enum MoveType {
CAPTURE,
- NON_CAPTURE
+ NON_CAPTURE,
+ CHECK,
+ EVASION
};
// Functions
template<CastlingSide Side>
MoveStack* generate_castle_moves(const Position&, MoveStack*);
- template<Color Us>
- MoveStack* generate_pawn_blocking_evasions(const Position&, Bitboard, Bitboard, MoveStack*);
-
template<Color Us>
MoveStack* generate_pawn_captures(const Position&, MoveStack*);
template<Color Us, SquareDelta Diagonal>
MoveStack* generate_pawn_captures_diagonal(MoveStack*, Bitboard, Bitboard, bool);
- template<Color Us, bool Checks>
- MoveStack* generate_pawn_noncaptures(const Position&, MoveStack*, Bitboard = EmptyBoardBB, Square = SQ_NONE);
+ template<Color Us, MoveType Type>
+ MoveStack* generate_pawn_noncaptures(const Position&, MoveStack*, Bitboard = EmptyBoardBB,
+ Square = SQ_NONE, Bitboard = EmptyBoardBB);
template<Color Us, SquareDelta Direction>
inline Bitboard move_pawns(Bitboard p) {
template<>
inline MoveStack* generate_piece_checks<PAWN>(const Position& p, MoveStack* m, Color us, Bitboard dc, Square ksq) {
- return (us == WHITE ? generate_pawn_noncaptures<WHITE, true>(p, m, dc, ksq)
- : generate_pawn_noncaptures<BLACK, true>(p, m, dc, ksq));
+ return (us == WHITE ? generate_pawn_noncaptures<WHITE, CHECK>(p, m, dc, ksq)
+ : generate_pawn_noncaptures<BLACK, CHECK>(p, m, dc, ksq));
}
// Template generate_piece_moves() with specializations and overloads
return (us == WHITE ? generate_pawn_captures<WHITE>(p, m)
: generate_pawn_captures<BLACK>(p, m));
else
- return (us == WHITE ? generate_pawn_noncaptures<WHITE, false>(p, m)
- : generate_pawn_noncaptures<BLACK, false>(p, m));
+ return (us == WHITE ? generate_pawn_noncaptures<WHITE, NON_CAPTURE>(p, m)
+ : generate_pawn_noncaptures<BLACK, NON_CAPTURE>(p, m));
}
template<PieceType>
inline MoveStack* generate_piece_moves<PAWN>(const Position& p, MoveStack* m,
Color us, Bitboard t, Bitboard pnd) {
- return (us == WHITE ? generate_pawn_blocking_evasions<WHITE>(p, pnd, t, m)
- : generate_pawn_blocking_evasions<BLACK>(p, pnd, t, m));
+ return (us == WHITE ? generate_pawn_noncaptures<WHITE, EVASION>(p, m, pnd, SQ_NONE, t)
+ : generate_pawn_noncaptures<BLACK, EVASION>(p, m, pnd, SQ_NONE, t));
}
}
return mlist;
}
- template<Color Us, bool GenerateChecks>
- MoveStack* generate_pawn_noncaptures(const Position& pos, MoveStack* mlist, Bitboard dc, Square ksq) {
+ template<Color Us, MoveType Type>
+ MoveStack* generate_pawn_noncaptures(const Position& pos, MoveStack* mlist, Bitboard dcp,
+ Square ksq, Bitboard blockSquares) {
// Calculate our parametrized parameters at compile time
const Color Them = (Us == WHITE ? BLACK : WHITE);
Bitboard b1, b2, dcPawns1, dcPawns2;
Square to;
- Bitboard pawns = pos.pieces(PAWN, Us);
+ Bitboard pawns = (Type != EVASION ? pos.pieces(PAWN, Us) : pos.pieces(PAWN, Us) & ~dcp);
Bitboard emptySquares = pos.empty_squares();
if (pawns & TRank7BB) // There is some promotion candidate ?
{
// When generating checks consider under-promotion moves (both captures
- // and non captures) only if can give a discovery check.
- Bitboard pp = GenerateChecks ? pawns & dc : pawns;
- Bitboard enemyPieces = pos.pieces_of_color(opposite_color(Us));
+ // and non captures) only if can give a discovery check. Note that dcp
+ // is dc bitboard or pinned bitboard when Type == EVASION.
+ Bitboard pp = (Type == CHECK ? pawns & dcp : pawns);
- // Underpromotion captures in the a1-h8 (a8-h1 for black) direction
- b1 = move_pawns<Us, DELTA_NE>(pp) & ~FileABB & enemyPieces & TRank8BB;
- while (b1)
+ if (Type != EVASION)
{
- to = pop_1st_bit(&b1);
- (*mlist++).move = make_promotion_move(to - TDELTA_NE, to, ROOK);
- (*mlist++).move = make_promotion_move(to - TDELTA_NE, to, BISHOP);
- (*mlist++).move = make_promotion_move(to - TDELTA_NE, to, KNIGHT);
- }
-
- // Underpromotion captures in the h1-a8 (h8-a1 for black) direction
- b1 = move_pawns<Us, DELTA_NW>(pp) & ~FileHBB & enemyPieces & TRank8BB;
- while (b1)
- {
- to = pop_1st_bit(&b1);
- (*mlist++).move = make_promotion_move(to - TDELTA_NW, to, ROOK);
- (*mlist++).move = make_promotion_move(to - TDELTA_NW, to, BISHOP);
- (*mlist++).move = make_promotion_move(to - TDELTA_NW, to, KNIGHT);
+ Bitboard enemyPieces = pos.pieces_of_color(opposite_color(Us));
+
+ // Underpromotion captures in the a1-h8 (a8-h1 for black) direction
+ b1 = move_pawns<Us, DELTA_NE>(pp) & ~FileABB & enemyPieces & TRank8BB;
+ while (b1)
+ {
+ to = pop_1st_bit(&b1);
+ (*mlist++).move = make_promotion_move(to - TDELTA_NE, to, ROOK);
+ (*mlist++).move = make_promotion_move(to - TDELTA_NE, to, BISHOP);
+ (*mlist++).move = make_promotion_move(to - TDELTA_NE, to, KNIGHT);
+ }
+
+ // Underpromotion captures in the h1-a8 (h8-a1 for black) direction
+ b1 = move_pawns<Us, DELTA_NW>(pp) & ~FileHBB & enemyPieces & TRank8BB;
+ while (b1)
+ {
+ to = pop_1st_bit(&b1);
+ (*mlist++).move = make_promotion_move(to - TDELTA_NW, to, ROOK);
+ (*mlist++).move = make_promotion_move(to - TDELTA_NW, to, BISHOP);
+ (*mlist++).move = make_promotion_move(to - TDELTA_NW, to, KNIGHT);
+ }
}
// Underpromotion pawn pushes
- b1 = move_pawns<Us, DELTA_N>(pp) & emptySquares & TRank8BB;
+ b1 = move_pawns<Us, DELTA_N>(pp) & TRank8BB;
+ b1 &= (Type == EVASION ? blockSquares : emptySquares);
+
while (b1)
{
to = pop_1st_bit(&b1);
+ if (Type == EVASION)
+ (*mlist++).move = make_promotion_move(to - TDELTA_N, to, QUEEN);
+
(*mlist++).move = make_promotion_move(to - TDELTA_N, to, ROOK);
(*mlist++).move = make_promotion_move(to - TDELTA_N, to, BISHOP);
(*mlist++).move = make_promotion_move(to - TDELTA_N, to, KNIGHT);
}
dcPawns1 = dcPawns2 = EmptyBoardBB;
- if (GenerateChecks && (pawns & dc))
+ if (Type == CHECK && (pawns & dcp))
{
// Pawn moves which gives 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.
- dcPawns1 = move_pawns<Us, DELTA_N>(pawns & dc & ~file_bb(ksq)) & emptySquares & ~TRank8BB;
+ dcPawns1 = move_pawns<Us, DELTA_N>(pawns & dcp & ~file_bb(ksq)) & emptySquares & ~TRank8BB;
dcPawns2 = move_pawns<Us, DELTA_N>(dcPawns1 & TRank3BB) & emptySquares;
}
// Single pawn pushes
b1 = move_pawns<Us, DELTA_N>(pawns) & emptySquares & ~TRank8BB;
- b2 = GenerateChecks ? (b1 & pos.attacks_from<PAWN>(ksq, Them)) | dcPawns1 : b1;
+ b2 = (Type == CHECK ? (b1 & pos.attacks_from<PAWN>(ksq, Them)) | dcPawns1 :
+ (Type == EVASION ? b1 & blockSquares : b1));
SERIALIZE_MOVES_D(b2, -TDELTA_N);
// Double pawn pushes
b1 = move_pawns<Us, DELTA_N>(b1 & TRank3BB) & emptySquares;
- b2 = GenerateChecks ? (b1 & pos.attacks_from<PAWN>(ksq, Them)) | dcPawns2 : b1;
+ b2 = (Type == CHECK ? (b1 & pos.attacks_from<PAWN>(ksq, Them)) | dcPawns2 :
+ (Type == EVASION ? b1 & blockSquares : b1));
SERIALIZE_MOVES_D(b2, -TDELTA_N -TDELTA_N);
return mlist;
}
return mlist;
}
- template<Color Us>
- MoveStack* generate_pawn_blocking_evasions(const Position& pos, Bitboard pinned,
- Bitboard blockSquares, MoveStack* mlist) {
-
- // Calculate our parametrized parameters at compile time
- const Bitboard TRank8BB = (Us == WHITE ? Rank8BB : Rank1BB);
- const Bitboard TRank7BB = (Us == WHITE ? Rank7BB : Rank2BB);
- const Bitboard TRank3BB = (Us == WHITE ? Rank3BB : Rank6BB);
- const SquareDelta TDELTA_N = (Us == WHITE ? DELTA_N : DELTA_S);
-
- Bitboard b1, b2;
- Square to;
- Bitboard pawns = pos.pieces(PAWN, Us) & ~pinned;
- Bitboard emptySquares = pos.empty_squares();
-
- if (pawns & TRank7BB) // There is some promotion candidate ?
- {
- // Note that blockSquares are always empty
- b1 = move_pawns<Us, DELTA_N>(pawns) & blockSquares & TRank8BB;
- while (b1)
- {
- to = pop_1st_bit(&b1);
- (*mlist++).move = make_promotion_move(to - TDELTA_N, to, QUEEN);
- (*mlist++).move = make_promotion_move(to - TDELTA_N, to, ROOK);
- (*mlist++).move = make_promotion_move(to - TDELTA_N, to, BISHOP);
- (*mlist++).move = make_promotion_move(to - TDELTA_N, to, KNIGHT);
- }
- }
-
- // Single pawn pushes
- b1 = move_pawns<Us, DELTA_N>(pawns) & emptySquares & ~TRank8BB;
- b2 = b1 & blockSquares;
- SERIALIZE_MOVES_D(b2, -TDELTA_N);
-
- // Double pawn pushes. Note that blockSquares are always empty
- b1 = move_pawns<Us, DELTA_N>(b1 & TRank3BB) & blockSquares;
- SERIALIZE_MOVES_D(b1, -TDELTA_N -TDELTA_N);
- return mlist;
- }
-
template<CastlingSide Side>
MoveStack* generate_castle_moves(const Position& pos, MoveStack* mlist) {