#include <cassert>
#include <cstring>
-#include <fstream>
#include <iostream>
#include <sstream>
#include <algorithm>
CheckInfo::CheckInfo(const Position& pos) {
- Color them = flip(pos.side_to_move());
+ Color them = ~pos.side_to_move();
ksq = pos.king_square(them);
pinned = pos.pinned_pieces();
st->value = compute_value();
st->npMaterial[WHITE] = compute_non_pawn_material(WHITE);
st->npMaterial[BLACK] = compute_non_pawn_material(BLACK);
- st->checkersBB = attackers_to(king_square(sideToMove)) & pieces(flip(sideToMove));
+ st->checkersBB = attackers_to(king_square(sideToMove)) & pieces(~sideToMove);
chess960 = isChess960;
assert(pos_is_ok());
// Pinned pieces protect our king, dicovery checks attack the enemy king
Bitboard b, result = 0;
- Bitboard pinners = pieces(FindPinned ? flip(sideToMove) : sideToMove);
- Square ksq = king_square(FindPinned ? sideToMove : flip(sideToMove));
+ Bitboard pinners = pieces(FindPinned ? ~sideToMove : sideToMove);
+ Square ksq = king_square(FindPinned ? sideToMove : ~sideToMove);
// Pinners are sliders, that give check when candidate pinned is removed
pinners &= (pieces(ROOK, QUEEN) & PseudoAttacks[ROOK][ksq])
assert(is_ok(m));
assert(pinned == pinned_pieces());
- Color us = side_to_move();
+ Color us = sideToMove;
Square from = from_sq(m);
assert(color_of(piece_on(from)) == us);
// the move is made.
if (is_enpassant(m))
{
- Color them = flip(us);
+ Color them = ~us;
Square to = to_sq(m);
Square capsq = to + pawn_push(them);
Square ksq = king_square(us);
// square is attacked by the opponent. Castling moves are checked
// for legality during move generation.
if (type_of(piece_on(from)) == KING)
- return is_castle(m) || !(attackers_to(to_sq(m)) & pieces(flip(us)));
+ return is_castle(m) || !(attackers_to(to_sq(m)) & pieces(~us));
// A non-king move is legal if and only if it is not pinned or it
// is moving along the ray towards or away from the king.
bool Position::is_pseudo_legal(const Move m) const {
Color us = sideToMove;
- Color them = flip(sideToMove);
+ Color them = ~sideToMove;
Square from = from_sq(m);
Square to = to_sq(m);
Piece pc = piece_on(from);
{
Bitboard b = occupied_squares();
clear_bit(&b, from);
- if (attackers_to(to_sq(m), b) & pieces(flip(us)))
+ if (attackers_to(to_sq(m), b) & pieces(~us))
return false;
}
else
assert(is_ok(m));
assert(ci.dcCandidates == discovered_check_candidates());
- assert(color_of(piece_moved(m)) == side_to_move());
+ assert(color_of(piece_moved(m)) == sideToMove);
Square from = from_sq(m);
Square to = to_sq(m);
{
// For pawn and king moves we need to verify also direction
if ( (pt != PAWN && pt != KING)
- || !squares_aligned(from, to, king_square(flip(side_to_move()))))
+ || !squares_aligned(from, to, king_square(~sideToMove)))
return true;
}
if (!is_special(m))
return false;
- Color us = side_to_move();
+ Color us = sideToMove;
Bitboard b = occupied_squares();
- Square ksq = king_square(flip(us));
+ Square ksq = king_square(~us);
// Promotion with check ?
if (is_promotion(m))
return;
}
- Color us = side_to_move();
- Color them = flip(us);
+ Color us = sideToMove;
+ Color them = ~us;
Square from = from_sq(m);
Square to = to_sq(m);
Piece piece = piece_on(from);
}
// Finish
- sideToMove = flip(sideToMove);
+ sideToMove = ~sideToMove;
st->value += (sideToMove == WHITE ? TempoValue : -TempoValue);
assert(pos_is_ok());
assert(is_ok(m));
- sideToMove = flip(sideToMove);
+ sideToMove = ~sideToMove;
if (is_castle(m))
{
return;
}
- Color us = side_to_move();
- Color them = flip(us);
+ Color us = sideToMove;
+ Color them = ~us;
Square from = from_sq(m);
Square to = to_sq(m);
Piece piece = piece_on(to);
Square kto, kfrom, rfrom, rto, kAfter, rAfter;
- Color us = side_to_move();
+ Color us = sideToMove;
Square kBefore = from_sq(m);
Square rBefore = to_sq(m);
st->rule50 = 0;
// Update checkers BB
- st->checkersBB = attackers_to(king_square(flip(us))) & pieces(us);
+ st->checkersBB = attackers_to(king_square(~us)) & pieces(us);
// Finish
- sideToMove = flip(sideToMove);
+ sideToMove = ~sideToMove;
st->value += (sideToMove == WHITE ? TempoValue : -TempoValue);
}
else
dst->rule50 = src->rule50;
dst->pliesFromNull = src->pliesFromNull;
- sideToMove = flip(sideToMove);
+ sideToMove = ~sideToMove;
if (Do)
{
// Handle en passant moves
if (is_enpassant(m))
{
- Square capQq = to - pawn_push(side_to_move());
+ Square capQq = to - pawn_push(sideToMove);
- assert(capturedType == NO_PIECE_TYPE);
+ assert(!capturedType);
assert(type_of(piece_on(capQq)) == PAWN);
// Remove the captured pawn
attackers = attackers_to(to, occ);
// If the opponent has no attackers we are finished
- stm = flip(color_of(piece_on(from)));
+ stm = ~color_of(piece_on(from));
stmAttackers = attackers & pieces(stm);
if (!stmAttackers)
return PieceValueMidgame[capturedType];
// Remember the value of the capturing piece, and change the side to
// move before beginning the next iteration.
capturedType = pt;
- stm = flip(stm);
+ stm = ~stm;
stmAttackers = attackers & pieces(stm);
// Stop before processing a king capture
if (ep_square() != SQ_NONE)
result ^= zobEp[ep_square()];
- if (side_to_move() == BLACK)
+ if (sideToMove == BLACK)
result ^= zobSideToMove;
return result;
result += pst(make_piece(c, pt), pop_1st_bit(&b));
}
- result += (side_to_move() == WHITE ? TempoValue / 2 : -TempoValue / 2);
+ result += (sideToMove == WHITE ? TempoValue / 2 : -TempoValue / 2);
return result;
}
for (Square s = SQ_A1; s <= SQ_H8; s++)
{
pieceSquareTable[p][s] = ps + PSQT[p][s];
- pieceSquareTable[p+8][flip(s)] = -pieceSquareTable[p][s];
+ pieceSquareTable[p+8][~s] = -pieceSquareTable[p][s];
}
}
}
// Board
for (Square s = SQ_A1; s <= SQ_H8; s++)
if (!pos.square_is_empty(s))
- put_piece(Piece(pos.piece_on(s) ^ 8), flip(s));
+ put_piece(Piece(pos.piece_on(s) ^ 8), ~s);
// Side to move
- sideToMove = flip(pos.side_to_move());
+ sideToMove = ~pos.side_to_move();
// Castling rights
if (pos.can_castle(WHITE_OO))
- set_castle_right(BLACK, flip(pos.castle_rook_square(WHITE_OO)));
+ set_castle_right(BLACK, ~pos.castle_rook_square(WHITE_OO));
if (pos.can_castle(WHITE_OOO))
- set_castle_right(BLACK, flip(pos.castle_rook_square(WHITE_OOO)));
+ set_castle_right(BLACK, ~pos.castle_rook_square(WHITE_OOO));
if (pos.can_castle(BLACK_OO))
- set_castle_right(WHITE, flip(pos.castle_rook_square(BLACK_OO)));
+ set_castle_right(WHITE, ~pos.castle_rook_square(BLACK_OO));
if (pos.can_castle(BLACK_OOO))
- set_castle_right(WHITE, flip(pos.castle_rook_square(BLACK_OOO)));
+ set_castle_right(WHITE, ~pos.castle_rook_square(BLACK_OOO));
// En passant square
if (pos.st->epSquare != SQ_NONE)
- st->epSquare = flip(pos.st->epSquare);
+ st->epSquare = ~pos.st->epSquare;
// Checkers
- st->checkersBB = attackers_to(king_square(sideToMove)) & pieces(flip(sideToMove));
+ st->checkersBB = attackers_to(king_square(sideToMove)) & pieces(~sideToMove);
// Hash keys
st->key = compute_key();
if (failedStep) *failedStep = 1;
// Side to move OK?
- if (side_to_move() != WHITE && side_to_move() != BLACK)
+ if (sideToMove != WHITE && sideToMove != BLACK)
return false;
// Are the king squares in the position correct?
if (failedStep) (*failedStep)++;
if (debugKingCapture)
{
- Color us = side_to_move();
- Color them = flip(us);
+ Color us = sideToMove;
+ Color them = ~us;
Square ksq = king_square(them);
if (attackers_to(ksq) & pieces(us))
return false;
{
// The en passant square must be on rank 6, from the point of view of the
// side to move.
- if (relative_rank(side_to_move(), ep_square()) != RANK_6)
+ if (relative_rank(sideToMove, ep_square()) != RANK_6)
return false;
}