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()) |
assert(square_is_ok(t));
switch(piece_on(f)) {
- case WP: return white_pawn_attacks_square(f, t);
- case BP: return black_pawn_attacks_square(f, t);
- case WN: case BN: return knight_attacks_square(f, t);
- case WB: case BB: return bishop_attacks_square(f, t);
- case WR: case BR: return rook_attacks_square(f, t);
- case WQ: case BQ: return queen_attacks_square(f, t);
- case WK: case BK: return king_attacks_square(f, t);
+ case WP: return pawn_attacks_square(WHITE, f, t);
+ case BP: return pawn_attacks_square(BLACK, f, t);
+ case WN: case BN: return piece_attacks_square<KNIGHT>(f, t);
+ case WB: case BB: return piece_attacks_square<BISHOP>(f, t);
+ case WR: case BR: return piece_attacks_square<ROOK>(f, t);
+ case WQ: case BQ: return piece_attacks_square<QUEEN>(f, t);
+ case WK: case BK: return piece_attacks_square<KING>(f, t);
default: return false;
}
switch(move_promotion(m)) {
case KNIGHT:
- return knight_attacks_square(to, ksq);
+ return piece_attacks_square<KNIGHT>(to, ksq);
case BISHOP:
return bit_is_set(bishop_attacks_bb(to, b), ksq);
case ROOK:
assert(square_is_occupied(f));
switch(piece_on(f)) {
- case WP: return white_pawn_attacks_square(t, s);
- case BP: return black_pawn_attacks_square(t, s);
- case WN: case BN: return knight_attacks_square(t, s);
- case WB: case BB: return bishop_attacks_square(t, s);
- case WR: case BR: return rook_attacks_square(t, s);
- case WQ: case BQ: return queen_attacks_square(t, s);
- case WK: case BK: return king_attacks_square(t, s);
+ case WP: return pawn_attacks_square(WHITE, t, s);
+ case BP: return pawn_attacks_square(BLACK, t, s);
+ case WN: case BN: return piece_attacks_square<KNIGHT>(t, s);
+ case WB: case BB: return piece_attacks_square<BISHOP>(t, s);
+ case WR: case BR: return piece_attacks_square<ROOK>(t, s);
+ case WQ: case BQ: return piece_attacks_square<QUEEN>(t, s);
+ case WK: case BK: return piece_attacks_square<KING>(t, s);
default: assert(false);
}
}
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: