/// generate_evasions() generates all check evasions when the side to move is
/// in check. Unlike the other move generation functions, this one generates
-/// only legal moves. It returns the number of generated moves. This
+/// 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) {
/// generate_legal_moves() computes a complete list of legal moves in the
-/// current position. This function is not very fast, and should be used
-/// only in situations where performance is unimportant. It wouldn't be
+/// current position. This function is not very fast, and should be used
+/// only in situations where performance is unimportant. It wouldn't be
/// very hard to write an efficient legal move generator, but for the moment
/// we don't need it.
b2 = b1 & TRank8BB;
while (b2)
{
- to = pop_1st_bit(&b2);
- (*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);
+ to = pop_1st_bit(&b2);
+ (*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);
}
b2 = b1 & ~TRank8BB;
while (b2)
b2 = (Us == WHITE ? (b1 & TRank3BB) << 8 : (b1 & TRank3BB) >> 8) & emptySquares;
while (b2)
{
- to = pop_1st_bit(&b2);
- (*mlist++).move = make_move(to - TDELTA_N - TDELTA_N, to);
+ to = pop_1st_bit(&b2);
+ (*mlist++).move = make_move(to - TDELTA_N - TDELTA_N, to);
}
return mlist;
}
// Find all friendly pawns not on the enemy king's file
Bitboard b1 = pos.pawns(Us) & ~file_bb(ksq), b2, b3;
- // Discovered checks, single pawn pushes
- b2 = b3 = (Us == WHITE ? (b1 & dc) << 8 : (b1 & dc) >> 8) & ~TRank8BB & empty;
+ // Discovered checks, single pawn pushes, no promotions
+ b2 = b3 = (Us == WHITE ? (b1 & dc) << 8 : (b1 & dc) >> 8) & empty & ~TRank8BB;
while (b3)
{
Square to = pop_1st_bit(&b3);
// Direct checks. These are possible only for pawns on neighboring files
// of the enemy king
-
- b1 &= (~dc & neighboring_files_bb(ksq)); // FIXME why ~dc ??
+ b1 &= (~dc & neighboring_files_bb(ksq));
// Direct checks, single pawn pushes
b2 = (Us == WHITE ? b1 << 8 : b1 >> 8) & empty;
/// Constructors
-Position::Position(const Position &pos) {
+Position::Position(const Position& pos) {
copy(pos);
}
-Position::Position(const std::string &fen) {
+Position::Position(const std::string& fen) {
from_fen(fen);
}
/// string. This function is not very robust - make sure that input FENs are
/// correct (this is assumed to be the responsibility of the GUI).
-void Position::from_fen(const std::string &fen) {
+void Position::from_fen(const std::string& fen) {
static const std::string pieceLetters = "KQRBNPkqrbnp";
static const Piece pieces[] = { WK, WQ, WR, WB, WN, WP, BK, BQ, BR, BB, BN, BP };
/// side to move is checkmated. Note that this function is currently very
/// slow, and shouldn't be used frequently inside the search.
-bool Position::is_mate() {
+bool Position::is_mate() const {
if (is_check())
{
public:
// Constructors
Position() {};
- Position(const Position &pos);
- Position(const std::string &fen);
+ Position(const Position& pos);
+ Position(const std::string& fen);
// Text input/output
- void from_fen(const std::string &fen);
+ void from_fen(const std::string& fen);
const std::string to_fen() const;
void print(Move m = MOVE_NONE) const;
Value mg_pst_delta(Move m) const;
// Game termination checks
- bool is_mate();
+ bool is_mate() const;
bool is_draw() const;
// Check if one side threatens a mate in one