struct PawnOffsets {
Bitboard Rank3BB, Rank8BB;
+ Rank RANK_8;
SquareDelta DELTA_N, DELTA_NE, DELTA_NW;
Color us, them;
typedef Bitboard (*Shift_fn)(Bitboard b);
Shift_fn forward, forward_left, forward_right;
};
- const PawnOffsets WhitePawnOffsets = { Rank3BB, Rank8BB, DELTA_N, DELTA_NE, DELTA_NW, WHITE, BLACK,
+ const PawnOffsets WhitePawnOffsets = { Rank3BB, Rank8BB, RANK_8, DELTA_N, DELTA_NE, DELTA_NW, WHITE, BLACK,
&forward_white, forward_left_white, forward_right_white };
- const PawnOffsets BlackPawnOffsets = { Rank6BB, Rank1BB, DELTA_S, DELTA_SE, DELTA_SW, BLACK, WHITE,
+ const PawnOffsets BlackPawnOffsets = { Rank6BB, Rank1BB, RANK_1, DELTA_S, DELTA_SE, DELTA_SW, BLACK, WHITE,
&forward_black, &forward_left_black, &forward_right_black };
int generate_pawn_captures(const PawnOffsets&, const Position&, MoveStack*);
int generate_pawn_noncaptures(const PawnOffsets&, const Position&, MoveStack*);
- int generate_pawn_checks(const PawnOffsets&, const Position&, Bitboard dc, Square ksq, MoveStack*, int n);
- int generate_piece_checks(PieceType pce, const Position& pos, Bitboard target, Bitboard dc, Square ksq, MoveStack* mlist, int n);
- int generate_piece_moves(PieceType, const Position&, MoveStack*, Color side, Bitboard t);
- int generate_castle_moves(const Position&, MoveStack*, Color us);
+ int generate_pawn_checks(const PawnOffsets&, const Position&, Bitboard, Square, MoveStack*, int);
+ int generate_piece_checks(PieceType, const Position&, Bitboard, Bitboard, Square, MoveStack*, int);
+ int generate_piece_moves(PieceType, const Position&, MoveStack*, Color, Bitboard);
+ int generate_castle_moves(const Position&, MoveStack*, Color);
+ int generate_piece_blocking_evasions(PieceType, const Position&, Bitboard, Bitboard, MoveStack*, int);
+ int generate_pawn_blocking_evasions(const PawnOffsets&, const Position&, Bitboard, Bitboard, MoveStack*, int);
}
}
// Pieces captures
- b1 = pos.knight_attacks(checksq) & pos.knights(us)
- & pos.bishop_attacks(checksq) & pos.bishops_and_queens(us)
- & pos.rook_attacks(checksq) & pos.rooks_and_queens(us)
+ b1 = (pos.knight_attacks(checksq) & pos.knights(us))
+ | (pos.bishop_attacks(checksq) & pos.bishops_and_queens(us))
+ | (pos.rook_attacks(checksq) & pos.rooks_and_queens(us))
& not_pinned;
while (b1)
assert((pos.occupied_squares() & blockSquares) == EmptyBoardBB);
// Pawn moves. Because a blocking evasion can never be a capture, we
- // only generate pawn pushes. As so often, the code for pawns is a bit
- // ugly, and uses separate clauses for white and black pawns. :-(
+ // only generate pawn pushes.
if (us == WHITE)
- {
- // Find non-pinned pawns
- b1 = pos.pawns(WHITE) & not_pinned;
-
- // Single pawn pushes. We don't have to AND with empty squares here,
- // because the blocking squares will always be empty.
- b2 = (b1 << 8) & blockSquares;
- while(b2)
- {
- to = pop_1st_bit(&b2);
-
- assert(pos.piece_on(to) == EMPTY);
-
- if (square_rank(to) == RANK_8)
- {
- mlist[n++].move = make_promotion_move(to - DELTA_N, to, QUEEN);
- mlist[n++].move = make_promotion_move(to - DELTA_N, to, ROOK);
- mlist[n++].move = make_promotion_move(to - DELTA_N, to, BISHOP);
- mlist[n++].move = make_promotion_move(to - DELTA_N, to, KNIGHT);
- } else
- mlist[n++].move = make_move(to - DELTA_N, to);
- }
-
- // Double pawn pushes
- b2 = (((b1 << 8) & pos.empty_squares() & Rank3BB) << 8) & blockSquares;
- while (b2)
- {
- to = pop_1st_bit(&b2);
-
- assert(pos.piece_on(to) == EMPTY);
- assert(square_rank(to) == RANK_4);
-
- mlist[n++].move = make_move(to - DELTA_N - DELTA_N, to);
- }
- } else { // (us == BLACK)
-
- // Find non-pinned pawns
- b1 = pos.pawns(BLACK) & not_pinned;
-
- // Single pawn pushes. We don't have to AND with empty squares here,
- // because the blocking squares will always be empty.
- b2 = (b1 >> 8) & blockSquares;
- while (b2)
- {
- to = pop_1st_bit(&b2);
-
- assert(pos.piece_on(to) == EMPTY);
-
- if (square_rank(to) == RANK_1)
- {
- mlist[n++].move = make_promotion_move(to - DELTA_S, to, QUEEN);
- mlist[n++].move = make_promotion_move(to - DELTA_S, to, ROOK);
- mlist[n++].move = make_promotion_move(to - DELTA_S, to, BISHOP);
- mlist[n++].move = make_promotion_move(to - DELTA_S, to, KNIGHT);
- } else
- mlist[n++].move = make_move(to - DELTA_S, to);
- }
-
- // Double pawn pushes
- b2 = (((b1 >> 8) & pos.empty_squares() & Rank6BB) >> 8) & blockSquares;
- while (b2)
- {
- to = pop_1st_bit(&b2);
-
- assert(pos.piece_on(to) == EMPTY);
- assert(square_rank(to) == RANK_5);
-
- mlist[n++].move = make_move(to - DELTA_S - DELTA_S, to);
- }
- }
-
- // Knight moves
+ n = generate_pawn_blocking_evasions(WhitePawnOffsets, pos, not_pinned, blockSquares, mlist, n);
+ else
+ n = generate_pawn_blocking_evasions(BlackPawnOffsets, pos, not_pinned, blockSquares, mlist, n);
+
+ // Pieces moves
b1 = pos.knights(us) & not_pinned;
- while (b1)
- {
- from = pop_1st_bit(&b1);
- b2 = pos.knight_attacks(from) & blockSquares;
- while (b2)
- {
- to = pop_1st_bit(&b2);
- mlist[n++].move = make_move(from, to);
- }
- }
-
- // Bishop moves
+ if (b1)
+ n = generate_piece_blocking_evasions(KNIGHT, pos, b1, blockSquares, mlist, n);
+
b1 = pos.bishops(us) & not_pinned;
- while (b1)
- {
- from = pop_1st_bit(&b1);
- b2 = pos.bishop_attacks(from) & blockSquares;
- while (b2)
- {
- to = pop_1st_bit(&b2);
- mlist[n++].move = make_move(from, to);
- }
- }
-
- // Rook moves
+ if (b1)
+ n = generate_piece_blocking_evasions(BISHOP, pos, b1, blockSquares, mlist, n);
+
b1 = pos.rooks(us) & not_pinned;
- while (b1)
- {
- from = pop_1st_bit(&b1);
- b2 = pos.rook_attacks(from) & blockSquares;
- while (b2)
- {
- to = pop_1st_bit(&b2);
- mlist[n++].move = make_move(from, to);
- }
- }
-
- // Queen moves
+ if (b1)
+ n = generate_piece_blocking_evasions(ROOK, pos, b1, blockSquares, mlist, n);
+
b1 = pos.queens(us) & not_pinned;
- while (b1)
- {
- from = pop_1st_bit(&b1);
- b2 = pos.queen_attacks(from) & blockSquares;
- while (b2)
- {
- to = pop_1st_bit(&b2);
- mlist[n++].move = make_move(from, to);
- }
- }
+ if (b1)
+ n = generate_piece_blocking_evasions(QUEEN, pos, b1, blockSquares, mlist, n);
}
// Finally, the ugly special case of en passant captures. An en passant
}
return n;
}
+
+
+ int generate_piece_blocking_evasions(PieceType pce, const Position& pos, Bitboard b,
+ Bitboard blockSquares, MoveStack* mlist, int n) {
+
+ const Piece_attacks_fn mem_fn = piece_attacks_fn[pce];
+
+ while (b)
+ {
+ Square from = pop_1st_bit(&b);
+ Bitboard bb = (pos.*mem_fn)(from) & blockSquares;
+ while (bb)
+ {
+ Square to = pop_1st_bit(&bb);
+ mlist[n++].move = make_move(from, to);
+ }
+ }
+ return n;
+ }
+
+
+ int generate_pawn_blocking_evasions(const PawnOffsets& ofs, const Position& pos, Bitboard not_pinned,
+ Bitboard blockSquares, MoveStack* mlist, int n) {
+ // Find non-pinned pawns
+ Bitboard b1 = pos.pawns(ofs.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 = (ofs.forward)(b1) & blockSquares;
+ while (b2)
+ {
+ Square to = pop_1st_bit(&b2);
+
+ assert(pos.piece_on(to) == EMPTY);
+
+ if (square_rank(to) == ofs.RANK_8)
+ {
+ mlist[n++].move = make_promotion_move(to - ofs.DELTA_N, to, QUEEN);
+ mlist[n++].move = make_promotion_move(to - ofs.DELTA_N, to, ROOK);
+ mlist[n++].move = make_promotion_move(to - ofs.DELTA_N, to, BISHOP);
+ mlist[n++].move = make_promotion_move(to - ofs.DELTA_N, to, KNIGHT);
+ } else
+ mlist[n++].move = make_move(to - ofs.DELTA_N, to);
+ }
+
+ // Double pawn pushes
+ b2 = (ofs.forward)((ofs.forward)(b1) & pos.empty_squares() & ofs.Rank3BB) & blockSquares;
+ while (b2)
+ {
+ Square to = pop_1st_bit(&b2);
+
+ assert(pos.piece_on(to) == EMPTY);
+ assert(ofs.us != WHITE || square_rank(to) == RANK_4);
+ assert(ofs.us != BLACK || square_rank(to) == RANK_5);
+
+ mlist[n++].move = make_move(to - ofs.DELTA_N - ofs.DELTA_N, to);
+ }
+ return n;
+ }
}