Square winnerKSq = pos.king_square(strongerSide);
Square loserKSq = pos.king_square(weakerSide);
- Square bishopSquare = pos.bishop_list(strongerSide, 0);
+ Square bishopSquare = pos.piece_list(strongerSide, BISHOP, 0);
if(square_color(bishopSquare) == BLACK) {
winnerKSq = flop_square(winnerKSq);
if(strongerSide == WHITE) {
wksq = pos.king_square(WHITE);
bksq = pos.king_square(BLACK);
- wpsq = pos.pawn_list(WHITE, 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.pawn_list(BLACK, 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.rook_list(strongerSide, 0);
+ wrsq = pos.piece_list(strongerSide, ROOK, 0);
bksq = pos.king_square(weakerSide);
- bpsq = pos.pawn_list(weakerSide, 0);
+ bpsq = pos.piece_list(weakerSide, PAWN, 0);
if(strongerSide == BLACK) {
wksq = flip_square(wksq);
assert(pos.knight_count(weakerSide) == 1);
Square defendingKSq = pos.king_square(weakerSide);
- Square nSq = pos.knight_list(weakerSide, 0);
+ Square nSq = pos.piece_list(weakerSide, KNIGHT, 0);
Value result = Value(10) + mate_table(defendingKSq) +
krkn_king_knight_distance_penalty(square_distance(defendingKSq, nSq));
// be detected even when the weaker side has some pawns.
Bitboard pawns = pos.pawns(strongerSide);
- File pawnFile = square_file(pos.pawn_list(strongerSide, 0));
+ File pawnFile = square_file(pos.piece_list(strongerSide, PAWN, 0));
if((pawnFile == FILE_A || pawnFile == FILE_H) &&
(pawns & ~file_bb(pawnFile)) == EmptyBoardBB) {
// All pawns are on a single rook file.
- Square bishopSq = pos.bishop_list(strongerSide, 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);
// If the defending king has distance 1 to the promotion square or
// is placed somewhere in front of the pawn, it's a draw.
if(square_distance(kingSq, queeningSq) <= 1 ||
- pawn_rank(strongerSide, kingSq) >= rank)
+ relative_rank(strongerSide, kingSq) >= rank)
return ScaleFactor(0);
}
}
assert(pos.pawn_count(weakerSide) >= 1);
Square kingSq = pos.king_square(weakerSide);
- if(pawn_rank(weakerSide, kingSq) <= RANK_2 &&
- pawn_rank(weakerSide, pos.king_square(strongerSide)) >= RANK_4 &&
+ if(relative_rank(weakerSide, kingSq) <= RANK_2 &&
+ relative_rank(weakerSide, pos.king_square(strongerSide)) >= RANK_4 &&
(pos.rooks(weakerSide) & relative_rank_bb(weakerSide, RANK_3)) &&
(pos.pawns(weakerSide) & relative_rank_bb(weakerSide, RANK_2)) &&
- (pos.king_attacks(kingSq) & pos.pawns(weakerSide))) {
- Square rsq = pos.rook_list(weakerSide, 0);
+ (pos.piece_attacks<KING>(kingSq) & pos.pawns(weakerSide))) {
+ Square rsq = pos.piece_list(weakerSide, ROOK, 0);
if(pos.pawn_attacks(strongerSide, rsq) & pos.pawns(weakerSide))
return ScaleFactor(0);
}
assert(pos.pawn_count(weakerSide) == 0);
Square wksq = pos.king_square(strongerSide);
- Square wrsq = pos.rook_list(strongerSide, 0);
- Square wpsq = pos.pawn_list(strongerSide, 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.rook_list(weakerSide, 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.pawn_count(weakerSide) == 1);
- Square wpsq1 = pos.pawn_list(strongerSide, 0);
- Square wpsq2 = pos.pawn_list(strongerSide, 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?
pos.pawn_is_passed(strongerSide, wpsq2))
return SCALE_FACTOR_NONE;
- Rank r = Max(pawn_rank(strongerSide, wpsq1), pawn_rank(strongerSide, wpsq2));
+ Rank r = Max(relative_rank(strongerSide, wpsq1), relative_rank(strongerSide, wpsq2));
if(file_distance(bksq, wpsq1) <= 1 && file_distance(bksq, wpsq2) <= 1
- && pawn_rank(strongerSide, bksq) > r) {
+ && relative_rank(strongerSide, bksq) > r) {
switch(r) {
case RANK_2: return ScaleFactor(10);
assert(pos.bishop_count(weakerSide) == 1);
assert(pos.pawn_count(weakerSide) == 0);
- Square pawnSq = pos.pawn_list(strongerSide, 0);
- Square strongerBishopSq = pos.bishop_list(strongerSide, 0);
- Square weakerBishopSq = pos.bishop_list(weakerSide, 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.
if(square_file(weakerKingSq) == square_file(pawnSq)
- && pawn_rank(strongerSide, pawnSq) < pawn_rank(strongerSide, weakerKingSq)
+ && relative_rank(strongerSide, pawnSq) < relative_rank(strongerSide, weakerKingSq)
&& (square_color(weakerKingSq) != square_color(strongerBishopSq)
- || pawn_rank(strongerSide, weakerKingSq) <= RANK_6))
+ || relative_rank(strongerSide, weakerKingSq) <= RANK_6))
return ScaleFactor(0);
// Case 2: Opposite colored bishops.
// These rules are probably not perfect, but in practice they work
// reasonably well.
- if(pawn_rank(strongerSide, pawnSq) <= RANK_5)
+ if(relative_rank(strongerSide, pawnSq) <= RANK_5)
return ScaleFactor(0);
else {
Bitboard ray =
ray_bb(pawnSq, (strongerSide == WHITE)? SIGNED_DIR_N : SIGNED_DIR_S);
if(ray & pos.kings(weakerSide))
return ScaleFactor(0);
- if((pos.bishop_attacks(weakerBishopSq) & ray)
+ if((pos.piece_attacks<BISHOP>(weakerBishopSq) & ray)
&& square_distance(weakerBishopSq, pawnSq) >= 3)
return ScaleFactor(0);
}
assert(pos.knight_count(weakerSide) == 1);
assert(pos.pawn_count(weakerSide) == 0);
- Square pawnSq = pos.pawn_list(strongerSide, 0);
- Square strongerBishopSq = pos.bishop_list(strongerSide, 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)
- && pawn_rank(strongerSide, pawnSq) < pawn_rank(strongerSide, weakerKingSq)
+ && relative_rank(strongerSide, pawnSq) < relative_rank(strongerSide, weakerKingSq)
&& (square_color(weakerKingSq) != square_color(strongerBishopSq)
- || pawn_rank(strongerSide, weakerKingSq) <= RANK_6))
+ || relative_rank(strongerSide, weakerKingSq) <= RANK_6))
return ScaleFactor(0);
return SCALE_FACTOR_NONE;
assert(pos.non_pawn_material(weakerSide) == Value(0));
assert(pos.pawn_count(weakerSide) == 0);
- Square pawnSq = pos.pawn_list(strongerSide, 0);
+ Square pawnSq = pos.piece_list(strongerSide, PAWN, 0);
Square weakerKingSq = pos.king_square(weakerSide);
if(pawnSq == relative_square(strongerSide, SQ_A7) &&
if(strongerSide == WHITE) {
wksq = pos.king_square(WHITE);
bksq = pos.king_square(BLACK);
- wpsq = pos.pawn_list(WHITE, 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.pawn_list(BLACK, 0));
+ wpsq = flip_square(pos.piece_list(BLACK, PAWN, 0));
stm = opposite_color(pos.side_to_move());
}