Color them = ~us;
Square from = from_sq(m);
Square to = to_sq(m);
- Piece piece = piece_on(from);
- PieceType pt = type_of(piece);
+ Piece pc = piece_on(from);
+ PieceType pt = type_of(pc);
PieceType capture = type_of(m) == ENPASSANT ? PAWN : type_of(piece_on(to));
- assert(color_of(piece) == us);
+ assert(color_of(pc) == us);
assert(piece_on(to) == NO_PIECE || color_of(piece_on(to)) == them || type_of(m) == CASTLE);
assert(capture != KING);
if (type_of(m) == CASTLE)
{
- assert(piece == make_piece(us, KING));
+ assert(pc == make_piece(us, KING));
bool kingSide = to > from;
Square rfrom = to; // Castle is encoded as "king captures friendly rook"
byColorBB[us] ^= from_to_bb;
board[from] = NO_PIECE;
- board[to] = piece;
+ board[to] = pc;
// Update piece lists, index[from] is not updated and becomes stale. This
// works as long as index[] is accessed just by known occupied squares.
}
// Update incremental scores
- st->psqScore += pieceSquareTable[piece][to] - pieceSquareTable[piece][from];
+ st->psqScore += pieceSquareTable[pc][to] - pieceSquareTable[pc][from];
// Set capture piece
st->capturedType = capture;
{
// Update occupancy as if the piece and the threat are moving
Bitboard occ = pos.pieces() ^ m1from ^ m1to ^ m2from;
- Piece piece = pos.piece_on(m1from);
+ Piece pc = pos.piece_on(m1from);
// The moved piece attacks the square 'tto' ?
- if (pos.attacks_from(piece, m1to, occ) & m2to)
+ if (pos.attacks_from(pc, m1to, occ) & m2to)
return true;
// Scan for possible X-ray attackers behind the moved piece
- Bitboard xray = (attacks_bb< ROOK>(m2to, occ) & pos.pieces(color_of(piece), QUEEN, ROOK))
- | (attacks_bb<BISHOP>(m2to, occ) & pos.pieces(color_of(piece), QUEEN, BISHOP));
+ Bitboard xray = (attacks_bb< ROOK>(m2to, occ) & pos.pieces(color_of(pc), QUEEN, ROOK))
+ | (attacks_bb<BISHOP>(m2to, occ) & pos.pieces(color_of(pc), QUEEN, BISHOP));
// Verify attackers are triggered by our move and not already existing
if (xray && (xray ^ (xray & pos.attacks_from<QUEEN>(m2to))))