else if (!bit_is_set(attacks_from(pc, from), to))
return false;
+ // Evasions generator already takes care to avoid some kind of illegal moves
+ // and pl_move_is_legal() relies on this. So we have to take care that the
+ // same kind of moves are filtered out here.
if (in_check())
{
// In case of king moves under check we have to remove king so to catch
if (is_promotion(m))
{
clear_bit(&b, from);
-
- switch (promotion_piece_type(m))
- {
- case KNIGHT:
- return bit_is_set(attacks_from<KNIGHT>(to), ksq);
- case BISHOP:
- return bit_is_set(bishop_attacks_bb(to, b), ksq);
- case ROOK:
- return bit_is_set(rook_attacks_bb(to, b), ksq);
- case QUEEN:
- return bit_is_set(queen_attacks_bb(to, b), ksq);
- default:
- assert(false);
- }
+ return bit_is_set(attacks_from(Piece(promotion_piece_type(m)), to, b), ksq);
}
// En passant capture with check ? We have already handled the case
// Early return if SEE cannot be negative because captured piece value
// is not less then capturing one. Note that king moves always return
// here because king midgame value is set to 0.
- if (piece_value_midgame(piece_on(to)) >= piece_value_midgame(piece_on(from)))
+ if (PieceValueMidgame[piece_on(to)] >= PieceValueMidgame[piece_on(from)])
return 1;
return see(m);
for (Color c = WHITE; c <= BLACK; c++)
for (PieceType pt = PAWN; pt <= QUEEN; pt++)
- for (int i = 0, cnt = piece_count(c, pt); i < cnt; i++)
+ for (int i = 0; i < piece_count(c, pt); i++)
result ^= zobrist[c][pt][i];
return result;
for (Piece p = WP; p <= WK; p++)
{
- Score ps = make_score(piece_value_midgame(p), piece_value_endgame(p));
+ Score ps = make_score(PieceValueMidgame[p], PieceValueEndgame[p]);
for (Square s = SQ_A1; s <= SQ_H8; s++)
{