const PawnParams WhitePawnParams = { Rank3BB, Rank8BB, RANK_8, DELTA_N, DELTA_NE, DELTA_NW, WHITE, BLACK };
const PawnParams BlackPawnParams = { Rank6BB, Rank1BB, RANK_1, DELTA_S, DELTA_SE, DELTA_SW, BLACK, WHITE };
- int generate_castle_moves(const Position&, MoveStack*, Color);
+ int generate_castle_moves(const Position&, MoveStack*);
template<Color>
int generate_pawn_captures(const Position&, MoveStack*);
int generate_pawn_noncaptures(const Position&, MoveStack*);
template<Color>
- int generate_pawn_checks(const Position&, Bitboard, Square, MoveStack*, int);
+ int generate_pawn_checks(const Position&, Bitboard, Square, MoveStack*);
template<Color>
- int generate_pawn_blocking_evasions(const Position&, Bitboard, Bitboard, MoveStack*, int);
+ int generate_pawn_blocking_evasions(const Position&, Bitboard, Bitboard, MoveStack*);
template<PieceType>
- int generate_piece_moves(const Position&, MoveStack*, Color, Bitboard);
+ int generate_piece_moves(const Position&, MoveStack*, Bitboard);
template<PieceType>
- int generate_piece_checks(const Position&, Bitboard, Bitboard, Square, MoveStack*, int);
- int generate_piece_checks_king(const Position&, Square, Bitboard, Square, MoveStack*, int);
+ int generate_piece_checks(const Position&, Bitboard, Bitboard, Square, MoveStack*);
+ int generate_piece_checks_king(const Position&, Square, Bitboard, Square, MoveStack*);
template<PieceType>
- int generate_piece_blocking_evasions(const Position&, Bitboard, Bitboard, MoveStack*, int);
+ int generate_piece_blocking_evasions(const Position&, Bitboard, Bitboard, MoveStack*);
}
else
n = generate_pawn_captures<BLACK>(pos, mlist);
- n += generate_piece_moves<KNIGHT>(pos, mlist+n, us, target);
- n += generate_piece_moves<BISHOP>(pos, mlist+n, us, target);
- n += generate_piece_moves<ROOK>(pos, mlist+n, us, target);
- n += generate_piece_moves<QUEEN>(pos, mlist+n, us, target);
- n += generate_piece_moves<KING>(pos, mlist+n, us, target);
+ n += generate_piece_moves<KNIGHT>(pos, mlist+n, target);
+ n += generate_piece_moves<BISHOP>(pos, mlist+n, target);
+ n += generate_piece_moves<ROOK>(pos, mlist+n, target);
+ n += generate_piece_moves<QUEEN>(pos, mlist+n, target);
+ n += generate_piece_moves<KING>(pos, mlist+n, target);
return n;
}
else
n = generate_pawn_noncaptures<BLACK>(pos, mlist);
- n += generate_piece_moves<KNIGHT>(pos, mlist+n, us, target);
- n += generate_piece_moves<BISHOP>(pos, mlist+n, us, target);
- n += generate_piece_moves<ROOK>(pos, mlist+n, us, target);
- n += generate_piece_moves<QUEEN>(pos, mlist+n, us, target);
- n += generate_piece_moves<KING>(pos, mlist+n, us, target);
-
- n += generate_castle_moves(pos, mlist+n, us);
+ n += generate_piece_moves<KNIGHT>(pos, mlist+n, target);
+ n += generate_piece_moves<BISHOP>(pos, mlist+n, target);
+ n += generate_piece_moves<ROOK>(pos, mlist+n, target);
+ n += generate_piece_moves<QUEEN>(pos, mlist+n, target);
+ n += generate_piece_moves<KING>(pos, mlist+n, target);
+ n += generate_castle_moves(pos, mlist+n);
return n;
}
// Pawn moves
if (us == WHITE)
- n = generate_pawn_checks<WHITE>(pos, dc, ksq, mlist, 0);
+ n = generate_pawn_checks<WHITE>(pos, dc, ksq, mlist);
else
- n = generate_pawn_checks<BLACK>(pos, dc, ksq, mlist, 0);
+ n = generate_pawn_checks<BLACK>(pos, dc, ksq, mlist);
// Pieces moves
Bitboard b = pos.knights(us);
if (b)
- n = generate_piece_checks<KNIGHT>(pos, b, dc, ksq, mlist, n);
+ n += generate_piece_checks<KNIGHT>(pos, b, dc, ksq, mlist+n);
b = pos.bishops(us);
if (b)
- n = generate_piece_checks<BISHOP>(pos, b, dc, ksq, mlist, n);
+ n += generate_piece_checks<BISHOP>(pos, b, dc, ksq, mlist+n);
b = pos.rooks(us);
if (b)
- n = generate_piece_checks<ROOK>(pos, b, dc, ksq, mlist, n);
+ n += generate_piece_checks<ROOK>(pos, b, dc, ksq, mlist+n);
b = pos.queens(us);
if (b)
- n = generate_piece_checks<QUEEN>(pos, b, dc, ksq, mlist, n);
+ n += generate_piece_checks<QUEEN>(pos, b, dc, ksq, mlist+n);
// Hopefully we always have a king ;-)
- n = generate_piece_checks_king(pos, pos.king_square(us), dc, ksq, mlist, n);
+ n += generate_piece_checks_king(pos, pos.king_square(us), dc, ksq, mlist+n);
// TODO: Castling moves!
// Pawn moves. Because a blocking evasion can never be a capture, we
// only generate pawn pushes.
if (us == WHITE)
- n = generate_pawn_blocking_evasions<WHITE>(pos, not_pinned, blockSquares, mlist, n);
+ n += generate_pawn_blocking_evasions<WHITE>(pos, not_pinned, blockSquares, mlist+n);
else
- n = generate_pawn_blocking_evasions<BLACK>(pos, not_pinned, blockSquares, mlist, n);
+ n += generate_pawn_blocking_evasions<BLACK>(pos, not_pinned, blockSquares, mlist+n);
// Pieces moves
b1 = pos.knights(us) & not_pinned;
if (b1)
- n = generate_piece_blocking_evasions<KNIGHT>(pos, b1, blockSquares, mlist, n);
+ n += generate_piece_blocking_evasions<KNIGHT>(pos, b1, blockSquares, mlist+n);
b1 = pos.bishops(us) & not_pinned;
if (b1)
- n = generate_piece_blocking_evasions<BISHOP>(pos, b1, blockSquares, mlist, n);
+ n += generate_piece_blocking_evasions<BISHOP>(pos, b1, blockSquares, mlist+n);
b1 = pos.rooks(us) & not_pinned;
if (b1)
- n = generate_piece_blocking_evasions<ROOK>(pos, b1, blockSquares, mlist, n);
+ n += generate_piece_blocking_evasions<ROOK>(pos, b1, blockSquares, mlist+n);
b1 = pos.queens(us) & not_pinned;
if (b1)
- n = generate_piece_blocking_evasions<QUEEN>(pos, b1, blockSquares, mlist, n);
+ n += generate_piece_blocking_evasions<QUEEN>(pos, b1, blockSquares, mlist+n);
}
// Finally, the ugly special case of en passant captures. An en passant
/// returned. If not, the function returns MOVE_NONE. This function must
/// only be used when the side to move is not in check.
-Move generate_move_if_legal(const Position &pos, Move m, Bitboard pinned) {
+Move generate_move_if_legal(const Position& pos, Move m, Bitboard pinned) {
assert(pos.is_ok());
assert(!pos.is_check());
namespace {
template<PieceType Piece>
- int generate_piece_moves(const Position &pos, MoveStack *mlist,
- Color side, Bitboard target) {
+ int generate_piece_moves(const Position& pos, MoveStack* mlist, Bitboard target) {
+
int n = 0;
- for (int i = 0; i < pos.piece_count(side, Piece); i++)
+ Color us = pos.side_to_move();
+
+ for (int i = 0; i < pos.piece_count(us, Piece); i++)
{
- Square from = pos.piece_list(side, Piece, i);
+ Square from = pos.piece_list(us, Piece, i);
Bitboard b = pos.piece_attacks<Piece>(from) & target;
while (b)
{
template<PieceType Piece>
int generate_piece_blocking_evasions(const Position& pos, Bitboard b,
- Bitboard blockSquares, MoveStack* mlist, int n) {
+ Bitboard blockSquares, MoveStack* mlist) {
+ int n = 0;
while (b)
{
Square from = pop_1st_bit(&b);
template<Color C>
- int generate_pawn_checks(const Position& pos, Bitboard dc, Square ksq, MoveStack* mlist, int n)
+ int generate_pawn_checks(const Position& pos, Bitboard dc, Square ksq, MoveStack* mlist)
{
static const PawnParams PP = (C == WHITE ? WhitePawnParams : BlackPawnParams);
// Pawn moves which give 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.
+ int n = 0;
Bitboard empty = pos.empty_squares();
// Find all friendly pawns not on the enemy king's file
template<PieceType Piece>
int generate_piece_checks(const Position& pos, Bitboard target, Bitboard dc,
- Square ksq, MoveStack* mlist, int n) {
+ Square ksq, MoveStack* mlist) {
// Discovered checks
+ int n = 0;
Bitboard b = target & dc;
while (b)
{
}
int generate_piece_checks_king(const Position& pos, Square from, Bitboard dc,
- Square ksq, MoveStack* mlist, int n) {
+ Square ksq, MoveStack* mlist) {
+ int n = 0;
if (bit_is_set(dc, from))
{
Bitboard b = pos.piece_attacks<KING>(from)
template<Color C>
int generate_pawn_blocking_evasions(const Position& pos, Bitboard not_pinned,
- Bitboard blockSquares, MoveStack* mlist, int n) {
+ Bitboard blockSquares, MoveStack* mlist) {
static const PawnParams PP = (C == WHITE ? WhitePawnParams : BlackPawnParams);
// Find non-pinned pawns
+ int n = 0;
Bitboard b1 = pos.pawns(PP.us) & not_pinned;
// Single pawn pushes. We don't have to AND with empty squares here,
}
- int generate_castle_moves(const Position &pos, MoveStack *mlist, Color us) {
+ int generate_castle_moves(const Position& pos, MoveStack* mlist) {
int n = 0;
+ Color us = pos.side_to_move();
if (pos.can_castle(us))
{