action) const {
	forEachEffectOfPieceDir<P,Type,Action,Dir>(pieceSquare,action,Int2Type<(PtypeTraits<Type>::moveMask & DirectionTraits<Dir>::mask)!=0>());
      }
      template<Player P,Ptype Type,class Action,Direction Dir>
      void forEachEffectOfPieceLongDir(Square, Action&, Int2Type<false>) const {}
      template<Player P,Ptype Type,class Action,Direction Dir>
      void forEachEffectOfPieceLongDir(Square pieceSquare,Action & action,Int2Type<true>) const {
	Piece piece=this->pieceAt(pieceSquare);
	const Offset offset=DirectionPlayerTraits<Dir,P>::offset();
	assert(offset.intValue() != 35);
	Square sq=pieceSquare+offset;
	for (;this->pieceAt(sq).isEmpty();sq+=offset)
	  action.template doAction<P>(piece,sq);
	action.template doAction<P>(piece,sq);
      }

      template<Player P,Ptype Type,class Action,Direction Dir>
      void forEachEffectOfPieceLongDir(Square pieceSquare,Action & action) const {
	forEachEffectOfPieceLongDir<P,Type,Action,Dir>(pieceSquare,action,Int2Type<(PtypeTraits<Type>::moveMask & DirectionTraits<Dir>::mask)!=0>());
      }
    public:
      /**
       * pieceSquareにある駒によって利きを受けるすべてのsquare
       * (空白含む)について
       * actionを実行する
       *
       * SimpleState より移植: ImmediateAddSupportがなければ消せる
       */
      template<Player P,Ptype Type,class Action>
      void forEachEffectOfPiece(Square pieceSquare,Action & action) const;
      template<class Action>
      void forEachEffectOfPiece(Piece piece,Action & action) const;


    private:
      void doSimpleMove(Square from, Square to, int promoteMask);
      void doDropMove(Square to,Ptype ptype);
      void doCaptureMove(Square from, Square to, Piece target,int promoteMask);

      template <Player P, class Function>
      void doUndoSimpleMove(Player2Type<P> player,
			    Square from, Square to, int promoteMask,Function& func);
      template <Player P>
      void 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
	);
      void 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
	);
      template <Player P, class Function>
      void doUndoDropMove(Player2Type<P> player,
			  Square to, Ptype ptype, Function& func);
      template <Player P>
      void 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);
      template<Player P>
      void 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);
      template <Player P, class Function>
      void doUndoCaptureMove(Player2Type<P> player, Square from,Square to, 
			     Piece target, int promoteMask,Function& func);

      template<Player P>
      void 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);

      template<Player P>
      void 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);
      // 
      template<Direction DIR>
      void makePinOpenDir(Square target,
			  PieceMask& pins, PieceMask const& onBoard,Player defense)
      {
	const Offset offset = DirectionTraits<DIR>::blackOffset();
	Square sq=target-offset;
	int num;
	while(Piece::isEmptyNum(num=pieceAt(sq).number()))
	  sq-=offset;
	king_mobility[defense][DIR]=static_cast<unsigned char>(sq.uintValue());
	if(Piece::isEdgeNum(num)) return;
	int num1=longEffectNumTable()[num][DIR];
	if(Piece::isPieceNum(num1) && onBoard.test(num1)){
	  pins.set(num);
	}
      }
      void recalcPinOpen(Square changed, Direction &lastDir, Player defense)
      {
	Square target=kingSquare(defense);
#ifdef ALLOW_KING_ABSENCE
	if (target.isPieceStand())
	  return;
#endif
	const Direction longD=Board_Table.getLongDirection<BLACK>(changed,target);
	if(!isLong(longD) || (lastDir!=UL && longD==lastDir)) return;
	lastDir=longD;
	Direction shortD=longToShort(longD);
	{
	  // reset old pins
	  Square oldPos=Square::makeDirect(king_mobility[defense][shortD]);
	  int oldNum=pieceAt(oldPos).number();
	  if(Piece::isPieceNum(oldNum))
	    pin_or_open[defense].reset(oldNum);
	}
	const Offset offset = Board_Table.getOffsetForBlack(longD);
	Square sq=target-offset;
	int num;
	while(Piece::isEmptyNum(num=pieceAt(sq).number()))
	  sq-=offset;
	king_mobility[defense][shortD]=static_cast<unsigned char>(sq.uintValue());
	if(Piece::isEdgeNum(num)) return;
	int num1=longEffectNumTable()[num][shortD];
	if(Piece::isPieceNum(num1) && piecesOnBoard(alt(defense)).test(num1)){
	  pin_or_open[defense].set(num);
	}
      }
      PieceMask makePinOpen(Square target,Player defense);
      void makePinOpen(Player defense);
      template<Player P>
      void makeKing8Info();
    };

    inline bool operator!=(const NumEffectState& s1, const NumEffectState& s2)
    {
      return !(s1==s2);
    }  
  } // namespace state
  using state::NumEffectState;
} // namespace osl

template <osl::Player P, typename Function>
void osl::NumEffectState::
doUndoSimpleMove(Player2Type<P> player,
		 Square from, Square to, int promoteMask, Function& func)
{
  Piece oldPiece;
  int num;
  PtypeO oldPtypeO, newPtypeO;
  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;
  prologueSimple(player, from, to, promoteMask, oldPiece, num, oldPtypeO, newPtypeO, 
		 pin_or_open_backup, 
		 king_mobility_backup,
		 promoted_backup,
		 effected_mask_backup, effected_changed_mask_backup,
		 king8infos_backup,
		 mobility_backup);
  if (promoteMask!=0 && num < PtypeTraits<PAWN>::indexLimit)
  {
    clearPawn(P,from);
    changeTurn();
    func(to);
    changeTurn();
    setPawn(P,from);
  }
  else
  {
    changeTurn();
    func(to);
    changeTurn();
  }
  epilogueSimple(from, to, oldPiece, num, oldPtypeO, newPtypeO, 
		 pin_or_open_backup, 
		 king_mobility_backup,
		 promoted_backup, effected_mask_backup, effected_changed_mask_backup,
		 king8infos_backup,
		 mobility_backup);
}

template <osl::Player P, typename Function>
void osl::NumEffectState::doUndoDropMove(Player2Type<P> player,
				    Square to, Ptype ptype, Function& func)
{
  Piece oldPiece;
  PtypeO ptypeO;
  int num, 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;
  prologueDrop(player, to, ptype, oldPiece, num, ptypeO, numIndex, numMask, 
	       pin_or_open_backup, king_mobility_backup,
	       effected_mask_backup,effected_changed_mask_backup,
	       king8infos_backup,
	       mobility_backup);
  if (ptype==PAWN)
  {
    setPawn(P,to);
    changeTurn();
    func(to);
    changeTurn();
    clearPawn(P,to);
  }
  else
  {
    changeTurn();
    func(to);
    changeTurn();
  }
  epilogueDrop(player, to, ptype, oldPiece, num, ptypeO, numIndex, numMask, 
	       pin_or_open_backup, king_mobility_backup,
	       effected_mask_backup,effected_changed_mask_backup,
	       king8infos_backup,
	       mobility_backup);
}

template <osl::Player P, typename Function>
void osl::NumEffectState::doUndoCaptureMove(Player2Type<P> player,
				       Square from,Square to, Piece target, 
				       int promoteMask,Function& func)
{
  Piece oldPiece;
  PtypeO oldPtypeO, capturePtypeO, newPtypeO;
  int num0, num1, 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;
  prologueCapture(player, from, to, target, promoteMask, oldPiece, oldPtypeO, 
		  capturePtypeO, newPtypeO, num0, num1, num1Index,num1Mask, 
		  pin_or_open_backup, king_mobility_backup,
		  promoted_backup,
		  effected_mask_backup, effected_changed_mask_backup,
		  king8infos_backup,
		  mobility_backup);

  changeTurn();
  const Ptype capturePtype=target.ptype();
  if (capturePtype==PAWN)
  {
    clearPawn(PlayerTraits<P>::opponent,to);
    if (promoteMask!=0 && num0<PtypeTraits<PAWN>::indexLimit)
    {
      clearPawn(P,from);
      func(to);
      setPawn(P,from);
    }
    else
    {
      func(to);
    }
    setPawn(PlayerTraits<P>::opponent,to);
  }
  else if (promoteMask!=0 && num0<PtypeTraits<PAWN>::indexLimit)
  {
    clearPawn(P,from);
    func(to);
    setPawn(P,from);
  }
  else
  {
    func(to);
  }
  changeTurn();

  epilogueCapture(player, from, to, target, oldPiece, oldPtypeO, capturePtypeO, newPtypeO, 
		  num0, num1, num1Index,num1Mask, 
		  pin_or_open_backup, king_mobility_backup,
		  promoted_backup,effected_mask_backup, effected_changed_mask_backup,
		  king8infos_backup,
		  mobility_backup);
}

template <class Action>
void osl::NumEffectState::
forEachEffectOfPiece(Piece piece,Action & action) const 
{
  Square pieceSquare = piece.square();
  switch ((int)piece.ptypeO()) {
  case NEW_PTYPEO(WHITE,PAWN): forEachEffectOfPiece<WHITE,PAWN,Action>(pieceSquare,action); break;
  case NEW_PTYPEO(WHITE,LANCE): forEachEffectOfPiece<WHITE,LANCE,Action>(pieceSquare,action); break;
  case NEW_PTYPEO(WHITE,KNIGHT): forEachEffectOfPiece<WHITE,KNIGHT,Action>(pieceSquare,action); break;
  case NEW_PTYPEO(WHITE,SILVER): forEachEffectOfPiece<WHITE,SILVER,Action>(pieceSquare,action); break;
  case NEW_PTYPEO(WHITE,PPAWN): forEachEffectOfPiece<WHITE,PPAWN,Action>(pieceSquare,action); break;
  case NEW_PTYPEO(WHITE,PLANCE): forEachEffectOfPiece<WHITE,PLANCE,Action>(pieceSquare,action); break;
  case NEW_PTYPEO(WHITE,PKNIGHT): forEachEffectOfPiece<WHITE,PKNIGHT,Action>(pieceSquare,action); break;
  case NEW_PTYPEO(WHITE,PSILVER): forEachEffectOfPiece<WHITE,PSILVER,Action>(pieceSquare,action); break;
  case NEW_PTYPEO(WHITE,GOLD): forEachEffectOfPiece<WHITE,GOLD,Action>(pieceSquare,action); break;
  case NEW_PTYPEO(WHITE,BISHOP): forEachEffectOfPiece<WHITE,BISHOP,Action>(pieceSquare,action); break;
  case NEW_PTYPEO(WHITE,PBISHOP): forEachEffectOfPiece<WHITE,PBISHOP,Action>(pieceSquare,action); break;
  case NEW_PTYPEO(WHITE,ROOK): forEachEffectOfPiece<WHITE,ROOK,Action>(pieceSquare,action); break;
  case NEW_PTYPEO(WHITE,PROOK): forEachEffectOfPiece<WHITE,PROOK,Action>(pieceSquare,action); break;
  case NEW_PTYPEO(WHITE,KING): forEachEffectOfPiece<WHITE,KING,Action>(pieceSquare,action); break;
  case NEW_PTYPEO(BLACK,PAWN): forEachEffectOfPiece<BLACK,PAWN,Action>(pieceSquare,action); break;
  case NEW_PTYPEO(BLACK,LANCE): forEachEffectOfPiece<BLACK,LANCE,Action>(pieceSquare,action); break;
  case NEW_PTYPEO(BLACK,KNIGHT): forEachEffectOfPiece<BLACK,KNIGHT,Action>(pieceSquare,action); break;
  case NEW_PTYPEO(BLACK,SILVER): forEachEffectOfPiece<BLACK,SILVER,Action>(pieceSquare,action); break;
  case NEW_PTYPEO(BLACK,PPAWN): forEachEffectOfPiece<BLACK,PPAWN,Action>(pieceSquare,action); break;
  case NEW_PTYPEO(BLACK,PLANCE): forEachEffectOfPiece<BLACK,PLANCE,Action>(pieceSquare,action); break;
  case NEW_PTYPEO(BLACK,PKNIGHT): forEachEffectOfPiece<BLACK,PKNIGHT,Action>(pieceSquare,action); break;
  case NEW_PTYPEO(BLACK,PSILVER): forEachEffectOfPiece<BLACK,PSILVER,Action>(pieceSquare,action); break;
  case NEW_PTYPEO(BLACK,GOLD): forEachEffectOfPiece<BLACK,GOLD,Action>(pieceSquare,action); break;
  case NEW_PTYPEO(BLACK,BISHOP): forEachEffectOfPiece<BLACK,BISHOP,Action>(pieceSquare,action); break;
  case NEW_PTYPEO(BLACK,PBISHOP): forEachEffectOfPiece<BLACK,PBISHOP,Action>(pieceSquare,action); break;
  case NEW_PTYPEO(BLACK,ROOK): forEachEffectOfPiece<BLACK,ROOK,Action>(pieceSquare,action); break;
  case NEW_PTYPEO(BLACK,PROOK): forEachEffectOfPiece<BLACK,PROOK,Action>(pieceSquare,action); break;
  case NEW_PTYPEO(BLACK,KING): forEachEffectOfPiece<BLACK,KING,Action>(pieceSquare,action); break;
  default: assert(0);
  }
}

template <osl::Player P, osl::Ptype Type, class Action>
void osl::NumEffectState::
forEachEffectOfPiece(Square pieceSquare,Action & action) const 
{
  forEachEffectOfPieceDir<P,Type,Action,UL>(pieceSquare,action);
  forEachEffectOfPieceDir<P,Type,Action,U>(pieceSquare,action);
  forEachEffectOfPieceDir<P,Type,Action,UR>(pieceSquare,action);
  forEachEffectOfPieceDir<P,Type,Action,L>(pieceSquare,action);
  forEachEffectOfPieceDir<P,Type,Action,R>(pieceSquare,action);
  forEachEffectOfPieceDir<P,Type,Action,DL>(pieceSquare,action);
  forEachEffectOfPieceDir<P,Type,Action,D>(pieceSquare,action);
  forEachEffectOfPieceDir<P,Type,Action,DR>(pieceSquare,action);
  forEachEffectOfPieceDir<P,Type,Action,UUL>(pieceSquare,action);
  forEachEffectOfPieceDir<P,Type,Action,UUR>(pieceSquare,action);
  forEachEffectOfPieceLongDir<P,Type,Action,LONG_UL>(pieceSquare,action);
  forEachEffectOfPieceLongDir<P,Type,Action,LONG_U>(pieceSquare,action);
  forEachEffectOfPieceLongDir<P,Type,Action,LONG_UR>(pieceSquare,action);
  forEachEffectOfPieceLongDir<P,Type,Action,LONG_L>(pieceSquare,action);
  forEachEffectOfPieceLongDir<P,Type,Action,LONG_R>(pieceSquare,action);
  forEachEffectOfPieceLongDir<P,Type,Action,LONG_DL>(pieceSquare,action);
  forEachEffectOfPieceLongDir<P,Type,Action,LONG_D>(pieceSquare,action);
  forEachEffectOfPieceLongDir<P,Type,Action,LONG_DR>(pieceSquare,action);
}

#endif /* OSL_NUM_EFFECT_STATE_H */
// ;;; Local Variables:
// ;;; mode:c++
// ;;; c-basic-offset:2
// ;;; End: