std::istringstream ss(fen);
clear();
- ss >> token >> std::noskipws;
+ ss >> std::noskipws;
// 1. Piece placement
- while (!isspace(token))
+ while ((ss >> token) && !isspace(token))
{
if (token == '/')
sq -= Square(16); // Jump back of 2 rows
put_piece(Piece(p), sq);
sq++;
}
-
- ss >> token;
}
// 2. Active color
Square sqA = relative_square(c, SQ_A1);
Square sqH = relative_square(c, SQ_H1);
-
Square rsq, ksq = king_square(c);
+
token = toupper(token);
if (token == 'K')
{
sq = make_square(file, rank);
- if (square_is_occupied(sq))
+ if (!square_is_empty(sq))
{
if (emptyCnt != '0')
{
Bitboard Position::hidden_checkers(Color c) const {
Bitboard result = EmptyBoardBB;
- Bitboard pinners = pieces_of_color(FindPinned ? opposite_color(c) : c);
+ Bitboard pinners = pieces(FindPinned ? opposite_color(c) : c);
// Pinned pieces protect our king, dicovery checks attack
// the enemy king.
assert(b);
if ( !(b & (b - 1)) // Only one bit set?
- && (b & pieces_of_color(c))) // Is an our piece?
+ && (b & pieces(c))) // Is an our piece?
result |= b;
}
return result;
Bitboard occ, xray;
Square f = move_from(m), t = move_to(m);
- assert(square_is_occupied(f));
+ assert(!square_is_empty(f));
if (bit_is_set(attacks_from(piece_on(f), t), s))
return true;
do_move_bb(&occ, make_move_bb(f, t));
xray = ( (rook_attacks_bb(s, occ) & pieces(ROOK, QUEEN))
|(bishop_attacks_bb(s, occ) & pieces(BISHOP, QUEEN)))
- & pieces_of_color(piece_color(piece_on(f)));
+ & pieces(piece_color(piece_on(f)));
// If we have attacks we need to verify that are caused by our move
// and are not already existent ones.
void Position::find_checkers() {
Color us = side_to_move();
- st->checkersBB = attackers_to(king_square(us)) & pieces_of_color(opposite_color(us));
+ st->checkersBB = attackers_to(king_square(us)) & pieces(opposite_color(us));
}
// square is attacked by the opponent. Castling moves are checked
// for legality during move generation.
if (piece_type(piece_on(from)) == KING)
- return move_is_castle(m) || !(attackers_to(move_to(m)) & pieces_of_color(opposite_color(us)));
+ return move_is_castle(m) || !(attackers_to(move_to(m)) & pieces(opposite_color(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.
{
Bitboard b = occupied_squares();
clear_bit(&b, from);
- if (attackers_to(move_to(m), b) & pieces_of_color(opposite_color(us)))
+ if (attackers_to(move_to(m), b) & pieces(opposite_color(us)))
return false;
}
else
st->pawnKey ^= zobrist[us][PAWN][to];
// Partially revert and update incremental scores
- st->value -= pst(us, PAWN, to);
- st->value += pst(us, promotion, to);
+ st->value -= pst(make_piece(us, PAWN), to);
+ st->value += pst(make_piece(us, promotion), to);
// Update material
st->npMaterial[us] += PieceValueMidgame[promotion];
if (moveIsCheck)
{
if (ep | pm)
- st->checkersBB = attackers_to(king_square(them)) & pieces_of_color(us);
+ st->checkersBB = attackers_to(king_square(them)) & pieces(us);
else
{
// Direct checks
key ^= zobrist[them][capture][capsq];
// Update incremental scores
- st->value -= pst(them, capture, capsq);
+ st->value -= pst(make_piece(them, capture), capsq);
// Update piece count
pieceCount[them][capture]--;
st->rule50 = 0;
// Update checkers BB
- st->checkersBB = attackers_to(king_square(them)) & pieces_of_color(us);
+ st->checkersBB = attackers_to(king_square(them)) & pieces(us);
// Finish
sideToMove = opposite_color(sideToMove);
// If the opponent has no attackers we are finished
stm = opposite_color(piece_color(piece_on(from)));
- stmAttackers = attackers & pieces_of_color(stm);
+ stmAttackers = attackers & pieces(stm);
if (!stmAttackers)
return PieceValueMidgame[capturedType];
// move before beginning the next iteration.
capturedType = pt;
stm = opposite_color(stm);
- stmAttackers = attackers & pieces_of_color(stm);
+ stmAttackers = attackers & pieces(stm);
// Stop before processing a king capture
if (capturedType == KING && stmAttackers)
st = &startState;
memset(st, 0, sizeof(StateInfo));
st->epSquare = SQ_NONE;
- fullMoves = 1;
- nodes = 0;
memset(byColorBB, 0, sizeof(Bitboard) * 2);
memset(byTypeBB, 0, sizeof(Bitboard) * 8);
memset(pieceCount, 0, sizeof(int) * 2 * 8);
memset(index, 0, sizeof(int) * 64);
- for (int i = 0; i < 64; i++)
- board[i] = PIECE_NONE;
-
for (int i = 0; i < 8; i++)
for (int j = 0; j < 16; j++)
pieceList[0][i][j] = pieceList[1][i][j] = SQ_NONE;
for (Square sq = SQ_A1; sq <= SQ_H8; sq++)
+ {
+ board[sq] = PIECE_NONE;
castleRightsMask[sq] = ALL_CASTLES;
-
+ }
sideToMove = WHITE;
+ fullMoves = 1;
+ nodes = 0;
}
index[s] = pieceCount[c][pt]++;
pieceList[c][pt][index[s]] = s;
- set_bit(&(byTypeBB[pt]), s);
- set_bit(&(byColorBB[c]), s);
- set_bit(&(byTypeBB[0]), s); // HACK: byTypeBB[0] contains all occupied squares.
+ set_bit(&byTypeBB[pt], s);
+ set_bit(&byColorBB[c], s);
+ set_bit(&byTypeBB[0], s); // HACK: byTypeBB[0] contains all occupied squares.
}
Key result = zobCastle[st->castleRights];
for (Square s = SQ_A1; s <= SQ_H8; s++)
- if (square_is_occupied(s))
+ if (!square_is_empty(s))
result ^= zobrist[piece_color(piece_on(s))][piece_type(piece_on(s))][s];
if (ep_square() != SQ_NONE)
{
b = pieces(pt, c);
while (b)
- result += pst(c, pt, pop_1st_bit(&b));
+ result += pst(make_piece(c, pt), pop_1st_bit(&b));
}
result += (side_to_move() == WHITE ? TempoValue / 2 : -TempoValue / 2);
Color us = side_to_move();
Color them = opposite_color(us);
Square ksq = king_square(them);
- if (attackers_to(ksq) & pieces_of_color(us))
+ if (attackers_to(ksq) & pieces(us))
return false;
}
if (debugBitboards)
{
// The intersection of the white and black pieces must be empty
- if ((pieces_of_color(WHITE) & pieces_of_color(BLACK)) != EmptyBoardBB)
+ if ((pieces(WHITE) & pieces(BLACK)) != EmptyBoardBB)
return false;
// The union of the white and black pieces must be equal to all
// occupied squares
- if ((pieces_of_color(WHITE) | pieces_of_color(BLACK)) != occupied_squares())
+ if ((pieces(WHITE) | pieces(BLACK)) != occupied_squares())
return false;
// Separate piece type bitboards must have empty intersections