Bitboard FileBB[FILE_NB];
Bitboard RankBB[RANK_NB];
Bitboard AdjacentFilesBB[FILE_NB];
-Bitboard ThisAndAdjacentFilesBB[FILE_NB];
Bitboard InFrontBB[COLOR_NB][RANK_NB];
Bitboard StepAttacksBB[PIECE_NB][SQUARE_NB];
Bitboard BetweenBB[SQUARE_NB][SQUARE_NB];
Bitboard DistanceRingsBB[SQUARE_NB][8];
Bitboard ForwardBB[COLOR_NB][SQUARE_NB];
Bitboard PassedPawnMask[COLOR_NB][SQUARE_NB];
-Bitboard AttackSpanMask[COLOR_NB][SQUARE_NB];
+Bitboard PawnAttackSpan[COLOR_NB][SQUARE_NB];
Bitboard PseudoAttacks[PIECE_TYPE_NB][SQUARE_NB];
int SquareDistance[SQUARE_NB][SQUARE_NB];
}
for (File f = FILE_A; f <= FILE_H; f++)
- {
AdjacentFilesBB[f] = (f > FILE_A ? FileBB[f - 1] : 0) | (f < FILE_H ? FileBB[f + 1] : 0);
- ThisAndAdjacentFilesBB[f] = FileBB[f] | AdjacentFilesBB[f];
- }
for (Rank r = RANK_1; r < RANK_8; r++)
InFrontBB[WHITE][r] = ~(InFrontBB[BLACK][r + 1] = InFrontBB[BLACK][r] | RankBB[r]);
for (Square s = SQ_A1; s <= SQ_H8; s++)
{
ForwardBB[c][s] = InFrontBB[c][rank_of(s)] & FileBB[file_of(s)];
- PassedPawnMask[c][s] = InFrontBB[c][rank_of(s)] & ThisAndAdjacentFilesBB[file_of(s)];
- AttackSpanMask[c][s] = InFrontBB[c][rank_of(s)] & AdjacentFilesBB[file_of(s)];
+ PawnAttackSpan[c][s] = InFrontBB[c][rank_of(s)] & AdjacentFilesBB[file_of(s)];
+ PassedPawnMask[c][s] = ForwardBB[c][s] | PawnAttackSpan[c][s];
}
for (Square s1 = SQ_A1; s1 <= SQ_H8; s1++)
do magics[s] = pick_random(rk, booster);
while (popcount<Max15>((magics[s] * masks[s]) >> 56) < 6);
- memset(attacks[s], 0, size * sizeof(Bitboard));
+ std::memset(attacks[s], 0, size * sizeof(Bitboard));
// A good magic must map every possible occupancy to an index that
// looks up the correct sliding attack in the attacks[s] database.