Bitboard Position::attacks_to(Square s) const {
return
- (black_pawn_attacks(s) & pawns(WHITE)) |
- (white_pawn_attacks(s) & pawns(BLACK)) |
+ (pawn_attacks(BLACK, s) & pawns(WHITE)) |
+ (pawn_attacks(WHITE, s) & pawns(BLACK)) |
(piece_attacks<KNIGHT>(s) & pieces_of_type(KNIGHT)) |
(piece_attacks<ROOK>(s) & rooks_and_queens()) |
(piece_attacks<BISHOP>(s) & bishops_and_queens()) |
}
if(piece == PAWN) {
if(abs(int(to) - int(from)) == 16) {
- if((us == WHITE && (white_pawn_attacks(from + DELTA_N) &
+ if((us == WHITE && (pawn_attacks(WHITE, from + DELTA_N) &
pawns(BLACK))) ||
- (us == BLACK && (black_pawn_attacks(from + DELTA_S) &
+ (us == BLACK && (pawn_attacks(BLACK, from + DELTA_S) &
pawns(WHITE)))) {
epSquare = Square((int(from) + int(to)) / 2);
key ^= zobEp[epSquare];
(bishop_attacks_bb(to, occ) & bishops_and_queens()) |
(piece_attacks<KNIGHT>(to) & knights()) |
(piece_attacks<KING>(to) & kings()) |
- (white_pawn_attacks(to) & pawns(BLACK)) |
- (black_pawn_attacks(to) & pawns(WHITE));
+ (pawn_attacks(WHITE, to) & pawns(BLACK)) |
+ (pawn_attacks(BLACK, to) & pawns(WHITE));
attackers &= occ;
// If the opponent has no attackers, we are finished: