Bitboard sliding_attacks(Square s, Direction d) const;
Bitboard ray_attacks(Square s, SignedDirection d) const;
Bitboard pawn_attacks(Color c, Square s) const;
- Bitboard white_pawn_attacks(Square s) const;
- Bitboard black_pawn_attacks(Square s) const;
- Bitboard knight_attacks(Square s) const;
- Bitboard bishop_attacks(Square s) const;
- Bitboard rook_attacks(Square s) const;
- Bitboard queen_attacks(Square s) const;
- Bitboard king_attacks(Square s) const;
+
+ template<PieceType>
+ Bitboard piece_attacks(Square s) const;
// Bitboards for pinned pieces and discovered check candidates
Bitboard discovered_check_candidates(Color c) const;
void reset_game_ply();
// Position consistency check, for debugging
- bool is_ok() const;
+ bool is_ok(int* failedStep = NULL) const;
// Static member functions:
static void init_zobrist();
return StepAttackBB[pawn_of_color(c)][s];
}
-inline Bitboard Position::white_pawn_attacks(Square s) const {
- return pawn_attacks(WHITE, s);
-}
-
-inline Bitboard Position::black_pawn_attacks(Square s) const {
- return pawn_attacks(BLACK, s);
-}
-
-inline Bitboard Position::knight_attacks(Square s) const {
+template<>
+inline Bitboard Position::piece_attacks<KNIGHT>(Square s) const {
return StepAttackBB[KNIGHT][s];
}
-inline Bitboard Position::rook_attacks(Square s) const {
- return rook_attacks_bb(s, occupied_squares());
+template<>
+inline Bitboard Position::piece_attacks<BISHOP>(Square s) const {
+ return bishop_attacks_bb(s, occupied_squares());
}
-inline Bitboard Position::bishop_attacks(Square s) const {
- return bishop_attacks_bb(s, occupied_squares());
+template<>
+inline Bitboard Position::piece_attacks<ROOK>(Square s) const {
+ return rook_attacks_bb(s, occupied_squares());
}
-inline Bitboard Position::queen_attacks(Square s) const {
- return rook_attacks(s) | bishop_attacks(s);
+template<>
+inline Bitboard Position::piece_attacks<QUEEN>(Square s) const {
+ return piece_attacks<ROOK>(s) | piece_attacks<BISHOP>(s);
}
-inline Bitboard Position::king_attacks(Square s) const {
+template<>
+inline Bitboard Position::piece_attacks<KING>(Square s) const {
return StepAttackBB[KING][s];
}
}
inline bool Position::white_pawn_attacks_square(Square f, Square t) const {
- return bit_is_set(white_pawn_attacks(f), t);
+ return bit_is_set(pawn_attacks(WHITE, f), t);
}
inline bool Position::black_pawn_attacks_square(Square f, Square t) const {
- return bit_is_set(black_pawn_attacks(f), t);
+ return bit_is_set(pawn_attacks(BLACK, f), t);
}
inline bool Position::knight_attacks_square(Square f, Square t) const {
- return bit_is_set(knight_attacks(f), t);
+ return bit_is_set(piece_attacks<KNIGHT>(f), t);
}
inline bool Position::bishop_attacks_square(Square f, Square t) const {
- return bit_is_set(bishop_attacks(f), t);
+ return bit_is_set(piece_attacks<BISHOP>(f), t);
}
inline bool Position::rook_attacks_square(Square f, Square t) const {
- return bit_is_set(rook_attacks(f), t);
+ return bit_is_set(piece_attacks<ROOK>(f), t);
}
inline bool Position::queen_attacks_square(Square f, Square t) const {
- return bit_is_set(queen_attacks(f), t);
+ return bit_is_set(piece_attacks<QUEEN>(f), t);
}
inline bool Position::king_attacks_square(Square f, Square t) const {
- return bit_is_set(king_attacks(f), t);
+ return bit_is_set(piece_attacks<KING>(f), t);
}
inline bool Position::pawn_is_passed(Color c, Square s) const {