along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
-#include <algorithm>
#include <cassert>
#include "movegen.h"
assert(!pos.in_check());
- for (Square s = std::min(kfrom, kto), e = std::max(kfrom, kto); s <= e; s++)
- if ( s != kfrom // We are not in check
- && (pos.attackers_to(s) & enemies))
+ for (Square s = kto; s != kfrom; s += (Square)(Side == KING_SIDE ? -1 : 1))
+ if (pos.attackers_to(s) & enemies)
return mlist;
// Because we generate only legal castling moves we need to verify that
}
- template<PieceType Pt>
- FORCE_INLINE MoveStack* generate_direct_checks(const Position& pos, MoveStack* mlist,
- Color us, const CheckInfo& ci) {
+ template<PieceType Pt, bool OnlyChecks> FORCE_INLINE
+ MoveStack* generate_moves(const Position& pos, MoveStack* mlist, Color us,
+ Bitboard target, const CheckInfo* ci = NULL) {
+
assert(Pt != KING && Pt != PAWN);
const Square* pl = pos.piece_list(us, Pt);
for (Square from = *pl; from != SQ_NONE; from = *++pl)
{
- Bitboard target = ci.checkSq[Pt] & ~pos.pieces(); // Non capture checks only
-
- if ( (Pt == BISHOP || Pt == ROOK || Pt == QUEEN)
- && !(PseudoAttacks[Pt][from] & target))
- continue;
+ if (OnlyChecks)
+ {
+ if ( (Pt == BISHOP || Pt == ROOK || Pt == QUEEN)
+ && !(PseudoAttacks[Pt][from] & target & ci->checkSq[Pt]))
+ continue;
- if (ci.dcCandidates && (ci.dcCandidates & from))
- continue;
+ if (ci->dcCandidates && (ci->dcCandidates & from))
+ continue;
+ }
Bitboard b = pos.attacks_from<Pt>(from) & target;
- SERIALIZE(b);
- }
-
- return mlist;
- }
+ if (OnlyChecks)
+ b &= ci->checkSq[Pt];
- template<PieceType Pt>
- FORCE_INLINE MoveStack* generate_moves(const Position& pos, MoveStack* mlist,
- Color us, Bitboard target) {
- assert(Pt != KING && Pt != PAWN);
-
- const Square* pl = pos.piece_list(us, Pt);
-
- for (Square from = *pl; from != SQ_NONE; from = *++pl)
- {
- Bitboard b = pos.attacks_from<Pt>(from) & target;
SERIALIZE(b);
}
return mlist;
}
-
- template<>
- FORCE_INLINE MoveStack* generate_moves<KING>(const Position& pos, MoveStack* mlist,
- Color us, Bitboard target) {
+ template<> FORCE_INLINE
+ MoveStack* generate_moves<KING, false>(const Position& pos, MoveStack* mlist, Color us,
+ Bitboard target, const CheckInfo*) {
Square from = pos.king_square(us);
Bitboard b = pos.attacks_from<KING>(from) & target;
SERIALIZE(b);
mlist = (us == WHITE ? generate_pawn_moves<WHITE, Type>(pos, mlist, target)
: generate_pawn_moves<BLACK, Type>(pos, mlist, target));
- mlist = generate_moves<KNIGHT>(pos, mlist, us, target);
- mlist = generate_moves<BISHOP>(pos, mlist, us, target);
- mlist = generate_moves<ROOK>(pos, mlist, us, target);
- mlist = generate_moves<QUEEN>(pos, mlist, us, target);
- mlist = generate_moves<KING>(pos, mlist, us, target);
+ mlist = generate_moves<KNIGHT, false>(pos, mlist, us, target);
+ mlist = generate_moves<BISHOP, false>(pos, mlist, us, target);
+ mlist = generate_moves<ROOK, false>(pos, mlist, us, target);
+ mlist = generate_moves<QUEEN, false>(pos, mlist, us, target);
+ mlist = generate_moves<KING, false>(pos, mlist, us, target);
if (Type != CAPTURES && pos.can_castle(us))
{
- mlist = generate_castle<KING_SIDE, false>(pos, mlist, us);
+ mlist = generate_castle<KING_SIDE, false>(pos, mlist, us);
mlist = generate_castle<QUEEN_SIDE, false>(pos, mlist, us);
}
Color us = pos.side_to_move();
CheckInfo ci(pos);
+ Bitboard empty = ~pos.pieces();
Bitboard dc = ci.dcCandidates;
while (dc)
mlist = (us == WHITE ? generate_pawn_moves<WHITE, QUIET_CHECKS>(pos, mlist, ci.dcCandidates, ci.ksq)
: generate_pawn_moves<BLACK, QUIET_CHECKS>(pos, mlist, ci.dcCandidates, ci.ksq));
- mlist = generate_direct_checks<KNIGHT>(pos, mlist, us, ci);
- mlist = generate_direct_checks<BISHOP>(pos, mlist, us, ci);
- mlist = generate_direct_checks<ROOK>(pos, mlist, us, ci);
- mlist = generate_direct_checks<QUEEN>(pos, mlist, us, ci);
+ mlist = generate_moves<KNIGHT, true>(pos, mlist, us, empty, &ci);
+ mlist = generate_moves<BISHOP, true>(pos, mlist, us, empty, &ci);
+ mlist = generate_moves<ROOK, true>(pos, mlist, us, empty, &ci);
+ mlist = generate_moves<QUEEN, true>(pos, mlist, us, empty, &ci);
if (pos.can_castle(us))
{
- mlist = generate_castle<KING_SIDE, true>(pos, mlist, us);
+ mlist = generate_castle<KING_SIDE, true>(pos, mlist, us);
mlist = generate_castle<QUEEN_SIDE, true>(pos, mlist, us);
}
mlist = (us == WHITE ? generate_pawn_moves<WHITE, EVASIONS>(pos, mlist, target)
: generate_pawn_moves<BLACK, EVASIONS>(pos, mlist, target));
- mlist = generate_moves<KNIGHT>(pos, mlist, us, target);
- mlist = generate_moves<BISHOP>(pos, mlist, us, target);
- mlist = generate_moves<ROOK>(pos, mlist, us, target);
- return generate_moves<QUEEN>(pos, mlist, us, target);
+ mlist = generate_moves<KNIGHT, false>(pos, mlist, us, target);
+ mlist = generate_moves<BISHOP, false>(pos, mlist, us, target);
+ mlist = generate_moves<ROOK, false>(pos, mlist, us, target);
+ return generate_moves<QUEEN, false>(pos, mlist, us, target);
}
template<>
MoveStack* generate<LEGAL>(const Position& pos, MoveStack* mlist) {
- MoveStack *last, *cur = mlist;
+ MoveStack *end, *cur = mlist;
Bitboard pinned = pos.pinned_pieces();
- last = pos.in_check() ? generate<EVASIONS>(pos, mlist)
- : generate<NON_EVASIONS>(pos, mlist);
- while (cur != last)
+ end = pos.in_check() ? generate<EVASIONS>(pos, mlist)
+ : generate<NON_EVASIONS>(pos, mlist);
+ while (cur != end)
if (!pos.pl_move_is_legal(cur->move, pinned))
- cur->move = (--last)->move;
+ cur->move = (--end)->move;
else
cur++;
- return last;
+ return end;
}