// when moving the castling rook we do not discover some hidden checker.
// For instance an enemy queen in SQ_A1 when castling rook is in SQ_B1.
if ( pos.is_chess960()
- && (pos.attackers_to(kto, pos.occupied_squares() ^ rfrom) & enemies))
+ && (pos.attackers_to(kto, pos.pieces() ^ rfrom) & enemies))
return mlist;
(*mlist++).move = make_castle(kfrom, rfrom);
// Single and double pawn pushes, no promotions
if (Type != MV_CAPTURE)
{
- emptySquares = (Type == MV_QUIET ? target : ~pos.occupied_squares());
+ emptySquares = (Type == MV_QUIET ? target : ~pos.pieces());
b1 = move_pawns<UP>(pawnsNotOn7) & emptySquares;
b2 = move_pawns<UP>(b1 & TRank3BB) & emptySquares;
if (pawnsOn7 && (Type != MV_EVASION || (target & TRank8BB)))
{
if (Type == MV_CAPTURE)
- emptySquares = ~pos.occupied_squares();
+ emptySquares = ~pos.pieces();
if (Type == MV_EVASION)
emptySquares &= target;
if (*pl != SQ_NONE)
{
- target = ci.checkSq[Pt] & ~pos.occupied_squares(); // Non capture checks only
+ target = ci.checkSq[Pt] & ~pos.pieces(); // Non capture checks only
do {
from = *pl;
target = pos.pieces(~us);
else if (Type == MV_QUIET)
- target = ~pos.occupied_squares();
+ target = ~pos.pieces();
else if (Type == MV_NON_EVASION)
- target = pos.pieces(~us) | ~pos.occupied_squares();
+ target = ~pos.pieces(us);
mlist = (us == WHITE ? generate_pawn_moves<WHITE, Type>(pos, mlist, target)
: generate_pawn_moves<BLACK, Type>(pos, mlist, target));
if (pt == PAWN)
continue; // Will be generated togheter with direct checks
- Bitboard b = pos.attacks_from(Piece(pt), from) & ~pos.occupied_squares();
+ Bitboard b = pos.attacks_from(Piece(pt), from) & ~pos.pieces();
if (pt == KING)
b &= ~PseudoAttacks[QUEEN][ci.ksq];