Second take at unifying bitboard representation access

This patch is built on Tord idea to use functions instead of
templates to access position's bitboards. This has the added advantage
that we don't need fallback functions for cases where the piece
type or the color is a variable and not a constant.

Also added Joona suggestion to workaround request for two types
of pieces like bishop_and_queens() and rook_and_queens().

No functionality or performance change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
This commit is contained in:
Marco Costalba
2009-09-02 11:57:38 +02:00
parent 76bed11f7b
commit 9f28d8a854
8 changed files with 106 additions and 100 deletions

View File

@@ -238,14 +238,14 @@ MoveStack* generate_evasions(const Position& pos, MoveStack* mlist, Bitboard pin
// and to be able to use square_is_attacked().
Bitboard checkers = pos.checkers();
Bitboard checkersAttacks = EmptyBoardBB;
Bitboard b = checkers & pos.pieces<BISHOP_AND_QUEEN>();
Bitboard b = checkers & pos.pieces(BISHOP, QUEEN);
while (b)
{
from = pop_1st_bit(&b);
checkersAttacks |= bishop_attacks_bb(from, b_noKing);
}
b = checkers & pos.pieces<ROOK_AND_QUEEN>();
b = checkers & pos.pieces(ROOK, QUEEN);
while (b)
{
from = pop_1st_bit(&b);
@@ -275,7 +275,7 @@ MoveStack* generate_evasions(const Position& pos, MoveStack* mlist, Bitboard pin
// Generate captures of the checking piece
// Pawn captures
b1 = pos.pawn_attacks(them, checksq) & pos.pieces<PAWN>(us) & ~pinned;
b1 = pos.pawn_attacks(them, checksq) & pos.pieces(PAWN, us) & ~pinned;
while (b1)
{
from = pop_1st_bit(&b1);
@@ -290,9 +290,9 @@ MoveStack* generate_evasions(const Position& pos, MoveStack* mlist, Bitboard pin
}
// Pieces captures
b1 = ( (pos.piece_attacks<KNIGHT>(checksq) & pos.pieces<KNIGHT>(us))
| (pos.piece_attacks<BISHOP>(checksq) & pos.pieces<BISHOP_AND_QUEEN>(us))
| (pos.piece_attacks<ROOK>(checksq) & pos.pieces<ROOK_AND_QUEEN>(us)) ) & ~pinned;
b1 = ( (pos.piece_attacks<KNIGHT>(checksq) & pos.pieces(KNIGHT, us))
| (pos.piece_attacks<BISHOP>(checksq) & pos.pieces(BISHOP, QUEEN, us))
| (pos.piece_attacks<ROOK>(checksq) & pos.pieces(ROOK, QUEEN, us)) ) & ~pinned;
while (b1)
{
@@ -302,7 +302,7 @@ MoveStack* generate_evasions(const Position& pos, MoveStack* mlist, Bitboard pin
// Blocking check evasions are possible only if the checking piece is
// a slider.
if (checkers & (pos.pieces<BISHOP>() | pos.pieces<ROOK>() | pos.pieces<QUEEN>()))
if (checkers & (pos.pieces(BISHOP) | pos.pieces(ROOK) | pos.pieces(QUEEN)))
{
Bitboard blockSquares = squares_between(checksq, ksq);
@@ -323,10 +323,10 @@ MoveStack* generate_evasions(const Position& pos, MoveStack* mlist, Bitboard pin
// check. If pos.ep_square() is set, the last move made must have been
// a double pawn push. If, furthermore, the checking piece is a pawn,
// an en passant check evasion may be possible.
if (pos.ep_square() != SQ_NONE && (checkers & pos.pieces<PAWN>(them)))
if (pos.ep_square() != SQ_NONE && (checkers & pos.pieces(PAWN, them)))
{
to = pos.ep_square();
b1 = pos.pawn_attacks(them, to) & pos.pieces<PAWN>(us);
b1 = pos.pawn_attacks(them, to) & pos.pieces(PAWN, us);
// The checking pawn cannot be a discovered (bishop) check candidate
// otherwise we were in check also before last double push move.
@@ -675,7 +675,7 @@ namespace {
const SquareDelta TDELTA_N = (Us == WHITE ? DELTA_N : DELTA_S);
Square to;
Bitboard pawns = pos.pieces<PAWN>(Us);
Bitboard pawns = pos.pieces(PAWN, Us);
Bitboard enemyPieces = pos.pieces_of_color(opposite_color(Us));
bool possiblePromotion = (pawns & TRank7BB);
@@ -725,7 +725,7 @@ namespace {
Bitboard b1, b2;
Square to;
Bitboard pawns = pos.pieces<PAWN>(Us);
Bitboard pawns = pos.pieces(PAWN, Us);
Bitboard emptySquares = pos.empty_squares();
if (pawns & TRank7BB) // There is some promotion candidate ?
@@ -786,7 +786,7 @@ namespace {
Square to;
Bitboard b1, b2, b3;
Bitboard pawns = pos.pieces<PAWN>(Us);
Bitboard pawns = pos.pieces(PAWN, Us);
if (dc & pawns)
{
@@ -832,7 +832,7 @@ namespace {
MoveStack* generate_piece_checks(const Position& pos, MoveStack* mlist, Color us,
Bitboard dc, Square ksq) {
Bitboard target = pos.pieces<Piece>(us);
Bitboard target = pos.pieces(Piece, us);
// Discovered checks
Bitboard b = target & dc;
@@ -881,7 +881,7 @@ namespace {
Square to;
// Find non-pinned pawns and push them one square
Bitboard b1 = move_pawns<Us, DELTA_N>(pos.pieces<PAWN>(Us) & ~pinned);
Bitboard b1 = move_pawns<Us, DELTA_N>(pos.pieces(PAWN, Us) & ~pinned);
// We don't have to AND with empty squares here,
// because the blocking squares will always be empty.