Better naming in endgame code

And small clean-up of magic bitboards code.

No functional change.

Closes #1138
This commit is contained in:
Marco Costalba
2017-06-04 11:03:23 +02:00
committed by Joona Kiiski
parent f907d5b7d9
commit 27ba611a3d
8 changed files with 75 additions and 92 deletions

View File

@@ -76,6 +76,18 @@ extern Bitboard PseudoAttacks[PIECE_TYPE_NB][SQUARE_NB];
extern Bitboard PawnAttacks[COLOR_NB][SQUARE_NB];
/// Magic holds all magic bitboards relevant data for a single square
struct Magic {
Bitboard mask;
Bitboard magic;
Bitboard* attacks;
unsigned shift;
};
extern Magic RookMagics[SQUARE_NB];
extern Magic BishopMagics[SQUARE_NB];
/// Overloads of bitwise operators between a Bitboard and a Square for testing
/// whether a given bit is set in a bitboard, and for setting and clearing bits.
@@ -209,47 +221,27 @@ template<> inline int distance<File>(Square x, Square y) { return distance(file_
template<> inline int distance<Rank>(Square x, Square y) { return distance(rank_of(x), rank_of(y)); }
/// Magic holds all magic relevant data for a single square
struct Magic {
Bitboard mask;
Bitboard magic;
Bitboard* attacks;
unsigned shift;
};
/// attacks_bb() returns a bitboard representing all the squares attacked by a
/// piece of type Pt (bishop or rook) placed on 's'. The helper magic_index()
/// looks up the index using the 'magic bitboards' approach.
template<PieceType Pt>
inline unsigned magic_index(Square s, Bitboard occupied) {
extern Magic RookMagics[SQUARE_NB];
extern Magic BishopMagics[SQUARE_NB];
const Magic* Magics = Pt == ROOK ? RookMagics : BishopMagics;
Bitboard mask = Magics[s].mask;
Bitboard magic = Magics[s].magic;
unsigned shift = Magics[s].shift;
inline unsigned magic_index(const Magic& m, Bitboard occupied) {
if (HasPext)
return unsigned(pext(occupied, mask));
return unsigned(pext(occupied, m.mask));
if (Is64Bit)
return unsigned(((occupied & mask) * magic) >> shift);
return unsigned(((occupied & m.mask) * m.magic) >> m.shift);
unsigned lo = unsigned(occupied) & unsigned(mask);
unsigned hi = unsigned(occupied >> 32) & unsigned(mask >> 32);
return (lo * unsigned(magic) ^ hi * unsigned(magic >> 32)) >> shift;
unsigned lo = unsigned(occupied) & unsigned(m.mask);
unsigned hi = unsigned(occupied >> 32) & unsigned(m.mask >> 32);
return (lo * unsigned(m.magic) ^ hi * unsigned(m.magic >> 32)) >> m.shift;
}
template<PieceType Pt>
inline Bitboard attacks_bb(Square s, Bitboard occupied) {
extern Magic RookMagics[SQUARE_NB];
extern Magic BishopMagics[SQUARE_NB];
return (Pt == ROOK ? RookMagics : BishopMagics)[s].attacks[magic_index<Pt>(s, occupied)];
const Magic& M = Pt == ROOK ? RookMagics[s] : BishopMagics[s];
return M.attacks[magic_index(M, occupied)];
}
inline Bitboard attacks_bb(PieceType pt, Square s, Bitboard occupied) {