template<PieceType>
int generate_piece_blocking_evasions(const Position&, Bitboard, Bitboard, MoveStack*, int);
+
+
+ /// Templates are defined here to avoid lookup issues with specializations
+
+ template<PieceType Piece>
+ int generate_piece_moves(const Position &pos, MoveStack *mlist,
+ Color side, Bitboard target) {
+ int n = 0;
+ for (int i = 0; i < pos.piece_count(side, Piece); i++)
+ {
+ Square from = pos.piece_list(side, Piece, i);
+ Bitboard b = pos.piece_attacks<Piece>(from) & target;
+ while (b)
+ {
+ Square to = pop_1st_bit(&b);
+ mlist[n++].move = make_move(from, to);
+ }
+ }
+ return n;
+ }
+
+
+ template<PieceType Piece>
+ int generate_piece_checks(const Position& pos, Bitboard target, Bitboard dc,
+ Square ksq, MoveStack* mlist, int n) {
+ // Discovered checks
+ Bitboard b = target & dc;
+ while (b)
+ {
+ Square from = pop_1st_bit(&b);
+ Bitboard bb = pos.piece_attacks<Piece>(from) & pos.empty_squares();
+ while (bb)
+ {
+ Square to = pop_1st_bit(&bb);
+ mlist[n++].move = make_move(from, to);
+ }
+ }
+ // Direct checks
+ b = target & ~dc;
+ Bitboard checkSqs = pos.piece_attacks<Piece>(ksq) & pos.empty_squares();
+ while (b)
+ {
+ Square from = pop_1st_bit(&b);
+ Bitboard bb = pos.piece_attacks<Piece>(from) & checkSqs;
+ while (bb)
+ {
+ Square to = pop_1st_bit(&bb);
+ mlist[n++].move = make_move(from, to);
+ }
+ }
+ return n;
+ }
+
+
+ template<> // Special case the King
+ int generate_piece_checks<KING>(const Position& pos, Bitboard, Bitboard dc,
+ Square ksq, MoveStack* mlist, int n) {
+ if (bit_is_set(dc, ksq))
+ {
+ Bitboard bb = pos.piece_attacks<KING>(ksq)
+ & pos.empty_squares()
+ & ~QueenPseudoAttacks[ksq];
+ while (bb)
+ {
+ Square to = pop_1st_bit(&bb);
+ mlist[n++].move = make_move(ksq, to);
+ }
+ }
+ return n;
+ }
+
+
+ template<PieceType Piece>
+ int generate_piece_blocking_evasions(const Position& pos, Bitboard b,
+ Bitboard blockSquares, MoveStack* mlist, int n) {
+ while (b)
+ {
+ Square from = pop_1st_bit(&b);
+ Bitboard bb = pos.piece_attacks<Piece>(from) & blockSquares;
+ while (bb)
+ {
+ Square to = pop_1st_bit(&bb);
+ mlist[n++].move = make_move(from, to);
+ }
+ }
+ return n;
+ }
}
if (b)
n = generate_piece_checks<QUEEN>(pos, b, dc, ksq, mlist, n);
- // King moves
- Square from = pos.king_square(us);
- if (bit_is_set(dc, from))
- {
- b = pos.piece_attacks<KING>(from) & pos.empty_squares() & ~QueenPseudoAttacks[ksq];
- while (b)
- {
- Square to = pop_1st_bit(&b);
- mlist[n++].move = make_move(from, to);
- }
- }
+ // Hopefully we always have a king ;-)
+ n = generate_piece_checks<KING>(pos, b, dc, pos.king_square(us), mlist, n);
// TODO: Castling moves!
}
- template<PieceType Piece>
- int generate_piece_moves(const Position &pos, MoveStack *mlist,
- Color side, Bitboard target) {
-
- Square from, to;
- Bitboard b;
- int n = 0;
-
- for (int i = 0; i < pos.piece_count(side, Piece); i++)
- {
- from = pos.piece_list(side, Piece, i);
- b = pos.piece_attacks<Piece>(from) & target;
- while (b)
- {
- to = pop_1st_bit(&b);
- mlist[n++].move = make_move(from, to);
- }
- }
- return n;
- }
-
-
int generate_castle_moves(const Position &pos, MoveStack *mlist, Color us) {
int n = 0;
return n;
}
- template<PieceType Piece>
- int generate_piece_checks(const Position& pos, Bitboard target, Bitboard dc,
- Square ksq, MoveStack* mlist, int n) {
-
- // Discovered checks
- Bitboard b = target & dc;
- while (b)
- {
- Square from = pop_1st_bit(&b);
- Bitboard bb = pos.piece_attacks<Piece>(from) & pos.empty_squares();
- while (bb)
- {
- Square to = pop_1st_bit(&bb);
- mlist[n++].move = make_move(from, to);
- }
- }
-
- // Direct checks
- b = target & ~dc;
- Bitboard checkSqs = pos.piece_attacks<Piece>(ksq) & pos.empty_squares();
- while (b)
- {
- Square from = pop_1st_bit(&b);
- Bitboard bb = pos.piece_attacks<Piece>(from) & checkSqs;
- while (bb)
- {
- Square to = pop_1st_bit(&bb);
- mlist[n++].move = make_move(from, to);
- }
- }
- return n;
- }
int generate_pawn_checks(const PawnOffsets& ofs, const Position& pos, Bitboard dc, Square ksq, MoveStack* mlist, int n)
{
}
- template<PieceType Piece>
- int generate_piece_blocking_evasions(const Position& pos, Bitboard b,
- Bitboard blockSquares, MoveStack* mlist, int n) {
- while (b)
- {
- Square from = pop_1st_bit(&b);
- Bitboard bb = pos.piece_attacks<Piece>(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