QUEEN_SIDE
};
- static const bool CAPTURE = true;
- static const bool NON_CAPTURE = false;
+ const bool CAPTURE = true;
+ const bool NON_CAPTURE = false;
- // Function
+ // Functions
bool castling_is_check(const Position&, CastlingSide);
// Helper templates
template<>
inline MoveStack* generate_piece_blocking_evasions<PAWN>(const Position& p, MoveStack* m, Color us,
- Bitboard np, Bitboard bs) {
+ Bitboard pnd, Bitboard bs) {
if (us == WHITE)
- return generate_pawn_blocking_evasions<WHITE, RANK_8, Rank3BB, DELTA_N>(p, np, bs, m);
+ return generate_pawn_blocking_evasions<WHITE, RANK_8, Rank3BB, DELTA_N>(p, pnd, bs, m);
else
- return generate_pawn_blocking_evasions<BLACK, RANK_1, Rank6BB, DELTA_S>(p, np, bs, m);
+ return generate_pawn_blocking_evasions<BLACK, RANK_1, Rank6BB, DELTA_S>(p, pnd, bs, m);
}
}
/// only legal moves. It returns the number of generated moves. This
/// function is very ugly, and needs cleaning up some time later. FIXME
-int generate_evasions(const Position& pos, MoveStack* mlist) {
+int generate_evasions(const Position& pos, MoveStack* mlist, Bitboard pinned) {
assert(pos.is_ok());
assert(pos.is_check());
assert(pos.color_of_piece_on(checksq) == them);
- // Find pinned pieces
- Bitboard not_pinned = ~pos.pinned_pieces(us);
-
// Generate captures of the checking piece
// Pawn captures
- b1 = pos.pawn_attacks(them, checksq) & pos.pawns(us) & not_pinned;
+ b1 = pos.pawn_attacks(them, checksq) & pos.pawns(us) & ~pinned;
while (b1)
{
from = pop_1st_bit(&b1);
// Pieces captures
b1 = ( (pos.piece_attacks<KNIGHT>(checksq) & pos.knights(us))
| (pos.piece_attacks<BISHOP>(checksq) & pos.bishops_and_queens(us))
- | (pos.piece_attacks<ROOK>(checksq) & pos.rooks_and_queens(us)) ) & not_pinned;
+ | (pos.piece_attacks<ROOK>(checksq) & pos.rooks_and_queens(us)) ) & ~pinned;
while (b1)
{
}
// Blocking check evasions are possible only if the checking piece is
- // a slider
+ // a slider.
if (checkers & pos.sliders())
{
Bitboard blockSquares = squares_between(checksq, ksq);
assert((pos.occupied_squares() & blockSquares) == EmptyBoardBB);
// Pieces moves
- mlist = generate_piece_blocking_evasions<PAWN>(pos, mlist, us, not_pinned, blockSquares);
- mlist = generate_piece_blocking_evasions<KNIGHT>(pos, mlist, us, not_pinned, blockSquares);
- mlist = generate_piece_blocking_evasions<BISHOP>(pos, mlist, us, not_pinned, blockSquares);
- mlist = generate_piece_blocking_evasions<ROOK>(pos, mlist, us, not_pinned, blockSquares);
- mlist = generate_piece_blocking_evasions<QUEEN>(pos, mlist, us, not_pinned, blockSquares);
+ mlist = generate_piece_blocking_evasions<PAWN>(pos, mlist, us, pinned, blockSquares);
+ mlist = generate_piece_blocking_evasions<KNIGHT>(pos, mlist, us, pinned, blockSquares);
+ mlist = generate_piece_blocking_evasions<BISHOP>(pos, mlist, us, pinned, blockSquares);
+ mlist = generate_piece_blocking_evasions<ROOK>(pos, mlist, us, pinned, blockSquares);
+ mlist = generate_piece_blocking_evasions<QUEEN>(pos, mlist, us, pinned, blockSquares);
}
// Finally, the ugly special case of en passant captures. An en passant
assert(b1 != EmptyBoardBB);
- b1 &= not_pinned;
+ b1 &= ~pinned;
while (b1)
{
from = pop_1st_bit(&b1);
assert(pos.is_ok());
+ Bitboard pinned = pos.pinned_pieces(pos.side_to_move());
+
if (pos.is_check())
- return generate_evasions(pos, mlist);
+ return generate_evasions(pos, mlist, pinned);
// Generate pseudo-legal moves
int n = generate_captures(pos, mlist);
n += generate_noncaptures(pos, mlist + n);
- Bitboard pinned = pos.pinned_pieces(pos.side_to_move());
-
// Remove illegal moves from the list
for (int i = 0; i < n; i++)
if (!pos.pl_move_is_legal(mlist[i].move, pinned))
template<PieceType Piece>
MoveStack* generate_piece_blocking_evasions(const Position& pos, MoveStack* mlist, Color us,
- Bitboard not_pinned, Bitboard blockSquares) {
+ Bitboard pinned, Bitboard blockSquares) {
+ Square from;
+ Bitboard b;
- Bitboard b = pos.pieces_of_color_and_type(us, Piece) & not_pinned;
- while (b)
+ for (int i = 0, e = pos.piece_count(us, Piece); i < e; i++)
{
- Square from = pop_1st_bit(&b);
- Bitboard bb = pos.piece_attacks<Piece>(from) & blockSquares;
- SERIALIZE_MOVES(bb);
+ from = pos.piece_list(us, Piece, i);
+ if (pinned && bit_is_set(pinned, from))
+ continue;
+
+ b = pos.piece_attacks<Piece>(from) & blockSquares;
+ SERIALIZE_MOVES(b);
}
return mlist;
}
}
template<Color Us, Rank TRANK_8, Bitboard TRank3BB, SquareDelta TDELTA_N>
- MoveStack* generate_pawn_blocking_evasions(const Position& pos, Bitboard not_pinned,
+ MoveStack* generate_pawn_blocking_evasions(const Position& pos, Bitboard pinned,
Bitboard blockSquares, MoveStack* mlist) {
Square to;
// Find non-pinned pawns
- Bitboard b1 = pos.pawns(Us) & not_pinned;
+ Bitboard b1 = pos.pawns(Us) & ~pinned;
// Single pawn pushes. We don't have to AND with empty squares here,
// because the blocking squares will always be empty.
// Double pawn pushes
b2 = (Us == WHITE ? b1 << 8 : b1 >> 8) & pos.empty_squares() & TRank3BB;
- b2 = (Us == WHITE ? b2 << 8 : b2 >> 8) & blockSquares;;
+ b2 = (Us == WHITE ? b2 << 8 : b2 >> 8) & blockSquares;
while (b2)
{
to = pop_1st_bit(&b2);