}
-/// PawnInfoTable::get_pawn_info() takes a position object as input, computes
+/// PawnInfoTable::pawn_info() takes a position object as input, computes
/// a PawnInfo object, and returns a pointer to it. The result is also stored
/// in an hash table, so we don't have to recompute everything when the same
/// pawn structure occurs again.
-PawnInfo* PawnInfoTable::get_pawn_info(const Position& pos) const {
+PawnInfo* PawnInfoTable::pawn_info(const Position& pos) const {
- Key key = pos.get_pawn_key();
+ Key key = pos.pawn_key();
PawnInfo* pi = probe(key);
// If pi->key matches the position's pawn hash key, it means that we
// pawn on neighboring files is higher or equal than the number of
// enemy pawns in the forward direction on the neighboring files.
candidate = !(opposed | passed | backward | isolated)
- && (b = attack_span_mask(Them, s + pawn_push(Us)) & ourPawns) != EmptyBoardBB
+ && (b = attack_span_mask(Them, s + pawn_push(Us)) & ourPawns) != 0
&& count_1s<Max15>(b) >= count_1s<Max15>(attack_span_mask(Us, s) & theirPawns);
// Passed pawns will be properly scored in evaluation because we need