int generate_pawn_blocking_evasions(const Position&, Bitboard, Bitboard, MoveStack*);
template<PieceType>
- int generate_piece_moves(const Position&, MoveStack*, Bitboard);
+ int generate_piece_moves(const Position&, MoveStack*, Color us, Bitboard);
+ template<>
+ int generate_piece_moves<KING>(const Position& pos, MoveStack* mlist, Color us, Bitboard target);
template<PieceType>
int generate_piece_checks(const Position&, Bitboard, Bitboard, Square, MoveStack*);
else
n = generate_pawn_captures<BLACK>(pos, mlist);
- 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_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);
return n;
}
else
n = generate_pawn_noncaptures<BLACK>(pos, mlist);
- 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_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);
return n;
}
namespace {
template<PieceType Piece>
- int generate_piece_moves(const Position& pos, MoveStack* mlist, Bitboard target) {
+ int generate_piece_moves(const Position& pos, MoveStack* mlist, Color us, Bitboard target) {
+ Square from, to;
+ Bitboard b;
int n = 0;
- Color us = pos.side_to_move();
for (int i = 0; i < pos.piece_count(us, Piece); i++)
{
- Square from = pos.piece_list(us, Piece, i);
- Bitboard b = pos.piece_attacks<Piece>(from) & target;
+ from = pos.piece_list(us, Piece, i);
+ b = pos.piece_attacks<Piece>(from) & target;
while (b)
{
- Square to = pop_1st_bit(&b);
+ to = pop_1st_bit(&b);
mlist[n++].move = make_move(from, to);
}
}
return n;
}
+ template<>
+ int generate_piece_moves<KING>(const Position& pos, MoveStack* mlist, Color us, Bitboard target) {
+
+ Bitboard b;
+ Square to, from = pos.king_square(us);
+ int n = 0;
+
+ b = pos.piece_attacks<KING>(from) & target;
+ while (b)
+ {
+ to = pop_1st_bit(&b);
+ mlist[n++].move = make_move(from, to);
+ }
+ return n;
+ }
template<PieceType Piece>
int generate_piece_blocking_evasions(const Position& pos, Bitboard b,