Retire attackers_to(Square s, Color c)

Use the definition in the few places where is needed.

As a nice side effect there is also an optimization in
generate_evasions() where the bitboard of enemy pieces
is computed only once and out of a tight loop.

No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
This commit is contained in:
Marco Costalba
2009-09-20 10:47:59 +01:00
parent 6845397c5c
commit 84d6fe0f31
3 changed files with 16 additions and 21 deletions

View File

@@ -452,7 +452,7 @@ bool Position::move_attacks_square(Move m, Square s) const {
void Position::find_checkers() {
Color us = side_to_move();
st->checkersBB = attackers_to(king_square(us), opposite_color(us));
st->checkersBB = attackers_to(king_square(us)) & pieces_of_color(opposite_color(us));
}
@@ -509,7 +509,7 @@ bool Position::pl_move_is_legal(Move m, Bitboard pinned) const {
// If the moving piece is a king, check whether the destination
// square is attacked by the opponent.
if (type_of_piece_on(from) == KING)
return !attackers_to(move_to(m), opposite_color(us));
return !(attackers_to(move_to(m)) & pieces_of_color(opposite_color(us)));
// A non-king move is legal if and only if it is not pinned or it
// is moving along the ray towards or away from the king.
@@ -864,7 +864,7 @@ void Position::do_move(Move m, StateInfo& newSt, Bitboard dcCandidates) {
// Update checkers bitboard, piece must be already moved
if (ep | pm)
st->checkersBB = attackers_to(king_square(them), us);
st->checkersBB = attackers_to(king_square(them)) & pieces_of_color(us);
else
{
st->checkersBB = EmptyBoardBB;
@@ -1041,7 +1041,7 @@ void Position::do_castle_move(Move m) {
st->rule50 = 0;
// Update checkers BB
st->checkersBB = attackers_to(king_square(them), us);
st->checkersBB = attackers_to(king_square(them)) & pieces_of_color(us);
// Finish
sideToMove = opposite_color(sideToMove);
@@ -1358,12 +1358,12 @@ int Position::see(Square from, Square to) const {
while (true)
{
clear_bit(&occ, from);
attackers = (rook_attacks_bb(to, occ) & pieces(ROOK, QUEEN))
| (bishop_attacks_bb(to, occ) & pieces(BISHOP, QUEEN))
| (piece_attacks_from<KNIGHT>(to) & pieces(KNIGHT))
| (piece_attacks_from<KING>(to) & pieces(KING))
| (pawn_attacks_from(to, WHITE) & pieces(PAWN, BLACK))
| (pawn_attacks_from(to, BLACK) & pieces(PAWN, WHITE));
attackers = (rook_attacks_bb(to, occ) & pieces(ROOK, QUEEN))
| (bishop_attacks_bb(to, occ) & pieces(BISHOP, QUEEN))
| (piece_attacks_from<KNIGHT>(to) & pieces(KNIGHT))
| (piece_attacks_from<KING>(to) & pieces(KING))
| (pawn_attacks_from(to, WHITE) & pieces(PAWN, BLACK))
| (pawn_attacks_from(to, BLACK) & pieces(PAWN, WHITE));
if (from != SQ_NONE)
break;
@@ -1923,7 +1923,7 @@ bool Position::is_ok(int* failedStep) const {
Color us = side_to_move();
Color them = opposite_color(us);
Square ksq = king_square(them);
if (attackers_to(ksq, us))
if (attackers_to(ksq) & pieces_of_color(us))
return false;
}