void Mobility (typePOS* POSITION)
{
uint64 U, A, T, AttB, AttR;
int b;
POSITION->DYN->wXray = 0;
POSITION->DYN->bXray = 0;
A = AttK[POSITION->wKsq];
POSITION->DYN->wAtt = A;
if (A & bBitboardK)
POSITION->DYN->bKcheck = SqSet[POSITION->wKsq];
else
POSITION->DYN->bKcheck = 0;
A = AttK[POSITION->bKsq];
A guess would be "dynamic" in that it is something that is updated as you walk up and down the tree, but I have not looked at the code very carefully at all beyond noticing how ugly it is...
Since it is a gaviota clone, I can say "dynamic" are properties of the board that depend of other "static" things. For instance, attacks. Those dynamic characteristics may or may not have been updated after a move. The static characteristics, of course, are always up to date
For instance, there is a Bishop in e4, that is a static property.
The attacks of the bishop depends of the position of other pieces, hence, I call it dynamic. The dynamic properties are updated only when needed.