}
}
- if (piece == king_of_color(us))
+ if (piece == piece_of_color_and_type(us, KING))
{
// Is this a castling move? A king move is assumed to be a castling
// move if the destination square is occupied by a friendly rook, or
// if the distance between the source and destination squares is more
// than 1.
- if (pos.piece_on(to) == rook_of_color(us))
+ if (pos.piece_on(to) == piece_of_color_and_type(us, ROOK))
return make_castle_move(from, to);
else if (square_distance(from, to) > 1)
// internal "king captures rook" representation.
SquareDelta delta = (to > from ? DELTA_E : DELTA_W);
Square s = from + delta;
- while (relative_rank(us, s) == RANK_1 && pos.piece_on(s) != rook_of_color(us))
+ while (relative_rank(us, s) == RANK_1 && pos.piece_on(s) != piece_of_color_and_type(us, ROOK))
s += delta;
return (relative_rank(us, s) == RANK_1 ? make_castle_move(from, s) : MOVE_NONE);
}
}
- else if (piece == pawn_of_color(us))
+ else if (piece == piece_of_color_and_type(us, PAWN))
{
// En passant move? We assume that a pawn move is an en passant move
// without further testing if the destination square is epSquare.
/// Overload the << operator, to make it easier to print moves.
-std::ostream &operator << (std::ostream &os, Move m) {
+std::ostream &operator << (std::ostream& os, Move m) {
return os << move_to_string(m);
}