Square from;
Bitboard b;
+ const Square* ptr = pos.piece_list_begin(us, Piece);
- for (int i = 0, e = pos.piece_count(us, Piece); i < e; i++)
+ while ((from = *ptr++) != SQ_NONE)
{
- from = pos.piece_list(us, Piece, i);
b = pos.attacks_from<Piece>(from) & target;
SERIALIZE_MOVES(b);
}
Color us, Bitboard target, Bitboard pinned) {
Square from;
Bitboard b;
+ const Square* ptr = pos.piece_list_begin(us, Piece);
- for (int i = 0, e = pos.piece_count(us, Piece); i < e; i++)
+ while ((from = *ptr++) != SQ_NONE)
{
- from = pos.piece_list(us, Piece, i);
if (pinned && bit_is_set(pinned, from))
continue;
Square lastPawnSquare = pieceList[us][PAWN][pieceCount[us][PAWN]];
index[lastPawnSquare] = index[to];
pieceList[us][PAWN][index[lastPawnSquare]] = lastPawnSquare;
+ pieceList[us][PAWN][pieceCount[us][PAWN]] = SQ_NONE;
index[to] = pieceCount[us][promotion] - 1;
pieceList[us][promotion][index[to]] = to;
Square lastPieceSquare = pieceList[them][capture][pieceCount[them][capture]];
index[lastPieceSquare] = index[capsq];
pieceList[them][capture][index[lastPieceSquare]] = lastPieceSquare;
+ pieceList[them][capture][pieceCount[them][capture]] = SQ_NONE;
// Reset rule 50 counter
st->rule50 = 0;
Square lastPromotionSquare = pieceList[us][promotion][pieceCount[us][promotion]];
index[lastPromotionSquare] = index[to];
pieceList[us][promotion][index[lastPromotionSquare]] = lastPromotionSquare;
+ pieceList[us][promotion][pieceCount[us][promotion]] = SQ_NONE;
index[to] = pieceCount[us][PAWN] - 1;
pieceList[us][PAWN][index[to]] = to;
}
// Piece lists
Square piece_list(Color c, PieceType pt, int index) const;
+ const Square* piece_list_begin(Color c, PieceType pt) const;
// Information about attacks to or from a given square
Bitboard attackers_to(Square s) const;
return pieceList[c][pt][index];
}
+inline const Square* Position::piece_list_begin(Color c, PieceType pt) const {
+ return pieceList[c][pt];
+}
+
inline Square Position::ep_square() const {
return st->epSquare;
}