struct StateInfo {
Key key, pawnKey, materialKey;
int castleRights, rule50;
- Square epSquare;
+ Square kingSquare[2], epSquare;
Value mgValue, egValue;
Value npMaterial[2];
Bitboard empty_squares() const;
Bitboard occupied_squares() const;
Bitboard pieces_of_color(Color c) const;
- Bitboard pieces_of_type(PieceType pt) const;
- Bitboard pawns() const;
- Bitboard knights() const;
- Bitboard bishops() const;
- Bitboard rooks() const;
- Bitboard queens() const;
- Bitboard kings() const;
- Bitboard rooks_and_queens() const;
- Bitboard bishops_and_queens() const;
- Bitboard sliders() const;
- Bitboard pawns(Color c) const;
- Bitboard knights(Color c) const;
- Bitboard bishops(Color c) const;
- Bitboard rooks(Color c) const;
- Bitboard queens(Color c) const;
- Bitboard kings(Color c) const;
- Bitboard rooks_and_queens(Color c) const;
- Bitboard bishops_and_queens(Color c) const;
- Bitboard sliders_of_color(Color c) const;
+ Bitboard pieces(PieceType pt) const;
+ Bitboard pieces(PieceType pt, Color c) const;
+ Bitboard pieces(PieceType pt1, PieceType pt2) const;
+ Bitboard pieces(PieceType pt1, PieceType pt2, Color c) const;
// Number of pieces of each color and type
int piece_count(Color c, PieceType pt) const;
int index[64]; // [square]
// Other info
- Square kingSquare[2];
Color sideToMove;
int gamePly;
Key history[MaxGameLength];
return byColorBB[c];
}
-inline Bitboard Position::pieces_of_type(PieceType pt) const {
+inline Bitboard Position::pieces(PieceType pt) const {
return byTypeBB[pt];
}
-inline Bitboard Position::pawns() const {
- return pieces_of_type(PAWN);
+inline Bitboard Position::pieces(PieceType pt, Color c) const {
+ return byTypeBB[pt] & byColorBB[c];
}
-inline Bitboard Position::knights() const {
- return pieces_of_type(KNIGHT);
+inline Bitboard Position::pieces(PieceType pt1, PieceType pt2) const {
+ return byTypeBB[pt1] | byTypeBB[pt2];
}
-inline Bitboard Position::bishops() const {
- return pieces_of_type(BISHOP);
-}
-
-inline Bitboard Position::rooks() const {
- return pieces_of_type(ROOK);
-}
-
-inline Bitboard Position::queens() const {
- return pieces_of_type(QUEEN);
-}
-
-inline Bitboard Position::kings() const {
- return pieces_of_type(KING);
-}
-
-inline Bitboard Position::rooks_and_queens() const {
- return rooks() | queens();
-}
-
-inline Bitboard Position::bishops_and_queens() const {
- return bishops() | queens();
-}
-
-inline Bitboard Position::sliders() const {
- return bishops() | queens() | rooks();
-}
-
-inline Bitboard Position::pawns(Color c) const {
- return pieces_of_color(c) & pieces_of_type(PAWN);
-}
-
-inline Bitboard Position::knights(Color c) const {
- return pieces_of_color(c) & pieces_of_type(KNIGHT);
-}
-
-inline Bitboard Position::bishops(Color c) const {
- return pieces_of_color(c) & pieces_of_type(BISHOP);
-}
-
-inline Bitboard Position::rooks(Color c) const {
- return pieces_of_color(c) & pieces_of_type(ROOK);
-}
-
-inline Bitboard Position::queens(Color c) const {
- return pieces_of_color(c) & pieces_of_type(QUEEN);
-}
-
-inline Bitboard Position::kings(Color c) const {
- return pieces_of_color(c) & pieces_of_type(KING);
-}
-
-inline Bitboard Position::rooks_and_queens(Color c) const {
- return pieces_of_color(c) & rooks_and_queens();
-}
-
-inline Bitboard Position::bishops_and_queens(Color c) const {
- return pieces_of_color(c) & bishops_and_queens();
+inline Bitboard Position::pieces(PieceType pt1, PieceType pt2, Color c) const {
+ return (byTypeBB[pt1] | byTypeBB[pt2]) & byColorBB[c];
}
inline int Position::piece_count(Color c, PieceType pt) const {
}
inline Square Position::king_square(Color c) const {
- return kingSquare[c];
+ return st->kingSquare[c];
}
inline bool Position::can_castle_kingside(Color side) const {
template<>
inline Bitboard Position::piece_attacks<PAWN>(Square s) const {
- return StepAttackBB[piece_of_color_and_type(opposite_color(sideToMove), PAWN)][s];
+ return StepAttackBB[WP][s] | StepAttackBB[BP][s];
}
template<>
}
template<PieceType Piece>
-Bitboard Position::piece_attacks_square(Square f, Square t) const {
+inline Bitboard Position::piece_attacks_square(Square f, Square t) const {
return bit_is_set(piece_attacks<Piece>(f), t);
}
}
inline bool Position::pawn_is_passed(Color c, Square s) const {
- return !(pawns(opposite_color(c)) & passed_pawn_mask(c, s));
+ return !(pieces(PAWN, opposite_color(c)) & passed_pawn_mask(c, s));
}
inline bool Position::pawn_is_passed(Bitboard theirPawns, Color c, Square s) {
}
inline bool Position::square_is_weak(Square s, Color c) const {
- return !(pawns(c) & outpost_mask(opposite_color(c), s));
+ return !(pieces(PAWN, c) & outpost_mask(opposite_color(c), s));
}
inline Key Position::get_key() const {
inline bool Position::has_pawn_on_7th(Color c) const {
- return pawns(c) & relative_rank_bb(c, RANK_7);
+ return pieces(PAWN, c) & relative_rank_bb(c, RANK_7);
}
inline bool Position::move_is_capture(Move m) const {