MoveStack* do_generate_pawn_blocking_evasions(const Position& pos, Bitboard not_pinned,
Bitboard blockSquares, MoveStack* mlist);
template<Color>
- inline MoveStack* generate_pawn_blocking_evasions(const Position& p, Bitboard np, Bitboard bs, MoveStack* m) {
+ inline MoveStack* generate_pawn_blocking_evasions(const Position& p, MoveStack* m, Bitboard np, Bitboard bs) {
return do_generate_pawn_blocking_evasions<WHITE, RANK_8, Rank3BB, DELTA_N>(p, np, bs, m);
}
template<>
- inline MoveStack* generate_pawn_blocking_evasions<BLACK>(const Position& p, Bitboard np, Bitboard bs, MoveStack* m) {
+ inline MoveStack* generate_pawn_blocking_evasions<BLACK>(const Position& p, MoveStack* m, Bitboard np, Bitboard bs) {
return do_generate_pawn_blocking_evasions<BLACK, RANK_1, Rank6BB, DELTA_S>(p, np, bs, m);
}
MoveStack* do_generate_pawn_checks(const Position&, Bitboard, Square, MoveStack*);
template<Color>
- inline MoveStack* generate_pawn_checks(const Position& p, Bitboard dc, Square ksq, MoveStack* m) {
+ inline MoveStack* generate_pawn_checks(const Position& p, MoveStack* m, Bitboard dc, Square ksq) {
return do_generate_pawn_checks<WHITE, BLACK, Rank8BB, Rank3BB, DELTA_N>(p, dc, ksq, m);
}
template<>
- inline MoveStack* generate_pawn_checks<BLACK>(const Position& p, Bitboard dc, Square ksq, MoveStack* m) {
+ inline MoveStack* generate_pawn_checks<BLACK>(const Position& p, MoveStack* m, Bitboard dc, Square ksq) {
return do_generate_pawn_checks<BLACK, WHITE, Rank1BB, Rank6BB, DELTA_S>(p, dc, ksq, m);
}
MoveStack* generate_piece_moves<KING>(const Position& pos, MoveStack* mlist, Color us, Bitboard target);
template<PieceType>
- MoveStack* generate_piece_checks(const Position&, Bitboard, Bitboard, Square, MoveStack*);
+ MoveStack* generate_piece_checks(const Position&, MoveStack*, Color us, Bitboard, Square);
template<PieceType>
- MoveStack* generate_piece_blocking_evasions(const Position&, Bitboard, Bitboard, MoveStack*);
+ MoveStack* generate_piece_blocking_evasions(const Position&, MoveStack*, Bitboard, Bitboard);
}
/// generate_noncaptures() generates all pseudo-legal non-captures and
-/// underpromotions. The return value is the number of moves generated.
+/// underpromotions. The return value is the number of moves generated.
int generate_noncaptures(const Position& pos, MoveStack* mlist) {
assert(pos.piece_on(ksq) == king_of_color(opposite_color(us)));
- dc = pos.discovered_check_candidates(us);
-
// Pawn moves
if (us == WHITE)
- mlist = generate_pawn_checks<WHITE>(pos, dc, ksq, mlist);
+ mlist = generate_pawn_checks<WHITE>(pos, mlist, dc, ksq);
else
- mlist = generate_pawn_checks<BLACK>(pos, dc, ksq, mlist);
+ mlist = generate_pawn_checks<BLACK>(pos, mlist, dc, ksq);
// Pieces moves
- Bitboard b = pos.knights(us);
- if (b)
- mlist = generate_piece_checks<KNIGHT>(pos, b, dc, ksq, mlist);
-
- b = pos.bishops(us);
- if (b)
- mlist = generate_piece_checks<BISHOP>(pos, b, dc, ksq, mlist);
-
- b = pos.rooks(us);
- if (b)
- mlist = generate_piece_checks<ROOK>(pos, b, dc, ksq, mlist);
-
- b = pos.queens(us);
- if (b)
- mlist = generate_piece_checks<QUEEN>(pos, b, dc, ksq, mlist);
-
- // Hopefully we always have a king ;-)
- mlist = generate_piece_checks<KING>(pos, pos.kings(us), dc, ksq, mlist);
+ mlist = generate_piece_checks<KNIGHT>(pos, mlist, us, dc, ksq);
+ mlist = generate_piece_checks<BISHOP>(pos, mlist, us, dc, ksq);
+ mlist = generate_piece_checks<ROOK>(pos, mlist, us, dc, ksq);
+ mlist = generate_piece_checks<QUEEN>(pos, mlist, us, dc, ksq);
+ mlist = generate_piece_checks<KING>(pos, mlist, us, dc, ksq);
// Castling moves that give check. Very rare but nice to have!
if ( pos.can_castle_queenside(us)
// Pawn moves. Because a blocking evasion can never be a capture, we
// only generate pawn pushes.
if (us == WHITE)
- mlist = generate_pawn_blocking_evasions<WHITE>(pos, not_pinned, blockSquares, mlist);
+ mlist = generate_pawn_blocking_evasions<WHITE>(pos, mlist, not_pinned, blockSquares);
else
- mlist = generate_pawn_blocking_evasions<BLACK>(pos, not_pinned, blockSquares, mlist);
+ mlist = generate_pawn_blocking_evasions<BLACK>(pos, mlist, not_pinned, blockSquares);
// Pieces moves
b1 = pos.knights(us) & not_pinned;
if (b1)
- mlist = generate_piece_blocking_evasions<KNIGHT>(pos, b1, blockSquares, mlist);
+ mlist = generate_piece_blocking_evasions<KNIGHT>(pos, mlist, b1, blockSquares);
b1 = pos.bishops(us) & not_pinned;
if (b1)
- mlist = generate_piece_blocking_evasions<BISHOP>(pos, b1, blockSquares, mlist);
+ mlist = generate_piece_blocking_evasions<BISHOP>(pos, mlist, b1, blockSquares);
b1 = pos.rooks(us) & not_pinned;
if (b1)
- mlist = generate_piece_blocking_evasions<ROOK>(pos, b1, blockSquares, mlist);
+ mlist = generate_piece_blocking_evasions<ROOK>(pos, mlist, b1, blockSquares);
b1 = pos.queens(us) & not_pinned;
if (b1)
- mlist = generate_piece_blocking_evasions<QUEEN>(pos, b1, blockSquares, mlist);
+ mlist = generate_piece_blocking_evasions<QUEEN>(pos, mlist, b1, blockSquares);
}
// Finally, the ugly special case of en passant captures. An en passant
}
template<PieceType Piece>
- MoveStack* generate_piece_blocking_evasions(const Position& pos, Bitboard b,
- Bitboard blockSquares, MoveStack* mlist) {
+ MoveStack* generate_piece_blocking_evasions(const Position& pos, MoveStack* mlist,
+ Bitboard b, Bitboard blockSquares) {
while (b)
{
Square from = pop_1st_bit(&b);
}
template<PieceType Piece>
- MoveStack* generate_piece_checks(const Position& pos, Bitboard target, Bitboard dc,
- Square ksq, MoveStack* mlist) {
+ MoveStack* generate_piece_checks(const Position& pos, MoveStack* mlist, Color us,
+ Bitboard dc, Square ksq) {
+
+ Bitboard target = pos.pieces_of_color_and_type(us, Piece);
+
// Discovered checks
Bitboard b = target & dc;
while (b)
SERIALIZE_MOVES(bb);
}
- if (Piece == KING)
- return mlist;
-
// Direct checks
b = target & ~dc;
+ if (Piece == KING || !b)
+ return mlist;
+
Bitboard checkSqs = pos.piece_attacks<Piece>(ksq) & pos.empty_squares();
while (b)
{