/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.
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*/
#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:
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