// Various initialisations
chess960 = isChess960;
- find_checkers();
+ st->checkersBB = attackers_to(king_square(sideToMove)) & pieces(opposite_color(sideToMove));
st->key = compute_key();
st->pawnKey = compute_pawn_key();
Square sqH = relative_square(c, SQ_H1);
Square rsq, ksq = king_square(c);
- token = toupper(token);
+ token = char(toupper(token));
if (token == 'K')
for (rsq = sqH; piece_on(rsq) != make_piece(c, ROOK); rsq--) {}
Bitboard Position::hidden_checkers(Color c) const {
Bitboard result = EmptyBoardBB;
- Bitboard pinners = pieces_of_color(FindPinned ? opposite_color(c) : c);
+ Bitboard pinners = pieces(FindPinned ? opposite_color(c) : c);
// Pinned pieces protect our king, dicovery checks attack
// the enemy king.
assert(b);
if ( !(b & (b - 1)) // Only one bit set?
- && (b & pieces_of_color(c))) // Is an our piece?
+ && (b & pieces(c))) // Is an our piece?
result |= b;
}
return result;
do_move_bb(&occ, make_move_bb(f, t));
xray = ( (rook_attacks_bb(s, occ) & pieces(ROOK, QUEEN))
|(bishop_attacks_bb(s, occ) & pieces(BISHOP, QUEEN)))
- & pieces_of_color(piece_color(piece_on(f)));
+ & pieces(piece_color(piece_on(f)));
// If we have attacks we need to verify that are caused by our move
// and are not already existent ones.
}
-/// Position::find_checkers() computes the checkersBB bitboard, which
-/// contains a nonzero bit for each checking piece (0, 1 or 2). It
-/// currently works by calling Position::attackers_to, which is probably
-/// inefficient. Consider rewriting this function to use the last move
-/// played, like in non-bitboard versions of Glaurung.
-
-void Position::find_checkers() {
-
- Color us = side_to_move();
- st->checkersBB = attackers_to(king_square(us)) & pieces_of_color(opposite_color(us));
-}
-
-
/// Position::pl_move_is_legal() tests whether a pseudo-legal move is legal
bool Position::pl_move_is_legal(Move m, Bitboard pinned) const {
// square is attacked by the opponent. Castling moves are checked
// for legality during move generation.
if (piece_type(piece_on(from)) == KING)
- return move_is_castle(m) || !(attackers_to(move_to(m)) & pieces_of_color(opposite_color(us)));
+ return move_is_castle(m) || !(attackers_to(move_to(m)) & pieces(opposite_color(us)));
// A non-king move is legal if and only if it is not pinned or it
// is moving along the ray towards or away from the king.
{
Bitboard b = occupied_squares();
clear_bit(&b, from);
- if (attackers_to(move_to(m), b) & pieces_of_color(opposite_color(us)))
+ if (attackers_to(move_to(m), b) & pieces(opposite_color(us)))
return false;
}
else
if (moveIsCheck)
{
if (ep | pm)
- st->checkersBB = attackers_to(king_square(them)) & pieces_of_color(us);
+ st->checkersBB = attackers_to(king_square(them)) & pieces(us);
else
{
// Direct checks
st->rule50 = 0;
// Update checkers BB
- st->checkersBB = attackers_to(king_square(them)) & pieces_of_color(us);
+ st->checkersBB = attackers_to(king_square(them)) & pieces(us);
// Finish
sideToMove = opposite_color(sideToMove);
// If the opponent has no attackers we are finished
stm = opposite_color(piece_color(piece_on(from)));
- stmAttackers = attackers & pieces_of_color(stm);
+ stmAttackers = attackers & pieces(stm);
if (!stmAttackers)
return PieceValueMidgame[capturedType];
// move before beginning the next iteration.
capturedType = pt;
stm = opposite_color(stm);
- stmAttackers = attackers & pieces_of_color(stm);
+ stmAttackers = attackers & pieces(stm);
// Stop before processing a king capture
if (capturedType == KING && stmAttackers)
st->epSquare = flip_square(pos.st->epSquare);
// Checkers
- find_checkers();
+ st->checkersBB = attackers_to(king_square(sideToMove)) & pieces(opposite_color(sideToMove));
// Hash keys
st->key = compute_key();
Color us = side_to_move();
Color them = opposite_color(us);
Square ksq = king_square(them);
- if (attackers_to(ksq) & pieces_of_color(us))
+ if (attackers_to(ksq) & pieces(us))
return false;
}
if (debugBitboards)
{
// The intersection of the white and black pieces must be empty
- if ((pieces_of_color(WHITE) & pieces_of_color(BLACK)) != EmptyBoardBB)
+ if ((pieces(WHITE) & pieces(BLACK)) != EmptyBoardBB)
return false;
// The union of the white and black pieces must be equal to all
// occupied squares
- if ((pieces_of_color(WHITE) | pieces_of_color(BLACK)) != occupied_squares())
+ if ((pieces(WHITE) | pieces(BLACK)) != occupied_squares())
return false;
// Separate piece type bitboards must have empty intersections
for (PieceType pt = PAWN; pt <= KING; pt++)
for (int i = 0; i < pieceCount[c][pt]; i++)
{
- if (piece_on(piece_list(c, pt, i)) != make_piece(c, pt))
+ if (piece_on(piece_list(c, pt)[i]) != make_piece(c, pt))
return false;
- if (index[piece_list(c, pt, i)] != i)
+ if (index[piece_list(c, pt)[i]] != i)
return false;
}