Templetize functions to get pieces by type

Use a single template to get bitboard representation of
the position given the type of piece as a constant.

This removes almost 80 lines of code and introduces an
uniform notation to be used for querying for piece type.

No functional change and no performance change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
This commit is contained in:
Marco Costalba
2009-08-31 17:07:03 +02:00
parent e33c94883f
commit 76bed11f7b
8 changed files with 90 additions and 167 deletions

View File

@@ -348,8 +348,8 @@ Value do_evaluate(const Position& pos, EvalInfo& ei, int threadID) {
ei.kingZone[BLACK] = ei.attackedBy[WHITE][KING] | (ei.attackedBy[WHITE][KING] << 8);
// Initialize pawn attack bitboards for both sides
ei.attackedBy[WHITE][PAWN] = ((pos.pawns(WHITE) << 9) & ~FileABB) | ((pos.pawns(WHITE) << 7) & ~FileHBB);
ei.attackedBy[BLACK][PAWN] = ((pos.pawns(BLACK) >> 7) & ~FileABB) | ((pos.pawns(BLACK) >> 9) & ~FileHBB);
ei.attackedBy[WHITE][PAWN] = ((pos.pieces<PAWN>(WHITE) << 9) & ~FileABB) | ((pos.pieces<PAWN>(WHITE) << 7) & ~FileHBB);
ei.attackedBy[BLACK][PAWN] = ((pos.pieces<PAWN>(BLACK) >> 7) & ~FileABB) | ((pos.pieces<PAWN>(BLACK) >> 9) & ~FileHBB);
Bitboard b1 = ei.attackedBy[WHITE][PAWN] & ei.attackedBy[BLACK][KING];
Bitboard b2 = ei.attackedBy[BLACK][PAWN] & ei.attackedBy[WHITE][KING];
if (b1)
@@ -590,10 +590,10 @@ namespace {
// Increase bonus if supported by pawn, especially if the opponent has
// no minor piece which can exchange the outpost piece
if (bonus && (p.pawn_attacks(them, s) & p.pawns(us)))
if (bonus && (p.pawn_attacks(them, s) & p.pieces<PAWN>(us)))
{
if ( p.knights(them) == EmptyBoardBB
&& (SquaresByColorBB[square_color(s)] & p.bishops(them)) == EmptyBoardBB)
if ( p.pieces<KNIGHT>(them) == EmptyBoardBB
&& (SquaresByColorBB[square_color(s)] & p.pieces<BISHOP>(them)) == EmptyBoardBB)
bonus += bonus + bonus / 2;
else
bonus += bonus / 2;
@@ -622,9 +622,9 @@ namespace {
if (Piece == KNIGHT || Piece == QUEEN)
b = pos.piece_attacks<Piece>(s);
else if (Piece == BISHOP)
b = bishop_attacks_bb(s, pos.occupied_squares() & ~pos.queens(us));
b = bishop_attacks_bb(s, pos.occupied_squares() & ~pos.pieces<QUEEN>(us));
else if (Piece == ROOK)
b = rook_attacks_bb(s, pos.occupied_squares() & ~pos.rooks_and_queens(us));
b = rook_attacks_bb(s, pos.occupied_squares() & ~pos.pieces<ROOK_AND_QUEEN>(us));
else
assert(false);
@@ -787,8 +787,8 @@ namespace {
from = p.piece_list(them, QUEEN, i);
if ( bit_is_set(p.piece_attacks<QUEEN>(from), to)
&& !bit_is_set(p.pinned_pieces(them), from)
&& !(rook_attacks_bb(to, occ & ClearMaskBB[from]) & p.rooks_and_queens(us))
&& !(bishop_attacks_bb(to, occ & ClearMaskBB[from]) & p.bishops_and_queens(us)))
&& !(rook_attacks_bb(to, occ & ClearMaskBB[from]) & p.pieces<ROOK_AND_QUEEN>(us))
&& !(bishop_attacks_bb(to, occ & ClearMaskBB[from]) & p.pieces<BISHOP_AND_QUEEN>(us)))
ei.mateThreat[them] = make_move(from, to);
}
@@ -841,7 +841,7 @@ namespace {
// adding pawns later).
if (DiscoveredCheckBonus)
{
b = p.discovered_check_candidates(them) & ~p.pawns();
b = p.discovered_check_candidates(them) & ~p.pieces<PAWN>();
if (b)
attackUnits += DiscoveredCheckBonus * count_1s_max_15<HasPopCnt>(b) * (sente? 2 : 1);
}
@@ -889,7 +889,7 @@ namespace {
Color them = opposite_color(us);
Square ourKingSq = pos.king_square(us);
Square theirKingSq = pos.king_square(them);
Bitboard b = ei.pi->passed_pawns() & pos.pawns(us), b2, b3, b4;
Bitboard b = ei.pi->passed_pawns() & pos.pieces<PAWN>(us), b2, b3, b4;
while (b)
{
@@ -923,14 +923,14 @@ namespace {
// If there is an enemy rook or queen attacking the pawn from behind,
// add all X-ray attacks by the rook or queen.
if ( bit_is_set(ei.attacked_by(them,ROOK) | ei.attacked_by(them,QUEEN),s)
&& (squares_behind(us, s) & pos.rooks_and_queens(them)))
&& (squares_behind(us, s) & pos.pieces<ROOK_AND_QUEEN>(them)))
b3 = b2;
// Squares attacked or occupied by enemy pieces
b3 |= (b2 & pos.pieces_of_color(them));
// There are no enemy pawns in the pawn's path
assert((b2 & pos.pieces_of_color(them) & pos.pieces_of_type(PAWN)) == EmptyBoardBB);
assert((b2 & pos.pieces<PAWN>(them)) == EmptyBoardBB);
// Are any of the squares in the pawn's path attacked or occupied by the enemy?
if (b3 == EmptyBoardBB)
@@ -951,7 +951,7 @@ namespace {
}
// If the pawn is supported by a friendly pawn, increase bonus
b2 = pos.pawns(us) & neighboring_files_bb(s);
b2 = pos.pieces<PAWN>(us) & neighboring_files_bb(s);
if (b2 & rank_bb(s))
ebonus += Value(r * 20);
else if (pos.pawn_attacks(them, s) & b2)
@@ -993,7 +993,7 @@ namespace {
if ( pos.non_pawn_material(them) <= KnightValueMidgame
&& pos.piece_count(them, KNIGHT) <= 1)
ebonus += ebonus / 4;
else if (pos.rooks_and_queens(them))
else if (pos.pieces<ROOK_AND_QUEEN>(them))
ebonus -= ebonus / 4;
}
@@ -1115,13 +1115,13 @@ namespace {
// pawn, or if it is undefended and attacked by an enemy piece.
Bitboard safeSquares = SpaceMask[us]
& ~pos.pawns(us)
& ~pos.pieces<PAWN>(us)
& ~ei.attacked_by(them, PAWN)
& ~(~ei.attacked_by(us) & ei.attacked_by(them));
// Find all squares which are at most three squares behind some friendly
// pawn.
Bitboard behindFriendlyPawns = pos.pawns(us);
Bitboard behindFriendlyPawns = pos.pieces<PAWN>(us);
if (us == WHITE)
{
behindFriendlyPawns |= (behindFriendlyPawns >> 8);