Drop 'is' prefix from query functions

Most but not all.

No functional change.
This commit is contained in:
Marco Costalba
2013-09-28 05:43:50 -07:00
parent ed95ad1c0e
commit cca34e234c
10 changed files with 116 additions and 134 deletions
+30 -47
View File
@@ -43,10 +43,10 @@ struct CheckInfo {
};
/// The StateInfo struct stores information we need to restore a Position
/// The StateInfo struct stores information needed to restore a Position
/// object to its previous state when we retract a move. Whenever a move
/// is made on the board (by calling Position::do_move), a StateInfo object
/// must be passed as a parameter.
/// is made on the board (by calling Position::do_move), a StateInfo
/// object must be passed as a parameter.
struct StateInfo {
Key pawnKey, materialKey;
@@ -67,27 +67,10 @@ struct StateInfo {
const size_t StateCopySize64 = offsetof(StateInfo, key) / sizeof(uint64_t) + 1;
/// The position data structure. A position consists of the following data:
///
/// * For each piece type, a bitboard representing the squares occupied
/// by pieces of that type.
/// * For each color, a bitboard representing the squares occupied by
/// pieces of that color.
/// * A bitboard of all occupied squares.
/// * A bitboard of all checking pieces.
/// * A 64-entry array of pieces, indexed by the squares of the board.
/// * The current side to move.
/// * Information about the castling rights for both sides.
/// * The initial files of the kings and both pairs of rooks. This is
/// used to implement the Chess960 castling rules.
/// * The en passant square (which is SQ_NONE if no en passant capture is
/// possible).
/// * The squares of the kings for both sides.
/// * Hash keys for the position itself, the current pawn structure, and
/// the current material situation.
/// * Hash keys for all previous positions in the game for detecting
/// repetition draws.
/// * A counter for detecting 50 move rule draws.
/// The Position class stores the information regarding the board representation
/// like pieces, side to move, hash keys, castling info, etc. The most important
/// methods are do_move() and undo_move(), used by the search to update node info
/// when traversing the search tree.
class Position {
public:
@@ -112,7 +95,7 @@ public:
Piece piece_on(Square s) const;
Square king_square(Color c) const;
Square ep_square() const;
bool is_empty(Square s) const;
bool empty(Square s) const;
template<PieceType Pt> int count(Color c) const;
template<PieceType Pt> const Square* list(Color c) const;
@@ -136,20 +119,20 @@ public:
template<PieceType> Bitboard attacks_from(Square s, Color c) const;
// Properties of moves
bool move_gives_check(Move m, const CheckInfo& ci) const;
bool pl_move_is_legal(Move m, Bitboard pinned) const;
bool is_pseudo_legal(const Move m) const;
bool is_capture(Move m) const;
bool is_capture_or_promotion(Move m) const;
bool is_passed_pawn_push(Move m) const;
Piece piece_moved(Move m) const;
bool legal(Move m, Bitboard pinned) const;
bool pseudo_legal(const Move m) const;
bool capture(Move m) const;
bool capture_or_promotion(Move m) const;
bool gives_check(Move m, const CheckInfo& ci) const;
bool passed_pawn_push(Move m) const;
Piece moved_piece(Move m) const;
PieceType captured_piece_type() const;
// Piece specific
bool pawn_is_passed(Color c, Square s) const;
bool pawn_passed(Color c, Square s) const;
bool pawn_on_7th(Color c) const;
bool opposite_bishops() const;
bool bishop_pair(Color c) const;
bool opposite_bishops() const;
// Doing and undoing moves
void do_move(Move m, StateInfo& st);
@@ -239,11 +222,11 @@ inline Piece Position::piece_on(Square s) const {
return board[s];
}
inline Piece Position::piece_moved(Move m) const {
inline Piece Position::moved_piece(Move m) const {
return board[from_sq(m)];
}
inline bool Position::is_empty(Square s) const {
inline bool Position::empty(Square s) const {
return board[s] == NO_PIECE;
}
@@ -340,10 +323,16 @@ inline Bitboard Position::pinned_pieces() const {
return hidden_checkers(king_square(sideToMove), ~sideToMove);
}
inline bool Position::pawn_is_passed(Color c, Square s) const {
inline bool Position::pawn_passed(Color c, Square s) const {
return !(pieces(~c, PAWN) & passed_pawn_mask(c, s));
}
inline bool Position::passed_pawn_push(Move m) const {
return type_of(moved_piece(m)) == PAWN
&& pawn_passed(sideToMove, to_sq(m));
}
inline Key Position::key() const {
return st->key;
}
@@ -364,12 +353,6 @@ inline Value Position::non_pawn_material(Color c) const {
return st->npMaterial[c];
}
inline bool Position::is_passed_pawn_push(Move m) const {
return type_of(piece_moved(m)) == PAWN
&& pawn_is_passed(sideToMove, to_sq(m));
}
inline int Position::game_ply() const {
return gamePly;
}
@@ -395,17 +378,17 @@ inline bool Position::is_chess960() const {
return chess960;
}
inline bool Position::is_capture_or_promotion(Move m) const {
inline bool Position::capture_or_promotion(Move m) const {
assert(is_ok(m));
return type_of(m) ? type_of(m) != CASTLE : !is_empty(to_sq(m));
return type_of(m) ? type_of(m) != CASTLE : !empty(to_sq(m));
}
inline bool Position::is_capture(Move m) const {
inline bool Position::capture(Move m) const {
// Note that castle is coded as "king captures the rook"
assert(is_ok(m));
return (!is_empty(to_sq(m)) && type_of(m) != CASTLE) || type_of(m) == ENPASSANT;
return (!empty(to_sq(m)) && type_of(m) != CASTLE) || type_of(m) == ENPASSANT;
}
inline PieceType Position::captured_piece_type() const {