const string PieceToChar(" PNBRQK pnbrqk");
+const Piece Pieces[] = { W_PAWN, W_KNIGHT, W_BISHOP, W_ROOK, W_QUEEN, W_KING,
+ B_PAWN, B_KNIGHT, B_BISHOP, B_ROOK, B_QUEEN, B_KING };
+
// min_attacker() is a helper function used by see_ge() to locate the least
// valuable attacker for the side to move, remove the attacker we just found
// from the bitboards and scan for new X-ray attacks behind it.
Bitboard b = stmAttackers & bb[Pt];
if (!b)
- return min_attacker<Pt+1>(bb, to, stmAttackers, occupied, attackers);
+ return min_attacker<Pt + 1>(bb, to, stmAttackers, occupied, attackers);
occupied ^= b & ~(b - 1);
&& empty(to - pawn_push(us))))
return false;
}
- else if (!(attacks_from(pc, from) & to))
+ else if (!(attacks_from(type_of(pc), from) & to))
return false;
// Evasions generator already takes care to avoid some kind of illegal moves
return false;
case PROMOTION:
- return attacks_bb(Piece(promotion_type(m)), to, pieces() ^ from) & square<KING>(~sideToMove);
+ return attacks_bb(promotion_type(m), to, pieces() ^ from) & square<KING>(~sideToMove);
// En passant capture with check? We have already handled the case
// of direct checks and ordinary discovered check, so the only case we
}
if (step == Lists)
- {
for (Piece pc : Pieces)
{
if (pieceCount[pc] != popcount(pieces(color_of(pc), type_of(pc))))
if (board[pieceList[pc][i]] != pc || index[pieceList[pc][i]] != i)
return false;
}
- if (pieceCount[PAWN] > FILE_NB)
- return false;
- }
if (step == Castling)
for (Color c = WHITE; c <= BLACK; ++c)