return (attacks_from<PAWN>(s, BLACK) & pieces(PAWN, WHITE))
| (attacks_from<PAWN>(s, WHITE) & pieces(PAWN, BLACK))
| (attacks_from<KNIGHT>(s) & pieces(KNIGHT))
- | (rook_attacks_bb(s, occ) & pieces(ROOK, QUEEN))
- | (bishop_attacks_bb(s, occ) & pieces(BISHOP, QUEEN))
+ | (attacks_bb<ROOK>(s, occ) & pieces(ROOK, QUEEN))
+ | (attacks_bb<BISHOP>(s, occ) & pieces(BISHOP, QUEEN))
| (attacks_from<KING>(s) & pieces(KING));
}
switch (type_of(p))
{
- case BISHOP: return bishop_attacks_bb(s, occ);
- case ROOK : return rook_attacks_bb(s, occ);
- case QUEEN : return bishop_attacks_bb(s, occ) | rook_attacks_bb(s, occ);
+ case BISHOP: return attacks_bb<BISHOP>(s, occ);
+ case ROOK : return attacks_bb<ROOK>(s, occ);
+ case QUEEN : return attacks_bb<BISHOP>(s, occ) | attacks_bb<ROOK>(s, occ);
default : return StepAttacksBB[p][s];
}
}
return true;
// Scan for possible X-ray attackers behind the moved piece
- xray = (rook_attacks_bb(s, occ) & pieces(ROOK, QUEEN, color_of(piece)))
- |(bishop_attacks_bb(s, occ) & pieces(BISHOP, QUEEN, color_of(piece)));
+ xray = (attacks_bb<ROOK>(s, occ) & pieces(ROOK, QUEEN, color_of(piece)))
+ |(attacks_bb<BISHOP>(s, occ) & pieces(BISHOP, QUEEN, color_of(piece)));
// Verify attackers are triggered by our move and not already existing
return xray && (xray ^ (xray & attacks_from<QUEEN>(s)));
b ^= capsq;
b |= to;
- return !(rook_attacks_bb(ksq, b) & pieces(ROOK, QUEEN, them))
- && !(bishop_attacks_bb(ksq, b) & pieces(BISHOP, QUEEN, them));
+ return !(attacks_bb<ROOK>(ksq, b) & pieces(ROOK, QUEEN, them))
+ && !(attacks_bb<BISHOP>(ksq, b) & pieces(BISHOP, QUEEN, them));
}
// If the moving piece is a king, check whether the destination
b ^= from;
b ^= capsq;
b |= to;
- return (rook_attacks_bb(ksq, b) & pieces(ROOK, QUEEN, us))
- ||(bishop_attacks_bb(ksq, b) & pieces(BISHOP, QUEEN, us));
+ return (attacks_bb<ROOK>(ksq, b) & pieces(ROOK, QUEEN, us))
+ ||(attacks_bb<BISHOP>(ksq, b) & pieces(BISHOP, QUEEN, us));
}
// Castling with check ?
b ^= rfrom;
b |= rto;
b |= kto;
- return rook_attacks_bb(rto, b) & ksq;
+ return attacks_bb<ROOK>(rto, b) & ksq;
}
return false;
k ^= zobSideToMove;
// Increment the 50 moves rule draw counter. Resetting it to zero in the
- // case of non-reversible moves is taken care of later.
+ // case of a capture or a pawn move is taken care of later.
st->rule50++;
st->pliesFromNull++;
st->castleRights &= castleRightsMask[kfrom];
st->key ^= zobCastle[st->castleRights];
- // Reset rule 50 counter
- st->rule50 = 0;
-
// Update checkers BB
st->checkersBB = attackers_to(king_square(~us)) & pieces(us);
// and scan for new X-ray attacks behind the attacker.
b = stmAttackers & pieces(pt);
occ ^= (b & (~b + 1));
- attackers |= (rook_attacks_bb(to, occ) & pieces(ROOK, QUEEN))
- | (bishop_attacks_bb(to, occ) & pieces(BISHOP, QUEEN));
+ attackers |= (attacks_bb<ROOK>(to, occ) & pieces(ROOK, QUEEN))
+ | (attacks_bb<BISHOP>(to, occ) & pieces(BISHOP, QUEEN));
attackers &= occ; // Cut out pieces we've already done