const std::string fen() const;
// Position representation
- Bitboard pieces() const;
Bitboard pieces(PieceType pt) const;
Bitboard pieces(PieceType pt1, PieceType pt2) const;
Bitboard pieces(Color c) const;
bool is_on_semiopen_file(Color c, Square s) const;
// Castling
- int castling_rights(Color c) const;
+ CastlingRights castling_rights(Color c) const;
bool can_castle(CastlingRights cr) const;
bool castling_impeded(CastlingRights cr) const;
Square castling_rook_square(CastlingRights cr) const;
// Attacks to/from a given square
Bitboard attackers_to(Square s) const;
Bitboard attackers_to(Square s, Bitboard occupied) const;
- Bitboard attacks_from(PieceType pt, Square s) const;
- template<PieceType> Bitboard attacks_from(Square s) const;
- template<PieceType> Bitboard attacks_from(Square s, Color c) const;
Bitboard slider_blockers(Bitboard sliders, Square s, Bitboard& pinners) const;
// Properties of moves
return sideToMove;
}
-inline bool Position::empty(Square s) const {
- return board[s] == NO_PIECE;
-}
-
inline Piece Position::piece_on(Square s) const {
+ assert(is_ok(s));
return board[s];
}
-inline Piece Position::moved_piece(Move m) const {
- return board[from_sq(m)];
+inline bool Position::empty(Square s) const {
+ return piece_on(s) == NO_PIECE;
}
-inline Bitboard Position::pieces() const {
- return byTypeBB[ALL_PIECES];
+inline Piece Position::moved_piece(Move m) const {
+ return piece_on(from_sq(m));
}
-inline Bitboard Position::pieces(PieceType pt) const {
+inline Bitboard Position::pieces(PieceType pt = ALL_PIECES) const {
return byTypeBB[pt];
}
inline Bitboard Position::pieces(PieceType pt1, PieceType pt2) const {
- return byTypeBB[pt1] | byTypeBB[pt2];
+ return pieces(pt1) | pieces(pt2);
}
inline Bitboard Position::pieces(Color c) const {
}
inline Bitboard Position::pieces(Color c, PieceType pt) const {
- return byColorBB[c] & byTypeBB[pt];
+ return pieces(c) & pieces(pt);
}
inline Bitboard Position::pieces(Color c, PieceType pt1, PieceType pt2) const {
- return byColorBB[c] & (byTypeBB[pt1] | byTypeBB[pt2]);
+ return pieces(c) & (pieces(pt1) | pieces(pt2));
}
template<PieceType Pt> inline int Position::count(Color c) const {
}
template<PieceType Pt> inline int Position::count() const {
- return pieceCount[make_piece(WHITE, Pt)] + pieceCount[make_piece(BLACK, Pt)];
+ return count<Pt>(WHITE) + count<Pt>(BLACK);
}
template<PieceType Pt> inline const Square* Position::squares(Color c) const {
template<PieceType Pt> inline Square Position::square(Color c) const {
assert(pieceCount[make_piece(c, Pt)] == 1);
- return pieceList[make_piece(c, Pt)][0];
+ return squares<Pt>(c)[0];
}
inline Square Position::ep_square() const {
return st->castlingRights & cr;
}
-inline int Position::castling_rights(Color c) const {
- return st->castlingRights & (c == WHITE ? WHITE_CASTLING : BLACK_CASTLING);
+inline CastlingRights Position::castling_rights(Color c) const {
+ return c & CastlingRights(st->castlingRights);
}
inline bool Position::castling_impeded(CastlingRights cr) const {
assert(cr == WHITE_OO || cr == WHITE_OOO || cr == BLACK_OO || cr == BLACK_OOO);
- return byTypeBB[ALL_PIECES] & castlingPath[cr];
+ return pieces() & castlingPath[cr];
}
inline Square Position::castling_rook_square(CastlingRights cr) const {
return castlingRookSquare[cr];
}
-template<PieceType Pt>
-inline Bitboard Position::attacks_from(Square s) const {
- static_assert(Pt != PAWN, "Pawn attacks need color");
-
- return Pt == BISHOP || Pt == ROOK ? attacks_bb<Pt>(s, byTypeBB[ALL_PIECES])
- : Pt == QUEEN ? attacks_from<ROOK>(s) | attacks_from<BISHOP>(s)
- : PseudoAttacks[Pt][s];
-}
-
-template<>
-inline Bitboard Position::attacks_from<PAWN>(Square s, Color c) const {
- return PawnAttacks[c][s];
-}
-
-inline Bitboard Position::attacks_from(PieceType pt, Square s) const {
- return attacks_bb(pt, s, byTypeBB[ALL_PIECES]);
-}
-
inline Bitboard Position::attackers_to(Square s) const {
- return attackers_to(s, byTypeBB[ALL_PIECES]);
+ return attackers_to(s, pieces());
}
inline Bitboard Position::checkers() const {
}
inline Value Position::non_pawn_material() const {
- return st->nonPawnMaterial[WHITE] + st->nonPawnMaterial[BLACK];
+ return non_pawn_material(WHITE) + non_pawn_material(BLACK);
}
inline int Position::game_ply() const {
}
inline bool Position::opposite_bishops() const {
- return pieceCount[W_BISHOP] == 1
- && pieceCount[B_BISHOP] == 1
+ return count<BISHOP>(WHITE) == 1
+ && count<BISHOP>(BLACK) == 1
&& opposite_colors(square<BISHOP>(WHITE), square<BISHOP>(BLACK));
}
inline void Position::put_piece(Piece pc, Square s) {
board[s] = pc;
- byTypeBB[ALL_PIECES] |= s;
- byTypeBB[type_of(pc)] |= s;
+ byTypeBB[ALL_PIECES] |= byTypeBB[type_of(pc)] |= s;
byColorBB[color_of(pc)] |= s;
index[s] = pieceCount[pc]++;
pieceList[pc][index[s]] = s;