/*
- Glaurung, a UCI chess playing engine.
- Copyright (C) 2004-2008 Tord Romstad
+ Stockfish, a UCI chess playing engine derived from Glaurung 2.1
+ Copyright (C) 2004-2008 Tord Romstad (Glaurung author) Copyright (C) 2008 Marco Costalba
- Glaurung is free software: you can redistribute it and/or modify
+ Stockfish is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
- Glaurung is distributed in the hope that it will be useful,
+ Stockfish is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
template<PieceType>
int generate_piece_checks(const Position&, Bitboard, Bitboard, Square, MoveStack*, int);
+ int generate_piece_checks_king(const Position&, Square, Bitboard, Square, MoveStack*, int);
template<PieceType>
int generate_piece_blocking_evasions(const Position&, Bitboard, Bitboard, MoveStack*, int);
-
-
- /// Templates with specializations are defined here to avoid lookup issues
-
- template<PieceType Piece>
- int generate_piece_checks(const Position& pos, Bitboard target, Bitboard dc,
- Square ksq, MoveStack* mlist, int n) {
- // Discovered checks
- Bitboard b = target & dc;
- while (b)
- {
- Square from = pop_1st_bit(&b);
- Bitboard bb = pos.piece_attacks<Piece>(from) & pos.empty_squares();
- while (bb)
- {
- Square to = pop_1st_bit(&bb);
- mlist[n++].move = make_move(from, to);
- }
- }
- // Direct checks
- b = target & ~dc;
- Bitboard checkSqs = pos.piece_attacks<Piece>(ksq) & pos.empty_squares();
- while (b)
- {
- Square from = pop_1st_bit(&b);
- Bitboard bb = pos.piece_attacks<Piece>(from) & checkSqs;
- while (bb)
- {
- Square to = pop_1st_bit(&bb);
- mlist[n++].move = make_move(from, to);
- }
- }
- return n;
- }
-
-
- template<> // Special case the King
- int generate_piece_checks<KING>(const Position& pos, Bitboard, Bitboard dc,
- Square ksq, MoveStack* mlist, int n) {
- if (bit_is_set(dc, ksq))
- {
- Bitboard bb = pos.piece_attacks<KING>(ksq)
- & pos.empty_squares()
- & ~QueenPseudoAttacks[ksq];
- while (bb)
- {
- Square to = pop_1st_bit(&bb);
- mlist[n++].move = make_move(ksq, to);
- }
- }
- return n;
- }
}
n = generate_piece_checks<QUEEN>(pos, b, dc, ksq, mlist, n);
// Hopefully we always have a king ;-)
- n = generate_piece_checks<KING>(pos, b, dc, pos.king_square(us), mlist, n);
+ n = generate_piece_checks_king(pos, pos.king_square(us), dc, ksq, mlist, n);
// TODO: Castling moves!
return n;
}
+ template<PieceType Piece>
+ int generate_piece_checks(const Position& pos, Bitboard target, Bitboard dc,
+ Square ksq, MoveStack* mlist, int n) {
+ // Discovered checks
+ Bitboard b = target & dc;
+ while (b)
+ {
+ Square from = pop_1st_bit(&b);
+ Bitboard bb = pos.piece_attacks<Piece>(from) & pos.empty_squares();
+ while (bb)
+ {
+ Square to = pop_1st_bit(&bb);
+ mlist[n++].move = make_move(from, to);
+ }
+ }
+ // Direct checks
+ b = target & ~dc;
+ Bitboard checkSqs = pos.piece_attacks<Piece>(ksq) & pos.empty_squares();
+ while (b)
+ {
+ Square from = pop_1st_bit(&b);
+ Bitboard bb = pos.piece_attacks<Piece>(from) & checkSqs;
+ while (bb)
+ {
+ Square to = pop_1st_bit(&bb);
+ mlist[n++].move = make_move(from, to);
+ }
+ }
+ return n;
+ }
+
+ int generate_piece_checks_king(const Position& pos, Square from, Bitboard dc,
+ Square ksq, MoveStack* mlist, int n) {
+ if (bit_is_set(dc, from))
+ {
+ Bitboard b = pos.piece_attacks<KING>(from)
+ & pos.empty_squares()
+ & ~QueenPseudoAttacks[ksq];
+ while (b)
+ {
+ Square to = pop_1st_bit(&b);
+ mlist[n++].move = make_move(from, to);
+ }
+ }
+ return n;
+ }
+
template<Color C>
int generate_pawn_blocking_evasions(const Position& pos, Bitboard not_pinned,