// Because we generate only legal castling moves we need to verify that
// when moving the castling rook we do not discover some hidden checker.
// For instance an enemy queen in SQ_A1 when castling rook is in SQ_B1.
- if (Chess960 && (pos.attackers_to(kto, pos.pieces() ^ rfrom) & enemies))
+ if (Chess960 && (attacks_bb<ROOK>(kto, pos.pieces() ^ rfrom) & pos.pieces(~us, ROOK, QUEEN)))
return mlist;
(mlist++)->move = make<CASTLE>(kfrom, rfrom);
- if (Checks && !pos.move_gives_check((mlist - 1)->move, CheckInfo(pos)))
- mlist--;
+ if (Checks && !pos.gives_check((mlist - 1)->move, CheckInfo(pos)))
+ --mlist;
return mlist;
}
&& !(PseudoAttacks[Pt][from] & target & ci->checkSq[Pt]))
continue;
- if (ci->dcCandidates && (ci->dcCandidates & from))
+ if (unlikely(ci->dcCandidates) && (ci->dcCandidates & from))
continue;
}
}
- template<GenType Type> FORCE_INLINE
- ExtMove* generate_all(const Position& pos, ExtMove* mlist, Color us,
- Bitboard target, const CheckInfo* ci = NULL) {
+ template<Color Us, GenType Type> FORCE_INLINE
+ ExtMove* generate_all(const Position& pos, ExtMove* mlist, Bitboard target,
+ const CheckInfo* ci = NULL) {
const bool Checks = Type == QUIET_CHECKS;
- mlist = (us == WHITE ? generate_pawn_moves<WHITE, Type>(pos, mlist, target, ci)
- : generate_pawn_moves<BLACK, Type>(pos, mlist, target, ci));
-
- mlist = generate_moves<KNIGHT, Checks>(pos, mlist, us, target, ci);
- mlist = generate_moves<BISHOP, Checks>(pos, mlist, us, target, ci);
- mlist = generate_moves<ROOK, Checks>(pos, mlist, us, target, ci);
- mlist = generate_moves<QUEEN, Checks>(pos, mlist, us, target, ci);
+ mlist = generate_pawn_moves<Us, Type>(pos, mlist, target, ci);
+ mlist = generate_moves<KNIGHT, Checks>(pos, mlist, Us, target, ci);
+ mlist = generate_moves<BISHOP, Checks>(pos, mlist, Us, target, ci);
+ mlist = generate_moves< ROOK, Checks>(pos, mlist, Us, target, ci);
+ mlist = generate_moves< QUEEN, Checks>(pos, mlist, Us, target, ci);
if (Type != QUIET_CHECKS && Type != EVASIONS)
{
- Square from = pos.king_square(us);
+ Square from = pos.king_square(Us);
Bitboard b = pos.attacks_from<KING>(from) & target;
SERIALIZE(b);
}
- if (Type != CAPTURES && Type != EVASIONS && pos.can_castle(us))
+ if (Type != CAPTURES && Type != EVASIONS && pos.can_castle(Us))
{
if (pos.is_chess960())
{
- mlist = generate_castle<KING_SIDE, Checks, true>(pos, mlist, us);
- mlist = generate_castle<QUEEN_SIDE, Checks, true>(pos, mlist, us);
+ mlist = generate_castle< KING_SIDE, Checks, true>(pos, mlist, Us);
+ mlist = generate_castle<QUEEN_SIDE, Checks, true>(pos, mlist, Us);
}
else
{
- mlist = generate_castle<KING_SIDE, Checks, false>(pos, mlist, us);
- mlist = generate_castle<QUEEN_SIDE, Checks, false>(pos, mlist, us);
+ mlist = generate_castle< KING_SIDE, Checks, false>(pos, mlist, Us);
+ mlist = generate_castle<QUEEN_SIDE, Checks, false>(pos, mlist, Us);
}
}
: Type == QUIETS ? ~pos.pieces()
: Type == NON_EVASIONS ? ~pos.pieces(us) : 0;
- return generate_all<Type>(pos, mlist, us, target);
+ return us == WHITE ? generate_all<WHITE, Type>(pos, mlist, target)
+ : generate_all<BLACK, Type>(pos, mlist, target);
}
// Explicit template instantiations
assert(!pos.checkers());
+ Color us = pos.side_to_move();
CheckInfo ci(pos);
Bitboard dc = ci.dcCandidates;
SERIALIZE(b);
}
- return generate_all<QUIET_CHECKS>(pos, mlist, pos.side_to_move(), ~pos.pieces(), &ci);
+ return us == WHITE ? generate_all<WHITE, QUIET_CHECKS>(pos, mlist, ~pos.pieces(), &ci)
+ : generate_all<BLACK, QUIET_CHECKS>(pos, mlist, ~pos.pieces(), &ci);
}
// evasions so to skip known illegal moves avoiding useless legality check later.
do
{
- checkersCnt++;
+ ++checkersCnt;
checksq = pop_lsb(&b);
assert(color_of(pos.piece_on(checksq)) == ~us);
- switch (type_of(pos.piece_on(checksq)))
- {
- case BISHOP: sliderAttacks |= PseudoAttacks[BISHOP][checksq]; break;
- case ROOK: sliderAttacks |= PseudoAttacks[ROOK][checksq]; break;
- case QUEEN:
- // If queen and king are far or not on a diagonal line we can safely
- // remove all the squares attacked in the other direction becuase are
- // not reachable by the king anyway.
- if (between_bb(ksq, checksq) || !(PseudoAttacks[BISHOP][checksq] & ksq))
- sliderAttacks |= PseudoAttacks[QUEEN][checksq];
-
- // Otherwise we need to use real rook attacks to check if king is safe
- // to move in the other direction. For example: king in B2, queen in A1
- // a knight in B1, and we can safely move to C1.
- else
- sliderAttacks |= PseudoAttacks[BISHOP][checksq] | pos.attacks_from<ROOK>(checksq);
-
- default:
- break;
- }
+ if (type_of(pos.piece_on(checksq)) > KNIGHT) // A slider
+ sliderAttacks |= LineBB[checksq][ksq] ^ checksq;
+
} while (b);
// Generate evasions for king, capture and non capture moves
// Generate blocking evasions or captures of the checking piece
Bitboard target = between_bb(checksq, ksq) | checksq;
- return generate_all<EVASIONS>(pos, mlist, us, target);
+ return us == WHITE ? generate_all<WHITE, EVASIONS>(pos, mlist, target)
+ : generate_all<BLACK, EVASIONS>(pos, mlist, target);
}
ExtMove* generate<LEGAL>(const Position& pos, ExtMove* mlist) {
ExtMove *end, *cur = mlist;
- Bitboard pinned = pos.pinned_pieces();
+ Bitboard pinned = pos.pinned_pieces(pos.side_to_move());
Square ksq = pos.king_square(pos.side_to_move());
end = pos.checkers() ? generate<EVASIONS>(pos, mlist)
: generate<NON_EVASIONS>(pos, mlist);
while (cur != end)
if ( (pinned || from_sq(cur->move) == ksq || type_of(cur->move) == ENPASSANT)
- && !pos.pl_move_is_legal(cur->move, pinned))
+ && !pos.legal(cur->move, pinned))
cur->move = (--end)->move;
else
- cur++;
+ ++cur;
return end;
}