Change pos.pieces() argument order

Let first argument to be the 'color'. This allows to align
pos.pieces() signatures with piece_list(), piece_count() and
all the other functions where 'color' argument is passed as
first one.

No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
This commit is contained in:
Marco Costalba
2012-05-01 12:01:38 +01:00
parent 5e90580088
commit b9bc6e823f
8 changed files with 59 additions and 59 deletions

View File

@@ -519,8 +519,8 @@ Value do_evaluate(const Position& pos, Value& margin) {
// no minor piece which can exchange the outpost piece.
if (bonus && (ei.attackedBy[Us][PAWN] & s))
{
if ( !pos.pieces(KNIGHT, Them)
&& !(same_color_squares(s) & pos.pieces(BISHOP, Them)))
if ( !pos.pieces(Them, KNIGHT)
&& !(same_color_squares(s) & pos.pieces(Them, BISHOP)))
bonus += bonus + bonus / 2;
else
bonus += bonus / 2;
@@ -551,9 +551,9 @@ Value do_evaluate(const Position& pos, Value& margin) {
if (Piece == KNIGHT || Piece == QUEEN)
b = pos.attacks_from<Piece>(s);
else if (Piece == BISHOP)
b = attacks_bb<BISHOP>(s, pos.pieces() ^ pos.pieces(QUEEN, Us));
b = attacks_bb<BISHOP>(s, pos.pieces() ^ pos.pieces(Us, QUEEN));
else if (Piece == ROOK)
b = attacks_bb<ROOK>(s, pos.pieces() ^ pos.pieces(ROOK, QUEEN, Us));
b = attacks_bb<ROOK>(s, pos.pieces() ^ pos.pieces(Us, ROOK, QUEEN));
else
assert(false);
@@ -592,7 +592,7 @@ Value do_evaluate(const Position& pos, Value& margin) {
// Bishop and knight outposts squares
if ( (Piece == BISHOP || Piece == KNIGHT)
&& !(pos.pieces(PAWN, Them) & attack_span_mask(Us, s)))
&& !(pos.pieces(Them, PAWN) & attack_span_mask(Us, s)))
score += evaluate_outposts<Piece, Us>(pos, ei, s);
// Queen or rook on 7th rank
@@ -902,8 +902,8 @@ Value do_evaluate(const Position& pos, Value& margin) {
// If there is an enemy rook or queen attacking the pawn from behind,
// add all X-ray attacks by the rook or queen. Otherwise consider only
// the squares in the pawn's path attacked or occupied by the enemy.
if ( (forward_bb(Them, s) & pos.pieces(ROOK, QUEEN, Them))
&& (forward_bb(Them, s) & pos.pieces(ROOK, QUEEN, Them) & pos.attacks_from<ROOK>(s)))
if ( (forward_bb(Them, s) & pos.pieces(Them, ROOK, QUEEN))
&& (forward_bb(Them, s) & pos.pieces(Them, ROOK, QUEEN) & pos.attacks_from<ROOK>(s)))
unsafeSquares = squaresToQueen;
else
unsafeSquares = squaresToQueen & (ei.attackedBy[Them][0] | pos.pieces(Them));
@@ -923,7 +923,7 @@ Value do_evaluate(const Position& pos, Value& margin) {
// Increase the bonus if the passed pawn is supported by a friendly pawn
// on the same rank and a bit smaller if it's on the previous rank.
supportingPawns = pos.pieces(PAWN, Us) & adjacent_files_bb(file_of(s));
supportingPawns = pos.pieces(Us, PAWN) & adjacent_files_bb(file_of(s));
if (supportingPawns & rank_bb(s))
ebonus += Value(r * 20);
@@ -940,7 +940,7 @@ Value do_evaluate(const Position& pos, Value& margin) {
{
if (pos.non_pawn_material(Them) <= KnightValueMidgame)
ebonus += ebonus / 4;
else if (pos.pieces(ROOK, QUEEN, Them))
else if (pos.pieces(Them, ROOK, QUEEN))
ebonus -= ebonus / 4;
}
score += make_score(mbonus, ebonus);
@@ -1013,7 +1013,7 @@ Value do_evaluate(const Position& pos, Value& margin) {
loserSide = ~winnerSide;
// Step 3. Can the losing side possibly create a new passed pawn and thus prevent the loss?
b = candidates = pos.pieces(PAWN, loserSide);
b = candidates = pos.pieces(loserSide, PAWN);
while (b)
{
@@ -1026,7 +1026,7 @@ Value do_evaluate(const Position& pos, Value& margin) {
// Check if (without even considering any obstacles) we're too far away or doubled
if ( pliesToQueen[winnerSide] + 3 <= pliesToGo
|| (forward_bb(loserSide, s) & pos.pieces(PAWN, loserSide)))
|| (forward_bb(loserSide, s) & pos.pieces(loserSide, PAWN)))
candidates ^= s;
}
@@ -1050,8 +1050,8 @@ Value do_evaluate(const Position& pos, Value& margin) {
// Generate list of blocking pawns and supporters
supporters = adjacent_files_bb(file_of(s)) & candidates;
opposed = forward_bb(loserSide, s) & pos.pieces(PAWN, winnerSide);
blockers = passed_pawn_mask(loserSide, s) & pos.pieces(PAWN, winnerSide);
opposed = forward_bb(loserSide, s) & pos.pieces(winnerSide, PAWN);
blockers = passed_pawn_mask(loserSide, s) & pos.pieces(winnerSide, PAWN);
assert(blockers);
@@ -1128,12 +1128,12 @@ Value do_evaluate(const Position& pos, Value& margin) {
// SpaceMask[]. A square is unsafe if it is attacked by an enemy
// pawn, or if it is undefended and attacked by an enemy piece.
Bitboard safe = SpaceMask[Us]
& ~pos.pieces(PAWN, Us)
& ~pos.pieces(Us, PAWN)
& ~ei.attackedBy[Them][PAWN]
& (ei.attackedBy[Us][0] | ~ei.attackedBy[Them][0]);
// Find all squares which are at most three squares behind some friendly pawn
Bitboard behind = pos.pieces(PAWN, Us);
Bitboard behind = pos.pieces(Us, PAWN);
behind |= (Us == WHITE ? behind >> 8 : behind << 8);
behind |= (Us == WHITE ? behind >> 16 : behind << 16);