&& sf == SCALE_FACTOR_NORMAL)
{
// Only the two bishops ?
- if ( pos.non_pawn_material(WHITE) == BishopValueMidgame
- && pos.non_pawn_material(BLACK) == BishopValueMidgame)
+ if ( pos.non_pawn_material(WHITE) == BishopValueMg
+ && pos.non_pawn_material(BLACK) == BishopValueMg)
{
// Check for KBP vs KB with only a single pawn that is almost
// certainly a draw or at least two pawns.
// Init king safety tables only if we are going to use them
if ( pos.piece_count(Us, QUEEN)
- && pos.non_pawn_material(Us) >= QueenValueMidgame + RookValueMidgame)
+ && pos.non_pawn_material(Us) >= QueenValueMg + RookValueMg)
{
ei.kingRing[Them] = (b | (Us == WHITE ? b >> 8 : b << 8));
b &= ei.attackedBy[Us][PAWN];
// no minor piece which can exchange the outpost piece.
if (bonus && (ei.attackedBy[Us][PAWN] & s))
{
- if ( !pos.pieces(KNIGHT, Them)
- && !(same_color_squares(s) & pos.pieces(BISHOP, Them)))
+ if ( !pos.pieces(Them, KNIGHT)
+ && !(same_color_squares(s) & pos.pieces(Them, BISHOP)))
bonus += bonus + bonus / 2;
else
bonus += bonus / 2;
if (Piece == KNIGHT || Piece == QUEEN)
b = pos.attacks_from<Piece>(s);
else if (Piece == BISHOP)
- b = attacks_bb<BISHOP>(s, pos.pieces() ^ pos.pieces(QUEEN, Us));
+ b = attacks_bb<BISHOP>(s, pos.pieces() ^ pos.pieces(Us, QUEEN));
else if (Piece == ROOK)
- b = attacks_bb<ROOK>(s, pos.pieces() ^ pos.pieces(ROOK, QUEEN, Us));
+ b = attacks_bb<ROOK>(s, pos.pieces() ^ pos.pieces(Us, ROOK, QUEEN));
else
assert(false);
assert(b);
if (!more_than_one(b) && (b & pos.pieces(Them)))
- score += ThreatBonus[Piece][type_of(pos.piece_on(first_1(b)))];
+ score += ThreatBonus[Piece][type_of(pos.piece_on(lsb(b)))];
}
// Decrease score if we are attacked by an enemy pawn. Remaining part
// Bishop and knight outposts squares
if ( (Piece == BISHOP || Piece == KNIGHT)
- && !(pos.pieces(PAWN, Them) & attack_span_mask(Us, s)))
+ && !(pos.pieces(Them, PAWN) & attack_span_mask(Us, s)))
score += evaluate_outposts<Piece, Us>(pos, ei, s);
// Queen or rook on 7th rank
Square d = pawn_push(Us) + (file_of(s) == FILE_A ? DELTA_E : DELTA_W);
if (pos.piece_on(s + d) == make_piece(Us, PAWN))
{
- if (!pos.square_empty(s + d + pawn_push(Us)))
+ if (!pos.is_empty(s + d + pawn_push(Us)))
score -= 2*TrappedBishopA1H1Penalty;
else if (pos.piece_on(s + 2*d) == make_piece(Us, PAWN))
score -= TrappedBishopA1H1Penalty;
return SCORE_ZERO;
do {
- Square s = pop_1st_bit(&b);
+ Square s = pop_lsb(&b);
assert(pos.pawn_is_passed(Us, s));
ebonus -= Value(square_distance(pos.king_square(Us), blockSq + pawn_push(Us)) * rr);
// If the pawn is free to advance, increase bonus
- if (pos.square_empty(blockSq))
+ if (pos.is_empty(blockSq))
{
squaresToQueen = forward_bb(Us, s);
defendedSquares = squaresToQueen & ei.attackedBy[Us][0];
// If there is an enemy rook or queen attacking the pawn from behind,
// add all X-ray attacks by the rook or queen. Otherwise consider only
// the squares in the pawn's path attacked or occupied by the enemy.
- if ( (forward_bb(Them, s) & pos.pieces(ROOK, QUEEN, Them))
- && (forward_bb(Them, s) & pos.pieces(ROOK, QUEEN, Them) & pos.attacks_from<ROOK>(s)))
+ if ( (forward_bb(Them, s) & pos.pieces(Them, ROOK, QUEEN))
+ && (forward_bb(Them, s) & pos.pieces(Them, ROOK, QUEEN) & pos.attacks_from<ROOK>(s)))
unsafeSquares = squaresToQueen;
else
unsafeSquares = squaresToQueen & (ei.attackedBy[Them][0] | pos.pieces(Them));
// Increase the bonus if the passed pawn is supported by a friendly pawn
// on the same rank and a bit smaller if it's on the previous rank.
- supportingPawns = pos.pieces(PAWN, Us) & adjacent_files_bb(file_of(s));
+ supportingPawns = pos.pieces(Us, PAWN) & adjacent_files_bb(file_of(s));
if (supportingPawns & rank_bb(s))
ebonus += Value(r * 20);
// value if the other side has a rook or queen.
if (file_of(s) == FILE_A || file_of(s) == FILE_H)
{
- if (pos.non_pawn_material(Them) <= KnightValueMidgame)
+ if (pos.non_pawn_material(Them) <= KnightValueMg)
ebonus += ebonus / 4;
- else if (pos.pieces(ROOK, QUEEN, Them))
+ else if (pos.pieces(Them, ROOK, QUEEN))
ebonus -= ebonus / 4;
}
score += make_score(mbonus, ebonus);
while (b)
{
- s = pop_1st_bit(&b);
- queeningSquare = relative_square(c, make_square(file_of(s), RANK_8));
+ s = pop_lsb(&b);
+ queeningSquare = relative_square(c, file_of(s) | RANK_8);
queeningPath = forward_bb(c, s);
// Compute plies to queening and check direct advancement
loserSide = ~winnerSide;
// Step 3. Can the losing side possibly create a new passed pawn and thus prevent the loss?
- b = candidates = pos.pieces(PAWN, loserSide);
+ b = candidates = pos.pieces(loserSide, PAWN);
while (b)
{
- s = pop_1st_bit(&b);
+ s = pop_lsb(&b);
// Compute plies from queening
- queeningSquare = relative_square(loserSide, make_square(file_of(s), RANK_8));
+ queeningSquare = relative_square(loserSide, file_of(s) | RANK_8);
movesToGo = rank_distance(s, queeningSquare) - int(relative_rank(loserSide, s) == RANK_2);
pliesToGo = 2 * movesToGo - int(loserSide == pos.side_to_move());
// Check if (without even considering any obstacles) we're too far away or doubled
if ( pliesToQueen[winnerSide] + 3 <= pliesToGo
- || (forward_bb(loserSide, s) & pos.pieces(PAWN, loserSide)))
+ || (forward_bb(loserSide, s) & pos.pieces(loserSide, PAWN)))
candidates ^= s;
}
while (b)
{
- s = pop_1st_bit(&b);
+ s = pop_lsb(&b);
sacptg = blockersCount = 0;
minKingDist = kingptg = 256;
// Compute plies from queening
- queeningSquare = relative_square(loserSide, make_square(file_of(s), RANK_8));
+ queeningSquare = relative_square(loserSide, file_of(s) | RANK_8);
movesToGo = rank_distance(s, queeningSquare) - int(relative_rank(loserSide, s) == RANK_2);
pliesToGo = 2 * movesToGo - int(loserSide == pos.side_to_move());
// Generate list of blocking pawns and supporters
supporters = adjacent_files_bb(file_of(s)) & candidates;
- opposed = forward_bb(loserSide, s) & pos.pieces(PAWN, winnerSide);
- blockers = passed_pawn_mask(loserSide, s) & pos.pieces(PAWN, winnerSide);
+ opposed = forward_bb(loserSide, s) & pos.pieces(winnerSide, PAWN);
+ blockers = passed_pawn_mask(loserSide, s) & pos.pieces(winnerSide, PAWN);
assert(blockers);
// How many plies does it take to remove all the blocking pawns?
while (blockers)
{
- blockSq = pop_1st_bit(&blockers);
+ blockSq = pop_lsb(&blockers);
movesToGo = 256;
// Check pawns that can give support to overcome obstacle, for instance
while (b2) // This while-loop could be replaced with LSB/MSB (depending on color)
{
- d = square_distance(blockSq, pop_1st_bit(&b2)) - 2;
+ d = square_distance(blockSq, pop_lsb(&b2)) - 2;
movesToGo = std::min(movesToGo, d);
}
}
while (b2) // This while-loop could be replaced with LSB/MSB (depending on color)
{
- d = square_distance(blockSq, pop_1st_bit(&b2)) - 2;
+ d = square_distance(blockSq, pop_lsb(&b2)) - 2;
movesToGo = std::min(movesToGo, d);
}
}
// Winning pawn is unstoppable and will promote as first, return big score
- Score score = make_score(0, (Value) 0x500 - 0x20 * pliesToQueen[winnerSide]);
+ Score score = make_score(0, (Value) 1280 - 32 * pliesToQueen[winnerSide]);
return winnerSide == WHITE ? score : -score;
}
// SpaceMask[]. A square is unsafe if it is attacked by an enemy
// pawn, or if it is undefended and attacked by an enemy piece.
Bitboard safe = SpaceMask[Us]
- & ~pos.pieces(PAWN, Us)
+ & ~pos.pieces(Us, PAWN)
& ~ei.attackedBy[Them][PAWN]
& (ei.attackedBy[Us][0] | ~ei.attackedBy[Them][0]);
// Find all squares which are at most three squares behind some friendly pawn
- Bitboard behind = pos.pieces(PAWN, Us);
+ Bitboard behind = pos.pieces(Us, PAWN);
behind |= (Us == WHITE ? behind >> 8 : behind << 8);
behind |= (Us == WHITE ? behind >> 16 : behind << 16);
// A couple of little helpers used by tracing code, to_cp() converts a value to
// a double in centipawns scale, trace_add() stores white and black scores.
- double to_cp(Value v) { return double(v) / double(PawnValueMidgame); }
+ double to_cp(Value v) { return double(v) / double(PawnValueMg); }
void trace_add(int idx, Score wScore, Score bScore) {