Retire one piece_list() overload

No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
This commit is contained in:
Marco Costalba
2011-06-28 16:16:43 +02:00
parent e5077dc11e
commit e0a00c4996
6 changed files with 43 additions and 48 deletions

View File

@@ -196,7 +196,7 @@ Value Endgame<Value, KBNK>::apply(const Position& pos) const {
Square winnerKSq = pos.king_square(strongerSide);
Square loserKSq = pos.king_square(weakerSide);
Square bishopSquare = pos.piece_list(strongerSide, BISHOP, 0);
Square bishopSquare = pos.piece_list(strongerSide, BISHOP)[0];
// kbnk_mate_table() tries to drive toward corners A1 or H8,
// if we have a bishop that cannot reach the above squares we
@@ -231,14 +231,14 @@ Value Endgame<Value, KPK>::apply(const Position& pos) const {
{
wksq = pos.king_square(WHITE);
bksq = pos.king_square(BLACK);
wpsq = pos.piece_list(WHITE, PAWN, 0);
wpsq = pos.piece_list(WHITE, PAWN)[0];
stm = pos.side_to_move();
}
else
{
wksq = flip_square(pos.king_square(BLACK));
bksq = flip_square(pos.king_square(WHITE));
wpsq = flip_square(pos.piece_list(BLACK, PAWN, 0));
wpsq = flip_square(pos.piece_list(BLACK, PAWN)[0]);
stm = opposite_color(pos.side_to_move());
}
@@ -276,9 +276,9 @@ Value Endgame<Value, KRKP>::apply(const Position& pos) const {
int tempo = (pos.side_to_move() == strongerSide);
wksq = pos.king_square(strongerSide);
wrsq = pos.piece_list(strongerSide, ROOK, 0);
wrsq = pos.piece_list(strongerSide, ROOK)[0];
bksq = pos.king_square(weakerSide);
bpsq = pos.piece_list(weakerSide, PAWN, 0);
bpsq = pos.piece_list(weakerSide, PAWN)[0];
if (strongerSide == BLACK)
{
@@ -347,7 +347,7 @@ Value Endgame<Value, KRKN>::apply(const Position& pos) const {
assert(pos.piece_count(weakerSide, KNIGHT) == 1);
Square defendingKSq = pos.king_square(weakerSide);
Square nSq = pos.piece_list(weakerSide, KNIGHT, 0);
Square nSq = pos.piece_list(weakerSide, KNIGHT)[0];
int d = square_distance(defendingKSq, nSq);
Value result = Value(10)
@@ -394,7 +394,7 @@ Value Endgame<Value, KBBKN>::apply(const Position& pos) const {
Value result = BishopValueEndgame;
Square wksq = pos.king_square(strongerSide);
Square bksq = pos.king_square(weakerSide);
Square nsq = pos.piece_list(weakerSide, KNIGHT, 0);
Square nsq = pos.piece_list(weakerSide, KNIGHT)[0];
// Bonus for attacking king close to defending king
result += Value(DistanceBonus[square_distance(wksq, bksq)]);
@@ -437,13 +437,13 @@ ScaleFactor Endgame<ScaleFactor, KBPsK>::apply(const Position& pos) const {
// be detected even when the weaker side has some pawns.
Bitboard pawns = pos.pieces(PAWN, strongerSide);
File pawnFile = square_file(pos.piece_list(strongerSide, PAWN, 0));
File pawnFile = square_file(pos.piece_list(strongerSide, PAWN)[0]);
// All pawns are on a single rook file ?
if ( (pawnFile == FILE_A || pawnFile == FILE_H)
&& (pawns & ~file_bb(pawnFile)) == EmptyBoardBB)
{
Square bishopSq = pos.piece_list(strongerSide, BISHOP, 0);
Square bishopSq = pos.piece_list(strongerSide, BISHOP)[0];
Square queeningSq = relative_square(strongerSide, make_square(pawnFile, RANK_8));
Square kingSq = pos.king_square(weakerSide);
@@ -496,7 +496,7 @@ ScaleFactor Endgame<ScaleFactor, KQKRPs>::apply(const Position& pos) const {
&& (pos.pieces(PAWN, weakerSide) & rank_bb(relative_rank(weakerSide, RANK_2)))
&& (pos.attacks_from<KING>(kingSq) & pos.pieces(PAWN, weakerSide)))
{
Square rsq = pos.piece_list(weakerSide, ROOK, 0);
Square rsq = pos.piece_list(weakerSide, ROOK)[0];
if (pos.attacks_from<PAWN>(rsq, strongerSide) & pos.pieces(PAWN, weakerSide))
return SCALE_FACTOR_ZERO;
}
@@ -520,10 +520,10 @@ ScaleFactor Endgame<ScaleFactor, KRPKR>::apply(const Position& pos) const {
assert(pos.piece_count(weakerSide, PAWN) == 0);
Square wksq = pos.king_square(strongerSide);
Square wrsq = pos.piece_list(strongerSide, ROOK, 0);
Square wpsq = pos.piece_list(strongerSide, PAWN, 0);
Square wrsq = pos.piece_list(strongerSide, ROOK)[0];
Square wpsq = pos.piece_list(strongerSide, PAWN)[0];
Square bksq = pos.king_square(weakerSide);
Square brsq = pos.piece_list(weakerSide, ROOK, 0);
Square brsq = pos.piece_list(weakerSide, ROOK)[0];
// Orient the board in such a way that the stronger side is white, and the
// pawn is on the left half of the board.
@@ -637,8 +637,8 @@ ScaleFactor Endgame<ScaleFactor, KRPPKRP>::apply(const Position& pos) const {
assert(pos.non_pawn_material(weakerSide) == RookValueMidgame);
assert(pos.piece_count(weakerSide, PAWN) == 1);
Square wpsq1 = pos.piece_list(strongerSide, PAWN, 0);
Square wpsq2 = pos.piece_list(strongerSide, PAWN, 1);
Square wpsq1 = pos.piece_list(strongerSide, PAWN)[0];
Square wpsq2 = pos.piece_list(strongerSide, PAWN)[1];
Square bksq = pos.king_square(weakerSide);
// Does the stronger side have a passed pawn?
@@ -716,9 +716,9 @@ ScaleFactor Endgame<ScaleFactor, KBPKB>::apply(const Position& pos) const {
assert(pos.piece_count(weakerSide, BISHOP) == 1);
assert(pos.piece_count(weakerSide, PAWN) == 0);
Square pawnSq = pos.piece_list(strongerSide, PAWN, 0);
Square strongerBishopSq = pos.piece_list(strongerSide, BISHOP, 0);
Square weakerBishopSq = pos.piece_list(weakerSide, BISHOP, 0);
Square pawnSq = pos.piece_list(strongerSide, PAWN)[0];
Square strongerBishopSq = pos.piece_list(strongerSide, BISHOP)[0];
Square weakerBishopSq = pos.piece_list(weakerSide, BISHOP)[0];
Square weakerKingSq = pos.king_square(weakerSide);
// Case 1: Defending king blocks the pawn, and cannot be driven away
@@ -771,15 +771,15 @@ ScaleFactor Endgame<ScaleFactor, KBPPKB>::apply(const Position& pos) const {
assert(pos.piece_count(weakerSide, BISHOP) == 1);
assert(pos.piece_count(weakerSide, PAWN) == 0);
Square wbsq = pos.piece_list(strongerSide, BISHOP, 0);
Square bbsq = pos.piece_list(weakerSide, BISHOP, 0);
Square wbsq = pos.piece_list(strongerSide, BISHOP)[0];
Square bbsq = pos.piece_list(weakerSide, BISHOP)[0];
if (!opposite_color_squares(wbsq, bbsq))
return SCALE_FACTOR_NONE;
Square ksq = pos.king_square(weakerSide);
Square psq1 = pos.piece_list(strongerSide, PAWN, 0);
Square psq2 = pos.piece_list(strongerSide, PAWN, 1);
Square psq1 = pos.piece_list(strongerSide, PAWN)[0];
Square psq2 = pos.piece_list(strongerSide, PAWN)[1];
Rank r1 = square_rank(psq1);
Rank r2 = square_rank(psq2);
Square blockSq1, blockSq2;
@@ -847,8 +847,8 @@ ScaleFactor Endgame<ScaleFactor, KBPKN>::apply(const Position& pos) const {
assert(pos.piece_count(weakerSide, KNIGHT) == 1);
assert(pos.piece_count(weakerSide, PAWN) == 0);
Square pawnSq = pos.piece_list(strongerSide, PAWN, 0);
Square strongerBishopSq = pos.piece_list(strongerSide, BISHOP, 0);
Square pawnSq = pos.piece_list(strongerSide, PAWN)[0];
Square strongerBishopSq = pos.piece_list(strongerSide, BISHOP)[0];
Square weakerKingSq = pos.king_square(weakerSide);
if ( square_file(weakerKingSq) == square_file(pawnSq)
@@ -873,7 +873,7 @@ ScaleFactor Endgame<ScaleFactor, KNPK>::apply(const Position& pos) const {
assert(pos.non_pawn_material(weakerSide) == VALUE_ZERO);
assert(pos.piece_count(weakerSide, PAWN) == 0);
Square pawnSq = pos.piece_list(strongerSide, PAWN, 0);
Square pawnSq = pos.piece_list(strongerSide, PAWN)[0];
Square weakerKingSq = pos.king_square(weakerSide);
if ( pawnSq == relative_square(strongerSide, SQ_A7)
@@ -909,14 +909,14 @@ ScaleFactor Endgame<ScaleFactor, KPKP>::apply(const Position& pos) const {
{
wksq = pos.king_square(WHITE);
bksq = pos.king_square(BLACK);
wpsq = pos.piece_list(WHITE, PAWN, 0);
wpsq = pos.piece_list(WHITE, PAWN)[0];
stm = pos.side_to_move();
}
else
{
wksq = flip_square(pos.king_square(BLACK));
bksq = flip_square(pos.king_square(WHITE));
wpsq = flip_square(pos.piece_list(BLACK, PAWN, 0));
wpsq = flip_square(pos.piece_list(BLACK, PAWN)[0]);
stm = opposite_color(pos.side_to_move());
}