Bitboard Position::attacks_to(Square s) const {
return
- (black_pawn_attacks(s) & pawns(WHITE)) |
- (white_pawn_attacks(s) & pawns(BLACK)) |
+ (pawn_attacks(BLACK, s) & pawns(WHITE)) |
+ (pawn_attacks(WHITE, s) & pawns(BLACK)) |
(piece_attacks<KNIGHT>(s) & pieces_of_type(KNIGHT)) |
(piece_attacks<ROOK>(s) & rooks_and_queens()) |
(piece_attacks<BISHOP>(s) & bishops_and_queens()) |
}
if(piece == PAWN) {
if(abs(int(to) - int(from)) == 16) {
- if((us == WHITE && (white_pawn_attacks(from + DELTA_N) &
+ if((us == WHITE && (pawn_attacks(WHITE, from + DELTA_N) &
pawns(BLACK))) ||
- (us == BLACK && (black_pawn_attacks(from + DELTA_S) &
+ (us == BLACK && (pawn_attacks(BLACK, from + DELTA_S) &
pawns(WHITE)))) {
epSquare = Square((int(from) + int(to)) / 2);
key ^= zobEp[epSquare];
(bishop_attacks_bb(to, occ) & bishops_and_queens()) |
(piece_attacks<KNIGHT>(to) & knights()) |
(piece_attacks<KING>(to) & kings()) |
- (white_pawn_attacks(to) & pawns(BLACK)) |
- (black_pawn_attacks(to) & pawns(WHITE));
+ (pawn_attacks(WHITE, to) & pawns(BLACK)) |
+ (pawn_attacks(BLACK, to) & pawns(WHITE));
attackers &= occ;
// If the opponent has no attackers, we are finished:
Bitboard sliding_attacks(Square s, Direction d) const;
Bitboard ray_attacks(Square s, SignedDirection d) const;
Bitboard pawn_attacks(Color c, Square s) const;
- Bitboard white_pawn_attacks(Square s) const;
- Bitboard black_pawn_attacks(Square s) const;
template<PieceType>
Bitboard piece_attacks(Square s) const;
return StepAttackBB[pawn_of_color(c)][s];
}
-inline Bitboard Position::white_pawn_attacks(Square s) const {
- return pawn_attacks(WHITE, s);
-}
-
-inline Bitboard Position::black_pawn_attacks(Square s) const {
- return pawn_attacks(BLACK, s);
-}
-
template<>
inline Bitboard Position::piece_attacks<KNIGHT>(Square s) const {
return StepAttackBB[KNIGHT][s];
}
inline bool Position::white_pawn_attacks_square(Square f, Square t) const {
- return bit_is_set(white_pawn_attacks(f), t);
+ return bit_is_set(pawn_attacks(WHITE, f), t);
}
inline bool Position::black_pawn_attacks_square(Square f, Square t) const {
- return bit_is_set(black_pawn_attacks(f), t);
+ return bit_is_set(pawn_attacks(BLACK, f), t);
}
inline bool Position::knight_attacks_square(Square f, Square t) const {