int generate_white_pawn_noncaptures(const Position&, MoveStack*);
int generate_black_pawn_noncaptures(const Position&, MoveStack*);
int generate_piece_moves(PieceType, const Position&, MoveStack*, Color side, Bitboard t);
- int generate_king_moves(const Position&, MoveStack*, Square from, Bitboard t);
int generate_castle_moves(const Position&, MoveStack*, Color us);
}
else
n = generate_black_pawn_captures(pos, mlist);
- for (PieceType pce = KNIGHT; pce < KING; pce++)
+ for (PieceType pce = KNIGHT; pce <= KING; pce++)
n += generate_piece_moves(pce, pos, mlist+n, us, target);
- n += generate_king_moves(pos, mlist+n, pos.king_square(us), target);
return n;
}
else
n = generate_black_pawn_noncaptures(pos, mlist);
- for (PieceType pce = KNIGHT; pce < KING; pce++)
+ for (PieceType pce = KNIGHT; pce <= KING; pce++)
n += generate_piece_moves(pce, pos, mlist+n, us, target);
- n += generate_king_moves(pos, mlist+n, pos.king_square(us), target);
n += generate_castle_moves(pos, mlist+n, us);
return n;
}
return n;
}
+
int generate_piece_moves(PieceType piece, const Position &pos, MoveStack *mlist,
Color side, Bitboard target) {
}
- int generate_king_moves(const Position &pos, MoveStack *mlist,
- Square from, Bitboard target) {
- Square to;
- Bitboard b;
- int n = 0;
-
- b = pos.king_attacks(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;