Square winnerKSq = pos.king_square(strongerSide);
Square loserKSq = pos.king_square(weakerSide);
- Square bishopSquare = pos.piece_list(strongerSide, BISHOP, 0);
+ Square bishopSquare = pos.piece_list(strongerSide, BISHOP)[0];
// kbnk_mate_table() tries to drive toward corners A1 or H8,
// if we have a bishop that cannot reach the above squares we
{
wksq = pos.king_square(WHITE);
bksq = pos.king_square(BLACK);
- wpsq = pos.piece_list(WHITE, PAWN, 0);
+ wpsq = pos.piece_list(WHITE, PAWN)[0];
stm = pos.side_to_move();
}
else
{
wksq = flip_square(pos.king_square(BLACK));
bksq = flip_square(pos.king_square(WHITE));
- wpsq = flip_square(pos.piece_list(BLACK, PAWN, 0));
+ wpsq = flip_square(pos.piece_list(BLACK, PAWN)[0]);
stm = opposite_color(pos.side_to_move());
}
int tempo = (pos.side_to_move() == strongerSide);
wksq = pos.king_square(strongerSide);
- wrsq = pos.piece_list(strongerSide, ROOK, 0);
+ wrsq = pos.piece_list(strongerSide, ROOK)[0];
bksq = pos.king_square(weakerSide);
- bpsq = pos.piece_list(weakerSide, PAWN, 0);
+ bpsq = pos.piece_list(weakerSide, PAWN)[0];
if (strongerSide == BLACK)
{
assert(pos.piece_count(weakerSide, KNIGHT) == 1);
Square defendingKSq = pos.king_square(weakerSide);
- Square nSq = pos.piece_list(weakerSide, KNIGHT, 0);
+ Square nSq = pos.piece_list(weakerSide, KNIGHT)[0];
int d = square_distance(defendingKSq, nSq);
Value result = Value(10)
Value result = BishopValueEndgame;
Square wksq = pos.king_square(strongerSide);
Square bksq = pos.king_square(weakerSide);
- Square nsq = pos.piece_list(weakerSide, KNIGHT, 0);
+ Square nsq = pos.piece_list(weakerSide, KNIGHT)[0];
// Bonus for attacking king close to defending king
result += Value(DistanceBonus[square_distance(wksq, bksq)]);
// be detected even when the weaker side has some pawns.
Bitboard pawns = pos.pieces(PAWN, strongerSide);
- File pawnFile = square_file(pos.piece_list(strongerSide, PAWN, 0));
+ File pawnFile = square_file(pos.piece_list(strongerSide, PAWN)[0]);
// All pawns are on a single rook file ?
if ( (pawnFile == FILE_A || pawnFile == FILE_H)
&& (pawns & ~file_bb(pawnFile)) == EmptyBoardBB)
{
- Square bishopSq = pos.piece_list(strongerSide, BISHOP, 0);
+ Square bishopSq = pos.piece_list(strongerSide, BISHOP)[0];
Square queeningSq = relative_square(strongerSide, make_square(pawnFile, RANK_8));
Square kingSq = pos.king_square(weakerSide);
&& (pos.pieces(PAWN, weakerSide) & rank_bb(relative_rank(weakerSide, RANK_2)))
&& (pos.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.attacks_from<PAWN>(rsq, strongerSide) & pos.pieces(PAWN, weakerSide))
return SCALE_FACTOR_ZERO;
}
assert(pos.piece_count(weakerSide, PAWN) == 0);
Square wksq = pos.king_square(strongerSide);
- Square wrsq = pos.piece_list(strongerSide, ROOK, 0);
- Square wpsq = pos.piece_list(strongerSide, PAWN, 0);
+ Square wrsq = pos.piece_list(strongerSide, ROOK)[0];
+ Square wpsq = pos.piece_list(strongerSide, PAWN)[0];
Square bksq = pos.king_square(weakerSide);
- Square brsq = pos.piece_list(weakerSide, ROOK, 0);
+ Square brsq = pos.piece_list(weakerSide, ROOK)[0];
// Orient the board in such a way that the stronger side is white, and the
// pawn is on the left half of the board.
assert(pos.non_pawn_material(weakerSide) == RookValueMidgame);
assert(pos.piece_count(weakerSide, PAWN) == 1);
- Square wpsq1 = pos.piece_list(strongerSide, PAWN, 0);
- Square wpsq2 = pos.piece_list(strongerSide, PAWN, 1);
+ Square wpsq1 = pos.piece_list(strongerSide, PAWN)[0];
+ Square wpsq2 = pos.piece_list(strongerSide, PAWN)[1];
Square bksq = pos.king_square(weakerSide);
// Does the stronger side have a passed pawn?
assert(pos.piece_count(weakerSide, BISHOP) == 1);
assert(pos.piece_count(weakerSide, PAWN) == 0);
- Square pawnSq = pos.piece_list(strongerSide, PAWN, 0);
- Square strongerBishopSq = pos.piece_list(strongerSide, BISHOP, 0);
- Square weakerBishopSq = pos.piece_list(weakerSide, BISHOP, 0);
+ Square pawnSq = pos.piece_list(strongerSide, PAWN)[0];
+ Square strongerBishopSq = pos.piece_list(strongerSide, BISHOP)[0];
+ Square weakerBishopSq = pos.piece_list(weakerSide, BISHOP)[0];
Square weakerKingSq = pos.king_square(weakerSide);
// Case 1: Defending king blocks the pawn, and cannot be driven away
assert(pos.piece_count(weakerSide, BISHOP) == 1);
assert(pos.piece_count(weakerSide, PAWN) == 0);
- Square wbsq = pos.piece_list(strongerSide, BISHOP, 0);
- Square bbsq = pos.piece_list(weakerSide, BISHOP, 0);
+ Square wbsq = pos.piece_list(strongerSide, BISHOP)[0];
+ Square bbsq = pos.piece_list(weakerSide, BISHOP)[0];
if (!opposite_color_squares(wbsq, bbsq))
return SCALE_FACTOR_NONE;
Square ksq = pos.king_square(weakerSide);
- Square psq1 = pos.piece_list(strongerSide, PAWN, 0);
- Square psq2 = pos.piece_list(strongerSide, PAWN, 1);
+ Square psq1 = pos.piece_list(strongerSide, PAWN)[0];
+ Square psq2 = pos.piece_list(strongerSide, PAWN)[1];
Rank r1 = square_rank(psq1);
Rank r2 = square_rank(psq2);
Square blockSq1, blockSq2;
assert(pos.piece_count(weakerSide, KNIGHT) == 1);
assert(pos.piece_count(weakerSide, PAWN) == 0);
- Square pawnSq = pos.piece_list(strongerSide, PAWN, 0);
- Square strongerBishopSq = pos.piece_list(strongerSide, BISHOP, 0);
+ Square pawnSq = pos.piece_list(strongerSide, PAWN)[0];
+ Square strongerBishopSq = pos.piece_list(strongerSide, BISHOP)[0];
Square weakerKingSq = pos.king_square(weakerSide);
if ( square_file(weakerKingSq) == square_file(pawnSq)
assert(pos.non_pawn_material(weakerSide) == VALUE_ZERO);
assert(pos.piece_count(weakerSide, PAWN) == 0);
- Square pawnSq = pos.piece_list(strongerSide, PAWN, 0);
+ Square pawnSq = pos.piece_list(strongerSide, PAWN)[0];
Square weakerKingSq = pos.king_square(weakerSide);
if ( pawnSq == relative_square(strongerSide, SQ_A7)
{
wksq = pos.king_square(WHITE);
bksq = pos.king_square(BLACK);
- wpsq = pos.piece_list(WHITE, PAWN, 0);
+ wpsq = pos.piece_list(WHITE, PAWN)[0];
stm = pos.side_to_move();
}
else
{
wksq = flip_square(pos.king_square(BLACK));
bksq = flip_square(pos.king_square(WHITE));
- wpsq = flip_square(pos.piece_list(BLACK, PAWN, 0));
+ wpsq = flip_square(pos.piece_list(BLACK, PAWN)[0]);
stm = opposite_color(pos.side_to_move());
}