namespace {
- struct PawnParams {
- Bitboard Rank3BB, Rank8BB;
- Rank RANK_8;
- SquareDelta DELTA_N, DELTA_NE, DELTA_NW;
- Color us, them;
- };
- const PawnParams WhitePawnParams = { Rank3BB, Rank8BB, RANK_8, DELTA_N, DELTA_NE, DELTA_NW, WHITE, BLACK };
- const PawnParams BlackPawnParams = { Rank6BB, Rank1BB, RANK_1, DELTA_S, DELTA_SE, DELTA_SW, BLACK, WHITE };
-
+ // Function
int generate_castle_moves(const Position&, MoveStack*);
+ // Template generate_pawn_captures() with specializations
+ template<Color, Color, Bitboard, SquareDelta, SquareDelta, SquareDelta>
+ int do_generate_pawn_captures(const Position& pos, MoveStack* mlist);
+
template<Color>
- int generate_pawn_captures(const Position&, MoveStack*);
+ inline int generate_pawn_captures(const Position& p, MoveStack* m) {
+ return do_generate_pawn_captures<WHITE, BLACK, Rank8BB, DELTA_NE, DELTA_NW, DELTA_N>(p, m);
+ }
+ template<>
+ inline int generate_pawn_captures<BLACK>(const Position& p, MoveStack* m) {
+ return do_generate_pawn_captures<BLACK, WHITE, Rank1BB, DELTA_SE, DELTA_SW, DELTA_S>(p, m);
+ }
+
+ // Template generate_pawn_noncaptures() with specializations
+ template<Color, Color, Bitboard, Bitboard, SquareDelta, SquareDelta, SquareDelta>
+ int do_generate_pawn_noncaptures(const Position& pos, MoveStack* mlist);
template<Color>
- int generate_pawn_noncaptures(const Position&, MoveStack*);
+ inline int generate_pawn_noncaptures(const Position& p, MoveStack* m) {
+ return do_generate_pawn_noncaptures<WHITE, BLACK, Rank8BB, Rank3BB, DELTA_NE, DELTA_NW, DELTA_N>(p, m);
+ }
+ template<>
+ inline int generate_pawn_noncaptures<BLACK>(const Position& p, MoveStack* m) {
+ return do_generate_pawn_noncaptures<BLACK, WHITE, Rank1BB, Rank6BB, DELTA_SE, DELTA_SW, DELTA_S>(p, m);
+ }
+ // Template generate_pawn_blocking_evasions() with specializations
+ template<Color Us, Bitboard, Bitboard, SquareDelta>
+ int do_generate_pawn_blocking_evasions(const Position& pos, Bitboard not_pinned,
+ Bitboard blockSquares, MoveStack* mlist);
template<Color>
- int generate_pawn_checks(const Position&, Bitboard, Square, MoveStack*);
+ inline int generate_pawn_blocking_evasions(const Position& p, Bitboard np, Bitboard bs, MoveStack* m) {
+ return do_generate_pawn_blocking_evasions<WHITE, Rank8BB, Rank3BB, DELTA_N>(p, np, bs, m);
+ }
+ template<>
+ inline int generate_pawn_blocking_evasions<BLACK>(const Position& p, Bitboard np, Bitboard bs, MoveStack* m) {
+ return do_generate_pawn_blocking_evasions<BLACK, Rank1BB, Rank6BB, DELTA_S>(p, np, bs, m);
+ }
+
+ // Template generate_pawn_checks() with specializations
+ template<Color, Color, Bitboard, Bitboard, SquareDelta>
+ int do_generate_pawn_checks(const Position&, Bitboard, Square, MoveStack*);
template<Color>
- int generate_pawn_blocking_evasions(const Position&, Bitboard, Bitboard, MoveStack*);
+ inline int generate_pawn_checks(const Position& p, Bitboard dc, Square ksq, MoveStack* m) {
+ return do_generate_pawn_checks<WHITE, BLACK, Rank8BB, Rank3BB, DELTA_N>(p, dc, ksq, m);
+ }
+ template<>
+ inline int generate_pawn_checks<BLACK>(const Position& p, Bitboard dc, Square ksq, MoveStack* m) {
+ return do_generate_pawn_checks<BLACK, WHITE, Rank1BB, Rank6BB, DELTA_S>(p, dc, ksq, m);
+ }
+ // non-pawn templates
template<PieceType>
- int generate_piece_moves(const Position&, MoveStack*, Bitboard);
+ int generate_piece_moves(const Position&, MoveStack*, Color us, Bitboard);
+ template<>
+ int generate_piece_moves<KING>(const Position& pos, MoveStack* mlist, Color us, Bitboard target);
template<PieceType>
int generate_piece_checks(const Position&, Bitboard, Bitboard, Square, MoveStack*);
else
n = generate_pawn_captures<BLACK>(pos, mlist);
- n += generate_piece_moves<KNIGHT>(pos, mlist+n, target);
- n += generate_piece_moves<BISHOP>(pos, mlist+n, target);
- n += generate_piece_moves<ROOK>(pos, mlist+n, target);
- n += generate_piece_moves<QUEEN>(pos, mlist+n, target);
- n += generate_piece_moves<KING>(pos, mlist+n, target);
+ n += generate_piece_moves<KNIGHT>(pos, mlist+n, us, target);
+ n += generate_piece_moves<BISHOP>(pos, mlist+n, us, target);
+ n += generate_piece_moves<ROOK>(pos, mlist+n, us, target);
+ n += generate_piece_moves<QUEEN>(pos, mlist+n, us, target);
+ n += generate_piece_moves<KING>(pos, mlist+n, us, target);
return n;
}
else
n = generate_pawn_noncaptures<BLACK>(pos, mlist);
- n += generate_piece_moves<KNIGHT>(pos, mlist+n, target);
- n += generate_piece_moves<BISHOP>(pos, mlist+n, target);
- n += generate_piece_moves<ROOK>(pos, mlist+n, target);
- n += generate_piece_moves<QUEEN>(pos, mlist+n, target);
- n += generate_piece_moves<KING>(pos, mlist+n, target);
+ n += generate_piece_moves<KNIGHT>(pos, mlist+n, us, target);
+ n += generate_piece_moves<BISHOP>(pos, mlist+n, us, target);
+ n += generate_piece_moves<ROOK>(pos, mlist+n, us, target);
+ n += generate_piece_moves<QUEEN>(pos, mlist+n, us, target);
+ n += generate_piece_moves<KING>(pos, mlist+n, us, target);
n += generate_castle_moves(pos, mlist+n);
return n;
}
namespace {
template<PieceType Piece>
- int generate_piece_moves(const Position& pos, MoveStack* mlist, Bitboard target) {
+ int generate_piece_moves(const Position& pos, MoveStack* mlist, Color us, Bitboard target) {
+ Square from, to;
+ Bitboard b;
int n = 0;
- Color us = pos.side_to_move();
for (int i = 0; i < pos.piece_count(us, Piece); i++)
{
- Square from = pos.piece_list(us, Piece, i);
- Bitboard b = pos.piece_attacks<Piece>(from) & target;
+ from = pos.piece_list(us, Piece, i);
+ b = pos.piece_attacks<Piece>(from) & target;
while (b)
{
- Square to = pop_1st_bit(&b);
+ to = pop_1st_bit(&b);
mlist[n++].move = make_move(from, to);
}
}
return n;
}
+ template<>
+ int generate_piece_moves<KING>(const Position& pos, MoveStack* mlist, Color us, Bitboard target) {
+
+ Bitboard b;
+ Square to, from = pos.king_square(us);
+ int n = 0;
+
+ b = pos.piece_attacks<KING>(from) & target;
+ while (b)
+ {
+ to = pop_1st_bit(&b);
+ mlist[n++].move = make_move(from, to);
+ }
+ return n;
+ }
template<PieceType Piece>
int generate_piece_blocking_evasions(const Position& pos, Bitboard b,
}
- template<Color C>
- int generate_pawn_captures(const Position& pos, MoveStack* mlist) {
-
- static const PawnParams PP = (C == WHITE ? WhitePawnParams : BlackPawnParams);
+ template<Color Us, Color Them, Bitboard TRank8BB, SquareDelta TDELTA_NE,
+ SquareDelta TDELTA_NW, SquareDelta TDELTA_N
+ >
+ int do_generate_pawn_captures(const Position& pos, MoveStack* mlist) {
- Bitboard pawns = pos.pawns(PP.us);
- Bitboard enemyPieces = pos.pieces_of_color(PP.them);
+ Bitboard pawns = pos.pawns(Us);
+ Bitboard enemyPieces = pos.pieces_of_color(Them);
Square sq;
int n = 0;
// Captures in the a1-h8 (a8-h1 for black) direction
- Bitboard b1 = (C == WHITE ? pawns << 9 : pawns >> 7) & ~FileABB & enemyPieces;
+ Bitboard b1 = (Us == WHITE ? pawns << 9 : pawns >> 7) & ~FileABB & enemyPieces;
// Capturing promotions
- Bitboard b2 = b1 & PP.Rank8BB;
+ Bitboard b2 = b1 & TRank8BB;
while (b2)
{
sq = pop_1st_bit(&b2);
- mlist[n++].move = make_promotion_move(sq - PP.DELTA_NE, sq, QUEEN);
+ mlist[n++].move = make_promotion_move(sq - TDELTA_NE, sq, QUEEN);
}
// Capturing non-promotions
- b2 = b1 & ~PP.Rank8BB;
+ b2 = b1 & ~TRank8BB;
while (b2)
{
sq = pop_1st_bit(&b2);
- mlist[n++].move = make_move(sq - PP.DELTA_NE, sq);
+ mlist[n++].move = make_move(sq - TDELTA_NE, sq);
}
// Captures in the h1-a8 (h8-a1 for black) direction
- b1 = (C == WHITE ? pawns << 7 : pawns >> 9) & ~FileHBB & enemyPieces;
+ b1 = (Us == WHITE ? pawns << 7 : pawns >> 9) & ~FileHBB & enemyPieces;
// Capturing promotions
- b2 = b1 & PP.Rank8BB;
+ b2 = b1 & TRank8BB;
while (b2)
{
sq = pop_1st_bit(&b2);
- mlist[n++].move = make_promotion_move(sq - PP.DELTA_NW, sq, QUEEN);
+ mlist[n++].move = make_promotion_move(sq - TDELTA_NW, sq, QUEEN);
}
// Capturing non-promotions
- b2 = b1 & ~PP.Rank8BB;
+ b2 = b1 & ~TRank8BB;
while (b2)
{
sq = pop_1st_bit(&b2);
- mlist[n++].move = make_move(sq - PP.DELTA_NW, sq);
+ mlist[n++].move = make_move(sq - TDELTA_NW, sq);
}
// Non-capturing promotions
- b1 = (C == WHITE ? pawns << 8 : pawns >> 8) & pos.empty_squares() & Rank8BB;
+ b1 = (Us == WHITE ? pawns << 8 : pawns >> 8) & pos.empty_squares() & Rank8BB;
while (b1)
{
sq = pop_1st_bit(&b1);
- mlist[n++].move = make_promotion_move(sq - PP.DELTA_N, sq, QUEEN);
+ mlist[n++].move = make_promotion_move(sq - TDELTA_N, sq, QUEEN);
}
// En passant captures
if (pos.ep_square() != SQ_NONE)
{
- assert(PP.us != WHITE || square_rank(pos.ep_square()) == RANK_6);
- assert(PP.us != BLACK || square_rank(pos.ep_square()) == RANK_3);
+ assert(Us != WHITE || square_rank(pos.ep_square()) == RANK_6);
+ assert(Us != BLACK || square_rank(pos.ep_square()) == RANK_3);
- b1 = pawns & pos.pawn_attacks(PP.them, pos.ep_square());
+ b1 = pawns & pos.pawn_attacks(Them, pos.ep_square());
assert(b1 != EmptyBoardBB);
while (b1)
return n;
}
+ template<Color Us, Color Them, Bitboard TRank8BB, Bitboard TRank3BB,
+ SquareDelta TDELTA_NE, SquareDelta TDELTA_NW, SquareDelta TDELTA_N
+ >
+ int do_generate_pawn_noncaptures(const Position& pos, MoveStack* mlist) {
- template<Color C>
- int generate_pawn_noncaptures(const Position& pos, MoveStack* mlist) {
-
- static const PawnParams PP = (C == WHITE ? WhitePawnParams : BlackPawnParams);
-
- Bitboard pawns = pos.pawns(PP.us);
- Bitboard enemyPieces = pos.pieces_of_color(PP.them);
+ Bitboard pawns = pos.pawns(Us);
+ Bitboard enemyPieces = pos.pieces_of_color(Them);
Bitboard emptySquares = pos.empty_squares();
Bitboard b1, b2;
Square sq;
int n = 0;
// Underpromotion captures in the a1-h8 (a8-h1 for black) direction
- b1 = (C == WHITE ? pawns << 9 : pawns >> 7) & ~FileABB & enemyPieces & PP.Rank8BB;
+ b1 = (Us == WHITE ? pawns << 9 : pawns >> 7) & ~FileABB & enemyPieces & TRank8BB;
while (b1)
{
sq = pop_1st_bit(&b1);
- mlist[n++].move = make_promotion_move(sq - PP.DELTA_NE, sq, ROOK);
- mlist[n++].move = make_promotion_move(sq - PP.DELTA_NE, sq, BISHOP);
- mlist[n++].move = make_promotion_move(sq - PP.DELTA_NE, sq, KNIGHT);
+ mlist[n++].move = make_promotion_move(sq - TDELTA_NE, sq, ROOK);
+ mlist[n++].move = make_promotion_move(sq - TDELTA_NE, sq, BISHOP);
+ mlist[n++].move = make_promotion_move(sq - TDELTA_NE, sq, KNIGHT);
}
// Underpromotion captures in the h1-a8 (h8-a1 for black) direction
- b1 = (C == WHITE ? pawns << 7 : pawns >> 9) & ~FileHBB & enemyPieces & PP.Rank8BB;
+ b1 = (Us == WHITE ? pawns << 7 : pawns >> 9) & ~FileHBB & enemyPieces & TRank8BB;
while (b1)
{
sq = pop_1st_bit(&b1);
- mlist[n++].move = make_promotion_move(sq - PP.DELTA_NW, sq, ROOK);
- mlist[n++].move = make_promotion_move(sq - PP.DELTA_NW, sq, BISHOP);
- mlist[n++].move = make_promotion_move(sq - PP.DELTA_NW, sq, KNIGHT);
+ mlist[n++].move = make_promotion_move(sq - TDELTA_NW, sq, ROOK);
+ mlist[n++].move = make_promotion_move(sq - TDELTA_NW, sq, BISHOP);
+ mlist[n++].move = make_promotion_move(sq - TDELTA_NW, sq, KNIGHT);
}
// Single pawn pushes
- b1 = (C == WHITE ? pawns << 8 : pawns >> 8) & emptySquares;
- b2 = b1 & PP.Rank8BB;
+ b1 = (Us == WHITE ? pawns << 8 : pawns >> 8) & emptySquares;
+ b2 = b1 & TRank8BB;
while (b2)
{
sq = pop_1st_bit(&b2);
- mlist[n++].move = make_promotion_move(sq - PP.DELTA_N, sq, ROOK);
- mlist[n++].move = make_promotion_move(sq - PP.DELTA_N, sq, BISHOP);
- mlist[n++].move = make_promotion_move(sq - PP.DELTA_N, sq, KNIGHT);
+ mlist[n++].move = make_promotion_move(sq - TDELTA_N, sq, ROOK);
+ mlist[n++].move = make_promotion_move(sq - TDELTA_N, sq, BISHOP);
+ mlist[n++].move = make_promotion_move(sq - TDELTA_N, sq, KNIGHT);
}
- b2 = b1 & ~PP.Rank8BB;
+ b2 = b1 & ~TRank8BB;
while (b2)
{
sq = pop_1st_bit(&b2);
- mlist[n++].move = make_move(sq - PP.DELTA_N, sq);
+ mlist[n++].move = make_move(sq - TDELTA_N, sq);
}
// Double pawn pushes
- b2 = (C == WHITE ? (b1 & PP.Rank3BB) << 8 : (b1 & PP.Rank3BB) >> 8) & emptySquares;
+ b2 = (Us == WHITE ? (b1 & TRank3BB) << 8 : (b1 & TRank3BB) >> 8) & emptySquares;
while (b2)
{
sq = pop_1st_bit(&b2);
- mlist[n++].move = make_move(sq - PP.DELTA_N - PP.DELTA_N, sq);
+ mlist[n++].move = make_move(sq - TDELTA_N - TDELTA_N, sq);
}
return n;
}
- template<Color C>
- int generate_pawn_checks(const Position& pos, Bitboard dc, Square ksq, MoveStack* mlist)
+ template<Color Us, Color Them, Bitboard TRank8BB, Bitboard TRank3BB, SquareDelta TDELTA_N>
+ int do_generate_pawn_checks(const Position& pos, Bitboard dc, Square ksq, MoveStack* mlist)
{
- static const PawnParams PP = (C == WHITE ? WhitePawnParams : BlackPawnParams);
-
// Pawn moves which give discovered check. This is possible only if the
// pawn is not on the same file as the enemy king, because we don't
// generate captures.
Bitboard empty = pos.empty_squares();
// Find all friendly pawns not on the enemy king's file
- Bitboard b1 = pos.pawns(pos.side_to_move()) & ~file_bb(ksq), b2, b3;
+ Bitboard b1 = pos.pawns(Us) & ~file_bb(ksq), b2, b3;
// Discovered checks, single pawn pushes
- b2 = b3 = (C == WHITE ? (b1 & dc) << 8 : (b1 & dc) >> 8) & ~PP.Rank8BB & empty;
+ b2 = b3 = (Us == WHITE ? (b1 & dc) << 8 : (b1 & dc) >> 8) & ~TRank8BB & empty;
while (b3)
{
Square to = pop_1st_bit(&b3);
- mlist[n++].move = make_move(to - PP.DELTA_N, to);
+ mlist[n++].move = make_move(to - TDELTA_N, to);
}
// Discovered checks, double pawn pushes
- b3 = (C == WHITE ? (b2 & PP.Rank3BB) << 8 : (b2 & PP.Rank3BB) >> 8) & empty;
+ b3 = (Us == WHITE ? (b2 & TRank3BB) << 8 : (b2 & TRank3BB) >> 8) & empty;
while (b3)
{
Square to = pop_1st_bit(&b3);
- mlist[n++].move = make_move(to - PP.DELTA_N - PP.DELTA_N, to);
+ mlist[n++].move = make_move(to - TDELTA_N - TDELTA_N, to);
}
// Direct checks. These are possible only for pawns on neighboring files
b1 &= (~dc & neighboring_files_bb(ksq)); // FIXME why ~dc ??
// Direct checks, single pawn pushes
- b2 = (C == WHITE ? b1 << 8 : b1 >> 8) & empty;
- b3 = b2 & pos.pawn_attacks(PP.them, ksq);
+ b2 = (Us == WHITE ? b1 << 8 : b1 >> 8) & empty;
+ b3 = b2 & pos.pawn_attacks(Them, ksq);
while (b3)
{
Square to = pop_1st_bit(&b3);
- mlist[n++].move = make_move(to - PP.DELTA_N, to);
+ mlist[n++].move = make_move(to - TDELTA_N, to);
}
// Direct checks, double pawn pushes
- b3 = (C == WHITE ? (b2 & PP.Rank3BB) << 8 : (b2 & PP.Rank3BB) >> 8)
+ b3 = (Us == WHITE ? (b2 & TRank3BB) << 8 : (b2 & TRank3BB) >> 8)
& empty
- & pos.pawn_attacks(PP.them, ksq);
+ & pos.pawn_attacks(Them, ksq);
while (b3)
{
Square to = pop_1st_bit(&b3);
- mlist[n++].move = make_move(to - PP.DELTA_N - PP.DELTA_N, to);
+ mlist[n++].move = make_move(to - TDELTA_N - TDELTA_N, to);
}
return n;
}
}
- template<Color C>
- int generate_pawn_blocking_evasions(const Position& pos, Bitboard not_pinned,
- Bitboard blockSquares, MoveStack* mlist) {
-
- static const PawnParams PP = (C == WHITE ? WhitePawnParams : BlackPawnParams);
-
+ template<Color Us, Bitboard TRANK_8, Bitboard TRank3BB, SquareDelta TDELTA_N>
+ int do_generate_pawn_blocking_evasions(const Position& pos, Bitboard not_pinned,
+ Bitboard blockSquares, MoveStack* mlist) {
// Find non-pinned pawns
int n = 0;
- Bitboard b1 = pos.pawns(PP.us) & not_pinned;
+ Bitboard b1 = pos.pawns(Us) & not_pinned;
// Single pawn pushes. We don't have to AND with empty squares here,
// because the blocking squares will always be empty.
- Bitboard b2 = (C == WHITE ? b1 << 8 : b1 >> 8) & blockSquares;
+ Bitboard b2 = (Us == WHITE ? b1 << 8 : b1 >> 8) & blockSquares;
while (b2)
{
Square to = pop_1st_bit(&b2);
assert(pos.piece_on(to) == EMPTY);
- if (square_rank(to) == PP.RANK_8)
+ if (square_rank(to) == TRANK_8)
{
- mlist[n++].move = make_promotion_move(to - PP.DELTA_N, to, QUEEN);
- mlist[n++].move = make_promotion_move(to - PP.DELTA_N, to, ROOK);
- mlist[n++].move = make_promotion_move(to - PP.DELTA_N, to, BISHOP);
- mlist[n++].move = make_promotion_move(to - PP.DELTA_N, to, KNIGHT);
+ mlist[n++].move = make_promotion_move(to - TDELTA_N, to, QUEEN);
+ mlist[n++].move = make_promotion_move(to - TDELTA_N, to, ROOK);
+ mlist[n++].move = make_promotion_move(to - TDELTA_N, to, BISHOP);
+ mlist[n++].move = make_promotion_move(to - TDELTA_N, to, KNIGHT);
} else
- mlist[n++].move = make_move(to - PP.DELTA_N, to);
+ mlist[n++].move = make_move(to - TDELTA_N, to);
}
// Double pawn pushes
- b2 = (C == WHITE ? b1 << 8 : b1 >> 8) & pos.empty_squares() & PP.Rank3BB;
- b2 = (C == WHITE ? b2 << 8 : b2 >> 8) & blockSquares;;
+ b2 = (Us == WHITE ? b1 << 8 : b1 >> 8) & pos.empty_squares() & TRank3BB;
+ b2 = (Us == WHITE ? b2 << 8 : b2 >> 8) & blockSquares;;
while (b2)
{
Square to = pop_1st_bit(&b2);
assert(pos.piece_on(to) == EMPTY);
- assert(PP.us != WHITE || square_rank(to) == RANK_4);
- assert(PP.us != BLACK || square_rank(to) == RANK_5);
+ assert(Us != WHITE || square_rank(to) == RANK_4);
+ assert(Us != BLACK || square_rank(to) == RANK_5);
- mlist[n++].move = make_move(to - PP.DELTA_N - PP.DELTA_N, to);
+ mlist[n++].move = make_move(to - TDELTA_N - TDELTA_N, to);
}
return n;
}