Rename occupied_squares() to pieces()

Also some microoptimizations, were there from ages
but hidden: the renaming suddendly made them visible!

This is a good example of how better naming lets you write
better code. Naming is really a kind of black art!

No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
This commit is contained in:
Marco Costalba
2012-03-18 11:10:12 +01:00
parent 55376219b7
commit fc3ea7365a
6 changed files with 26 additions and 26 deletions

View File

@@ -63,7 +63,7 @@ namespace {
// when moving the castling rook we do not discover some hidden checker.
// For instance an enemy queen in SQ_A1 when castling rook is in SQ_B1.
if ( pos.is_chess960()
&& (pos.attackers_to(kto, pos.occupied_squares() ^ rfrom) & enemies))
&& (pos.attackers_to(kto, pos.pieces() ^ rfrom) & enemies))
return mlist;
(*mlist++).move = make_castle(kfrom, rfrom);
@@ -142,7 +142,7 @@ namespace {
// Single and double pawn pushes, no promotions
if (Type != MV_CAPTURE)
{
emptySquares = (Type == MV_QUIET ? target : ~pos.occupied_squares());
emptySquares = (Type == MV_QUIET ? target : ~pos.pieces());
b1 = move_pawns<UP>(pawnsNotOn7) & emptySquares;
b2 = move_pawns<UP>(b1 & TRank3BB) & emptySquares;
@@ -180,7 +180,7 @@ namespace {
if (pawnsOn7 && (Type != MV_EVASION || (target & TRank8BB)))
{
if (Type == MV_CAPTURE)
emptySquares = ~pos.occupied_squares();
emptySquares = ~pos.pieces();
if (Type == MV_EVASION)
emptySquares &= target;
@@ -233,7 +233,7 @@ namespace {
if (*pl != SQ_NONE)
{
target = ci.checkSq[Pt] & ~pos.occupied_squares(); // Non capture checks only
target = ci.checkSq[Pt] & ~pos.pieces(); // Non capture checks only
do {
from = *pl;
@@ -308,10 +308,10 @@ MoveStack* generate(const Position& pos, MoveStack* mlist) {
target = pos.pieces(~us);
else if (Type == MV_QUIET)
target = ~pos.occupied_squares();
target = ~pos.pieces();
else if (Type == MV_NON_EVASION)
target = pos.pieces(~us) | ~pos.occupied_squares();
target = ~pos.pieces(us);
mlist = (us == WHITE ? generate_pawn_moves<WHITE, Type>(pos, mlist, target)
: generate_pawn_moves<BLACK, Type>(pos, mlist, target));
@@ -356,7 +356,7 @@ MoveStack* generate<MV_QUIET_CHECK>(const Position& pos, MoveStack* mlist) {
if (pt == PAWN)
continue; // Will be generated togheter with direct checks
Bitboard b = pos.attacks_from(Piece(pt), from) & ~pos.occupied_squares();
Bitboard b = pos.attacks_from(Piece(pt), from) & ~pos.pieces();
if (pt == KING)
b &= ~PseudoAttacks[QUEEN][ci.ksq];