It is a bit longer but much easier to understand especially
for people new to the sources. I remember it was not trivial
for me to understand the returned attack bitboard refers to
attacks launched from the given square and not attacking the
given square.
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
result += Value(square_distance(bksq, nsq) * 32);
// Bonus for restricting the knight's mobility
result += Value(square_distance(bksq, nsq) * 32);
// Bonus for restricting the knight's mobility
- result += Value((8 - count_1s_max_15(pos.piece_attacks<KNIGHT>(nsq))) * 8);
+ result += Value((8 - count_1s_max_15(pos.piece_attacks_from<KNIGHT>(nsq))) * 8);
return (strongerSide == pos.side_to_move() ? result : -result);
}
return (strongerSide == pos.side_to_move() ? result : -result);
}
&& relative_rank(weakerSide, pos.king_square(strongerSide)) >= RANK_4
&& (pos.pieces(ROOK, weakerSide) & relative_rank_bb(weakerSide, RANK_3))
&& (pos.pieces(PAWN, weakerSide) & relative_rank_bb(weakerSide, RANK_2))
&& relative_rank(weakerSide, pos.king_square(strongerSide)) >= RANK_4
&& (pos.pieces(ROOK, weakerSide) & relative_rank_bb(weakerSide, RANK_3))
&& (pos.pieces(PAWN, weakerSide) & relative_rank_bb(weakerSide, RANK_2))
- && (pos.piece_attacks<KING>(kingSq) & pos.pieces(PAWN, weakerSide)))
+ && (pos.piece_attacks_from<KING>(kingSq) & pos.pieces(PAWN, weakerSide)))
{
Square rsq = pos.piece_list(weakerSide, ROOK, 0);
{
Square rsq = pos.piece_list(weakerSide, ROOK, 0);
- if (pos.pawn_attacks(rsq, strongerSide) & pos.pieces(PAWN, weakerSide))
+ if (pos.pawn_attacks_from(rsq, strongerSide) & pos.pieces(PAWN, weakerSide))
return ScaleFactor(0);
}
return SCALE_FACTOR_NONE;
return ScaleFactor(0);
}
return SCALE_FACTOR_NONE;
Bitboard ray = ray_bb(pawnSq, (strongerSide == WHITE)? SIGNED_DIR_N : SIGNED_DIR_S);
if (ray & pos.pieces(KING, weakerSide))
return ScaleFactor(0);
Bitboard ray = ray_bb(pawnSq, (strongerSide == WHITE)? SIGNED_DIR_N : SIGNED_DIR_S);
if (ray & pos.pieces(KING, weakerSide))
return ScaleFactor(0);
- if( (pos.piece_attacks<BISHOP>(weakerBishopSq) & ray)
+ if( (pos.piece_attacks_from<BISHOP>(weakerBishopSq) & ray)
&& square_distance(weakerBishopSq, pawnSq) >= 3)
return ScaleFactor(0);
}
&& square_distance(weakerBishopSq, pawnSq) >= 3)
return ScaleFactor(0);
}
if ( ksq == blockSq1
&& square_color(ksq) != square_color(wbsq)
&& ( bbsq == blockSq2
if ( ksq == blockSq1
&& square_color(ksq) != square_color(wbsq)
&& ( bbsq == blockSq2
- || (pos.piece_attacks<BISHOP>(blockSq2) & pos.pieces(BISHOP, weakerSide))
+ || (pos.piece_attacks_from<BISHOP>(blockSq2) & pos.pieces(BISHOP, weakerSide))
|| rank_distance(r1, r2) >= 2))
return ScaleFactor(0);
else if ( ksq == blockSq2
&& square_color(ksq) != square_color(wbsq)
&& ( bbsq == blockSq1
|| rank_distance(r1, r2) >= 2))
return ScaleFactor(0);
else if ( ksq == blockSq2
&& square_color(ksq) != square_color(wbsq)
&& ( bbsq == blockSq1
- || (pos.piece_attacks<BISHOP>(blockSq1) & pos.pieces(BISHOP, weakerSide))))
+ || (pos.piece_attacks_from<BISHOP>(blockSq1) & pos.pieces(BISHOP, weakerSide))))
return ScaleFactor(0);
else
return SCALE_FACTOR_NONE;
return ScaleFactor(0);
else
return SCALE_FACTOR_NONE;
ei.egValue += apply_weight(ei.pi->eg_value(), WeightPawnStructureEndgame);
// Initialize king attack bitboards and king attack zones for both sides
ei.egValue += apply_weight(ei.pi->eg_value(), WeightPawnStructureEndgame);
// Initialize king attack bitboards and king attack zones for both sides
- ei.attackedBy[WHITE][KING] = pos.piece_attacks<KING>(pos.king_square(WHITE));
- ei.attackedBy[BLACK][KING] = pos.piece_attacks<KING>(pos.king_square(BLACK));
+ ei.attackedBy[WHITE][KING] = pos.piece_attacks_from<KING>(pos.king_square(WHITE));
+ ei.attackedBy[BLACK][KING] = pos.piece_attacks_from<KING>(pos.king_square(BLACK));
ei.kingZone[WHITE] = ei.attackedBy[BLACK][KING] | (ei.attackedBy[BLACK][KING] >> 8);
ei.kingZone[BLACK] = ei.attackedBy[WHITE][KING] | (ei.attackedBy[WHITE][KING] << 8);
ei.kingZone[WHITE] = ei.attackedBy[BLACK][KING] | (ei.attackedBy[BLACK][KING] >> 8);
ei.kingZone[BLACK] = ei.attackedBy[WHITE][KING] | (ei.attackedBy[WHITE][KING] << 8);
// Increase bonus if supported by pawn, especially if the opponent has
// no minor piece which can exchange the outpost piece
// Increase bonus if supported by pawn, especially if the opponent has
// no minor piece which can exchange the outpost piece
- if (bonus && (p.pawn_attacks(s, them) & p.pieces(PAWN, us)))
+ if (bonus && (p.pawn_attacks_from(s, them) & p.pieces(PAWN, us)))
{
if ( p.pieces(KNIGHT, them) == EmptyBoardBB
&& (SquaresByColorBB[square_color(s)] & p.pieces(BISHOP, them)) == EmptyBoardBB)
{
if ( p.pieces(KNIGHT, them) == EmptyBoardBB
&& (SquaresByColorBB[square_color(s)] & p.pieces(BISHOP, them)) == EmptyBoardBB)
s = pos.piece_list(us, Piece, i);
if (Piece == KNIGHT || Piece == QUEEN)
s = pos.piece_list(us, Piece, i);
if (Piece == KNIGHT || Piece == QUEEN)
- b = pos.piece_attacks<Piece>(s);
+ b = pos.piece_attacks_from<Piece>(s);
else if (Piece == BISHOP)
b = bishop_attacks_bb(s, pos.occupied_squares() & ~pos.pieces(QUEEN, us));
else if (Piece == ROOK)
else if (Piece == BISHOP)
b = bishop_attacks_bb(s, pos.occupied_squares() & ~pos.pieces(QUEEN, us));
else if (Piece == ROOK)
if (QueenContactMates && !p.is_check())
{
Bitboard escapeSquares =
if (QueenContactMates && !p.is_check())
{
Bitboard escapeSquares =
- p.piece_attacks<KING>(s) & ~p.pieces_of_color(us) & ~attackedByOthers;
+ p.piece_attacks_from<KING>(s) & ~p.pieces_of_color(us) & ~attackedByOthers;
for (int i = 0; i < p.piece_count(them, QUEEN); i++)
{
from = p.piece_list(them, QUEEN, i);
for (int i = 0; i < p.piece_count(them, QUEEN); i++)
{
from = p.piece_list(them, QUEEN, i);
- if ( bit_is_set(p.piece_attacks<QUEEN>(from), to)
+ if ( bit_is_set(p.piece_attacks_from<QUEEN>(from), to)
&& !bit_is_set(p.pinned_pieces(them), from)
&& !(rook_attacks_bb(to, occ & ClearMaskBB[from]) & p.pieces(ROOK, QUEEN, us))
&& !(bishop_attacks_bb(to, occ & ClearMaskBB[from]) & p.pieces(BISHOP, QUEEN, us)))
&& !bit_is_set(p.pinned_pieces(them), from)
&& !(rook_attacks_bb(to, occ & ClearMaskBB[from]) & p.pieces(ROOK, QUEEN, us))
&& !(bishop_attacks_bb(to, occ & ClearMaskBB[from]) & p.pieces(BISHOP, QUEEN, us)))
// Analyse safe distance checks
if (QueenCheckBonus > 0 || RookCheckBonus > 0)
{
// Analyse safe distance checks
if (QueenCheckBonus > 0 || RookCheckBonus > 0)
{
- b = p.piece_attacks<ROOK>(s) & ~p.pieces_of_color(them) & ~ei.attacked_by(us);
+ b = p.piece_attacks_from<ROOK>(s) & ~p.pieces_of_color(them) & ~ei.attacked_by(us);
// Queen checks
b2 = b & ei.attacked_by(them, QUEEN);
// Queen checks
b2 = b & ei.attacked_by(them, QUEEN);
}
if (QueenCheckBonus > 0 || BishopCheckBonus > 0)
{
}
if (QueenCheckBonus > 0 || BishopCheckBonus > 0)
{
- b = p.piece_attacks<BISHOP>(s) & ~p.pieces_of_color(them) & ~ei.attacked_by(us);
+ b = p.piece_attacks_from<BISHOP>(s) & ~p.pieces_of_color(them) & ~ei.attacked_by(us);
// Queen checks
b2 = b & ei.attacked_by(them, QUEEN);
// Queen checks
b2 = b & ei.attacked_by(them, QUEEN);
}
if (KnightCheckBonus > 0)
{
}
if (KnightCheckBonus > 0)
{
- b = p.piece_attacks<KNIGHT>(s) & ~p.pieces_of_color(them) & ~ei.attacked_by(us);
+ b = p.piece_attacks_from<KNIGHT>(s) & ~p.pieces_of_color(them) & ~ei.attacked_by(us);
// Knight checks
b2 = b & ei.attacked_by(them, KNIGHT);
// Knight checks
b2 = b & ei.attacked_by(them, KNIGHT);
b2 = pos.pieces(PAWN, us) & neighboring_files_bb(s);
if (b2 & rank_bb(s))
ebonus += Value(r * 20);
b2 = pos.pieces(PAWN, us) & neighboring_files_bb(s);
if (b2 & rank_bb(s))
ebonus += Value(r * 20);
- else if (pos.pawn_attacks(s, them) & b2)
+ else if (pos.pawn_attacks_from(s, them) & b2)
ebonus += Value(r * 12);
// If the other side has only a king, check whether the pawn is
ebonus += Value(r * 12);
// If the other side has only a king, check whether the pawn is
}
// Generate evasions for king
}
// Generate evasions for king
- Bitboard b1 = pos.piece_attacks<KING>(ksq) & ~pos.pieces_of_color(us) & ~checkersAttacks;
+ Bitboard b1 = pos.piece_attacks_from<KING>(ksq) & ~pos.pieces_of_color(us) & ~checkersAttacks;
while (b1)
{
to = pop_1st_bit(&b1);
while (b1)
{
to = pop_1st_bit(&b1);
// Generate captures of the checking piece
// Pawn captures
// Generate captures of the checking piece
// Pawn captures
- b1 = pos.pawn_attacks(checksq, them) & pos.pieces(PAWN, us) & ~pinned;
+ b1 = pos.pawn_attacks_from(checksq, them) & pos.pieces(PAWN, us) & ~pinned;
while (b1)
{
from = pop_1st_bit(&b1);
while (b1)
{
from = pop_1st_bit(&b1);
- b1 = ( (pos.piece_attacks<KNIGHT>(checksq) & pos.pieces(KNIGHT, us))
- | (pos.piece_attacks<BISHOP>(checksq) & pos.pieces(BISHOP, QUEEN, us))
- | (pos.piece_attacks<ROOK>(checksq) & pos.pieces(ROOK, QUEEN, us)) ) & ~pinned;
+ b1 = ( (pos.piece_attacks_from<KNIGHT>(checksq) & pos.pieces(KNIGHT, us))
+ | (pos.piece_attacks_from<BISHOP>(checksq) & pos.pieces(BISHOP, QUEEN, us))
+ | (pos.piece_attacks_from<ROOK>(checksq) & pos.pieces(ROOK, QUEEN, us)) ) & ~pinned;
if (pos.ep_square() != SQ_NONE && (checkers & pos.pieces(PAWN, them)))
{
to = pos.ep_square();
if (pos.ep_square() != SQ_NONE && (checkers & pos.pieces(PAWN, them)))
{
to = pos.ep_square();
- b1 = pos.pawn_attacks(to, them) & pos.pieces(PAWN, us);
+ b1 = pos.pawn_attacks_from(to, them) & pos.pieces(PAWN, us);
// The checking pawn cannot be a discovered (bishop) check candidate
// otherwise we were in check also before last double push move.
// The checking pawn cannot be a discovered (bishop) check candidate
// otherwise we were in check also before last double push move.
}
// Luckly we can handle all the other pieces in one go
}
// Luckly we can handle all the other pieces in one go
- return ( bit_is_set(pos.piece_attacks(pc, from), to)
+ return ( bit_is_set(pos.piece_attacks_from(pc, from), to)
&& pos.pl_move_is_legal(m, pinned)
&& !move_is_promotion(m));
}
&& pos.pl_move_is_legal(m, pinned)
&& !move_is_promotion(m));
}
for (int i = 0, e = pos.piece_count(us, Piece); i < e; i++)
{
from = pos.piece_list(us, Piece, i);
for (int i = 0, e = pos.piece_count(us, Piece); i < e; i++)
{
from = pos.piece_list(us, Piece, i);
- b = pos.piece_attacks<Piece>(from) & target;
+ b = pos.piece_attacks_from<Piece>(from) & target;
SERIALIZE_MOVES(b);
}
return mlist;
SERIALIZE_MOVES(b);
}
return mlist;
if (pinned && bit_is_set(pinned, from))
continue;
if (pinned && bit_is_set(pinned, from))
continue;
- b = pos.piece_attacks<Piece>(from) & target;
+ b = pos.piece_attacks_from<Piece>(from) & target;
SERIALIZE_MOVES(b);
}
return mlist;
SERIALIZE_MOVES(b);
}
return mlist;
Bitboard b;
Square from = pos.king_square(us);
Bitboard b;
Square from = pos.king_square(us);
- b = pos.piece_attacks<KING>(from) & target;
+ b = pos.piece_attacks_from<KING>(from) & target;
SERIALIZE_MOVES(b);
return mlist;
}
SERIALIZE_MOVES(b);
return mlist;
}
assert(Us != WHITE || square_rank(pos.ep_square()) == RANK_6);
assert(Us != BLACK || square_rank(pos.ep_square()) == RANK_3);
assert(Us != WHITE || square_rank(pos.ep_square()) == RANK_6);
assert(Us != BLACK || square_rank(pos.ep_square()) == RANK_3);
- Bitboard b1 = pawns & pos.pawn_attacks(pos.ep_square(), Them);
+ Bitboard b1 = pawns & pos.pawn_attacks_from(pos.ep_square(), Them);
assert(b1 != EmptyBoardBB);
while (b1)
assert(b1 != EmptyBoardBB);
while (b1)
// Direct checks, single pawn pushes
Bitboard empty = pos.empty_squares();
b2 = move_pawns<Us, DELTA_N>(b1) & empty;
// Direct checks, single pawn pushes
Bitboard empty = pos.empty_squares();
b2 = move_pawns<Us, DELTA_N>(b1) & empty;
- b3 = b2 & pos.pawn_attacks(ksq, Them);
+ b3 = b2 & pos.pawn_attacks_from(ksq, Them);
SERIALIZE_MOVES_D(b3, -TDELTA_N);
// Direct checks, double pawn pushes
SERIALIZE_MOVES_D(b3, -TDELTA_N);
// Direct checks, double pawn pushes
- b3 = move_pawns<Us, DELTA_N>(b2 & TRank3BB) & empty & pos.pawn_attacks(ksq, Them);
+ b3 = move_pawns<Us, DELTA_N>(b2 & TRank3BB) & empty & pos.pawn_attacks_from(ksq, Them);
SERIALIZE_MOVES_D(b3, -TDELTA_N -TDELTA_N);
return mlist;
}
SERIALIZE_MOVES_D(b3, -TDELTA_N -TDELTA_N);
return mlist;
}
while (b)
{
Square from = pop_1st_bit(&b);
while (b)
{
Square from = pop_1st_bit(&b);
- Bitboard bb = pos.piece_attacks<Piece>(from) & pos.empty_squares();
+ Bitboard bb = pos.piece_attacks_from<Piece>(from) & pos.empty_squares();
if (Piece == KING)
bb &= ~QueenPseudoAttacks[ksq];
if (Piece == KING)
bb &= ~QueenPseudoAttacks[ksq];
b = target & ~dc;
if (Piece != KING || b)
{
b = target & ~dc;
if (Piece != KING || b)
{
- Bitboard checkSqs = pos.piece_attacks<Piece>(ksq) & pos.empty_squares();
+ Bitboard checkSqs = pos.piece_attacks_from<Piece>(ksq) & pos.empty_squares();
if (!checkSqs)
return mlist;
if (!checkSqs)
return mlist;
|| (Piece == BISHOP && !(BishopPseudoAttacks[from] & checkSqs)))
continue;
|| (Piece == BISHOP && !(BishopPseudoAttacks[from] & checkSqs)))
continue;
- Bitboard bb = pos.piece_attacks<Piece>(from) & checkSqs;
+ Bitboard bb = pos.piece_attacks_from<Piece>(from) & checkSqs;
if ( passed
|| isolated
|| chain
if ( passed
|| isolated
|| chain
- || (pos.pawn_attacks(s, us) & theirPawns)
+ || (pos.pawn_attacks_from(s, us) & theirPawns)
|| (ourPawns & behind_bb(us, r) & neighboring_files_bb(f)))
backward = false;
else
|| (ourPawns & behind_bb(us, r) & neighboring_files_bb(f)))
backward = false;
else
// pawn on neighboring files. We now check whether the pawn is
// backward by looking in the forward direction on the neighboring
// files, and seeing whether we meet a friendly or an enemy pawn first.
// pawn on neighboring files. We now check whether the pawn is
// backward by looking in the forward direction on the neighboring
// files, and seeing whether we meet a friendly or an enemy pawn first.
- Bitboard b = pos.pawn_attacks(s, us);
+ Bitboard b = pos.pawn_attacks_from(s, us);
if (us == WHITE)
{
for ( ; !(b & (ourPawns | theirPawns)); b <<= 8);
if (us == WHITE)
{
for ( ; !(b & (ourPawns | theirPawns)); b <<= 8);
Bitboard Position::attackers_to(Square s) const {
Bitboard Position::attackers_to(Square s) const {
- return (pawn_attacks(s, BLACK) & pieces(PAWN, WHITE))
- | (pawn_attacks(s, WHITE) & pieces(PAWN, BLACK))
- | (piece_attacks<KNIGHT>(s) & pieces(KNIGHT))
- | (piece_attacks<ROOK>(s) & pieces(ROOK, QUEEN))
- | (piece_attacks<BISHOP>(s) & pieces(BISHOP, QUEEN))
- | (piece_attacks<KING>(s) & pieces(KING));
+ return (pawn_attacks_from(s, BLACK) & pieces(PAWN, WHITE))
+ | (pawn_attacks_from(s, WHITE) & pieces(PAWN, BLACK))
+ | (piece_attacks_from<KNIGHT>(s) & pieces(KNIGHT))
+ | (piece_attacks_from<ROOK>(s) & pieces(ROOK, QUEEN))
+ | (piece_attacks_from<BISHOP>(s) & pieces(BISHOP, QUEEN))
+ | (piece_attacks_from<KING>(s) & pieces(KING));
-/// Position::piece_attacks() computes a bitboard of all attacks
+/// Position::piece_attacks_from() computes a bitboard of all attacks
/// of a given piece put in a given square.
/// of a given piece put in a given square.
-Bitboard Position::piece_attacks(Piece p, Square s) const {
+Bitboard Position::piece_attacks_from(Piece p, Square s) const {
assert(square_is_ok(s));
switch (p)
{
assert(square_is_ok(s));
switch (p)
{
- case WP: return pawn_attacks(s, WHITE);
- case BP: return pawn_attacks(s, BLACK);
- case WN: case BN: return piece_attacks<KNIGHT>(s);
- case WB: case BB: return piece_attacks<BISHOP>(s);
- case WR: case BR: return piece_attacks<ROOK>(s);
- case WQ: case BQ: return piece_attacks<QUEEN>(s);
- case WK: case BK: return piece_attacks<KING>(s);
+ case WP: return pawn_attacks_from(s, WHITE);
+ case BP: return pawn_attacks_from(s, BLACK);
+ case WN: case BN: return piece_attacks_from<KNIGHT>(s);
+ case WB: case BB: return piece_attacks_from<BISHOP>(s);
+ case WR: case BR: return piece_attacks_from<ROOK>(s);
+ case WQ: case BQ: return piece_attacks_from<QUEEN>(s);
+ case WK: case BK: return piece_attacks_from<KING>(s);
default: break;
}
return false;
default: break;
}
return false;
assert(square_is_occupied(f));
assert(square_is_occupied(f));
- if (bit_is_set(piece_attacks(piece_on(f), t), s))
+ if (bit_is_set(piece_attacks_from(piece_on(f), t), s))
return true;
// Move the piece and scan for X-ray attacks behind it
return true;
// Move the piece and scan for X-ray attacks behind it
// If we have attacks we need to verify that are caused by our move
// and are not already existent ones.
// If we have attacks we need to verify that are caused by our move
// and are not already existent ones.
- return xray && (xray ^ (xray & piece_attacks<QUEEN>(s)));
+ return xray && (xray ^ (xray & piece_attacks_from<QUEEN>(s)));
- if (bit_is_set(pawn_attacks(ksq, them), to)) // Normal check?
+ if (bit_is_set(pawn_attacks_from(ksq, them), to)) // Normal check?
return true;
if ( dcCandidates // Discovered check?
return true;
if ( dcCandidates // Discovered check?
switch (move_promotion_piece(m))
{
case KNIGHT:
switch (move_promotion_piece(m))
{
case KNIGHT:
- return bit_is_set(piece_attacks<KNIGHT>(to), ksq);
+ return bit_is_set(piece_attacks_from<KNIGHT>(to), ksq);
case BISHOP:
return bit_is_set(bishop_attacks_bb(to, b), ksq);
case ROOK:
case BISHOP:
return bit_is_set(bishop_attacks_bb(to, b), ksq);
case ROOK:
// Test discovered check and normal check according to piece type
case KNIGHT:
return (dcCandidates && bit_is_set(dcCandidates, from))
// Test discovered check and normal check according to piece type
case KNIGHT:
return (dcCandidates && bit_is_set(dcCandidates, from))
- || bit_is_set(piece_attacks<KNIGHT>(ksq), to);
+ || bit_is_set(piece_attacks_from<KNIGHT>(ksq), to);
case BISHOP:
return (dcCandidates && bit_is_set(dcCandidates, from))
case BISHOP:
return (dcCandidates && bit_is_set(dcCandidates, from))
- || (direction_is_diagonal(ksq, to) && bit_is_set(piece_attacks<BISHOP>(ksq), to));
+ || (direction_is_diagonal(ksq, to) && bit_is_set(piece_attacks_from<BISHOP>(ksq), to));
case ROOK:
return (dcCandidates && bit_is_set(dcCandidates, from))
case ROOK:
return (dcCandidates && bit_is_set(dcCandidates, from))
- || (direction_is_straight(ksq, to) && bit_is_set(piece_attacks<ROOK>(ksq), to));
+ || (direction_is_straight(ksq, to) && bit_is_set(piece_attacks_from<ROOK>(ksq), to));
case QUEEN:
// Discovered checks are impossible!
assert(!bit_is_set(dcCandidates, from));
case QUEEN:
// Discovered checks are impossible!
assert(!bit_is_set(dcCandidates, from));
- return ( (direction_is_straight(ksq, to) && bit_is_set(piece_attacks<ROOK>(ksq), to))
- || (direction_is_diagonal(ksq, to) && bit_is_set(piece_attacks<BISHOP>(ksq), to)));
+ return ( (direction_is_straight(ksq, to) && bit_is_set(piece_attacks_from<ROOK>(ksq), to))
+ || (direction_is_diagonal(ksq, to) && bit_is_set(piece_attacks_from<BISHOP>(ksq), to)));
case KING:
// Discovered check?
case KING:
// Discovered check?
// Direct checks
if ( ( (Bishop && bit_is_set(BishopPseudoAttacks[ksq], to))
|| (Rook && bit_is_set(RookPseudoAttacks[ksq], to)))
// Direct checks
if ( ( (Bishop && bit_is_set(BishopPseudoAttacks[ksq], to))
|| (Rook && bit_is_set(RookPseudoAttacks[ksq], to)))
- && bit_is_set(piece_attacks<Piece>(ksq), to)) // slow, try to early skip
+ && bit_is_set(piece_attacks_from<Piece>(ksq), to)) // slow, try to early skip
set_bit(pCheckersBB, to);
else if ( Piece != KING
&& !Slider
set_bit(pCheckersBB, to);
else if ( Piece != KING
&& !Slider
- && bit_is_set(Piece == PAWN ? pawn_attacks(ksq, opposite_color(sideToMove)) : piece_attacks<Piece>(ksq), to))
+ && bit_is_set(Piece == PAWN ? pawn_attacks_from(ksq, opposite_color(sideToMove))
+ : piece_attacks_from<Piece>(ksq), to))
set_bit(pCheckersBB, to);
// Discovery checks
if (Piece != QUEEN && bit_is_set(dcCandidates, from))
{
if (Piece != ROOK)
set_bit(pCheckersBB, to);
// Discovery checks
if (Piece != QUEEN && bit_is_set(dcCandidates, from))
{
if (Piece != ROOK)
- (*pCheckersBB) |= (piece_attacks<ROOK>(ksq) & pieces(ROOK, QUEEN, side_to_move()));
+ (*pCheckersBB) |= (piece_attacks_from<ROOK>(ksq) & pieces(ROOK, QUEEN, side_to_move()));
- (*pCheckersBB) |= (piece_attacks<BISHOP>(ksq) & pieces(BISHOP, QUEEN, side_to_move()));
+ (*pCheckersBB) |= (piece_attacks_from<BISHOP>(ksq) & pieces(BISHOP, QUEEN, side_to_move()));
// Set en passant square, only if moved pawn can be captured
if (abs(int(to) - int(from)) == 16)
{
// Set en passant square, only if moved pawn can be captured
if (abs(int(to) - int(from)) == 16)
{
- if (pawn_attacks(from + (us == WHITE ? DELTA_N : DELTA_S), us) & pieces(PAWN, them))
+ if (pawn_attacks_from(from + (us == WHITE ? DELTA_N : DELTA_S), us) & pieces(PAWN, them))
{
st->epSquare = Square((int(from) + int(to)) / 2);
key ^= zobEp[st->epSquare];
{
st->epSquare = Square((int(from) + int(to)) / 2);
key ^= zobEp[st->epSquare];
clear_bit(&occ, from);
attackers = (rook_attacks_bb(to, occ) & pieces(ROOK, QUEEN))
| (bishop_attacks_bb(to, occ) & pieces(BISHOP, QUEEN))
clear_bit(&occ, from);
attackers = (rook_attacks_bb(to, occ) & pieces(ROOK, QUEEN))
| (bishop_attacks_bb(to, occ) & pieces(BISHOP, QUEEN))
- | (piece_attacks<KNIGHT>(to) & pieces(KNIGHT))
- | (piece_attacks<KING>(to) & pieces(KING))
- | (pawn_attacks(to, WHITE) & pieces(PAWN, BLACK))
- | (pawn_attacks(to, BLACK) & pieces(PAWN, WHITE));
+ | (piece_attacks_from<KNIGHT>(to) & pieces(KNIGHT))
+ | (piece_attacks_from<KING>(to) & pieces(KING))
+ | (pawn_attacks_from(to, WHITE) & pieces(PAWN, BLACK))
+ | (pawn_attacks_from(to, BLACK) & pieces(PAWN, WHITE));
if (from != SQ_NONE)
break;
if (from != SQ_NONE)
break;
// Piece lists
Square piece_list(Color c, PieceType pt, int index) const;
// Piece lists
Square piece_list(Color c, PieceType pt, int index) const;
- // Attack information to a given square
+ // Information about attacks to or from a given square
Bitboard attackers_to(Square s) const;
Bitboard attackers_to(Square s, Color c) const;
Bitboard attackers_to(Square s) const;
Bitboard attackers_to(Square s, Color c) const;
- Bitboard piece_attacks(Piece p, Square s) const;
- Bitboard pawn_attacks(Square s, Color c) const;
- template<PieceType> Bitboard piece_attacks(Square s) const;
+ Bitboard piece_attacks_from(Piece p, Square s) const;
+ Bitboard pawn_attacks_from(Square s, Color c) const;
+ template<PieceType> Bitboard piece_attacks_from(Square s) const;
// Properties of moves
bool pl_move_is_legal(Move m) const;
// Properties of moves
bool pl_move_is_legal(Move m) const;
return relative_square(c, make_square(initialQRFile, RANK_1));
}
return relative_square(c, make_square(initialQRFile, RANK_1));
}
-inline Bitboard Position::pawn_attacks(Square s, Color c) const {
+inline Bitboard Position::pawn_attacks_from(Square s, Color c) const {
return StepAttackBB[piece_of_color_and_type(c, PAWN)][s];
}
template<PieceType Piece> // Knight and King
return StepAttackBB[piece_of_color_and_type(c, PAWN)][s];
}
template<PieceType Piece> // Knight and King
-inline Bitboard Position::piece_attacks(Square s) const {
+inline Bitboard Position::piece_attacks_from(Square s) const {
return StepAttackBB[Piece][s];
}
template<>
return StepAttackBB[Piece][s];
}
template<>
-inline Bitboard Position::piece_attacks<PAWN>(Square s) const {
+inline Bitboard Position::piece_attacks_from<PAWN>(Square s) const {
return StepAttackBB[WP][s] | StepAttackBB[BP][s];
}
template<>
return StepAttackBB[WP][s] | StepAttackBB[BP][s];
}
template<>
-inline Bitboard Position::piece_attacks<BISHOP>(Square s) const {
+inline Bitboard Position::piece_attacks_from<BISHOP>(Square s) const {
return bishop_attacks_bb(s, occupied_squares());
}
template<>
return bishop_attacks_bb(s, occupied_squares());
}
template<>
-inline Bitboard Position::piece_attacks<ROOK>(Square s) const {
+inline Bitboard Position::piece_attacks_from<ROOK>(Square s) const {
return rook_attacks_bb(s, occupied_squares());
}
template<>
return rook_attacks_bb(s, occupied_squares());
}
template<>
-inline Bitboard Position::piece_attacks<QUEEN>(Square s) const {
- return piece_attacks<ROOK>(s) | piece_attacks<BISHOP>(s);
+inline Bitboard Position::piece_attacks_from<QUEEN>(Square s) const {
+ return piece_attacks_from<ROOK>(s) | piece_attacks_from<BISHOP>(s);
}
inline Bitboard Position::checkers() const {
}
inline Bitboard Position::checkers() const {
// Case 4: The destination square for m2 is attacked by the moving piece in m1
p = pos.piece_on(t1);
// Case 4: The destination square for m2 is attacked by the moving piece in m1
p = pos.piece_on(t1);
- if (bit_is_set(pos.piece_attacks(p, t1), t2))
+ if (bit_is_set(pos.piece_attacks_from(p, t1), t2))
return true;
// Case 5: Discovered check, checking piece is the piece moved in m1
return true;
// Case 5: Discovered check, checking piece is the piece moved in m1