template<CastlingSide Side>
MoveStack* generate_castle_moves(const Position&, MoveStack*);
- template<Color Us, SquareDelta Diagonal>
- MoveStack* generate_pawn_captures_diagonal(MoveStack*, Bitboard, Bitboard, bool);
-
template<Color Us, MoveType Type>
MoveStack* generate_pawn_moves(const Position&, MoveStack*, Bitboard = EmptyBoardBB,
Square = SQ_NONE, Bitboard = EmptyBoardBB);
- template<Color Us, SquareDelta Direction>
- inline Bitboard move_pawns(Bitboard p) {
-
- if (Direction == DELTA_N)
- return Us == WHITE ? p << 8 : p >> 8;
- else if (Direction == DELTA_NE)
- return Us == WHITE ? p << 9 : p >> 7;
- else if (Direction == DELTA_NW)
- return Us == WHITE ? p << 7 : p >> 9;
- else
- return p;
- }
-
- // Template generate_piece_checks() with specializations
- template<PieceType>
- MoveStack* generate_piece_checks(const Position&, MoveStack*, Color, Bitboard, Square);
-
- template<>
- inline MoveStack* generate_piece_checks<PAWN>(const Position& p, MoveStack* m, Color us, Bitboard dc, Square ksq) {
-
- return (us == WHITE ? generate_pawn_moves<WHITE, CHECK>(p, m, dc, ksq)
- : generate_pawn_moves<BLACK, CHECK>(p, m, dc, ksq));
- }
-
- // Template generate_piece_moves() with specializations and overloads
+ // Template generate_piece_moves (captures and non-captures) with specializations and overloads
template<PieceType>
MoveStack* generate_piece_moves(const Position&, MoveStack*, Color, Bitboard);
: generate_pawn_moves<BLACK, Type>(p, m));
}
+ // Template generate_piece_checks with specializations
+ template<PieceType>
+ MoveStack* generate_piece_checks(const Position&, MoveStack*, Color, Bitboard, Square);
+
+ template<>
+ inline MoveStack* generate_piece_checks<PAWN>(const Position& p, MoveStack* m, Color us, Bitboard dc, Square ksq) {
+
+ return (us == WHITE ? generate_pawn_moves<WHITE, CHECK>(p, m, dc, ksq)
+ : generate_pawn_moves<BLACK, CHECK>(p, m, dc, ksq));
+ }
+
+ // Template generate_piece_evasions with specializations
template<PieceType>
- MoveStack* generate_piece_moves(const Position&, MoveStack*, Color, Bitboard, Bitboard);
+ MoveStack* generate_piece_evasions(const Position&, MoveStack*, Color, Bitboard, Bitboard);
template<>
- inline MoveStack* generate_piece_moves<PAWN>(const Position& p, MoveStack* m,
- Color us, Bitboard t, Bitboard pnd) {
+ inline MoveStack* generate_piece_evasions<PAWN>(const Position& p, MoveStack* m,
+ Color us, Bitboard t, Bitboard pnd) {
return (us == WHITE ? generate_pawn_moves<WHITE, EVASION>(p, m, pnd, SQ_NONE, t)
: generate_pawn_moves<BLACK, EVASION>(p, m, pnd, SQ_NONE, t));
if (blockSquares)
{
- mlist = generate_piece_moves<PAWN>(pos, mlist, us, blockSquares, pinned);
- mlist = generate_piece_moves<KNIGHT>(pos, mlist, us, blockSquares, pinned);
- mlist = generate_piece_moves<BISHOP>(pos, mlist, us, blockSquares, pinned);
- mlist = generate_piece_moves<ROOK>(pos, mlist, us, blockSquares, pinned);
- mlist = generate_piece_moves<QUEEN>(pos, mlist, us, blockSquares, pinned);
+ mlist = generate_piece_evasions<PAWN>(pos, mlist, us, blockSquares, pinned);
+ mlist = generate_piece_evasions<KNIGHT>(pos, mlist, us, blockSquares, pinned);
+ mlist = generate_piece_evasions<BISHOP>(pos, mlist, us, blockSquares, pinned);
+ mlist = generate_piece_evasions<ROOK>(pos, mlist, us, blockSquares, pinned);
+ mlist = generate_piece_evasions<QUEEN>(pos, mlist, us, blockSquares, pinned);
}
}
}
template<PieceType Piece>
- MoveStack* generate_piece_moves(const Position& pos, MoveStack* mlist,
- Color us, Bitboard target, Bitboard pinned) {
+ MoveStack* generate_piece_evasions(const Position& pos, MoveStack* mlist,
+ Color us, Bitboard target, Bitboard pinned) {
Square from;
Bitboard b;
return mlist;
}
+ template<Color Us, SquareDelta Direction>
+ inline Bitboard move_pawns(Bitboard p) {
+
+ if (Direction == DELTA_N)
+ return Us == WHITE ? p << 8 : p >> 8;
+ else if (Direction == DELTA_NE)
+ return Us == WHITE ? p << 9 : p >> 7;
+ else if (Direction == DELTA_NW)
+ return Us == WHITE ? p << 7 : p >> 9;
+ else
+ return p;
+ }
+
template<Color Us, SquareDelta Diagonal>
- MoveStack* generate_pawn_captures_diagonal(MoveStack* mlist, Bitboard pawns, Bitboard enemyPieces, bool promotion) {
+ MoveStack* generate_pawn_diagonal_captures(MoveStack* mlist, Bitboard pawns, Bitboard enemyPieces, bool promotion) {
// Calculate our parametrized parameters at compile time
const Bitboard TRank8BB = (Us == WHITE ? Rank8BB : Rank1BB);
Bitboard b1, b2, dcPawns1, dcPawns2;
Square to;
- Bitboard pawns = (Type != EVASION ? pos.pieces(PAWN, Us) : pos.pieces(PAWN, Us) & ~dcp);
+ Bitboard pawns = (Type == EVASION ? pos.pieces(PAWN, Us) & ~dcp : pos.pieces(PAWN, Us));
Bitboard emptySquares = pos.empty_squares();
- bool possiblePromotion = (pawns & TRank7BB);
+ bool possiblePromotion = pawns & TRank7BB;
if (Type == CAPTURE)
{
// Standard captures and capturing promotions in both directions
Bitboard enemyPieces = pos.pieces_of_color(opposite_color(Us));
- mlist = generate_pawn_captures_diagonal<Us, DELTA_NE>(mlist, pawns, enemyPieces, possiblePromotion);
- mlist = generate_pawn_captures_diagonal<Us, DELTA_NW>(mlist, pawns, enemyPieces, possiblePromotion);
+ mlist = generate_pawn_diagonal_captures<Us, DELTA_NE>(mlist, pawns, enemyPieces, possiblePromotion);
+ mlist = generate_pawn_diagonal_captures<Us, DELTA_NW>(mlist, pawns, enemyPieces, possiblePromotion);
}
if (possiblePromotion)
}
}
- // Underpromotion pawn pushes. Also promotion for evasions and captures.
+ // Underpromotion pawn pushes. Also queen promotions for evasions and captures.
b1 = move_pawns<Us, DELTA_N>(pp) & TRank8BB;
b1 &= (Type == EVASION ? blockSquares : emptySquares);