along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
-#include <algorithm>
#include <cassert>
#include <cstddef> // For offsetof()
#include <cstring> // For std::memset, std::memcmp
Square kto = relative_square(c, cs == KING_SIDE ? SQ_G1 : SQ_C1);
Square rto = relative_square(c, cs == KING_SIDE ? SQ_F1 : SQ_D1);
- for (Square s = std::min(rfrom, rto); s <= std::max(rfrom, rto); ++s)
- if (s != kfrom && s != rfrom)
- castlingPath[cr] |= s;
-
- for (Square s = std::min(kfrom, kto); s <= std::max(kfrom, kto); ++s)
- if (s != kfrom && s != rfrom)
- castlingPath[cr] |= s;
+ castlingPath[cr] = (between_bb(rfrom, rto) | between_bb(kfrom, kto) | rto | kto)
+ & ~(square_bb(kfrom) | rfrom);
}
Bitboard blockers = 0;
pinners = 0;
- // Snipers are sliders that attack 's' when a piece is removed
+ // Snipers are sliders that attack 's' when a piece and other snipers are removed
Bitboard snipers = ( (PseudoAttacks[ ROOK][s] & pieces(QUEEN, ROOK))
| (PseudoAttacks[BISHOP][s] & pieces(QUEEN, BISHOP))) & sliders;
+ Bitboard occupancy = pieces() & ~snipers;
while (snipers)
{
Square sniperSq = pop_lsb(&snipers);
- Bitboard b = between_bb(s, sniperSq) & pieces();
+ Bitboard b = between_bb(s, sniperSq) & occupancy;
if (b && !more_than_one(b))
{
{
// We have already handled promotion moves, so destination
// cannot be on the 8th/1st rank.
- if (rank_of(to) == relative_rank(us, RANK_8))
+ if ((Rank8BB | Rank1BB) & to)
return false;
if ( !(attacks_from<PAWN>(from, us) & pieces(~us) & to) // Not a capture
stmAttackers = attackers & pieces(stm);
// Don't allow pinned pieces to attack (except the king) as long as
- // all pinners are on their original square.
- if (!(st->pinners[~stm] & ~occupied))
+ // any pinners are on their original square.
+ if (st->pinners[~stm] & occupied)
stmAttackers &= ~st->blockersForKing[stm];
// If stm has no more attackers then give up: stm loses