- case WP: return white_pawn_attacks_square(f, t);
- case BP: return black_pawn_attacks_square(f, t);
+ case WP: return pawn_attacks_square(WHITE, f, t);
+ case BP: return pawn_attacks_square(BLACK, f, t);
case WN: case BN: return piece_attacks_square<KNIGHT>(f, t);
case WB: case BB: return piece_attacks_square<BISHOP>(f, t);
case WR: case BR: return piece_attacks_square<ROOK>(f, t);
case WN: case BN: return piece_attacks_square<KNIGHT>(f, t);
case WB: case BB: return piece_attacks_square<BISHOP>(f, t);
case WR: case BR: return piece_attacks_square<ROOK>(f, t);
- case WP: return white_pawn_attacks_square(t, s);
- case BP: return black_pawn_attacks_square(t, s);
+ case WP: return pawn_attacks_square(WHITE, t, s);
+ case BP: return pawn_attacks_square(BLACK, t, s);
case WN: case BN: return piece_attacks_square<KNIGHT>(t, s);
case WB: case BB: return piece_attacks_square<BISHOP>(t, s);
case WR: case BR: return piece_attacks_square<ROOK>(t, s);
case WN: case BN: return piece_attacks_square<KNIGHT>(t, s);
case WB: case BB: return piece_attacks_square<BISHOP>(t, s);
case WR: case BR: return piece_attacks_square<ROOK>(t, s);