// 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.
-template<int Pt>
+template<PieceType Pt>
PieceType min_attacker(const Bitboard* byTypeBB, Square to, Bitboard stmAttackers,
Bitboard& occupied, Bitboard& attackers) {
Bitboard b = stmAttackers & byTypeBB[Pt];
if (!b)
- return min_attacker<Pt + 1>(byTypeBB, to, stmAttackers, occupied, attackers);
+ return min_attacker<PieceType(Pt + 1)>(byTypeBB, to, stmAttackers, occupied, attackers);
occupied ^= lsb(b); // Remove the attacker from occupied
// X-ray may add already processed pieces because byTypeBB[] is constant: in
// the rook example, now attackers contains _again_ rook in a7, so remove it.
attackers &= occupied;
- return (PieceType)Pt;
+ return Pt;
}
template<>
if (type_of(pc) == PAWN)
si->pawnKey ^= Zobrist::psq[pc][s];
- else if (type_of(pc) != PAWN && type_of(pc) != KING)
+ else if (type_of(pc) != KING)
si->nonPawnMaterial[color_of(pc)] += PieceValue[MG][pc];
}
// 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;
+ Bitboard occupancy = pieces() ^ snipers;
while (snipers)
{
if (!(between_bb(s1, s2) & pieces()))
{
- // In the cuckoo table, both moves Rc1c5 and Rc5c1 are stored in the same
- // location. We select the legal one by reversing the move variable if necessary.
- if (empty(s1))
- move = make_move(s2, s1);
-
if (ply > i)
return true;
- // For nodes before or at the root, check that the move is a repetition one
- // rather than a move to the current position
+ // For nodes before or at the root, check that the move is a
+ // repetition rather than a move to the current position.
+ // In the cuckoo table, both moves Rc1c5 and Rc5c1 are stored in
+ // the same location, so we have to select which square to check.
if (color_of(piece_on(empty(s1) ? s2 : s1)) != side_to_move())
continue;
assert(0 && "pos_is_ok: Index");
}
- for (Color c = WHITE; c <= BLACK; ++c)
- for (CastlingSide s = KING_SIDE; s <= QUEEN_SIDE; s = CastlingSide(s + 1))
+ for (Color c : { WHITE, BLACK })
+ for (CastlingSide s : {KING_SIDE, QUEEN_SIDE})
{
if (!can_castle(c | s))
continue;