From af6571856e82c15393dd481acb72a77f11a2a5a1 Mon Sep 17 00:00:00 2001 From: Marco Costalba Date: Mon, 20 Oct 2008 10:46:31 +0200 Subject: [PATCH] Shrink arguments in move generation functions Perhaps no speedup, but it is more readable. Signed-off-by: Marco Costalba --- src/movegen.cpp | 93 ++++++++++++++++++++++++++----------------------- 1 file changed, 50 insertions(+), 43 deletions(-) diff --git a/src/movegen.cpp b/src/movegen.cpp index 02268bff..34eab93b 100644 --- a/src/movegen.cpp +++ b/src/movegen.cpp @@ -41,7 +41,7 @@ namespace { 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 int generate_pawn_captures(const Position&, MoveStack*); @@ -50,20 +50,20 @@ namespace { int generate_pawn_noncaptures(const Position&, MoveStack*); template - int generate_pawn_checks(const Position&, Bitboard, Square, MoveStack*, int); + int generate_pawn_checks(const Position&, Bitboard, Square, MoveStack*); template - int generate_pawn_blocking_evasions(const Position&, Bitboard, Bitboard, MoveStack*, int); + int generate_pawn_blocking_evasions(const Position&, Bitboard, Bitboard, MoveStack*); template - int generate_piece_moves(const Position&, MoveStack*, Color, Bitboard); + int generate_piece_moves(const Position&, MoveStack*, Bitboard); template - 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 - int generate_piece_blocking_evasions(const Position&, Bitboard, Bitboard, MoveStack*, int); + int generate_piece_blocking_evasions(const Position&, Bitboard, Bitboard, MoveStack*); } @@ -89,11 +89,11 @@ int generate_captures(const Position& pos, MoveStack* mlist) { else n = generate_pawn_captures(pos, mlist); - n += generate_piece_moves(pos, mlist+n, us, target); - n += generate_piece_moves(pos, mlist+n, us, target); - n += generate_piece_moves(pos, mlist+n, us, target); - n += generate_piece_moves(pos, mlist+n, us, target); - n += generate_piece_moves(pos, mlist+n, us, target); + n += generate_piece_moves(pos, mlist+n, target); + n += generate_piece_moves(pos, mlist+n, target); + n += generate_piece_moves(pos, mlist+n, target); + n += generate_piece_moves(pos, mlist+n, target); + n += generate_piece_moves(pos, mlist+n, target); return n; } @@ -115,13 +115,12 @@ int generate_noncaptures(const Position& pos, MoveStack *mlist) { else n = generate_pawn_noncaptures(pos, mlist); - n += generate_piece_moves(pos, mlist+n, us, target); - n += generate_piece_moves(pos, mlist+n, us, target); - n += generate_piece_moves(pos, mlist+n, us, target); - n += generate_piece_moves(pos, mlist+n, us, target); - n += generate_piece_moves(pos, mlist+n, us, target); - - n += generate_castle_moves(pos, mlist+n, us); + n += generate_piece_moves(pos, mlist+n, target); + n += generate_piece_moves(pos, mlist+n, target); + n += generate_piece_moves(pos, mlist+n, target); + n += generate_piece_moves(pos, mlist+n, target); + n += generate_piece_moves(pos, mlist+n, target); + n += generate_castle_moves(pos, mlist+n); return n; } @@ -145,29 +144,29 @@ int generate_checks(const Position& pos, MoveStack* mlist, Bitboard dc) { // Pawn moves if (us == WHITE) - n = generate_pawn_checks(pos, dc, ksq, mlist, 0); + n = generate_pawn_checks(pos, dc, ksq, mlist); else - n = generate_pawn_checks(pos, dc, ksq, mlist, 0); + n = generate_pawn_checks(pos, dc, ksq, mlist); // Pieces moves Bitboard b = pos.knights(us); if (b) - n = generate_piece_checks(pos, b, dc, ksq, mlist, n); + n += generate_piece_checks(pos, b, dc, ksq, mlist+n); b = pos.bishops(us); if (b) - n = generate_piece_checks(pos, b, dc, ksq, mlist, n); + n += generate_piece_checks(pos, b, dc, ksq, mlist+n); b = pos.rooks(us); if (b) - n = generate_piece_checks(pos, b, dc, ksq, mlist, n); + n += generate_piece_checks(pos, b, dc, ksq, mlist+n); b = pos.queens(us); if (b) - n = generate_piece_checks(pos, b, dc, ksq, mlist, n); + n += generate_piece_checks(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! @@ -269,26 +268,26 @@ int generate_evasions(const Position& pos, MoveStack* mlist) { // Pawn moves. Because a blocking evasion can never be a capture, we // only generate pawn pushes. if (us == WHITE) - n = generate_pawn_blocking_evasions(pos, not_pinned, blockSquares, mlist, n); + n += generate_pawn_blocking_evasions(pos, not_pinned, blockSquares, mlist+n); else - n = generate_pawn_blocking_evasions(pos, not_pinned, blockSquares, mlist, n); + n += generate_pawn_blocking_evasions(pos, not_pinned, blockSquares, mlist+n); // Pieces moves b1 = pos.knights(us) & not_pinned; if (b1) - n = generate_piece_blocking_evasions(pos, b1, blockSquares, mlist, n); + n += generate_piece_blocking_evasions(pos, b1, blockSquares, mlist+n); b1 = pos.bishops(us) & not_pinned; if (b1) - n = generate_piece_blocking_evasions(pos, b1, blockSquares, mlist, n); + n += generate_piece_blocking_evasions(pos, b1, blockSquares, mlist+n); b1 = pos.rooks(us) & not_pinned; if (b1) - n = generate_piece_blocking_evasions(pos, b1, blockSquares, mlist, n); + n += generate_piece_blocking_evasions(pos, b1, blockSquares, mlist+n); b1 = pos.queens(us) & not_pinned; if (b1) - n = generate_piece_blocking_evasions(pos, b1, blockSquares, mlist, n); + n += generate_piece_blocking_evasions(pos, b1, blockSquares, mlist+n); } // Finally, the ugly special case of en passant captures. An en passant @@ -361,7 +360,7 @@ int generate_legal_moves(const Position& pos, MoveStack* mlist) { /// 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()); @@ -537,12 +536,14 @@ Move generate_move_if_legal(const Position &pos, Move m, Bitboard pinned) { namespace { template - 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(from) & target; while (b) { @@ -556,7 +557,8 @@ namespace { template 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); @@ -707,13 +709,14 @@ namespace { template - 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 @@ -764,8 +767,9 @@ namespace { template 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) { @@ -794,7 +798,8 @@ namespace { } 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(from) @@ -812,11 +817,12 @@ namespace { template 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, @@ -855,9 +861,10 @@ namespace { } - 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)) { -- 2.39.2