Rename pieces_of_color() in pieces()

To be uniform with other overloads.

No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
This commit is contained in:
Marco Costalba
2011-06-28 15:36:39 +02:00
parent 01a191936e
commit e5077dc11e
5 changed files with 30 additions and 30 deletions

View File

@@ -364,7 +364,7 @@ template<bool FindPinned>
Bitboard Position::hidden_checkers(Color c) const {
Bitboard result = EmptyBoardBB;
Bitboard pinners = pieces_of_color(FindPinned ? opposite_color(c) : c);
Bitboard pinners = pieces(FindPinned ? opposite_color(c) : c);
// Pinned pieces protect our king, dicovery checks attack
// the enemy king.
@@ -384,7 +384,7 @@ Bitboard Position::hidden_checkers(Color c) const {
assert(b);
if ( !(b & (b - 1)) // Only one bit set?
&& (b & pieces_of_color(c))) // Is an our piece?
&& (b & pieces(c))) // Is an our piece?
result |= b;
}
return result;
@@ -485,7 +485,7 @@ bool Position::move_attacks_square(Move m, Square s) const {
do_move_bb(&occ, make_move_bb(f, t));
xray = ( (rook_attacks_bb(s, occ) & pieces(ROOK, QUEEN))
|(bishop_attacks_bb(s, occ) & pieces(BISHOP, QUEEN)))
& pieces_of_color(piece_color(piece_on(f)));
& pieces(piece_color(piece_on(f)));
// If we have attacks we need to verify that are caused by our move
// and are not already existent ones.
@@ -502,7 +502,7 @@ 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)) & pieces_of_color(opposite_color(us));
st->checkersBB = attackers_to(king_square(us)) & pieces(opposite_color(us));
}
@@ -548,7 +548,7 @@ bool Position::pl_move_is_legal(Move m, Bitboard pinned) const {
// square is attacked by the opponent. Castling moves are checked
// for legality during move generation.
if (piece_type(piece_on(from)) == KING)
return move_is_castle(m) || !(attackers_to(move_to(m)) & pieces_of_color(opposite_color(us)));
return move_is_castle(m) || !(attackers_to(move_to(m)) & pieces(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.
@@ -681,7 +681,7 @@ bool Position::move_is_pl(const Move m) const {
{
Bitboard b = occupied_squares();
clear_bit(&b, from);
if (attackers_to(move_to(m), b) & pieces_of_color(opposite_color(us)))
if (attackers_to(move_to(m), b) & pieces(opposite_color(us)))
return false;
}
else
@@ -1010,7 +1010,7 @@ void Position::do_move(Move m, StateInfo& newSt, const CheckInfo& ci, bool moveI
if (moveIsCheck)
{
if (ep | pm)
st->checkersBB = attackers_to(king_square(them)) & pieces_of_color(us);
st->checkersBB = attackers_to(king_square(them)) & pieces(us);
else
{
// Direct checks
@@ -1188,7 +1188,7 @@ void Position::do_castle_move(Move m) {
st->rule50 = 0;
// Update checkers BB
st->checkersBB = attackers_to(king_square(them)) & pieces_of_color(us);
st->checkersBB = attackers_to(king_square(them)) & pieces(us);
// Finish
sideToMove = opposite_color(sideToMove);
@@ -1491,7 +1491,7 @@ int Position::see(Move m) const {
// If the opponent has no attackers we are finished
stm = opposite_color(piece_color(piece_on(from)));
stmAttackers = attackers & pieces_of_color(stm);
stmAttackers = attackers & pieces(stm);
if (!stmAttackers)
return PieceValueMidgame[capturedType];
@@ -1529,7 +1529,7 @@ int Position::see(Move m) const {
// move before beginning the next iteration.
capturedType = pt;
stm = opposite_color(stm);
stmAttackers = attackers & pieces_of_color(stm);
stmAttackers = attackers & pieces(stm);
// Stop before processing a king capture
if (capturedType == KING && stmAttackers)
@@ -1881,7 +1881,7 @@ 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) & pieces_of_color(us))
if (attackers_to(ksq) & pieces(us))
return false;
}
@@ -1895,12 +1895,12 @@ bool Position::is_ok(int* failedStep) const {
if (debugBitboards)
{
// The intersection of the white and black pieces must be empty
if ((pieces_of_color(WHITE) & pieces_of_color(BLACK)) != EmptyBoardBB)
if ((pieces(WHITE) & pieces(BLACK)) != EmptyBoardBB)
return false;
// The union of the white and black pieces must be equal to all
// occupied squares
if ((pieces_of_color(WHITE) | pieces_of_color(BLACK)) != occupied_squares())
if ((pieces(WHITE) | pieces(BLACK)) != occupied_squares())
return false;
// Separate piece type bitboards must have empty intersections