const string PieceToChar(" PNBRQK pnbrqk");
+const Piece Pieces[] = { W_PAWN, W_KNIGHT, W_BISHOP, W_ROOK, W_QUEEN, W_KING,
+ B_PAWN, B_KNIGHT, B_BISHOP, B_ROOK, B_QUEEN, B_KING };
+
// min_attacker() is a helper function used by see_ge() to locate the least
// valuable attacker for the side to move, remove the attacker we just found
// from the bitboards and scan for new X-ray attacks behind it.
Bitboard b = stmAttackers & bb[Pt];
if (!b)
- return min_attacker<Pt+1>(bb, to, stmAttackers, occupied, attackers);
+ return min_attacker<Pt + 1>(bb, to, stmAttackers, occupied, attackers);
occupied ^= b & ~(b - 1);
pinners = 0;
// Snipers are sliders that attack 's' when a piece is removed
- Bitboard snipers = ( (PseudoAttacks[ROOK ][s] & pieces(QUEEN, ROOK))
+ Bitboard snipers = ( (PseudoAttacks[ ROOK][s] & pieces(QUEEN, ROOK))
| (PseudoAttacks[BISHOP][s] & pieces(QUEEN, BISHOP))) & sliders;
while (snipers)
return (attacks_from<PAWN>(s, BLACK) & pieces(WHITE, PAWN))
| (attacks_from<PAWN>(s, WHITE) & pieces(BLACK, PAWN))
| (attacks_from<KNIGHT>(s) & pieces(KNIGHT))
- | (attacks_bb<ROOK >(s, occupied) & pieces(ROOK, QUEEN))
+ | (attacks_bb< ROOK>(s, occupied) & pieces( ROOK, QUEEN))
| (attacks_bb<BISHOP>(s, occupied) & pieces(BISHOP, QUEEN))
| (attacks_from<KING>(s) & pieces(KING));
}
stp = stp->previous->previous;
// At root position ply is 1, so return a draw score if a position
- // repeats once earlier but after or at the root, or repeats twice
- // strictly before the root.
+ // repeats once earlier but strictly after the root, or repeats twice
+ // before or at the root.
if ( stp->key == st->key
- && ++cnt + (ply - i > 0) == 2)
+ && ++cnt + (ply - 1 > i) == 2)
return true;
}